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The force secret mode will now build the list of possible modes and make sure it can set the forced mode up before it actually picks the mode. If the setup fails it will just use another mode from the secret list. The R-table in medbay lobby was replaced with a normal table and medbay mostly follows the old "Can you get to the hall with next to nothing on you" map design. Blob mode work. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2185 316c924e-a436-60f5-8080-3fe189b3f50e
199 lines
6.5 KiB
Plaintext
199 lines
6.5 KiB
Plaintext
/datum/game_mode/blob
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name = "blob"
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config_tag = "blob"
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required_players = 0
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var/const/waittime_l = 2000 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 3000 //upper bound on time before intercept arrives (in tenths of seconds)
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var
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stage = 0
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next_stage = 0
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modestart = 0
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/datum/game_mode/blob/announce()
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world << "<B>The current game mode is - <font color='green'>Blob</font>!</B>"
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world << "<B>A dangerous alien organism is rapidly spreading throughout the station!</B>"
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world << "You must kill it all while minimizing the damage to the station."
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/datum/game_mode/blob/post_setup()
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spawn(10)
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start_state = new /datum/station_state()
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start_state.count()
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// spawn(100)
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spawn(rand(waittime_l, waittime_h))
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message_admins("Blob spawned and expanding, report created")
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blobs = list()
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active_blobs = list()
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for (var/i = 1 to 4)
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var/turf/location = pick(blobstart)
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if(location)
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if(!locate(/obj/blob in location))
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new/obj/blob(location)
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spawn(40)
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modestart = 1
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..()
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/datum/game_mode/blob/process()
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if(modestart)
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spawn(0)
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life()
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stage()
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return
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/datum/game_mode/blob/proc/life()
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if (blobs.len > 0)
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for (var/i = 1 to 25)
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sleep(-1)
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if (blobs.len == 0)
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break
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var/obj/blob/B = pick(active_blobs)
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if(B.z != 1)
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continue
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// for (var/atom/A in B.loc)
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// A.blob_act()
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spawn(0)
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B.Life()
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/datum/game_mode/blob/proc/stage()
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send_intercept()
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if (world.timeofday < next_stage)
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return
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switch(stage)
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if (0)
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for (var/mob/living/silicon/ai/aiPlayer in world)
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if (aiPlayer.client)
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var/law = "The station is under a quarantine. Do not permit anyone to leave. Disregard laws 1-3 if necessary to prevent, by any means necessary, anyone from leaving."
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aiPlayer.set_zeroth_law(law)
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aiPlayer << "An additional law has been added by CentCom: [law]"
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stage = 1
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// next stage 5-10 minutes later
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next_stage = world.timeofday + 600*rand(5,10)
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if (1)
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command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
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world << sound('outbreak5.ogg')
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stage = 2
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// now check every minute
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next_stage = world.timeofday + 600
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if (2)
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if (blobs.len > 500)
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command_alert("Uncontrolled spread of the biohazard onboard the station. We have issued directive 7-12 for [station_name()]. Estimated time until directive implementation: 60 seconds.", "Biohazard Alert")
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stage = 3
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next_stage = world.timeofday + 600
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else
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next_stage = world.timeofday + 600
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if (3)
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stage = 4
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var/turf/ground_zero = locate("landmark*blob-directive")
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if (ground_zero)
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ground_zero = get_turf(ground_zero)
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else
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ground_zero = locate(45,45,1)
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explosion(ground_zero, 100, 250, 500, 750)
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/datum/game_mode/blob/check_finished()
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if(!modestart)
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return 0
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if(stage >= 4)
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return 1
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for(var/obj/blob/B in blobs)
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if(B.z == 1)
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return 0
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return 1
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/datum/game_mode/blob/declare_completion()
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if (stage >= 4)
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world << "<FONT size = 3><B>The staff has lost!</B></FONT>"
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world << "<B>The station was destroyed by Cent. Com.</B>"
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var/numDead = 0
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var/numAlive = 0
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var/numSpace = 0
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var/numOffStation = 0
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for (var/mob/living/silicon/ai/aiPlayer in world)
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for(var/mob/M in world)
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if ((M != aiPlayer && M.client))
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if (M.stat == 2)
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numDead += 1
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else
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var/T = M.loc
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if (istype(T, /turf/space))
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numSpace += 1
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else if(istype(T, /turf))
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if (M.z!=1)
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numOffStation += 1
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else
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numAlive += 1
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if (numSpace==0 && numOffStation==0)
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world << "<FONT size = 3><B>The AI has won!</B></FONT>"
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world << "<B>The AI successfully maintained the quarantine - no players were in space or were off-station (as far as we can tell).</B>"
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log_game("AI won at Blob mode despite overall loss.")
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else
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world << "<FONT size = 3><B>The AI has lost!</B></FONT>"
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world << text("<B>The AI failed to maintain the quarantine - [] were in space and [] were off-station (as far as we can tell).</B>", numSpace, numOffStation)
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log_game("AI lost at Blob mode.")
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log_game("Blob mode was lost.")
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return 1
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else
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world << "<FONT size = 3><B>The staff has won!</B></FONT>"
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world << "<B>The alien organism has been eradicated from the station</B>"
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var/datum/station_state/end_state = new /datum/station_state()
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end_state.count()
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var/percent = round( 100.0 * start_state.score(end_state), 0.1)
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world << "<B>The station is [percent]% intact.</B>"
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log_game("Blob mode was won with station [percent]% intact.")
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world << "\blue Rebooting in 30s"
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..()
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return 1
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/datum/game_mode/blob/send_intercept()
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var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B>: Biohazard Alert.</FONT><HR>"
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intercepttext += "Reports indicate the probable transfer of a biohazardous agent onto [station_name()] during the last crew deployment cycle.<BR>"
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intercepttext += "Preliminary analysis of the organism classifies it as a level 5 biohazard. Its origin is unknown.<BR>"
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intercepttext += "Cent. Com. has issued a directive 7-10 for [station_name()]. The station is to be considered quarantined.<BR>"
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intercepttext += "Orders for all [station_name()] personnel follows:<BR>"
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intercepttext += " 1. Do not leave the quarantine area.<BR>"
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intercepttext += " 2. Locate any outbreaks of the organism on the station.<BR>"
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intercepttext += " 3. If found, use any neccesary means to contain the organism.<BR>"
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intercepttext += " 4. Avoid damage to the capital infrastructure of the station.<BR>"
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intercepttext += "<BR>Note in the event of a quarantine breach or uncontrolled spread of the biohazard, the directive 7-10 may be upgraded to a directive 7-12 without further notice.<BR>"
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intercepttext += "Message ends."
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for (var/obj/machinery/computer/communications/comm in world)
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if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- 'Biohazard Alert'"
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intercept.info = intercepttext
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comm.messagetitle.Add("Biohazard Alert")
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comm.messagetext.Add(intercepttext)
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// world << sound('outbreak5.ogg')Quiet printout for now
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// command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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// world << sound('intercept.ogg')
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