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CHOMPStation2/code/game/machinery/syndicatebeacon.dm

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
// Beacon randomly spawns in space
// When a non-traitor (no special role in /mind) uses it, he is given the choice to become a traitor
// If he accepts there is a random chance he will be accepted, rejected, or rejected and killed
// Bringing certain items can help improve the chance to become a traitor
/obj/machinery/syndicate_beacon
name = "ominous beacon"
desc = "This looks suspicious..."
icon = 'icons/obj/device.dmi'
icon_state = "syndbeacon"
anchored = 1
density = 1
var/temptext = ""
var/selfdestructing = 0
var/charges = 1
/obj/machinery/syndicate_beacon/attack_hand(var/mob/user as mob)
usr.set_machine(src)
var/dat = "<font color=#005500><i>Scanning [pick("retina pattern", "voice print", "fingerprints", "dna sequence")]...<br>Identity confirmed,<br></i></font>"
if(istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon/ai))
if(is_special_character(user))
dat += "<font color=#07700><i>Operative record found. Greetings, Agent [user.name].</i></font><br>"
else if(charges < 1)
dat += "<TT>Connection severed.</TT><BR>"
else
var/honorific = "Mr."
if(user.gender == FEMALE)
honorific = "Ms."
dat += "<font color=red><i>Identity not found in operative database. What can the Syndicate do for you today, [honorific] [user.name]?</i></font><br>"
if(!selfdestructing)
dat += "<br><br><A href='?src=\ref[src];betraitor=1;traitormob=\ref[user]'>\"[pick("I want to switch teams.", "I want to work for you.", "Let me join you.", "I can be of use to you.", "You want me working for you, and here's why...", "Give me an objective.", "How's the 401k over at the Syndicate?")]\"</A><BR>"
dat += temptext
user << browse(dat, "window=syndbeacon")
onclose(user, "syndbeacon")
/obj/machinery/syndicate_beacon/Topic(href, href_list)
if(..())
return
if(href_list["betraitor"])
if(charges < 1)
src.updateUsrDialog()
return
var/mob/M = locate(href_list["traitormob"])
if(M.mind.special_role || jobban_isbanned(M, "Syndicate"))
temptext = "<i>We have no need for you at this time. Have a pleasant day.</i><br>"
src.updateUsrDialog()
return
charges -= 1
switch(rand(1,2))
if(1)
temptext = "<font color=red><i><b>Double-crosser. You planned to betray us from the start. Allow us to repay the favor in kind.</b></i></font>"
src.updateUsrDialog()
spawn(rand(50,200)) selfdestruct()
return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
ticker.mode.equip_traitor(N)
ticker.mode.traitors += N.mind
N.mind.special_role = "traitor"
if(!config.objectives_disabled)
var/objective = "Free Objective"
switch(rand(1,100))
if(1 to 50)
objective = "Steal [pick("a hand teleporter", "the Captain's antique laser gun", "a jetpack", "the Captain's ID", "the Captain's jumpsuit")]."
if(51 to 60)
objective = "Destroy 70% or more of the station's phoron tanks."
if(61 to 70)
objective = "Cut power to 80% or more of the station's tiles."
if(71 to 80)
objective = "Destroy the AI."
if(81 to 90)
objective = "Kill all monkeys aboard the station."
else
objective = "Make certain at least 80% of the station evacuates on the shuttle."
var/datum/objective/custom_objective = new(objective)
custom_objective.owner = N.mind
N.mind.objectives += custom_objective
var/datum/objective/escape/escape_objective = new
escape_objective.owner = N.mind
N.mind.objectives += escape_objective
M << "<B>You have joined the ranks of the Syndicate and become a traitor to the station!</B>"
show_objectives(M.mind)
message_admins("[N]/([N.ckey]) has accepted a traitor objective from a syndicate beacon.")
src.updateUsrDialog()
return
/obj/machinery/syndicate_beacon/proc/selfdestruct()
selfdestructing = 1
spawn() explosion(src.loc, rand(3,8), rand(1,3), 1, 10)
////////////////////////////////////////
//Singularity beacon
////////////////////////////////////////
/obj/machinery/power/singularity_beacon
name = "ominous beacon"
desc = "This looks suspicious..."
icon = 'icons/obj/singularity.dmi'
icon_state = "beacon"
anchored = 0
density = 1
layer = MOB_LAYER - 0.1 //so people can't hide it and it's REALLY OBVIOUS
stat = 0
var/active = 0
var/icontype = "beacon"
/obj/machinery/power/singularity_beacon/proc/Activate(mob/user = null)
if(surplus() < 1500)
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
for(var/obj/machinery/singularity/singulo in world)
if(singulo.z == z)
singulo.target = src
icon_state = "[icontype]1"
active = 1
machines |= src
if(user)
user << "<span class='notice'>You activate the beacon.</span>"
/obj/machinery/power/singularity_beacon/proc/Deactivate(mob/user = null)
for(var/obj/machinery/singularity/singulo in world)
if(singulo.target == src)
singulo.target = null
icon_state = "[icontype]0"
active = 0
if(user)
user << "<span class='notice'>You deactivate the beacon.</span>"
/obj/machinery/power/singularity_beacon/attack_ai(mob/user as mob)
return
/obj/machinery/power/singularity_beacon/attack_hand(var/mob/user as mob)
if(anchored)
return active ? Deactivate(user) : Activate(user)
else
user << "<span class='danger'>You need to screw the beacon to the floor first!</span>"
return
/obj/machinery/power/singularity_beacon/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/screwdriver))
if(active)
user << "<span class='danger'>You need to deactivate the beacon first!</span>"
return
if(anchored)
anchored = 0
user << "<span class='notice'>You unscrew the beacon from the floor.</span>"
disconnect_from_network()
return
else
if(!connect_to_network())
user << "This device must be placed over an exposed cable."
return
anchored = 1
user << "<span class='notice'>You screw the beacon to the floor and attach the cable.</span>"
return
..()
return
/obj/machinery/power/singularity_beacon/Del()
if(active)
Deactivate()
..()
//stealth direct power usage
/obj/machinery/power/singularity_beacon/process()
if(!active)
return PROCESS_KILL
else
if(draw_power(1500) < 1500)
Deactivate()
/obj/machinery/power/singularity_beacon/syndicate
icontype = "beaconsynd"
icon_state = "beaconsynd0"