Datumizes traitors and mindslaves (#11969)

This commit is contained in:
SteelSlayer
2019-09-21 18:50:03 -05:00
committed by variableundefined
parent eac649d5de
commit 94bb14bb29
15 changed files with 663 additions and 509 deletions
+1
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@@ -10,6 +10,7 @@
// justice if someone's abusing your role
#define ROLE_SYNDICATE "Syndicate"
#define ROLE_TRAITOR "traitor"
#define ROLE_MINDSLAVE "mindslave"
#define ROLE_OPERATIVE "operative"
#define ROLE_CHANGELING "changeling"
#define ROLE_WIZARD "wizard"
+99 -82
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@@ -132,7 +132,13 @@
var/output = "<B>[current.real_name]'s Memories:</B><HR>"
output += memory
if(objectives.len)
if(objectives.len) // Delete this line when we handle objectives in the antag datum
//var/list/all_objectives = objectives
// for(var/datum/antagonist/A in antag_datums) // Uncomment these 5 lines when antags are datumized and the objectives are handled in the antag datum -SteelSlayer
// output += A.antag_memory
// all_objectives |= A.objectives
// if(LAZYLEN(all_objectives))
output += "<HR><B>Objectives:</B><BR>"
output += gen_objective_text()
@@ -149,9 +155,16 @@
else
to_chat(recipient, "<i>[output]</i>")
/datum/mind/proc/get_all_objectives()
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
all_objectives |= A.objectives
return all_objectives
/datum/mind/proc/gen_objective_text(admin = FALSE)
. = ""
var/obj_count = 1
//objectives = get_all_objectives() TODO: Move handling of objectives from the mind to /datum/antagonist/objectives, then we can use this function
for(var/datum/objective/objective in objectives)
. += "<b>Objective #[obj_count]</b>: [objective.explanation_text]"
if(admin)
@@ -327,14 +340,20 @@
/datum/mind/proc/memory_edit_traitor()
. = _memory_edit_header("traitor", list("traitorchan", "traitorvamp"))
if(src in SSticker.mode.traitors)
if(has_antag_datum(/datum/antagonist/traitor))
. += "<b><font color='red'>TRAITOR</font></b>|<a href='?src=[UID()];traitor=clear'>no</a>"
if(objectives.len==0)
. += "<br>Objectives are empty! <a href='?src=[UID()];traitor=autoobjectives'>Randomize</a>!"
. += "<br>Objectives are empty! <a href='?src=[UID()];traitor=autoobjectives'>Randomize!</a>"
else
. += "<a href='?src=[UID()];traitor=traitor'>traitor</a>|<b>NO</b>"
. += _memory_edit_role_enabled(ROLE_TRAITOR)
// Mindslave
. += "<br><b><i>mindslaved</i></b>: "
if(has_antag_datum(/datum/antagonist/mindslave))
. += "<b><font color='red'>MINDSLAVE</font></b>|<a href='?src=[UID()];mindslave=clear'>no</a>"
else
. += "mindslave|<b>NO</b>"
/datum/mind/proc/memory_edit_silicon()
. = "<i><b>Silicon</b></i>: "
@@ -352,7 +371,7 @@
/datum/mind/proc/memory_edit_uplink()
. = ""
if(ishuman(current) && ((src in SSticker.mode.head_revolutionaries) || \
(src in SSticker.mode.traitors) || \
(has_antag_datum(/datum/antagonist/traitor)) || \
(src in SSticker.mode.syndicates)))
. = "Uplink: <a href='?src=[UID()];common=uplink'>give</a>"
var/obj/item/uplink/hidden/suplink = find_syndicate_uplink()
@@ -803,7 +822,8 @@
qdel(flash)
take_uplink()
var/fail = 0
fail |= !SSticker.mode.equip_traitor(current, 1)
var/datum/antagonist/traitor/T = has_antag_datum(/datum/antagonist/traitor)
fail |= !T.equip_traitor(src)
fail |= !SSticker.mode.equip_revolutionary(current)
if(fail)
to_chat(usr, "<span class='warning'>Reequipping revolutionary goes wrong!</span>")
@@ -1142,46 +1162,41 @@
else if(href_list["traitor"])
switch(href_list["traitor"])
if("clear")
if(src in SSticker.mode.traitors)
SSticker.mode.traitors -= src
special_role = null
if(has_antag_datum(/datum/antagonist/traitor))
to_chat(current, "<span class='warning'><FONT size = 3><B>You have been brainwashed! You are no longer a traitor!</B></FONT></span>")
remove_antag_datum(/datum/antagonist/traitor)
log_admin("[key_name(usr)] has de-traitored [key_name(current)]")
message_admins("[key_name_admin(usr)] has de-traitored [key_name_admin(current)]")
if(isAI(current))
var/mob/living/silicon/ai/A = current
A.set_zeroth_law("")
A.show_laws()
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
A.malf_picker.remove_malf_verbs(A)
qdel(A.malf_picker)
SSticker.mode.update_traitor_icons_removed(src)
if("traitor")
if(!(src in SSticker.mode.traitors))
SSticker.mode.traitors += src
var/datum/mindslaves/slaved = new()
slaved.masters += src
som = slaved //we MIGT want to mindslave someone
special_role = SPECIAL_ROLE_TRAITOR
to_chat(current, "<span class='danger'>You are a traitor!</span>")
if(!(has_antag_datum(/datum/antagonist/traitor)))
var/datum/antagonist/traitor/T = new()
T.give_objectives = FALSE
T.should_equip = FALSE
add_antag_datum(T)
log_admin("[key_name(usr)] has traitored [key_name(current)]")
message_admins("[key_name_admin(usr)] has traitored [key_name_admin(current)]")
if(isAI(current))
var/mob/living/silicon/ai/A = current
SSticker.mode.add_law_zero(A)
SEND_SOUND(current, 'sound/ambience/antag/malf.ogg')
else
SEND_SOUND(current, 'sound/ambience/antag/tatoralert.ogg')
SSticker.mode.update_traitor_icons_added(src)
if("autoobjectives")
SSticker.mode.forge_traitor_objectives(src)
var/datum/antagonist/traitor/T = has_antag_datum(/datum/antagonist/traitor)
T.forge_traitor_objectives(src)
to_chat(usr, "<span class='notice'>The objectives for traitor [key] have been generated. You can edit them and announce manually.</span>")
log_admin("[key_name(usr)] has automatically forged objectives for [key_name(current)]")
message_admins("[key_name_admin(usr)] has automatically forged objectives for [key_name_admin(current)]")
else if(href_list["mindslave"])
switch(href_list["mindslave"])
if("clear")
if(has_antag_datum(/datum/antagonist/mindslave))
var/mob/living/carbon/human/H = current
for(var/i in H.contents)
if(istype(i, /obj/item/implant/traitor))
qdel(i)
break
remove_antag_datum(/datum/antagonist/mindslave)
log_admin("[key_name(usr)] has de-mindslaved [key_name(current)]")
message_admins("[key_name_admin(usr)] has de-mindslaved [key_name_admin(current)]")
else if(href_list["shadowling"])
switch(href_list["shadowling"])
if("clear")
@@ -1251,17 +1266,20 @@
var/mob/living/silicon/robot/R = current
if(istype(R))
R.emagged = 0
if(R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
if(R.module)
if(R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
R.clear_supplied_laws()
R.laws = new /datum/ai_laws/crewsimov
log_admin("[key_name(usr)] has un-emagged [key_name(current)]")
message_admins("[key_name_admin(usr)] has un-emagged [key_name_admin(current)]")
@@ -1282,6 +1300,8 @@
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
R.clear_supplied_laws()
R.laws = new /datum/ai_laws/crewsimov
log_admin("[key_name(usr)] has unemagged [key_name(ai)]'s cyborgs")
message_admins("[key_name_admin(usr)] has unemagged [key_name_admin(ai)]'s cyborgs")
@@ -1300,7 +1320,8 @@
message_admins("[key_name_admin(usr)] has unequipped [key_name_admin(current)]")
if("takeuplink")
take_uplink()
memory = null//Remove any memory they may have had.
