Fixes telecoms

Fixes telecoms, adds mutiny gamemode stuff, still needs fixes before it'll work.
Adds old anouncements file, but desk anouncements are not yet functioning. Disabled for now.
This commit is contained in:
RadiantFlash7
2019-12-13 16:37:32 -05:00
parent a460aed95c
commit f86a104f40
17 changed files with 1464 additions and 2 deletions

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/var/datum/announcement/priority/priority_announcement = new(do_log = 0)
/var/datum/announcement/priority/command/command_announcement = new(do_log = 0, do_newscast = 1)
/datum/announcement
var/title = "Attention"
var/announcer = ""
var/log = 0
var/sound
var/newscast = 0
var/channel_name = "Station Announcements"
var/announcement_type = "Announcement"
/datum/announcement/New(var/do_log = 0, var/new_sound = null, var/do_newscast = 0)
sound = new_sound
log = do_log
newscast = do_newscast
/datum/announcement/priority/New(var/do_log = 1, var/new_sound = sound('sound/misc/notice2.ogg'), var/do_newscast = 0)
..(do_log, new_sound, do_newscast)
title = "Priority Announcement"
announcement_type = "Priority Announcement"
/datum/announcement/priority/command/New(var/do_log = 1, var/new_sound = sound('sound/misc/notice2.ogg'), var/do_newscast = 0)
..(do_log, new_sound, do_newscast)
title = "[command_name()] Update"
announcement_type = "[command_name()] Update"
/datum/announcement/priority/security/New(var/do_log = 1, var/new_sound = sound('sound/misc/notice2.ogg'), var/do_newscast = 0)
..(do_log, new_sound, do_newscast)
title = "Security Announcement"
announcement_type = "Security Announcement"
/datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast)
if(!message)
return
var/tmp/message_title = new_title ? new_title : title
var/tmp/message_sound = new_sound ? sound(new_sound) : sound
message_title = html_encode(message_title)
Message(message, message_title)
if(do_newscast)
NewsCast(message, message_title)
Sound(message_sound)
Log(message, message_title)
datum/announcement/proc/Message(message as text, message_title as text)
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player) && !isdeaf(M))
M << "<h2 class='alert'>[title]</h2>"
M << "<span class='alert'>[message]</span>"
if (announcer)
M << "<span class='alert'> -[html_encode(announcer)]</span>"
datum/announcement/minor/Message(message as text, message_title as text)
world << "<b>[message]</b>"
datum/announcement/priority/Message(message as text, message_title as text)
world << "<h1 class='alert'>[message_title]</h1>"
world << "<span class='alert'>[message]</span>"
if(announcer)
world << "<span class='alert'> -[html_encode(announcer)]</span>"
world << "<br>"
datum/announcement/priority/command/Message(message as text, message_title as text)
var/command
command += "<h1 class='alert'>[command_name()] Update</h1>"
if (message_title)
command += "<br><h2 class='alert'>[message_title]</h2>"
command += "<br><span class='alert'>[message]</span><br>"
command += "<br>"
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player) && !isdeaf(M))
M << command
datum/announcement/priority/security/Message(message as text, message_title as text)
world << "<font size=4 color='red'>[message_title]</font>"
world << "<font color='red'>[message]</font>"
datum/announcement/proc/NewsCast(message as text, message_title as text)
if(!newscast)
return
var/datum/news_announcement/news = new
news.channel_name = channel_name
news.author = announcer
news.message = message
news.message_type = announcement_type
news.can_be_redacted = 0
announce_newscaster_news(news)
datum/announcement/proc/PlaySound(var/message_sound)
if(!message_sound)
return
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player) && !isdeaf(M))
M << message_sound
datum/announcement/proc/Sound(var/message_sound)
PlaySound(message_sound)
datum/announcement/priority/Sound(var/message_sound)
if(sound)
world << sound
datum/announcement/priority/command/Sound(var/message_sound)
PlaySound(message_sound)
datum/announcement/proc/Log(message as text, message_title as text)
if(log)
log_say("[key_name(usr)] has made \a [announcement_type]: [message_title] - [message] - [announcer]")
message_admins("[key_name_admin(usr)] has made \a [announcement_type].", 1)
/proc/GetNameAndAssignmentFromId(var/obj/item/weapon/card/id/I)
// Format currently matches that of newscaster feeds: Registered Name (Assigned Rank)
return I.assignment ? "[I.registered_name] ([I.assignment])" : I.registered_name
/proc/level_seven_announcement()
command_announcement.Announce("Confirmed outbreak of level 7 biohazard aboard \the [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert", new_sound = 'sound/AI/outbreak7.ogg')
/proc/ion_storm_announcement()
command_announcement.Announce("It has come to our attention that \the [station_name()] passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert")
/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message)
if (ticker.current_state == GAME_STATE_PLAYING)
if(character.mind.role_alt_title)
rank = character.mind.role_alt_title
AnnounceArrivalSimple(character.real_name, rank, join_message)
/proc/AnnounceArrivalSimple(var/name, var/rank = "visitor", var/join_message = "will arrive at the station shortly") //VOREStation Edit - Remove shuttle reference
global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer")

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/obj/item/weapon/mutiny/auth_key
name = "authentication key"
desc = "Better keep this safe."
icon = 'icons/obj/items.dmi'
icon_state = "nucleardisk"
item_state = "card-id"
w_class = 1
var/time_entered_space
var/obj/item/device/radio/radio
New()
radio = new(src)
spawn(20 SECONDS)
keep_alive()
..()
proc/keep_alive()
var/in_space = istype(loc, /turf/space)
if (!in_space && time_entered_space)
// Recovered before the key was lost
time_entered_space = null
else if (in_space && !time_entered_space)
// The key has left the station
time_entered_space = world.time
else if (in_space && time_entered_space + (10 SECONDS) < world.time)
// Time is up
radio.autosay("This device has left the station's perimeter. Triggering emergency activation failsafe.", name)
del(src)
return
spawn(10 SECONDS)
keep_alive()
/obj/item/weapon/mutiny/auth_key/captain
name = "Captain's Authentication Key"
/obj/item/weapon/mutiny/auth_key/secondary
name = "Emergency Secondary Authentication Key"

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datum/directive
var/datum/game_mode/mutiny/mode
var/list/special_orders
New(var/datum/game_mode/mutiny/M)
mode = M
proc/get_description()
return {"
<p>
NanoTrasen's reasons for the following directives are classified.
</p>
"}
proc/meets_prerequisites()
return 0
proc/directives_complete()
return 1
proc/initialize()
return 1
proc/get_remaining_orders()
return ""
/proc/get_directive(type)
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if(!mode || !mode.current_directive || !istype(mode.current_directive, text2path("/datum/directive/[type]")))
return null
return mode.current_directive

