Merge pull request #9875 from Zuhayr/dev-freeze

Antag system fixes
This commit is contained in:
GinjaNinja32
2015-06-21 12:07:50 +01:00
37 changed files with 672 additions and 601 deletions

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@@ -212,12 +212,17 @@
#include "code\game\skincmd.dm"
#include "code\game\sound.dm"
#include "code\game\supplyshuttle.dm"
#include "code\game\antagonist\_antagonist_setup.dm"
#include "code\game\antagonist\antagonist.dm"
#include "code\game\antagonist\antagonist_build.dm"
#include "code\game\antagonist\antagonist_globals.dm"
#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_helpers.dm"
#include "code\game\antagonist\antagonist_objectives.dm"
#include "code\game\antagonist\antagonist_spawn.dm"
#include "code\game\antagonist\antagonist_panel.dm"
#include "code\game\antagonist\antagonist_place.dm"
#include "code\game\antagonist\antagonist_print.dm"
#include "code\game\antagonist\antagonist_update.dm"
#include "code\game\antagonist\alien\borer.dm"
#include "code\game\antagonist\alien\xenomorph.dm"
#include "code\game\antagonist\outsider\commando.dm"
@@ -247,6 +252,7 @@
#include "code\game\dna\genes\powers.dm"
#include "code\game\gamemodes\events.dm"
#include "code\game\gamemodes\game_mode.dm"
#include "code\game\gamemodes\game_mode_latespawn.dm"
#include "code\game\gamemodes\gameticker.dm"
#include "code\game\gamemodes\intercept_report.dm"
#include "code\game\gamemodes\objective.dm"

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@@ -237,7 +237,7 @@ datum/controller/vote
return 0
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(!(antag.id in additional_antag_types) && (antag.flags & ANTAG_VOTABLE))
if(!(antag.id in additional_antag_types) && antag.is_votable())
choices.Add(antag.role_text)
choices.Add("None")
if("custom")

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@@ -143,7 +143,7 @@
if(href_list["add_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["add_antagonist"]]
if(antag) antag.add_antagonist(src)
if(antag) antag.add_antagonist(src, 1, 1, 0, 1, 1) // Ignore equipment and role type for this.
else if(href_list["remove_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["remove_antagonist"]]

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@@ -0,0 +1,72 @@
/*
MODULAR ANTAGONIST SYSTEM
Attempts to move all the bullshit snowflake antag tracking code into its own system, which
has the added bonus of making the display procs consistent. Still needs work/adjustment/cleanup
but should be fairly self-explanatory with a review of the procs. Will supply a few examples
of common tasks that the system will be expected to perform below. ~Z
To use:
- Get the appropriate datum via get_antag_data("antagonist id")
using the id var of the desired /datum/antagonist ie. var/datum/antagonist/A = get_antag_data("traitor")
- Call add_antagonist() on the desired target mind ie. A.add_antagonist(mob.mind)
- To ignore protected roles, supply a positive second argument.
- To skip equipping with appropriate gear, supply a positive third argument.
*/
// Antagonist datum flags.
#define ANTAG_OVERRIDE_JOB 1 // Assigned job is set to MODE when spawning.
#define ANTAG_OVERRIDE_MOB 2 // Mob is recreated from datum mob_type var when spawning.
#define ANTAG_CLEAR_EQUIPMENT 4 // All preexisting equipment is purged.
#define ANTAG_CHOOSE_NAME 8 // Antagonists are prompted to enter a name.
#define ANTAG_IMPLANT_IMMUNE 16 // Cannot be loyalty implanted.
#define ANTAG_SUSPICIOUS 32 // Shows up on roundstart report.
#define ANTAG_HAS_LEADER 64 // Generates a leader antagonist.
#define ANTAG_HAS_NUKE 128 // Will spawn a nuke at supplied location.
#define ANTAG_RANDSPAWN 256 // Potentially randomly spawns due to events.
#define ANTAG_VOTABLE 512 // Can be voted as an additional antagonist before roundstart.
#define ANTAG_SET_APPEARANCE 1024 // Causes antagonists to use an appearance modifier on spawn.
// Globals.
var/global/list/all_antag_types = list()
var/global/list/all_antag_spawnpoints = list()
var/global/list/antag_names_to_ids = list()
// Global procs.
/proc/get_antag_data(var/antag_type)
if(all_antag_types[antag_type])
return all_antag_types[antag_type]
else
for(var/cur_antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[cur_antag_type]
if(antag && antag.is_type(antag_type))
return antag
/proc/clear_antag_roles(var/datum/mind/player, var/implanted)
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(!implanted || !(antag.flags & ANTAG_IMPLANT_IMMUNE))
antag.remove_antagonist(player, 1, implanted)
/proc/update_antag_icons(var/datum/mind/player)
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(player)
antag.update_icons_removed(player)
if(antag.is_antagonist(player))
antag.update_icons_added(player)
else
antag.update_all_icons()
/proc/populate_antag_type_list()
for(var/antag_type in typesof(/datum/antagonist)-/datum/antagonist)
var/datum/antagonist/A = new antag_type
all_antag_types[A.id] = A
all_antag_spawnpoints[A.landmark_id] = list()
antag_names_to_ids[A.role_text] = A.id
/proc/get_antags(var/atype)
var/datum/antagonist/antag = all_antag_types[atype]
if(antag && islist(antag.current_antagonists))
return antag.current_antagonists
return list()

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@@ -26,12 +26,12 @@ var/datum/antagonist/xenos/xenomorphs
/datum/antagonist/xenos/Topic(href, href_list)
if (..())
return
if(href_list["move_to_spawn"]) place_mob(href_list["move_to_spawn"])
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/random_spawn()
/datum/antagonist/xenos/attempt_random_spawn()
if(config.aliens_allowed) ..()
/datum/antagonist/xenos/proc/get_vents()

