nightmares have objectives now

This commit is contained in:
DragonTrance
2021-02-24 17:30:09 -07:00
parent 25fb9040a1
commit 7bb205f940
5 changed files with 174 additions and 8 deletions
@@ -1,4 +1,20 @@
#define LIGHTSTOBREAK_MINIMUM 25
#define LIGHTSTOBREAK_MAXIMUM 75
#define LIGHTSTOBREAK_THRESHOLD 50
#define LIGHTSTOBREAK_AREA_MIN 1
#define LIGHTSTOBREAK_AREA_MAX 2
/datum/antagonist/nightmare
name = "Nightmare"
show_in_antagpanel = FALSE
show_name_in_check_antagonists = TRUE
show_name_in_check_antagonists = TRUE
/datum/antagonist/nightmare/on_gain()
owner.objectives += forge_objective()
owner.objectives += new /datum/objective/survive
/datum/antagonist/nightmare/proc/forge_objective()
var/datum/objective/break_lights/O = new
O.mode = prob(50) ? TRUE : FALSE
antag_memory = "<b>Objectives:<br>1.</b> [O.apply_rules()]<br><b>2.</b> Stay alive until the end."
return O
@@ -0,0 +1,110 @@
/datum/objective/break_lights
var/mode = FALSE //If true, break all lights in determined area
var/list/area_targets = list() //Which areas we have to keep lights broken
target_amount = LIGHTSTOBREAK_AREA_MIN
var/lightsbroken = 0
var/safe_areas = list(
/area/space,
/area/maintenance/solars,
/area/maintenance/central, //HOP/Conference room APC
/area/ai_monitored,
/area/shuttle,
/area/engine/engine_smes,
/area/security/prison, //If you get unlucky, you'll have to break the lights in armory
/area/security/execution)
/datum/objective/break_lights/proc/apply_rules()
if(mode)
var/list/valid_areas = list()
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
if(C.cell && is_station_level(C.z))
var/is_safearea = 1
for(var/A in safe_areas)
if(istype(C.area, A))
is_safearea = 0
break
if(is_safearea)
valid_areas += C.area
var/I = rand(LIGHTSTOBREAK_AREA_MIN, LIGHTSTOBREAK_AREA_MAX)
for(var/N in 1 to I)
var/area2add = pick(valid_areas)
if(!locate(area2add) in area_targets)
area_targets += area2add
else
target_amount = rand(LIGHTSTOBREAK_MINIMUM, LIGHTSTOBREAK_MAXIMUM)
if(prob(50))
if(target_amount > LIGHTSTOBREAK_THRESHOLD)
target_amount = LIGHTSTOBREAK_MAXIMUM
else if(target_amount > LIGHTSTOBREAK_THRESHOLD)
target_amount = LIGHTSTOBREAK_THRESHOLD
explanation_text = update_explanation_text()
return explanation_text
/datum/objective/break_lights/update_explanation_text()
..()
if(mode)
if(!area_targets.len)
return "Uh oh! Something broke! Report this."
. += "There must not be any light sources in the "
if(area_targets.len == 1)
var/area/A = area_targets[1]
. += "[A.name]"
else if(area_targets.len == 2)
var/area/A = area_targets[1]
var/area/B = area_targets[2]
. += "[A.name] and [B.name]"
else //Won't get here because of define values, but during development you can get here. leaving this here for future purposes
var/i = 1
for(var/area/A in area_targets)
if(i != area_targets.len) . += "[A.name], "
else . += "and [A.name]"
. += " before the end."
else
. += "Break at least [target_amount] lights with your light eater."
