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https://github.com/CHOMPStation2/CHOMPStation2.git
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BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%. Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea. Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7. Damage and stun from doors shocking people has been lowered. process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
202 lines
6.6 KiB
Plaintext
202 lines
6.6 KiB
Plaintext
/datum/game_mode/blob
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name = "blob"
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config_tag = "blob"
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required_players = 0
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var/const/waittime_l = 2000 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 3000 //upper bound on time before intercept arrives (in tenths of seconds)
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var
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stage = 0
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next_stage = 0
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modestart = 0
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/datum/game_mode/blob/announce()
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world << "<B>The current game mode is - <font color='green'>Blob</font>!</B>"
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world << "<B>A dangerous alien organism is rapidly spreading throughout the station!</B>"
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world << "You must kill it all while minimizing the damage to the station."
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/datum/game_mode/blob/post_setup()
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spawn(10)
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start_state = new /datum/station_state()
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start_state.count()
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// spawn(100)
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spawn(rand(waittime_l, waittime_h))
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message_admins("Blob spawned and expanding, report created")
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blobs = list()
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active_blobs = list()
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for(var/i = 1 to 3)
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var/turf/location = pick(blobstart)
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if(location)
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if(!locate(/obj/blob in location))
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var/obj/blob/blob = new/obj/blob(location)
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spawn(100)
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if(blob)
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if(blob.blobtype == "Blob")
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blob.blobdebug = 1
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spawn(40)
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modestart = 1
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..()
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/datum/game_mode/blob/process()
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if(modestart)
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spawn(0)
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life()
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stage()
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return
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/datum/game_mode/blob/proc/life()
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if (blobs.len > 0)
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for (var/i = 1 to 20)
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sleep(-1)
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if (blobs.len == 0)
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break
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var/obj/blob/B = pick(active_blobs)
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if(B.z != 1)
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continue
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// for (var/atom/A in B.loc)
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// A.blob_act()
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spawn(0)
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B.Life()
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/datum/game_mode/blob/proc/stage()//Still needs worrrrrk
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if (world.timeofday < next_stage)
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return
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switch(stage)
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if (0)
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send_intercept()
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for (var/mob/living/silicon/ai/aiPlayer in world)
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if (aiPlayer.client)
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var/law = "The station is under a quarantine. Do not permit anyone to leave. Disregard laws 1-3 if necessary to prevent, by any means necessary, anyone from leaving."
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aiPlayer.set_zeroth_law(law)
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aiPlayer << "Laws Updated: [law]"
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stage = 1
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// next stage 5-10 minutes later
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next_stage = world.timeofday + 600*rand(2,8)
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if (1)
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command_alert("Confirmed outbreak of level 5 biohazard aboard [station_name()]. All personnel must contain the outbreak.", "Biohazard Alert")
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world << sound('outbreak5.ogg')
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stage = 2
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// now check every minute
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next_stage = world.timeofday + 600
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if (2)
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if (blobs.len > 800)//Dono if this should be more or less yet
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command_alert("Uncontrolled spread of the biohazard onboard the station. We have issued directive 7-12 for [station_name()].", "Biohazard Alert")
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stage = 3
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next_stage = world.timeofday + 600
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else
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next_stage = world.timeofday + 600
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/datum/game_mode/blob/check_finished()
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if(!modestart)
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return 0
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if(stage >= 3)
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return 1
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for(var/obj/blob/B in blobs)
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if(B.z == 1)
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return 0
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return 1
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/datum/game_mode/blob/declare_completion()
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if (stage >= 3)
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world << "<FONT size = 3><B>The staff has lost!</B></FONT>"
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world << "<B>The station was destroyed by NanoTrasen</B>"
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var/numDead = 0
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var/numAlive = 0
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var/numSpace = 0
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var/numOffStation = 0
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for (var/mob/living/silicon/ai/aiPlayer in world)
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for(var/mob/M in world)
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if ((M != aiPlayer && M.client))
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if (M.stat == 2)
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numDead += 1
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else
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var/T = M.loc
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if (istype(T, /turf/space))
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numSpace += 1
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else if(istype(T, /turf))
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if (M.z!=1)
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numOffStation += 1
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else
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numAlive += 1
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if (numSpace==0 && numOffStation==0)
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world << "<FONT size = 3><B>The AI has won!</B></FONT>"
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world << "<B>The AI successfully maintained the quarantine - no players were in space or were off-station (as far as we can tell).</B>"
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log_game("AI won at Blob mode despite overall loss.")
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else
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world << "<FONT size = 3><B>The AI has lost!</B></FONT>"
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world << text("<B>The AI failed to maintain the quarantine - [] were in space and [] were off-station (as far as we can tell).</B>", numSpace, numOffStation)
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log_game("AI lost at Blob mode.")
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log_game("Blob mode was lost.")
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return 1
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else
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world << "<FONT size = 3><B>The staff has won!</B></FONT>"
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world << "<B>The alien organism has been eradicated from the station</B>"
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var/datum/station_state/end_state = new /datum/station_state()
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end_state.count()
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var/percent = round( 100.0 * start_state.score(end_state), 0.1)
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world << "<B>The station is [percent]% intact.</B>"
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log_game("Blob mode was won with station [percent]% intact.")
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world << "\blue Rebooting in 30s"
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..()
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return 1
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/datum/game_mode/blob/send_intercept(var/orders = 1)
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var/intercepttext = ""
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var/interceptname = "Error"
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switch(orders)
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if(1)
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interceptname = "Biohazard Alert"
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intercepttext += "<FONT size = 3><B>NanoTrasen Update</B>: Biohazard Alert.</FONT><HR>"
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intercepttext += "Reports indicate the probable transfer of a biohazardous agent onto [station_name()] during the last crew deployment cycle.<BR>"
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intercepttext += "Preliminary analysis of the organism classifies it as a level 5 biohazard. Its origin is unknown.<BR>"
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intercepttext += "NanoTrasen has issued a directive 7-10 for [station_name()]. The station is to be considered quarantined.<BR>"
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intercepttext += "Orders for all [station_name()] personnel follows:<BR>"
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intercepttext += " 1. Do not leave the quarantine area.<BR>"
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intercepttext += " 2. Locate any outbreaks of the organism on the station.<BR>"
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intercepttext += " 3. If found, use any neccesary means to contain the organism.<BR>"
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intercepttext += " 4. Avoid damage to the capital infrastructure of the station.<BR>"
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intercepttext += "<BR>Note in the event of a quarantine breach or uncontrolled spread of the biohazard, the directive 7-10 may be upgraded to a directive 7-12 without further notice.<BR>"
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intercepttext += "Message ends."
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if(2)
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//Bomb code goes here
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return
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for(var/obj/machinery/computer/communications/comm in world)
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if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- [interceptname]"
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intercept.info = intercepttext
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comm.messagetitle.Add(interceptname)
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comm.messagetext.Add(intercepttext)
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// world << sound('outbreak5.ogg')Quiet printout for now
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// command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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// world << sound('intercept.ogg')
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