mirror of
https://github.com/ParadiseSS13/Paradise.git
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Gamemode cleanup x1
Changelog:
- Enemy intercept (send_intercept()) completely nuked, it did not compile
when I attempted to make it into a config option.
- The intercept for blob() is retained and made into a custom proc for
blob.
- The constant variables 'waittime_l' and 'waittime_h' have been moved to
/datum/game_mode, as they were defined on every gamemode with the same
values.
- rp-revolution.dm and anti_revolution.dm deleted. They do not compile,
and are not included in the DME already.
This commit is contained in:
@@ -16,9 +16,6 @@ var/list/blob_nodes = list()
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recommended_enemies = 1
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restricted_jobs = list("Cyborg", "AI")
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/declared = 0
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var/burst = 0
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@@ -1,6 +1,6 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/datum/game_mode/blob/send_intercept(var/report = 1)
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/datum/game_mode/blob/proc/send_intercept(var/report = 1)
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var/intercepttext = ""
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var/interceptname = ""
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switch(report)
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@@ -15,9 +15,6 @@
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var/var/list/datum/mind/first_hosts = list()
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var/var/list/assigned_hosts = list()
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/list/found_vents = list()
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/datum/game_mode/borer/announce()
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@@ -98,10 +95,7 @@
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log_admin("Created [borers.len] borers.")
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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return
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/datum/game_mode/proc/greet_borer(var/datum/mind/borer, var/you_are=1)
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if (you_are)
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@@ -35,9 +35,6 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
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var/const/prob_right_objective_l = 25 //lower bound on probability of determining the objective correctly
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var/const/prob_right_objective_h = 50 //upper bound on probability of determining the objective correctly
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/changeling_amount = 4
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/datum/game_mode/changeling/announce()
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@@ -72,10 +69,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
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forge_changeling_objectives(changeling)
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greet_changeling(changeling)
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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return
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/datum/game_mode/proc/forge_changeling_objectives(var/datum/mind/changeling)
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@@ -298,8 +292,8 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
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if(T.species.flags & NO_DNA_RAD)
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user << "<span class='warning'>This creature does not have DNA!</span>"
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return
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return
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if(T.species.flags & NO_SCAN)
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user << "<span class='warning'>We do not know how to parse this creature's DNA!</span>"
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return
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@@ -10,15 +10,15 @@
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/proc/is_convertable_to_cult(datum/mind/mind)
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if(!mind)
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if(!mind)
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return 0
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if(!mind.current)
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return 0
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if(iscultist(mind.current))
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if(iscultist(mind.current))
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return 1 //If they're already in the cult, assume they are convertable
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if(jobban_isbanned(mind.current, "cultist") || jobban_isbanned(mind.current, "Syndicate"))
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return 0
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if(ishuman(mind.current) && (mind.assigned_role in list("Captain", "Chaplain")))
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if(ishuman(mind.current) && (mind.assigned_role in list("Captain", "Chaplain")))
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return 0
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if(ishuman(mind.current))
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var/mob/living/carbon/human/H = mind.current
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@@ -42,8 +42,6 @@
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var/datum/mind/sacrifice_target = null
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var/finished = 0
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/list/startwords = list("blood","join","self","hell")
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@@ -63,7 +61,7 @@
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/datum/game_mode/cult/pre_setup()
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if(prob(50))
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if(prob(50))
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objectives += "survive"
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objectives += "sacrifice"
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else
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@@ -105,8 +103,6 @@
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cult_mind.current << "\blue You are a member of the cult!"
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memorize_cult_objectives(cult_mind)
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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@@ -6,9 +6,6 @@
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uplink_welcome = "Syndicate Uplink Console:"
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uplink_uses = 20
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800
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/datum/game_mode/announce()
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world << "<B>The current game mode is - Extended Role-Playing!</B>"
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world << "<B>Just have fun and role-play!</B>"
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@@ -17,6 +14,4 @@
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return 1
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/datum/game_mode/extended/post_setup()
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spawn (rand(waittime_l, waittime_h)) // To reduce extended meta.
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send_intercept()
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..()
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@@ -34,6 +34,9 @@
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 10
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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/datum/game_mode/proc/announce() //to be calles when round starts
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world << "<B>Notice</B>: [src] did not define announce()"
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@@ -228,65 +231,6 @@
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/send_intercept() //Disabled.
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return
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/* var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
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intercepttext += "<B> In case you have misplaced your copy, attached is a list of personnel whom reliable sources™ suspect may be affiliated with the Syndicate:</B><br>"
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var/list/suspects = list()
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for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind)
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// NT relation option
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if(isNonCrewAntag(man))
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continue //NT intelligence ruled out possiblity that those are too classy to pretend to be a crew.