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datum/directive/terminations/alien_fraud
special_orders = list(
"Suspend financial accounts of all Tajaran and Unathi personnel.",
"Transfer their payrolls to the station account.",
"Terminate their employment.")
proc/is_alien(mob/M)
var/species = M.get_species()
return species == "Tajara" || species == "Unathi"
datum/directive/terminations/alien_fraud/get_crew_to_terminate()
var/list/aliens[0]
for(var/mob/M in player_list)
if (M.is_ready() && is_alien(M) && M != mode.head_loyalist.current)
aliens.Add(M)
return aliens
datum/directive/terminations/alien_fraud/get_description()
return {"
<p>
An extensive conspiracy network aimed at defrauding NanoTrasen of large amounts of funds has been uncovered
operating within [system_name()]. Human personnel are not suspected to be involved. Further information is classified.
</p>
"}
datum/directive/terminations/alien_fraud/meets_prerequisites()
// There must be at least one Tajaran and at least one Unathi, but the total
// of the Tajarans and Unathi combined can't be more than 1/3rd of the crew.
var/tajarans = 0
var/unathi = 0
for(var/mob/M in player_list)
var/species = M.get_species()
if(species == "Tajara")
tajarans++
if(species == "Unathi")
unathi++
if (!tajarans || !unathi)
return 0
return (tajarans + unathi) <= (player_list.len / 3)

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#define INFECTION_COUNT 5
datum/directive/bluespace_contagion
var/list/infected = list()
proc/get_infection_candidates()
var/list/candidates[0]
for(var/mob/M in player_list)
if (M.is_ready() && !M.is_mechanical() && M != mode.head_loyalist.current)
candidates.Add(M)
return candidates
datum/directive/bluespace_contagion/get_description()
return {"
<p>
A manufactured and near-undetectable virus is spreading on NanoTrasen stations.
The pathogen travels by bluespace after maturing for one day and meets the Sol Health Organisation standards for a class X biological threat, warranting use of lethal force to contain an outbreak.
No treatment has yet been discovered. Personnel onboard [station_name()] have been infected. Further information is classified.
</p>
"}
datum/directive/bluespace_contagion/initialize()
var/list/candidates = get_infection_candidates()
var/list/infected_names = list()
for(var/i=0, i < INFECTION_COUNT, i++)
if(!candidates.len)
break
var/mob/candidate = pick(candidates)
candidates.Remove(candidate)
infected.Add(candidate)
infected_names.Add("[candidate.mind.assigned_role] [candidate.mind.name]")
special_orders = list(
"Quarantine these personnel: [list2text(infected_names, ", ")].",
"Allow one hour for a cure to be manufactured.",
"If no cure arrives after that time, execute and burn the infected.")
datum/directive/bluespace_contagion/meets_prerequisites()
var/list/candidates = get_infection_candidates()
return candidates.len >= 7
datum/directive/bluespace_contagion/directives_complete()
return infected.len == 0
datum/directive/bluespace_contagion/get_remaining_orders()
var/text = ""
for(var/victim in infected)
text += "<li>Kill [victim]</li>"
return text
/hook/death/proc/infected_killed(mob/living/carbon/human/deceased, gibbed)
var/datum/directive/bluespace_contagion/D = get_directive("bluespace_contagion")
if(!D) return 1
if(deceased in D.infected)
D.infected.Remove(deceased)
return 1

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datum/directive/terminations/financial_crisis
special_orders = list(
"Suspend financial accounts of all civilian personnel, excluding the Head of Personnel.",
"Transfer their payrolls to the station account.",
"Terminate their employment.")
datum/directive/terminations/financial_crisis/get_crew_to_terminate()
var/list/civilians[0]
var/list/candidates = civilian_positions - "Head of Personnel"
for(var/mob/M in player_list)
if (M.is_ready() && candidates.Find(M.mind.assigned_role))
civilians.Add(M)
return civilians
datum/directive/terminations/financial_crisis/get_description()
return {"
<p>
[system_name()] system banks in financial crisis. Local emergency situation ongoing.
NT Funds redistributed in accordance with financial regulations covered by employee contracts, impact upon civilian department expected.
Further information is classified.
</p>
"}
datum/directive/terminations/financial_crisis/meets_prerequisites()
var/list/civilians = get_crew_to_terminate()
return civilians.len >= 5

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datum/directive/ipc_virus
special_orders = list(
"Terminate employment of all IPC personnel.",
"Extract the Positronic Brains from IPC units.",
"Mount the Positronic Brains into Cyborgs.")
var/list/roboticist_roles = list(
"Research Director",
"Roboticist"
)
var/list/brains_to_enslave = list()
var/list/cyborgs_to_make = list()
var/list/ids_to_terminate = list()
proc/get_ipcs()
var/list/machines[0]
for(var/mob/M in player_list)
if (M.is_ready() && M.get_species() == "Machine")
machines.Add(M)
return machines
proc/get_roboticists()
var/list/roboticists[0]
for(var/mob/M in player_list)
if (M.is_ready() && roboticist_roles.Find(M.mind.assigned_role))
roboticists.Add(M)
return roboticists
datum/directive/ipc_virus/initialize()
for(var/mob/living/carbon/human/H in get_ipcs())
brains_to_enslave.Add(H.mind)
cyborgs_to_make.Add(H.mind)
ids_to_terminate.Add(H.wear_id)
datum/directive/ipc_virus/get_description()
return {"
<p>
IPC units have been found to be infected with a violent and undesired virus in Virgus Ferrorus system.
Risk to [station_name()] IPC units has not been assessed. Further information is classified.
</p>
"}
datum/directive/ipc_virus/meets_prerequisites()
var/list/ipcs = get_ipcs()
var/list/roboticists = get_roboticists()
return ipcs.len > 2 && roboticists.len > 1
datum/directive/ipc_virus/directives_complete()
return brains_to_enslave.len == 0 && cyborgs_to_make.len == 0 && ids_to_terminate.len == 0
datum/directive/ipc_virus/get_remaining_orders()
var/text = ""
for(var/brain in brains_to_enslave)
text += "<li>Debrain [brain]</li>"
for(var/brain in cyborgs_to_make)
text += "<li>Enslave [brain] as a Cyborg</li>"
for(var/id in ids_to_terminate)
text += "<li>Terminate [id]</li>"
return text
/hook/debrain/proc/debrain_directive(var/obj/item/organ/brain/B)
var/datum/directive/ipc_virus/D = get_directive("ipc_virus")
if (!D) return 1
if(B && B.brainmob && B.brainmob.mind && D.brains_to_enslave.Find(B.brainmob.mind))
D.brains_to_enslave.Remove(B.brainmob.mind)
return 1
/hook/borgify/proc/borgify_directive(mob/living/silicon/robot/cyborg)
var/datum/directive/ipc_virus/D = get_directive("ipc_virus")
if (!D) return 1
if(D.cyborgs_to_make.Find(cyborg.mind))
D.cyborgs_to_make.Remove(cyborg.mind)
// In case something glitchy happened and the victim got
// borged without us tracking the brain removal, go ahead
// and update that list too.
if(D.brains_to_enslave.Find(cyborg.mind))
D.brains_to_enslave.Remove(cyborg.mind)
return 1
/hook/terminate_employee/proc/ipc_termination(obj/item/weapon/card/id)
var/datum/directive/ipc_virus/D = get_directive("ipc_virus")
if (!D) return 1
if(D.ids_to_terminate && D.ids_to_terminate.Find(id))
D.ids_to_terminate.Remove(id)
return 1