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@@ -33,8 +33,9 @@
var/nuke_spawn_loc
var/list/valid_species = list("Unathi","Tajara","Skrell","Human") // Used for setting appearance.
var/list/starting_locations = list()
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()
@@ -42,209 +43,70 @@
var/default_access = list()
var/id_type = /obj/item/weapon/card/id
var/announced
/datum/antagonist/New()
..()
cur_max = max_antags
get_starting_locations()
if(!role_text_plural)
role_text_plural = role_text
if(config.protect_roles_from_antagonist)
restricted_jobs |= protected_jobs
/datum/antagonist/proc/tick()
return 1
/datum/antagonist/proc/get_panel_entry(var/datum/mind/player)
/datum/antagonist/proc/get_candidates(var/ghosts_only)
candidates = list() // Clear.
candidates = ticker.mode.get_players_for_role(role_type, id)
// Prune restricted jobs and status. Broke it up for readability.
for(var/datum/mind/player in candidates)
if(ghosts_only && !istype(player.current, /mob/dead))
candidates -= player
else if(player.special_role)
candidates -= player
else if (player in pending_antagonists)
candidates -= player
else if(!can_become_antag(player))
candidates -= player
return candidates
var/dat = "<tr><td><b>[role_text]:</b>"
var/extra = get_extra_panel_options(player)
if(is_antagonist(player))
dat += "<a href='?src=\ref[player];remove_antagonist=[id]'>\[-\]</a>"
dat += "<a href='?src=\ref[player];equip_antagonist=[id]'>\[equip\]</a>"
if(starting_locations && starting_locations.len)
dat += "<a href='?src=\ref[player];move_antag_to_spawn=[id]'>\[move to spawn\]</a>"
if(extra) dat += "[extra]"
/datum/antagonist/proc/attempt_random_spawn()
attempt_spawn(flags & (ANTAG_OVERRIDE_MOB|ANTAG_OVERRIDE_JOB))
/datum/antagonist/proc/attempt_late_spawn(var/datum/mind/player)
if(!can_late_spawn())
return
if(!istype(player)) player = get_candidates(is_latejoin_template())
player.current << "<span class='danger'><i>You have been selected this round as an antagonist!</i></span>"
if(istype(player.current, /mob/dead))
create_default(player.current)
else
dat += "<a href='?src=\ref[player];add_antagonist=[id]'>\[+\]</a>"
dat += "</td></tr>"
return dat
/datum/antagonist/proc/get_extra_panel_options()
add_antagonist(player,0,1,0,1,1)
return
/datum/antagonist/proc/get_starting_locations()
if(landmark_id)
starting_locations = list()
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == landmark_id)
starting_locations |= get_turf(L)
/datum/antagonist/proc/attempt_spawn(var/ghosts_only)
/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)
// Get the raw list of potential players.
update_current_antag_max()
candidates = get_candidates(ghosts_only)
/datum/antagonist/proc/finalize(var/datum/mind/target)
// This will fail if objectives have already been generated.
create_global_objectives()
if(leader && flags & ANTAG_HAS_NUKE && !spawned_nuke)
make_nuke(leader)
if(target)
apply(target)
create_objectives(target)
update_icons_added(target)
greet(target)
return
for(var/datum/mind/player in current_antagonists)
apply(player)
equip(player.current)
create_objectives(player)
update_icons_added(player)
greet(player)
place_all_mobs()
spawn(1)
if(spawn_announcement)
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"]")
/datum/antagonist/proc/print_player_summary()
if(!current_antagonists.len)
// Update our boundaries.
if(!candidates.len)
return 0
var/text = "<br><font size = 2><b>The [current_antagonists.len == 1 ? "[role_text] was" : "[role_text_plural] were"]:</b></font>"
for(var/datum/mind/P in current_antagonists)
text += print_player_full(P)
text += get_special_objective_text(P)
var/failed
if(!global_objectives.len && P.objectives && P.objectives.len)
var/num = 1
for(var/datum/objective/O in P.objectives)
text += print_objective(O, num)
if(O.completed) // This is set actively in check_victory()
text += "<font color='green'><B>Success!</B></font>"
feedback_add_details(feedback_tag,"[O.type]|SUCCESS")
else
text += "<font color='red'>Fail.</font>"
feedback_add_details(feedback_tag,"[O.type]|FAIL")
failed = 1
num++
//Grab candidates randomly until we have enough.
while(candidates.len)
var/datum/mind/player = pick(candidates)
pending_antagonists |= player
candidates -= player
return 1
if(!config.objectives_disabled)
if(failed)
text += "<br><font color='red'><B>The [role_text] has failed.</B></font>"
else
text += "<br><font color='green'><B>The [role_text] was successful!</B></font>"
if(global_objectives && global_objectives.len)
text += "<BR/><FONT size = 2>Their objectives were:<FONT>"
var/num = 1
for(var/datum/objective/O in global_objectives)
text += print_objective(O, num, 1)
num++
// Display the results.
world << text
/datum/antagonist/proc/print_objective(var/datum/objective/O, var/num, var/append_success)
var/text = "<br><b>Objective [num]:</b> [O.explanation_text] "
if(append_success)
if(O.check_completion())
text += "<font color='green'><B>Success!</B></font>"
else
text += "<font color='red'>Fail.</font>"
return text
/datum/antagonist/proc/print_player_lite(var/datum/mind/ply)
var/role = ply.assigned_role == "MODE" ? "\improper[ply.special_role]" : "\improper[ply.assigned_role]"
var/text = "<br><b>[ply.name]</b> (<b>[ply.key]</b>) as \a <b>[role]</b> ("
if(ply.current)
if(ply.current.stat == DEAD)
text += "died"
else if(isNotStationLevel(ply.current.z))
text += "fled the station"
else
text += "survived"
if(ply.current.real_name != ply.name)
text += " as <b>[ply.current.real_name]</b>"
else
text += "body destroyed"
text += ")"
return text
/datum/antagonist/proc/print_player_full(var/datum/mind/ply)
var/text = print_player_lite(ply)
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/device/uplink/H in world_uplinks)
if(H && H.uplink_owner && H.uplink_owner == ply)
TC_uses += H.used_TC
uplink_true = 1
var/list/refined_log = new()
for(var/datum/uplink_item/UI in H.purchase_log)
var/obj/I = new UI.path
refined_log.Add("[H.purchase_log[UI]]x\icon[I][UI.name]")
qdel(I)
purchases = english_list(refined_log, nothing_text = "")
if(uplink_true)
text += " (used [TC_uses] TC)"
if(purchases)
text += "<br>[purchases]"
return text
/datum/antagonist/proc/update_all_icons()
if(!antag_indicator)
/datum/antagonist/proc/finalize_spawn()
if(!pending_antagonists || !pending_antagonists.len)
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)
/datum/antagonist/proc/update_icons_added(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
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)
if(player.current.client)
player.current.client.images |= image('icons/mob/mob.dmi', loc = antag.current, icon_state = antag_indicator)
/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)
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/player in pending_antagonists)
if(can_become_antag(player) && !player.special_role)
add_antagonist(player,0,0,1)
pending_antagonists.Cut()

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@@ -0,0 +1,31 @@
/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(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = "MODE"
if(istype(player.current, /mob/dead))
create_default(player.current)
else
create_antagonist(player, move_to_spawn, do_not_announce, preserve_appearance)
if(!do_not_equip)
equip(player.current)
return 1
/datum/antagonist/proc/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
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
player.special_role = null
update_icons_removed(player)
BITSET(player.current.hud_updateflag, SPECIALROLE_HUD)
return 1
return 0

