mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-24 04:27:35 +01:00
somethingsomethingconflictsomethingsomething
This commit is contained in:
@@ -30,8 +30,7 @@
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var/newscaster_announcements = null
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var/ert_disabled = 0
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 10
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var/datum/cult_info/cultdat = new /datum/cult_info() //here instead of cult for adminbus purposes
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var/uplink_uses = 20
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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@@ -54,16 +53,11 @@
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//pre_pre_setup() For when you really don't want certain jobs ingame.
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/datum/game_mode/proc/pre_pre_setup()
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return 1
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///pre_setup()
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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cultdat = pick(all_cults)
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if(!cultdat)
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to_chat(world, "<span class='danger'>Failed to select a cult datum, Shank a coder.</span>")
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return 0
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return 1
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@@ -0,0 +1,477 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* GAMEMODES (by Rastaf0)
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*
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* In the new mode system all special roles are fully supported.
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* You can have proper wizards/traitors/changelings/cultists during any mode.
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* Only two things really depends on gamemode:
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* 1. Starting roles, equipment and preparations
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* 2. Conditions of finishing the round.
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*
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*/
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/intercept_hacked = 0
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var/votable = 1
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var/probability = 0
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/list/datum/mind/modePlayer = new
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/protected_jobs = list() // Jobs that can't be traitors
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var/list/protected_species = list() // Species that can't be traitors
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var/required_players = 0
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var/required_enemies = 0
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var/recommended_enemies = 0
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var/newscaster_announcements = null
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var/ert_disabled = 0
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 10
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var/datum/cult_info/cultdat = new /datum/cult_info() //here instead of cult for adminbus purposes
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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/datum/game_mode/proc/announce() //to be calles when round starts
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to_chat(world, "<B>Notice</B>: [src] did not define announce()")
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///can_start()
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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var/playerC = 0
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for(var/mob/new_player/player in player_list)
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if((player.client)&&(player.ready))
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playerC++
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if(playerC >= required_players)
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return 1
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return 0
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//pre_pre_setup() For when you really don't want certain jobs ingame.
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/datum/game_mode/proc/pre_pre_setup()
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return 1
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///pre_setup()
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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cultdat = pick(all_cults)
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if(!cultdat)
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to_chat(world, "<span class='danger'>Failed to select a cult datum, Shank a coder.</span>")
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return 0
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return 1
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///post_setup()
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup()
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spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
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display_roundstart_logout_report()
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feedback_set_details("round_start","[time2text(world.realtime)]")
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if(ticker && ticker.mode)
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feedback_set_details("game_mode","[ticker.mode]")
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// if(revdata)
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// feedback_set_details("revision","[revdata.revision]")
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feedback_set_details("server_ip","[world.internet_address]:[world.port]")
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start_state = new /datum/station_state()
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start_state.count()
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return 1
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///process()
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///Called by the gameticker
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/datum/game_mode/proc/process()
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return 0
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//Called by the gameticker
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/datum/game_mode/proc/process_job_tasks()
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var/obj/machinery/message_server/useMS = null
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if(message_servers)
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for (var/obj/machinery/message_server/MS in message_servers)
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if(MS.active)
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useMS = MS
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break
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for(var/mob/M in player_list)
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if(M.mind)
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var/obj/item/device/pda/P=null
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for(var/obj/item/device/pda/check_pda in PDAs)
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if (check_pda.owner==M.name)
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P=check_pda
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break
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var/count=0
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for(var/datum/job_objective/objective in M.mind.job_objectives)
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count++
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var/msg=""
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var/pay=0
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if(objective.per_unit && objective.units_compensated<objective.units_completed)
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var/newunits = objective.units_completed - objective.units_compensated
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msg="We see that you completed [newunits] new unit[newunits>1?"s":""] for Task #[count]! "
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pay=objective.completion_payment * newunits
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objective.units_compensated += newunits
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objective.is_completed() // So we don't get many messages regarding completion
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else if(!objective.completed)
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if(objective.is_completed())
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pay=objective.completion_payment
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msg="Task #[count] completed! "
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if(pay>0)
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if(M.mind.initial_account)
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M.mind.initial_account.money += pay
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var/datum/transaction/T = new()
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T.target_name = "[command_name()] Payroll"
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T.purpose = "Payment"
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T.amount = pay
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T.date = current_date_string
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T.time = worldtime2text()
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T.source_terminal = "\[CLASSIFIED\] Terminal #[rand(111,333)]"
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M.mind.initial_account.transaction_log.Add(T)
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msg += "You have been sent the $[pay], as agreed."
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else
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msg += "However, we were unable to send you the $[pay] you're entitled."
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if(useMS && P)
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useMS.send_pda_message("[P.owner]", "[command_name()] Payroll", msg)
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var/datum/data/pda/app/messenger/PM = P.find_program(/datum/data/pda/app/messenger)
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PM.notify("<b>Message from [command_name()] (Payroll), </b>\"[msg]\" (<i>Unable to Reply</i>)", 0)
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break
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/datum/game_mode/proc/check_finished() //to be called by ticker
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if(shuttle_master.emergency.mode >= SHUTTLE_ENDGAME || station_was_nuked)
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return 1
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return 0
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/datum/game_mode/proc/cleanup() //This is called when the round has ended but not the game, if any cleanup would be necessary in that case.