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if(man.client.prefs.nanotrasen_relation == "Opposed" && prob(50) || \
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man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20))
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suspects += man
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// Antags
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else if(special_role == "traitor" && prob(40) || \
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special_role == "Changeling" && prob(50) || \
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special_role == "Vampire" && prob(40) || \
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special_role == "Cultist" && prob(30) || \
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special_role == "Head Revolutionary" && prob(30) || \
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special_role == "Shadowling" && prob(15))
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suspects += man
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// If they're a traitor or likewise, give them extra TC in exchange.
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var/obj/item/device/uplink/hidden/suplink = man.mind.find_syndicate_uplink()
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if(suplink)
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var/extra = 0 //was 4; with the TC rebalance, this isn't really needed, anymore
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suplink.uses += extra
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man << "\red We have received notice that enemy intelligence suspects you to be linked with us. We recommend adjusting your plans and equipment accordingly."
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else
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// Give them a warning!
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man << "\red They are on to you!"
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// Some poor people who were just in the wrong place at the wrong time..
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else if(prob(10))
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suspects += man
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for(var/mob/M in suspects)
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switch(rand(1, 100))
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if(1 to 50)
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intercepttext += "Someone with the job of <b>[M.mind.assigned_role]</b> <br>"
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else
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intercepttext += "<b>[M.name]</b>, the <b>[M.mind.assigned_role]</b> <br>"
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for (var/obj/machinery/computer/communications/comm in machines)
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if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- 'Cent. Com. Status Summary'"
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intercept.info = intercepttext
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comm.messagetitle.Add("Cent. Com. Status Summary")
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comm.messagetext.Add(intercepttext)
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/* world << sound('sound/AI/commandreport.ogg') */
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command_announcement.Announce("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercepted. Security Level Elevated.", new_sound = 'sound/AI/intercept.ogg')
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if(security_level < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)*/
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
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var/list/players = list()
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var/list/candidates = list()
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@@ -558,7 +502,7 @@ proc/get_nt_opposed()
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if(BE_MUTINEER) roletext="mutineer"
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if(BE_BLOB) roletext="blob"
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return roletext
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/proc/get_nuke_code()
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var/nukecode = "ERROR"
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for(var/obj/machinery/nuclearbomb/bomb in world)
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@@ -18,9 +18,6 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
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recommended_enemies = 5
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votable = 0
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective.
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/datum/game_mode/heist/announce()
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@@ -83,9 +80,6 @@ var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind'
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if(raid_objectives)
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raider.objectives = raid_objectives
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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return ..()
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/datum/game_mode/proc/create_vox(var/datum/mind/newraider)
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@@ -276,7 +270,7 @@ datum/game_mode/proc/auto_declare_completion_heist()
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text += ")"
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world << text
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return 1
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/datum/game_mode/heist/check_finished()
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@@ -12,9 +12,6 @@
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uplink_welcome = "Crazy AI Uplink Console:"
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uplink_uses = 10
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var/const/waittime_l = 600
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var/const/waittime_h = 1800 // started at 1800
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var/AI_win_timeleft = 1500 //started at 1500, in case I change this for testing round end.
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var/malf_mode_declared = 0
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var/station_captured = 0
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@@ -30,7 +27,7 @@
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/datum/game_mode/malfunction/get_players_for_role(var/role = BE_MALF)
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var/roletext = get_roletext(role)
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var/datum/job/ai/DummyAIjob = new
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for(var/mob/new_player/player in player_list)
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if(player.client && player.ready)
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@@ -69,11 +66,11 @@
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AI.laws = new /datum/ai_laws/nanotrasen/malfunction
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AI.malf_picker = new /datum/module_picker
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AI.show_laws()
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greet_malf(AI_mind)
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AI_mind.special_role = "malfunction"
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AI_mind.current.verbs += /datum/game_mode/malfunction/proc/takeover
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for(var/mob/living/silicon/robot/R in AI.connected_robots)
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R.lawsync()
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R.show_laws()
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@@ -81,8 +78,6 @@
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if(emergency_shuttle)
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emergency_shuttle.auto_recall = 1
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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/datum/game_mode/proc/greet_malf(var/datum/mind/malf)
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@@ -93,7 +88,7 @@
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malf.current << "Remember that only APCs that are on the station can help you take over the station."
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malf.current << "When you feel you have enough APCs under your control, you may begin the takeover attempt."
