Antag system cleanup/fixes.

This commit is contained in:
Zuhayr
2015-09-04 15:21:36 +09:30
parent 9728f28880
commit 23fb8d8b99
35 changed files with 311 additions and 465 deletions

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@@ -217,6 +217,7 @@
#include "code\game\antagonist\antagonist_add.dm"
#include "code\game\antagonist\antagonist_create.dm"
#include "code\game\antagonist\antagonist_equip.dm"
#include "code\game\antagonist\antagonist_factions.dm"
#include "code\game\antagonist\antagonist_helpers.dm"
#include "code\game\antagonist\antagonist_objectives.dm"
#include "code\game\antagonist\antagonist_panel.dm"
@@ -235,6 +236,7 @@
#include "code\game\antagonist\station\changeling.dm"
#include "code\game\antagonist\station\cultist.dm"
#include "code\game\antagonist\station\highlander.dm"
#include "code\game\antagonist\station\loyalist.dm"
#include "code\game\antagonist\station\renegade.dm"
#include "code\game\antagonist\station\revolutionary.dm"
#include "code\game\antagonist\station\rogue_ai.dm"

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@@ -74,9 +74,6 @@ var/list/gamemode_cache = list()
var/automute_on = 0 //enables automuting/spam prevention
var/jobs_have_minimal_access = 0 //determines whether jobs use minimal access or expanded access.
var/rp_rev = 0 // Changes between conversion methods in rev.
var/announce_revheads = 0 // Determines if revheads are announced in revolution mode.
var/cult_ghostwriter = 1 //Allows ghosts to write in blood in cult rounds...
var/cult_ghostwriter_req_cultists = 10 //...so long as this many cultists are active.
@@ -635,12 +632,6 @@ var/list/gamemode_cache = list()
if("disable_welder_vision")
config.welder_vision = 0
if("rp_rev")
config.rp_rev = 1
if("announce_revheads")
config.announce_revheads = 1
if("allow_extra_antags")
config.allow_extra_antags = 1

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@@ -7,7 +7,11 @@ var/datum/antagonist/xenos/borer/borers
mob_path = /mob/living/simple_animal/borer
bantype = "Borer"
welcome_text = "Use your Infest power to crawl into the ear of a host and fuse with their brain. You can only take control temporarily, and at risk of hurting your host, so be clever and careful; your host is encouraged to help you however they can. Talk to your fellow borers with :x."
var/list/hosts = list()
antag_indicator = "brainworm"
faction_role_text = "Borer Thrall"
faction_descriptor = "Unity"
faction_welcome = "You are now a thrall to a cortical borer. Please listen to what they have to say; they're in your head."
/datum/antagonist/xenos/borer/New()
..(1)
@@ -37,15 +41,6 @@ var/datum/antagonist/xenos/borer/borers
possible_hosts |= H
return possible_hosts
/datum/antagonist/xenos/borer/place_all_mobs()
var/list/possible_hosts = get_hosts()
for(var/datum/mind/player in current_antagonists)
if(!possible_hosts.len)
return
var/mob/host = pick(possible_hosts)
possible_hosts -= host
place_in_host(player, host)
/datum/antagonist/xenos/borer/place_mob(var/mob/living/mob)
var/list/possible_hosts = get_hosts()
if(possible_hosts.len) place_in_host(mob, pick(possible_hosts))

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@@ -23,14 +23,6 @@ var/datum/antagonist/xenos/xenomorphs
if(!no_reference)
xenomorphs = src
/datum/antagonist/xenos/Topic(href, href_list)
if (..())
return
if(href_list["move_to_spawn"]) place_mob(locate(href_list["move_to_spawn"]))
/datum/antagonist/xenos/get_extra_panel_options(var/datum/mind/player)
return "<a href='?src=\ref[src];move_to_spawn=\ref[player.current]'>\[move to vent\]</a>"
/datum/antagonist/xenos/attempt_random_spawn()
if(config.aliens_allowed) ..()
@@ -48,12 +40,5 @@ var/datum/antagonist/xenos/xenomorphs
player.objectives += new /datum/objective/survive()
player.objectives += new /datum/objective/escape()
/datum/antagonist/xenos/place_all_mobs()
var/list/vents = get_vents()
for(var/datum/mind/player in current_antagonists)
var/obj/machinery/atmospherics/unary/vent_pump/temp_vent = pick(vents)
vents -= temp_vent
player.current.loc = get_turf(temp_vent)
/datum/antagonist/xenos/place_mob(var/mob/living/player)
player.loc = get_turf(pick(get_vents()))