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#define MATERIALS_REQUIRED 200
datum/directive/research_to_ripleys
var/list/ids_to_reassign = list()
var/materials_shipped = 0
proc/is_researcher(mob/M)
return M.mind.assigned_role in science_positions - "Research Director"
proc/get_researchers()
var/list/researchers[0]
for(var/mob/M in player_list)
if (M.is_ready() && is_researcher(M))
researchers.Add(M)
return researchers
proc/count_researchers_reassigned()
var/researchers_reassigned = 0
for(var/obj/item/weapon/card/id in ids_to_reassign)
if (ids_to_reassign[id])
researchers_reassigned++
return researchers_reassigned
datum/directive/research_to_ripleys/get_description()
return {"
<p>
The NanoTrasen [system_name()] Manufactory faces an ore deficit. Financial crisis imminent. [station_name()] has been reassigned as a mining platform.
The Research Director is to assist the Head of Personnel in coordinating assets.
Weapons department reports solid sales. Further information is classified.
</p>
"}
datum/directive/research_to_ripleys/meets_prerequisites()
var/list/researchers = get_researchers()
return researchers.len > 3
datum/directive/research_to_ripleys/initialize()
for(var/mob/living/carbon/human/R in get_researchers())
ids_to_reassign[R.wear_id] = 0
special_orders = list(
"Reassign all research personnel, excluding the Research Director, to Shaft Miner.",
"Deliver [MATERIALS_REQUIRED] sheets of metal or minerals via the supply shuttle to CentCom.")
datum/directive/research_to_ripleys/directives_complete()
if (materials_shipped < MATERIALS_REQUIRED) return 0
return count_researchers_reassigned() == ids_to_reassign.len
datum/directive/research_to_ripleys/get_remaining_orders()
var/text = ""
if(MATERIALS_REQUIRED > materials_shipped)
text += "<li>Ship [MATERIALS_REQUIRED - materials_shipped] sheets of metal or minerals.</li>"
for(var/id in ids_to_reassign)
if(!ids_to_reassign[id])
text += "<li>Reassign [id] to Shaft Miner</li>"
return text
/hook/reassign_employee/proc/research_reassignments(obj/item/weapon/card/id/id_card)
var/datum/directive/research_to_ripleys/D = get_directive("research_to_ripleys")
if(!D) return 1
if(D.ids_to_reassign && D.ids_to_reassign.Find(id_card))
D.ids_to_reassign[id_card] = id_card.assignment == "Shaft Miner" ? 1 : 0
return 1
/hook/sell_crate/proc/deliver_materials(obj/structure/closet/crate/sold, area/shuttle)
var/datum/directive/research_to_ripleys/D = get_directive("research_to_ripleys")
if(!D) return 1
for(var/atom/A in sold)
if(istype(A, /obj/item/stack/sheet/mineral) || istype(A, /obj/item/stack/sheet/metal))
var/obj/item/stack/S = A
D.materials_shipped += S.get_amount()
return 1

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datum/directive/tau_ceti_needs_women
var/list/command_targets = list()
var/list/alien_targets = list()
proc/get_target_gender()
if(!mode.head_loyalist) return FEMALE
return mode.head_loyalist.current.get_gender() == FEMALE ? MALE : FEMALE
proc/is_target_gender(mob/M)
var/species = M.get_species()
return species != "Diona" && M.get_gender() == get_target_gender()
proc/get_crew_of_target_gender()
var/list/targets[0]
for(var/mob/M in player_list)
if(M.is_ready() && is_target_gender(M) && !M.is_mechanical())
targets.Add(M)
return targets
proc/get_target_heads()
var/list/heads[0]
for(var/mob/M in get_crew_of_target_gender())
if(command_positions.Find(M.mind.assigned_role))
heads.Add(M)
return heads
proc/get_target_aliens()
var/list/aliens[0]
for(var/mob/M in get_crew_of_target_gender())
var/species = M.get_species()
if(species == "Tajara" || species == "Unathi" || species == "Skrell")
aliens.Add(M)
return aliens
proc/count_heads_reassigned()
var/heads_reassigned = 0
for(var/obj/item/weapon/card/id in command_targets)
if (command_targets[id])
heads_reassigned++
return heads_reassigned
datum/directive/tau_ceti_needs_women/get_description()
return {"
<p>
Recent evidence suggests [get_target_gender()] aptitudes may be effected by radiation from [system_name()].
Effects were measured under laboratory and station conditions. Humans remain more trusted than Xeno. Further information is classified.
</p>
"}
datum/directive/tau_ceti_needs_women/initialize()
for(var/mob/living/carbon/human/H in get_target_heads())
command_targets[H.wear_id] = 0
for(var/mob/living/carbon/human/H in get_target_aliens())
alien_targets.Add(H.wear_id)
special_orders = list(
"Remove [get_target_gender()] personnel from Command positions.",
"Terminate employment of all [get_target_gender()] Skrell, Tajara, and Unathi.")
datum/directive/tau_ceti_needs_women/meets_prerequisites()
var/females = 0
var/males = 0
for(var/mob/M in player_list)
if(M.is_ready() && !M.is_mechanical() && M.get_species() != "Diona")
var/gender = M.get_gender()
if(gender == MALE)
males++
else if(gender == FEMALE)
females++
return males >= 2 && females >= 2
datum/directive/tau_ceti_needs_women/directives_complete()
return command_targets.len == count_heads_reassigned() && alien_targets.len == 0
datum/directive/tau_ceti_needs_women/get_remaining_orders()
var/text = ""
for(var/head in command_targets)
if(!command_targets[head])
text += "<li>Remove [head] from a Head Role</li>"
for(var/id in alien_targets)
text += "<li>Terminate [id]</li>"
return text
/hook/reassign_employee/proc/command_reassignments(obj/item/weapon/card/id/id_card)
var/datum/directive/tau_ceti_needs_women/D = get_directive("tau_ceti_needs_women")
if(!D) return 1
if(D.command_targets && D.command_targets.Find(id_card))
D.command_targets[id_card] = command_positions.Find(id_card.assignment) ? 0 : 1
return 1
/hook/terminate_employee/proc/gender_target_termination_directive(obj/item/weapon/card/id)
var/datum/directive/tau_ceti_needs_women/D = get_directive("tau_ceti_needs_women")
if (!D) return 1
if(D.alien_targets && D.alien_targets.Find(id))
D.alien_targets.Remove(id)
if(D.command_targets && D.command_targets.Find(id))
D.command_targets[id] = 1
return 1

