Files
CHOMPStation2/code/game/gamemodes/objective.dm
mwerezak ec59f8ab07 Fixes captain's laser gun
Also updates retro laser gun path, as it isn't really conceptually
related to the carbine anymore, and should avoid inheriting things like
fire rate.
2015-02-25 23:35:20 -05:00

971 lines
30 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
var/global/list/all_objectives = list()
datum/objective
var/datum/mind/owner = null //Who owns the objective.
var/explanation_text = "Nothing" //What that person is supposed to do.
var/datum/mind/target = null //If they are focused on a particular person.
var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
var/completed = 0 //currently only used for custom objectives.
New(var/text)
all_objectives |= src
if(text)
explanation_text = text
Del()
all_objectives -= src
..()
proc/check_completion()
return completed
proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
proc/find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
for(var/datum/mind/possible_target in ticker.minds)
if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
target = possible_target
break
datum/objective/assassinate
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current) || target.current.z > 6 || !target.current.ckey) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return 1
return 0
return 1
datum/objective/mutiny
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
return 2
return 0
return 1
datum/objective/mutiny/rp
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
// less violent rev objectives
check_completion()
var/rval = 1
if(target && target.current)
//assume that only carbon mobs can become rev heads for now
if(target.current.stat == DEAD || target.current:handcuffed || !ishuman(target.current))
return 1
// Check if they're converted
if(istype(ticker.mode, /datum/game_mode/revolution))
if(target in ticker.mode:head_revolutionaries)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
rval = 2
return 0
return rval
datum/objective/anti_revolution/execute
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.assigned_role] has extracted confidential information above their clearance. Execute \him[target.current]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] has extracted confidential information above their clearance. Execute \him[target.current]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current))
return 1
return 0
return 1
datum/objective/anti_revolution/brig
var/already_completed = 0
find_target()
..()
if(target && target.current)
explanation_text = "Brig [target.current.real_name], the [target.assigned_role] for 20 minutes to set an example."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Brig [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] for 20 minutes to set an example."
else
explanation_text = "Free Objective"
return target
check_completion()
if(already_completed)
return 1
if(target && target.current)
if(target.current.stat == DEAD)
return 0
if(target.is_brigged(10 * 60 * 10))
already_completed = 1
return 1
return 0
return 0
datum/objective/anti_revolution/demote
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.assigned_role] has been classified as harmful to NanoTrasen's goals. Demote \him[target.current] to assistant."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] has been classified as harmful to NanoTrasen's goals. Demote \him[target.current] to assistant."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current && istype(target,/mob/living/carbon/human))
var/obj/item/weapon/card/id/I = target.current:wear_id
if(istype(I, /obj/item/device/pda))
var/obj/item/device/pda/P = I
I = P.id
if(!istype(I)) return 1
if(I.assignment == "Assistant")
return 1
else
return 0
return 1
datum/objective/debrain//I want braaaainssss
find_target()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if( !owner.current || owner.current.stat==DEAD )//If you're otherwise dead.
return 0
if( !target.current || !isbrain(target.current) )
return 0
var/atom/A = target.current
while(A.loc) //check to see if the brainmob is on our person
A = A.loc
if(A == owner.current)
return 1
return 0
datum/objective/protect//The opposite of killing a dude.
find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target) //If it's a free objective.
return 1
if(target.current)
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current))
return 0
return 1
return 0
datum/objective/hijack
explanation_text = "Hijack the emergency shuttle by escaping alone."
check_completion()
if(!owner.current || owner.current.stat)
return 0
if(!emergency_shuttle.returned())
return 0
if(issilicon(owner.current))
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/list/protected_mobs = list(/mob/living/silicon/ai, /mob/living/silicon/pai)
for(var/mob/living/player in player_list)
if(player.type in protected_mobs) continue
if (player.mind && (player.mind != owner))
if(player.stat != DEAD) //they're not dead!
if(get_turf(player) in shuttle)
return 0
return 1
datum/objective/block
explanation_text = "Do not allow any organic lifeforms to escape on the shuttle alive."