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@@ -11,6 +11,7 @@
var/loss_feedback_tag
var/max_antags = 3
var/max_antags_round = 5
var/min_antags_round = 1
// Random spawn values.
var/spawn_announcement
@@ -32,19 +33,27 @@
var/spawned_nuke
var/nuke_spawn_loc
var/list/valid_species = list("Unathi","Tajara","Skrell","Human") // Used for setting appearance.
var/list/valid_species = list("Unathi","Tajara","Skrell","Human") // Used for setting appearance.
var/list/current_antagonists = list()
var/list/pending_antagonists = list()
var/list/starting_locations = list()
var/list/global_objectives = list()
var/list/restricted_jobs = list()
var/list/protected_jobs = list()
var/list/candidates = list()
var/list/starting_locations = list()
var/list/global_objectives = list()
var/list/restricted_jobs = list()
var/list/protected_jobs = list()
var/list/candidates = list()
var/list/faction_members = list()
var/default_access = list()
var/id_type = /obj/item/weapon/card/id
var/announced
var/faction_role_text // Role for sub-antags. Mandatory for faction role.
var/faction_descriptor // Description of the cause. Mandatory for faction role.
var/faction_verb // Verb added when becoming a member of the faction, if any.
var/faction_welcome // Message shown to faction members.
var/faction_invisible // Can members of the faction identify other antagonists?
var/faction_indicator
/datum/antagonist/New()
..()
cur_max = max_antags
@@ -59,7 +68,7 @@
/datum/antagonist/proc/get_candidates(var/ghosts_only)
candidates = list() // Clear.
// Prune restricted status. Broke it up for readability.
// Note that this is done before jobs are handed out.
for(var/datum/mind/player in ticker.mode.get_players_for_role(role_type, id))
@@ -132,14 +141,14 @@
pending_antagonists |= player
log_debug("[player.key] has been selected for [role_text] by lottery.")
//Ensure that antags with ANTAG_OVERRIDE_JOB do not occupy job slots.
if(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = role_text
//Ensure that a player cannot be drafted for multiple antag roles, taking up slots for antag roles that they will not fill.
player.special_role = role_text
return 1
//Spawns all pending_antagonists. This is done separately from attempt_spawn in case the game mode setup fails.

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@@ -1,15 +1,8 @@
/datum/antagonist/proc/add_antagonist(var/datum/mind/player, var/ignore_role, var/do_not_equip, var/move_to_spawn, var/do_not_announce, var/preserve_appearance)
if(!istype(player))
return 0
if(!player.current)
return 0
if(player in current_antagonists)
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
if(!add_antagonist_mind(player, ignore_role))
return
//do this again, just in case
if(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = role_text
@@ -23,10 +16,37 @@
equip(player.current)
return 1
/datum/antagonist/proc/add_antagonist_mind(var/datum/mind/player, var/ignore_role, var/nonstandard_role_type, var/nonstandard_role_msg)
if(!istype(player))
return 0
if(!player.current)
return 0
if(player in current_antagonists)
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
if(faction_verb && player.current)
player.current.verbs |= faction_verb
// Handle only adding a mind and not bothering with gear etc.
if(nonstandard_role_type)
faction_members |= player
player.current << "<span class='danger'><font size=3>You are \a [nonstandard_role_type]!</span>"
player.special_role = nonstandard_role_type
if(nonstandard_role_msg)
player.current << "<span class='notice'>[nonstandard_role_msg]</span>"
update_icons_added(player)
return 1
/datum/antagonist/proc/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
if(player.current && faction_verb)
player.current.verbs -= faction_verb
if(player in current_antagonists)
player.current << "<span class='danger'><font size = 3>You are no longer a [role_text]!</font></span>"
current_antagonists -= player
faction_members -= player
player.special_role = null
update_icons_removed(player)
BITSET(player.current.hud_updateflag, SPECIALROLE_HUD)

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@@ -0,0 +1,50 @@
/mob/living/proc/convert_to_rev(mob/M as mob in oview(src))
set name = "Convert Bourgeoise"
set category = "Abilities"
if(!M.mind)
return
convert_to_faction(M.mind, revs)
/mob/living/proc/convert_to_faction(var/datum/mind/player, var/datum/antagonist/faction)
if(!player || !faction || !player.current)
return
if(!faction.faction_verb || !faction.faction_descriptor || !faction.faction_verb)
return
if(faction.is_antagonist(player))
src << "<span class='warning'>\The [player.current] already serves the [faction.faction_descriptor].</span>"
return
if(player_is_antag(player))
src << "<span class='warning'>\The [player.current]'s loyalties seem to be elsewhere...</span>"
return
if(!faction.can_become_antag(player))
src << "<span class='warning'>\The [player.current] cannot be \a [faction.faction_role_text]!</span>"
return
if(world.time < player.rev_cooldown)
src << "<span class='danger'>You must wait five seconds between attempts.</span>"
return
src << "<span class='danger'>You are attempting to convert \the [player.current]...</span>"
log_admin("[src]([src.ckey]) attempted to convert [player.current].")
message_admins("<span class='danger'>[src]([src.ckey]) attempted to convert [player.current].</span>")
player.rev_cooldown = world.time+100
var/choice = alert(player.current,"Asked by [src]: Do you want to join the [faction.faction_descriptor]?","Join the [faction.faction_descriptor]?","No!","Yes!")
if(choice == "Yes!" && faction.add_antagonist_mind(player, 0, faction.faction_role_text, faction.faction_welcome))
src << "<span class='notice'>\The [player.current] joins the [faction.faction_descriptor]!</span>"
return
if(choice == "No!")
player << "<span class='danger'>You reject this traitorous cause!</span>"
src << "<span class='danger'>\The [player.current] does not support the [faction.faction_descriptor]!</span>"
/mob/living/proc/convert_to_loyalist(mob/M as mob in oview(src))
set name = "Convert Recidivist"
set category = "Abilities"
if(!M.mind)
return
convert_to_faction(M.mind, loyalists)