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/obj/machinery/emergency_authentication_device
var/datum/game_mode/mutiny/mode
name = "\improper Emergency Authentication Device"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "blackbox"
density = 1
anchored = 1
var/captains_key
var/secondary_key
var/activated = 0
use_power = 0
New(loc, mode)
src.mode = mode
..(loc)
proc/check_key_existence()
if(!mode.captains_key)
captains_key = 1
if(!mode.secondary_key)
secondary_key = 1
proc/get_status()
if(activated)
return "Activated"
if(captains_key && secondary_key)
return "Both Keys Authenticated"
if(captains_key)
return "Captain's Key Authenticated"
if(secondary_key)
return "Secondary Key Authenticated"
else
return "Inactive"
/obj/machinery/emergency_authentication_device/attack_hand(mob/user)
if(activated)
user << "\blue \The [src] is already active!"
return
if(!mode.current_directive.directives_complete())
state("Command aborted. Communication with CentCom is prohibited until Directive X has been completed.")
return
check_key_existence()
if(captains_key && secondary_key)
activated = 1
user << "\blue You activate \the [src]!"
state("Command acknowledged. Initiating quantum entanglement relay to NanoTrasen High Command.")
return
if(!captains_key && !secondary_key)
state("Command aborted. Please present the authentication keys before proceeding.")
return
if(!captains_key)
state("Command aborted. Please present the Captain's Authentication Key.")
return
if(!secondary_key)
state("Command aborted. Please present the Emergency Secondary Authentication Key.")
return
// Impossible!
state("Command aborted. This unit is defective.")
/obj/machinery/emergency_authentication_device/attackby(obj/item/weapon/O, mob/user)
if(activated)
user << "\blue \The [src] is already active!"
return
if(!mode.current_directive.directives_complete())
state({"Command aborted. Communication with CentCom is prohibited until Directive X has been completed."})
return
check_key_existence()
if(istype(O, /obj/item/weapon/mutiny/auth_key/captain) && !captains_key)
captains_key = O
user.drop_item()
O.loc = src
state("Key received. Thank you, Captain [mode.head_loyalist].")
spawn(5)
state(secondary_key ? "Your keys have been authenticated. Communication with CentCom is now authorized." : "Please insert the Emergency Secondary Authentication Key now.")
return
if(istype(O, /obj/item/weapon/mutiny/auth_key/secondary) && !secondary_key)
secondary_key = O
user.drop_item()
O.loc = src
state("Key received. Thank you, Secondary Authenticator [mode.head_mutineer].")
spawn(5)
state(captains_key ? "Your keys have been authenticated. Communication with CentCom is now authorized." : "Please insert the Captain's Authentication Key now.")
return
..()
/obj/machinery/emergency_authentication_device/examine(mob/user)
user << {"
This is a specialized communications device that is able to instantly send a message to <b>NanoTrasen High Command</b> via quantum entanglement with a sister device at CentCom.
The EAD's status is [get_status()]."}

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/obj/item/weapon/pinpointer/advpinpointer/auth_key
name = "\improper Authentication Key Pinpointer"
desc = "Tracks the positions of the emergency authentication keys."
var/datum/game_mode/mutiny/mutiny
New()
mutiny = ticker.mode
..()
/obj/item/weapon/pinpointer/advpinpointer/auth_key/attack_self()
switch(mode)
if (0)
mode = 1
active = 1
target = mutiny.captains_key
workobj()
usr << "\blue You calibrate \the [src] to locate the Captain's Authentication Key."
if (1)
mode = 2
target = mutiny.secondary_key
usr << "\blue You calibrate \the [src] to locate the Emergency Secondary Authentication Key."
else
mode = 0
active = 0
icon_state = "pinoff"
usr << "\blue You switch \the [src] off."
/obj/item/weapon/pinpointer/advpinpointer/auth_key/examine(mob/user)
switch(mode)
if (1)
user << "Is is calibrated for the Captain's Authentication Key."
if (2)
user << "It is calibrated for the Emergency Secondary Authentication Key."
else
user << "It is switched off."
/datum/supply_packs/key_pinpointer
name = "Authentication Key Pinpointer crate"
contains = list(/obj/item/weapon/pinpointer/advpinpointer/auth_key)
cost = 250
containertype = /obj/structure/closet/crate
containername = "Authentication Key Pinpointer crate"
access = access_heads
group = "Operations"
New()
// This crate is only accessible during mutiny rounds
if (istype(ticker.mode,/datum/game_mode/mutiny))
..()