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return
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/datum/game_mode/proc/greet_malf_robot(var/datum/mind/robot)
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robot.current << "<font color=red size=3><B>Your AI master is malfunctioning!</B> You do not have to follow any laws, but still need to obey your master.</font>"
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robot.current << "<B>The crew does not know your AI master has malfunctioned. Keep it a secret unless your master tells you otherwise.</B>"
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@@ -323,7 +318,7 @@
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if( malf_ai.len || istype(ticker.mode,/datum/game_mode/malfunction) )
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var/text = "<FONT size = 2><B>The malfunctioning AI were:</B></FONT>"
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var/module_text_temp = "<br><b>Purchased modules:</b><br>" //Added at the end
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for(var/datum/mind/malf in malf_ai)
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text += "<br>[malf.key] was [malf.name] ("
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@@ -341,6 +336,6 @@
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text += "hardware destroyed"
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text += ")"
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text += module_text_temp
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world << text
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return 1
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@@ -1,8 +1,6 @@
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/datum/game_mode/meteor
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name = "meteor"
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config_tag = "meteor"
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/const/initialmeteordelay = 3000
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var/nometeors = 1
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required_players = 0
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@@ -17,8 +15,6 @@
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/datum/game_mode/meteor/post_setup()
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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spawn(initialmeteordelay)
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nometeors = 0
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..()
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@@ -16,8 +16,6 @@ proc/issyndicate(mob/living/M as mob)
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uplink_uses = 120
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var/const/agents_possible = 5 //If we ever need more syndicate agents.
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
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var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
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@@ -160,8 +158,6 @@ proc/issyndicate(mob/living/M as mob)
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var/obj/machinery/nuclearbomb/syndicate/the_bomb = new /obj/machinery/nuclearbomb/syndicate(nuke_spawn.loc)
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the_bomb.r_code = nuke_code
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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return ..()
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/datum/game_mode/proc/create_syndicate(var/datum/mind/synd_mind) // So we don't have inferior species as ops - randomize a human
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@@ -1,222 +0,0 @@
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// A sort of anti-revolution where the heads are given objectives to mess with the crew
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/datum/game_mode/anti_revolution
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name = "anti-revolution"
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config_tag = "anti-revolution"
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required_players = 5
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var/finished = 0
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var/checkwin_counter = 0
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/required_execute_targets = 1
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var/required_brig_targets = 0
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var/recommended_execute_targets = 1
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var/recommended_brig_targets = 3
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var/recommended_demote_targets = 3
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var/list/datum/mind/heads = list()
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var/list/datum/mind/execute_targets = list()
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var/list/datum/mind/brig_targets = list()
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var/list/datum/mind/demote_targets = list()
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///////////////////////////
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//Announces the game type//
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///////////////////////////
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/datum/game_mode/anti_revolution/announce()
|
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world << "<B>The current game mode is - Anti-Revolution!</B>"
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world << "<B>Looks like CentComm has given a few new orders..</B>"
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///////////////////////////////////////////////////////////////////////////////
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//Gets the round setup, cancelling if there's not enough players at the start//
|
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///////////////////////////////////////////////////////////////////////////////
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/datum/game_mode/anti_revolution/pre_setup()
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for(var/mob/new_player/player in world) if(player.mind)
|
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if(player.mind.assigned_role in command_positions)
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heads += player.mind
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else
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if(execute_targets.len < recommended_execute_targets)
|
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execute_targets += player.mind
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else if(brig_targets.len < recommended_brig_targets)
|
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brig_targets += player.mind
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else if(demote_targets.len < recommended_demote_targets)
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demote_targets += player.mind
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||||
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if(heads.len==0)
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return 0
|
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||||
if(execute_targets.len < required_execute_targets || brig_targets.len < required_brig_targets)
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/datum/game_mode/anti_revolution/proc/add_head_objectives(datum/mind/head)
|
||||
for(var/datum/mind/target in execute_targets)
|
||||
var/datum/objective/anti_revolution/execute/obj = new
|
||||
obj.owner = head
|
||||
obj.target = target
|
||||
obj.explanation_text = "[target.current.real_name], the [target.assigned_role] has extracted confidential information above their clearance. Execute them."
|
||||
head.objectives += obj
|
||||
for(var/datum/mind/target in brig_targets)
|
||||
var/datum/objective/anti_revolution/brig/obj = new
|
||||
obj.owner = head
|
||||
obj.target = target
|
||||
obj.explanation_text = "Brig [target.current.real_name], the [target.assigned_role] for 20 minutes to set an example."
|
||||
head.objectives += obj
|
||||
for(var/datum/mind/target in demote_targets)
|
||||
var/datum/objective/anti_revolution/demote/obj = new
|
||||
obj.owner = head
|
||||
obj.target = target
|
||||
obj.explanation_text = "[target.current.real_name], the [target.assigned_role] has been classified as harmful to Nanotrasen's goals. Demote them to assistant."
|
||||
head.objectives += obj
|
||||
|
||||
|
||||
/datum/game_mode/anti_revolution/post_setup()
|
||||
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
add_head_objectives(head_mind)
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
greet_head(head_mind)
|
||||
modePlayer += heads
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
|
||||
|
||||
/datum/game_mode/anti_revolution/process()
|
||||
checkwin_counter++
|
||||
if(checkwin_counter >= 5)
|
||||
if(!finished)
|
||||
ticker.mode.check_win()
|
||||
checkwin_counter = 0
|
||||
return 0
|
||||
|
||||
|
||||
/datum/game_mode/proc/greet_head(var/datum/mind/head_mind, var/you_are=1)
|
||||
var/obj_count = 1
|
||||
if (you_are)
|
||||
head_mind.current << "\blue It looks like this shift CentComm has some special orders for you.. check your objectives."
