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CHOMPStation2/code/game/gamemodes/mutiny/mutiny_admin.dm

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/datum/game_mode/mutiny/proc/check_antagonists_ui(admins)
var/turf/captains_key_loc = captains_key ? captains_key.get_loc_turf() : "Lost or Destroyed"
var/turf/secondary_key_loc = secondary_key ? secondary_key.get_loc_turf() : "Lost or Destroyed"
var/remaining_objectives = current_directive.get_remaining_orders()
var/txt = {"
<h5>Context:</h5>
<p>
[current_directive.get_description()]
</p>
<h5>Orders:</h5>
<ol>
[fluff.get_orders()]
</ol>
<br>
<h5>Remaining Objectives</h5>
<ol>
[remaining_objectives ? remaining_objectives : "<li>None</li>"]
</ol>
<br>
<h5>Authentication:</h5>
<b>Captain's Key:</b> [captains_key_loc]
<a href='?src=\ref[admins];choice=activate_captains_key'>Activate</a><br>
<b>Secondary Key:</b> [secondary_key_loc]
<a href='?src=\ref[admins];choice=activate_secondary_key'>Activate</a><br>
<b>EAD: [ead ? ead.get_status() : "Lost or Destroyed"]</b>
<a href='?src=\ref[admins];choice=activate_ead'>Activate</a><br>
<hr>
"}
txt += "<a href='?src=\ref[admins];choice=reassign_head_loyalist'>Reassign Head Loyalist</a><br>"
if(head_loyalist)
txt += check_role_table("Head Loyalist", list(head_loyalist), admins, 0)
var/list/loyal_crew = loyalists - head_loyalist
if(loyal_crew.len)
txt += check_role_table("Loyalists", loyal_crew, admins, 0)
txt += "<a href='?src=\ref[admins];choice=reassign_head_mutineer'>Reassign Head Mutineer</a><br>"
if(head_mutineer)
txt += check_role_table("Head Mutineer", list(head_mutineer), admins, 0)
var/list/mutiny_crew = mutineers - head_mutineer
if(mutiny_crew.len)
txt += check_role_table("Mutineers", mutiny_crew, admins, 0)
if(body_count.len)
txt += check_role_table("Casualties", body_count, admins, 0)
return txt
/datum/game_mode/mutiny/check_antagonists_topic(href, href_list[])
switch(href_list["choice"])
if("activate_captains_key")
ead.captains_key = 1
return 1
if("activate_secondary_key")
ead.secondary_key = 1
return 1
if("activate_ead")
ead.activated = 1
return 1
if("reassign_head_loyalist")
var/mob/M = get_reassignment_candidate("Loyalist")
if(M)
head_loyalist = M.mind
equip_head_loyalist()
return 1
if("reassign_head_mutineer")
var/mob/M = get_reassignment_candidate("Mutineer")
if(M)
head_mutineer = M.mind
equip_head_mutineer()
return 1
else
return 0
/datum/game_mode/mutiny/proc/get_reassignment_candidate(faction)
var/list/targets[0]
for(var/mob/living/carbon/human/H in player_list)
if(H.is_ready() && !H.is_dead())
targets.Add(H)
return input("Select a player to lead the [faction] faction.", "Head [faction] reassignment", null) as mob in targets