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CHOMPStation2/code/WorkInProgress/kilakk/responseteam.dm

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// emergency response teams
// work in progress
var/const/members_possible = 5
var/const/members_required = 1 // We need at least *one* person ;_;
var/global/admin_emergency_team = 0 // Used for admin-spawned response teams
// 'sent_response_team' for automagic response teams
/client/proc/response_team()
set name = "Dispatch Emergency Response Team"
set category = "Special Verbs"
set desc = "Send an emergency response team to the station"
if(!holder)
usr << "\red Only administrators may use this command."
return
if(!ticker)
usr << "\red The game hasn't started yet!"
return
if(ticker.current_state == GAME_STATE_PREGAME)
usr << "\red The round hasn't started yet!"
return
if(admin_emergency_team || send_emergency_team)
usr << "\red Central Command has already dispatched an emergency response team!"
return
if(alert("Do you want to dispatch an Emergency Response Team?",,"Yes","No") != "Yes")
return
if(get_security_level() != "red") // Allow admins to reconsider if the alert level isn't Red
switch(alert("The station has not entered code red recently. Do you still want to dispatch a response team?",,"Yes","No"))
if("No")
return
var/situation = null
while(!situation)
situation = copytext(sanitize(input(src, "Please specify the mission the emergency response team will undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
if(!situation)
if(alert("You haven't specified a mission. Exit the setup process?",,"No","Yes")=="Yes")
return
if(admin_emergency_team || send_emergency_team)
usr << "\red Looks like somebody beat you to it!"
return
admin_emergency_team = 1
message_admins("[key_name_admin(usr)] is dispatching an Emergency Response Team.", 1)
log_admin("[key_name(usr)] used Dispatch Response Team.")
var/member_number = members_possible
var/leader_selected = 0
// Shamelessly stolen nuke code
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in machines)
temp_code = text2num(N.r_code)
if(temp_code)
nuke_code = N.r_code
break
/* var/list/candidates = list() // ghosts who can be picked
var/list/members = list() // ghosts who have been picked
for(var/mob/dead/observer/G in player_list)
if(!G.client.holder && !G.client.is_afk())
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
for(var/i=members_possible,(i>0&&candidates.len), i--)
var/candidate = input("Choose characters to spawn as response team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Active Players") as null|anything in candidates */
// I tried doing this differently. Ghosts get a pop-up box similar to pAIs and one-click-antag
// Biggest diff here is in how the candidates list is updated
alert(usr, "Active ghosts will be given a chance to choose whether or not they want to be considered for the emergency reponse team. This will take about 30 seconds.") // There's probably a better way to do this, with a fancy count-down timer or something
var/list/candidates = list()
var/list/members = list()
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "Syndicate") && !jobban_isbanned(G, "Emergency Response Team") && !jobban_isbanned(G, "Security Officer"))
spawn(0)
switch(alert(G, "Do you want to be considered for the Emergency Response Team? Please answer in 30 seconds!",,"Yes","No"))
if("Yes")
if((world.time-time_passed)>300)
return
candidates += G.key
if("No")
return
else
return
sleep(300)
if(candidates.len < members_required)
message_admins("Not enough people signed up for [key_name_admin(usr)]'s response team! Aborting.")
log_admin("Response Team aborted: Not Enough Signups.")