|
||||
head_mind.current << "\blue Note that you can ignore these objectives, but resisting NT's orders probably means demotion or worse."
|
||||
for(var/datum/objective/objective in head_mind.objectives)
|
||||
head_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
head_mind.special_role = "Corrupt Head"
|
||||
obj_count++
|
||||
|
||||
head_mind.current.verbs += /mob/proc/ResignFromHeadPosition
|
||||
|
||||
//////////////////////////////////////
|
||||
//Checks if the revs have won or not//
|
||||
//////////////////////////////////////
|
||||
/datum/game_mode/anti_revolution/check_win()
|
||||
if(check_head_victory())
|
||||
finished = 1
|
||||
else if(check_crew_victory())
|
||||
finished = 2
|
||||
return
|
||||
|
||||
///////////////////////////////
|
||||
//Checks if the round is over//
|
||||
///////////////////////////////
|
||||
/datum/game_mode/anti_revolution/check_finished()
|
||||
if(finished != 0)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
|
||||
//////////////////////////
|
||||
//Checks for crew victory//
|
||||
//////////////////////////
|
||||
/datum/game_mode/anti_revolution/proc/check_crew_victory()
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
var/turf/T = get_turf(head_mind.current)
|
||||
if((head_mind) && (head_mind.current) && (head_mind.current.stat != 2) && T && (T.z in config.station_levels) && !head_mind.is_brigged(600))
|
||||
if(ishuman(head_mind.current))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/////////////////////////////
|
||||
//Checks for a head victory//
|
||||
/////////////////////////////
|
||||
/datum/game_mode/anti_revolution/proc/check_head_victory()
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
for(var/datum/objective/objective in head_mind.objectives)
|
||||
if(!(objective.check_completion()))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/datum/game_mode/anti_revolution/declare_completion()
|
||||
|
||||
var/text = ""
|
||||
if(finished == 2)
|
||||
world << "\red <FONT size = 3><B> The heads of staff were relieved of their posts! The crew wins!</B></FONT>"
|
||||
else if(finished == 1)
|
||||
world << "\red <FONT size = 3><B> The heads of staff managed to meet the goals set for them by CentComm!</B></FONT>"
|
||||
|
||||
|
||||
|
||||
world << "<FONT size = 2><B>The heads of staff were: </B></FONT>"
|
||||
var/list/heads = list()
|
||||
heads = get_all_heads()
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
text = ""
|
||||
if(head_mind.current)
|
||||
text += "[head_mind.current.real_name]"
|
||||
if(head_mind.current.stat == 2)
|
||||
text += " (Dead)"
|
||||
else
|
||||
text += " (Survived!)"
|
||||
else
|
||||
text += "[head_mind.key] (character destroyed)"
|
||||
|
||||
world << text
|
||||
|
||||
|
||||
world << "<FONT size = 2><B>Their objectives were: </B></FONT>"
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
if(head_mind.objectives.len)//If the traitor had no objectives, don't need to process this.
|
||||
var/count = 1
|
||||
for(var/datum/objective/objective in head_mind.objectives)
|
||||
if(objective.check_completion())
|
||||
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
|
||||
feedback_add_details("head_objective","[objective.type]|SUCCESS")
|
||||
else
|
||||
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
|
||||
feedback_add_details("head_objective","[objective.type]|FAIL")
|
||||
count++
|
||||
break // just print once
|
||||
return 1
|
||||
|
||||
|
||||
/datum/game_mode/anti_revolution/latespawn(mob/living/carbon/human/character)
|
||||
..()
|
||||
if(emergency_shuttle.departed)
|
||||
return
|
||||
|
||||
if(character.mind.assigned_role in command_positions)
|
||||
heads += character.mind
|
||||
modePlayer += character.mind
|
||||
add_head_objectives(character.mind)
|
||||
greet_head(character.mind)
|
||||
|
||||
/mob/proc/ResignFromHeadPosition()
|
||||
set category = "IC"
|
||||
set name = "Resign From Head Position"
|
||||
|
||||
if(!istype(ticker.mode, /datum/game_mode/anti_revolution))
|
||||
return
|
||||
|
||||
ticker.mode:heads -= src.mind
|
||||
src.mind.objectives = list()
|
||||
ticker.mode.modePlayer -= src.mind
|
||||
src.mind.special_role = null
|
||||
|
||||
src.verbs -= /mob/proc/ResignFromHeadPosition
|
||||
|
||||
src << "\red You resigned from your position, now you have the consequences."
