//STRIKE TEAMS var/list/response_team_members = list() var/send_emergency_team = 0 client/verb/JoinResponseTeam() set category = "IC" if(istype(usr,/mob/dead/observer) || istype(usr,/mob/new_player)) if(!send_emergency_team) usr << "No emergency response team is currently being sent." return if(jobban_isbanned(usr, "Syndicate") || jobban_isbanned(usr, "Emergency Response Team") || jobban_isbanned(usr, "Security Officer")) usr << "You are jobbanned from the emergency reponse team!" return if(response_team_members.len > 5) usr << "The emergency response team is already full!" var/leader_selected = (response_team_members.len == 0) for (var/obj/effect/landmark/L in world) if (L.name == "Commando") var/new_name = input(usr, "Pick a name","Name") as null|text if(!new_name) return var/mob/living/carbon/human/new_commando = create_response_team(L, leader_selected, new_name) new_commando.mind.key = usr.key new_commando.key = usr.key new_commando << "\blue You are [!leader_selected?"a member":"the LEADER"] of an Emergency Response Team, a type of military division, under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem." new_commando << "You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready." if(!leader_selected) new_commando << "As member of the Emergency Response Team, you answer only to your leader and CentComm officials." else new_commando << "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." del(L) else usr << "You need to be an observer or new player to use this." // returns a number of dead players in % proc/percentage_dead() var/total = 0 var/deadcount = 0 for(var/mob/living/carbon/human/H in world) if(H.mind) // I *think* monkeys gone human don't have a mind if(H.stat == 2) deadcount++ total++ if(total == 0) return 0 else return round(100 * deadcount / total) // counts the number of antagonists in % proc/percentage_antagonists() var/total = 0 var/antagonists = 0 for(var/mob/living/carbon/human/H in world) if(is_special_character(H) >= 1) antagonists++ total++ if(total == 0) return 0 else return round(100 * antagonists / total) proc/trigger_armed_response_team(var/force = 0) if(send_emergency_team) return var/send_team_chance = 20 // base chance that a team will be sent send_team_chance += 2*percentage_dead() // the more people are dead, the higher the chance send_team_chance += percentage_antagonists() // the more antagonists, the higher the chance send_team_chance = min(send_team_chance, 100) if(force) send_team_chance = 100 // there's only a certain chance a team will be sent if(!prob(send_team_chance)) return command_alert("According to our sensors, [station_name()] has entered code red. We will prepare and dispatch an emergency response team to deal with the situation.", "Command Report") send_emergency_team = 1 var/area/security/nuke_storage/nukeloc = locate()//To find the nuke in the vault var/obj/machinery/nuclearbomb/nuke = locate() in nukeloc if(!nuke) nuke = locate() in world var/obj/item/weapon/paper/P = new P.info = "Your orders, Commander, are to use all means necessary to return the station to a survivable condition.
To this end, you have been provided with the best tools we can give in the three areas of Medicine, Engineering, and Security. The nuclear authorization code is: [ nuke ? nuke.r_code : "AHH, THE NUKE IS GONE!"]. Be warned, if you detonate this without good reason, we will hold you to account for damages. Memorise this code, and then burn this message." P.name = "Emergency Nuclear Code, and ERT Orders" for (var/obj/effect/landmark/A in world) if (A.name == "nukecode") P.loc = A.loc del(A) continue /client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name) usr << "\red ERT has been temporarily disabled. Talk to a coder." return var/mob/living/carbon/human/M = new(null) response_team_members |= M //todo: god damn this. //make it a panel, like in character creation /*var/new_facial = input("Please select facial hair color.", "Character Generation") as color if(new_facial) M.r_facial = hex2num(copytext(new_facial, 2, 4)) M.g_facial = hex2num(copytext(new_facial, 4, 6)) M.b_facial = hex2num(copytext(new_facial, 6, 8)) var/new_hair = input("Please select hair color.", "Character Generation") as color if(new_facial) M.r_hair = hex2num(copytext(new_hair, 2, 4)) M.g_hair = hex2num(copytext(new_hair, 4, 6)) M.b_hair = hex2num(copytext(new_hair, 6, 8)) var/new_eyes = input("Please select eye color.", "Character Generation") as color if(new_eyes) M.r_eyes = hex2num(copytext(new_eyes, 2, 4)) M.g_eyes = hex2num(copytext(new_eyes, 4, 6)) M.b_eyes = hex2num(copytext(new_eyes, 6, 8)) var/new_tone = input("Please select skin tone level: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as text if (!new_tone) new_tone = 35 M.s_tone = max(min(round(text2num(new_tone)), 220), 1) M.s_tone = -M.s_tone + 35 // hair var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair var/list/hairs = list() // loop through potential hairs for(var/x in all_hairs) var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x hairs.Add(H.name) // add hair name to hairs del(H) // delete the hair after it's all done var/new_style = input("Please select hair style", "Character Generation") as null|anything in hairs // if new style selected (not cancel) if (new_style) M.h_style = new_style for(var/x in all_hairs) // loop through all_hairs again. Might be slightly CPU expensive, but not significantly. var/datum/sprite_accessory/hair/H = new x // create new hair datum if(H.name == new_style) M.hair_style = H // assign the hair_style variable a new hair datum break else del(H) // if hair H not used, delete. BYOND can garbage collect, but better safe than sorry // facial hair var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair var/list/fhairs = list() for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/H = new x fhairs.Add(H.name) del(H) new_style = input("Please select facial style", "Character Generation") as null|anything in fhairs if(new_style) M.f_style = new_style for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/H = new x if(H.name == new_style) M.facial_hair_style = H break else del(H) var/new_gender = alert(usr, "Please select gender.", "Character Generation", "Male", "Female") if (new_gender) if(new_gender == "Male") M.gender = MALE else M.gender = FEMALE M.rebuild_appearance() M.update_body()*/ M.real_name = commando_name M.name = commando_name M.age = !leader_selected ? rand(23,35) : rand(35,45) M.dna.ready_dna(M)//Creates DNA. //Creates mind stuff. M.mind = new M.mind.current = M M.mind.original = M M.mind.assigned_role = "MODE" M.mind.special_role = "Response Team" if(!(M.mind in ticker.minds)) ticker.minds += M.mind//Adds them to regular mind list. M.loc = spawn_location.loc M.equip_strike_team(leader_selected) del(spawn_location) return M /mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0) //Special radio setup equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears) //Adding Camera Network var/obj/machinery/camera/camera = new /obj/machinery/camera(src) //Gives all the commandos internals cameras. camera.network = "CREED" camera.c_tag = real_name //Basic Uniform equip_to_slot_or_del(new /obj/item/clothing/under/syndicate/tacticool(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_l_store) equip_to_slot_or_del(new /obj/item/weapon/clipboard(src), slot_r_store) equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(src), slot_belt) equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask) //Glasses equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses) //Shoes & gloves 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) //Removed // equip_to_slot_or_del(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit) // equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head) //Backpack equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back) 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/adv(src), slot_in_backpack) var/obj/item/weapon/card/id/W = new(src) W.name = "[real_name]'s ID Card (Emergency Response Team)" W.icon_state = "centcom" if(leader_selected) W.name = "[real_name]'s ID Card (Emergency Response Team Leader)" W.access = get_access("Captain") W.access += list(access_cent_teleporter) W.assignment = "Emergency Response Team Leader" else W.access = get_access("Head of Personnel") W.assignment = "Emergency Response Team" W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access. W.registered_name = real_name equip_to_slot_or_del(W, slot_wear_id) return 1