Removes heist mode & associated code (#17256)

This commit is contained in:
AffectedArc07
2022-01-11 11:36:57 +01:00
committed by GitHub
parent b5171e3ad6
commit 1c8a28425a
27 changed files with 2903 additions and 3706 deletions
-316
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@@ -1,316 +0,0 @@
/*
VOX HEIST ROUNDTYPE
*/
GLOBAL_LIST_EMPTY(raider_spawn)
GLOBAL_LIST_EMPTY(cortical_stacks) //Stacks for 'leave nobody behind' objective. Clumsy, rewrite sometime.
/datum/game_mode/
var/list/datum/mind/raiders = list() //Antags.
var/list/raid_objectives = list() //Raid objectives
/datum/game_mode/heist
name = "heist"
config_tag = "heist"
required_players = 25
required_enemies = 4
recommended_enemies = 5
votable = 0
var/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective.
var/win_button_triggered = 0
/datum/game_mode/heist/announce()
to_chat(world, "<B>The current game mode is - Heist!</B>")
to_chat(world, "<B>An unidentified bluespace signature has slipped past the Icarus and is approaching [station_name()]!</B>")
to_chat(world, "Whoever they are, they're likely up to no good. Protect the crew and station resources against this dastardly threat!")
to_chat(world, "<B>Raiders:</B> Loot [station_name()] for anything and everything you need, or choose the peaceful route and attempt to trade with them.")
to_chat(world, "<B>Personnel:</B> Trade with the raiders, or repel them and their low, low prices and/or crossbows.")
/datum/game_mode/heist/can_start()
if(!..())
return 0
var/list/candidates = get_players_for_role(ROLE_RAIDER)
var/raider_num = 0
//Check that we have enough vox.
if(candidates.len < required_enemies)
return 0
else if(candidates.len < recommended_enemies)
raider_num = candidates.len
else
raider_num = recommended_enemies
//Grab candidates randomly until we have enough.
while(raider_num > 0)
var/datum/mind/new_raider = pick(candidates)
raiders += new_raider
candidates -= new_raider
raider_num--
for(var/datum/mind/raider in raiders)
raider.assigned_role = SPECIAL_ROLE_RAIDER
raider.special_role = SPECIAL_ROLE_RAIDER
raider.offstation_role = TRUE
..()
return 1
/datum/game_mode/heist/pre_setup()
return 1
/datum/game_mode/heist/post_setup()
//Generate objectives for the group.
raid_objectives = forge_vox_objectives()
var/index = 1
//Spawn the vox!
for(var/datum/mind/raider in raiders)
if(index > GLOB.raider_spawn.len)
index = 1
raider.current.loc = GLOB.raider_spawn[index]
index++
create_vox(raider)
greet_vox(raider)
if(raid_objectives)
raider.objectives = raid_objectives
return ..()
/datum/game_mode/proc/create_vox(datum/mind/newraider)
var/sounds = rand(2,8)
var/i = 0
var/newname = ""
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
var/mob/living/carbon/human/vox = newraider.current
var/obj/item/organ/external/head/head_organ = vox.get_organ("head")
vox.real_name = capitalize(newname)
vox.dna.real_name = vox.real_name
vox.name = vox.real_name
newraider.name = vox.name
vox.age = rand(12,20)
vox.set_species(/datum/species/vox)
vox.s_tone = rand(1, 6)
vox.languages = list() // Removing language from chargen.
vox.flavor_text = ""
vox.add_language("Vox-pidgin")
vox.add_language("Galactic Common")
vox.add_language("Tradeband")
head_organ.h_style = "Short Vox Quills"
head_organ.f_style = "Shaved"
vox.change_hair_color(97, 79, 25) //Same as the species default colour.
vox.change_eye_color(rand(1, 255), rand(1, 255), rand(1, 255))
vox.underwear = "Nude"
vox.undershirt = "Nude"
vox.socks = "Nude"
// Do the initial caching of the player's body icons.