var/datum/antagonist/traitor/T = has_antag_datum(/datum/antagonist/traitor)
T.antag_memory = "" //Remove any antag memory they may have had (uplink codes, code phrases)
log_admin("[key_name(usr)] has taken [key_name(current)]'s uplink")
message_admins("[key_name_admin(usr)] has taken [key_name_admin(current)]'s uplink")
if("crystals")
@@ -1316,9 +1337,12 @@
log_admin("[key_name(usr)] has set [key_name(current)]'s telecrystals to [crystals]")
message_admins("[key_name_admin(usr)] has set [key_name_admin(current)]'s telecrystals to [crystals]")
if("uplink")
if(!SSticker.mode.equip_traitor(current, !(src in SSticker.mode.traitors)))
to_chat(usr, "<span class='warning'>Equipping a syndicate failed!</span>")
return
if(has_antag_datum(/datum/antagonist/traitor))
var/datum/antagonist/traitor/T = has_antag_datum(/datum/antagonist/traitor)
T.give_codewords()
if(!T.equip_traitor(src))
to_chat(usr, "<span class='warning'>Equipping a syndicate failed!</span>")
return
log_admin("[key_name(usr)] has given [key_name(current)] an uplink")
message_admins("[key_name_admin(usr)] has given [key_name_admin(current)] an uplink")
@@ -1402,13 +1426,8 @@
qdel(H)
/datum/mind/proc/make_Traitor()
if(!(src in SSticker.mode.traitors))
SSticker.mode.traitors += src
special_role = SPECIAL_ROLE_TRAITOR
SSticker.mode.forge_traitor_objectives(src)
SSticker.mode.finalize_traitor(src)
SSticker.mode.greet_traitor(src)
SSticker.mode.update_traitor_icons_added(src)
if(!has_antag_datum(/datum/antagonist/traitor))
add_antag_datum(/datum/antagonist/traitor)
/datum/mind/proc/make_Nuke()
if(!(src in SSticker.mode.syndicates))
@@ -1627,42 +1646,40 @@
if(G)
G.reenter_corpse()
/datum/mind/proc/make_zealot(mob/living/carbon/human/missionary, convert_duration = 6000, team_color = "red")
if(!missionary || !istype(missionary)) //better provide a proper missionary or the rest of this is gonna break
return 0
zealot_master = missionary
var/list/implanters
var/ref = "\ref[missionary.mind]"
if(!(missionary.mind in SSticker.mode.implanter))
SSticker.mode.implanter[ref] = list()
implanters = SSticker.mode.implanter[ref]
SSticker.mode.implanter[missionary.mind] = list()
implanters = SSticker.mode.implanter[missionary.mind]
implanters.Add(src)
SSticker.mode.implanted.Add(src)
SSticker.mode.implanted[src] = missionary.mind
//ticker.mode.implanter[missionary.mind] += src
SSticker.mode.implanter[ref] = implanters
SSticker.mode.implanter[missionary.mind] = implanters
SSticker.mode.traitors += src
special_role = "traitor"
var/datum/objective/protect/zealot_objective = new
zealot_objective.target = missionary.mind
zealot_objective.owner = src
zealot_objective.explanation_text = "Obey every order from and protect [missionary.real_name], the [missionary.mind.assigned_role == missionary.mind.special_role ? (missionary.mind.special_role) : (missionary.mind.assigned_role)]."
var/datum/antagonist/mindslave/S = new()
S.add_objective(zealot_objective)
add_antag_datum(S)
var/datum/antagonist/traitor/T = missionary.mind.has_antag_datum(/datum/antagonist)
T.update_traitor_icons_added(missionary.mind)
to_chat(current, "<span class='warning'><B>You're now a loyal zealot of [missionary.name]!</B> You now must lay down your life to protect [missionary.p_them()] and assist in [missionary.p_their()] goals at any cost.</span>")
var/datum/objective/protect/mindslave/MS = new
MS.owner = src
MS.target = missionary.mind
MS.explanation_text = "Obey every order from and protect [missionary.real_name], the [missionary.mind.assigned_role == missionary.mind.special_role ? (missionary.mind.special_role) : (missionary.mind.assigned_role)]."
objectives += MS
for(var/datum/objective/objective in objectives)
to_chat(current, "<B>Objective #1</B>: [objective.explanation_text]")
SSticker.mode.update_traitor_icons_added(missionary.mind)
SSticker.mode.update_traitor_icons_added(src)//handles datahuds/observerhuds
if(missionary.mind.som)//do not add if not a traitor..and you just picked up a robe and staff in the hall...
var/datum/mindslaves/slaved = missionary.mind.som
som = slaved
slaved.serv += current
slaved.add_serv_hud(missionary.mind, "master") //handles master servent icons
slaved.add_serv_hud(src, "mindslave")
var/datum/mindslaves/slaved = missionary.mind.som
som = slaved
slaved.serv += current
slaved.add_serv_hud(missionary.mind, "master") //handles master servent icons
slaved.add_serv_hud(src, "mindslave")
var/obj/item/clothing/under/jumpsuit = null
if(ishuman(current)) //only bother with the jumpsuit stuff if we are a human type, since we won't have the slot otherwise
@@ -1679,7 +1696,7 @@
/datum/mind/proc/remove_zealot(obj/item/clothing/under/jumpsuit = null)
if(!zealot_master) //if they aren't a zealot, we can't remove their zealot status, obviously. don't bother with the rest so we don't confuse them with the messages
return
SSticker.mode.remove_traitor_mind(src)
remove_antag_datum(/datum/antagonist/mindslave)
add_attack_logs(zealot_master, current, "Lost control of zealot")
zealot_master = null
@@ -1689,8 +1706,8 @@
var/mob/living/carbon/human/H = current
H.update_inv_w_uniform(0,0)
to_chat(current, "<span class='warning'>You seem to have forgotten the events of the past 10 minutes or so, and your head aches a bit as if someone beat it savagely with a stick.</span>")
to_chat(current, "<span class='warning'>This means you don't remember who you were working for or what you were doing.</span>")
to_chat(current, "<span class='warning'><b>You seem to have forgotten the events of the past 10 minutes or so, and your head aches a bit as if someone beat it savagely with a stick.</b></span>")
to_chat(current, "<span class='warning'><b>This means you don't remember who you were working for or what you were doing.</b></span>")
/datum/mind/proc/is_revivable() //Note, this ONLY checks the mind.