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return
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/datum/game_mode/proc/declare_completion()
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var/clients = 0
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var/surviving_humans = 0
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var/surviving_total = 0
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var/ghosts = 0
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var/escaped_humans = 0
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var/escaped_total = 0
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var/escaped_on_pod_1 = 0
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var/escaped_on_pod_2 = 0
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var/escaped_on_pod_3 = 0
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var/escaped_on_pod_5 = 0
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var/escaped_on_shuttle = 0
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var/list/area/escape_locations = list(/area/shuttle/escape, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
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if(shuttle_master.emergency.mode < SHUTTLE_ENDGAME) //shuttle didn't get to centcom
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escape_locations -= /area/shuttle/escape
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for(var/mob/M in player_list)
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if(M.client)
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clients++
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if(ishuman(M))
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if(!M.stat)
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surviving_humans++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_humans++
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if(!M.stat)
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surviving_total++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_total++
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if(M.loc && M.loc.loc && M.loc.loc.type == shuttle_master.emergency.areaInstance.type && shuttle_master.emergency.mode >= SHUTTLE_ENDGAME)
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escaped_on_shuttle++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom)
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escaped_on_pod_1++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom)
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escaped_on_pod_2++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom)
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escaped_on_pod_3++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom)
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escaped_on_pod_5++
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if(isobserver(M))
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ghosts++
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if(clients > 0)
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feedback_set("round_end_clients",clients)
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if(ghosts > 0)
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feedback_set("round_end_ghosts",ghosts)
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if(surviving_humans > 0)
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feedback_set("survived_human",surviving_humans)
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if(surviving_total > 0)
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feedback_set("survived_total",surviving_total)
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if(escaped_humans > 0)
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feedback_set("escaped_human",escaped_humans)
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if(escaped_total > 0)
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feedback_set("escaped_total",escaped_total)
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if(escaped_on_shuttle > 0)
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feedback_set("escaped_on_shuttle",escaped_on_shuttle)
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if(escaped_on_pod_1 > 0)
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feedback_set("escaped_on_pod_1",escaped_on_pod_1)
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if(escaped_on_pod_2 > 0)
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feedback_set("escaped_on_pod_2",escaped_on_pod_2)
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if(escaped_on_pod_3 > 0)
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feedback_set("escaped_on_pod_3",escaped_on_pod_3)
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if(escaped_on_pod_5 > 0)
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feedback_set("escaped_on_pod_5",escaped_on_pod_5)
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send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.")
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return 0
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
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var/list/players = list()
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var/list/candidates = list()
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//var/list/drafted = list()
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//var/datum/mind/applicant = null
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var/roletext = get_roletext(role)
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// Assemble a list of active players without jobbans.
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for(var/mob/new_player/player in player_list)
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if(player.client && player.ready)
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext))
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if(player_old_enough_antag(player.client,role))
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players += player
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// Shuffle the players list so that it becomes ping-independent.
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players = shuffle(players)
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// Get a list of all the people who want to be the antagonist for this round, except those with incompatible species
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for(var/mob/new_player/player in players)
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if((role in player.client.prefs.be_special) && !(player.client.prefs.species in protected_species))
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log_debug("[player.key] had [roletext] enabled, so we are drafting them.")
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candidates += player.mind
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players -= player
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// If we don't have enough antags, draft people who voted for the round.
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if(candidates.len < recommended_enemies)
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for(var/key in round_voters)
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||||
for(var/mob/new_player/player in players)
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if(player.ckey == key)
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log_debug("[player.key] voted for this round, so we are drafting them.")
