Datumizes traitors and mindslaves (#11969)

This commit is contained in:
SteelSlayer
2019-09-21 16:50:03 -07:00
committed by variableundefined
parent eac649d5de
commit 94bb14bb29
15 changed files with 663 additions and 509 deletions
@@ -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