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http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=10189&p=143580&hilit=https%3A%2F%2Fwww.dropbox.com%2Fs%2Fcwflgm7793ts20s%2FBorgsForCasualsRELOADED.patch#p143580 -Fixed some ugly text in Ion laws "THE STATION IS [0x6006265] FETISHES...LAWS UPDATED". -Fixed some typos on the Ion laws. -When borgs are emagged, now they show their laws for themselves. -When new laws are uploaded, the borg gets instantly the new laws, just like the AI, instead of the confusing message "Your AI has set your 'laws waiting' flag.". Remember this is a patch for casuals. -The borgs gets the same message than the AI in Ion storms. -Made the admin Ion storm show the "...LAWS UPDATED" text. -Borgs get a different law 0 telling them to help their master. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4837 316c924e-a436-60f5-8080-3fe189b3f50e
276 lines
10 KiB
Plaintext
276 lines
10 KiB
Plaintext
/datum/game_mode
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// this includes admin-appointed traitors and multitraitors. Easy!
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var/list/datum/mind/traitors = list()
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/datum/game_mode/traitor
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name = "traitor"
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config_tag = "traitor"
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restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
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required_players = 0
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required_enemies = 1
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recommended_enemies = 4
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uplink_welcome = "Syndicate Uplink Console:"
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uplink_uses = 10
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
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var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
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/datum/game_mode/traitor/announce()
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world << "<B>The current game mode is - Traitor!</B>"
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world << "<B>There is a syndicate traitor on the station. Do not let the traitor succeed!</B>"
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/datum/game_mode/traitor/pre_setup()
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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var/list/possible_traitors = get_players_for_role(BE_TRAITOR)
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// stop setup if no possible traitors
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if(!possible_traitors.len)
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return 0
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var/num_traitors = 1
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if(config.traitor_scaling)
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num_traitors = max(1, round((num_players())/(traitor_scaling_coeff)))
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else
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num_traitors = max(1, min(num_players(), traitors_possible))
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for(var/datum/mind/player in possible_traitors)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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possible_traitors -= player
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for(var/j = 0, j < num_traitors, j++)
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if (!possible_traitors.len)
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break
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var/datum/mind/traitor = pick(possible_traitors)
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traitors += traitor
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traitor.special_role = "traitor"
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possible_traitors.Remove(traitor)
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if(!traitors.len)
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return 0
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return 1
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/datum/game_mode/traitor/post_setup()
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for(var/datum/mind/traitor in traitors)
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forge_traitor_objectives(traitor)
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spawn(rand(10,100))
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finalize_traitor(traitor)
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greet_traitor(traitor)
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modePlayer += traitors
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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return 1
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/datum/game_mode/proc/forge_traitor_objectives(var/datum/mind/traitor)
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if(istype(traitor.current, /mob/living/silicon))
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = traitor
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traitor.objectives += survive_objective
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if(prob(10))
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var/datum/objective/block/block_objective = new
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block_objective.owner = traitor
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traitor.objectives += block_objective
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else
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switch(rand(1,100))
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if(1 to 50)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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else
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = traitor
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steal_objective.find_target()
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traitor.objectives += steal_objective
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switch(rand(1,100))
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if(1 to 90)
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if (!(locate(/datum/objective/escape) in traitor.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = traitor
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traitor.objectives += escape_objective
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else
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if (!(locate(/datum/objective/hijack) in traitor.objectives))
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = traitor
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traitor.objectives += hijack_objective
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return
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/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
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traitor.current << "<B><font size=3 color=red>You are the traitor.</font></B>"
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var/obj_count = 1
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for(var/datum/objective/objective in traitor.objectives)
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traitor.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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return
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/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)
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if (istype(traitor.current, /mob/living/silicon))
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add_law_zero(traitor.current)
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else
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equip_traitor(traitor.current)
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return
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/datum/game_mode/traitor/declare_completion()
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..()
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return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
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/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
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var/law = "Accomplish your objectives at all costs."