check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(!emergency_shuttle.returned())
return 0
if(!owner.current)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai, /mob/living/silicon/robot)
for(var/mob/living/player in player_list)
if(player.type in protected_mobs) continue
if (player.mind)
if (player.stat != 2)
if (get_turf(player) in shuttle)
return 0
return 1
datum/objective/silence
explanation_text = "Do not allow anyone to escape the station. Only allow the shuttle to be called when everyone is dead and your story is the only one left."
check_completion()
if(!emergency_shuttle.returned())
return 0
for(var/mob/living/player in player_list)
if(player == owner.current)
continue
if(player.mind)
if(player.stat != DEAD)
var/turf/T = get_turf(player)
if(!T) continue
switch(T.loc.type)
if(/area/shuttle/escape/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
return 0
return 1
datum/objective/escape
explanation_text = "Escape on the shuttle or an escape pod alive and free."
check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(!emergency_shuttle.returned())
return 0
if(!owner.current || owner.current.stat ==2)
return 0
var/turf/location = get_turf(owner.current.loc)
if(!location)
return 0
if(istype(location, /turf/simulated/shuttle/floor4)) // Fails traitors if they are in the shuttle brig -- Polymorph
if(istype(owner.current, /mob/living/carbon))
var/mob/living/carbon/C = owner.current
if (!C.handcuffed)
return 1
return 0
var/area/check_area = location.loc
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod1/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod2/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod3/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod5/centcom))
return 1
else
return 0
datum/objective/survive
explanation_text = "Stay alive until the end."
check_completion()
if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
return 0 //Brains no longer win survive objectives. --NEO
if(issilicon(owner.current) && owner.current != owner.original)
return 0
return 1
// Similar to the anti-rev objective, but for traitors
datum/objective/brig
var/already_completed = 0
find_target()
..()
if(target && target.current)
explanation_text = "Have [target.current.real_name], the [target.assigned_role] brigged for 10 minutes."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Have [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role] brigged for 10 minutes."
else
explanation_text = "Free Objective"
return target
check_completion()
if(already_completed)
return 1
if(target && target.current)
if(target.current.stat == DEAD)
return 0
// Make the actual required time a bit shorter than the official time
if(target.is_brigged(10 * 60 * 5))
already_completed = 1
return 1
return 0
return 0
// Harm a crew member, making an example of them
datum/objective/harm
var/already_completed = 0
find_target()
..()
if(target && target.current)
explanation_text = "Make an example of [target.current.real_name], the [target.assigned_role]. Break one of their bones, detach one of their limbs or disfigure their face. Make sure they're alive when you do it."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Make an example of [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]. Break one of their bones, detach one of their limbs or disfigure their face. Make sure they're alive when you do it."
else
explanation_text = "Free Objective"
return target
check_completion()
if(already_completed)
return 1
if(target && target.current && istype(target.current, /mob/living/carbon/human))
if(target.current.stat == DEAD)
return 0
var/mob/living/carbon/human/H = target.current
for(var/datum/organ/external/E in H.organs)
if(E.status & ORGAN_BROKEN)
already_completed = 1
return 1
if(E.status & ORGAN_DESTROYED && !E.amputated)
already_completed = 1
return 1
var/datum/organ/external/head/head = H.get_organ("head")
if(head.disfigured)
return 1
return 0
datum/objective/nuclear
explanation_text = "Destroy the station with a nuclear device."