vox.force_update_limbs()
vox.update_dna()
vox.update_eyes()
for(var/obj/item/organ/external/limb in vox.bodyparts)
limb.status &= ~ORGAN_ROBOT
//Now apply cortical stack.
var/obj/item/implant/cortical/I = new(vox)
I.implant(vox)
GLOB.cortical_stacks += I
vox.equip_vox_raider()
vox.regenerate_icons()
/datum/game_mode/proc/is_raider_crew_safe()
if(GLOB.cortical_stacks.len == 0)
return 0
for(var/obj/stack in GLOB.cortical_stacks)
if(get_area(stack) != locate(/area/shuttle/vox) && get_area(stack) != locate(/area/vox_station))
return 0 //this is stupid as fuck
return 1
/datum/game_mode/proc/is_raider_crew_alive()
for(var/datum/mind/raider in raiders)
if(raider.current)
if(istype(raider.current,/mob/living/carbon/human) && raider.current.stat != DEAD)
return 1
return 0
/datum/game_mode/proc/forge_vox_objectives()
var/i = 1
var/max_objectives = pick(2,2,2,2,3,3,3,4)
var/list/objs = list()
var/list/goals = list("kidnap","loot","salvage")
while(i<= max_objectives)
var/goal = pick(goals)
var/datum/objective/heist/O
if(goal == "kidnap")
goals -= "kidnap"
O = new /datum/objective/heist/kidnap()
else if(goal == "loot")
O = new /datum/objective/heist/loot()
else
O = new /datum/objective/heist/salvage()
O.choose_target()
objs += O
i++
//-All- vox raids have these two objectives. Failing them loses the game.
objs += new /datum/objective/heist/inviolate_crew
objs += new /datum/objective/heist/inviolate_death
return objs
/datum/game_mode/proc/greet_vox(datum/mind/raider)
to_chat(raider.current, "<span class='boldnotice'>You are a Vox Raider, fresh from the Shoal!</span>")
to_chat(raider.current, "<span class='notice'>The Vox are a race of cunning, sharp-eyed nomadic raiders and traders endemic to the frontier and much of the unexplored galaxy. You and the crew have come to the [station_name()] for plunder, trade or both.</span>")
to_chat(raider.current, "<span class='notice'>Vox are cowardly and will flee from larger groups, but corner one or find them en masse and they are vicious.</span>")
to_chat(raider.current, "<span class='notice'>Use :V to voxtalk, :H to talk on your encrypted channel, and don't forget to turn on your nitrogen internals!</span>")
to_chat(raider.current, "<span class='notice'>Choose to accomplish your objectives by either raiding the crew and taking what you need, or by attempting to trade with them.</span>")
to_chat(raider.current, "<span class='motd'>For more information, check the wiki page: ([GLOB.configuration.url.wiki_url]/index.php/Vox_Raider)</span>")
spawn(25)
show_objectives(raider)
/datum/game_mode/heist/declare_completion()
//No objectives, go straight to the feedback.
if(!(raid_objectives.len)) return ..()
var/win_type = "Major"
var/win_group = "Crew"
var/win_msg = ""
var/success = raid_objectives.len
//Decrease success for failed objectives.
for(var/datum/objective/O in raid_objectives)
if(!(O.check_completion())) success--
//Set result by objectives.
if(success == raid_objectives.len)
win_type = "Major"
win_group = "Vox"
else if(success > 2)
win_type = "Minor"
win_group = "Vox"
else
win_type = "Minor"
win_group = "Crew"
//Now we modify that result by the state of the vox crew.