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@@ -1,83 +1,34 @@
/datum/antagonist/proc/create_objectives(var/datum/mind/player)
if(config.objectives_disabled)
/datum/antagonist/proc/create_antagonist(var/datum/mind/target, var/move, var/gag_announcement, var/preserve_appearance)
if(!target)
return
update_antag_mob(target, preserve_appearance)
if(!target.current)
remove_antagonist(target)
return 0
if(global_objectives && global_objectives.len)
player.objectives |= global_objectives
return 1
/datum/antagonist/proc/apply(var/datum/mind/player)
if(flags & ANTAG_HAS_LEADER && !leader)
leader = current_antagonists[1]
// Get the mob.
if((flags & ANTAG_OVERRIDE_MOB) && (!player.current || (mob_path && !istype(player.current, mob_path))))
var/mob/holder = player.current
player.current = new mob_path(get_turf(player.current))
player.transfer_to(player.current)
if(holder) qdel(holder)
player.original = player.current
return player.current
/datum/antagonist/proc/equip(var/mob/living/carbon/human/player)
if(!istype(player))
return 0
// This could use work.
if(flags & ANTAG_CLEAR_EQUIPMENT)
for(var/obj/item/thing in player.contents)
player.drop_from_inventory(thing)
if(thing.loc != player)
qdel(thing)
return 1
if(flags & ANTAG_SET_APPEARANCE)
player.change_appearance(APPEARANCE_ALL, player.loc, player, valid_species, state = z_state)
/datum/antagonist/proc/unequip(var/mob/living/carbon/human/player)
if(!istype(player))
return 0
return 1
/datum/antagonist/proc/greet(var/datum/mind/player)
// Basic intro text.
player.current << "<span class='danger'><font size=3>You are a [role_text]!</font></span>"
if(leader_welcome_text && player.current == leader)
player.current << "<span class='notice'>[leader_welcome_text]</span>"
else
player.current << "<span class='notice'>[welcome_text]</span>"
show_objectives(player)
// Choose a name, if any.
if(flags & ANTAG_CHOOSE_NAME)
spawn(5)
var/newname = sanitize(input(player.current, "You are a [role_text]. Would you like to change your name to something else?", "Name change") as null|text, MAX_NAME_LEN)
if (newname)
player.current.real_name = newname
player.current.name = player.current.real_name
player.name = player.current.name
// Update any ID cards.
update_access(player.current)
spawn(1)
set_antag_name(target.current)
if(move)
place_mob(target.current)
update_leader()
create_objectives(target)
update_icons_added(target)
greet(target)
announce_antagonist_spawn()
// Clown clumsiness check, I guess downstream might use it.
if (player.current.mind)
if (player.current.mind.assigned_role == "Clown")
player.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
player.current.mutations.Remove(CLUMSY)
return 1
/datum/antagonist/proc/update_access(var/mob/living/player)
for(var/obj/item/weapon/card/id/id in player.contents)
id.name = "[player.real_name]'s ID Card"
id.registered_name = player.real_name
/datum/antagonist/proc/random_spawn()
create_global_objectives()
attempt_spawn(flags & (ANTAG_OVERRIDE_MOB|ANTAG_OVERRIDE_JOB))
finalize()
/datum/antagonist/proc/create_default(var/mob/source)
var/mob/living/M
if(mob_path)
M = new mob_path(get_turf(source))
else
M = new /mob/living/carbon/human(get_turf(source))
M.real_name = source.real_name
M.name = M.real_name
M.ckey = source.ckey
add_antagonist(M.mind, 1, 0, 1) // Equip them and move them to spawn.
return M
/datum/antagonist/proc/create_id(var/assignment, var/mob/living/carbon/human/player)
@@ -96,7 +47,7 @@
player.equip_to_slot_or_del(R, slot_l_ear)
return R
/datum/antagonist/proc/make_nuke(var/atom/paper_spawn_loc, var/datum/mind/code_owner)
/datum/antagonist/proc/create_nuke(var/atom/paper_spawn_loc, var/datum/mind/code_owner)
// Decide on a code.
var/obj/effect/landmark/nuke_spawn = locate(nuke_spawn_loc ? nuke_spawn_loc : "landmark*Nuclear-Bomb")
@@ -109,19 +60,59 @@
if(code)
if(!paper_spawn_loc)
paper_spawn_loc = get_turf(locate("landmark*Nuclear-Code"))
if(leader && leader.current)
paper_spawn_loc = get_turf(leader.current)
else
paper_spawn_loc = get_turf(locate("landmark*Nuclear-Code"))
if(paper_spawn_loc)
// Create and pass on the bomb code paper.
var/obj/item/weapon/paper/P = new(paper_spawn_loc)
P.info = "The nuclear authorization code is: <b>[code]</b>"
P.name = "nuclear bomb code"
if(leader && leader.current)
if(get_turf(P) == get_turf(leader.current) && !(leader.current.l_hand && leader.current.r_hand))
leader.current.put_in_hands(P)
if(!code_owner && leader)
code_owner = leader
if(code_owner)
code_owner.store_memory("<B>Nuclear Bomb Code</B>: [code]", 0, 0)
code_owner.current << "The nuclear authorization code is: <B>[code]</B>"
else
world << "<spam class='danger'>Could not spawn nuclear bomb. Contact a developer.</span>"
return
spawned_nuke = code
return code
/datum/antagonist/proc/greet(var/datum/mind/player)
// Basic intro text.
player.current << "<span class='danger'><font size=3>You are a [role_text]!</font></span>"
if(leader_welcome_text && player == leader)
player.current << "<span class='notice'>[leader_welcome_text]</span>"
else
player.current << "<span class='notice'>[welcome_text]</span>"
if((flags & ANTAG_HAS_NUKE) && !spawned_nuke)
create_nuke()
show_objectives(player)
// Clown clumsiness check, I guess downstream might use it.
if (player.current.mind)
if (player.current.mind.assigned_role == "Clown")
player.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
player.current.mutations.Remove(CLUMSY)
return 1
/datum/antagonist/proc/set_antag_name(var/mob/living/player)
// Choose a name, if any.
var/newname = sanitize(input(player, "You are a [role_text]. Would you like to change your name to something else?", "Name change") as null|text, MAX_NAME_LEN)
if (newname)
player.real_name = newname
player.name = player.real_name
if(player.mind) player.mind.name = player.name
// Update any ID cards.
update_access(player)

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@@ -0,0 +1,17 @@
/datum/antagonist/proc/equip(var/mob/living/carbon/human/player)
if(!istype(player))
return 0
// This could use work.
if(flags & ANTAG_CLEAR_EQUIPMENT)
for(var/obj/item/thing in player.contents)
player.drop_from_inventory(thing)
if(thing.loc != player)
qdel(thing)
return 1
/datum/antagonist/proc/unequip(var/mob/living/carbon/human/player)
if(!istype(player))
return 0
return 1