datum/objective/steal
var/obj/item/steal_target
var/target_name
var/global/possible_items[] = list(
"the captain's antique laser gun" = /obj/item/weapon/gun/energy/captain,
"a hand teleporter" = /obj/item/weapon/hand_tele,
"an RCD" = /obj/item/weapon/rcd,
"a jetpack" = /obj/item/weapon/tank/jetpack,
"a captain's jumpsuit" = /obj/item/clothing/under/rank/captain,
"a functional AI" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
"a nasa voidsuit" = /obj/item/clothing/suit/space/void,
"28 moles of phoron (full tank)" = /obj/item/weapon/tank,
"a sample of slime extract" = /obj/item/slime_extract,
"a piece of corgi meat" = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi,
"a research director's jumpsuit" = /obj/item/clothing/under/rank/research_director,
"a chief engineer's jumpsuit" = /obj/item/clothing/under/rank/chief_engineer,
"a chief medical officer's jumpsuit" = /obj/item/clothing/under/rank/chief_medical_officer,
"a head of security's jumpsuit" = /obj/item/clothing/under/rank/head_of_security,
"a head of personnel's jumpsuit" = /obj/item/clothing/under/rank/head_of_personnel,
"the hypospray" = /obj/item/weapon/reagent_containers/hypospray,
"the captain's pinpointer" = /obj/item/weapon/pinpointer,
"an ablative armor vest" = /obj/item/clothing/suit/armor/laserproof,
)
var/global/possible_items_special[] = list(
/*"nuclear authentication disk" = /obj/item/weapon/disk/nuclear,*///Broken with the change to nuke disk making it respawn on z level change.
"nuclear gun" = /obj/item/weapon/gun/energy/gun/nuclear,
"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"bag of holding" = /obj/item/weapon/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"10 diamonds" = /obj/item/stack/sheet/mineral/diamond,
"50 gold bars" = /obj/item/stack/sheet/mineral/gold,
"25 refined uranium bars" = /obj/item/stack/sheet/mineral/uranium,
)
proc/set_target(item_name)
target_name = item_name
steal_target = possible_items[target_name]
if (!steal_target )
steal_target = possible_items_special[target_name]
explanation_text = "Steal [target_name]."
return steal_target
find_target()
return set_target(pick(possible_items))
proc/select_target()
var/list/possible_items_all = possible_items+possible_items_special+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target) return
if (new_target == "custom")
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target) return
var/tmp_obj = new custom_target
var/custom_name = tmp_obj:name
del(tmp_obj)
custom_name = sanitize(copytext(input("Enter target name:", "Objective target", custom_name) as text|null,1,MAX_MESSAGE_LEN))
if (!custom_name) return
target_name = custom_name
steal_target = custom_target
explanation_text = "Steal [target_name]."
else
set_target(new_target)
return steal_target
check_completion()
if(!steal_target || !owner.current) return 0
if(!isliving(owner.current)) return 0
var/list/all_items = owner.current.get_contents()
switch (target_name)
if("28 moles of phoron (full tank)","10 diamonds","50 gold bars","25 refined uranium bars")
var/target_amount = text2num(target_name)//Non-numbers are ignored.
var/found_amount = 0.0//Always starts as zero.
for(var/obj/item/I in all_items) //Check for phoron tanks
if(istype(I, steal_target))
found_amount += (target_name=="28 moles of phoron (full tank)" ? (I:air_contents:gas["phoron"]) : (I:amount))
return found_amount>=target_amount
if("50 coins (in bag)")
var/obj/item/weapon/moneybag/B = locate() in all_items
if(B)
var/target = text2num(target_name)
var/found_amount = 0.0
for(var/obj/item/weapon/coin/C in B)
found_amount++
return found_amount>=target
if("a functional AI")
for(var/obj/item/device/aicard/C in all_items) //Check for ai card
for(var/mob/living/silicon/ai/M in C)
if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
return 1
for(var/mob/living/silicon/ai/ai in world)
var/turf/T = get_turf(ai)
if(istype(T))
var/area/check_area = get_area(ai)
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod1/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod2/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod3/centcom))
return 1
if(istype(check_area, /area/shuttle/escape_pod5/centcom))
return 1
else
for(var/obj/I in all_items) //Check for items
if(istype(I, steal_target))
return 1
return 0
datum/objective/download
proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research levels."
return target_amount
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
var/current_amount
var/obj/item/weapon/rig/S
if(istype(owner.current,/mob/living/carbon/human))
var/mob/living/carbon/human/H = owner.current
S = H.back
if(!istype(S) || !S.installed_modules || !S.installed_modules.len)
return 0
var/obj/item/rig_module/datajack/stolen_data = locate() in S.installed_modules
if(!istype(stolen_data))
return 0
for(var/datum/tech/current_data in stolen_data.stored_research)
if(current_data.level > 1)
current_amount += (current_data.level-1)
return (current_amount<target_amount) ? 0 : 1
datum/objective/capture
proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture points."