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candidates += player.mind
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players -= player
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break
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|
||||
// Remove candidates who want to be antagonist but have a job that precludes it
|
||||
if(restricted_jobs)
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||||
for(var/datum/mind/player in candidates)
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||||
for(var/job in restricted_jobs)
|
||||
if(player.assigned_role == job)
|
||||
candidates -= player
|
||||
|
||||
|
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return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than recommended_enemies
|
||||
// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
|
||||
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
|
||||
|
||||
|
||||
/datum/game_mode/proc/latespawn(var/mob)
|
||||
|
||||
/*
|
||||
/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/player)
|
||||
if(player.preferences.be_special & role)
|
||||
return 1
|
||||
return 0
|
||||
*/
|
||||
|
||||
/datum/game_mode/proc/num_players()
|
||||
. = 0
|
||||
for(var/mob/new_player/P in player_list)
|
||||
if(P.client && P.ready)
|
||||
.++
|
||||
|
||||
/datum/game_mode/proc/num_players_started()
|
||||
. = 0
|
||||
for(var/mob/living/carbon/human/H in player_list)
|
||||
if(H.client)
|
||||
.++
|
||||
|
||||
///////////////////////////////////
|
||||
//Keeps track of all living heads//
|
||||
///////////////////////////////////
|
||||
/datum/game_mode/proc/get_living_heads()
|
||||
. = list()
|
||||
for(var/mob/living/carbon/human/player in mob_list)
|
||||
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in command_positions))
|
||||
. |= player.mind
|
||||
|
||||
|
||||
////////////////////////////
|
||||
//Keeps track of all heads//
|
||||
////////////////////////////
|
||||
/datum/game_mode/proc/get_all_heads()
|
||||
. = list()
|
||||
for(var/mob/player in mob_list)
|
||||
if(player.mind && (player.mind.assigned_role in command_positions))
|
||||
. |= player.mind
|
||||
|
||||
//////////////////////////////////////////////
|
||||
//Keeps track of all living security members//
|
||||
//////////////////////////////////////////////
|
||||
/datum/game_mode/proc/get_living_sec()
|
||||
. = list()
|
||||
for(var/mob/living/carbon/human/player in mob_list)
|
||||
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in security_positions))
|
||||
. |= player.mind
|
||||
|
||||
////////////////////////////////////////
|
||||
//Keeps track of all security members//
|
||||
////////////////////////////////////////
|
||||
/datum/game_mode/proc/get_all_sec()
|
||||
. = list()
|
||||
for(var/mob/living/carbon/human/player in mob_list)
|
||||
if(player.mind && (player.mind.assigned_role in security_positions))
|
||||
. |= player.mind
|
||||
|
||||
/datum/game_mode/proc/check_antagonists_topic(href, href_list[])
|
||||
return 0
|
||||
|
||||
/datum/game_mode/New()
|
||||
newscaster_announcements = pick(newscaster_standard_feeds)
|
||||
|
||||
//////////////////////////
|
||||
//Reports player logouts//
|
||||
//////////////////////////
|
||||
proc/display_roundstart_logout_report()
|
||||
var/msg = "\blue <b>Roundstart logout report\n\n"
|
||||
for(var/mob/living/L in mob_list)
|
||||
|
||||
if(L.ckey)
|
||||
var/found = 0
|
||||
for(var/client/C in clients)
|
||||
if(C.ckey == L.ckey)
|
||||
found = 1
|
||||
break
|
||||
if(!found)
|
||||
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
|
||||
|
||||
|
||||
if(L.ckey && L.client)
|
||||
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
|
||||
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
|
||||
continue //AFK client
|
||||
if(L.stat)
|
||||
if(L.suiciding) //Suicider
|
||||
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
|
||||
job_master.FreeRole(L.job)
|
||||
message_admins("<b>[key_name_admin(L)]</b>, the [L.job] has been freed due to (<font color='#ffcc00'><b>Early Round Suicide</b></font>)\n")
|
||||
continue //Disconnected client
|
||||
if(L.stat == UNCONSCIOUS)
|
||||
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
|
||||
continue //Unconscious
|
||||
if(L.stat == DEAD)
|
||||
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
|
||||
continue //Dead
|
||||
|
||||
continue //Happy connected client
|
||||
for(var/mob/dead/observer/D in mob_list)
|
||||
if(D.mind && (D.mind.original == L || D.mind.current == L))
|
||||
if(L.stat == DEAD)
|
||||
if(L.suiciding) //Suicider
|
||||
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
|
||||
continue //Disconnected client
|
||||
else
|
||||
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
|
||||
continue //Dead mob, ghost abandoned
|
||||
else
|
||||
if(D.can_reenter_corpse)
|
||||
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>This shouldn't appear.</b></font>)\n"
|
||||
continue //Lolwhat
|
||||
else
|
||||
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Ghosted</b></font>)\n"
|
||||
job_master.FreeRole(L.job)
|
||||
message_admins("<b>[key_name_admin(L)]</b>, the [L.job] has been freed due to (<font color='#ffcc00'><b>Early Round Ghosted While Alive</b></font>)\n")
|
||||
continue //Ghosted while alive
|
||||
|
||||
|
||||
|
||||
for(var/mob/M in mob_list)
|
||||
if(M.client && M.client.holder)
|
||||
to_chat(M, msg)
|
||||
|
||||
|
||||
proc/get_nt_opposed()
|
||||
var/list/dudes = list()
|
||||
for(var/mob/living/carbon/human/man in player_list)
|
||||
if(man.client)
|
||||
if(man.client.prefs.nanotrasen_relation == "Opposed")
|
||||
dudes += man
|
||||
else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50))
|
||||
dudes += man
|
||||
if(dudes.len == 0) return null
|
||||
return pick(dudes)
|
||||
|
||||
//Announces objectives/generic antag text.
|
||||
/proc/show_generic_antag_text(var/datum/mind/player)
|
||||
if(player.current)
|
||||
to_chat(player.current, "You are an antagonist! <font color=blue>Within the rules,</font> \
|
||||
try to act as an opposing force to the crew. Further RP and try to make sure \
|
||||
other players have <i>fun</i>! If you are confused or at a loss, always adminhelp, \
|
||||
and before taking extreme actions, please try to also contact the administration! \
|
||||
Think through your actions and make the roleplay immersive! <b>Please remember all \
|
||||
rules aside from those without explicit exceptions apply to antagonists.</b>")
|
||||
|
||||
/proc/show_objectives(var/datum/mind/player)
|
||||
if(!player || !player.current) return
|
||||
|
||||
var/obj_count = 1
|
||||
to_chat(player.current, "\blue Your current objectives:")
|
||||
for(var/datum/objective/objective in player.objectives)
|
||||
to_chat(player.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
|
||||
obj_count++
|
||||
|
||||
/proc/get_roletext(var/role)
|
||||
return role
|
||||
|
||||
/proc/get_nuke_code()
|
||||
var/nukecode = "ERROR"
|
||||
for(var/obj/machinery/nuclearbomb/bomb in world)
|
||||
if(bomb && bomb.r_code && bomb.z == ZLEVEL_STATION)
|
||||
nukecode = bomb.r_code
|
||||
return nukecode
|
||||
|
||||
/datum/game_mode/proc/replace_jobbaned_player(mob/living/M, role_type)
|
||||
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as a [role_type]?", role_type, 0, 100)
|
||||
var/mob/dead/observer/theghost = null
|
||||
if(candidates.len)
|
||||
theghost = pick(candidates)
|
||||
to_chat(M, "<span class='userdanger'>Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!</span>")
|
||||
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)]) to replace a jobbanned player.")
