/datum/game_mode var/list/datum/mind/syndicates = list() /datum/game_mode/nuclear name = "nuclear emergency" config_tag = "nuclear" required_players = 15 required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining required_enemies = 1 recommended_enemies = 5 uplink_welcome = "Corporate Backed Uplink Console:" uplink_uses = 40 var/const/agents_possible = 5 //If we ever need more syndicate agents. var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds) var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds) var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer! var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level /datum/game_mode/nuclear/announce() world << "The current game mode is - Nuclear Emergency!" world << "A [syndicate_name()] Strike Force is approaching [station_name()]!" world << "A nuclear explosive was being transported by Nanotrasen to a military base. The transport ship mysteriously lost contact with Space Traffic Control (STC). About that time a strange disk was discovered around [station_name()]. It was identified by Nanotrasen as a nuclear auth. disk and now Syndicate Operatives have arrived to retake the disk and detonate SS13! Also, most likely Syndicate star ships are in the vicinity so take care not to lose the disk!\nSyndicate: Reclaim the disk and detonate the nuclear bomb anywhere on SS13.\nPersonnel: Hold the disk and escape with the disk on the shuttle!" /datum/game_mode/nuclear/can_start()//This could be better, will likely have to recode it later if(!..()) return 0 var/list/possible_syndicates = get_players_for_role(BE_OPERATIVE) var/agent_number = 0 /* * if(possible_syndicates.len > agents_possible) * agent_number = agents_possible * else * agent_number = possible_syndicates.len * * if(agent_number > n_players) * agent_number = n_players/2 */ if(possible_syndicates.len < 1) return 0 //Antag number should scale to active crew. var/n_players = num_players() agent_number = Clamp((n_players/5), 2, 6) if(possible_syndicates.len < agent_number) agent_number = possible_syndicates.len while(agent_number > 0) var/datum/mind/new_syndicate = pick(possible_syndicates) syndicates += new_syndicate possible_syndicates -= new_syndicate //So it doesn't pick the same guy each time. agent_number-- for(var/datum/mind/synd_mind in syndicates) synd_mind.assigned_role = "MODE" //So they aren't chosen for other jobs. synd_mind.special_role = "Syndicate"//So they actually have a special role/N return 1 /datum/game_mode/nuclear/pre_setup() return 1 //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/proc/update_all_synd_icons() spawn(0) for(var/datum/mind/synd_mind in syndicates) if(synd_mind.current) if(synd_mind.current.client) for(var/image/I in synd_mind.current.client.images) if(I.icon_state == "synd") del(I) for(var/datum/mind/synd_mind in syndicates) if(synd_mind.current) if(synd_mind.current.client) for(var/datum/mind/synd_mind_1 in syndicates) if(synd_mind_1.current) var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd") synd_mind.current.client.images += I /datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind) spawn(0) if(synd_mind.current) if(synd_mind.current.client) var/I = image('icons/mob/mob.dmi', loc = synd_mind.current, icon_state = "synd") synd_mind.current.client.images += I /datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind) spawn(0) for(var/datum/mind/synd in syndicates) if(synd.current) if(synd.current.client) for(var/image/I in synd.current.client.images) if(I.icon_state == "synd" && I.loc == synd_mind.current) del(I) if(synd_mind.current) if(synd_mind.current.client) for(var/image/I in synd_mind.current.client.images) if(I.icon_state == "synd") del(I) //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/nuclear/post_setup() var/list/turf/synd_spawn = list() for(var/obj/effect/landmark/A in landmarks_list) if(A.name == "Syndicate-Spawn") synd_spawn += get_turf(A) del(A) continue var/obj/effect/landmark/uplinklocker = locate("landmark*Syndicate-Uplink") //i will be rewriting this shortly var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb") var/nuke_code = "[rand(10000, 99999)]" var/leader_selected = 0 var/spawnpos = 1 for(var/datum/mind/synd_mind in