return target_amount
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = locate()
for(var/mob/living/carbon/human/M in A) // Humans (and subtypes).
var/worth = M.species.rarity_value
if(M.stat==2)//Dead folks are worth less.
worth*=0.5
continue
captured_amount += worth
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
if(captured_amount<target_amount)
return 0
return 1
datum/objective/absorb
proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
target_amount = rand (lowbound,highbound)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in player_list)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in player_list)
if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
n_p ++
target_amount = min(target_amount, n_p)
explanation_text = "Absorb [target_amount] compatible genomes."
return target_amount
check_completion()
if(owner && owner.changeling && owner.changeling.absorbed_dna && (owner.changeling.absorbedcount >= target_amount))
return 1
else
return 0
/* Isn't suited for global objectives
/*---------CULTIST----------*/
eldergod
explanation_text = "Summon Nar-Sie via the use of an appropriate rune. It will only work if nine cultists stand on and around it."
check_completion()
if(eldergod) //global var, defined in rune4.dm
return 1
return 0
survivecult
var/num_cult
explanation_text = "Our knowledge must live on. Make sure at least 5 acolytes escape on the shuttle to spread their work on an another station."
check_completion()
if(!emergency_shuttle.returned())
return 0
var/cultists_escaped = 0
var/area/shuttle/escape/centcom/C = /area/shuttle/escape/centcom
for(var/turf/T in get_area_turfs(C.type))
for(var/mob/living/carbon/H in T)
if(iscultist(H))
cultists_escaped++
if(cultists_escaped>=5)
return 1
return 0
sacrifice //stolen from traitor target objective
proc/find_target() //I don't know how to make it work with the rune otherwise, so I'll do it via a global var, sacrifice_target, defined in rune15.dm
var/list/possible_targets = call(/datum/game_mode/cult/proc/get_unconvertables)()
if(possible_targets.len > 0)
sacrifice_target = pick(possible_targets)
if(sacrifice_target && sacrifice_target.current)
explanation_text = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell join blood) and three acolytes to do so."
else
explanation_text = "Free Objective"
return sacrifice_target
check_completion() //again, calling on a global list defined in rune15.dm
if(sacrifice_target.current in sacrificed)
return 1
else
return 0
/*-------ENDOF CULTIST------*/
*/
//Vox heist objectives.
datum/objective/heist
proc/choose_target()
return
datum/objective/heist/kidnap
choose_target()
var/list/roles = list("Chief Engineer","Research Director","Roboticist","Chemist","Station Engineer")
var/list/possible_targets = list()
var/list/priority_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && (possible_target.assigned_role != "MODE"))
possible_targets += possible_target
for(var/role in roles)
if(possible_target.assigned_role == role)
priority_targets += possible_target
continue
if(priority_targets.len > 0)
target = pick(priority_targets)
else if(possible_targets.len > 0)
target = pick(possible_targets)
if(target && target.current)
explanation_text = "The Shoal has a need for [target.current.real_name], the [target.assigned_role]. Take them alive."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if (target.current.stat == 2)
return 0 // They're dead. Fail.
//if (!target.current.restrained())
// return 0 // They're loose. Close but no cigar.
var/area/shuttle/vox/station/A = locate()
for(var/mob/living/carbon/human/M in A)
if(target.current == M)
return 1 //They're restrained on the shuttle. Success.