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@@ -5,23 +5,20 @@
if(L.name == landmark_id)
starting_locations |= get_turf(L)
/datum/antagonist/proc/place_all_mobs()
if(!starting_locations || !starting_locations.len || !current_antagonists || !current_antagonists.len)
return
for(var/datum/mind/player in current_antagonists)
player.current.loc = pick(starting_locations)
/datum/antagonist/proc/announce_antagonist_spawn()
if(spawn_announcement)
if(announced)
return
announced = 1
if(spawn_announcement_delay)
sleep(spawn_announcement_delay)
if(spawn_announcement_sound)
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]", new_sound = spawn_announcement_sound)
else
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]")
spawn(0)
if(spawn_announcement_delay)
sleep(spawn_announcement_delay)
if(spawn_announcement_sound)
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]", new_sound = spawn_announcement_sound)
else
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]")
return
/datum/antagonist/proc/place_mob(var/mob/living/mob)
if(!starting_locations || !starting_locations.len)

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@@ -22,49 +22,62 @@
id.name = "[player.real_name]'s ID Card"
id.registered_name = player.real_name
/datum/antagonist/proc/clear_indicators(var/datum/mind/recipient)
if(!recipient.current || !recipient.current.client)
return
for(var/image/I in recipient.current.client.images)
if(I.icon_state == antag_indicator || (faction_indicator && I.icon_state == faction_indicator))
qdel(I)
/datum/antagonist/proc/get_indicator(var/datum/mind/recipient, var/datum/mind/other)
if(!antag_indicator || !other.current || !recipient.current)
return
var/indicator = (faction_indicator && (other in faction_members)) ? faction_indicator : antag_indicator
return image('icons/mob/mob.dmi', loc = other.current, icon_state = indicator)
/datum/antagonist/proc/update_all_icons()
if(!antag_indicator)
return
for(var/datum/mind/antag in current_antagonists)
if(antag.current && antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.icon_state == antag_indicator)
qdel(I)
for(var/datum/mind/other_antag in current_antagonists)
if(other_antag.current)
antag.current.client.images |= image('icons/mob/mob.dmi', loc = other_antag.current, icon_state = antag_indicator)
clear_indicators(antag)
if(faction_invisible && (antag in faction_members))
continue
for(var/datum/mind/other_antag in current_antagonists)
if(antag.current && antag.current.client)
antag.current.client.images |= get_indicator(antag, other_antag)
/datum/antagonist/proc/update_icons_added(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
var/give_to_player = (!faction_invisible || !(player in faction_members))
for(var/datum/mind/antag in current_antagonists)
if(!antag.current)
continue
if(antag.current.client)
antag.current.client.images |= image('icons/mob/mob.dmi', loc = player.current, icon_state = antag_indicator)
antag.current.client.images |= get_indicator(antag, player)
if(!give_to_player)
continue
if(player.current.client)
player.current.client.images |= image('icons/mob/mob.dmi', loc = antag.current, icon_state = antag_indicator)
player.current.client.images |= get_indicator(player, antag)
/datum/antagonist/proc/update_icons_removed(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
for(var/datum/mind/antag in current_antagonists)
if(antag.current)
if(antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.icon_state == antag_indicator && I.loc == player.current)
qdel(I)
clear_indicators(player)
if(player.current && player.current.client)
for(var/image/I in player.current.client.images)
if(I.icon_state == antag_indicator)
qdel(I)
for(var/datum/mind/antag in current_antagonists)
if(antag.current && antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.loc == player.current)
qdel(I)
/datum/antagonist/proc/update_current_antag_max()
var/main_type
if(ticker && ticker.mode)
if(ticker.mode.antag_tag && ticker.mode.antag_tag == id)
if(ticker.mode.antag_tags && (id in ticker.mode.antag_tags))
main_type = 1
cur_max = (main_type ? max_antags_round : max_antags)
if(ticker.mode.antag_scaling_coeff)

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@@ -5,6 +5,7 @@ var/datum/antagonist/mercenary/mercs
role_type = BE_OPERATIVE
role_text = "Mercenary"
bantype = "operative"
antag_indicator = "synd"
role_text_plural = "Mercenaries"
landmark_id = "Syndicate-Spawn"
leader_welcome_text = "You are the leader of the mercenary strikeforce; hail to the chief. Use :t to speak to your underlings."
@@ -44,14 +45,6 @@ var/datum/antagonist/mercenary/mercs
create_radio(SYND_FREQ, player)
return 1
/datum/antagonist/mercenary/place_all_mobs()
var/spawnpos = 1
for(var/datum/mind/player in current_antagonists)
player.current.loc = starting_locations[spawnpos]
spawnpos++
if(spawnpos > starting_locations.len)
spawnpos = 1
/datum/antagonist/mercenary/create_nuke()
..()
// Create the radio.