|
||||
M.ghostize()
|
||||
M.key = theghost.key
|
||||
else
|
||||
message_admins("[M] ([M.key] has been converted into [role_type] with an active antagonist jobban for said role since no ghost has volunteered to take their place.")
|
||||
to_chat(M, "<span class='biggerdanger'>You have been converted into [role_type] with an active jobban. Any further violations of the rules on your part are likely to result in a permanent ban.</span>")
|
||||
|
||||
/datum/game_mode/proc/printplayer(datum/mind/ply, fleecheck)
|
||||
var/text = "<br><b>[ply.key]</b> was <b>[ply.name]</b> the <b>[ply.assigned_role]</b> and"
|
||||
if(ply.current)
|
||||
if(ply.current.stat == DEAD)
|
||||
text += " <span class='boldannounce'>died</span>"
|
||||
else
|
||||
text += " <span class='greenannounce'>survived</span>"
|
||||
if(fleecheck && ply.current.z > ZLEVEL_STATION)
|
||||
text += " while <span class='boldannounce'>fleeing the station</span>"
|
||||
if(ply.current.real_name != ply.name)
|
||||
text += " as <b>[ply.current.real_name]</b>"
|
||||
else
|
||||
text += " <span class='boldannounce'>had their body destroyed</span>"
|
||||
return text
|
||||
|
||||
/datum/game_mode/proc/printobjectives(datum/mind/ply)
|
||||
var/text = ""
|
||||
var/count = 1
|
||||
for(var/datum/objective/objective in ply.objectives)
|
||||
if(objective.check_completion())
|
||||
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='greenannounce'>Success!</span>"
|
||||
else
|
||||
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='boldannounce'>Fail.</span>"
|
||||
count++
|
||||
return text
|
||||
@@ -1,5 +1,5 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/construct
|
||||
/mob/living/simple_animal/construct
|
||||
name = "Construct"
|
||||
real_name = "Construct"
|
||||
desc = ""
|
||||
@@ -19,11 +19,10 @@
|
||||
faction = list("cult")
|
||||
flying = 1
|
||||
universal_speak = 1
|
||||
AIStatus = AI_OFF //normal constructs don't have AI
|
||||
var/list/construct_spells = list()
|
||||
var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
|
||||
loot = list(/obj/item/weapon/reagent_containers/food/snacks/ectoplasm)
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/New()
|
||||
/mob/living/simple_animal/construct/New()
|
||||
..()
|
||||
name = text("[initial(name)] ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
@@ -31,17 +30,16 @@
|
||||
AddSpell(new spell(src))
|
||||
updateglow()
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/death()
|
||||
/mob/living/simple_animal/construct/death()
|
||||
..()
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/ectoplasm (src.loc)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='warning'>[src] collapses in a shattered heap.</span>")
|
||||
M.show_message("\red [src] collapses in a shattered heap. ")
|
||||
ghostize()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/examine(mob/user)
|
||||
/mob/living/simple_animal/construct/examine(mob/user)
|
||||
..(user)
|
||||
|
||||
var/msg = ""
|
||||
@@ -56,34 +54,32 @@
|
||||
|
||||
to_chat(user, msg)
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M)
|
||||
if(istype(M, /mob/living/simple_animal/hostile/construct/builder))
|
||||
if(health < maxHealth)
|
||||
adjustBruteLoss(-5)
|
||||
if(src != M)
|
||||
Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
|
||||
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
|
||||
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
|
||||
else
|
||||
M.visible_message("<span class='danger'>[M] repairs some of its own dents.</span>", \
|
||||
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
|
||||
/mob/living/simple_animal/construct/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(istype(M, /mob/living/simple_animal/construct/builder))
|
||||
health += 5
|
||||
M.custom_emote(1,"mends some of \the <EM>[src]'s</EM> wounds.")
|
||||
else
|
||||
if(M.melee_damage_upper <= 0)
|
||||
M.custom_emote(1, "[M.friendly] \the <EM>[src]</EM>")
|
||||
else
|
||||
if(src != M)
|
||||
to_chat(M, "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as it has none!</span>")
|
||||
else
|
||||
to_chat(M, "<span class='cult'>You cannot repair your own dents, as you have none!</span>")
|
||||
else if(src != M)
|
||||
..()
|
||||
M.do_attack_animation(src)
|
||||
if(M.attack_sound)
|
||||
playsound(loc, M.attack_sound, 50, 1, 1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
|
||||
add_logs(M, src, "attacked")
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
adjustBruteLoss(damage)
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/narsie_act()
|
||||
/mob/living/simple_animal/construct/narsie_act()
|
||||
return
|
||||
|
||||
/////////////////Juggernaut///////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured
|
||||
/mob/living/simple_animal/construct/armoured
|
||||
name = "Juggernaut"
|
||||
real_name = "Juggernaut"
|
||||
desc = "A possessed suit of armour driven by the will of the restless dead"
|
||||
@@ -103,19 +99,13 @@
|
||||
status_flags = 0
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
|
||||
force_threshold = 11
|
||||
playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
|
||||
create shield walls, rip apart enemies and walls alike, and even deflect energy weapons.</b>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/Life()
|
||||
/mob/living/simple_animal/construct/armoured/Life()
|
||||
weakened = 0
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
@@ -148,7 +138,7 @@
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith
|
||||
/mob/living/simple_animal/construct/wraith
|
||||
name = "Wraith"
|
||||
real_name = "Wraith"
|
||||
desc = "A wicked bladed shell contraption piloted by a bound spirit"
|
||||
@@ -163,17 +153,14 @@
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
|
||||
retreat_distance = 2 //AI wraiths will move in and out of combat
|
||||
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
|
||||
|
||||
/////////////////////////////Artificer/////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder
|
||||
/mob/living/simple_animal/construct/builder
|
||||
name = "Artificer"
|
||||
real_name = "Artificer"
|
||||
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
|
||||
@@ -188,69 +175,18 @@
|
||||
melee_damage_upper = 5
|
||||
attacktext = "rams"
|
||||
environment_smash = 2
|
||||
retreat_distance = 10
|
||||
minimum_distance = 10 //AI artificers will flee like fuck
|
||||
attack_sound = 'sound/weapons/punch2.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/pylon,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
|
||||
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
|
||||
|
||||
playstyle_string = "<b>You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
|
||||
use magic missile, repair allied constructs (by clicking on them), \
|
||||
<i>and, most important of all,</i> create new constructs by producing soulstones to capture souls, \
|
||||
and shells to place those soulstones into.</b>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
|
||||
if(istype(A, /mob/living/simple_animal/hostile/construct)) //is it a construct?
