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https://github.com/KabKebab/GS13.git
synced 2026-02-09 07:07:42 +00:00
Fix Objectives
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@@ -691,10 +691,16 @@
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usr = current
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traitor_panel()
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/datum/mind/proc/get_all_objectives()
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var/list/all_objectives = list()
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for(var/datum/antagonist/A in antag_datums)
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all_objectives |= A.objectives
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return all_objectives
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/datum/mind/proc/announce_objectives()
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var/obj_count = 1
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to_chat(current, "<span class='notice'>Your current objectives:</span>")
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for(var/objective in objectives)
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for(var/objective in get_all_objectives())
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var/datum/objective/O = objective
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to_chat(current, "<B>Objective #[obj_count]</B>: [O.explanation_text]")
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obj_count++
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@@ -41,6 +41,7 @@
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// REMOVED: TRAIT_NODEATH
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// TO ADD:
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//var/static/list/defaultOrgans = list (/obj/item/organ/heart/vampheart,/obj/item/organ/heart/vampeyes)
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var/traitorwin = TRUE
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/datum/antagonist/bloodsucker/on_gain()
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SSticker.mode.bloodsuckers |= owner // Add if not already in here (and you might be, if you were picked at round start)
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@@ -67,18 +68,18 @@
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/datum/antagonist/bloodsucker/greet()
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var/fullname = ReturnFullName(TRUE)
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to_chat(owner, "<span class='userdanger'>You are [fullname], a bloodsucking vampire!</span><br>")
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to_chat(owner, "<span class='userdanger'>You are [fullname], a strain of vampire dubbed bloodsucker!</span><br>")
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owner.announce_objectives()
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to_chat(owner, "<span class='boldannounce'>* You regenerate your health slowly, you're weak to fire, and you depend on blood to survive. Allow your stolen blood to run too low, and you will find yourself at \
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risk of being discovered!</span><br>")
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//to_chat(owner, "<span class='boldannounce'>As an immortal, your power is linked to your age. The older you grow, the more abilities you will have access to.<span>")
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var/vamp_greet
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vamp_greet += "<span class='boldannounce'>* Other Bloodsuckers are not necessarily your friends, but your survival may depend on cooperation. Betray them at your own discretion and peril.</span><br>"
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vamp_greet += "<span class='boldannounce'><i>* Use \",b\" to speak your ancient Bloodsucker language.</span><br>"
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vamp_greet += "<span class='announce'>Bloodsucker Tip: Rest in a <i>Coffin</i> to claim it, and that area, as your lair.</span><br>"
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vamp_greet += "<span class='announce'>Bloodsucker Tip: Fear the daylight! Solar flares will bombard the station periodically, and only your coffin can guarantee your safety.</span><br>"
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vamp_greet += "<span class='announce'>Bloodsucker Tip: You wont loose blood if you are unconcious or sleeping. Use this to your advantage to conserve blood.</span><br>"
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to_chat(owner, vamp_greet)
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var/bloodsucker_greet
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bloodsucker_greet += "<span class='boldannounce'>* Other Bloodsuckers are not necessarily your friends, but your survival may depend on cooperation. Betray them at your own discretion and peril.</span><br>"
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bloodsucker_greet += "<span class='boldannounce'><i>* Use \",b\" to speak your ancient Bloodsucker language.</span><br>"
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bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Rest in a <i>Coffin</i> to claim it, and that area, as your lair.</span><br>"
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bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: Fear the daylight! Solar flares will bombard the station periodically, and only your coffin can guarantee your safety.</span><br>"
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bloodsucker_greet += "<span class='announce'>Bloodsucker Tip: You wont loose blood if you are unconcious or sleeping. Use this to your advantage to conserve blood.</span><br>"
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to_chat(owner, bloodsucker_greet)
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owner.current.playsound_local(null, 'sound/bloodsucker/BloodsuckerAlert.ogg', 100, FALSE, pressure_affected = FALSE)
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antag_memory += "Although you were born a mortal, in un-death you earned the name <b>[fullname]</b>.<br>"
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@@ -436,8 +437,20 @@ datum/antagonist/bloodsucker/proc/SpendRank()
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report += "<br><span class='header'><b>\[[ReturnFullName(TRUE)]\]</b></span>"
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// Default Report
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report += ..()
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//report += ..() //Hyperstation fix until https://github.com/Citadel-Station-13/Citadel-Station-13/pull/10623 is pulled
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report += printplayer(owner)
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var/objectives_text = ""
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if(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 objectives)
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if(objective.check_completion())
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
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else
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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traitorwin = FALSE