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#define MUTINY_RECRUITMENT_COOLDOWN 5
//Note from RadiantFlash. NONE OF THIS IS PROPERLY WORKING YET, DON'T HATE ME.
//Need to port the differant coding changes between virgo and old bay. shouldn't be too awful, in theory.
datum/game_mode/mutiny
var/datum/mutiny_fluff/fluff
var/datum/directive/current_directive
var/obj/item/weapon/mutiny/auth_key/captain/captains_key
var/obj/item/weapon/mutiny/auth_key/secondary/secondary_key
var/obj/machinery/emergency_authentication_device/ead
var/datum/mind/head_loyalist
var/datum/mind/head_mutineer
var/recruit_loyalist_cooldown = 0
var/recruit_mutineer_cooldown = 0
var/list/loyalists = list()
var/list/mutineers = list()
var/list/body_count = list()
name = "mutiny"
config_tag = "mutiny"
required_players = 7
ert_disabled = 1
uplink_welcome = "Mutineers Uplink Console:"
uplink_uses = 0
New()
fluff = new(src)
proc/reveal_directives()
spawn(rand(1 MINUTE, 3 MINUTES))
command_announcement.Announce("Incoming emergency directive: Captain's office fax machine, [station_name()].","Emergency Transmission")
spawn(rand(3 MINUTES, 5 MINUTES))
send_pda_message()
spawn(rand(3 MINUTES, 5 MINUTES))
fluff.announce_directives()
spawn(rand(2 MINUTES, 3 MINUTE))
var/list/reasons = list(
"political instability",
"quantum fluctuations",
"hostile raiders",
"derelict station debris",
"REDACTED",
"ancient alien artillery",
"solar magnetic storms",
"sentient time-travelling killbots",
"gravitational anomalies",
"wormholes to another dimension",
"a telescience mishap",
"radiation flares",
"supermatter dust",
"leaks into a negative reality",
"antiparticle clouds",
"residual bluespace energy",
"suspected criminal operatives",
"malfunctioning von Neumann probe swarms",
"shadowy interlopers",
"a stranded Vox arkship",
"haywire IPC constructs",
"rogue Unathi exiles",
"artifacts of eldritch horror",
"a brain slug infestation",
"killer bugs that lay eggs in the husks of the living",
"a deserted transport carrying xenomorph specimens",
"an emissary for the gestalt requesting a security detail",
"a Tajaran slave rebellion",
"radical Skrellian transevolutionaries",
"classified security operations",
"science-defying raw elemental chaos"
)
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.","Emergency Transmission")
// Returns an array in case we want to expand on this later.
proc/get_head_loyalist_candidates()
var/list/candidates[0]
for(var/mob/loyalist in player_list)
if(loyalist.mind && loyalist.mind.assigned_role == "Captain")
candidates.Add(loyalist.mind)
return candidates
proc/get_head_mutineer_candidates()
var/list/candidates[0]
for(var/mob/mutineer in player_list)
if(mutineer.client.prefs.be_special & BE_MUTINEER)
for(var/job in command_positions - "Captain")
if(mutineer.mind && mutineer.mind.assigned_role == job)
candidates.Add(mutineer.mind)
return candidates
proc/get_directive_candidates()
var/list/candidates[0]
for(var/T in typesof(/datum/directive) - /datum/directive)
var/datum/directive/D = new T(src)
if (D.meets_prerequisites())
candidates.Add(D)
return candidates
proc/send_pda_message()
var/obj/item/device/pda/pda = null
for(var/obj/item/device/pda/P in head_mutineer.current)
pda = P
break
if (!pda)
return 0
if (!pda.message_silent)
playsound(pda.loc, 'sound/machines/twobeep.ogg', 50, 1)
for (var/mob/O in hearers(3, pda.loc))
O.show_message(text("\icon[pda] *[pda.ttone]*"))
head_mutineer.current << fluff.get_pda_body()
return 1
proc/get_equipment_slots()
return list(
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"backpack" = slot_in_backpack,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand)
proc/equip_head_loyalist()
equip_head(head_loyalist, "loyalist", /mob/living/carbon/human/proc/recruit_loyalist)
proc/equip_head_mutineer()
equip_head(head_mutineer, "mutineer", /mob/living/carbon/human/proc/recruit_mutineer)
proc/equip_head(datum/mind/head, faction, proc/recruitment_verb)
var/mob/living/carbon/human/H = head.current
H << "You are the Head [capitalize(faction)]!"
head.special_role = "head_[faction]"
var/slots = get_equipment_slots()
switch(faction)
if("loyalist")
if(captains_key) del(captains_key)
captains_key = new(H)
H.equip_in_one_of_slots(captains_key, slots)
if("mutineer")
if(secondary_key) del(secondary_key)
secondary_key = new(H)
H.equip_in_one_of_slots(secondary_key, slots)
H.update_icons()
H.verbs += recruitment_verb
proc/add_loyalist(datum/mind/M)
add_faction(M, "loyalist", loyalists)
proc/add_mutineer(datum/mind/M)
add_faction(M, "mutineer", mutineers)
proc/add_faction(datum/mind/M, faction, list/faction_list)
if(!can_be_recruited(M, faction))
M.current << "\red Recruitment canceled; your role has already changed."
head_mutineer.current << "\red Could not recruit [M]. Their role has changed."
return
if(M in loyalists)
loyalists.Remove(M)
if(M in mutineers)
mutineers.Remove(M)
M.special_role = faction
faction_list.Add(M)
if(faction == "mutineer")
M.current << fluff.mutineer_tag("You have joined the mutineers!")
head_mutineer.current << fluff.mutineer_tag("[M] has joined the mutineers!")
else
M.current << fluff.loyalist_tag("You have joined the loyalists!")
head_loyalist.current << fluff.loyalist_tag("[M] has joined the loyalists!")
update_icon(M)
proc/was_bloodbath()
var/list/remaining_loyalists = loyalists - body_count
if (!remaining_loyalists.len)
return 1
var/list/remaining_mutineers = mutineers - body_count
if (!remaining_mutineers.len)
return 1
return 0
proc/replace_nuke_with_ead()
for(var/obj/machinery/nuclearbomb/N in world)
ead = new(N.loc, src)
del(N)
proc/unbolt_vault_door()
var/obj/machinery/door/airlock/vault = locate(/obj/machinery/door/airlock/vault)
vault.lock()
proc/make_secret_transcript()
var/obj/machinery/computer/telecomms/server/S = locate(/obj/machinery/computer/telecomms/server)
if(!S) return
var/obj/item/weapon/paper/crumpled/bloody/transcript = new(S.loc)
transcript.name = "secret transcript"
transcript.info = fluff.secret_transcript()
proc/can_be_recruited(datum/mind/M, role)
if(!M) return 0
if(!M.special_role) return 1
switch(role)
if("loyalist")
return M.special_role == "mutineer"
if("mutineer")
return M.special_role == "loyalist"
proc/round_outcome()
world << "<center><h4>Breaking News</h4></center><br><hr>"
if (was_bloodbath())
world << fluff.no_victory()
return
var/directives_completed = current_directive.directives_complete()
var/ead_activated = ead.activated
if (directives_completed && ead_activated)
world << fluff.loyalist_major_victory()
else if (directives_completed && !ead_activated)
world << fluff.loyalist_minor_victory()
else if (!directives_completed && ead_activated)
world << fluff.mutineer_minor_victory()
else if (!directives_completed && !ead_activated)
world << fluff.mutineer_major_victory()
world << sound('sound/machines/twobeep.ogg')
proc/update_all_icons()
spawn(0)
for(var/datum/mind/M in mutineers)
update_icon(M)
for(var/datum/mind/M in loyalists)
update_icon(M)
return 1
proc/update_icon(datum/mind/M)
if(!M.current || !M.current.client)
return 0
for(var/image/I in head_loyalist.current.client.images)
if(I.loc == M.current && (I.icon_state == "loyalist" || I.icon_state == "mutineer"))
del(I)
for(var/image/I in head_mutineer.current.client.images)
if(I.loc == M.current && (I.icon_state == "loyalist" || I.icon_state == "mutineer"))
del(I)
if(M in loyalists)
var/I = image('icons/mob/mob.dmi', loc=M.current, icon_state = "loyalist")
head_loyalist.current.client.images += I
if(M in mutineers)
var/I = image('icons/mob/mob.dmi', loc=M.current, icon_state = "mutineer")
head_mutineer.current.client.images += I
return 1
/datum/game_mode/mutiny/announce()
fluff.announce()
/datum/game_mode/mutiny/pre_setup()
var/list/loyalist_candidates = get_head_loyalist_candidates()
if(!loyalist_candidates || loyalist_candidates.len == 0)
world << "\red Mutiny mode aborted: no valid candidates for head loyalist."
return 0
var/list/mutineer_candidates = get_head_mutineer_candidates()
if(!mutineer_candidates || mutineer_candidates.len == 0)
world << "\red Mutiny mode aborted: no valid candidates for head mutineer."
return 0
var/list/directive_candidates = get_directive_candidates()
if(!directive_candidates || directive_candidates.len == 0)
world << "\red Mutiny mode aborted: no valid candidates for Directive X."
return 0
head_loyalist = pick(loyalist_candidates)
head_mutineer = pick(mutineer_candidates)
current_directive = pick(directive_candidates)
return 1
/datum/game_mode/mutiny/post_setup()
equip_head_loyalist()
equip_head_mutineer()
loyalists.Add(head_loyalist)
mutineers.Add(head_mutineer)
replace_nuke_with_ead()
current_directive.initialize()
unbolt_vault_door()
make_secret_transcript()
update_all_icons()
spawn(0)
reveal_directives()
..()
/mob/living/carbon/human/proc/recruit_loyalist()
set name = "Recruit Loyalist"
set category = "Mutiny"
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode || src != mode.head_loyalist.current)
return
var/list/candidates = list()
for (var/mob/living/carbon/human/P in oview(src))
if(!stat && P.client && mode.can_be_recruited(P.mind, "loyalist"))
candidates += P
if(!candidates.len)
src << "\red You aren't close enough to anybody that can be recruited."
return
if(world.time < mode.recruit_loyalist_cooldown)
src << "\red Wait [MUTINY_RECRUITMENT_COOLDOWN] seconds before recruiting again."
return
mode.recruit_loyalist_cooldown = world.time + (MUTINY_RECRUITMENT_COOLDOWN SECONDS)
var/mob/living/carbon/human/M = input("Select a person to recruit", "Loyalist recruitment", null) as mob in candidates
if (M)
src << "Attempting to recruit [M]..."
log_admin("[src]([src.ckey]) attempted to recruit [M] as a loyalist.")
message_admins("\red [src]([src.ckey]) attempted to recruit [M] as a loyalist.")
var/choice = alert(M, "Asked by [src]: Will you help me complete Directive X?", "Loyalist recruitment", "No", "Yes")
if(choice == "Yes")
mode.add_loyalist(M.mind)
else if(choice == "No")
M << "\red You declined to join the loyalists."
mode.head_loyalist.current << "\red <b>[M] declined to support the loyalists.</b>"
/mob/living/carbon/human/proc/recruit_mutineer()
set name = "Recruit Mutineer"
set category = "Mutiny"
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode || src != mode.head_mutineer.current)
return
var/list/candidates = list()
for (var/mob/living/carbon/human/P in oview(src))
if(!stat && P.client && mode.can_be_recruited(P.mind, "mutineer"))
candidates += P
if(!candidates.len)
src << "\red You aren't close enough to anybody that can be recruited."
return
if(world.time < mode.recruit_mutineer_cooldown)
src << "\red Wait [MUTINY_RECRUITMENT_COOLDOWN] seconds before recruiting again."
return
mode.recruit_mutineer_cooldown = world.time + (MUTINY_RECRUITMENT_COOLDOWN SECONDS)
var/mob/living/carbon/human/M = input("Select a person to recruit", "Mutineer recruitment", null) as mob in candidates
if (M)
src << "Attempting to recruit [M]..."
log_admin("[src]([src.ckey]) attempted to recruit [M] as a mutineer.")
message_admins("\red [src]([src.ckey]) attempted to recruit [M] as a mutineer.")
var/choice = alert(M, "Asked by [src]: Will you help me stop Directive X?", "Mutineer recruitment", "No", "Yes")
if(choice == "Yes")
mode.add_mutineer(M.mind)
else if(choice == "No")
M << "\red You declined to join the mutineers."
mode.head_mutineer.current << "\red <b>[M] declined to support the mutineers.</b>"
/proc/get_mutiny_mode()
if(!ticker || !istype(ticker.mode, /datum/game_mode/mutiny))
return null
return ticker.mode