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@@ -6,6 +6,7 @@ var/datum/antagonist/raider/raiders
role_text = "Raider"
role_text_plural = "Raiders"
bantype = "raider"
antag_indicator = "mutineer"
landmark_id = "voxstart"
welcome_text = "Use :H to talk on your encrypted channel."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER

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@@ -22,8 +22,8 @@ var/datum/antagonist/cultist/cult
victory_feedback_tag = "win - cult win"
loss_feedback_tag = "loss - staff stopped the cult"
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
max_antags = 200 // No upper limit.
max_antags_round = 200
max_antags = 5
max_antags_round = 6
var/allow_narsie = 1
var/datum/mind/sacrifice_target

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@@ -0,0 +1,42 @@
var/datum/antagonist/loyalists/loyalists
/datum/antagonist/loyalists
id = MODE_LOYALIST
role_type = BE_LOYALIST
role_text = "Head Loyalist"
role_text_plural = "Loyalists"
bantype = "loyalist"
feedback_tag = "loyalist_objective"
antag_indicator = "loyal_head"
welcome_text = "You belong to the Company, body and soul. Preserve its interests against the conspirators amongst the crew."
victory_text = "The heads of staff remained at their posts! The loyalists win!"
loss_text = "The heads of staff did not stop the revolution!"
victory_feedback_tag = "win - rev heads killed"
loss_feedback_tag = "loss - heads killed"
flags = 0
max_antags = 1
max_antags_round = 1
// Inround loyalists.
faction_role_text = "Loyalist"
faction_descriptor = "Company"
faction_verb = /mob/living/proc/convert_to_loyalist
faction_welcome = "Preserve NanoTrasen's interests against the traitorous recidivists amongst the crew. Protect the heads of staff with your life."
faction_indicator = "loyal"
faction_invisible = 1
/datum/antagonist/loyalists/New()
..()
loyalists = src
/datum/antagonist/loyalists/create_global_objectives()
if(!..())
return
global_objectives = list()
for(var/mob/living/carbon/human/player in mob_list)
if(!player.mind || player.stat==2 || !(player.mind.assigned_role in command_positions))
continue
var/datum/objective/protect/loyal_obj = new
loyal_obj.target = player.mind
loyal_obj.explanation_text = "Protect [player.real_name], the [player.mind.assigned_role]."
global_objectives += loyal_obj