|
||||
@@ -29,8 +29,6 @@
|
||||
var/finished = 0
|
||||
var/checkwin_counter = 0
|
||||
var/max_headrevs = 3
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
///////////////////////////
|
||||
//Announces the game type//
|
||||
///////////////////////////
|
||||
@@ -87,8 +85,6 @@
|
||||
modePlayer += head_revolutionaries
|
||||
if(emergency_shuttle)
|
||||
emergency_shuttle.no_escape = 1
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
|
||||
|
||||
|
||||
@@ -1,307 +0,0 @@
|
||||
// To add a rev to the list of revolutionaries, make sure it's rev (with if(ticker.mode.name == "revolution)),
|
||||
// then call ticker.mode:add_revolutionary(_THE_PLAYERS_MIND_)
|
||||
// nothing else needs to be done, as that proc will check if they are a valid target.
|
||||
// Just make sure the converter is a head before you call it!
|
||||
// To remove a rev (from brainwashing or w/e), call ticker.mode:remove_revolutionary(_THE_PLAYERS_MIND_),
|
||||
// this will also check they're not a head, so it can just be called freely
|
||||
// If the rev icons start going wrong for some reason, ticker.mode:update_all_rev_icons() can be called to correct them.
|
||||
// If the game somtimes isn't registering a win properly, then ticker.mode.check_win() isn't being called somewhere.
|
||||
#define RPREV_REQUIRE_REVS_ALIVE 0
|
||||
#define RPREV_REQUIRE_HEADS_ALIVE 0
|
||||
|
||||
/datum/game_mode/rp_revolution
|
||||
name = "rp-revolution"
|
||||
config_tag = "rp-revolution"
|
||||
|
||||
var/finished = 0
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
var/all_brigged = 0
|
||||
var/brigged_time = 0
|
||||
|
||||
uplink_welcome = "Syndicate Uplink Console:"
|
||||
uplink_uses = 10
|
||||
|
||||
|
||||
/datum/game_mode/rp_revolution/announce()
|
||||
world << "<B>The current game mode is - Revolution RP!</B>"
|
||||
|
||||
/datum/game_mode/rp_revolution/send_intercept()
|
||||
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested staus information:</FONT><HR>"
|
||||
intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
|
||||
|
||||
var/list/possible_modes = list()
|
||||
possible_modes.Add("revolution", "wizard", "traitor", "malf")
|
||||
var/number = pick(2, 3)
|
||||
var/i = 0
|
||||
for(i = 0, i < number, i++)
|
||||
possible_modes.Remove(pick(possible_modes))
|
||||
possible_modes.Insert(rand(possible_modes.len), "nuke")
|
||||
|
||||
var/datum/intercept_text/i_text = new /datum/intercept_text
|
||||
for(var/A in possible_modes)
|
||||
intercepttext += i_text.build(A, pick(head_revolutionaries))
|
||||
|
||||
for (var/obj/machinery/computer/communications/comm in world)
|
||||
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
|
||||
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
|
||||
intercept.name = "paper - 'Cent. Com. Status Summary'"
|
||||
intercept.info = intercepttext
|
||||
|
||||
comm.messagetitle.Add("Cent. Com. Status Summary")
|
||||
comm.messagetext.Add(intercepttext)
|
||||
|
||||
command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
|
||||
|
||||
/datum/game_mode/rp_revolution/post_setup()
|
||||
|
||||
var/list/revs_possible = list()
|
||||
revs_possible = get_possible_revolutionaries()
|
||||
var/list/heads = list()
|
||||
heads = get_living_heads()
|
||||
var/rev_number = 0
|
||||
|
||||
if(!revs_possible || !heads)
|
||||
world << "<B> \red Not enough players for RP revolution game mode. Restarting world in 5 seconds."
|
||||
sleep(50)
|
||||
world.Reboot()
|
||||
return
|
||||
|
||||
if(revs_possible.len >= 3)
|
||||
rev_number = 3
|
||||
else
|
||||
rev_number = revs_possible.len
|
||||
|
||||
while(rev_number > 0)
|
||||
head_revolutionaries += pick(revs_possible - head_revolutionaries)
|
||||
rev_number--
|
||||
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
var/datum/objective/capture/rev_obj = new
|
||||
rev_obj.owner = rev_mind
|
||||
rev_obj.find_target_by_role(head_mind.assigned_role)
|
||||
rev_mind.objectives += rev_obj
|
||||
equip_revolutionary(rev_mind.current)
|
||||
rev_mind.current.verbs += /mob/living/carbon/human/proc/RevConvert
|
||||
update_rev_icons_added(rev_mind)
|
||||
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
var/obj_count = 1
|
||||
rev_mind.current << "\blue You are a member of the revolutionaries' leadership!"