|
||||
var/mob/living/simple_animal/hostile/construct/C = A
|
||||
if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target)
|
||||
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
|
||||
return 0
|
||||
if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible
|
||||
return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
|
||||
..()
|
||||
if(isliving(target))
|
||||
var/mob/living/L = target
|
||||
if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
|
||||
LoseTarget()
|
||||
return 0
|
||||
if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you
|
||||
retreat_distance = null
|
||||
minimum_distance = 1
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/Aggro()
|
||||
..()
|
||||
if(istype(target, /mob/living/simple_animal/hostile/construct)) //oh the target is a construct no need to flee
|
||||
retreat_distance = null
|
||||
minimum_distance = 1
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/LoseAggro()
|
||||
..()
|
||||
retreat_distance = initial(retreat_distance)
|
||||
minimum_distance = initial(minimum_distance)
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
|
||||
/////////////////////////////Behemoth/////////////////////////
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth
|
||||
/mob/living/simple_animal/construct/behemoth
|
||||
name = "Behemoth"
|
||||
real_name = "Behemoth"
|
||||
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
|
||||
@@ -272,18 +208,10 @@
|
||||
var/energy = 0
|
||||
var/max_energy = 1000
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/Life()
|
||||
weakened = 0
|
||||
return ..()
|
||||
|
||||
|
||||
/////////////////////////////Harvester/////////////////////////
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester
|
||||
/mob/living/simple_animal/construct/harvester
|
||||
name = "Harvester"
|
||||
real_name = "Harvester"
|
||||
desc = "A harbinger of Nar-Sie's enlightenment. It'll be all over soon."
|
||||
@@ -297,24 +225,16 @@
|
||||
attacktext = "prods"
|
||||
speed = 0
|
||||
environment_smash = 1
|
||||
see_in_dark = 8
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/tap.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
|
||||
retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
|
||||
playstyle_string = "<B>You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
|
||||
Bring those who still cling to this world of illusion back to the master so they may know Truth.</B>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/Process_Spacemove(var/movement_dir = 0)
|
||||
/mob/living/simple_animal/construct/harvester/Process_Spacemove(var/movement_dir = 0)
|
||||
return 1
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
|
||||
|
||||
////////////////Glow////////////////////
|
||||
/mob/living/simple_animal/hostile/construct/proc/updateglow()
|
||||
/mob/living/simple_animal/construct/proc/updateglow()
|
||||
overlays = 0
|
||||
var/overlay_layer = LIGHTING_LAYER + 1
|
||||
if(layer != MOB_LAYER)
|
||||
@@ -331,7 +251,7 @@
|
||||
set category = "Behemoth"
|
||||
set name = "Summon Cultist (300)"
|
||||
set desc = "Teleport a cultist to your location"
|
||||
if (istype(usr,/mob/living/simple_animal/hostile/constructbehemoth))
|
||||
if (istype(usr,/mob/living/simple_animal/constructbehemoth))
|
||||
|
||||
if(usr.energy<300)
|
||||
to_chat(usr, "\red You do not have enough power stored!")