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count++
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report += objectives_text
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// Now list their vassals
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if (vassals.len > 0)
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report += "<span class='header'>Their Vassals were...</span>"
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@@ -446,6 +459,13 @@ datum/antagonist/bloodsucker/proc/SpendRank()
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var/jobname = V.owner.assigned_role ? "the [V.owner.assigned_role]" : ""
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report += "<b>[V.owner.name]</b> [jobname]"
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var/special_role_text = lowertext(name)
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if(traitorwin)
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report += "<span class='greentext'>The [special_role_text] was successful!</span>"
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else
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report += "<span class='redtext'>The [special_role_text] has failed!</span>"
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SEND_SOUND(owner.current, 'sound/ambience/ambifailure.ogg')
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return report.Join("<br>")
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//Displayed at the start of roundend_category section, default to roundend_category header
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@@ -336,40 +336,40 @@
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time = 70
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category = CAT_MISC
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/datum/crafting_recipe/bloodsucker/vassalrack
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name = "Persuasion Rack"
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//desc = "For converting crewmembers into loyal Vassals."
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result = /obj/structure/bloodsucker/vassalrack
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tools = list(/obj/item/weldingtool,
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///obj/item/screwdriver,
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/obj/item/wrench
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)
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reqs = list(/obj/item/stack/sheet/mineral/wood = 3,
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/obj/item/stack/sheet/metal = 2,
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/obj/item/restraints/handcuffs/cable = 2,
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///obj/item/storage/belt = 1
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///obj/item/stack/sheet/animalhide = 1, // /obj/item/stack/sheet/leather = 1,
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///obj/item/stack/sheet/plasteel = 5
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/datum/crafting_recipe/bloodsucker/vassalrack
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name = "Persuasion Rack"
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//desc = "For converting crewmembers into loyal Vassals."
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result = /obj/structure/bloodsucker/vassalrack
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tools = list(/obj/item/weldingtool,
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///obj/item/screwdriver,
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/obj/item/wrench
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)
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//parts = list(/obj/item/storage/belt = 1
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// )
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reqs = list(/obj/item/stack/sheet/mineral/wood = 3,
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/obj/item/stack/sheet/metal = 2,
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/obj/item/restraints/handcuffs/cable = 2,
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///obj/item/storage/belt = 1
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///obj/item/stack/sheet/animalhide = 1, // /obj/item/stack/sheet/leather = 1,
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///obj/item/stack/sheet/plasteel = 5
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)
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//parts = list(/obj/item/storage/belt = 1
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// )
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time = 150
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category = CAT_MISC
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always_availible = FALSE // Disabled til learned
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time = 150
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category = CAT_MISC
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always_availible = FALSE // Disabled til learned
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/datum/crafting_recipe/bloodsucker/candelabrum
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name = "Candelabrum"
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//desc = "For converting crewmembers into loyal Vassals."
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result = /obj/structure/bloodsucker/candelabrum
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tools = list(/obj/item/weldingtool,
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/obj/item/wrench
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)
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reqs = list(/obj/item/stack/sheet/metal = 3,
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/obj/item/stack/rods = 1,
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/obj/item/candle = 1
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/datum/crafting_recipe/bloodsucker/candelabrum
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name = "Candelabrum"
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//desc = "For converting crewmembers into loyal Vassals."
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result = /obj/structure/bloodsucker/candelabrum
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tools = list(/obj/item/weldingtool,
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/obj/item/wrench
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)
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time = 100
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category = CAT_MISC
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always_availible = FALSE // Disabled til learned
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reqs = list(/obj/item/stack/sheet/metal = 3,
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/obj/item/stack/rods = 1,
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/obj/item/candle = 1
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)
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time = 100
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category = CAT_MISC
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always_availible = FALSE // Disabled til learned
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