if(damnation_type)
+1 -21
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@@ -128,28 +128,8 @@
var/mob/living/newtraitor = newtraitormind.current
//message_admins("[newtraitor.real_name] is the new Traitor.")
forge_traitor_objectives(newtraitor.mind)
if(istype(newtraitor, /mob/living/silicon))
SEND_SOUND(newtraitor, 'sound/ambience/antag/malf.ogg')
add_law_zero(newtraitor)
else
SEND_SOUND(newtraitor, 'sound/ambience/antag/tatoralert.ogg')
equip_traitor(newtraitor)
traitors += newtraitor.mind
to_chat(newtraitor, "<span class='danger'>ATTENTION:</span> It is time to pay your debt to the Syndicate...")
to_chat(newtraitor, "<B>You are now a traitor.</B>")
newtraitor.mind.special_role = SPECIAL_ROLE_TRAITOR
var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
tatorhud.join_hud(newtraitor)
set_antag_hud(newtraitor, "hudsyndicate")
var/obj_count = 1
to_chat(newtraitor, "<span class='notice'>Your current objectives:</span>")
for(var/datum/objective/objective in newtraitor.mind.objectives)
to_chat(newtraitor, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
newtraitor.mind.add_antag_datum(/datum/antagonist/traitor)
//else
//message_admins("No new traitor being added.")
//else
+1
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@@ -63,6 +63,7 @@ var/list/potential_theft_objectives = subtypesof(/datum/theft_objective) - /datu
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/assassinate/check_completion()
if(target && target.current)
+14 -308
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@@ -16,9 +16,10 @@
required_enemies = 1
recommended_enemies = 4
var/list/datum/mind/pre_traitors = list()
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
var/antag_datum = /datum/antagonist/traitor //what type of antag to create
/datum/game_mode/traitor/announce()
to_chat(world, "<B>The current game mode is - Traitor!</B>")
@@ -47,158 +48,23 @@
if(!possible_traitors.len)
break
var/datum/mind/traitor = pick(possible_traitors)
traitors += traitor
traitor.special_role = SPECIAL_ROLE_TRAITOR
var/datum/mindslaves/slaved = new()
slaved.masters += traitor
traitor.som = slaved //we MIGT want to mindslave someone
pre_traitors += traitor
traitor.restricted_roles = restricted_jobs
possible_traitors.Remove(traitor)
if(!traitors.len)
if(!pre_traitors.len)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in traitors)
forge_traitor_objectives(traitor)
update_traitor_icons_added(traitor)
spawn(rand(10,100))
finalize_traitor(traitor)
greet_traitor(traitor)
modePlayer += traitors
for(var/datum/mind/traitor in pre_traitors)
var/datum/antagonist/traitor/new_antag = new antag_datum()
addtimer(CALLBACK(traitor, /datum/mind.proc/add_antag_datum, new_antag), rand(10,100))
if(!exchange_blue)
exchange_blue = -1 //Block latejoiners from getting exchange objectives
..()
/datum/game_mode/proc/forge_traitor_objectives(datum/mind/traitor)
if(istype(traitor.current, /mob/living/silicon))
var/objective_count = 0
if(prob(30))
var/special_pick = rand(1,2)
switch(special_pick)
if(1)
var/datum/objective/block/block_objective = new
block_objective.owner = traitor
traitor.objectives += block_objective
objective_count++
if(2) //Protect and strand a target
var/datum/objective/protect/yandere_one = new
yandere_one.owner = traitor
traitor.objectives += yandere_one
yandere_one.find_target()
traitor.targets += yandere_one.target
objective_count++
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = traitor
yandere_two.target = yandere_one.target
traitor.objectives += yandere_two
objective_count++
for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
traitor.targets += kill_objective.target
var/datum/objective/survive/survive_objective = new
survive_objective.owner = traitor
traitor.objectives += survive_objective
else
var/is_hijacker = prob(10)
var/martyr_chance = prob(20)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
if(!exchange_blue && traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!exchange_red)
exchange_red = traitor
else
exchange_blue = traitor
assign_exchange_role(exchange_red)
assign_exchange_role(exchange_blue)
var/list/active_ais = active_ais()
for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
if(prob(50))
if(active_ais.len && prob(100/GLOB.player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = traitor
destroy_objective.find_target()
traitor.objectives += destroy_objective
traitor.targets += destroy_objective.target
else if(prob(5))
var/datum/objective/debrain/debrain_objective = new
debrain_objective.owner = traitor
debrain_objective.find_target()
traitor.objectives += debrain_objective
traitor.targets += debrain_objective.target
else if(prob(30))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = traitor
maroon_objective.find_target()
traitor.objectives += maroon_objective
traitor.targets += maroon_objective.target
else
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
traitor.targets += kill_objective.target
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = traitor
steal_objective.find_target()
traitor.objectives += steal_objective
traitor.targets += steal_objective.steal_target
if(is_hijacker && objective_count <= config.traitor_objectives_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
if(!(locate(/datum/objective/hijack) in traitor.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = traitor
traitor.objectives += hijack_objective
return
var/martyr_compatibility = 1 //You can't succeed in stealing if you're dead.
for(var/datum/objective/O in traitor.objectives)
if(!O.martyr_compatible)
martyr_compatibility = 0
break
if(martyr_compatibility && martyr_chance)
var/datum/objective/die/martyr_objective = new
martyr_objective.owner = traitor
traitor.objectives += martyr_objective
return
else
if(!(locate(/datum/objective/escape) in traitor.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = traitor
traitor.objectives += escape_objective
return
/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
if(istype(traitor.current, /mob/living/silicon))
SEND_SOUND(traitor.current, 'sound/ambience/antag/malf.ogg')
else
SEND_SOUND(traitor.current, 'sound/ambience/antag/tatoralert.ogg')
to_chat(traitor.current, "<B><font size=3 color=red>You are the traitor.</font></B>")
var/obj_count = 1
for(var/datum/objective/objective in traitor.objectives)
to_chat(traitor.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
return
/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)
if(istype(traitor.current, /mob/living/silicon))
add_law_zero(traitor.current)
else
equip_traitor(traitor.current)
return
/datum/game_mode/traitor/declare_completion()
..()
@@ -212,28 +78,6 @@
objective.check_completion()
return 0
/datum/game_mode/proc/give_codewords(mob/living/traitor_mob)
to_chat(traitor_mob, "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>")
to_chat(traitor_mob, "<B>Code Phrase</B>: <span class='danger'>[GLOB.syndicate_code_phrase]</span>")
to_chat(traitor_mob, "<B>Code Response</B>: <span class='danger'>[GLOB.syndicate_code_response]</span>")
traitor_mob.mind.store_memory("<b>Code Phrase</b>: [GLOB.syndicate_code_phrase]")
traitor_mob.mind.store_memory("<b>Code Response</b>: [GLOB.syndicate_code_response]")
to_chat(traitor_mob, "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe.")