if(!is_raider_crew_alive())
win_type = "Major"
win_group = "Crew"
win_msg += "<B>The Vox Raiders have been wiped out!</B>"
else if(!is_raider_crew_safe())
if(win_group == "Crew" && win_type == "Minor")
win_type = "Major"
win_group = "Crew"
win_msg += "<B>The Vox Raiders have left someone behind!</B>"
else
if(win_group == "Vox")
if(win_type == "Minor")
win_type = "Major"
win_msg += "<B>The Vox Raiders escaped the station!</B>"
else
win_msg += "<B>The Vox Raiders were repelled!</B>"
to_chat(world, "<span class='warning'><FONT size = 3><B>[win_type] [win_group] victory!</B></FONT></span>")
to_chat(world, "[win_msg]")
SSticker.mode_result = "heist - [win_type] [win_group]"
var/count = 1
for(var/datum/objective/objective in raid_objectives)
if(objective.check_completion())
to_chat(world, "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>")
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
else
to_chat(world, "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>")
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
count++
..()
/datum/game_mode/proc/auto_declare_completion_heist()
if(raiders.len)
var/check_return = 0
if(GAMEMODE_IS_HEIST)
check_return = 1
var/text = "<FONT size = 2><B>The Vox raiders were:</B></FONT>"
for(var/datum/mind/vox in raiders)
text += "<br>[vox.key] was [vox.name] ("
if(check_return)
var/obj/stack = raiders[vox]
if(get_area(stack.loc) != locate(/area/shuttle/vox))
text += "left behind)"
continue
if(vox.current)
if(vox.current.stat == DEAD)
text += "died"
else
text += "survived"
if(vox.current.real_name != vox.name)
text += " as [vox.current.real_name]"
else
text += "body destroyed"
text += ")"
to_chat(world, text)
return 1
/datum/game_mode/heist/check_finished()
if(!(is_raider_crew_alive()))
return 1
if(win_button_triggered)
return 1
return ..()
/obj/machinery/vox_win_button
name = "shoal contact computer"
desc = "Used to contact the Vox Shoal, generally to arrange for pickup."
icon = 'icons/obj/computer.dmi'
icon_state = "tcstation"
/obj/machinery/vox_win_button/New()
. = ..()
overlays += icon('icons/obj/computer.dmi', "syndie")
/obj/machinery/vox_win_button/attack_hand(mob/user)
if(!GAMEMODE_IS_HEIST || (world.time < 10 MINUTES)) //has to be heist, and at least ten minutes into the round
to_chat(user, "<span class='warning'>\The [src] does not appear to have a connection.</span>")
return 0
if(alert(user, "Warning: This will end the round. Are you sure you wish to end the round?", "Vox End", "Yes", "No") == "No")
return 0
if(alert(user, "Are you *absolutely* sure you want to end the round?", "!!WARNING!!", "Yes", "No") == "No")
return 0
message_admins("[key_name_admin(user)] has pressed the vox win button.")
log_admin("[key_name(user)] pressed the vox win button during a vox round.")
var/datum/game_mode/heist/H = SSticker.mode
H.win_button_triggered = 1
-213
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@@ -619,219 +619,6 @@ GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective)
else
return 0
// /vg/; Vox Inviolate for humans :V
/datum/objective/minimize_casualties
explanation_text = "Minimise casualties."
/datum/objective/minimize_casualties/check_completion()
return TRUE
//Vox heist objectives.
/datum/objective/heist
/datum/objective/heist/proc/choose_target()
return
/datum/objective/heist/kidnap
/datum/objective/heist/kidnap/choose_target()
var/list/roles = list("Chief Engineer","Research Director","Roboticist","Chemist","Station Engineer")
var/list/possible_targets = list()
var/list/priority_targets = list()
for(var/datum/mind/possible_target in SSticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && (possible_target.assigned_role != possible_target.special_role) && !possible_target.offstation_role)
possible_targets += possible_target
for(var/role in roles)
if(possible_target.assigned_role == role)
priority_targets += possible_target
continue
if(priority_targets.len > 0)
target = pick(priority_targets)
else if(possible_targets.len > 0)
target = pick(possible_targets)
if(target && target.current)
explanation_text = "The Shoal has a need for [target.current.real_name], the [target.assigned_role]. Take [target.current.p_them()] alive."