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@@ -3,196 +3,43 @@ var/datum/antagonist/revolutionary/revs
/datum/antagonist/revolutionary
id = MODE_REVOLUTIONARY
role_type = BE_REV
role_text = "Revolutionary"
role_text = "Head Revolutionary"
role_text_plural = "Revolutionaries"
bantype = "revolutionary"
feedback_tag = "rev_objective"
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
antag_indicator = "rev"
welcome_text = "The flash in your possession will help you to persuade the crew to join your cause."
antag_indicator = "rev_head"
welcome_text = "Down with the capitalists! Down with the Bourgeoise!"
victory_text = "The heads of staff were relieved of their posts! The revolutionaries win!"
loss_text = "The heads of staff managed to stop the revolution!"
victory_feedback_tag = "win - heads killed"
loss_feedback_tag = "loss - rev heads killed"
flags = ANTAG_SUSPICIOUS | ANTAG_VOTABLE
max_antags = 200 // No upper limit.
max_antags_round = 200
max_antags = 1
max_antags_round = 1
var/list/head_revolutionaries = list()
//Inround revs.
faction_role_text = "Revolutionary"
faction_descriptor = "Revolution"
faction_verb = /mob/living/proc/convert_to_rev
faction_welcome = "Help the cause overturn the ruling class. Do not harm your fellow freedom fighters."
faction_indicator = "rev"
faction_invisible = 1
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
/datum/antagonist/revolutionary/New()
..()
revs = src
/datum/antagonist/revolutionary/is_antagonist(var/datum/mind/player)
if(..() || (player in head_revolutionaries))
return 1
return 0
/datum/antagonist/revolutionary/equip(mob/living/carbon/human/mob)
if(!..())
return 0
if(!config.rp_rev)
mob.verbs |= /mob/living/carbon/human/proc/convert_to_rev
return
var/obj/item/device/flash/T = new(mob)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
mob.equip_in_one_of_slots(T, slots)
/*
datum/antagonist/revolutionary/finalize(var/datum/mind/target)
if(target)
return ..(target)
current_antagonists |= head_revolutionaries
create_global_objectives()
..()
/datum/antagonist/revolutionary/get_additional_check_antag_output(var/datum/admins/caller)
return ..() //Todo
Rev extras:
dat += "<br><table cellspacing=5><tr><td><B>Revolutionaries</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.head_revolutionaries)
var/mob/M = N.current
if(!M)
dat += "<tr><td><i>Head Revolutionary not found!</i></td></tr>"
else
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> <b>(Leader)</b>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
for(var/datum/mind/N in ticker.mode.revolutionaries)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
dat += "</table><table cellspacing=5><tr><td><B>Target(s)</B></td><td></td><td><B>Location</B></td></tr>"
for(var/datum/mind/N in ticker.mode.get_living_heads())
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
var/turf/mob_loc = get_turf(M)
dat += "<td>[mob_loc.loc]</td></tr>"
else
dat += "<tr><td><i>Head not found!</i></td></tr>"
*/
/datum/antagonist/revolutionary/create_global_objectives()
if(!..())
return
global_objectives = list()
for(var/datum/mind/head_mind in get_living_heads())
var/datum/objective/mutiny/rev_obj = new
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate [head_mind.name], the [head_mind.assigned_role]."
for(var/mob/living/carbon/human/player in mob_list)
if(!player.mind || player.stat==2 || !(player.mind.assigned_role in command_positions))
continue
var/datum/objective/rev/rev_obj = new
rev_obj.target = player.mind
rev_obj.explanation_text = "Assassinate, capture or convert [player.real_name], the [player.mind.assigned_role]."
global_objectives += rev_obj
/datum/antagonist/revolutionary/print_player_summary()
current_antagonists |= head_revolutionaries
if(!current_antagonists.len)
return
var/text = "<BR/><FONT size = 2><B>The [head_revolutionaries.len == 1 ? "Head Revolutionary was" : "Head Revolutionaries were"]:</B></FONT>"
for(var/datum/mind/ply in head_revolutionaries)
text += "<BR/><b>[ply.name]</b>"
world << text
..()
var/list/heads = list()
for(var/mob/player in mob_list)
if(player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
text = "<FONT size = 2><B>The heads of staff were:</B></FONT>"
for(var/datum/mind/head in heads)
text += "<br>[head.key] was [head.name] ("
if(head.current)
if(head.current.stat == DEAD)
text += "died"
else if(isNotStationLevel(head.current.z))
text += "fled the station"
else
text += "survived the revolution"
if(head.current.real_name != head.name)
text += " as [head.current.real_name]"
else
text += "body destroyed"
text += ")"
world << text
// This is a total redefine because headrevs are greeted differently to subrevs.
/datum/antagonist/revolutionary/add_antagonist(var/datum/mind/player, var/ignore_role)
if((player in current_antagonists) || (player in head_revolutionaries))
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
player.current << "<span class='danger'><font size=3>You are a Revolutionary!</font></span>"
player.current << "<span class='danger'>Help the cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them overturn the ruling class!</span>"
player.special_role = "Revolutionary"
create_objectives(player)
show_objectives(player)
update_icons_added(player)
return 1
/datum/antagonist/revolutionary/remove_antagonist(datum/mind/player, var/show_message, var/implanted)
if(!..())
return
if(player in head_revolutionaries)
return
if(istype(player.current, /mob/living/carbon/brain))
player.current << "<span class='danger'>The frame's firmware detects and deletes your neural reprogramming! You remember nothing from the moment you were flashed until now.</span>"
if(show_message)
player.current.visible_message("The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.")
else
if(implanted)
player.current << "<span class='danger'>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</span>"
else
player.current << "<span class='danger'>You have been brainwashed! You are no longer a revolutionary! Your memory is hazy from the time you were a rebel...the only thing you remember is the name of the one who brainwashed you...</span>"
if(show_message)
player.current.visible_message("[player.current] looks like they just remembered their real allegiance!")
// Used by RP-rev.
/mob/living/carbon/human/proc/convert_to_rev(mob/M as mob in oview(src))
set name = "Convert Bourgeoise"
set category = "Abilities"
if(revs.is_antagonist(M.mind))
src << "<span class='danger'>\The [M] already serves the revolution.</span>"
return
if(!revs.can_become_antag(M.mind))
src << "<span class='danger'>\The [M] cannot be a revolutionary!</span>"
if(world.time < M.mind.rev_cooldown)
src << "<span class='danger'>You must wait five seconds between attempts.</span>"
return
src << "<span class='danger'>You are attempting to convert \the [M]...</span>"
log_admin("[src]([src.ckey]) attempted to convert [M].")
message_admins("<span class='danger'>[src]([src.ckey]) attempted to convert [M].</span>")
var/choice = alert(M,"Asked by [src]: Do you want to join the revolution?","Join the revolution?","No!","Yes!")
if(choice == "Yes!")
M << "<span class='notice'>You join the revolution!</span>"
src << "<span class='notice'>[M] joins the revolution!</span>"
revs.add_antagonist(M.mind, 0, 0, 1)
else if(choice == "No!")
M << "<span class='danger'>You reject this traitorous cause!</span>"
src << "<span class='danger'>\The [M] does not support the revolution!</span>"
M.mind.rev_cooldown = world.time+50

View File

@@ -18,7 +18,7 @@
for(var/antag_id in all_antag_types)
if(i > grab_antags)
break
additional_antag_types |= antag_id
antag_tags |= antag_id
i++
..()

View File

@@ -1,5 +1,4 @@
/datum/game_mode/changeling
antag_tag = MODE_CHANGELING
name = "changeling"
round_description = "There are alien changelings on the station. Do not let the changelings succeed!"
extended_round_description = "Life always finds a way. However, life can sometimes take a more disturbing route. Humanity's extensive knowledge of xeno-biological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone. An unknown alien specimen has incorporated itself into the crew of the NSS Exodus. Its unique biology allows it to manipulate its own or anyone else's DNA. With the ability to copy faces, voices, animals, but also change the chemical make up of your own body, its existence is a threat to not only your personal safety but the lives of everyone on board. No one knows where it came from. No one knows who it is or what it wants. One thing is for certain though... there is never just one of them. Good luck."
@@ -9,3 +8,4 @@
required_enemies = 1
end_on_antag_death = 1
antag_scaling_coeff = 10
antag_tags = list(MODE_CHANGELING)