/datum/objective/break_lights/check_completion()
if(completed)
return TRUE //An attempt to stop this from being called twice
if(!mode)
if(lightsbroken >= target_amount)
completed = TRUE
else
var/list/valid_turfs = list()
for(var/area/target in area_targets)
var/I = 0
var/list/cached_area = get_area_turfs(target.type)
for(var/turf/A in cached_area)
if(!is_station_level(A.z))
continue
valid_turfs += A
I++
var/E = 0
var/D = 0
for(var/turf/T in valid_turfs)
D++
for(var/atom/C in T.contents)
E++
/*if(!C?.visibility) //Doesn't compile, add this another time
continue*/
if(C.light_range > 0)
if(C.light_power <= SHADOW_SPECIES_LIGHT_THRESHOLD*2) //Give some leniency for not destroying that unbreakable requests console
completed = TRUE
else
completed = FALSE
break
if(!completed)
break
return completed
/datum/objective/break_lights/area
mode = TRUE
#undef LIGHTSTOBREAK_MINIMUM
#undef LIGHTSTOBREAK_MAXIMUM
#undef LIGHTSTOBREAK_THRESHOLD
#undef LIGHTSTOBREAK_AREA_MIN
#undef LIGHTSTOBREAK_AREA_MAX
@@ -82,6 +82,18 @@
if(changeling)
sList2 += "Chemical Storage: " + "[changeling.chem_charges]/[changeling.chem_storage]"
sList2 += "Absorbed DNA: "+ "[changeling.absorbedcount]"
var/datum/antagonist/nightmare/nightmare = mind.has_antag_datum(/datum/antagonist/nightmare)
if(nightmare)
for(var/datum/objective/O in mind.objectives)
if(istype(O, /datum/objective/break_lights))
var/datum/objective/break_lights/BL = O
if(BL.mode) //Keeping lights out of areas
var/T = "Target Area(s): "
for(var/area/I in BL.area_targets)
T += "[initial(I.name)], "
sList2 += T
else //Break number of lights
sList2 += "Lights Broken: " + "[BL.lightsbroken]/[BL.target_amount]"
if (sList2 != null)
stat(null, "[sList2.Join("\n\n")]")
@@ -183,9 +183,13 @@
. = ..()
if(!proximity)
return
if(isopenturf(AM)) //So you can actually melee with it
if(isopenturf(AM) && !istype(AM, /turf/open/space) && !istype(AM, /turf/open/lava))
var/turf/T = AM
if(T.light_power || T.light_range)
T.set_light(0,0)
else if(isopenturf(AM))
return
if(isliving(AM))
else if(isliving(AM))
var/mob/living/L = AM
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
@@ -195,19 +199,39 @@
else
for(var/obj/item/O in AM)
if(O.light_range && O.light_power)
disintegrate(O)
disintegrate(O, user)
if(L.pulling && L.pulling.light_range && isitem(L.pulling))
disintegrate(L.pulling)
disintegrate(L.pulling, user)
else if(isitem(AM))
var/obj/item/I = AM
if(I.light_range && I.light_power)
disintegrate(I)
disintegrate(I, user)
else if(istype(AM, /obj/structure/marker_beacon))
var/obj/structure/marker_beacon/I = AM
disintegrate(I)
disintegrate(I, user)
//why the fuck is the marker beacon a structure? who. what. why.
else if(istype(AM, /obj/machinery/light))
var/obj/machinery/light/L = AM
if(L.status == 2) //Assume we just broke the light
handle_objectives(user)
L.status = 1 //No tube
L.update(FALSE)
/obj/item/light_eater/proc/disintegrate(obj/item/O)
/obj/item/light_eater/proc/handle_objectives(mob/living/carbon/human/H)
if(!H.mind)
return
if(!H.mind.objectives)
return
for(var/O in H.mind.objectives)
if(!istype(O, /datum/objective/break_lights))
continue
var/datum/objective/break_lights/BL = O
if(!BL.mode)
BL.lightsbroken++
/obj/item/light_eater/proc/disintegrate(obj/item/O, user)
if(istype(O, /obj/item/pda))
var/obj/item/pda/PDA = O
PDA.set_light(0)
@@ -220,5 +244,8 @@
O.burn()
playsound(src, 'sound/items/welder.ogg', 50, 1)
if(is_species(user, /datum/species/shadow/nightmare))
handle_objectives(user)
#undef HEART_SPECIAL_SHADOWIFY
#undef HEART_RESPAWN_THRESHHOLD
+1
View File
@@ -1375,6 +1375,7 @@
#include "code\modules\antagonists\morph\morph.dm"
#include "code\modules\antagonists\morph\morph_antag.dm"
#include "code\modules\antagonists\nightmare\nightmare.dm"
#include "code\modules\antagonists\nightmare\nightmare_objectives.dm"
#include "code\modules\antagonists\ninja\ninja.dm"
#include "code\modules\antagonists\nukeop\clownop.dm"
#include "code\modules\antagonists\nukeop\nukeop.dm"