View File

@@ -1,41 +0,0 @@
var/global/list/all_antag_types = list()
var/global/list/all_antag_spawnpoints = list()
var/global/list/antag_names_to_ids = list()
/proc/get_antag_data(var/antag_type)
if(all_antag_types[antag_type])
return all_antag_types[antag_type]
else
for(var/cur_antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[cur_antag_type]
if(antag && antag.is_type(antag_type))
return antag
/proc/clear_antag_roles(var/datum/mind/player, var/implanted)
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(!implanted || !(antag.flags & ANTAG_IMPLANT_IMMUNE))
antag.remove_antagonist(player, 1, implanted)
/proc/update_antag_icons(var/datum/mind/player)
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(player)
antag.update_icons_removed(player)
if(antag.is_antagonist(player))
antag.update_icons_added(player)
else
antag.update_all_icons()
/proc/populate_antag_type_list()
for(var/antag_type in typesof(/datum/antagonist)-/datum/antagonist)
var/datum/antagonist/A = new antag_type
all_antag_types[A.id] = A
all_antag_spawnpoints[A.landmark_id] = list()
antag_names_to_ids[A.role_text] = A.id
/proc/get_antags(var/atype)
var/datum/antagonist/antag = all_antag_types[atype]
if(antag && islist(antag.current_antagonists))
return antag.current_antagonists
return list()

View File

@@ -1,10 +1,11 @@
/datum/antagonist/proc/can_become_antag(var/datum/mind/player)
/datum/antagonist/proc/can_become_antag(var/datum/mind/player, var/ignore_role)
if(player.current && jobban_isbanned(player.current, bantype))
return 0
if(player.assigned_role in protected_jobs)
return 0
if(config.protect_roles_from_antagonist && (player.assigned_role in restricted_jobs))
return 0
if(!ignore_role)
if(player.assigned_role in protected_jobs)
return 0
if(config.protect_roles_from_antagonist && (player.assigned_role in restricted_jobs))
return 0
return 1
/datum/antagonist/proc/antags_are_dead()
@@ -27,3 +28,15 @@
if(antag_type == id || antag_type == role_text)
return 1
return 0
/datum/antagonist/proc/is_votable()
return (flags & ANTAG_VOTABLE)
/datum/antagonist/proc/can_late_spawn()
update_current_antag_max()
if(get_antag_count() >= cur_max)
return 0
return 1
/datum/antagonist/proc/is_latejoin_template()
return (flags & (ANTAG_OVERRIDE_MOB|ANTAG_OVERRIDE_JOB))

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@@ -1,5 +1,16 @@
/datum/antagonist/proc/create_global_objectives()
return !((global_objectives && global_objectives.len) || config.objectives_disabled)
if(config.objectives_disabled)
return 0
if(global_objectives && global_objectives.len)
return 0
return 1
/datum/antagonist/proc/create_objectives(var/datum/mind/player)
if(config.objectives_disabled)
return 0
if(create_global_objectives())
player.objectives |= global_objectives
return 1
/datum/antagonist/proc/get_special_objective_text()
return ""
@@ -12,8 +23,6 @@
for(var/datum/objective/O in global_objectives)
if(!O.completed && !O.check_completion())
result = 0
else
O.completed = 1 //Will this break anything?
if(result && victory_text)
world << "<span class='danger'><font size = 3>[victory_text]</span>"
if(victory_feedback_tag) feedback_set_details("round_end_result","[victory_feedback_tag]")

View File

@@ -0,0 +1,61 @@
/datum/antagonist/proc/get_panel_entry(var/datum/mind/player)
var/dat = "<tr><td><b>[role_text]:</b>"
var/extra = get_extra_panel_options(player)
if(is_antagonist(player))
dat += "<a href='?src=\ref[player];remove_antagonist=[id]'>\[-\]</a>"
dat += "<a href='?src=\ref[player];equip_antagonist=[id]'>\[equip\]</a>"
if(starting_locations && starting_locations.len)
dat += "<a href='?src=\ref[player];move_antag_to_spawn=[id]'>\[move to spawn\]</a>"
if(extra) dat += "[extra]"
else
dat += "<a href='?src=\ref[player];add_antagonist=[id]'>\[+\]</a>"
dat += "</td></tr>"
return dat
/datum/antagonist/proc/get_extra_panel_options()
return
/datum/antagonist/proc/get_check_antag_output(var/datum/admins/caller)
if(!current_antagonists || !current_antagonists.len)
return ""
var/dat = "<br><table cellspacing=5><tr><td><B>[role_text_plural]</B></td><td></td></tr>"
for(var/datum/mind/player in current_antagonists)
var/mob/M = player.current
dat += "<tr>"
if(M)
dat += "<td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>"
if(!M.client) dat += " <i>(logged out)</i>"
if(M.stat == DEAD) dat += " <b><font color=red>(DEAD)</font></b>"
dat += "</td>"
dat += "<td>\[<A href='?src=\ref[caller];priv_msg=\ref[M]'>PM</A>\]\[<A href='?src=\ref[caller];traitor=\ref[M]'>TP</A>\]</td>"
else
dat += "<td><i>Mob not found!</i></td>"
dat += "</tr>"
dat += "</table>"
if(flags & ANTAG_HAS_NUKE)
dat += "<br><table><tr><td><B>Nuclear disk(s)</B></td></tr>"
for(var/obj/item/weapon/disk/nuclear/N in world)
dat += "<tr><td>[N.name], "
var/atom/disk_loc = N.loc
while(!istype(disk_loc, /turf))
if(istype(disk_loc, /mob))
var/mob/M = disk_loc
dat += "carried by <a href='?src=\ref[caller];adminplayeropts=\ref[M]'>[M.real_name]</a> "
if(istype(disk_loc, /obj))
var/obj/O = disk_loc
dat += "in \a [O.name] "
disk_loc = disk_loc.loc
dat += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])</td></tr>"
dat += "</table>"
dat += get_additional_check_antag_output(caller)
dat += "<hr>"
return dat
//Overridden elsewhere.
/datum/antagonist/proc/get_additional_check_antag_output(var/datum/admins/caller)
return ""

View File

@@ -0,0 +1,29 @@
/datum/antagonist/proc/get_starting_locations()
if(landmark_id)
starting_locations = list()
for(var/obj/effect/landmark/L in landmarks_list)
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"]")
/datum/antagonist/proc/place_mob(var/mob/living/mob)
if(!starting_locations || !starting_locations.len)
return
mob.loc = pick(starting_locations)