/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
var/law = "Accomplish your objectives at all costs."
var/law_borg = "Accomplish your AI's objectives at all costs."
to_chat(killer, "<b>Your laws have been changed!</b>")
killer.set_zeroth_law(law, law_borg)
to_chat(killer, "New law: 0. [law]")
give_codewords(killer)
killer.set_syndie_radio()
to_chat(killer, "Your radio has been upgraded! Use :t to speak on an encrypted channel with Syndicate Agents!")
killer.verbs += /mob/living/silicon/ai/proc/choose_modules
killer.malf_picker = new /datum/module_picker
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
@@ -292,149 +136,11 @@
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
feedback_add_details("traitor_success","FAIL")
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
text += "<br><br><b>The code phrases were:</b> <span class='danger'>[phrases]</span><br>\
<b>The code responses were:</b> <span class='danger'>[responses]</span><br><br>"
to_chat(world, text)
return 1
/datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0)
if(!istype(traitor_mob))
return
. = 1
if(traitor_mob.mind)
if(traitor_mob.mind.assigned_role == "Clown")
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
traitor_mob.mutations.Remove(CLUMSY)
var/datum/action/innate/toggle_clumsy/A = new
A.Grant(traitor_mob)
// find a radio! toolbox(es), backpack, belt, headset
var/obj/item/R = locate(/obj/item/pda) in traitor_mob.contents //Hide the uplink in a PDA if available, otherwise radio
if(!R)
R = locate(/obj/item/radio) in traitor_mob.contents
if(!R)
to_chat(traitor_mob, "Unfortunately, the Syndicate wasn't able to get you a radio.")
. = 0
else
if(istype(R, /obj/item/radio))
// generate list of radio freqs
var/obj/item/radio/target_radio = R
var/freq = PUBLIC_LOW_FREQ
var/list/freqlist = list()
while(freq <= PUBLIC_HIGH_FREQ)
if(freq < 1451 || freq > 1459)
freqlist += freq
freq += 2
if((freq % 2) == 0)
freq += 1
freq = freqlist[rand(1, freqlist.len)]
var/obj/item/uplink/hidden/T = new(R)
target_radio.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
target_radio.traitor_frequency = freq
to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [T.loc]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features.")
traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name] [T.loc]).")
else if(istype(R, /obj/item/pda))
// generate a passcode if the uplink is hidden in a PDA
var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
var/obj/item/uplink/hidden/T = new(R)
R.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
var/obj/item/pda/P = R
P.lock_code = pda_pass
to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [T.loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features.")
traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [T.loc]).")
if(!safety)//If they are not a rev. Can be added on to.
give_codewords(traitor_mob)
/datum/game_mode/proc/remove_traitor(datum/mind/traitor_mind)
if(traitor_mind in traitors)
SSticker.mode.traitors -= traitor_mind
traitor_mind.special_role = null
traitor_mind.current.create_attack_log("<span class='danger'>De-traitored</span>")
if(issilicon(traitor_mind.current))
to_chat(traitor_mind.current, "<span class='userdanger'>You have been turned into a robot! You are no longer a traitor.</span>")
else
to_chat(traitor_mind.current, "<span class='userdanger'>You have been brainwashed! You are no longer a traitor.</span>")
SSticker.mode.update_traitor_icons_removed(traitor_mind)
/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
tatorhud.join_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, "hudsyndicate")
/datum/game_mode/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
tatorhud.leave_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, null)
/datum/game_mode/proc/remove_traitor_mind(datum/mind/traitor_mind, datum/mind/head)
if(traitor_mind in implanted)
//var/list/removal
var/ref = "\ref[head]"
if(ref in implanter)
implanter[ref] -= traitor_mind
implanted -= traitor_mind
traitors -= traitor_mind
if(traitor_mind.som)
var/datum/mindslaves/slaved = traitor_mind.som
slaved.serv -= traitor_mind
traitor_mind.special_role = null
traitor_mind.som = null
slaved.leave_serv_hud(traitor_mind)
for(var/datum/objective/protect/mindslave/MS in traitor_mind.objectives)
traitor_mind.objectives -= MS
update_traitor_icons_removed(traitor_mind)
if(issilicon(traitor_mind.current))
to_chat(traitor_mind.current, "<span class='userdanger'>You have been turned into a robot! You are no longer a mindslave.</span>")
else
to_chat(traitor_mind.current, "<span class='userdanger'>You are no longer a mindslave: you have complete and free control of your own faculties, once more!</span>")
/datum/game_mode/proc/assign_exchange_role(var/datum/mind/owner)
//set faction
var/faction = "red"
if(owner == exchange_blue)
faction = "blue"
//Assign objectives
var/datum/objective/steal/exchange/exchange_objective = new
exchange_objective.set_faction(faction,((faction == "red") ? exchange_blue : exchange_red))
exchange_objective.owner = owner
owner.objectives += exchange_objective
if(prob(20))
var/datum/objective/steal/exchange/backstab/backstab_objective = new
backstab_objective.set_faction(faction)
backstab_objective.owner = owner
owner.objectives += backstab_objective
//Spawn and equip documents
var/mob/living/carbon/human/mob = owner.current
var/obj/item/folder/syndicate/folder
if(owner == exchange_red)
folder = new/obj/item/folder/syndicate/red(mob.locs)
else
folder = new/obj/item/folder/syndicate/blue(mob.locs)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
var/where = "At your feet"
var/equipped_slot = mob.equip_in_one_of_slots(folder, slots)
if(equipped_slot)
where = "In your [equipped_slot]"
to_chat(mob, "<BR><BR><span class='info'>[where] is a folder containing <b>secret documents</b> that another Syndicate group wants. We have set up a meeting with one of their agents on station to make an exchange. Exercise extreme caution as they cannot be trusted and may be hostile.</span><BR>")
mob.update_icons()
-2
View File
@@ -430,8 +430,6 @@
SSticker.mode.add_cultist(occupant.mind)
SSticker.mode.update_cult_icons_added() //So the icon actually appears
SSticker.mode.update_cult_comms_added(H.mind) //So the comms actually appears
if((H.mind in SSticker.mode.implanter) || (H.mind in SSticker.mode.implanted))
SSticker.mode.update_traitor_icons_added(H.mind) //So the icon actually appears
if(H.mind.vampire)
H.mind.vampire.update_owner(H)
if((H.mind in SSticker.mode.vampire_thralls) || (H.mind in SSticker.mode.vampire_enthralled))
+7 -16
View File
@@ -57,9 +57,6 @@
return
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/N = M
SSticker.mode.equip_traitor(N)
SSticker.mode.traitors += N.mind
N.mind.special_role = SPECIAL_ROLE_TRAITOR
var/objective = "Free Objective"
switch(rand(1,100))
if(1 to 50)
@@ -74,23 +71,17 @@
objective = "Kill all monkeys aboard the station."