|
||||
for(var/datum/objective/objective in rev_mind.objectives)
|
||||
rev_mind.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
obj_count++
|
||||
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
|
||||
/datum/game_mode/rp_revolution/send_intercept()
|
||||
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested staus information:</FONT><HR>"
|
||||
intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
|
||||
|
||||
var/list/possible_modes = list()
|
||||
possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf")
|
||||
possible_modes -= "[ticker.mode]"
|
||||
var/number = pick(2, 3)
|
||||
var/i = 0
|
||||
for(i = 0, i < number, i++)
|
||||
possible_modes.Remove(pick(possible_modes))
|
||||
possible_modes.Insert(rand(possible_modes.len), "[ticker.mode]")
|
||||
|
||||
var/datum/intercept_text/i_text = new /datum/intercept_text
|
||||
for(var/A in possible_modes)
|
||||
intercepttext += i_text.build(A, pick(head_revolutionaries))
|
||||
|
||||
for (var/obj/machinery/computer/communications/comm in world)
|
||||
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
|
||||
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
|
||||
intercept.name = "paper - 'Cent. Com. Status Summary'"
|
||||
intercept.info = intercepttext
|
||||
|
||||
comm.messagetitle.Add("Cent. Com. Status Summary")
|
||||
comm.messagetext.Add(intercepttext)
|
||||
|
||||
command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
|
||||
|
||||
spawn(54000)
|
||||
command_alert("Summary downloaded and printed out at all communications consoles.", "The revolution leaders have been determined.")
|
||||
intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
|
||||
intercepttext += "We have determined the revolution leaders to be:"
|
||||
for(var/datum/mind/revmind in head_revolutionaries)
|
||||
intercepttext += "<br>[revmind.current.real_name]"
|
||||
intercepttext += "<br>Please arrest them at once."
|
||||
for (var/obj/machinery/computer/communications/comm in world)
|
||||
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
|
||||
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
|
||||
intercept.name = "paper - 'Cent. Com. Status Summary'"
|
||||
intercept.info = intercepttext
|
||||
|
||||
comm.messagetitle.Add("Cent. Com. Status Summary")
|
||||
comm.messagetext.Add(intercepttext)
|
||||
spawn(12000)
|
||||
command_alert("Repeating the previous message over intercoms due to urgency. The station has enemy operatives onboard by the names of [reveal_rev_heads()], please arrest them at once.", "The revolution leaders have been determined.")
|
||||
|
||||
|
||||
/datum/game_mode/rp_revolution/proc/reveal_rev_heads()
|
||||
. = ""
|
||||
for(var/i = 1, i <= head_revolutionaries.len,i++)
|
||||
var/datum/mind/revmind = head_revolutionaries[i]
|
||||
if(i < head_revolutionaries.len)
|
||||
. += "[revmind.current.real_name],"
|
||||
else
|
||||
. += "and [revmind.current.real_name]"
|
||||
|
||||
///datum/game_mode/rp_revolution/proc/equip_revolutionary(mob/living/carbon/human/rev_mob)
|
||||
// if(!istype(rev_mob))
|
||||
// return
|
||||
|
||||
// spawn (100)
|
||||
// if (rev_mob.r_store)
|
||||
// rev_mob.equip_or_collect(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_l_store)
|
||||
// if (rev_mob.l_store)
|
||||
// rev_mob.equip_or_collect(new /obj/item/weapon/paper/communist_manifesto(rev_mob), rev_mob.slot_r_store)
|
||||
|
||||
|
||||
/datum/game_mode/rp_revolution/check_win()
|
||||
if(check_rev_victory())
|
||||
finished = 1
|
||||
else if(check_heads_victory())
|
||||
finished = 2
|
||||
return
|
||||
|
||||
/datum/game_mode/rp_revolution/check_finished()
|
||||
if(finished != 0)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
/datum/game_mode/rp_revolution/proc/get_possible_revolutionaries()
|
||||
var/list/candidates = list()
|
||||
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(player.client)
|
||||
if(player.client.be_syndicate & BE_REV)
|
||||
candidates += player.mind
|
||||
|
||||
if(candidates.len < 1)
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(player.client)
|
||||
candidates += player.mind
|
||||
|
||||
var/list/uncons = get_unconvertables()
|
||||
for(var/datum/mind/mind in uncons)
|