else
explanation_text = "Free Objective"
return target
/datum/objective/heist/kidnap/check_completion()
if(target && target.current)
if(target.current.stat == DEAD)
return 0
var/area/shuttle/vox/A = locate() //stupid fucking hardcoding
var/area/vox_station/B = locate() //but necessary
for(var/mob/living/carbon/human/M in A)
if(target.current == M)
return 1
for(var/mob/living/carbon/human/M in B)
if(target.current == M)
return 1
else
return 0
/datum/objective/heist/loot
/datum/objective/heist/loot/choose_target()
var/loot = "an object"
switch(rand(1,8))
if(1)
target = /obj/structure/particle_accelerator
target_amount = 6
loot = "a complete particle accelerator"
if(2)
target = /obj/machinery/the_singularitygen
target_amount = 1
loot = "a gravitational singularity generator"
if(3)
target = /obj/machinery/power/emitter
target_amount = 4
loot = "four emitters"
if(4)
target = /obj/machinery/nuclearbomb
target_amount = 1
loot = "a nuclear bomb"
if(5)
target = /obj/item/gun
target_amount = 6
loot = "six guns. Tasers and other non-lethal guns are acceptable"
if(6)
target = /obj/item/gun/energy
target_amount = 4
loot = "four energy guns"
if(7)
target = /obj/item/gun/energy/laser
target_amount = 2
loot = "two laser guns"
if(8)
target = /obj/item/gun/energy/ionrifle
target_amount = 1
loot = "an ion gun"
explanation_text = "We are lacking in hardware. Steal or trade [loot]."
/datum/objective/heist/loot/check_completion()
var/total_amount = 0
for(var/obj/O in locate(/area/shuttle/vox))
if(istype(O, target))
total_amount++
for(var/obj/I in O.contents)
if(istype(I, target))
total_amount++
if(total_amount >= target_amount)
return 1
for(var/obj/O in locate(/area/vox_station))
if(istype(O, target))
total_amount++
for(var/obj/I in O.contents)
if(istype(I, target))
total_amount++
if(total_amount >= target_amount)
return 1
var/datum/game_mode/heist/H = SSticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/O in raider.current.get_contents())
if(istype(O,target))
total_amount++
if(total_amount >= target_amount)
return 1
return 0
/datum/objective/heist/salvage
/datum/objective/heist/salvage/choose_target()
switch(rand(1,8))
if(1)
target = "metal"
target_amount = 300
if(2)
target = "glass"
target_amount = 200
if(3)
target = "plasteel"
target_amount = 100
if(4)
target = "solid plasma"
target_amount = 100
if(5)
target = "silver"
target_amount = 50
if(6)
target = "gold"
target_amount = 20
if(7)
target = "uranium"
target_amount = 20
if(8)
target = "diamond"
target_amount = 20
explanation_text = "Ransack or trade with the station and escape with [target_amount] [target]."
/datum/objective/heist/salvage/check_completion()
var/total_amount = 0
for(var/obj/item/O in locate(/area/shuttle/vox))
var/obj/item/stack/sheet/S
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
S = O
total_amount += S.get_amount()
for(var/obj/I in O.contents)
if(istype(I,/obj/item/stack/sheet))
if(I.name == target)
S = I
total_amount += S.get_amount()
for(var/obj/item/O in locate(/area/vox_station))
var/obj/item/stack/sheet/S
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
S = O
total_amount += S.get_amount()
for(var/obj/I in O.contents)
if(istype(I,/obj/item/stack/sheet))
if(I.name == target)
S = I
total_amount += S.get_amount()
var/datum/game_mode/heist/H = SSticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/item/O in raider.current.get_contents())
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
var/obj/item/stack/sheet/S = O
total_amount += S.get_amount()
if(total_amount >= target_amount) return 1
return 0
/datum/objective/heist/inviolate_crew
explanation_text = "Do not leave any Vox behind, alive or dead."
/datum/objective/heist/inviolate_crew/check_completion()
var/datum/game_mode/heist/H = SSticker.mode
if(H.is_raider_crew_safe())
return 1
return 0
/datum/objective/heist/inviolate_death
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
/datum/objective/heist/inviolate_death/check_completion()
return TRUE
// Traders
// These objectives have no check_completion, they exist only to tell Sol Traders what to aim for.