Nuke revamp, some tweaking.

This commit is contained in:
SkyMarshal
2012-01-01 18:58:28 -07:00
parent 77637127ea
commit 755d2d711a
12 changed files with 115 additions and 21 deletions
+1
View File
@@ -113,6 +113,7 @@ var/list/radiochannels = list(
var/list/DEPT_FREQS = list(1351,1355,1357,1359,1213,1441,1349,1347)
var/const/COMM_FREQ = 1353 //command, colored gold in chat window
var/const/SYND_FREQ = 1213
var/NUKE_FREQ = 1199 //Never accessable except on nuke rounds.
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
+15 -10
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@@ -6,7 +6,7 @@
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 3
required_enemies = 3
required_enemies = 2
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
@@ -110,6 +110,9 @@
var/nuke_code = "[rand(10000, 99999)]"
var/leader_selected = 0
var/freq = random_radio_frequency()
radiochannels += list("Nuclear" = freq)
NUKE_FREQ = freq
//var/agent_number = 1
for(var/datum/mind/synd_mind in syndicates)
@@ -126,7 +129,7 @@
//synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
//agent_number++
equip_syndicate(synd_mind.current)
equip_syndicate(synd_mind.current,freq)
update_synd_icons_added(synd_mind)
update_all_synd_icons()
@@ -182,7 +185,7 @@
P.loc = H.loc
else
nuke_code = "code will be proveded later"
nuke_code = "code will be provided later"
synd_mind.current << "Nuclear Explosives 101:\n\tHello and thank you for choosing the Syndicate for your nuclear information needs.\nToday's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.\nFirst and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.\nPressing any button on the compacted bomb will cause it to extend and bolt itself into place.\nIf this is done to unbolt it one must compeltely log in which at this time may not be possible.\nTo make the device functional:\n1. Place bomb in designated detonation zone\n2. Extend and anchor bomb (attack with hand).\n3. Insert Nuclear Auth. Disk into slot.\n4. Type numeric code into keypad ([nuke_code]).\n\tNote: If you make a mistake press R to reset the device.\n5. Press the E button to log onto the device\nYou now have activated the device. To deactivate the buttons at anytime for example when\nyou've already prepped the bomb for detonation remove the auth disk OR press the R ont he keypad.\nNow the bomb CAN ONLY be detonated using the timer. A manual det. is not an option.\n\tNote: Nanotrasen is a pain in the neck.\nToggle off the SAFETY.\n\tNote: You wouldn't believe how many Syndicate Operatives with doctorates have forgotten this step\nSo use the - - and + + to set a det time between 5 seconds and 10 minutes.\nThen press the timer toggle button to start the countdown.\nNow remove the auth. disk so that the buttons deactivate.\n\tNote: THE BOMB IS STILL SET AND WILL DETONATE\nNow before you remove the disk if you need to move the bomb you can:\nToggle off the anchor, move it, and re-anchor.\n\nGood luck. Remember the order:\nDisk, Code, Safety, Timer, Disk, RUN!\nIntelligence Analysts believe that they are hiding the disk in the bridge. Your space ship will not leave until the bomb is armed and timing.\nGood luck!"
return
@@ -204,16 +207,17 @@
/datum/game_mode/proc/random_radio_frequency()
return 1337
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob)
var/radio_freq = random_radio_frequency()
var/tempfreq = 1459
do
tempfreq = rand(1400,1600)
while(tempfreq in radiochannels || (tempfreq > 1441 && tempfreq < 1489))
return tempfreq
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob,radio_freq)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(synd_mob)
R.set_frequency(radio_freq)
R.freerange = 1
synd_mob.equip_if_possible(R, synd_mob.slot_ears)
synd_mob.equip_if_possible(new /obj/item/clothing/under/syndicate(synd_mob), synd_mob.slot_w_uniform)
synd_mob.equip_if_possible(new /obj/item/clothing/shoes/black(synd_mob), synd_mob.slot_shoes)
synd_mob.equip_if_possible(new /obj/item/clothing/suit/armor/vest(synd_mob), synd_mob.slot_wear_suit)
@@ -225,9 +229,10 @@
synd_mob.equip_if_possible(new /obj/item/ammo_magazine/a12mm(synd_mob), synd_mob.slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), synd_mob.slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/gun/projectile/automatic/c20r(synd_mob), synd_mob.slot_belt)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
var/obj/item/weapon/implant/dexplosive/E = new/obj/item/weapon/implant/dexplosive(synd_mob)
E.imp_in = synd_mob
E.implanted = 1
return 1
+8
View File
@@ -49,6 +49,7 @@
//When given the choice, people have been P2W
menu_message += "<A href='byond://?src=\ref[src];buy_item=sleepypen'>Sleepy Pen</A> (4)<BR>" //Terrible -Pete.