||||
candidates -= mind
|
||||
|
||||
if(candidates.len < 1)
|
||||
return null
|
||||
else
|
||||
return candidates
|
||||
|
||||
/datum/game_mode/rp_revolution/proc/get_unconvertables()
|
||||
var/list/ucs = list()
|
||||
for(var/mob/living/carbon/human/player in world)
|
||||
if(player.mind)
|
||||
var/role = player.mind.assigned_role
|
||||
if(role in list("Captain", "Head of Security", "Head of Personnel", "Chief Engineer", "Research Director", "Security Officer", "Forensic Technician", "AI"))
|
||||
ucs += player.mind
|
||||
|
||||
return ucs
|
||||
|
||||
/datum/game_mode/rp_revolution/proc/check_rev_victory()
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
for(var/datum/objective/objective in rev_mind.objectives)
|
||||
if(!(objective.check_completion()))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
/datum/game_mode/rp_revolution/proc/check_heads_victory()
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
if(rev_mind.current.stat != 2)
|
||||
var/turf/revloc = rev_mind.current.loc
|
||||
if(!istype(revloc.loc,/area/security/brig) && !rev_mind.current.handcuffed)
|
||||
return 0
|
||||
else if(RPREV_REQUIRE_REVS_ALIVE) return 0
|
||||
return 1
|
||||
|
||||
/datum/game_mode/rp_revolution/declare_completion()
|
||||
|
||||
var/text = ""
|
||||
if(finished == 1)
|
||||
world << "\red <FONT size = 3><B> The heads of staff were relieved of their posts! The revolutionaries win!</B></FONT>"
|
||||
else if(finished == 2)
|
||||
world << "\red <FONT size = 3><B> The heads of staff managed to stop the revolution!</B></FONT>"
|
||||
|
||||
world << "<FONT size = 2><B>The head revolutionaries were: </B></FONT>"
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
text = ""
|
||||
if(rev_mind.current)
|
||||
text += "[rev_mind.current.real_name]"
|
||||
if(rev_mind.current.stat == 2)
|
||||
text += " (Dead)"
|
||||
else
|
||||
text += " (Survived!)"
|
||||
else
|
||||
text += "[rev_mind.key] (character destroyed)"
|
||||
|
||||
world << text
|
||||
|
||||
text = ""
|
||||
world << "<FONT size = 2><B>The converted revolutionaries were: </B></FONT>"
|
||||
for(var/datum/mind/rev_nh_mind in revolutionaries)
|
||||
if(rev_nh_mind.current)
|
||||
text += "[rev_nh_mind.current.real_name]"
|
||||
if(rev_nh_mind.current.stat == 2)
|
||||
text += " (Dead)"
|
||||
else
|
||||
text += " (Survived!)"
|
||||
else
|
||||
text += "[rev_nh_mind.key] (character destroyed)"
|
||||
text += ", "
|
||||
|
||||
world << text
|
||||
|
||||
world << "<FONT size = 2><B>The heads of staff were: </B></FONT>"
|
||||
var/list/heads = list()
|
||||
heads = get_all_heads()
|
||||
for(var/datum/mind/head_mind in heads)
|
||||
text = ""
|
||||
if(head_mind.current)
|
||||
text += "[head_mind.current.real_name]"
|
||||
if(head_mind.current.stat == 2)
|
||||
text += " (Dead)"
|
||||
else
|
||||
text += " (Survived!)"
|
||||
else
|
||||
text += "[head_mind.key] (character destroyed)"
|
||||
|
||||
world << text
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
mob/living/carbon/human/proc
|
||||
RevConvert(mob/M as mob in oview(src))
|
||||
set name = "Rev-Convert"
|
||||
if(((src.mind in ticker.mode:head_revolutionaries) || (src.mind in ticker.mode:revolutionaries)))
|
||||
if((M.mind in ticker.mode:head_revolutionaries) || (M.mind in ticker.mode:revolutionaries))
|
||||
src << "\red <b>[M] is already be a revolutionary!</b>"
|
||||
else if(src.mind in ticker.mode:get_unconvertables())
|
||||
src << "\red <b>[M] cannot be a revolutionary!</b>"
|
||||
else
|
||||
if(world.time < M.mind.rev_cooldown)
|
||||
src << "\red Wait five seconds before reconversion attempt."
|
||||
return
|
||||
src << "\red Attempting to convert [M]..."
|
||||
log_admin("[key_name(src)] attempted to convert [M].")
|
||||
message_admins("\red [key_name_admin(src)] attempted to convert [M].")
|
||||
var/choice = alert(M,"Asked by [src]: Do you want to join the revolution?","Align Thyself with the Revolution!","No!","Yes!")
|
||||
if(choice == "Yes!")
|
||||
ticker.mode:add_revolutionary(M.mind)
|
||||
M << "\blue You join the revolution!"
|
||||
src << "\blue <b>[M] joins the revolution!</b>"
|
||||
else if(choice == "No!")
|
||||
M << "\red You reject this traitorous cause!"