admin_emergency_team = 0
return
for(var/i=members_possible,(i>0&&candidates.len), i--) // The rest of the choosing process is just an input with a list of candidates on it
var/chosen = input("Time's up! Choose characters to spawn as reponse team members. This will go on until there are no more ghosts to pick from or until all slots are full.", "Considered Players") as null|anything in candidates
candidates -= chosen
members += chosen
command_alert("Sensors indicate that [station_name()] has entered Code Red and is in need of assistance. We will prepare and dispatch an emergency response team to deal with the situation.", "NMV Icarus Command")
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "Response Team")
leader_selected = member_number == 1?1:0 // The last person selected will be the leader
var/mob/living/carbon/human/new_member = spawn_response_team(L, leader_selected)
new_member.age = !leader_selected ? rand(23,35) : rand(35,45)
if(members.len)
new_member.key = pick(members)
members -= new_member.key
if(!new_member.key) // It works ok? sort of
del(new_member)
break
spawn(0)
switch(alert(new_member, "You are an Emergency Response Team member! Are you a boy or a girl?",,"Male","Female"))
if("Male")
new_member.gender = MALE
if("Female")
new_member.gender = FEMALE
var/new_name = input(new_member, "...Erm, what was your name again?", "Choose your name") as text
if(!new_name)
new_member.real_name = "Agent [pick("Red","Yellow","Orange","Silver","Gold", "Pink", "Purple", "Rainbow")]" // Choose a "random" agent name
new_member.name = usr.real_name
new_member.mind.name = usr.real_name
else
new_member.real_name = new_name
new_member.name = new_name
new_member.mind.name = new_name
// -- CHANGE APPEARANCE --
var/new_tone = input(new_member, "Please select your new skin tone: 1-220 (1=albino, 35=caucasian, 150=black, 220='very' black)", "Character Generation") as num
if(new_tone)
new_member.s_tone = max(min(round(text2num(new_tone)), 220), 1)
new_member.s_tone = -new_member.s_tone + 35
var/new_hair = input(new_member, "Please select your new hair color.","Character Generation") as color
if(new_hair)
new_member.r_hair = hex2num(copytext(new_hair, 2, 4))
new_member.g_hair = hex2num(copytext(new_hair, 4, 6))
new_member.b_hair = hex2num(copytext(new_hair, 6, 8))
var/new_facial = input(new_member, "Please select your new facial hair color.","Character Generation") as color
if(new_facial)
new_member.r_facial = hex2num(copytext(new_facial, 2, 4))
new_member.g_facial = hex2num(copytext(new_facial, 4, 6))
new_member.b_facial = hex2num(copytext(new_facial, 6, 8))
var/new_eyes = input(new_member, "Please select eye color.", "Character Generation") as color
if(new_eyes)
new_member.r_eyes = hex2num(copytext(new_eyes, 2, 4))
new_member.g_eyes = hex2num(copytext(new_eyes, 4, 6))
new_member.b_eyes = hex2num(copytext(new_eyes, 6, 8))
var/new_hstyle = input(new_member, "Please select your new hair style!", "Grooming") as null|anything in hair_styles_list
if(new_hstyle)
new_member.h_style = new_hstyle
var/new_fstyle = input(new_member, "Please select your new facial hair style!", "Grooming") as null|anything in facial_hair_styles_list
if(new_fstyle)
new_member.f_style = new_fstyle
// -- END --
new_member.dna.ready_dna(new_member)
new_member.update_body(1)
new_member.update_hair(1)
new_member.mind_initialize()
new_member.mind.assigned_role = "Emergency Response Team"
new_member.mind.special_role = "Emergency Response Team"
ticker.mode.traitors |= new_member.mind // ERTs will show up at the end of the round on the "traitor" list
// Join message
new_member << "\blue You are the <b>Emergency Response Team[!leader_selected?"!</b>":" Leader!</b>"] \nAs a response team [!leader_selected?"member":"<b>leader</b>"] you answer directly to [!leader_selected?"your team leader.":"Central Command."] \nYou have been deployed by NanoTrasen Central Command in Tau Ceti to resolve a Code Red alert aboard [station_name()], and have been provided with the following instructions and information regarding your mission: \red [situation]"
new_member.mind.store_memory("<b>Mission Parameters:</b> \red [situation].")
// Leader join message
if(leader_selected)
new_member << "\red The Nuclear Authentication Code is: <b> [nuke_code]</b>. You are instructed not to detonate the nuclear device aboard [station_name()] unless <u>absolutely necessary</u>."
new_member.mind.store_memory("<b>Nuclear Authentication Code:</b> \red [nuke_code]")
new_member.equip_response_team(leader_selected) // Start equipping them
member_number--
return 1
// Mob creation
/client/proc/spawn_response_team(obj/spawn_location, leader_selected = 0)
var/mob/living/carbon/human/new_member = new(spawn_location.loc)
return new_member
// Equip mob
/mob/living/carbon/human/proc/equip_response_team(leader_selected = 0)
// Headset
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert(src), slot_ears)
// Uniform
equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
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)
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(src), slot_belt)
// Glasses
equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(src), slot_glasses)
// Backpack
equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(src), slot_back)
// Put stuff into their backpacks
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/regular(src), slot_in_backpack) // Regular medkit
// Loyalty implants
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)
L.imp_in = src
L.implanted = 1
// ID cards
var/obj/item/weapon/card/id/E = new(src)
E.name = "[real_name]'s ID Card (Emergency Response Team)"
E.icon_state = "centcom"
E.access = get_all_accesses() // ERTs can go everywhere on the station
if(leader_selected)
E.name = "[real_name]'s ID Card (Emergency Response Team Leader)"
E.access += get_all_centcom_access()
E.assignment = "Emergency Response Team Leader"
else
E.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)
E.assignment = "Emergency Response Team"
E.registered_name = real_name
equip_to_slot_or_del(E, slot_wear_id)
update_icons()
return 1