From 9e8aa9cecbd1e527c5a9dd90f68827cba0f3d13d Mon Sep 17 00:00:00 2001 From: Kyep Date: Sat, 30 Dec 2017 14:21:08 -0800 Subject: [PATCH] willing player checks, SST tidy-up/parity/refactor, 'font' removals --- code/__DEFINES/role_preferences.dm | 1 + code/__HELPERS/game.dm | 14 ++++ code/game/jobs/job_exp.dm | 3 +- code/modules/admin/verbs/striketeam.dm | 48 ++++++------ .../admin/verbs/striketeam_syndicate.dm | 74 +++++++++---------- 5 files changed, 71 insertions(+), 69 deletions(-) diff --git a/code/__DEFINES/role_preferences.dm b/code/__DEFINES/role_preferences.dm index 257e12f4093..adb645fe112 100644 --- a/code/__DEFINES/role_preferences.dm +++ b/code/__DEFINES/role_preferences.dm @@ -40,6 +40,7 @@ #define ROLE_NYMPH "Dionaea" #define ROLE_GSPIDER "giant spider" #define ROLE_DRONE "drone" +#define ROLE_DEATHSQUAD "deathsquad" //Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR. //The gamemode specific ones are just so the gamemodes can query whether a player is old enough diff --git a/code/__HELPERS/game.dm b/code/__HELPERS/game.dm index 082d473010d..29ecdca0ef3 100644 --- a/code/__HELPERS/game.dm +++ b/code/__HELPERS/game.dm @@ -490,6 +490,20 @@ proc/pollCandidates(Question, be_special_type, antag_age_check = 0, poll_time = return candidates +/proc/pollCandidatesByKeyWithVeto(adminclient, adminusr, max_slots, Question, be_special_type, antag_age_check = 0, poll_time = 300, ignore_respawnability = 0, min_hours = 0) + var/list/willing_ghosts = pollCandidates(Question, be_special_type, antag_age_check, poll_time, ignore_respawnability, min_hours) + var/list/candidate_ckeys = list() + var/list/selected_ckeys = list() + if(!willing_ghosts.len) + return selected_ckeys + for(var/mob/dead/observer/G in willing_ghosts) + candidate_ckeys += G.key + for(var/i = max_slots, (i > 0 && candidate_ckeys.len), i--) + var/this_ckey = input("Pick players. This will go on until there either no more ghosts to pick from or the slots are full.", "Candidates") as null|anything in candidate_ckeys + candidate_ckeys -= this_ckey + selected_ckeys += this_ckey + return selected_ckeys + /proc/window_flash(client/C) if(ismob(C)) var/mob/M = C diff --git a/code/game/jobs/job_exp.dm b/code/game/jobs/job_exp.dm index 3c17c6f0107..552654245dd 100644 --- a/code/game/jobs/job_exp.dm +++ b/code/game/jobs/job_exp.dm @@ -1,11 +1,12 @@ // Playtime requirements for special roles (hours) var/global/list/role_playtime_requirements = list( - // CREW-FRIENDLY ROLES + // NT ROLES ROLE_PAI = 0, ROLE_POSIBRAIN = 5, // Same as cyborg job. ROLE_SENTIENT = 5, ROLE_ERT = 10, // High, because they're team-based, and we want ERT to be robust + ROLE_DEATHSQUAD = 10, ROLE_TRADER = 5, ROLE_DRONE = 10, // High, because they're like mini engineering cyborgs that can ignore the AI, ventcrawl, and respawn themselves diff --git a/code/modules/admin/verbs/striketeam.dm b/code/modules/admin/verbs/striketeam.dm index a152992c8af..be49d81ca64 100644 --- a/code/modules/admin/verbs/striketeam.dm +++ b/code/modules/admin/verbs/striketeam.dm @@ -5,15 +5,17 @@ var/global/sent_strike_team = 0 /client/proc/strike_team() if(!ticker) - to_chat(usr, "The game hasn't started yet!") + to_chat(usr, "The game hasn't started yet!") return if(sent_strike_team == 1) - to_chat(usr, "CentComm is already sending a team.") + to_chat(usr, "CentComm is already sending a team.") return if(alert("Do you want to send in the CentComm death squad? Once enabled, this is irreversible.",,"Yes","No")!="Yes") return alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. The first one selected/spawned will be the team leader.") + message_admins("[key_name_admin(usr)] has started to spawn a CentComm DeathSquad.", 1) + var/input = null while(!input) input = sanitize(copytext(input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", ""),1,MAX_MESSAGE_LEN)) @@ -25,13 +27,7 @@ var/global/sent_strike_team = 0 to_chat(usr, "Looks like someone beat you to it.") return - sent_strike_team = 1 - - shuttle_master.cancelEvac() - var/commando_number = commandos_possible //for selecting a leader - var/is_leader = TRUE // set to FALSE after leader is spawned - - //Code for spawning a nuke auth code. + // Find the nuclear auth code var/nuke_code var/temp_code for(var/obj/machinery/nuclearbomb/N in world) @@ -40,29 +36,27 @@ var/global/sent_strike_team = 0 nuke_code = N.r_code break - //Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos. - var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world. - var/list/commandos = list() //actual commando ghosts as picked by the user. - for(var/mob/dead/observer/G in player_list) - if(!G.client.is_afk()) - if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) - candidates += G.key - for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected. - var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate. - candidates -= candidate //Subtract from