syndicates) if(spawnpos > synd_spawn.len) spawnpos = 1 synd_mind.current.loc = synd_spawn[spawnpos] synd_mind.current.real_name = "[syndicate_name()] Operative" // placeholder while we get their actual name spawn(0) NukeNameAssign(synd_mind) if(!config.objectives_disabled) forge_syndicate_objectives(synd_mind) greet_syndicate(synd_mind) equip_syndicate(synd_mind.current) if(!leader_selected) prepare_syndicate_leader(synd_mind, nuke_code) leader_selected = 1 spawnpos++ update_synd_icons_added(synd_mind) update_all_synd_icons() if(uplinklocker) new /obj/structure/closet/syndicate/nuclear(uplinklocker.loc) if(nuke_spawn && synd_spawn.len > 0) var/obj/machinery/nuclearbomb/the_bomb = new /obj/machinery/nuclearbomb(nuke_spawn.loc) the_bomb.r_code = nuke_code spawn (rand(waittime_l, waittime_h)) send_intercept() return ..() /datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code) if (nuke_code) synd_mind.store_memory("Syndicate Nuclear Bomb Code: [nuke_code]", 0, 0) synd_mind.current << "The nuclear authorization code is: [nuke_code]" var/obj/item/weapon/paper/P = new P.info = "The nuclear authorization code is: [nuke_code]" P.name = "nuclear bomb code" if (ticker.mode.config_tag=="nuclear") P.loc = synd_mind.current.loc else var/mob/living/carbon/human/H = synd_mind.current P.loc = H.loc H.equip_to_slot_or_del(P, slot_r_store, 0) H.update_icons() else nuke_code = "code will be provided later" return /datum/game_mode/proc/forge_syndicate_objectives(var/datum/mind/syndicate) var/datum/objective/nuclear/syndobj = new syndobj.owner = syndicate syndicate.objectives += syndobj /datum/game_mode/proc/greet_syndicate(var/datum/mind/syndicate, var/you_are=1) if (you_are) syndicate.current << "\blue You are a [syndicate_name()] agent!" var/obj_count = 1 if(!config.objectives_disabled) for(var/datum/objective/objective in syndicate.objectives) syndicate.current << "Objective #[obj_count]: [objective.explanation_text]" obj_count++ else syndicate.current << "Within the rules, try to act as an opposing force to the crew. Further RP and try to make sure other players have fun! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! Please remember all rules aside from those without explicit exceptions apply to antagonists." return /datum/game_mode/proc/random_radio_frequency() return 1337 // WHY??? -- Doohl /datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob) var/radio_freq = SYND_FREQ var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate(synd_mob) R.set_frequency(radio_freq) synd_mob.equip_to_slot_or_del(R, slot_l_ear) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(synd_mob), slot_shoes) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(synd_mob), slot_gloves) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate(synd_mob), slot_wear_id) if(synd_mob.backbag == 2) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(synd_mob), slot_back) if(synd_mob.backbag == 3) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(synd_mob), slot_back) if(synd_mob.backbag == 4) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(synd_mob), slot_back) synd_mob.equip_to_slot_or_del(new /obj/item/ammo_magazine/a12mm(synd_mob), slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/ammo_magazine/a12mm(synd_mob), slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/c20r(synd_mob), slot_belt) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack) var/obj/item/clothing/suit/space/rig/syndi/new_suit = new(synd_mob) var/obj/item/clothing/head/helmet/space/rig/syndi/new_helmet = new(synd_mob) if(synd_mob.species) var/race = synd_mob.species.name switch(race) if("Unathi") new_suit.species_restricted = list("Unathi") if("Tajaran") new_suit.species_restricted = list("Tajaran") if("Skrell") new_suit.species_restricted = list("Skrell") synd_mob.equip_to_slot_or_del(new_suit, slot_wear_suit) synd_mob.equip_to_slot_or_del(new_helmet, slot_head) var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob) E.imp_in = synd_mob E.implanted = 1 synd_mob.update_icons() return 1 /datum/game_mode/nuclear/check_win() if (nukes_left == 0) return 1 return ..() /datum/game_mode/proc/is_operatives_are_dead() for(var/datum/mind/operative_mind in syndicates) if (!istype(operative_mind.current,/mob/living/carbon/human)) if(operative_mind.current) if(operative_mind.current.stat!