|
||||
@@ -352,77 +272,3 @@
|
||||
return
|
||||
cultist.loc = usr.loc
|
||||
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
|
||||
|
||||
|
||||
///ui stuff
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(250 to INFINITY) healths.icon_state = "juggernaut_health0"
|
||||
if(208 to 249) healths.icon_state = "juggernaut_health1"
|
||||
if(167 to 207) healths.icon_state = "juggernaut_health2"
|
||||
if(125 to 166) healths.icon_state = "juggernaut_health3"
|
||||
if(84 to 124) healths.icon_state = "juggernaut_health4"
|
||||
if(42 to 83) healths.icon_state = "juggernaut_health5"
|
||||
if(1 to 41) healths.icon_state = "juggernaut_health6"
|
||||
else healths.icon_state = "juggernaut_health7"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(750 to INFINITY) healths.icon_state = "juggernaut_health0"
|
||||
if(625 to 749) healths.icon_state = "juggernaut_health1"
|
||||
if(500 to 624) healths.icon_state = "juggernaut_health2"
|
||||
if(375 to 499) healths.icon_state = "juggernaut_health3"
|
||||
if(250 to 374) healths.icon_state = "juggernaut_health4"
|
||||
if(125 to 249) healths.icon_state = "juggernaut_health5"
|
||||
if(1 to 124) healths.icon_state = "juggernaut_health6"
|
||||
else healths.icon_state = "juggernaut_health7"
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(50 to INFINITY) healths.icon_state = "artificer_health0"
|
||||
if(42 to 49) healths.icon_state = "artificer_health1"
|
||||
if(34 to 41) healths.icon_state = "artificer_health2"
|
||||
if(26 to 33) healths.icon_state = "artificer_health3"
|
||||
if(18 to 25) healths.icon_state = "artificer_health4"
|
||||
if(10 to 17) healths.icon_state = "artificer_health5"
|
||||
if(1 to 9) healths.icon_state = "artificer_health6"
|
||||
else healths.icon_state = "artificer_health7"
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith/handle_hud_icons_health()
|
||||
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(75 to INFINITY) healths.icon_state = "wraith_health0"
|
||||
if(62 to 74) healths.icon_state = "wraith_health1"
|
||||
if(50 to 61) healths.icon_state = "wraith_health2"
|
||||
if(37 to 49) healths.icon_state = "wraith_health3"
|
||||
if(25 to 36) healths.icon_state = "wraith_health4"
|
||||
if(12 to 24) healths.icon_state = "wraith_health5"
|
||||
if(1 to 11) healths.icon_state = "wraith_health6"
|
||||
else healths.icon_state = "wraith_health7"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/handle_hud_icons_health()
|
||||
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(150 to INFINITY) healths.icon_state = "harvester_health0"
|
||||
if(125 to 149) healths.icon_state = "harvester_health1"
|
||||
if(100 to 124) healths.icon_state = "harvester_health2"
|
||||
if(75 to 99) healths.icon_state = "harvester_health3"
|
||||
if(50 to 74) healths.icon_state = "harvester_health4"
|
||||
if(25 to 49) healths.icon_state = "harvester_health5"
|
||||
if(1 to 24) healths.icon_state = "harvester_health6"
|
||||
else healths.icon_state = "harvester_health7"
|
||||
@@ -0,0 +1,428 @@
|
||||
|
||||
/mob/living/simple_animal/hostile/construct
|
||||
name = "Construct"
|
||||
real_name = "Construct"
|
||||
desc = ""
|
||||
speak_emote = list("hisses")
|
||||
emote_hear = list("wails","screeches")
|
||||
response_help = "thinks better of touching"
|
||||
response_disarm = "flails at"
|
||||
response_harm = "punches"
|
||||
icon_dead = "shade_dead"
|
||||
speed = 0
|
||||
a_intent = I_HARM
|
||||
stop_automated_movement = 1
|
||||
status_flags = CANPUSH
|
||||
attack_sound = 'sound/weapons/punch1.ogg'
|
||||
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
|
||||
minbodytemp = 0
|
||||
faction = list("cult")
|
||||
flying = 1
|
||||
universal_speak = 1
|
||||
AIStatus = AI_OFF //normal constructs don't have AI
|
||||
var/list/construct_spells = list()
|
||||
var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/New()
|
||||
..()
|
||||
name = text("[initial(name)] ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
for(var/spell in construct_spells)
|
||||
AddSpell(new spell(src))
|
||||
updateglow()
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/death()
|
||||
..()
|
||||
new /obj/item/weapon/reagent_containers/food/snacks/ectoplasm (src.loc)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if((M.client && !( M.blinded )))
|
||||
M.show_message("<span class='warning'>[src] collapses in a shattered heap.</span>")
|
||||
ghostize()
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/examine(mob/user)
|
||||
..(user)
|
||||
|
||||
var/msg = ""
|
||||
if (src.health < src.maxHealth)
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.maxHealth/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
to_chat(user, msg)
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/attack_animal(mob/living/simple_animal/M)
|
||||
if(istype(M, /mob/living/simple_animal/hostile/construct/builder))
|
||||
if(health < maxHealth)
|
||||
adjustBruteLoss(-5)
|
||||
if(src != M)
|
||||
Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
|
||||
M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
|
||||
"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
|
||||
else
|
||||
M.visible_message("<span class='danger'>[M] repairs some of its own dents.</span>", \
|
||||
"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
|
||||
else
|
||||
if(src != M)
|
||||
to_chat(M, "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as it has none!</span>")
|
||||
else
|
||||
to_chat(M, "<span class='cult'>You cannot repair your own dents, as you have none!</span>")
|
||||
else if(src != M)
|
||||
..()
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/narsie_act()
|
||||
return
|
||||
|
||||
/////////////////Juggernaut///////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured
|
||||
name = "Juggernaut"
|
||||
real_name = "Juggernaut"
|
||||
desc = "A possessed suit of armour driven by the will of the restless dead"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 250
|
||||
health = 250
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 30
|
||||
melee_damage_upper = 30
|
||||
attacktext = "smashes their armoured gauntlet into"
|
||||
speed = 3
|
||||
environment_smash = 2
|
||||
attack_sound = 'sound/weapons/punch3.ogg'
|
||||
status_flags = 0
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
|
||||
force_threshold = 11
|
||||
playstyle_string = "<b>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
|
||||
create shield walls, rip apart enemies and walls alike, and even deflect energy weapons.</b>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/Life()
|
||||
weakened = 0
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/bullet_act(var/obj/item/projectile/P)
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
if((P.damage_type == BRUTE || P.damage_type == BURN))
|
||||
adjustBruteLoss(P.damage * 0.5)
|
||||
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.original = locate(new_x, new_y, P.z)