candidates. - commandos += candidate//Add their ghost to commandos. + // Find ghosts willing to be DS + var/list/commando_ckeys = pollCandidatesByKeyWithVeto(src, usr, commandos_possible, "Join the DeathSquad?",, 21, 600, 1, role_playtime_requirements[ROLE_DEATHSQUAD]) + if(!commando_ckeys.len) + to_chat(usr, "Nobody volunteered to join the DeathSquad.") + return - //Spawns commandos and equips them. + sent_strike_team = 1 + + // Spawns commandos and equips them. + var/commando_number = commandos_possible //for selecting a leader + var/is_leader = TRUE // set to FALSE after leader is spawned for(var/obj/effect/landmark/L in landmarks_list) if(commando_number<=0) break if(L.name == "Commando") spawn(0) var/use_ds_borg = FALSE - var/ghost_key // Ghost that we intend to put into the commando. Can remain undefined if we don't have one. - if(commandos.len) - ghost_key = pick(commandos) - commandos -= ghost_key + var/ghost_key // Ghost ckey that we intend to put into the commando. Can remain undefined if we don't have one. + if(commando_ckeys.len) + ghost_key = pick(commando_ckeys) + commando_ckeys -= ghost_key if(!is_leader) var/new_gender = alert(src, "Select Deathsquad Type.", "DS Character Generation", "Organic", "Cyborg") if(new_gender == "Cyborg") @@ -99,7 +93,7 @@ var/global/sent_strike_team = 0 if(nuke_code) new_commando.mind.store_memory("Nuke Code: [nuke_code].") new_commando.mind.store_memory("Mission: [input].") - to_chat(new_commando, "You are a Special Ops [!is_leader ? "commando" : "TEAM LEADER"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: [input]") + to_chat(new_commando, "You are a Special Ops [is_leader ? "TEAM LEADER" : "commando"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: [input]") is_leader = FALSE commando_number-- @@ -121,7 +115,7 @@ var/global/sent_strike_team = 0 new /obj/effect/spawner/newbomb/timer/syndicate(L.loc) qdel(L) - message_admins("[key_name_admin(usr)] has spawned a CentComm strike squad.", 1) + message_admins("[key_name_admin(usr)] has spawned a CentComm DeathSquad.", 1) log_admin("[key_name(usr)] used Spawn Death Squad.") return 1 diff --git a/code/modules/admin/verbs/striketeam_syndicate.dm b/code/modules/admin/verbs/striketeam_syndicate.dm index 744db24ab85..9db6f9e6d3d 100644 --- a/code/modules/admin/verbs/striketeam_syndicate.dm +++ b/code/modules/admin/verbs/striketeam_syndicate.dm @@ -17,7 +17,9 @@ var/global/sent_syndicate_strike_team = 0 return if(alert("Do you want to send in the Syndicate Strike Team? Once enabled, this is irreversible.",,"Yes","No")=="No") return - alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.") + alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned syndicates have internals cameras which are viewable through a monitor inside the Syndicate Mothership Bridge. Assigning the team's detailed task is recommended from there. The first one selected/spawned will be the team leader.") + + message_admins("[key_name_admin(usr)] has started to spawn a Syndicate Strike Team.", 1) var/input = null while(!input) @@ -30,15 +32,10 @@ var/global/sent_syndicate_strike_team = 0 to_chat(src, "Looks like someone beat you to it.") return - sent_syndicate_strike_team = 1 - - //if(emergency_shuttle.can_recall()) - // emergency_shuttle.recall() //why, exactly? Admins can do this themselves. - var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader - var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned. + var/is_leader = TRUE // set to FALSE after leader is spawned -//Code for spawning a nuke auth code. + // Find the nuclear auth code var/nuke_code var/temp_code for(var/obj/machinery/nuclearbomb/N in world) @@ -47,29 +44,23 @@ var/global/sent_syndicate_strike_team = 0 nuke_code = N.r_code break -//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos. - var/list/candidates = list() //candidates for being a commando out of all the active ghosts in world. - var/list/commandos = list() //actual commando ghosts as picked by the user. - for(var/mob/dead/observer/G in player_list) - if(!G.client.holder && !G.client.is_afk()) //Whoever called/has the proc won't be added to the list. - if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD)) - candidates += G.key - for(var/i=commandos_possible,(i>0&&candidates.len),i--)//Decrease with every commando selected. - var/candidate = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates //It will auto-pick a person when there is only one candidate. - candidates -= candidate //Subtract from candidates. - commandos += candidate//Add their ghost to commandos. + // Find ghosts willing to be SST + var/list/commando_ckeys = pollCandidatesByKeyWithVeto(src, usr, syndicate_commandos_possible, "Join the Syndicate Strike Team?",, 21, 600, 1, role_playtime_requirements[ROLE_DEATHSQUAD]) + if(!commando_ckeys.len) + to_chat(usr, "Nobody volunteered to join the SST.") + return -//Spawns commandos and