View File

@@ -0,0 +1,88 @@
/datum/antagonist/proc/print_player_summary()
if(!current_antagonists.len)
return 0
var/text = "<br><font size = 2><b>The [current_antagonists.len == 1 ? "[role_text] was" : "[role_text_plural] were"]:</b></font>"
for(var/datum/mind/P in current_antagonists)
text += print_player_full(P)
text += get_special_objective_text(P)
var/failed
if(!global_objectives.len && P.objectives && P.objectives.len)
var/num = 1
for(var/datum/objective/O in P.objectives)
text += print_objective(O, num)
if(O.check_completion())
text += "<font color='green'><B>Success!</B></font>"
feedback_add_details(feedback_tag,"[O.type]|SUCCESS")
else
text += "<font color='red'>Fail.</font>"
feedback_add_details(feedback_tag,"[O.type]|FAIL")
failed = 1
num++
if(!config.objectives_disabled)
if(failed)
text += "<br><font color='red'><B>The [role_text] has failed.</B></font>"
else
text += "<br><font color='green'><B>The [role_text] was successful!</B></font>"
if(global_objectives && global_objectives.len)
text += "<BR/><FONT size = 2>Their objectives were:<FONT>"
var/num = 1
for(var/datum/objective/O in global_objectives)
text += print_objective(O, num, 1)
num++
// Display the results.
world << text
/datum/antagonist/proc/print_objective(var/datum/objective/O, var/num, var/append_success)
var/text = "<br><b>Objective [num]:</b> [O.explanation_text] "
if(append_success)
if(O.check_completion())
text += "<font color='green'><B>Success!</B></font>"
else
text += "<font color='red'>Fail.</font>"
return text
/datum/antagonist/proc/print_player_lite(var/datum/mind/ply)
var/role = ply.assigned_role == "MODE" ? "\improper[ply.special_role]" : "\improper[ply.assigned_role]"
var/text = "<br><b>[ply.name]</b> (<b>[ply.key]</b>) as \a <b>[role]</b> ("
if(ply.current)
if(ply.current.stat == DEAD)
text += "died"
else if(isNotStationLevel(ply.current.z))
text += "fled the station"
else
text += "survived"
if(ply.current.real_name != ply.name)
text += " as <b>[ply.current.real_name]</b>"
else
text += "body destroyed"
text += ")"
return text
/datum/antagonist/proc/print_player_full(var/datum/mind/ply)
var/text = print_player_lite(ply)
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/device/uplink/H in world_uplinks)
if(H && H.uplink_owner && H.uplink_owner == ply)
TC_uses += H.used_TC
uplink_true = 1
var/list/refined_log = new()
for(var/datum/uplink_item/UI in H.purchase_log)
var/obj/I = new UI.path
refined_log.Add("[H.purchase_log[UI]]x\icon[I][UI.name]")
qdel(I)
purchases = english_list(refined_log, nothing_text = "")
if(uplink_true)
text += " (used [TC_uses] TC)"
if(purchases)
text += "<br>[purchases]"
return text

View File

@@ -1,85 +0,0 @@
/datum/antagonist/proc/attempt_late_spawn(var/datum/mind/player, var/move_to_spawn)
update_cur_max()
if(get_antag_count() >= cur_max)
return 0
player.current << "<span class='danger'><i>You have been selected this round as an antagonist!</i></span>"
add_antagonist(player)
equip(player.current)
if(move_to_spawn)
place_mob(player.current)
return
/datum/antagonist/proc/update_cur_max()
candidates = list()
var/main_type
if(ticker && ticker.mode)
if(ticker.mode.antag_tag && ticker.mode.antag_tag == id)
main_type = 1
else
return list()
cur_max = (main_type ? max_antags_round : max_antags)
if(ticker.mode.antag_scaling_coeff)
cur_max = Clamp((ticker.mode.num_players()/ticker.mode.antag_scaling_coeff), 1, cur_max)
/datum/antagonist/proc/attempt_spawn(var/ghosts_only)
// Get the raw list of potential players.
update_cur_max()
candidates = get_candidates(ghosts_only)
// Update our boundaries.
if(!candidates.len)
return 0
//Grab candidates randomly until we have enough.
while(candidates.len)
var/datum/mind/player = pick(candidates)
current_antagonists |= player
// Update job and role.
player.special_role = role_text
if(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = "MODE"
candidates -= player
return 1
/datum/antagonist/proc/place_mob(var/mob/living/mob)
if(!starting_locations || !starting_locations.len)
return
mob.loc = pick(starting_locations)
/datum/antagonist/proc/add_antagonist(var/datum/mind/player)
if(!istype(player))
return 0
if(player in current_antagonists)
return 0
if(!can_become_antag(player))
return 0
current_antagonists |= player
apply(player)
finalize(player)
return 1
/datum/antagonist/proc/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
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
player.special_role = null
update_icons_removed(player)
BITSET(player.current.hud_updateflag, SPECIALROLE_HUD)
return 1
return 0
/datum/antagonist/proc/get_candidates(var/ghosts_only)
candidates = list() // Clear.
candidates = ticker.mode.get_players_for_role(role_type, id)
// Prune restricted jobs and status.
for(var/datum/mind/player in candidates)
if((ghosts_only && !istype(player.current, /mob/dead)) || player.special_role || (player.assigned_role in restricted_jobs))
candidates -= player
return candidates

View File

@@ -0,0 +1,71 @@
/datum/antagonist/proc/update_leader()
if(!leader && current_antagonists.len && (flags & ANTAG_HAS_LEADER))
leader = current_antagonists[1]
/datum/antagonist/proc/update_antag_mob(var/datum/mind/player, var/preserve_appearance)
// Get the mob.
if((flags & ANTAG_OVERRIDE_MOB) && (!player.current || (mob_path && !istype(player.current, mob_path))))
var/mob/holder = player.current
player.current = new mob_path(get_turf(player.current))
player.transfer_to(player.current)
if(holder) qdel(holder)
player.original = player.current
if(!preserve_appearance && (flags & ANTAG_SET_APPEARANCE))
spawn(3)
var/mob/living/carbon/human/H = player.current
if(istype(H)) H.change_appearance(APPEARANCE_ALL, H.loc, H, valid_species, state = z_state)
return player.current
/datum/antagonist/proc/update_access(var/mob/living/player)
for(var/obj/item/weapon/card/id/id in player.contents)
id.name = "[player.real_name]'s ID Card"
id.registered_name = player.real_name
/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)
/datum/antagonist/proc/update_icons_added(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
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)
if(player.current.client)
player.current.client.images |= image('icons/mob/mob.dmi', loc = antag.current, icon_state = antag_indicator)
/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)
if(player.current && player.current.client)
for(var/image/I in player.current.client.images)
if(I.icon_state == antag_indicator)
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)
main_type = 1
cur_max = (main_type ? max_antags_round : max_antags)
if(ticker.mode.antag_scaling_coeff)
cur_max = Clamp((ticker.mode.num_players()/ticker.mode.antag_scaling_coeff), 1, cur_max)

View File

@@ -7,7 +7,7 @@ var/datum/antagonist/deathsquad/deathsquad
role_text_plural = "Death Commandos"
welcome_text = "You work in the service of Central Command Asset Protection, answering directly to the Board of Directors."
landmark_id = "Commando"
flags = ANTAG_OVERRIDE_JOB | ANTAG_OVERRIDE_MOB | ANTAG_HAS_NUKE
flags = ANTAG_OVERRIDE_JOB | ANTAG_OVERRIDE_MOB | ANTAG_HAS_NUKE | ANTAG_HAS_LEADER
max_antags = 4
max_antags_round = 6
default_access = list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)
@@ -23,6 +23,9 @@ var/datum/antagonist/deathsquad/deathsquad
deployed = 1
/datum/antagonist/deathsquad/equip(var/mob/living/carbon/human/player)
if(!..())
return
if (player.mind == leader)
player.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(player), slot_w_uniform)
else
@@ -49,7 +52,7 @@ var/datum/antagonist/deathsquad/deathsquad
id.icon_state = "centcom"
create_radio(DTH_FREQ, player)
/datum/antagonist/deathsquad/apply(var/datum/mind/player)
/datum/antagonist/deathsquad/update_antag_mob(var/datum/mind/player)
..()
@@ -76,9 +79,6 @@ var/datum/antagonist/deathsquad/deathsquad
return
/datum/antagonist/deathsquad/finalize(var/datum/mind/target)
..()
if(!deployed)
/datum/antagonist/deathsquad/create_antagonist()
if(..() && !deployed)
deployed = 1

