USER_VERB(create_crate, R_SPAWN, "Create Crate", \ "Spawn a crate from a supplypack datum. Append a period to the text in order to exclude subtypes of paths matching the input.", \ VERB_CATEGORY_EVENT, object as text) var/list/types = SSeconomy.supply_packs var/list/matches = list() var/include_subtypes = TRUE if(copytext(object, -1) == ".") include_subtypes = FALSE object = copytext(object, 1, -1) if(include_subtypes) for(var/path in types) if(findtext("[path]", object)) matches += path else var/needle_length = length(object) for(var/path in types) if(copytext("[path]", -needle_length) == object) matches += path if(!length(matches)) return var/chosen = input(client, "Select a supply crate type", "Create Crate", matches[1]) as null|anything in matches if(!chosen) return var/datum/supply_packs/the_pack = new chosen() var/spawn_location = get_turf(client.mob) if(!spawn_location) return var/obj/structure/closet/crate/crate = the_pack.create_package(spawn_location) crate.admin_spawned = TRUE for(var/atom/A in crate.contents) A.admin_spawned = TRUE qdel(the_pack) log_admin("[key_name(client)] created a '[chosen]' crate at ([COORD(client.mob)])") SSblackbox.record_feedback("tally", "admin_verb", 1, "Create Crate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! /// If a guy was gibbed and you want to revive him, this is a good way to do so. /// Works kind of like entering the game with a new character. Character /// receives a new mind if they didn't have one. Traitors and the like can also /// be revived with the previous role mostly intact. USER_VERB(respawn_character, R_SPAWN, "Respawn Character", \ "Respawn a person that has been gibbed/dusted/killed. They must be a ghost for this to work and preferably should not have a body to go back into.", \ VERB_CATEGORY_EVENT) var/input = ckey(input(client, "Please specify which key will be respawned.", "Key", "")) if(!input) return var/mob/dead/observer/G_found for(var/mob/dead/observer/G in GLOB.player_list) if(G.ckey == input) G_found = G break if(!G_found)//If a ghost was not found. to_chat(client, "There is no active key like that in the game or the person is not currently a ghost.") return if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something //Check if they were an alien if(G_found.mind.assigned_role=="Alien") if(alert(client, "This character appears to have been an alien. Would you like to respawn them as such?", null,"Yes","No")=="Yes") var/turf/T if(length(GLOB.xeno_spawn)) T = pick(GLOB.xeno_spawn) else T = pick(GLOB.latejoin) var/mob/living/carbon/alien/new_xeno switch(G_found.mind.special_role)//If they have a mind, we can determine which caste they were. if("Hunter") new_xeno = new /mob/living/carbon/alien/humanoid/hunter(T) if("Sentinel") new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(T) if("Drone") new_xeno = new /mob/living/carbon/alien/humanoid/drone(T) if("Queen") new_xeno = new /mob/living/carbon/alien/humanoid/queen(T) else//If we don't know what special role they have, for whatever reason, or they're a larva. create_xeno(G_found.ckey) return //Now to give them their mind back. G_found.mind.transfer_to(new_xeno) //be careful when doing stuff like this! I've already checked the mind isn't in use new_xeno.key = G_found.key to_chat(new_xeno, "You have been fully respawned. Enjoy the game.") message_admins(SPAN_NOTICE("[key_name_admin(client)] has respawned [new_xeno.key] as a filthy xeno."), 1) return //all done. The ghost is auto-deleted var/mob/living/carbon/human/new_character = new(pick(GLOB.latejoin))//The mob being spawned. var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character. if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something /*Try and locate a record for the person being respawned through data_core. This isn't an exact science but it does the trick more often than not.