View File

@@ -8,4 +8,4 @@
required_enemies = 3
uplink_welcome = "Nar-Sie Uplink Console:"
end_on_antag_death = 1
antag_tag = MODE_CULTIST
antag_tags = list(MODE_CULTIST)

View File

@@ -1,25 +1,5 @@
var/global/antag_add_failed // Used in antag type voting.
var/global/list/additional_antag_types = list()
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/proc/get_living_heads()
var/list/heads = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
return heads
/*
* GAMEMODES (by Rastaf0)
*
* In the new mode system all special roles are fully supported.
* You can have proper wizards/traitors/changelings/cultists during any mode.
* Only two things really depends on gamemode:
* 1. Starting roles, equipment and preparations
* 2. Conditions of finishing the round.
*
*/
/datum/game_mode
var/name = "invalid"
@@ -40,11 +20,12 @@ var/global/list/additional_antag_types = list()
var/shuttle_delay = 1 // Shuttle transit time is multiplied by this.
var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled?
var/antag_tag // First (main) antag template to spawn.
var/list/antag_tags = list() // Core antag templates to spawn.
var/list/antag_templates // Extra antagonist types to include.
var/list/latejoin_templates = list()
var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists?
var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.
var/require_all_templates = 0 // Will only start if all templates are checked and can spawn.
var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm.
var/explosion_in_progress = 0 // Sit back and relax
@@ -183,7 +164,7 @@ var/global/list/additional_antag_types = list()
usr.client.debug_variables(antag)
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
else if(href_list["remove_antag_type"])
if(antag_tag && href_list["remove_antag_type"] == antag_tag)
if(antag_tags && (href_list["remove_antag_type"] in antag_tags))
usr << "Cannot remove core mode antag type."
return
var/datum/antagonist/antag = all_antag_types[href_list["remove_antag_type"]]
@@ -245,15 +226,23 @@ var/global/list/additional_antag_types = list()
if(!(antag_templates && antag_templates.len))
return 1
var/datum/antagonist/main_antags = antag_templates[1]
var/list/potential
if(main_antags.flags & ANTAG_OVERRIDE_JOB)
potential = main_antags.pending_antagonists
else
potential = main_antags.candidates
if(potential.len >= required_enemies)
return 1
var/enemy_count = 0
if(antag_tags && antag_tags.len)
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types
if(!antag)
continue
var/list/potential = list()
if(antag.flags & ANTAG_OVERRIDE_JOB)
potential = antag.pending_antagonists
else
potential = antag.candidates
if(islist(potential))
if(require_all_templates && potential.len < antag.min_antags_round)
return 0
enemy_count += potential.len
if(enemy_count >= required_enemies)
return 1
return 0
/datum/game_mode/proc/refresh_event_modifiers()
@@ -550,11 +539,13 @@ var/global/list/additional_antag_types = list()
if(!config.traitor_scaling)
antag_scaling_coeff = 0
if(antag_tag)
if(antag_tags && antag_tags.len)
antag_templates = list()
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(antag)
antag_templates |= antag
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(antag)
antag_templates |= antag
if(additional_antag_types && additional_antag_types.len)
if(!antag_templates)
antag_templates = list()
@@ -563,15 +554,6 @@ var/global/list/additional_antag_types = list()
if(antag)
antag_templates |= antag
/*
if(antag_templates && antag_templates.len)
for(var/datum/antagonist/antag in antag_templates)
if(antag.flags & (ANTAG_OVERRIDE_JOB|ANTAG_RANDSPAWN))
continue
antag_templates -= antag
world << "<span class='danger'>[antag.role_text_plural] are invalid for additional roundtype antags!</span>"
*/
newscaster_announcements = pick(newscaster_standard_feeds)
/datum/game_mode/proc/check_victory()

View File

@@ -5,7 +5,6 @@ VOX HEIST ROUNDTYPE
var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective. Clumsy, rewrite sometime.
/datum/game_mode/heist
antag_tag = MODE_RAIDER
name = "heist"
config_tag = "heist"
required_players = 15
@@ -13,6 +12,7 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
required_enemies = 4
round_description = "An unidentified bluespace signature has slipped past the Icarus and is approaching the station!"
end_on_antag_death = 1
antag_tags = list(MODE_RAIDER)
/datum/game_mode/heist/check_finished()
if(!..())

View File

@@ -9,4 +9,4 @@
required_enemies = 1
end_on_antag_death = 0
auto_recall_shuttle = 0
antag_tag = MODE_MALFUNCTION
antag_tags = list(MODE_MALFUNCTION)

View File

@@ -2,9 +2,9 @@
name = "ninja"
round_description = "An agent of the Spider Clan is onboard the station!"
extended_round_description = "What was that?! Was that a person or did your eyes just play tricks on you? You have no idea. That slim-suited, cryptic individual is an enigma to you and all of your knowledge. Their purpose is unknown. Their mission is unknown. How they arrived to this secure and isolated section of the galaxy, you don't know. What you do know is that there is a silent shadow-stalker piercing through the defenses of Nanotrasen with technological capabilities eons ahead of your time. They can avoid the omniscience of the AI and rival the most hardened weapons your station is capable of. Tread lightly and only hope this unknown assassin isn't here for you."
antag_tag = MODE_NINJA
config_tag = "ninja"
required_players = 1
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 1
end_on_antag_death = 1
antag_tags = list(MODE_NINJA)