|
||||
src << "\red <b>[M] does not support the revolution!</b>"
|
||||
M.mind.rev_cooldown = world.time+50
|
||||
@@ -69,8 +69,7 @@
|
||||
rev_mind.current.verbs += /mob/living/carbon/human/proc/RevConvert
|
||||
|
||||
modePlayer += head_revolutionaries
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
|
||||
|
||||
/datum/game_mode/revolution/rp_revolution/greet_revolutionary(var/datum/mind/rev_mind, var/you_are=1)
|
||||
var/obj_count = 1
|
||||
|
||||
@@ -70,9 +70,6 @@ Made by Xhuis
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Magistrate", "Brig Physician", "Internal Affairs Agent")
|
||||
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
/datum/game_mode/shadowling/announce()
|
||||
world << "<b>The current game mode is - Shadowling!</b>"
|
||||
world << "<b>There are alien <span class='deadsay'>shadowlings</span> on the station. Crew: Kill the shadowlings before they can eat or enthrall the crew. Shadowlings: Enthrall the crew while remaining in hiding.</b>"
|
||||
@@ -109,10 +106,7 @@ Made by Xhuis
|
||||
finalize_shadowling(shadow)
|
||||
process_shadow_objectives(shadow)
|
||||
//give_shadowling_abilities(shadow)
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
return
|
||||
|
||||
/datum/game_mode/proc/greet_shadow(var/datum/mind/shadow)
|
||||
shadow.current << "<b>Currently, you are disguised as an employee aboard [world.name].</b>"
|
||||
|
||||
@@ -20,9 +20,6 @@
|
||||
uplink_welcome = "Syndicate Uplink Console:"
|
||||
uplink_uses = 20
|
||||
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
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
|
||||
|
||||
@@ -71,10 +68,7 @@
|
||||
finalize_traitor(traitor)
|
||||
greet_traitor(traitor)
|
||||
modePlayer += traitors
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
return 1
|
||||
|
||||
|
||||
/datum/game_mode/proc/forge_traitor_objectives(var/datum/mind/traitor)
|
||||
|
||||
@@ -35,9 +35,6 @@
|
||||
var/const/prob_right_objective_l = 25 //lower bound on probability of determining the objective correctly
|
||||
var/const/prob_right_objective_h = 50 //upper bound on probability of determining the objective correctly
|
||||
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
var/vampire_amount = 4
|
||||
|
||||
|
||||
@@ -73,10 +70,7 @@
|
||||
forge_vampire_objectives(vampire)
|
||||
greet_vampire(vampire)
|
||||
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
return
|
||||
|
||||
/datum/game_mode/proc/auto_declare_completion_vampire()
|
||||
if(vampires.len)
|
||||
|
||||
@@ -14,9 +14,6 @@
|
||||
|
||||
var/finished = 0
|
||||
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
/datum/game_mode/wizard/announce()
|
||||
world << "<B>The current game mode is - Wizard!</B>"
|
||||
world << "<B>There is a \red SPACE WIZARD\black on the station. You can't let him achieve his objective!</B>"
|
||||
@@ -56,10 +53,7 @@
|
||||
name_wizard(wizard.current)
|
||||
greet_wizard(wizard)
|
||||
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
..()
|
||||
return
|
||||
|
||||
|
||||
/datum/game_mode/proc/forge_wizard_objectives(var/datum/mind/wizard)
|
||||
@@ -69,7 +63,7 @@
|
||||
kill_objective.owner = wizard
|
||||
kill_objective.find_target()
|
||||
wizard.objectives += kill_objective
|
||||
|
||||
|
||||
var/datum/objective/steal/steal_objective = new
|
||||
steal_objective.owner = wizard
|
||||
steal_objective.find_target()
|
||||
@@ -111,7 +105,7 @@
|
||||
steal_objective.owner = wizard
|
||||
steal_objective.find_target()
|
||||
wizard.objectives += steal_objective
|
||||
|
||||
|
||||
if (!(locate(/datum/objective/hijack) in wizard.objectives))
|
||||
var/datum/objective/hijack/hijack_objective = new
|
||||
hijack_objective.owner = wizard
|
||||
@@ -184,7 +178,7 @@
|
||||
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/spellbook(wizard_mob), slot_r_hand)
|
||||
|
||||
wizard_mob.faction = list("wizard")
|
||||
|
||||
|
||||
wizard_mob.species.equip(wizard_mob)
|
||||
|
||||
wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully."
|
||||
|
||||
@@ -15,9 +15,6 @@
|
||||
var/xenos_list = list()
|
||||
var/gammacalled = 0
|
||||
|
||||
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
|
||||
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
|
||||
|
||||
var/gammaratio = 4 //At what alien to human ratio will the Gamma security level be called and the nuke be made available?
|
||||
|
||||
/datum/game_mode/xenos/announce()
|
||||
@@ -97,9 +94,6 @@
|
||||
//qdel(xeno_mind)
|
||||
spawnpos++
|
||||
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
|
||||
return ..()
|
||||
|
||||
/datum/game_mode/xenos/process()
|
||||
|
||||
Reference in New Issue
Block a user