else
objective = "Make certain at least 80% of the station evacuates on the shuttle."
var/datum/objective/custom_objective = new(objective)
custom_objective.owner = N.mind
N.mind.objectives += custom_objective
var/datum/objective/escape/escape_objective = new
escape_objective.owner = N.mind
N.mind.objectives += escape_objective
var/datum/antagonist/traitor/T = new()
T.give_objectives = FALSE
T.add_objective(custom_objective)
T.add_objective(/datum/objective/escape)
N.mind.add_antag_datum(T)
to_chat(M, "<B>You have joined the ranks of the Syndicate and become a traitor to the station!</B>")
message_admins("[key_name_admin(N)] has accepted a traitor objective from a syndicate beacon.")
var/obj_count = 1
for(var/datum/objective/OBJ in M.mind.objectives)
to_chat(M, "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]")
obj_count++
src.add_fingerprint(usr)
src.updateUsrDialog()
@@ -619,6 +619,7 @@
/obj/item/nullrod/missionary_staff/proc/do_convert(mob/living/carbon/human/target, mob/living/carbon/human/missionary)
var/convert_duration = 6000 //10 min
if(!target || !ishuman(target) || !missionary || !ishuman(missionary))
return
if(ismindslave(target) || target.mind.zealot_master) //mindslaves and zealots override the staff because the staff is just a temporary mindslave
@@ -17,64 +17,65 @@
return dat
/obj/item/implant/traitor/implant(mob/M, mob/user)
if(!M.mind) // If the target is catatonic or doesn't have a mind, don't let them use it
to_chat(user, "<span class='warning'><i>This person doesn't have a mind for you to slave!</i></span>")
return 0
if(!activated) //So you can't just keep taking it out and putting it back into other people.
var/mob/living/carbon/human/H = M
if(ismindslave(H))
H.visible_message("<span class='warning'>[H] seems to resist the implant!</span>", "<span class='warning'>You feel a strange sensation in your head that quickly dissipates.</span>")
var/mob/living/carbon/human/mindslave_target = M
if(ismindslave(mindslave_target))
mindslave_target.visible_message("<span class='warning'>[mindslave_target] seems to resist the implant!</span>", "<span class='warning'>You feel a strange sensation in your head that quickly dissipates.</span>")
qdel(src)
return -1
if(..())
var/list/implanters
var/ref = "\ref[user.mind]"
if(!ishuman(M))
if(!ishuman(mindslave_target))
return 0
if(!M.mind)
if(!mindslave_target.mind)
return 0
if(M == user)
if(mindslave_target == user)
to_chat(user, "<span class='notice'>Making yourself loyal to yourself was a great idea! Perhaps even the best idea ever! Actually, you just feel like an idiot.</span>")
if(isliving(user))
var/mob/living/L = user
L.adjustBrainLoss(20)
removed(M)
removed(mindslave_target)
qdel(src)
return -1
if(ismindshielded(mindslave_target))
mindslave_target.visible_message("<span class='warning'>[mindslave_target] seems to resist the implant!</span>", "<span class='warning'>You feel a strange sensation in your head that quickly dissipates.</span>")
removed(mindslave_target)
qdel(src)
return -1
if(ismindshielded(H))
H.visible_message("<span class='warning'>[H] seems to resist the implant!</span>", "<span class='warning'>You feel a strange sensation in your head that quickly dissipates.</span>")
removed(M)
qdel(src)
return -1
H.implanting = 1
to_chat(H, "<span class='notice'>You feel completely loyal to [user.name].</span>")
mindslave_target.implanting = 1
to_chat(mindslave_target, "<span class='notice'>You feel completely loyal to [user.name].</span>")
if(!(user.mind in SSticker.mode.implanter))
SSticker.mode.implanter[ref] = list()
implanters = SSticker.mode.implanter[ref]
implanters.Add(H.mind)
SSticker.mode.implanted.Add(H.mind)
SSticker.mode.implanted[H.mind] = user.mind
//SSticker.mode.implanter[user.mind] += H.mind
SSticker.mode.implanter[ref] = implanters
SSticker.mode.traitors += H.mind
H.mind.special_role = SPECIAL_ROLE_TRAITOR
to_chat(H, "<span class='warning'><B>You're now completely loyal to [user.name]!</B> You now must lay down your life to protect [user.p_them()] and assist in [user.p_their()] goals at any cost.</span>")
SSticker.mode.implanter[user.mind] = list()
implanters = SSticker.mode.implanter[user.mind]
implanters.Add(mindslave_target.mind)
SSticker.mode.implanted.Add(mindslave_target.mind)
SSticker.mode.implanted[mindslave_target.mind] = user.mind
SSticker.mode.implanter[user.mind] = implanters
SSticker.mode.traitors += mindslave_target.mind
to_chat(mindslave_target, "<span class='warning'><B>You're now completely loyal to [user.name]!</B> You now must lay down your life to protect [user.p_them()] and assist in [user.p_their()] goals at any cost.</span>")
var/datum/objective/protect/mindslave/MS = new
MS.owner = H.mind
MS.owner = mindslave_target.mind
MS.target = user.mind
MS.explanation_text = "Obey every order from and protect [user.real_name], the [user.mind.assigned_role == user.mind.special_role ? (user.mind.special_role) : (user.mind.assigned_role)]."
H.mind.objectives += MS
for(var/datum/objective/objective in H.mind.objectives)
to_chat(H, "<B>Objective #1</B>: [objective.explanation_text]")
var/datum/antagonist/mindslave/S = new()
S.add_objective(MS)
mindslave_target.mind.add_antag_datum(S)
SSticker.mode.update_traitor_icons_added(user.mind)
SSticker.mode.update_traitor_icons_added(H.mind)//handles datahuds/observerhuds
var/datum/mindslaves/slaved = user.mind.som
mindslave_target.mind.som = slaved
slaved.serv += mindslave_target
slaved.add_serv_hud(user.mind, "master") //handles master servent icons
slaved.add_serv_hud(mindslave_target.mind, "mindslave")
if(user.mind.som)//do not add if not a traitor..and you just picked up an implanter in the hall...
var/datum/mindslaves/slaved = user.mind.som
H.mind.som = slaved
slaved.serv += H
slaved.add_serv_hud(user.mind, "master") //handles master servent icons
slaved.add_serv_hud(H.mind, "mindslave")
log_admin("[key_name(user)] has mind-slaved [key_name(H)].")
log_admin("[key_name(user)] has mind-slaved [key_name(mindslave_target)].")
activated = 1
if(jobban_isbanned(M, ROLE_SYNDICATE))
SSticker.mode.replace_jobbanned_player(M, ROLE_SYNDICATE)
@@ -83,6 +84,7 @@
/obj/item/implant/traitor/removed(mob/target)
if(..())
SSticker.mode.remove_traitor_mind(target.mind)
target.mind.remove_antag_datum(/datum/antagonist/mindslave)
to_chat(target, "<span class='warning'>You are no longer a mindslave: you have complete and free control of your own faculties, once more!</span>")
return 1
return 0
return 0
+23 -33
View File
@@ -1963,37 +1963,39 @@
usr.client.create_eventmob_for(H, 1)
logmsg = "hunter."