View File

@@ -10,8 +10,13 @@ var/datum/antagonist/ert/ert
leader_welcome_text = "As leader of the Emergency Response Team, you answer only to CentComm, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however."
max_antags = 5
max_antags_round = 5 // ERT mode?
landmark_id = "Response Team"
flags = ANTAG_OVERRIDE_JOB | ANTAG_SET_APPEARANCE
flags = ANTAG_OVERRIDE_JOB | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER
/datum/antagonist/ert/create_default(var/mob/source)
var/mob/living/carbon/human/M = ..()
if(istype(M)) M.age = rand(25,45)
/datum/antagonist/ert/New()
..()

View File

@@ -7,8 +7,9 @@ var/datum/antagonist/mercenary/mercs
bantype = "operative"
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."
welcome_text = "To speak on the strike team's private channel use :t."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_HAS_NUKE | ANTAG_SET_APPEARANCE
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_HAS_NUKE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER
max_antags = 4
max_antags_round = 6
id_type = /obj/item/weapon/card/id/syndicate
@@ -19,9 +20,10 @@ var/datum/antagonist/mercenary/mercs
/datum/antagonist/mercenary/create_global_objectives()
if(!..())
return
return 0
global_objectives = list()
global_objectives |= new /datum/objective/nuclear
return 1
/datum/antagonist/mercenary/equip(var/mob/living/carbon/human/player)
@@ -50,7 +52,7 @@ var/datum/antagonist/mercenary/mercs
if(spawnpos > starting_locations.len)
spawnpos = 1
/datum/antagonist/mercenary/make_nuke()
/datum/antagonist/mercenary/create_nuke()
..()
// Create the radio.
var/obj/effect/landmark/uplinkdevice = locate("landmark*Syndicate-Uplink")

View File

@@ -16,7 +16,7 @@ var/datum/antagonist/ninja/ninjas
..()
ninjas = src
/datum/antagonist/ninja/random_spawn()
/datum/antagonist/ninja/attempt_random_spawn()
if(config.ninjas_allowed) ..()
/datum/antagonist/ninja/create_objectives(var/datum/mind/ninja)
@@ -82,7 +82,7 @@ var/datum/antagonist/ninja/ninjas
player.store_memory("<B>Directive:</B> <span class='danger'>[directive]</span><br>")
player << "<b>Remember your directive:</b> [directive]."
/datum/antagonist/ninja/apply(var/datum/mind/player)
/datum/antagonist/ninja/update_antag_mob(var/datum/mind/player)
..()
var/ninja_title = pick(ninja_titles)
var/ninja_name = pick(ninja_names)

View File

@@ -8,7 +8,7 @@ var/datum/antagonist/raider/raiders
bantype = "raider"
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
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER
max_antags = 6
max_antags_round = 10
id_type = /obj/item/weapon/card/id/syndicate
@@ -83,8 +83,8 @@ var/datum/antagonist/raider/raiders
/datum/antagonist/raider/create_global_objectives()
if(global_objectives.len)
return
if(!..())
return 0
var/i = 1
var/max_objectives = pick(2,2,2,2,3,3,3,4)
@@ -107,6 +107,7 @@ var/datum/antagonist/raider/raiders
i++
global_objectives |= new /datum/objective/heist/preserve_crew
return 1
/datum/antagonist/raider/check_victory()
// Totally overrides the base proc.

View File

@@ -10,6 +10,7 @@ var/datum/antagonist/wizard/wizards
welcome_text = "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.<br>In your pockets you will find a teleport scroll. Use it as needed."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE
max_antags = 1
max_antags_round = 1
/datum/antagonist/wizard/New()
..()
@@ -58,7 +59,8 @@ var/datum/antagonist/wizard/wizards
wizard.objectives |= hijack_objective
return
/datum/antagonist/wizard/apply(var/datum/mind/wizard)
/datum/antagonist/wizard/update_antag_mob(var/datum/mind/wizard)
..()
wizard.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
wizard.current.real_name = "[pick(wizard_first)] [pick(wizard_second)]"
wizard.current.name = wizard.current.real_name

View File

@@ -13,7 +13,7 @@
/datum/antagonist/changeling/get_special_objective_text(var/datum/mind/player)
return "<br><b>Changeling ID:</b> [player.changeling.changelingID].<br><b>Genomes Absorbed:</b> [player.changeling.absorbedcount]"
/datum/antagonist/changeling/apply(var/datum/mind/player)
/datum/antagonist/changeling/update_antag_mob(var/datum/mind/player)
..()
player.current.make_changeling()

View File

@@ -111,8 +111,6 @@ var/datum/antagonist/cultist/cult
/datum/antagonist/cultist/can_become_antag(var/datum/mind/player)
if(!..())
return 0
if(!istype(player.current, /mob/living/carbon/human))
return 0
for(var/obj/item/weapon/implant/loyalty/L in player.current)
if(L && (L.imp_in == player.current))
return 0

View File

@@ -50,13 +50,43 @@ var/datum/antagonist/revolutionary/revs
)
mob.equip_in_one_of_slots(T, slots)
/datum/antagonist/revolutionary/finalize(var/datum/mind/target)
/*
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
@@ -166,7 +196,7 @@ var/datum/antagonist/revolutionary/revs
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)
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>"

View File

@@ -18,7 +18,7 @@ var/datum/antagonist/traitor/traitors
/datum/antagonist/traitor/Topic(href, href_list)
if (..())
return
if(href_list["spawn_uplink"]) spawn_uplink(href_list["spawn_uplink"])
if(href_list["spawn_uplink"]) spawn_uplink(locate(href_list["spawn_uplink"]))
/datum/antagonist/traitor/create_objectives(var/datum/mind/traitor)
if(!..())