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/datum/game_mode/mutiny/proc/check_antagonists_ui(admins)
var/turf/captains_key_loc = captains_key ? captains_key.get_loc_turf() : "Lost or Destroyed"
var/turf/secondary_key_loc = secondary_key ? secondary_key.get_loc_turf() : "Lost or Destroyed"
var/remaining_objectives = current_directive.get_remaining_orders()
var/txt = {"
<h5>Context:</h5>
<p>
[current_directive.get_description()]
</p>
<h5>Orders:</h5>
<ol>
[fluff.get_orders()]
</ol>
<br>
<h5>Remaining Objectives</h5>
<ol>
[remaining_objectives ? remaining_objectives : "<li>None</li>"]
</ol>
<br>
<h5>Authentication:</h5>
<b>Captain's Key:</b> [captains_key_loc]
<a href='?src=\ref[admins];choice=activate_captains_key'>Activate</a><br>
<b>Secondary Key:</b> [secondary_key_loc]
<a href='?src=\ref[admins];choice=activate_secondary_key'>Activate</a><br>
<b>EAD: [ead ? ead.get_status() : "Lost or Destroyed"]</b>
<a href='?src=\ref[admins];choice=activate_ead'>Activate</a><br>
<hr>
"}
txt += "<a href='?src=\ref[admins];choice=reassign_head_loyalist'>Reassign Head Loyalist</a><br>"
if(head_loyalist)
txt += check_role_table("Head Loyalist", list(head_loyalist), admins, 0)
var/list/loyal_crew = loyalists - head_loyalist
if(loyal_crew.len)
txt += check_role_table("Loyalists", loyal_crew, admins, 0)
txt += "<a href='?src=\ref[admins];choice=reassign_head_mutineer'>Reassign Head Mutineer</a><br>"
if(head_mutineer)
txt += check_role_table("Head Mutineer", list(head_mutineer), admins, 0)
var/list/mutiny_crew = mutineers - head_mutineer
if(mutiny_crew.len)
txt += check_role_table("Mutineers", mutiny_crew, admins, 0)
if(body_count.len)
txt += check_role_table("Casualties", body_count, admins, 0)
return txt
/datum/game_mode/mutiny/check_antagonists_topic(href, href_list[])
switch(href_list["choice"])
if("activate_captains_key")
ead.captains_key = 1
return 1
if("activate_secondary_key")
ead.secondary_key = 1
return 1
if("activate_ead")
ead.activated = 1
return 1
if("reassign_head_loyalist")
var/mob/M = get_reassignment_candidate("Loyalist")
if(M)
head_loyalist = M.mind
equip_head_loyalist()
return 1
if("reassign_head_mutineer")
var/mob/M = get_reassignment_candidate("Mutineer")
if(M)
head_mutineer = M.mind
equip_head_mutineer()
return 1
else
return 0
/datum/game_mode/mutiny/proc/get_reassignment_candidate(faction)
var/list/targets[0]
for(var/mob/living/carbon/human/H in player_list)
if(H.is_ready() && !H.is_dead())
targets.Add(H)
return input("Select a player to lead the [faction] faction.", "Head [faction] reassignment", null) as mob in targets

