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