else
return 0
datum/objective/heist/loot
choose_target()
var/loot = "an object"
switch(rand(1,8))
if(1)
target = /obj/structure/particle_accelerator
target_amount = 6
loot = "a complete particle accelerator"
if(2)
target = /obj/machinery/the_singularitygen
target_amount = 1
loot = "a gravitational generator"
if(3)
target = /obj/machinery/power/emitter
target_amount = 4
loot = "four emitters"
if(4)
target = /obj/machinery/nuclearbomb
target_amount = 1
loot = "a nuclear bomb"
if(5)
target = /obj/item/weapon/gun
target_amount = 6
loot = "six guns"
if(6)
target = /obj/item/weapon/gun/energy
target_amount = 4
loot = "four energy guns"
if(7)
target = /obj/item/weapon/gun/energy/laser
target_amount = 2
loot = "two laser guns"
if(8)
target = /obj/item/weapon/gun/energy/ionrifle
target_amount = 1
loot = "an ion gun"
explanation_text = "We are lacking in hardware. Steal [loot]."
check_completion()
var/total_amount = 0
for(var/obj/O in locate(/area/shuttle/vox/station))
if(istype(O,target)) total_amount++
for(var/obj/I in O.contents)
if(istype(I,target)) total_amount++
if(total_amount >= target_amount) return 1
var/datum/game_mode/heist/H = ticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/O in raider.current.get_contents())
if(istype(O,target)) total_amount++
if(total_amount >= target_amount) return 1
return 0
datum/objective/heist/salvage
choose_target()
switch(rand(1,8))
if(1)
target = "metal"
target_amount = 300
if(2)
target = "glass"
target_amount = 200
if(3)
target = "plasteel"
target_amount = 100
if(4)
target = "phoron"
target_amount = 100
if(5)
target = "silver"
target_amount = 50
if(6)
target = "gold"
target_amount = 20
if(7)
target = "uranium"
target_amount = 20
if(8)
target = "diamond"
target_amount = 20
explanation_text = "Ransack the station and escape with [target_amount] [target]."
check_completion()
var/total_amount = 0
for(var/obj/item/O in locate(/area/shuttle/vox/station))
var/obj/item/stack/sheet/S
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
S = O
total_amount += S.get_amount()
for(var/obj/I in O.contents)
if(istype(I,/obj/item/stack/sheet))
if(I.name == target)
S = I
total_amount += S.get_amount()
var/datum/game_mode/heist/H = ticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/item/O in raider.current.get_contents())
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
var/obj/item/stack/sheet/S = O
total_amount += S.get_amount()
if(total_amount >= target_amount) return 1
return 0
datum/objective/heist/inviolate_crew
explanation_text = "Do not leave any Vox behind, alive or dead."
check_completion()
var/datum/game_mode/heist/H = ticker.mode
if(H.is_raider_crew_safe()) return 1
return 0
#define MAX_VOX_KILLS 10 //Number of kills during the round before the Inviolate is broken.
//Would be nice to use vox-specific kills but is currently not feasible.
var/global/vox_kills = 0 //Used to check the Inviolate.
datum/objective/heist/inviolate_death
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
check_completion()
if(vox_kills > MAX_VOX_KILLS) return 0
return 1
//Borer objective(s).
/datum/objective/borer_survive
explanation_text = "Survive in a host until the end of the round."
/datum/objective/borer_survive/check_completion()
if(owner)
var/mob/living/simple_animal/borer/B = owner
if(istype(B) && B.stat < 2 && B.host && B.host.stat < 2) return 1
return 0
/datum/objective/borer_reproduce
explanation_text = "Reproduce at least once."
/datum/objective/borer_reproduce/check_completion()
if(owner && owner.current)
var/mob/living/simple_animal/borer/B = owner.current
if(istype(B) && B.has_reproduced) return 1
return 0
/datum/objective/ninja_highlander
explanation_text = "You aspire to be a Grand Master of the Spider Clan. Kill all of your fellow acolytes."
/datum/objective/ninja_highlander/check_completion()
if(owner)
for(var/datum/mind/ninja in ticker.mode.ninjas)
if(ninja != owner)
if(ninja.current.stat < 2) return 0
return 1
return 0
/datum/objective/cult_summon
explanation_text = "Summon Nar-Sie via the use of the appropriate rune (Hell join self). It will only work if nine cultists stand on and around it."
/datum/objective/cult_summon/check_completion()
if(locate(/obj/machinery/singularity/narsie/large) in machines) return 1
return 0