if("Crew Traitor")
if(!H.mind)
to_chat(usr, "<span class='warning'><i>This mob has no mind!</i></span>")
return
var/list/possible_traitors = list()
for(var/mob/living/player in GLOB.living_mob_list)
if(player.client && player.mind && !player.mind.special_role && player.stat != DEAD && player != H)
if(ishuman(player))
if(player.client && player.mind && player.stat != DEAD && player != H)
if(ishuman(player) && !player.mind.special_role)
if(player.client && (ROLE_TRAITOR in player.client.prefs.be_special) && !jobban_isbanned(player, ROLE_TRAITOR) && !jobban_isbanned(player, "Syndicate"))
possible_traitors += player.mind
for(var/datum/mind/player in possible_traitors)
if(player.current)
if(ismindshielded(player.current))
possible_traitors -= player
if(possible_traitors.len)
var/datum/mind/newtraitormind = pick(possible_traitors)
var/mob/living/newtraitor = newtraitormind.current
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = newtraitormind
var/datum/objective/assassinate/kill_objective = new()
kill_objective.target = H.mind
kill_objective.explanation_text = "Assassinate [H.real_name], the [H.mind.assigned_role]."
newtraitormind.objectives += kill_objective
SSticker.mode.equip_traitor(newtraitor)
SSticker.mode.traitors |= newtraitor.mind
to_chat(newtraitor, "<span class='danger'>ATTENTION:</span> It is time to pay your debt to the Syndicate...")
to_chat(newtraitor, "<B>You are now a traitor.</B>")
to_chat(newtraitor, "<B>Goal: <span class='danger'>KILL [H.real_name]</span>, currently in [get_area(H.loc)]</B>");
newtraitor.mind.special_role = SPECIAL_ROLE_TRAITOR
var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
tatorhud.join_hud(newtraitor)
set_antag_hud(newtraitor, "hudsyndicate")
kill_objective.owner = newtraitormind
kill_objective.explanation_text = "Assassinate [H.mind], the [H.mind.assigned_role]"
var/datum/antagonist/traitor/T = new()
T.give_objectives = FALSE
T.add_objective(kill_objective)
to_chat(newtraitormind, "<span class='danger'>ATTENTION:</span> It is time to pay your debt to the Syndicate...")
to_chat(newtraitormind, "<B>Goal: <span class='danger'>KILL [H.real_name]</span>, currently in [get_area(H.loc)]</B>")
newtraitormind.add_antag_datum(T)
else
to_chat(usr, "ERROR: Failed to create a traitor.")
return
logmsg = "crew traitor."
if("Floor Cluwne")
var/turf/T = get_turf(M)
var/mob/living/simple_animal/hostile/floor_cluwne/FC = new /mob/living/simple_animal/hostile/floor_cluwne(T)
@@ -2687,28 +2689,16 @@
return
feedback_inc("admin_secrets_fun_used",1)
feedback_add_details("admin_secrets_fun_used","TA([objective])")
for(var/mob/living/carbon/human/H in GLOB.player_list)
if(H.stat == 2 || !H.client || !H.mind) continue
if(is_special_character(H)) continue
//traitorize(H, objective, 0)
SSticker.mode.traitors += H.mind
H.mind.special_role = SPECIAL_ROLE_TRAITOR
var/datum/objective/new_objective = new
new_objective.owner = H
new_objective.explanation_text = objective
H.mind.objectives += new_objective
SSticker.mode.greet_traitor(H.mind)
//ticker.mode.forge_traitor_objectives(H.mind)
SSticker.mode.finalize_traitor(H.mind)
H.mind.add_antag_datum(/datum/antagonist/traitor)
for(var/mob/living/silicon/A in GLOB.player_list)
SSticker.mode.traitors += A.mind
A.mind.special_role = SPECIAL_ROLE_TRAITOR
var/datum/objective/new_objective = new
new_objective.owner = A
new_objective.explanation_text = objective
A.mind.objectives += new_objective
SSticker.mode.greet_traitor(A.mind)
SSticker.mode.finalize_traitor(A.mind)
A.mind.add_antag_datum(/datum/antagonist/traitor)
message_admins("<span class='notice'>[key_name_admin(usr)] used everyone is a traitor secret. Objective is [objective]</span>", 1)
log_admin("[key_name(usr)] used everyone is a traitor secret. Objective is [objective]")
+7 -5
View File
@@ -440,9 +440,11 @@ Traitors and the like can also be revived with the previous role mostly intact.
//Now for special roles and equipment.
switch(new_character.mind.special_role)
if("traitor")
SSjobs.AssignRank(new_character, new_character.mind.assigned_role, 0)
SSjobs.EquipRank(new_character, new_character.mind.assigned_role, 1)
SSticker.mode.equip_traitor(new_character)
if(new_character.mind.has_antag_datum(/datum/antagonist/traitor))
var/datum/antagonist/traitor/T = new_character.mind.has_antag_datum(/datum/antagonist/traitor)
T.equip_traitor(src)
else
new_character.mind.add_antag_datum(/datum/antagonist/traitor)
if("Wizard")
new_character.loc = pick(wizardstart)
//ticker.mode.learn_basic_spells(new_character)
@@ -462,13 +464,13 @@ Traitors and the like can also be revived with the previous role mostly intact.
if("Cyborg")//More rigging to make em' work and check if they're traitor.
new_character = new_character.Robotize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
new_character.mind.add_antag_datum(/datum/antagonist/traitor)
if("AI")
new_character = new_character.AIize()
var/mob/living/silicon/ai/ai_character = new_character
ai_character.moveToAILandmark()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
new_character.mind.add_antag_datum(/datum/antagonist/traitor)
//Add aliens.