*/ var/id = md5("[G_found.real_name][G_found.mind.assigned_role]") for(var/datum/data/record/t in GLOB.data_core.locked) if(t.fields["id"]==id) record_found = t//We shall now reference the record. break if(record_found)//If they have a record we can determine a few things. new_character.real_name = record_found.fields["name"] new_character.change_gender(record_found.fields["sex"]) new_character.age = record_found.fields["age"] new_character.dna.blood_type = record_found.fields["blood_type"] else // We make a random character new_character.change_gender(pick(MALE,FEMALE)) var/datum/character_save/S = new S.randomise() S.real_name = G_found.real_name S.copy_to(new_character) if(!new_character.real_name) new_character.real_name = random_name(new_character.gender) new_character.name = new_character.real_name if(G_found.mind && !G_found.mind.active) G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use new_character.mind.special_verbs = list() else new_character.mind_initialize() if(!new_character.mind.assigned_role) new_character.mind.assigned_role = "Assistant" //If they somehow got a null assigned role. //DNA if(record_found)//Pull up their name from database records if they did have a mind. new_character.dna = new()//Let's first give them a new DNA. new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity. // I HATE BYOND. HATE. HATE. - N3X var/list/newSE= record_found.fields["enzymes"] var/list/newUI = record_found.fields["identity"] new_character.dna.SE = newSE.Copy() //This is the default of enzymes so I think it's safe to go with. new_character.dna.UpdateSE() new_character.UpdateAppearance(newUI.Copy())//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch. else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile. new_character.dna.ready_dna(new_character) new_character.key = G_found.key /* The code below functions with the assumption that the mob is already a traitor if they have a special role. So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role. If they don't have a mind, they obviously don't have a special role. */ //Now for special roles and equipment. switch(new_character.mind.special_role) if("traitor") 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.give_uplink() else new_character.mind.add_antag_datum(/datum/antagonist/traitor) if("Wizard") new_character.forceMove(pick(GLOB.wizardstart)) //ticker.mode.learn_basic_spells(new_character) var/datum/antagonist/wizard/wizard = new_character.mind.has_antag_datum(/datum/antagonist/wizard) if(istype(wizard)) wizard.equip_wizard() if("Syndicate") var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn") if(synd_spawn) new_character.loc = get_turf(synd_spawn) call(TYPE_PROC_REF(/datum/game_mode, equip_syndicate))(new_character) if("Deathsquad Commando")//Leaves them at late-join spawn. new_character.equip_deathsquad_commando() new_character.update_action_buttons_icon() else//They may also be a cyborg or AI. switch(new_character.mind.assigned_role) 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") 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") new_character.mind.add_antag_datum(/datum/antagonist/traitor) //Add aliens. else SSjobs.AssignRank(new_character, new_character.mind.assigned_role, FALSE) SSjobs.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them. //Announces the character on all the systems, based on the record. if(!issilicon(new_character))//If they are not a cyborg/AI. if(!record_found && new_character.mind.assigned_role != new_character.mind.special_role)//If there are no records for them. If they have a record, this info is already in there. Offstation special characters announced anyway. //Power to the user! if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?", null,"No","Yes")=="Yes") GLOB.data_core.manifest_inject(new_character) if(alert(new_character,"Would you like an active AI to announce this character?", null,"No","Yes")=="Yes") call(TYPE_PROC_REF(/mob/new_player, AnnounceArrival))(new_character, new_character.mind.assigned_role) message_admins(SPAN_NOTICE("[key_name_admin(client)] has respawned [key_name_admin(G_found)] as [new_character.real_name]."), 1) to_chat(new_character, "You have been fully respawned. Enjoy the game.") SSblackbox.record_feedback("tally", "admin_verb", 1, "Respawn Character") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! return new_character USER_VERB(spawn_atom, R_SPAWN, "Spawn", \ "Spawn an atom. Append a period to the text in order to exclude subtypes of paths matching the input.", \ VERB_CATEGORY_DEBUG, object as text) if(!object) return var/list/types = typesof(/atom) var/list/matches = list() var/include_subtypes = TRUE if(copytext(object, -1) == ".") include_subtypes = FALSE object = copytext(object, 1, -1) if(include_subtypes) for(var/path in types) if(findtext("[path]", object)) matches += path else var/needle_length = length(object) for(var/path in types) if(copytext("[path]", -needle_length) == object) matches += path if(length(matches)==0) return var/chosen if(length(matches)==1) chosen = matches[1] else chosen = tgui_input_list(client, "Select an Atom Type", "Spawn Atom", matches) if(!chosen) return