View File

@@ -10,12 +10,11 @@
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 1
end_on_antag_death = 1
antag_tag = MODE_MERCENARY
uplink_welcome = "Corporate Backed Uplink Console:"
uplink_uses = 40
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
antag_tags = list(MODE_MERCENARY)
/datum/game_mode/nuclear/declare_completion()
if(config.objectives_disabled)

View File

@@ -64,69 +64,6 @@ datum/objective/assassinate
return 1
datum/objective/mutiny
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
return 2
return 0
return 1
datum/objective/mutiny/rp
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
// less violent rev objectives
check_completion()
var/rval = 1
if(target && target.current)
//assume that only carbon mobs can become rev heads for now
if(target.current.stat == DEAD || target.current:handcuffed || !ishuman(target.current))
return 1
// Check if they're converted
if(target in revs.head_revolutionaries)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
rval = 2
return 0
return rval
datum/objective/anti_revolution/execute
find_target()
..()
@@ -933,3 +870,38 @@ datum/objective/heist/salvage
/datum/objective/cult/sacrifice/check_completion()
return (target && cult && !cult.sacrificed.Find(target))
/datum/objective/rev/find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/rev/find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/rev/check_completion()
var/rval = 1
if(target && target.current)
var/mob/living/carbon/human/H = target.current
if(!istype(H))
return 1
if(H.stat == DEAD || H.restrained())
return 1
// Check if they're converted
if(target in revs.current_antagonists)
return 1
var/turf/T = get_turf(H)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
rval = 2
return 0
return rval

View File

@@ -2,49 +2,14 @@
name = "Revolution"
config_tag = "revolution"
round_description = "Some crewmembers are attempting to start a revolution!"
extended_round_description = "Revolutionaries - Kill the Captain, HoP, HoS, CE, RD and CMO. Convert other crewmembers (excluding the heads of staff, and security officers) to your cause by flashing them. Protect your leaders.<BR>\nPersonnel - Protect the heads of staff. Kill the leaders of the revolution, and brainwash the other revolutionaries (by beating them in the head)."
required_players = 4
required_players_secret = 15
required_enemies = 3
extended_round_description = "Revolutionaries - Remove the heads of staff from power. Convert other crewmembers to your cause using the 'Convert Bourgeoise' verb. Protect your leaders."
required_players = 0
required_players_secret = 0
required_enemies = 0
auto_recall_shuttle = 1
uplink_welcome = "AntagCorp Uplink Console:"
uplink_uses = 10
end_on_antag_death = 1
shuttle_delay = 3
antag_tag = MODE_REVOLUTIONARY
/datum/game_mode/revolution/New()
if(config && config.rp_rev)
extended_round_description = "Revolutionaries - Remove the heads of staff from power. Convert other crewmembers to your cause using the 'Convert Bourgeoise' verb. Protect your leaders."
/datum/game_mode/revolution/send_intercept()
..()
if(config.announce_revheads)
spawn(54000)
var/intercepttext = ""
command_announcement.Announce("Summary downloaded and printed out at all communications consoles.", "Local agitators have been determined.")
intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
intercepttext += "We have determined several members of your staff to be political activists. They are:"
for(var/datum/mind/revmind in revs.head_revolutionaries)
intercepttext += "<br>[revmind.current.real_name]"
intercepttext += "<br>Please arrest them at once."
for (var/obj/machinery/computer/communications/comm in world)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
intercept.name = "Cent. Com. Status Summary"
intercept.info = intercepttext
comm.messagetitle.Add("Cent. Com. Status Summary")
comm.messagetext.Add(intercepttext)
spawn(12000)
command_announcement.Announce("Repeating the previous message over intercoms due to urgency. The station has political agitators onboard by the names of [reveal_rev_heads()], please arrest them at once.", "Local agitators have been determined.")
/datum/game_mode/revolution/proc/reveal_rev_heads()
. = ""
for(var/i = 1, i <= revs.head_revolutionaries.len,i++)
var/datum/mind/revmind = revs.head_revolutionaries[i]
if(i < revs.head_revolutionaries.len)
. += "[revmind.current.real_name],"
else
. += "and [revmind.current.real_name]"
antag_tags = list(MODE_REVOLUTIONARY, MODE_LOYALIST)
require_all_templates = 1

View File

@@ -8,4 +8,4 @@
uplink_welcome = "AntagCorp Portable Teleportation Relay:"
end_on_antag_death = 1
antag_scaling_coeff = 10
antag_tag = MODE_TRAITOR
antag_tags = list(MODE_TRAITOR)

View File

@@ -9,4 +9,4 @@
uplink_welcome = "Wizardly Uplink Console:"
uplink_uses = 10
end_on_antag_death = 1
antag_tag = MODE_WIZARD
antag_tags = list(MODE_WIZARD)

View File

@@ -137,8 +137,7 @@
return
if(M.brainmob.mind)
cult.remove_antagonist(M.brainmob.mind, 1)
revs.remove_antagonist(M.brainmob.mind, 1)
clear_antag_roles(M.brainmob.mind, 1)
user.drop_item()
P.loc = src

