// emergency response teams // work in progress var/const/members_possible = 5 var/const/members_required = 1 // We need at least *one* person ;_; var/global/admin_emergency_team = 0 // Used for admin-spawned response teams // 'sent_response_team' for automagic response teams /client/proc/response_team() set name = "Dispatch Emergency Response Team" set category = "Special Verbs" set desc = "Send an emergency response team to the station" if(!holder) usr << "\red Only administrators may use this command." return if(!ticker) usr << "\red The game hasn't started yet!" return if(ticker.current_state == GAME_STATE_PREGAME) usr << "\red The round hasn't started yet!" return if(admin_emergency_team || send_emergency_team) usr << "\red Central Command has already dispatched an emergency response team!" return if(alert("Do you want to dispatch an Emergency Response Team?",,"Yes","No") != "Yes") return if(get_security_level() != "red") // Allow admins to reconsider if the alert level isn't Red switch(alert("The station has not entered code red recently. Do you still want to dispatch a response team?",,"Yes","No")) if("No") return var/situation = null while(!situation) situation = copytext(sanitize(input(src, "Please specify the mission the emergency response team will undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN) if(!situation) if(alert("You haven't specified a mission. Exit the setup process?",,"No","Yes")=="Yes") return if(admin_emergency_team || send_emergency_team) usr << "\red Looks like somebody beat you to it!" return admin_emergency_team = 1 message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team.", 1) log_admin("[key_name(usr)] used Dispatch Response Team.") var/member_number = members_possible var/leader_selected = 0 // Shamelessly stolen nuke code var/nuke_code var/temp_code for(var/obj/machinery/nuclearbomb/N in machines) temp_code = text2num(N.r_code) if(temp_code) nuke_code = N.r_code break /* var/list/candidates = list() // ghosts who can be picked var/list/members = list() // ghosts who have been picked for(var/mob/dead/observer/G in player_list) if(!G.client.holder && !G.client.is_afk()) if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) candidates += G.key for(var/i=members_possible,(i>0&&candidates.len), i--) var/candidate = input("Choose characters to spawn as response team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Active Players") as null|anything in candidates */ // I tried doing this differently. Ghosts get a pop-up box similar to pAIs and one-click-antag // Biggest diff here is in how the candidates list is updated alert(usr, "Active ghosts will be given a chance to choose whether or not they want to be considered for the emergency reponse team. This will take about 30 seconds.") // There's probably a better way to do this, with a fancy count-down timer or something var/list/candidates = list() var/list/members = list() var/time_passed = world.time for(var/mob/dead/observer/G in player_list) if(!jobban_isbanned(G, "Syndicate") && !jobban_isbanned(G, "Emergency Response Team") && !jobban_isbanned(G, "Security Officer")) spawn(0) switch(alert(G, "Do you want to be considered for the Emergency Response Team? Please answer in 30 seconds!",,"Yes","No")) if("Yes") if((world.time-time_passed)>300) return candidates += G.key if("No") return else return sleep(300) if(candidates.len < members_required) message_admins("Not enough people signed up for [key_name_admin(usr)]'s response team! Aborting.") log_admin("Response Team aborted: Not Enough Signups.") admin_emergency_team = 0 return for(var/i=members_possible,(i>0&&candidates.len), i--) // The rest of the choosing process is just an input with a list of candidates on it var/chosen = input("Time's up! Choose characters to spawn as reponse team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Considered Players") as null|anything in candidates candidates -= chosen members += chosen command_alert("Sensors indicate that [station_name()] has entered Code Red and is in need of assistance. We will prepare and dispatch an emergency response team to deal with the situation.", "NMV Icarus Command") for(var/obj/effect/landmark/L in landmarks_list) if(L.name == "Response Team") leader_selected = member_number == 1?1:0 // The last person selected will be the leader var/mob/living/carbon/human/new_member = spawn_response_team(L, leader_selected) new_member.age = !leader_selected ? rand(23,35) : rand(35,45) if(members.len) new_member.key = pick(members) members -= new_member.key if(!new_member.key) // It works ok? sort of del(new_member) break spawn(0) switch(alert(new_member, "You are an Emergency Response Team member! Are you a boy or a girl?",,"Male","Female")) if("Male") new_member.gender = MALE if("Female") new_member.gender = FEMALE var/new_name = input(new_member, "...Erm, what was your name again?", "Choose your name") as text if(!new_name) new_member.real_name = "Agent [pick("Red","Yellow","Orange","Silver","Gold", "Pink", "Purple", "Rainbow")]" // Choose a "random" agent name new_member.name = usr.real_name new_member.mind.name = usr.real_name else new_member.real_name = new_name new_member.name = new_name new_member.mind.name = new_name // -- CHANGE APPEARANCE -- var/new_tone = input(new_member, "Please select your new skin tone: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as num if(new_tone) new_member.s_tone = max(min(round(text2num(new_tone)), 220), 1) new_member.s_tone = -new_member.s_tone + 35 var/new_hair = input(new_member, "Please select your new hair color.","Character Generation") as color if(new_hair) new_member.r_hair = hex2num(copytext(new_hair, 2, 4)) new_member.g_hair = hex2num(copytext(new_hair, 4, 6)) new_member.b_hair = hex2num(copytext(new_hair, 6, 8)) var/new_facial = input(new_member, "Please select your new facial hair color.","Character Generation") as color if(new_facial) new_member.r_facial = hex2num(copytext(new_facial, 2, 4)) new_member.g_facial = hex2num(copytext(new_facial, 4, 6)) new_member.b_facial = hex2num(copytext(new_facial, 6, 8)) var/new_eyes = input(new_member, "Please select eye color.", "Character Generation") as color if(new_eyes) new_member.r_eyes = hex2num(copytext(new_eyes, 2, 4)) new_member.g_eyes = hex2num(copytext(new_eyes, 4, 6)) new_member.b_eyes = hex2num(copytext(new_eyes, 6, 8)) var/new_hstyle = input(new_member, "Please select your new hair style!", "Grooming") as null|anything in hair_styles_list if(new_hstyle) new_member.h_style = new_hstyle var/new_fstyle = input(new_member, "Please select your new facial hair style!", "Grooming") as null|anything in facial_hair_styles_list if(new_fstyle) new_member.f_style = new_fstyle // -- END -- new_member.dna.ready_dna(new_member) new_member.update_body(1) new_member.update_hair(1) new_member.mind_initialize() new_member.mind.assigned_role = "Emergency Response Team" new_member.mind.special_role = "Emergency Response Team" ticker.mode.traitors |= new_member.mind // ERTs will show up at the end of the round on the "traitor" list // Join message new_member << "\blue You are the Emergency Response Team[!leader_selected?"!":" Leader!"] \nAs a response team [!leader_selected?"member":"leader"] you answer directly to [!leader_selected?"your team leader.":"Central Command."] \nYou have been deployed by NanoTrasen Central Command in Tau Ceti to resolve a Code Red alert aboard [station_name()], and have been provided with the following instructions and information regarding your mission: \red [situation]" new_member.mind.store_memory("Mission Parameters: \red [situation].") // Leader join message if(leader_selected) new_member << "\red The Nuclear Authentication Code is: [nuke_code]. You are instructed not to detonate the nuclear device aboard [station_name()] unless absolutely necessary." new_member.mind.store_memory("Nuclear Authentication Code: \red [nuke_code]") new_member.equip_response_team(leader_selected) // Start equipping them member_number-- return 1 // Mob creation /client/proc/spawn_response_team(obj/spawn_location, leader_selected = 0) var/mob/living/carbon/human/new_member = new(spawn_location.loc) return new_member // Equip mob /mob/living/carbon/human/proc/equip_response_team(leader_selected = 0) // Headset equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears) // Uniform equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/shoes/swat(src), slot_shoes) equip_to_slot_or_del(new /obj/item/clothing/gloves/swat(src), slot_gloves) equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(src), slot_belt) // Glasses equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses) // Backpack equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back) // Put stuff into their backpacks equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(src), slot_in_backpack) // equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack) // Regular medkit // Loyalty implants var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src) L.imp_in = src L.implanted = 1 // ID cards var/obj/item/weapon/card/id/E = new(src) E.name = "[real_name]'s ID Card (Emergency Response Team)" E.icon_state = "centcom" E.access = get_all_accesses() // ERTs can go everywhere on the station if(leader_selected) E.name = "[real_name]'s ID Card (Emergency Response Team Leader)" E.access += get_all_centcom_access() E.assignment = "Emergency Response Team Leader" else E.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage) E.assignment = "Emergency Response Team" E.registered_name = real_name equip_to_slot_or_del(E, slot_wear_id) update_icons() return 1