|
||||
P.starting = curloc
|
||||
P.current = curloc
|
||||
P.firer = src
|
||||
P.yo = new_y - curloc.y
|
||||
P.xo = new_x - curloc.x
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
return (..(P))
|
||||
|
||||
|
||||
|
||||
////////////////////////Wraith/////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith
|
||||
name = "Wraith"
|
||||
real_name = "Wraith"
|
||||
desc = "A wicked bladed shell contraption piloted by a bound spirit"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "floating"
|
||||
icon_living = "floating"
|
||||
maxHealth = 75
|
||||
health = 75
|
||||
melee_damage_lower = 25
|
||||
melee_damage_upper = 25
|
||||
attacktext = "slashes"
|
||||
see_in_dark = 7
|
||||
attack_sound = 'sound/weapons/bladeslice.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
|
||||
retreat_distance = 2 //AI wraiths will move in and out of combat
|
||||
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
|
||||
/////////////////////////////Artificer/////////////////////////
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder
|
||||
name = "Artificer"
|
||||
real_name = "Artificer"
|
||||
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "artificer"
|
||||
icon_living = "artificer"
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
response_harm = "viciously beats"
|
||||
harm_intent_damage = 5
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 5
|
||||
attacktext = "rams"
|
||||
environment_smash = 2
|
||||
retreat_distance = 10
|
||||
minimum_distance = 10 //AI artificers will flee like fuck
|
||||
attack_sound = 'sound/weapons/punch2.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/construct/lesser,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/floor,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/pylon,
|
||||
/obj/effect/proc_holder/spell/aoe_turf/conjure/soulstone,
|
||||
/obj/effect/proc_holder/spell/targeted/projectile/magic_missile/lesser)
|
||||
|
||||
playstyle_string = "<b>You are an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, \
|
||||
use magic missile, repair allied constructs (by clicking on them), \
|
||||
<i>and, most important of all,</i> create new constructs by producing soulstones to capture souls, \
|
||||
and shells to place those soulstones into.</b>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/Found(atom/A) //what have we found here?
|
||||
if(istype(A, /mob/living/simple_animal/hostile/construct)) //is it a construct?
|
||||
var/mob/living/simple_animal/hostile/construct/C = A
|
||||
if(C.health < C.maxHealth) //is it hurt? let's go heal it if it is
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
else
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/CanAttack(atom/the_target)
|
||||
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
|
||||
return 0
|
||||
if(Found(the_target) || ..()) //If we Found it or Can_Attack it normally, we Can_Attack it as long as it wasn't invisible
|
||||
return 1 //as a note this shouldn't be added to base hostile mobs because it'll mess up retaliate hostile mobs
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/MoveToTarget(var/list/possible_targets)
|
||||
..()
|
||||
if(isliving(target))
|
||||
var/mob/living/L = target
|
||||
if(istype(L, /mob/living/simple_animal/hostile/construct) && L.health >= L.maxHealth) //is this target an unhurt construct? stop trying to heal it
|
||||
LoseTarget()
|
||||
return 0
|
||||
if(L.health <= melee_damage_lower+melee_damage_upper) //ey bucko you're hurt as fuck let's go hit you
|
||||
retreat_distance = null
|
||||
minimum_distance = 1
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/Aggro()
|
||||
..()
|
||||
if(istype(target, /mob/living/simple_animal/hostile/construct)) //oh the target is a construct no need to flee
|
||||
retreat_distance = null
|
||||
minimum_distance = 1
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/LoseAggro()
|
||||
..()
|
||||
retreat_distance = initial(retreat_distance)
|
||||
minimum_distance = initial(minimum_distance)
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/hostile //actually hostile, will move around, hit things, heal other constructs
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
|
||||
/////////////////////////////Behemoth/////////////////////////
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth
|
||||
name = "Behemoth"
|
||||
real_name = "Behemoth"
|
||||
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 750
|
||||
health = 750
|
||||
speak_emote = list("rumbles")
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 50
|
||||
melee_damage_upper = 50
|
||||
attacktext = "brutally crushes"
|
||||
speed = 5
|
||||
environment_smash = 2
|
||||
attack_sound = 'sound/weapons/punch4.ogg'
|
||||
force_threshold = 11
|
||||
var/energy = 0
|
||||
var/max_energy = 1000
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/Life()
|
||||
weakened = 0
|
||||
return ..()
|
||||
|
||||
|
||||
/////////////////////////////Harvester/////////////////////////
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester
|
||||
name = "Harvester"
|
||||
real_name = "Harvester"
|
||||
desc = "A harbinger of Nar-Sie's enlightenment. It'll be all over soon."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "harvester"
|
||||
icon_living = "harvester"
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
melee_damage_lower = 1
|
||||
melee_damage_upper = 5
|
||||
attacktext = "prods"
|
||||
speed = 0
|
||||
environment_smash = 1
|
||||
see_in_dark = 8
|
||||
attack_sound = 'sound/weapons/tap.ogg'
|
||||
construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
|
||||
retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
|
||||
playstyle_string = "<B>You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
|
||||
Bring those who still cling to this world of illusion back to the master so they may know Truth.</B>"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/Process_Spacemove(var/movement_dir = 0)
|
||||
return 1
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things
|
||||
AIStatus = AI_ON
|
||||
|
||||
|
||||
////////////////Glow////////////////////
|
||||
/mob/living/simple_animal/hostile/construct/proc/updateglow()
|
||||
overlays = 0
|
||||
var/overlay_layer = LIGHTING_LAYER + 1
|
||||
if(layer != MOB_LAYER)
|
||||
overlay_layer=TURF_LAYER+0.2
|
||||
|
||||
overlays += image(icon,"glow-[icon_state]",overlay_layer)
|
||||
set_light(2, -2, l_color = "#FFFFFF")
|
||||
|
||||
////////////////Powers//////////////////
|
||||
|
||||
|
||||
/*
|
||||
/client/proc/summon_cultist()
|
||||
set category = "Behemoth"
|
||||
set name = "Summon Cultist (300)"
|
||||
set desc = "Teleport a cultist to your location"
|
||||
if (istype(usr,/mob/living/simple_animal/hostile/constructbehemoth))
|
||||
|
||||
if(usr.energy<300)
|
||||
to_chat(usr, "\red You do not have enough power stored!")