View File

@@ -341,20 +341,10 @@
for(var/datum/objective/O in all_objectives)
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(O,/datum/objective/mutiny) && O.target == occupant.mind)
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
O.owner.current << "<span class='warning'>You get the feeling your target is no longer within your reach...</span>"
qdel(O)
else if(O.target && istype(O.target,/datum/mind))
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
O.owner.current << "<span class='warning'>You get the feeling your target is no longer within your reach. Time for Plan [pick(list("A","B","C","D","X","Y","Z"))]...</span>"
O.target = null
spawn(1) //This should ideally fire after the occupant is deleted.
if(!O) return
O.find_target()
if(!(O.target))
all_objectives -= O
O.owner.objectives -= O
qdel(O)
//Handle job slot/tater cleanup.
var/job = occupant.mind.assigned_role

View File

@@ -70,7 +70,7 @@
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user) && M.stat!=DEAD)
if(user.mind && user.mind in revs.head_revolutionaries)
if(user.mind && user.mind in revs.current_antagonists)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)

View File

@@ -211,10 +211,6 @@
user << "\red Sticking a dead [W] into the frame would sort of defeat the purpose."
return
if(M.brainmob.mind in revs.head_revolutionaries)
user << "\red The frame's firmware lets out a shrill sound, and flashes 'Abnormal Memory Engram'. It refuses to accept the [W]."
return
if(jobban_isbanned(M.brainmob, "Cyborg"))
user << "\red This [W] does not seem to fit."
return

View File

@@ -1160,8 +1160,10 @@ proc/admin_notice(var/message, var/rights)
out += "<hr>"
if(ticker.mode.antag_tag)
out += "<b>Core antag id:</b> <a href='?src=\ref[ticker.mode];debug_antag=[ticker.mode.antag_tag]'>[ticker.mode.antag_tag]</a>.</br>"
if(ticker.mode.antag_tags && ticker.mode.antag_tags.len)
out += "<b>Core antag templates:</b></br>"
for(var/antag_tag in ticker.mode.antag_tags)
out += "<a href='?src=\ref[ticker.mode];debug_antag=[antag_tag]'>[antag_tag]</a>.</br>"
if(ticker.mode.round_autoantag)
out += "<b>Autotraitor <a href='?src=\ref[ticker.mode];toggle=autotraitor'>enabled</a></b> ([ticker.mode.get_antag_prob()]% spawn chance)"
@@ -1176,7 +1178,7 @@ proc/admin_notice(var/message, var/rights)
var/playercount = ticker.mode.num_players()
for(var/datum/antagonist/antag in ticker.mode.antag_templates)
var/cur_max_antags
if(ticker.mode.antag_tag && antag.id == ticker.mode.antag_tag)
if(ticker.mode.antag_tags && (antag.id in ticker.mode.antag_tags))
cur_max_antags = antag.max_antags_round
else
cur_max_antags = antag.max_antags

View File

@@ -34,6 +34,11 @@
/mob/living/simple_animal/borer/roundstart
roundstart = 1
/mob/living/simple_animal/borer/Login()
..()
if(mind)
borers.add_antagonist(mind)
/mob/living/simple_animal/borer/New()
..()
@@ -150,11 +155,7 @@
if(!host) return
if(host.mind)
//If they're not a proper traitor, reset their antag status.
if(host.mind.special_role == "Borer Thrall")
host << "<span class ='danger'>You are no longer an antagonist.</span>"
borers.hosts -= host.mind
host.mind.special_role = null
borers.remove_antagonist(host.mind)
src.loc = get_turf(host)

View File

@@ -109,15 +109,9 @@
//Update their traitor status.
if(host.mind)
if(!host.mind.special_role)
borers.hosts |= host.mind
host.mind.special_role = "Borer Thrall"
host << "<span class='danger'>A creeping lassitude surrounds you. Your mind is being invaded by an alien intelligence and that's just fine.</span>"
host << "<span class = 'danger'>You are now a thrall to a cortical borer. Please listen to what they have to say; they're in your head.</span>"
show_generic_antag_text(host.mind)
borers.add_antagonist_mind(host.mind, 1, borers.faction_role_text, borers.faction_welcome)
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
var/obj/item/organ/I = H.internal_organs_by_name["brain"]
if(!I) // No brain organ, so the borer moves in and replaces it permanently.

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@@ -573,7 +573,7 @@
#define BE_NINJA 1024
#define BE_RAIDER 2048
#define BE_PLANT 4096
#define BE_MUTINEER 8192
#define BE_LOYALIST 8192
#define BE_PAI 16384
// TODO: Update to new antagonist system.
@@ -591,7 +591,7 @@ var/list/be_special_flags = list(
"Ninja" = BE_NINJA,
"Raider" = BE_RAIDER,
"Diona" = BE_PLANT,
"Mutineer" = BE_MUTINEER,
"Loyalist" = BE_LOYALIST,
"pAI" = BE_PAI
)
@@ -839,6 +839,7 @@ var/list/be_special_flags = list(
#define MODE_MONKEY "monkey"
#define MODE_RENEGADE "renegade"
#define MODE_REVOLUTIONARY "revolutionary"
#define MODE_LOYALIST "loyalist"
#define MODE_MALFUNCTION "malf"
#define MODE_TRAITOR "traitor"

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