else
SSjobs.AssignRank(new_character, new_character.mind.assigned_role, 0)
@@ -0,0 +1,45 @@
// For Mindslaves and Zealots
/datum/antagonist/mindslave
name = "Mindslave"
roundend_category = "mindslaves"
job_rank = ROLE_MINDSLAVE
var/special_role = ROLE_MINDSLAVE
/datum/antagonist/mindslave/on_gain()
// Handling mindslave objectives on top of other antag objective sucks, so Im just gonna do it like this
to_chat(owner.current, "<b>New Objective:</b> [objectives[objectives.len].explanation_text]")
/datum/antagonist/mindslave/on_removal()
if(owner.som)
var/datum/mindslaves/slaved = owner.som
slaved.serv -= owner
slaved.leave_serv_hud(owner)
antag_memory = ""
owner.special_role = null
..()
/datum/antagonist/mindslave/apply_innate_effects()
. = ..()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/slave_mob = owner.current
if(slave_mob && istype(slave_mob))
to_chat(slave_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
slave_mob.mutations.Remove(CLUMSY)
/datum/antagonist/mindslave/remove_innate_effects()
. = ..()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/slave_mob = owner.current
if(slave_mob && istype(slave_mob))
slave_mob.mutations.Add(CLUMSY)
/datum/antagonist/mindslave/proc/add_objective(datum/objective/O)
objectives += O
/datum/antagonist/mindslave/proc/remove_objective(datum/objective/O)
objectives -= O
@@ -0,0 +1,418 @@
#define TRAITOR_HUMAN "human"
#define TRAITOR_AI "AI"
// For "Actual traitors"
/datum/antagonist/traitor
name = "Traitor"
roundend_category = "traitors"
job_rank = ROLE_TRAITOR
var/special_role = ROLE_TRAITOR
var/give_objectives = TRUE
var/should_give_codewords = TRUE
var/should_equip = TRUE
var/traitor_kind = TRAITOR_HUMAN
var/list/assigned_targets = list() // This includes assassinate as well as steal objectives. prevents duplicate objectives
/datum/antagonist/traitor/on_gain()
if(owner.current && isAI(owner.current))
traitor_kind = TRAITOR_AI
var/datum/mindslaves/slaved = new()
slaved.masters += owner
owner.som = slaved //we MIGHT want to mindslave someone
SSticker.mode.traitors += owner
owner.special_role = special_role
if(give_objectives)
forge_traitor_objectives()
if(!silent)
greet()
update_traitor_icons_added()
finalize_traitor()
/datum/antagonist/traitor/on_removal()
//Remove malf powers.
if(traitor_kind == TRAITOR_AI && owner.current && isAI(owner.current))
var/mob/living/silicon/ai/A = owner.current
A.clear_zeroth_law()
A.common_radio.channels.Remove("Syndicate") // De-traitored AIs can still state laws over the syndicate channel without this
A.laws.sorted_laws = A.laws.inherent_laws.Copy() // AI's 'notify laws' button will still state a law 0 because sorted_laws contains it
A.show_laws()
A.malf_picker.remove_malf_verbs(A)
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
qdel(A.malf_picker)
if(owner.som)
var/datum/mindslaves/slaved = owner.som
slaved.masters -= owner
slaved.serv -= owner
owner.som = null
slaved.leave_serv_hud(owner)
assigned_targets.Cut()
SSticker.mode.traitors -= owner
owner.special_role = null
update_traitor_icons_removed()
if(!silent && owner.current)
antag_memory = ""
to_chat(owner.current,"<span class='userdanger'> You are no longer a [special_role]! </span>")
..()
/datum/antagonist/traitor/apply_innate_effects()
. = ..()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
traitor_mob.mutations.Remove(CLUMSY)
/datum/antagonist/traitor/remove_innate_effects()
. = ..()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
traitor_mob.mutations.Add(CLUMSY)
// Adding/removing objectives in the owner's mind until we can datumize all antags. Then we can use the /datum/antagonist/objectives var to handle them
// Change "owner.objectives" to "objectives" once objectives are handled in antag datums instead of the mind
/datum/antagonist/traitor/proc/add_objective(datum/objective/O)
owner.objectives += O
/datum/antagonist/traitor/proc/remove_objective(datum/objective/O)
owner.objectives -= O
/datum/antagonist/traitor/proc/forge_traitor_objectives()
switch(traitor_kind)
if(TRAITOR_AI)
forge_ai_objectives()
else
forge_human_objectives()
/datum/antagonist/traitor/proc/forge_human_objectives()
var/is_hijacker = prob(10)
var/martyr_chance = prob(20)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!SSticker.mode.exchange_red)
SSticker.mode.exchange_red = owner
else
SSticker.mode.exchange_blue = owner
assign_exchange_role(SSticker.mode.exchange_red)
assign_exchange_role(SSticker.mode.exchange_blue)
objective_count += 1 //Exchange counts towards number of objectives
var/objective_amount = config.traitor_objectives_amount
if(is_hijacker && objective_count <= objective_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
if (!(locate(/datum/objective/hijack) in objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = owner
add_objective(hijack_objective)
return
for(var/i = objective_count, i < objective_amount)
i += forge_single_objective()
var/martyr_compatibility = 1 //You can't succeed in stealing if you're dead.
for(var/datum/objective/O in owner.objectives)
if(!O.martyr_compatible)
martyr_compatibility = 0
break
if(martyr_compatibility && martyr_chance)
var/datum/objective/die/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
return
if(!(locate(/datum/objective/escape) in objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
return
/datum/antagonist/traitor/proc/forge_ai_objectives()
var/objective_count = 0
var/try_again = TRUE
if(prob(30))
objective_count += forge_single_objective()
for(var/i = objective_count, i < config.traitor_objectives_amount)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
if("[kill_objective.target]" in assigned_targets) // In the rare case the game can't find a target for the AI thats not a duplicate
if(try_again) // It will attempt to location another target ONCE
try_again = FALSE // This code will really only come into play on lowpop rounds where getting duplicate targets is more common
continue
assigned_targets.Add("[kill_objective.target]")
add_objective(kill_objective)
i += 1
var/datum/objective/survive/survive_objective = new
survive_objective.owner = owner
add_objective(survive_objective)
/datum/antagonist/traitor/proc/forge_single_objective()
switch(traitor_kind)
if(TRAITOR_AI)
return forge_single_AI_objective()
else
return forge_single_human_objective()
/datum/antagonist/traitor/proc/forge_single_human_objective() // Returns how many objectives are added
. = 1
if(prob(50))
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = owner
destroy_objective.find_target()
if("[destroy_objective]" in assigned_targets) // Is this target already in their list of assigned targets? If so, don't add this objective and return
return 0
else if(destroy_objective.target) // Is the target a real one and not null? If so, add it to our list of targets to avoid duplicate targets
assigned_targets.Add("[destroy_objective.target]") // This logic is applied to all traitor objectives including steal objectives
add_objective(destroy_objective)
else if(prob(5))
var/datum/objective/debrain/debrain_objective = new
debrain_objective.owner = owner
debrain_objective.find_target()
if("[debrain_objective]" in assigned_targets)
return 0
else if(debrain_objective.target)
assigned_targets.Add("[debrain_objective.target]")
add_objective(debrain_objective)
else if(prob(30))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = owner
maroon_objective.find_target()
if("[maroon_objective]" in assigned_targets)
return 0
else if(maroon_objective.target)
assigned_targets.Add("[maroon_objective.target]")
add_objective(maroon_objective)
else
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
if("[kill_objective.target]" in assigned_targets)
return 0
else if(kill_objective.target)
assigned_targets.Add("[kill_objective.target]")
add_objective(kill_objective)
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
if("[steal_objective.steal_target]" in assigned_targets)
return 0
else if(steal_objective.steal_target)
assigned_targets.Add("[steal_objective.steal_target]")
add_objective(steal_objective)
/datum/antagonist/traitor/proc/forge_single_AI_objective()
. = 1
var/special_pick = rand(1,2)
switch(special_pick)
if(1) // AI hijack
var/datum/objective/block/block_objective = new
block_objective.owner = owner
add_objective(block_objective)
if(2) // Protect and strand a target
var/datum/objective/protect/yandere_one = new
yandere_one.owner = owner
yandere_one.find_target()
if("[yandere_one.target]" in assigned_targets)
return 0
else if(yandere_one.target)
assigned_targets.Add("[yandere_one.target]")
add_objective(yandere_one)
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = owner
yandere_two.target = yandere_one.target
yandere_two.explanation_text = "Prevent [yandere_one.target], the [yandere_one.target.assigned_role] from escaping alive."