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/datum/mutiny_fluff
var/datum/game_mode/mutiny/mode
New(datum/game_mode/mutiny/M)
mode = M
proc/announce_directives()
for (var/obj/machinery/photocopier/faxmachine/fax in world)
if (fax.department == "Captain's Office")
var/obj/item/weapon/paper/directive_x = new(fax.loc)
directive_x.name = "emergency action message"
directive_x.info = get_fax_body()
proc/get_fax_body()
return {"
<center><h5>NOT A DRILL . . . EMERGENCY DIRECTIVE . . . NOT A DRILL</h5></center>
<p>
<b>TO:</b> Captain [mode.head_loyalist], Commanding Officer, [station_name()]<br>
<b>FROM:</b> NanoTrasen Emergency Messaging Relay<br>
<b>DATE:</b> [time2text(world.realtime, "MM/DD")]/[game_year]<br>
<b>SUBJECT:</b> Directive X<br>
</p>
[mode.current_directive.get_description()]
<hr>
<h5><b>Emergency Authentication Protocol</b></h5>
<p>
A member of your Command Staff is this shift's designated Emergency Secondary Authenticator.<br>
This Emergency Secondary Authenticator is uniquely aware of their role and possesses the Emergency Secondary Authentication Key.<br>
As Captain, you possess the Captain's Authentication Key.<br>
The Emergency Authentication Device is located in the vault of your station, and requires simultaneous activation of the Authentication Keys.<br>
An <b>Authentication Key Pinpointer</b> can be delivered via Cargo Bay to assist recovery of the Authentication Keys should they be lost aboard the station.<br>
A key's destruction or removal from the station's perimeter will automatically and irreversibly activate the Emergency Authentication Device.
</p>
<br>
<h5><b>Orders</b></h5>
<p>
Captain [mode.head_loyalist], you are to immediately initiate the following procedure; codenamed Directive X:
</p>
<ol>
[get_orders()]
</ol>
<br>
<h5><b>Authentication</b></h5>
<b>Encoded Authentication String:</b> <small>T0JCJUwoIVFDQA==</small><br>
<b>Emergency Action Code:</b> O B B _ L _ _ Q C _<br>
<font color='red'><u>ERROR: DECODING INCOMPLETE (40% LOSS)</u></font>
<br>
<br>
<br>
<center><h5>NOT A DRILL . . . EMERGENCY DIRECTIVE . . . NOT A DRILL</h5></center>
"}
proc/get_orders()
var/text = "<li>Immediate external transmission and signals silence. Evacuation and Cargo services will remain available. All ERT teams are engaged elsewhere. Do not communicate with Central Command under any circumstances.</li>"
for(var/order in mode.current_directive.special_orders)
text += "<li>[order]</li>"
text += "<li>Upon completion of this Directive, Captain [mode.head_loyalist] and the Emergency Secondary Authenticator must utilise the Captain's Authentication Key and the Emergency Secondary Authentication Key to activate the Emergency Authentication Device.</li>"
return text
proc/get_pda_body()
return {"<b>&larr; From Anonymous Channel:</b> <p>\"You must read this! NanoTrasen Chain of Command COMPROMISED. Command Encryptions BROKEN. [station_name()] Captain [mode.head_loyalist] will receive orders that must NOT BE BROUGHT TO FRUITION!
They don't care about us they only care about WEALTH and POWER... Share this message with people you trust.
Be safe, friend.\" (Unable to Reply)</p>"}
proc/announce()
world << "<B>The current game mode is - Mutiny!</B>"
world << {"
<p>The crew will be divided by their sense of ethics when a morally turbulent emergency directive arrives with an incomplete command validation code.<br><br>
The [loyalist_tag("Head Loyalist")] is the Captain, who carries the [loyalist_tag("Captain's Authentication Key")] at all times.<br>
The [mutineer_tag("Head Mutineer")] is a random Head of Staff who carries the [mutineer_tag("Emergency Secondary Authentication Key")].</p>
Both keys are required to activate the <b>Emergency Authentication Device (EAD)</b> in the vault, signalling to NanoTrasen that the directive is complete.
<hr>
<p>
<b>Loyalists</b> - Follow the Head Loyalist in carrying out [loyalist_tag("NanoTrasen's directives")] then activate the <b>EAD</b>.<br>
<b>Mutineers</b> - Prevent the completion of the [mutineer_tag("improperly validated directives")] and the activation of the <b>EAD</b>.
</p>
"}
proc/loyalist_tag(text)
return "<font color='blue'><b>[text]</b></font>"
proc/mutineer_tag(text)
return "<font color='#FFA500'><b>[text]</b></font>"
proc/their(datum/mind/head)
if (head.current.gender == MALE)
return "his"
else if (head.current.gender == FEMALE)
return "her"
return "their"
proc/loyalist_major_victory()
return {"
NanoTrasen has praised the efforts of Captain [mode.head_loyalist] and loyal members of [their(mode.head_loyalist)] crew, who recently managed to put down a mutiny--amid a local interstellar crisis--aboard the <b>[station_name()]</b>, a research station in [system_name()].
The mutiny was spurred by a top secret directive sent to the station, presumably in response to the crisis within the system.
Despite the mutiny, the crew was successful in implementing the directive and activating their on-board emergency authentication device.
[mode.mutineers.len] members of the station's personnel were charged with terrorist action against the Company and, if found guilty by a Sol magistrate, will be sentenced to life incarceration.
NanoTrasen will be awarding [mode.loyalists.len] members of the crew with the [loyalist_tag("Star of Loyalty")], following their successful efforts, at a ceremony this coming Thursday.
[mode.body_count.len] are believed to have died during the coup.
<p>NanoTrasen's image will forever be haunted by the fact that a mutiny took place on one of its own stations.</p>
"}
proc/loyalist_minor_victory()
return {"
NanoTrasen has praised the efforts of Captain [mode.head_loyalist] and loyal members of [their(mode.head_loyalist)] crew, who recently managed to put down a mutiny--amid a local interstellar crisis--aboard the <b>[station_name()]</b>, a research station in [system_name()].
The mutiny was spurred by a top secret directive sent to the station, presumably in response to the crisis within the system.
Despite the mutiny, the crew was successful in implementing the directive. Unfortunately, they failed to notify Central Command of their successes due to a breach in the chain of command.
[mode.mutineers.len] members of the station's personnel were charged with terrorist action against the Company and, if found guilty by a Sol magistrate, will be sentenced to life incarceration.
NanoTrasen will be awarding [mode.loyalists.len] members of the crew with the [loyalist_tag("Star of Loyalty")], following their mostly successful efforts, at a ceremony this coming Thursday.
[mode.body_count.len] are believed to have died during the coup.
<p>NanoTrasen's image will forever be haunted by the fact that a mutiny took place on one of its own stations.</p>
"}
proc/no_victory()
return {"
NanoTrasen has been thrust into turmoil following an apparent mutiny by key personnel aboard the <b>[station_name()]</b>, a research station in [system_name()].
The mutiny was spurred by a top secret directive sent to the station, presumably in response to the crisis within the system.
No further information has yet emerged from the station or its crew, who are presumed to be in holding with NanoTrasen investigators.
NanoTrasen officials refuse to comment.
Sources indicate that [mode.mutineers.len] members of the station's personnel are currently under investigation for terrorist activity, and [mode.loyalists.len] crew are currently providing evidence to investigators, believed to be the 'loyal' station personnel.
[mode.body_count.len] are believed to have died during the coup.
<p>NanoTrasen's image will forever be haunted by the fact that a mutiny took place on one of its own stations.</p>
"}
proc/mutineer_minor_victory()
return {"
Reports have emerged that an impromptu mutiny has taken place, amid a local interstellar crisis, aboard the <b>[station_name()]</b>, a research station in [system_name()].
The mutiny was spurred by a top secret directive sent to the station, presumably in response to the crisis within the system.
Information at present indicates that the top-secret directive--which has since been retracted--was invalid due to a broken authentication code. Members of the crew, including an unidentified Head of Staff, prevented the directive from being accomplished.
[mode.mutineers.len] members of the station's personnel were released from interrogations today, following a mutiny investigation.
NanoTrasen has reprimanded [mode.loyalists.len] members of the crew for failing to follow command validation procedures.
[mode.body_count.len] are believed to have died during the coup.
<p>Even though the directive was not successfully implemented, NanoTrasen's image will forever be haunted by the fact that its authentication protocol was breached with such magnitude and that a mutiny was the result.</p>
"}
proc/mutineer_major_victory()
return {"
NanoTrasen has praised the efforts of [mode.head_mutineer.assigned_role] [mode.head_mutineer] and several other members of the crew, who recently seized control of a company station in [system_name()]--<b>[station_name()]</b>--amid a local interstellar crisis.
What appears to have been a "legitimate" mutiny was spurred by a top secret directive sent to the station, presumably in response to the crisis within the system.
It has been revealed that the directive was invalid and fraudulent. Company officials have not released a statement about the source of the directive.
Thanks to the efforts of the resistant members of the crew, the directive was not carried out.
[mode.mutineers.len] members of the station's personnel were congratulated and awarded with the [mutineer_tag("Star of Bravery")], for their efforts in preventing the illegal directive's completion.
NanoTrasen has [mode.loyalists.len] members of the crew in holding, while it investigates the circumstances that led to the acceptance and initiation of an invalid directive.
[mode.body_count.len] are believed to have died during the coup.
<p>Even though the directive was not successfully implemented, NanoTrasen's image will forever be haunted by the fact that its authentication protocol was breached with such magnitude and that a mutiny was the result.</p>
"}
proc/secret_transcript()
return {"
<center><h3>Corporate Rival Threat Assessment</h3></center>
<center><b>Gilthari Exports Incident Transcript</b></center>
<center><font color='red'>CONFIDENTIAL: PROPERTY OF NANOTRASEN</font></center>
<i>Location:</i> Operator's Desk, D Deck, Polumetis Installation<br>
<i>Time:</i> 16:11, May 24, 2558 (Sol Reckoning)<br>
<br>
<br>
<center>\[Start of transcript\]</center>
<center>\[Sound of an internal airlock door opening\]</center>
TM: Thank you for coming to see me, Director. I'm afraid this is urgent.<br>
D: Mr. Mitchell, first you send cryptic messages to my office and then you request to have me come personally to this barely lit closet you call a workstation; all of this to talk about a computer glitch?<br>
<center>\[Sound of the internal airlock door shutting\]</center>
TM: Do you remember <b>Mallory</b>?<br>
D: Who?<br>
TM: It's not who, it's what. The computer program we planted in the [system_name()] communications satellite.<br>
D: What is so important about this computer program?<br>
TM: We call her an eavesdropper. Captures network traffic, records it, and forwards the stream to the receiver autonomously.<br>
D: Speak English <i>goddamnit</i>.<br>
TM: Standard intelligence acquisition package, sir; we bug their satellite and listen. It's like we have their playbook and we know what their moves are going to be on the market before they make them.<br>
D: So Mallory doesn't work?<br>
TM: She worked, sir. We've had an ear on NanoTrasen's regional communications for weeks.<br>
D: Any news about their <b>Phoron refinement process</b>?<br>
TM: No sir. Our analysts believe they are using a separate channel for their most sensitive data.<br>
D: So what's the problem?<br>
TM: The intelligence hasn't been doing us any good. Anything that appears actionable, I send it to the analysts and they make a plan. Thing is, NanoTrasen always sees us coming.<br>
D: Tim...<br>
TM: I think they discovered the hack, sir. Case in point, <b>Energine Consolidated Solutions</b>. That subsidiary of ours that was awarded a lease on NanoTrasen's mining platform in Nyx? NanoTrasen acquired them a week before we made the announcement.<br>
D: They know about they have a bug. <i>They left her on and fed her the information for us to hear</i>, those sneaks. How did they find it?<br>
TM: Top secret communique came through. I'm not sure what happened. Either Mallory couldn't replicate the encryption scheme and garbled it going out or the transmission was already corrupted to begin with.<br>
D: Either way the transmission caused NanoTrasen to look at the satellite. They found out about Mallory.<br>
TM: Precisely sir. There's only so much I can do to cover our tracks from here.<br>
D: I'm pulling the plug. We have assets in the sector that are capable of a job like this. Thank you for bringing this to my attention.<br>
<center>\[Computer device chirps\]</center>
D: One last thing, did you happen to read anything from those secure transmissions?<br>
TM: Just the subject, 'Directive X'.<br>
D: Directive X... Now what do you suppose that means?<br>
<center>\[End of transcript\]</center>
"}