View File

@@ -42,17 +42,10 @@ var/global/list/additional_antag_types = list()
var/antag_tag // First (main) antag template 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_prob = 0 // Likelihood of a new antagonist spawning.
var/antag_count = 0 // Current number of antagonists.
var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.
var/list/living_antag_templates = list() // Currently selected antag types that do not require a ghosted player.
var/list/ghost_antag_templates = list() // Inverse of above.
var/list/antag_candidates = list() // Living antag candidates.
var/list/ghost_candidates = list() // Observing antag candidates.
var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm.
var/explosion_in_progress = 0 // Sit back and relax
var/waittime_l = 600 // Lower bound on time before intercept arrives (in tenths of seconds)
@@ -272,7 +265,6 @@ var/global/list/additional_antag_types = list()
EMajor.delay_modifier = event_delay_mod_major
///post_setup()
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup()
refresh_event_modifiers()
@@ -287,7 +279,9 @@ var/global/list/additional_antag_types = list()
if(antag_templates && antag_templates.len)
for(var/datum/antagonist/antag in antag_templates)
antag.finalize()
antag.finalize_spawn()
if(antag.is_latejoin_template())
latejoin_templates |= antag
if(emergency_shuttle && auto_recall_shuttle)
emergency_shuttle.auto_recall = 1
@@ -336,67 +330,6 @@ var/global/list/additional_antag_types = list()
)
command_announcement.Announce("The presence of [pick(reasons)] in the region is tying up all available local emergency resources; emergency response teams cannot be called at this time, and post-evacuation recovery efforts will be substantially delayed.","Emergency Transmission")
///process()
///Called by the gameticker
/datum/game_mode/proc/process()
if(emergency_shuttle.departed)
return
if(!round_autoantag || !antag_templates || !antag_templates.len)
return
var/player_count = 0
antag_count = 0
antag_candidates = list()
for(var/mob/living/player in mob_list)
if(player.client)
player_count += 1
if(player.mind)
if(player.stat == 2) // observing
ghost_candidates |= player
else
if(player.mind.special_role)
antag_count += 1
else
antag_candidates |= player
antag_prob = min(100,max(0,(player_count - 5 * 10) * 5)) // This is arbitrary, probably needs adjusting.
var/datum/antagonist/spawn_antag
var/datum/mind/candidate
var/from_ghosts
if(prob(antag_prob))
if(ghost_candidates.len && ghost_antag_templates.len && prob(50))
spawn_antag = pick(ghost_antag_templates)
candidate = pick(ghost_candidates)
from_ghosts = 1
else if(antag_candidates.len && living_antag_templates.len)
spawn_antag = pick(living_antag_templates)
candidate = pick(antag_candidates)
else
return // Failed :(
else
return
if(spawn_antag.can_become_antag(candidate))
spawn_antag.attempt_late_spawn(candidate, from_ghosts)
/datum/game_mode/proc/latespawn(mob/living/carbon/human/character)
if(emergency_shuttle.departed || !character.mind)
return
var/datum/antagonist/spawn_antag
if(prob(antag_prob) && round_autoantag && living_antag_templates.len)
spawn_antag = pick(living_antag_templates)
if(spawn_antag && spawn_antag.can_become_antag(character.mind))
spawn_antag.attempt_late_spawn(character.mind)
return 0
/datum/game_mode/proc/check_finished()
if(emergency_shuttle.returned() || station_was_nuked)
return 1
@@ -623,13 +556,10 @@ var/global/list/additional_antag_types = list()
if(antag_templates && antag_templates.len)
for(var/datum/antagonist/antag in antag_templates)
if(antag.flags & ANTAG_OVERRIDE_JOB)
ghost_antag_templates |= antag
else if(antag.flags & ANTAG_RANDSPAWN)
living_antag_templates |= antag
else
antag_templates -= antag
world << "<span class='danger'>[antag.role_text_plural] are invalid for additional roundtype antags!</span>"
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)

View File

@@ -0,0 +1,43 @@
/datum/game_mode/proc/get_usable_templates(var/list/supplied_templates)
var/list/usable_templates = list()
for(var/datum/antagonist/A in supplied_templates)
if(A.can_late_spawn())
usable_templates |= A
return usable_templates
///process()
///Called by the gameticker
/datum/game_mode/proc/process()
try_latespawn()
/datum/game_mode/proc/latespawn(var/mob/living/carbon/human/character)
if(!character.mind)
return
try_latespawn(character.mind)
return 0
/datum/game_mode/proc/try_latespawn(var/datum/mind/player, var/latejoin_only)
if(emergency_shuttle.departed || !round_autoantag)
return
if(!prob(get_antag_prob()))
return
var/list/usable_templates
if(latejoin_only && latejoin_templates.len)
usable_templates = get_usable_templates(latejoin_templates)
else if (antag_templates.len)
usable_templates = get_usable_templates(antag_templates)
else
return
if(usable_templates.len)
var/datum/antagonist/spawn_antag = pick(usable_templates)
spawn_antag.attempt_late_spawn(player)
/datum/game_mode/proc/get_antag_prob()
var/player_count = 0
for(var/mob/living/M in mob_list)
if(M.client)
player_count += 1
return min(100,max(0,(player_count - 5 * 10) * 5))

View File

@@ -697,13 +697,14 @@
/obj/mecha/attackby(obj/item/weapon/W as obj, mob/user as mob)
/*
if(istype(W, /obj/item/device/mmi))
if(mmi_move_inside(W,user))
user << "[src]-MMI interface initialized successfuly"
else
user << "[src]-MMI interface initialization failed."
return
*/
if(istype(W, /obj/item/mecha_parts/mecha_equipment))
var/obj/item/mecha_parts/mecha_equipment/E = W

View File

@@ -38,9 +38,12 @@ var/can_call_ert
trigger_armed_response_team(1)
client/verb/JoinResponseTeam()
set name = "Join Response Team"
set category = "IC"
if(!MayRespawn(1))
usr << "<span class='warning'>You cannot join the response team at this time.</span>"
return
if(istype(usr,/mob/dead/observer) || istype(usr,/mob/new_player))
@@ -50,18 +53,9 @@ client/verb/JoinResponseTeam()
if(jobban_isbanned(usr, "Syndicate") || jobban_isbanned(usr, "Emergency Response Team") || jobban_isbanned(usr, "Security Officer"))
usr << "<font color=red><b>You are jobbanned from the emergency reponse team!"
return
if(ert.current_antagonists.len > 5) usr << "The emergency response team is already full!"
for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Commando")
L.name = null//Reserving the place.
var/new_name = sanitizeSafe(input(usr, "Pick a name","Name") as null|text, MAX_NAME_LEN)
if(!new_name)//Somebody changed his mind, place is available again.
L.name = "Commando"
return
create_response_team(L.loc, new_name)
qdel(L)
if(ert.current_antagonists.len > 5)
usr << "The emergency response team is already full!"
ert.create_default(usr)
else
usr << "You need to be an observer or new player to use this."
@@ -130,25 +124,3 @@ proc/trigger_armed_response_team(var/force = 0)
sleep(600 * 5)
send_emergency_team = 0 // Can no longer join the ERT.
/client/proc/create_response_team(obj/spawn_location, commando_name)
var/mob/living/carbon/human/M = new(null)
M.real_name = commando_name
M.name = commando_name
M.age = rand(25,45)
M.check_dna(M)
M.dna.ready_dna(M)//Creates DNA.
M.mind = new
M.mind.current = M
M.mind.original = M
if(!(M.mind in ticker.minds))
ticker.minds += M.mind//Adds them to regular mind list.
M.loc = spawn_location
ert.add_antagonist(M.mind)
return M