equips them. + sent_syndicate_strike_team = 1 + + //Spawns commandos and equips them. for(var/obj/effect/landmark/L in landmarks_list) if(syndicate_commando_number<=0) break if(L.name == "Syndicate-Commando") - syndicate_leader_selected = syndicate_commando_number == 1?1:0 + var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, is_leader) - var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected) - - if(commandos.len) - new_syndicate_commando.key = pick(commandos) - commandos -= new_syndicate_commando.key + if(commando_ckeys.len) + new_syndicate_commando.key = pick(commando_ckeys) + commando_ckeys -= new_syndicate_commando.key new_syndicate_commando.internal = new_syndicate_commando.s_store new_syndicate_commando.update_action_buttons_icon() @@ -78,8 +69,9 @@ var/global/sent_syndicate_strike_team = 0 new_syndicate_commando.mind.store_memory("Nuke Code: [nuke_code].") new_syndicate_commando.mind.store_memory("Mission: [input].") - to_chat(new_syndicate_commando, "You are an Elite Syndicate. [!syndicate_leader_selected ? "commando" : "LEADER"] in the service of the Syndicate. \nYour current mission is: [input]") + to_chat(new_syndicate_commando, "You are an Elite Syndicate [is_leader ? "TEAM LEADER" : "commando"] in the service of the Syndicate. \nYour current mission is: [input]") new_syndicate_commando.faction += "syndicate" + is_leader = FALSE syndicate_commando_number-- for(var/obj/effect/landmark/L in landmarks_list) @@ -91,14 +83,14 @@ var/global/sent_syndicate_strike_team = 0 log_admin("[key_name(usr)] used Spawn Syndicate Squad.") feedback_add_details("admin_verb","SDTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! -/client/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0) +/client/proc/create_syndicate_death_commando(obj/spawn_location, is_leader = FALSE) var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc) var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major") var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major") var/syndicate_commando_name = pick(last_names) var/datum/preferences/A = new()//Randomize appearance for the commando. - if(syndicate_leader_selected) + if(is_leader) A.age = rand(35,45) A.real_name = "[syndicate_commando_leader_rank] [syndicate_commando_name]" else @@ -112,26 +104,26 @@ var/global/sent_syndicate_strike_team = 0 new_syndicate_commando.mind.assigned_role = "MODE" new_syndicate_commando.mind.special_role = SPECIAL_ROLE_SYNDICATE_DEATHSQUAD ticker.mode.traitors |= new_syndicate_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list. - new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected) + new_syndicate_commando.equip_syndicate_commando(is_leader) qdel(spawn_location) return new_syndicate_commando -/mob/living/carbon/human/proc/equip_syndicate_commando(syndicate_leader_selected = 0) +/mob/living/carbon/human/proc/equip_syndicate_commando(is_leader = FALSE) var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt/syndteam(src) R.set_frequency(SYNDTEAM_FREQ) equip_to_slot_or_del(R, slot_l_ear) equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(src), slot_w_uniform) equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/syndie/advance(src), slot_shoes) - if(!syndicate_leader_selected) - equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/strike(src), slot_wear_suit) - else + if(is_leader) equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/red/strike(src), slot_wear_suit) - equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves) - if(!syndicate_leader_selected) - equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/strike(src), slot_head) else + equip_to_slot_or_del(new /obj/item/clothing/suit/space/syndicate/black/strike(src), slot_wear_suit) + equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(src), slot_gloves) + if(is_leader) equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/red/strike(src), slot_head) + else + equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/syndicate/black/strike(src), slot_head) equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(src), slot_wear_mask) equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal(src), slot_glasses) @@ -142,12 +134,12 @@ var/global/sent_syndicate_strike_team = 0 equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/combat/nanites(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_in_backpack) - if(!syndicate_leader_selected) - equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack) - equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_in_backpack) - else + if(is_leader) equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack) + else + equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_in_backpack) + equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_in_backpack) equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store) equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)