if(ispath(chosen,/turf)) var/turf/T = get_turf(client.mob.loc) T.ChangeTurf(chosen) else var/atom/A = new chosen(client.mob.loc) A.admin_spawned = TRUE log_admin("[key_name(client)] spawned [chosen] at ([client.mob.x],[client.mob.y],[client.mob.z])") SSblackbox.record_feedback("tally", "admin_verb", 1, "Spawn Atom") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! USER_VERB(admin_robotize, R_SPAWN, "Make Robot", "Turn the target into a borg.", VERB_CATEGORY_EVENT, mob/M in GLOB.mob_list) if(SSticker.current_state < GAME_STATE_PLAYING) alert(client, "Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(client)] has robotized [M.key].") spawn(10) M:Robotize() else alert(client, "Invalid mob") USER_VERB(admin_animalize, R_SPAWN, "Make Simple Animal", "Turn the target into a simple animal.", VERB_CATEGORY_EVENT, mob/M in GLOB.mob_list) if(SSticker.current_state < GAME_STATE_PLAYING) alert(client, "Wait until the game starts") return if(!M) alert(client, "That mob doesn't seem to exist, close the panel and try again.") return if(isnewplayer(M)) alert(client, "The mob must not be a new_player.") return log_admin("[key_name(client)] has animalized [M.key].") spawn(10) M.Animalize() USER_VERB(admin_make_pai, R_SPAWN, "Make pAI", "Specify a location to spawn a pAI device, then specify a key to play that pAI", VERB_CATEGORY_EVENT, turf/T in GLOB.mob_list) var/list/available = list() for(var/mob/C in GLOB.mob_list) if(C.key) available.Add(C) var/mob/choice = input(client, "Choose a player to play the pAI", "Spawn pAI") in available if(!choice) return 0 if(!isobserver(choice)) var/confirm = input(client, "[choice.key] isn't ghosting right now. Are you sure you want to yank [choice.p_them()] out of [choice.p_their()] body and place [choice.p_them()] in this pAI?", "Spawn pAI Confirmation", "No") in list("Yes", "No") if(confirm != "Yes") return 0 var/obj/item/paicard/card = new(T) var/mob/living/silicon/pai/pai = new(card) var/raw_name = clean_input("Enter your pAI name:", "pAI Name", "Personal AI", choice, user = client) var/new_name = reject_bad_name(raw_name, 1) if(new_name) pai.name = new_name pai.real_name = new_name else to_chat(client, "Invalid name. Your name should be at least 2 and at most [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, -, ' and .") pai.real_name = pai.name pai.key = choice.key card.setPersonality(pai) for(var/datum/pai_save/candidate in GLOB.paiController.pai_candidates) if(candidate.owner.ckey == choice.ckey) GLOB.paiController.pai_candidates.Remove(candidate) SSblackbox.record_feedback("tally", "admin_verb", 1, "Make pAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! USER_VERB(admin_alienize, R_SPAWN, "Make Alien", "Turn the target mob into an alien.", VERB_CATEGORY_EVENT, mob/M in GLOB.mob_list) if(SSticker.current_state < GAME_STATE_PLAYING) alert(client, "Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(client)] has alienized [M.key].") spawn(10) M:Alienize() SSblackbox.record_feedback("tally", "admin_verb", 1, "Make Alien") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(client)] made [key_name(M)] into an alien.") message_admins(SPAN_NOTICE("[key_name_admin(client)] made [key_name(M)] into an alien."), 1) else alert(client, "Invalid mob") USER_VERB(admin_slimezie, R_SPAWN, "Make slime", "Turn the target mob into a slime.", VERB_CATEGORY_EVENT, mob/M in GLOB.mob_list) if(SSticker.current_state < GAME_STATE_PLAYING) alert(client, "Wait until the game starts") return if(ishuman(M)) log_admin("[key_name(client)] has slimeized [M.key].") spawn(10) M:slimeize() SSblackbox.record_feedback("tally", "admin_verb", 1, "Make Slime") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! log_admin("[key_name(client)] made [key_name(M)] into a slime.") message_admins(SPAN_NOTICE("[key_name_admin(client)] made [key_name(M)] into a slime."), 1) else alert(client, "Invalid mob") USER_VERB(admin_super, R_SPAWN, "Make Superhero", "Turn the target mob into a superhero.", VERB_CATEGORY_EVENT, mob/M in GLOB.mob_list) if(SSticker.current_state < GAME_STATE_PLAYING) alert(client, "Wait until the game starts") return if(ishuman(M)) var/type = input(client, "Pick the Superhero","Superhero") as null|anything in GLOB.all_superheroes var/datum/superheroes/S = GLOB.all_superheroes[type] if(S) S.create(M) log_admin("[key_name(client)] has turned [M.key] into a Superhero.") message_admins(SPAN_NOTICE("[key_name_admin(client)] made [key_name(M)] into a Superhero."), 1) else alert(client, "Invalid mob")