add_objective(yandere_two)
/datum/antagonist/traitor/greet()
to_chat(owner.current, "<B><font size=3 color=red>You are a [owner.special_role]!</font></B>")
if(!LAZYLEN(owner.objectives)) // Remove "owner" when objectives are handled in the datum
to_chat(owner.current, "<span>You don't have any objectives right now.</span>")
else
owner.announce_objectives()
if(should_give_codewords)
give_codewords()
/datum/antagonist/traitor/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = huds[ANTAG_HUD_TRAITOR]
traitorhud.join_hud(owner.current, null)
set_antag_hud(owner.current, "hudsyndicate")
/datum/antagonist/traitor/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = huds[ANTAG_HUD_TRAITOR]
traitorhud.leave_hud(owner.current, null)
set_antag_hud(owner.current, null)
/datum/antagonist/traitor/proc/finalize_traitor()
switch(traitor_kind)
if(TRAITOR_AI)
add_law_zero()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
var/mob/living/silicon/ai/A = owner.current
A.show_laws()
if(TRAITOR_HUMAN)
if(should_equip)
equip_traitor()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
/datum/antagonist/traitor/proc/give_codewords()
if(!owner.current)
return
var/mob/traitor_mob = owner.current
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
to_chat(traitor_mob, "<U><B>The Syndicate have provided you with the following codewords to identify fellow agents:</B></U>")
to_chat(traitor_mob, "<B>Code Phrase: <span class='danger'>[phrases]</span></B>")
to_chat(traitor_mob, "<B>Code Response: <span class='danger'>[responses]</span></B>")
antag_memory += "<b>Code Phrase</b>: <span class='red'>[phrases]</span><br>"
antag_memory += "<b>Code Response</b>: <span class='red'>[responses]</span><br>"
to_chat(traitor_mob, "Use the codewords during regular conversation to identify other agents. Proceed with caution, however, as everyone is a potential foe.")
/datum/antagonist/traitor/proc/add_law_zero()
var/mob/living/silicon/ai/killer = owner.current
if(!killer || !istype(killer))
return
var/law = "Accomplish your objectives at all costs."
var/law_borg = "Accomplish your AI's objectives at all costs."
killer.set_zeroth_law(law, law_borg)
killer.set_syndie_radio()
to_chat(killer, "Your radio has been upgraded! Use :t to speak on an encrypted channel with Syndicate Agents!")
killer.add_malf_picker()
/datum/antagonist/traitor/proc/equip_traitor()
if(traitor_kind == TRAITOR_HUMAN)
var/mob/living/carbon/human/traitor_mob = owner.current
// find a radio! toolbox(es), backpack, belt, headset
var/obj/item/R = locate(/obj/item/pda) in traitor_mob.contents //Hide the uplink in a PDA if available, otherwise radio
if(!R)
R = locate(/obj/item/radio) in traitor_mob.contents
if(!R)
to_chat(traitor_mob, "Unfortunately, the Syndicate wasn't able to get you a radio.")
. = 0
else
if(istype(R, /obj/item/radio))
// generate list of radio freqs
var/obj/item/radio/target_radio = R
var/freq = PUBLIC_LOW_FREQ
var/list/freqlist = list()
while(freq <= PUBLIC_HIGH_FREQ)
if(freq < 1451 || freq > 1459)
freqlist += freq
freq += 2
if((freq % 2) == 0)
freq += 1
freq = freqlist[rand(1, freqlist.len)]
var/obj/item/uplink/hidden/T = new(R)
target_radio.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
target_radio.traitor_frequency = freq
to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features.")
traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name]).")
else if(istype(R, /obj/item/pda))
// generate a passcode if the uplink is hidden in a PDA
var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
var/obj/item/uplink/hidden/T = new(R)
R.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
var/obj/item/pda/P = R
P.lock_code = pda_pass
to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features.")
antag_memory += ("<B>Uplink Passcode:</B> [pda_pass] ([R.name].")
return 1
/datum/antagonist/traitor/proc/assign_exchange_role(var/datum/mind/owner)
//set faction
var/faction = "red"
if(owner == SSticker.mode.exchange_blue)
faction = "blue"
//Assign objectives
var/datum/objective/steal/exchange/exchange_objective = new
exchange_objective.set_faction(faction,((faction == "red") ? SSticker.mode.exchange_blue : SSticker.mode.exchange_red))
exchange_objective.owner = owner
owner.objectives += exchange_objective
if(prob(20))
var/datum/objective/steal/exchange/backstab/backstab_objective = new
backstab_objective.set_faction(faction)
backstab_objective.owner = owner
owner.objectives += backstab_objective
//Spawn and equip documents
var/mob/living/carbon/human/mob = owner.current
var/obj/item/folder/syndicate/folder
if(owner == SSticker.mode.exchange_red)
folder = new/obj/item/folder/syndicate/red(mob.locs)
else
folder = new/obj/item/folder/syndicate/blue(mob.locs)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
var/where = "At your feet"
var/equipped_slot = mob.equip_in_one_of_slots(folder, slots)
if(equipped_slot)
where = "In your [equipped_slot]"
to_chat(mob, "<BR><BR><span class='info'>[where] is a folder containing <b>secret documents</b> that another Syndicate group wants. We have set up a meeting with one of their agents on station to make an exchange. Exercise extreme caution as they cannot be trusted and may be hostile.</span><BR>")
mob.update_icons()
/datum/antagonist/traitor/roundend_report_footer()
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
var message = "<br><b>The code phrases were:</b> <span class='bluetext'>[phrases]</span><br>\
<b>The code responses were:</b> <span class='redtext'>[responses]</span><br>"
return message
+1 -1
View File
@@ -740,7 +740,7 @@
/obj/machinery/power/apc/proc/get_malf_status(mob/living/silicon/ai/malf)
if(istype(malf) && malf.malf_picker)
if(istype(malf) && malf.mind.has_antag_datum(/datum/antagonist/traitor))
if(malfai == (malf.parent || malf))
if(occupier == malf)
return 3 // 3 = User is shunted in this APC
+2
View File
@@ -1236,6 +1236,8 @@
#include "code\modules\antagonists\_common\antag_hud.dm"
#include "code\modules\antagonists\_common\antag_spawner.dm"
#include "code\modules\antagonists\_common\antag_team.dm"
#include "code\modules\antagonists\traitor\datum_mindslave.dm"
#include "code\modules\antagonists\traitor\datum_traitor.dm"
#include "code\modules\antagonists\wishgranter\wishgranter.dm"
#include "code\modules\arcade\arcade_base.dm"
#include "code\modules\arcade\arcade_prize.dm"