=2) return 0 return 1 /datum/game_mode/nuclear/declare_completion() if(config.objectives_disabled) return var/disk_rescued = 1 for(var/obj/item/weapon/disk/nuclear/D in world) var/disk_area = get_area(D) if(!is_type_in_list(disk_area, centcom_areas)) disk_rescued = 0 break var/crew_evacuated = (emergency_shuttle.location==2) //var/operatives_are_dead = is_operatives_are_dead() //nukes_left //station_was_nuked //derp //Used for tracking if the syndies actually haul the nuke to the station //no //herp //Used for tracking if the syndies got the shuttle off of the z-level //NO, DON'T FUCKING NAME VARS LIKE THIS if (!disk_rescued && station_was_nuked && !syndies_didnt_escape) feedback_set_details("round_end_result","win - syndicate nuke") world << "Syndicate Major Victory!" world << "[syndicate_name()] operatives have destroyed [station_name()]!" else if (!disk_rescued && station_was_nuked && syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - syndicate nuke - did not evacuate in time") world << "Total Annihilation" world << "[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion. Next time, don't lose the disk!" else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - blew wrong station") world << "Crew Minor Victory" world << "[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()]. Next time, don't lose the disk!" else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - blew wrong station - did not evacuate in time") world << "[syndicate_name()] operatives have earned Darwin Award!" world << "[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion. Next time, don't lose the disk!" else if ( disk_rescued && is_operatives_are_dead()) feedback_set_details("round_end_result","loss - evacuation - disk secured - syndi team dead") world << "Crew Major Victory!" world << "The Research Staff has saved the disc and killed the [syndicate_name()] Operatives" else if ( disk_rescued ) feedback_set_details("round_end_result","loss - evacuation - disk secured") world << "Crew Major Victory" world << "The Research Staff has saved the disc and stopped the [syndicate_name()] Operatives!" else if (!disk_rescued && is_operatives_are_dead()) feedback_set_details("round_end_result","loss - evacuation - disk not secured") world << "Syndicate Minor Victory!" world << "The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!" else if (!disk_rescued && crew_evacuated) feedback_set_details("round_end_result","halfwin - detonation averted") world << "Syndicate Minor Victory!" world << "[syndicate_name()] operatives recovered the abandoned authentication disk but detonation of [station_name()] was averted. Next time, don't lose the disk!" else if (!disk_rescued && !crew_evacuated) feedback_set_details("round_end_result","halfwin - interrupted") world << "Neutral Victory" world << "Round was mysteriously interrupted!" ..() return /datum/game_mode/proc/auto_declare_completion_nuclear() if( syndicates.len || (ticker && istype(ticker.mode,/datum/game_mode/nuclear)) ) var/text = "The syndicate operatives were:" for(var/datum/mind/syndicate in syndicates) text += "
[syndicate.key] was [syndicate.name] (" if(syndicate.current) if(syndicate.current.stat == DEAD) text += "died" else text += "survived" if(syndicate.current.real_name != syndicate.name) text += " as [syndicate.current.real_name]" else text += "body destroyed" text += ")" world << text return 1 /*/proc/nukelastname(var/mob/M as mob) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho. var/randomname = pick(last_names) var/newname = copytext(sanitize(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname)),1,MAX_NAME_LEN) if (!newname) newname = randomname else if (newname == "Unknown" || newname == "floor" || newname == "wall" || newname == "rwall" || newname == "_") M << "That name is reserved." return nukelastname(M) return newname */ /proc/NukeNameAssign(var/datum/mind/synd_mind) var/choose_name = input(synd_mind.current, "You are a [syndicate_name()] agent! What is your name?", "Choose a name") as text if(!choose_name) return else synd_mind.current.name = choose_name synd_mind.current.real_name = choose_name return