View File

@@ -1164,7 +1164,7 @@ proc/admin_notice(var/message, var/rights)
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.round_autoantag)
out += "<b>Autotraitor <a href='?src=\ref[ticker.mode];toggle=autotraitor'>enabled</a></b> ([ticker.mode.antag_prob]% spawn chance)"
out += "<b>Autotraitor <a href='?src=\ref[ticker.mode];toggle=autotraitor'>enabled</a></b> ([ticker.mode.get_antag_prob()]% spawn chance)"
if(ticker.mode.antag_scaling_coeff)
out += " (scaling with <a href='?src=\ref[ticker.mode];set=antag_scaling'>[ticker.mode.antag_scaling_coeff]</a>)"
out += "<br/>"

View File

@@ -410,43 +410,11 @@
dat += "Launching now..."
dat += "<a href='?src=\ref[src];delay_round_end=1'>[ticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
//todo
dat += "<hr>"
for(var/antag_type in all_antag_types)
var/datum/antagonist/A = all_antag_types[antag_type]
dat += A.get_check_antag_output(src)
dat += "</body></html>"
usr << browse(dat, "window=roundstatus;size=400x500")
else
alert("The game hasn't started yet!")
/proc/check_role_table(name, list/members, admins, show_objectives=1)
var/txt = "<br><table cellspacing=5><tr><td><b>[name]</b></td><td></td></tr>"
for(var/datum/mind/M in members)
txt += check_role_table_row(M.current, admins, show_objectives)
txt += "</table>"
return txt
/proc/check_role_table_row(mob/M, admins=src, show_objectives)
if (!istype(M))
return "<tr><td><i>Not found!</i></td></tr>"
var/txt = {"
<tr>
<td>
<a href='?src=\ref[admins];adminplayeropts=\ref[M]'>[M.real_name]</a>
[M.client ? "" : " <i>(logged out)</i>"]
[M.is_dead() ? " <b><font color='red'>(DEAD)</font></b>" : ""]
</td>
<td>
<a href='?src=\ref[usr];priv_msg=\ref[M]'>PM</a>
</td>
"}
if (show_objectives)
txt += {"
<td>
<a href='?src=\ref[admins];traitor=\ref[M]'>Show Objective</a>
</td>
"}
txt += "</tr>"
return txt

View File

@@ -1734,13 +1734,13 @@
feedback_add_details("admin_secrets_fun_used","Aliens")
log_admin("[key_name(usr)] spawned an alien infestation", 1)
message_admins("\blue [key_name_admin(usr)] attempted an alien infestation", 1)
xenomorphs.random_spawn()
xenomorphs.attempt_random_spawn()
if("borers")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","Borers")
log_admin("[key_name(usr)] spawned a cortical borer infestation.", 1)
message_admins("\blue [key_name_admin(usr)] spawned a cortical borer infestation.", 1)
borers.random_spawn()
borers.attempt_random_spawn()
if("power")
feedback_inc("admin_secrets_fun_used",1)
@@ -2046,7 +2046,7 @@
if("aliens")
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","AL")
if(xenomorphs.random_spawn())
if(xenomorphs.attempt_random_spawn())
message_admins("[key_name_admin(usr)] has spawned aliens", 1)
if("spiders")
feedback_inc("admin_secrets_fun_used",1)
@@ -2644,4 +2644,4 @@ mob/living/carbon/human/can_centcom_reply()
return istype(l_ear, /obj/item/device/radio/headset) || istype(r_ear, /obj/item/device/radio/headset)
mob/living/silicon/ai/can_centcom_reply()
return common_radio != null && !check_unable(2)
return common_radio != null && !check_unable(2)

View File

@@ -10,4 +10,4 @@
valid_types |= antag
if(valid_types.len)
var/datum/antagonist/antag = pick(valid_types)
antag.random_spawn()
antag.attempt_random_spawn()

View File

@@ -257,12 +257,13 @@
lawupdate = 0
src << "<b>Systems rebooted</b>. Loading base pattern maintenance protocol... <b>loaded</b>."
full_law_reset()
src << "<br><b>You are a maintenance drone, a tiny-brained robotic repair machine</b>."
welcome_drone()
/mob/living/silicon/robot/drone/proc/welcome_drone()
src << "<b>You are a maintenance drone, a tiny-brained robotic repair machine</b>."
src << "You have no individual will, no personality, and no drives or urges other than your laws."
src << "Use <b>:d</b> to talk to other drones and <b>say</b> to speak silently to your nearby fellows."
src << "Remember, you are <b>lawed against interference with the crew</b>. Also remember, <b>you DO NOT take orders from the AI.</b>"
src << "<b>Don't invade their worksites, don't steal their resources, don't tell them about the changeling in the toilets.</b>"
src << "<b>If a crewmember has noticed you, <i>you are probably breaking your third law</i></b>."
src << "Use <b>:d</b> to talk to other drones and <b>say</b> to speak silently to your nearby fellows."
/mob/living/silicon/robot/drone/start_pulling(var/atom/movable/AM)
@@ -293,6 +294,12 @@
can_pull_size = 5
can_pull_mobs = 1
/mob/living/silicon/robot/drone/construction/welcome_drone()
src << "<b>You are a construction drone, an autonomous engineering and fabrication system.</b>."
src << "You are assigned to a Sol Central construction project. The name is irrelevant. Your task is to complete construction and subsystem integration as soon as possible."
src << "Use <b>:d</b> to talk to other drones and <b>say</b> to speak silently to your nearby fellows."
src << "<b>You do not follow orders from anyone; not the AI, not humans, and not other synthetics.</b>."
/mob/living/silicon/robot/drone/construction/init()
..()
flavor_text = "It's a bulky construction drone stamped with a Sol Central glyph."

View File

@@ -815,18 +815,6 @@ var/list/be_special_flags = list(
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
#define APPEARANCE_ALL 511
// Antagonist datum flags.
#define ANTAG_OVERRIDE_JOB 1 // Assigned job is set to MODE when spawning.
#define ANTAG_OVERRIDE_MOB 2 // Mob is recreated from datum mob_type var when spawning.
#define ANTAG_CLEAR_EQUIPMENT 4 // All preexisting equipment is purged.
#define ANTAG_CHOOSE_NAME 8 // Antagonists are prompted to enter a name.
#define ANTAG_IMPLANT_IMMUNE 16 // Cannot be loyalty implanted.
#define ANTAG_SUSPICIOUS 32 // Shows up on roundstart report.
#define ANTAG_HAS_LEADER 64 // Generates a leader antagonist.
#define ANTAG_HAS_NUKE 128 // Will spawn a nuke at supplied location.
#define ANTAG_RANDSPAWN 256 // Potentially randomly spawns due to events.
#define ANTAG_VOTABLE 512 // Can be voted as an additional antagonist before roundstart.
#define ANTAG_SET_APPEARANCE 1024 // Causes antagonists to use an appearance modifier on spawn.
// Mode/antag template macros.
#define MODE_BORER "borer"
#define MODE_XENOMORPH "xeno"