menu_message += "<BR>"
menu_message += "<A href='byond://?src=\ref[src];buy_item=imp_exp'>Explosive Implant (with injector)</A> (6)<BR>"
menu_message += "<A href='byond://?src=\ref[src];buy_item=detomatix'>Detomatix Cartridge</A> (3)<BR>"
menu_message += "<A href='byond://?src=\ref[src];buy_item=bomb'>Plastic Explosives</A> (2)<BR>"
menu_message += "<A href='byond://?src=\ref[src];buy_item=powersink'>Power Sink</A> (5)<BR>"
@@ -144,6 +145,13 @@
uses -= 10
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(hostpda))
O.imp = new /obj/item/weapon/implant/uplink(O)
if("imp_exp")
if (src.uses >= 6)
src.uses -= 6
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(hostpda))
O.imp = new /obj/item/weapon/implant/explosive(O)
O.name = "(BIO-HAZARD) BIO-detpack"
O.update()
if("sleepypen")
if (uses >= 4)
uses -= 4
@@ -6,12 +6,12 @@
/obj/item/weapon/plastique/afterattack(atom/target as obj|turf, mob/user as mob, flag)
if (!flag)
return
if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/))
if (istype(target, /turf/unsimulated) || istype(target, /turf/simulated/shuttle) || istype(target, /obj/item/weapon/storage/) || ismob(target))
return
user << "Planting explosives..."
if(ismob(target))
/* if(ismob(target))
user.attack_log += "\[[time_stamp()]\] <font color='red'> [user.real_name] tried planting [name] on [target:real_name] ([target:ckey])</font>"
user.visible_message("\red [user.name] is trying to plant some kind of explosive on [target.name]!")
user.visible_message("\red [user.name] is trying to plant some kind of explosive on [target.name]!") */
if(do_after(user, 50) && in_range(user, target))
user.drop_item()
target = target
@@ -45,8 +45,9 @@
implanted(mob/source as mob)
source.mind.store_memory("Uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [activation_emote] emote, <B>say *[activation_emote]</B> to attempt to activate."
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted uplink implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
@@ -82,11 +83,15 @@ Implant Specifics:<BR>"}
return dat
/obj/item/weapon/implant/explosive
//Nuke Agent Explosive
/obj/item/weapon/implant/dexplosive
name = "explosive"
desc = "And boom goes the weasel."
var/activation_emote = "deathgasp"
var/coded = 0
New()
verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote
get_data()
var/dat = {"
@@ -103,7 +108,7 @@ Implant Specifics:<BR>"}
trigger(emote, source as mob)
if(emote == "deathgasp")
if(emote == activation_emote)
src.activate("death")
return
@@ -114,6 +119,20 @@ Implant Specifics:<BR>"}
if(src.imp_in)
src.imp_in.gib()
proc/set_emote()
set name = "Set Emote"
set category = "Object"
set src in usr
if(coded != 0)
usr << "You've already set up your implant!"
return
activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
usr.mind.store_memory("Explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
usr << "The implanted explosive implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
coded = 1
verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote
return
/obj/item/weapon/implant/chem
@@ -195,3 +214,40 @@ the implant may become unstable and either pre-maturely inject the subject or si
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards NanoTrasen."