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var/law_borg = "Accomplish your AI's objectives at all costs."
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killer << "<b>Your laws have been changed!</b>"
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killer.set_zeroth_law(law, law_borg)
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killer << "New law: 0. [law]"
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//Begin code phrase.
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killer << "The Syndicate provided you with the following information on how to identify their agents:"
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if(prob(80))
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killer << "\red Code Phrase: \black [syndicate_code_phrase]"
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killer.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
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else
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killer << "Unfortunately, the Syndicate did not provide you with a code phrase."
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if(prob(80))
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killer << "\red Code Response: \black [syndicate_code_response]"
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killer.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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else
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killer << "Unfortunately, the Syndicate did not provide you with a code response."
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killer << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe."
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//End code phrase.
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/datum/game_mode/proc/auto_declare_completion_traitor()
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if(traitors.len)
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var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
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for(var/datum/mind/traitor in traitors)
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var/traitorwin = 1
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text += "<br>[traitor.key] was [traitor.name] ("
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if(traitor.current)
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if(traitor.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(traitor.current.real_name != traitor.name)
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text += " as [traitor.current.real_name]"
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else
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text += "body destroyed"
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text += ")"
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if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
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var/count = 1
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for(var/datum/objective/objective in traitor.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("traitor_objective","[objective.type]|FAIL")
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traitorwin = 0
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count++
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var/special_role_text
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if(traitor.special_role)
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special_role_text = lowertext(traitor.special_role)
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else
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special_role_text = "antagonist"
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if(traitorwin)
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text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
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feedback_add_details("traitor_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
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feedback_add_details("traitor_success","FAIL")
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world << text
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return 1
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/datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0)
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if (!istype(traitor_mob))
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return
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. = 1
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if (traitor_mob.mind)
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if (traitor_mob.mind.assigned_role == "Clown")
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traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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traitor_mob.mutations.Remove(CLUMSY)
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// find a radio! toolbox(es), backpack, belt, headset
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var/loc = ""
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var/obj/item/R = locate(/obj/item/device/pda) in traitor_mob.contents //Hide the uplink in a PDA if available, otherwise radio
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if(!R)
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R = locate(/obj/item/device/radio) in traitor_mob.contents
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if (!R)
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traitor_mob << "Unfortunately, the Syndicate wasn't able to get you a radio."
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. = 0
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else
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if (istype(R, /obj/item/device/radio))
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// generate list of radio freqs
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var/obj/item/device/radio/target_radio = R
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var/freq = 1441
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var/list/freqlist = list()
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while (freq <= 1489)
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if (freq < 1451 || freq > 1459)
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freqlist += freq
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freq += 2
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if ((freq % 2) == 0)
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freq += 1
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freq = freqlist[rand(1, freqlist.len)]
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var/obj/item/device/uplink/hidden/T = new(R)
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target_radio.hidden_uplink = T
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target_radio.traitor_frequency = freq
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traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features."
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traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name] [loc]).")
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else if (istype(R, /obj/item/device/pda))
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// generate a passcode if the uplink is hidden in a PDA
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var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
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var/obj/item/device/uplink/hidden/T = new(R)
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R.hidden_uplink = T
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var/obj/item/device/pda/P = R
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P.lock_code = pda_pass
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traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features."
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traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [loc]).")
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//Begin code phrase.
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if(!safety)//If they are not a rev. Can be added on to.
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traitor_mob << "The Syndicate provided you with the following information on how to identify other agents:"
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if(prob(80))
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traitor_mob << "\red Code Phrase: \black [syndicate_code_phrase]"
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traitor_mob.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
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else
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traitor_mob << "Unfortunetly, the Syndicate did not provide you with a code phrase."
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if(prob(80))
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traitor_mob << "\red Code Response: \black [syndicate_code_response]"
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traitor_mob.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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else
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traitor_mob << "Unfortunately, the Syndicate did not provide you with a code response."
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traitor_mob << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe."
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//End code phrase. |