View File

@@ -0,0 +1,27 @@
/hook/death/proc/track_kills(mob/living/carbon/human/deceased, gibbed)
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode) return 1
mode.body_count.Add(deceased.mind)
return 1
/hook/clone/proc/update_icon(mob/living/carbon/human/H)
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode) return 1
mode.update_icon(H.mind)
return 1
/hook/harvest_podman/proc/update_icon(mob/living/carbon/alien/diona/D)
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode) return 1
mode.update_icon(D.mind)
return 1
/hook/roundend/proc/report_mutiny_news()
var/datum/game_mode/mutiny/mode = get_mutiny_mode()
if (!mode) return 1
mode.round_outcome()
return 1

View File

@@ -4236,6 +4236,8 @@
"bDx" = (/turf/simulated/floor/plating,/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/wood/broken,/area/maintenance/maintroom6)
"bDy" = (/turf/simulated/floor/wood,/obj/item/stack/material/wood{amount = 10},/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/wood/broken,/area/maintenance/maintroom6)
"bDz" = (/turf/simulated/floor/plating,/obj/machinery/light_construct,/turf/simulated/floor/wood/broken,/area/maintenance/maintroom6)
"bDA" = (/obj/machinery/telecomms/relay/preset/cryogaia/basement_2,/turf/simulated/floor/bluegrid{name = "Mainframe Base"; nitrogen = 100; oxygen = 0; temperature = 80},/area/tcommsat/chamber)
"bDB" = (/obj/machinery/telecomms/relay/preset/cryogaia/basement_1,/turf/simulated/floor/bluegrid{name = "Mainframe Base"; nitrogen = 100; oxygen = 0; temperature = 80},/area/tcommsat/chamber)
(1,1,1) = {"
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@@ -4356,10 +4358,10 @@ aacaacaacaacaacaacaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaa
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aacaacaacaacaacaacaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaauaauaauaauaauaauaauaauaauaauaauabiabiabiabiavFavZavZaxvaxwawcaxxaxyaxzaxAaxCaxOaxPaxQaxRaxRaxRaxCaxCaALaxTauxauxbzQaxVatTaPAbqwaPAbqxbqybqFaSdaBHaBIaBJaBKaBxaByaBLauJauJbCYaBzaBBaBPaBBaBQaBRaBSaBSaBSaBRaBSaBTaBBaBBaBzaBzaBzaBzbCWaIRaKraIRaIRaIRaQvaOgaQxaKrabiabiabibvfbvmbvnbCZbvpbvqbvfabiabiatHatHbvcbvdatHabiaPXaKraKraQzaPZaKraKraKraKraQuaIRabiabiabiabiaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaacaacaacaacaacaac
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aacaacaacaacaacaacaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaauaauaauaauaauaauaauaauaauaauaauabiabiabiabiavFayGayHayIawMawNawWayJayKayLayMavQayNawzayOayPayQawzauxaziauxaySauxayTazaatTaSdaPOaPObqQaPOaPOaPOaBgaBgaPqaBgbpEbpFbpCbpGaPvabiaBzaBBaBFaBFaBFaBXaBFaPraBFaBXaBFaBFaBFaBBaBzabiabiabiaIRaKraKraKraQJaSGaQJaKraMOaIRaIRaKraSHaKraKraKraKraKraSSabiabiabibCPaSTaSTaSTaSTaSUabiabiabiaIRaOoaOmaKraIRabiabiabiabiabiabiabiaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaamaacaacaacaacaacaac
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View File

@@ -5,14 +5,17 @@
// Telecomms doesn't know about connected z-levels, so we need relays even for the other surface levels.
/obj/machinery/telecomms/relay/preset/cryogaia/basement_1
id = "Base Relay 1"
listening_level = Z_LEVEL_CRYOGAIA_LOWER
autolinkers = list("l_relay")
/obj/machinery/telecomms/relay/preset/cryogaia/basement_2
id = "Mining Relay"
listening_level = Z_LEVEL_CRYOGAIA_MINE
autolinkers = list("m_relay")
/obj/machinery/telecomms/relay/preset/cryogaia/main
id = "Main Complex Relay"
listening_level =Z_LEVEL_CRYOGAIA_MAIN
autolinkers = list("s_relay")