return
//BS12 Explosive
/obj/item/weapon/implant/explosive
name = "explosive"
desc = "And boom goes the weasel."
var/phrase = "die"
get_data()
var/dat = {"
<b>Implant Specifications:</b><BR>
<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
<b>Life:</b> Activates upon codephrase.<BR>
<b>Important Notes:</b> Explodes<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
<b>Special Features:</b> Explodes<BR>
<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
return dat
hear_talk(M as mob, var/msg)
if(findtext(msg,phrase))
if(istype(loc, /mob/))
var/mob/T = loc
T.gib()
explosion(find_loc(src), 1, 3, 4, 6, 3)
var/turf/t = find_loc(src)
if(t)
t.hotspot_expose(3500,125)
del(src)
implanted(mob/source as mob)
phrase = input("Choose activation phrase:") as text
usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
@@ -79,7 +79,7 @@
/obj/item/weapon/implantcase/explosive
name = "Glass Case- 'Explosive'"
name = "Glass Case- '(BIO-HAZARD) BIO-detpack'"
desc = "A case containing an explosive implant."
icon = 'items.dmi'
icon_state = "implantcase-r"
@@ -33,6 +33,7 @@
implanted(mob/source as mob)
activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
return
+8 -1
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@@ -48,9 +48,9 @@ SYNDICATE UPLINK
dat += "<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=imp_freedom'>Freedom Implant (with injector)</A> (3)<BR>"
// dat += "<A href='byond://?src=\ref[src];buy_item=paralysispen'>Paralysis Pen</A> (3)<BR>" //Note that this goes to the updated sleepypen now.
dat += "<A href='byond://?src=\ref[src];buy_item=sleepypen'>Sleepy Pen</A> (4)<BR>" //Terrible -Pete. //Reinstated -Skymarshal
dat += "<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=imp_exp'>Explosive Implant (with injector)</A> (6)<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=detomatix'>Detomatix Cartridge</A> (3)<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=bomb'>Plastic Explosives</A> (2)<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=powersink'>Power Sink</A> (5)<BR>"
@@ -133,6 +133,13 @@ SYNDICATE UPLINK
src.uses -= 3
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(src))
O.imp = new /obj/item/weapon/implant/freedom(O)
if("imp_exp")
if (src.uses >= 6)
src.uses -= 6
var/obj/item/weapon/implanter/O = new /obj/item/weapon/implanter(get_turf(src))
O.imp = new /obj/item/weapon/implant/explosive(O)
O.name = "(BIO-HAZARD) BIO-detpack"
O.update()
if("sleepypen")
if (src.uses >= 4)
src.uses -= 4
+4
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@@ -259,6 +259,8 @@
freq_text = "Mining"
if(1347)
freq_text = "Cargo"
if(connection.frequency == NUKE_FREQ)
freq_text = "Agent"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
if(!freq_text)
@@ -269,6 +271,8 @@
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
if (display_freq==NUKE_FREQ)
part_a = "<span class='nukeradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
@@ -15,6 +15,9 @@
if(src.stat == 2.0 && (act != "deathgasp"))
return
if(src.stat != 2.0 && act == "deathgasp" && !src.mind.special_role == "Syndicate")
src << "You are not dead. No."
return
switch(act)
if ("airguitar")
if (!src.restrained())
@@ -187,6 +190,10 @@
message = "<B>[src]</B> seizes up and falls limp, \his eyes dead and lifeless..."
m_type = 1
if ("struckdown")
message = "<B>[src]</B>, Station Dweller, has been struck down."
m_type = 2
if ("giggle")
if (!muzzled)
message = "<B>[src]</B> giggles."
+5
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@@ -102,6 +102,11 @@ h1, h2, h3, h4, h5, h6
color: #6D3F40;
}
.nukeradio
{
color: #FF3300;
}
.alert
{
color: #ff0000;
+1 -1
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@@ -1 +1 @@
traitor
nuclear