|
||||
return
|
||||
|
||||
if(usr.stat)
|
||||
return
|
||||
|
||||
usr.energy -= 300
|
||||
var/list/mob/living/cultists = new
|
||||
for(var/datum/mind/H in ticker.mode.cult)
|
||||
if (istype(H.current,/mob/living))
|
||||
cultists+=H.current
|
||||
var/mob/cultist = input("Choose the one who you want to summon", "Followers of Geometer") as null|anything in (cultists - usr)
|
||||
if(!cultist)
|
||||
return
|
||||
if (cultist == usr) //just to be sure.
|
||||
return
|
||||
cultist.loc = usr.loc
|
||||
usr.visible_message("/red [cultist] appears in a flash of red light as [usr] glows with power")*/
|
||||
|
||||
|
||||
///ui stuff
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/armoured/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(250 to INFINITY) healths.icon_state = "juggernaut_health0"
|
||||
if(208 to 249) healths.icon_state = "juggernaut_health1"
|
||||
if(167 to 207) healths.icon_state = "juggernaut_health2"
|
||||
if(125 to 166) healths.icon_state = "juggernaut_health3"
|
||||
if(84 to 124) healths.icon_state = "juggernaut_health4"
|
||||
if(42 to 83) healths.icon_state = "juggernaut_health5"
|
||||
if(1 to 41) healths.icon_state = "juggernaut_health6"
|
||||
else healths.icon_state = "juggernaut_health7"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/behemoth/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(750 to INFINITY) healths.icon_state = "juggernaut_health0"
|
||||
if(625 to 749) healths.icon_state = "juggernaut_health1"
|
||||
if(500 to 624) healths.icon_state = "juggernaut_health2"
|
||||
if(375 to 499) healths.icon_state = "juggernaut_health3"
|
||||
if(250 to 374) healths.icon_state = "juggernaut_health4"
|
||||
if(125 to 249) healths.icon_state = "juggernaut_health5"
|
||||
if(1 to 124) healths.icon_state = "juggernaut_health6"
|
||||
else healths.icon_state = "juggernaut_health7"
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/builder/handle_hud_icons_health()
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(50 to INFINITY) healths.icon_state = "artificer_health0"
|
||||
if(42 to 49) healths.icon_state = "artificer_health1"
|
||||
if(34 to 41) healths.icon_state = "artificer_health2"
|
||||
if(26 to 33) healths.icon_state = "artificer_health3"
|
||||
if(18 to 25) healths.icon_state = "artificer_health4"
|
||||
if(10 to 17) healths.icon_state = "artificer_health5"
|
||||
if(1 to 9) healths.icon_state = "artificer_health6"
|
||||
else healths.icon_state = "artificer_health7"
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/wraith/handle_hud_icons_health()
|
||||
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(75 to INFINITY) healths.icon_state = "wraith_health0"
|
||||
if(62 to 74) healths.icon_state = "wraith_health1"
|
||||
if(50 to 61) healths.icon_state = "wraith_health2"
|
||||
if(37 to 49) healths.icon_state = "wraith_health3"
|
||||
if(25 to 36) healths.icon_state = "wraith_health4"
|
||||
if(12 to 24) healths.icon_state = "wraith_health5"
|
||||
if(1 to 11) healths.icon_state = "wraith_health6"
|
||||
else healths.icon_state = "wraith_health7"
|
||||
|
||||
|
||||
/mob/living/simple_animal/hostile/construct/harvester/handle_hud_icons_health()
|
||||
|
||||
..()
|
||||
if(healths)
|
||||
switch(health)
|
||||
if(150 to INFINITY) healths.icon_state = "harvester_health0"
|
||||
if(125 to 149) healths.icon_state = "harvester_health1"
|
||||
if(100 to 124) healths.icon_state = "harvester_health2"
|
||||
if(75 to 99) healths.icon_state = "harvester_health3"
|
||||
if(50 to 74) healths.icon_state = "harvester_health4"
|
||||
if(25 to 49) healths.icon_state = "harvester_health5"
|
||||
if(1 to 24) healths.icon_state = "harvester_health6"
|
||||
else healths.icon_state = "harvester_health7"
|
||||
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|
After Width: | Height: | Size: 108 KiB |
Reference in New Issue
Block a user