/datum/game_mode var/list/datum/mind/syndicates = list() proc/issyndicate(mob/living/M as mob) return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.syndicates) /datum/game_mode/nuclear name = "nuclear emergency" config_tag = "nuclear" required_players = 30 // 30 players - 5 players to be the nuke ops = 25 players remaining required_enemies = 5 recommended_enemies = 5 var/const/agents_possible = 5 //If we ever need more syndicate agents. var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer! var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level /datum/game_mode/nuclear/announce() to_chat(world, "The current game mode is - Nuclear Emergency!") to_chat(world, "A [syndicate_name()] Strike Force is approaching [station_name()]!") to_chat(world, "A nuclear explosive was being transported by Nanotrasen to a military base. The transport ship mysteriously lost contact with Space Traffic Control (STC). About that time a strange disk was discovered around [station_name()]. It was identified by Nanotrasen as a nuclear authentication disk and now Syndicate Operatives have arrived to retake the disk and detonate SS13! There are most likely Syndicate starships are in the vicinity, so take care not to lose the disk!\nSyndicate: Reclaim the disk and detonate the nuclear bomb anywhere on SS13.\nPersonnel: Hold the disk and escape with the disk on the shuttle!") /datum/game_mode/nuclear/can_start()//This could be better, will likely have to recode it later if(!..()) return 0 var/list/possible_syndicates = get_players_for_role(ROLE_OPERATIVE) var/agent_number = 0 if(possible_syndicates.len < 1) return 0 if(possible_syndicates.len > agents_possible) agent_number = agents_possible else agent_number = possible_syndicates.len var/n_players = num_players() if(agent_number > n_players) agent_number = n_players/2 while(agent_number > 0) var/datum/mind/new_syndicate = pick(possible_syndicates) syndicates += new_syndicate possible_syndicates -= new_syndicate //So it doesn't pick the same guy each time. agent_number-- for(var/datum/mind/synd_mind in syndicates) synd_mind.assigned_role = "MODE" //So they aren't chosen for other jobs. synd_mind.special_role = "Syndicate"//So they actually have a special role/N return 1 /datum/game_mode/nuclear/pre_setup() return 1 //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind) var/datum/atom_hud/antag/opshud = huds[ANTAG_HUD_OPS] opshud.join_hud(synd_mind.current) set_antag_hud(synd_mind.current, "hudoperative") /datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind) var/datum/atom_hud/antag/opshud = huds[ANTAG_HUD_OPS] opshud.leave_hud(synd_mind.current) set_antag_hud(synd_mind.current, null) //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/nuclear/post_setup() var/list/turf/synd_spawn = list() for(var/obj/effect/landmark/A in landmarks_list) if(A.name == "Syndicate-Spawn") synd_spawn += get_turf(A) qdel(A) continue var/obj/effect/landmark/uplinklocker = locate("landmark*Syndicate-Uplink") //i will be rewriting this shortly var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb") var/nuke_code = "[rand(10000, 99999)]" var/leader_selected = 0 var/agent_number = 1 var/spawnpos = 1 for(var/datum/mind/synd_mind in syndicates) if(spawnpos > synd_spawn.len) spawnpos = 2 synd_mind.current.loc = synd_spawn[spawnpos] forge_syndicate_objectives(synd_mind) create_syndicate(synd_mind) greet_syndicate(synd_mind) equip_syndicate(synd_mind.current) if(!leader_selected) prepare_syndicate_leader(synd_mind, nuke_code) leader_selected = 1 else synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]" var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id) if(foundIDs.len) for(var/obj/item/weapon/card/id/ID in foundIDs) ID.name = "[syndicate_name()] Operative ID card" ID.registered_name = synd_mind.current.real_name agent_number++ spawnpos++ update_synd_icons_added(synd_mind) //update_all_synd_icons() if(uplinklocker) new /obj/structure/closet/syndicate/nuclear(uplinklocker.loc) if(nuke_spawn && synd_spawn.len > 0) var/obj/machinery/nuclearbomb/syndicate/the_bomb = new /obj/machinery/nuclearbomb/syndicate(nuke_spawn.loc) the_bomb.r_code = nuke_code return ..() /datum/game_mode/proc/create_syndicate(var/datum/mind/synd_mind) // So we don't have inferior species as ops - randomize a human var/mob/living/carbon/human/M = synd_mind.current var/obj/item/organ/external/head/head_organ = M.get_organ("head") M.set_species("Human",1) M.dna.ready_dna(M) // Quadriplegic Nuke Ops won't be participating in the paralympics var/hair_c = pick("#8B4513","#000000","#FF4500","#FFD700") // Brown, black, red, blonde var/eye_c = pick("#000000","#8B4513","1E90FF") // Black, brown, blue var/skin_tone = pick(-50, -30, -10, 0, 0, 0, 10) // Caucasian/black var/hair_style = "Bald" var/facial_hair_style = "Shaved" if(M.gender == MALE) hair_style = pick(hair_styles_male_list) facial_hair_style = pick(facial_hair_styles_list) else hair_style = pick(hair_styles_female_list) if(prob(5)) facial_hair_style = pick(facial_hair_styles_list) head_organ.r_facial = hex2num(copytext(hair_c, 2, 4)) head_organ.g_facial = hex2num(copytext(hair_c, 4, 6)) head_organ.b_facial = hex2num(copytext(hair_c, 6, 8)) head_organ.r_hair = hex2num(copytext(hair_c, 2, 4)) head_organ.g_hair = hex2num(copytext(hair_c, 4, 6)) head_organ.b_hair = hex2num(copytext(hair_c, 6, 8)) M.r_eyes = hex2num(copytext(eye_c, 2, 4)) M.g_eyes = hex2num(copytext(eye_c, 4, 6)) M.b_eyes = hex2num(copytext(eye_c, 6, 8)) M.s_tone = skin_tone head_organ.h_style = hair_style head_organ.f_style = facial_hair_style M.body_accessory = null /datum/game_mode/proc/prepare_syndicate_leader(var/datum/mind/synd_mind, var/nuke_code) var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord") /* spawn(1) NukeNameAssign(nukelastname(synd_mind.current),syndicates) //allows time for the rest of the syndies to be chosen */ synd_mind.current.real_name = "[syndicate_name()] Team [leader_title]" to_chat(synd_mind.current, "You are the Syndicate leader for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.") to_chat(synd_mind.current, "If you feel you are not up to this task, give your ID to another operative.") to_chat(synd_mind.current, "In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.") var/obj/item/device/nuclear_challenge/challenge = new /obj/item/device/nuclear_challenge synd_mind.current.equip_to_slot_or_del(challenge, slot_r_hand) var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/weapon/card/id) if(foundIDs.len) for(var/obj/item/weapon/card/id/ID in foundIDs) ID.name = "[syndicate_name()] [leader_title] ID card" ID.registered_name = synd_mind.current.real_name ID.access += access_syndicate_leader else message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!") if(nuke_code) synd_mind.store_memory("Syndicate Nuclear Bomb Code: [nuke_code]", 0, 0) to_chat(synd_mind.current, "The nuclear authorization code is: [nuke_code]") var/obj/item/weapon/paper/P = new P.info = "The nuclear authorization code is: [nuke_code]" P.name = "nuclear bomb code" var/obj/item/weapon/stamp/syndicate/stamp = new P.stamp(stamp) qdel(stamp) if(ticker.mode.config_tag=="nuclear") P.loc = synd_mind.current.loc else var/mob/living/carbon/human/H = synd_mind.current P.loc = H.loc H.equip_to_slot_or_del(P, slot_r_store, 0) H.update_icons() else nuke_code = "code will be provided later" return /datum/game_mode/proc/forge_syndicate_objectives(var/datum/mind/syndicate) var/datum/objective/nuclear/syndobj = new syndobj.owner = syndicate syndicate.objectives += syndobj /datum/game_mode/proc/greet_syndicate(var/datum/mind/syndicate, var/you_are=1) if(you_are) to_chat(syndicate.current, "\blue You are a [syndicate_name()] agent!") var/obj_count = 1 for(var/datum/objective/objective in syndicate.objectives) to_chat(syndicate.current, "Objective #[obj_count]: [objective.explanation_text]") obj_count++ return /datum/game_mode/proc/random_radio_frequency() return 1337 // WHY??? -- Doohl /datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob) var/radio_freq = SYND_FREQ var/obj/item/device/radio/R = new /obj/item/device/radio/headset/syndicate/alt(synd_mob) R.set_frequency(radio_freq) synd_mob.equip_to_slot_or_del(R, slot_l_ear) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(synd_mob), slot_w_uniform) synd_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(synd_mob), slot_shoes) synd_mob.equip_or_collect(new /obj/item/clothing/gloves/combat(synd_mob), slot_gloves) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/card/id/syndicate(synd_mob), slot_wear_id) if(synd_mob.backbag == 2) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(synd_mob), slot_back) if(synd_mob.backbag == 3) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(synd_mob), slot_back) if(synd_mob.backbag == 4) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(synd_mob), slot_back) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/food/pill/initropidril(synd_mob), slot_in_backpack) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol(synd_mob), slot_belt) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/engineer(synd_mob.back), slot_in_backpack) var/obj/item/device/radio/uplink/U = new /obj/item/device/radio/uplink(synd_mob) U.hidden_uplink.uplink_owner="[synd_mob.key]" U.hidden_uplink.uses = 20 synd_mob.equip_to_slot_or_del(U, slot_in_backpack) if(synd_mob.species) /* Incase anyone ever gets the burning desire to have nukeops with randomized apperances. -- Dave synd_mob.gender = pick(MALE, FEMALE) // Randomized appearances for the nukeops. var/datum/preferences/pref = new() A.randomize_appearance_for(synd_mob) */ var/race = synd_mob.species.name switch(race) if("Vox" || "Vox Armalis") synd_mob.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/syndicate(synd_mob), slot_wear_mask) synd_mob.equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(synd_mob), slot_l_hand) synd_mob.internal = synd_mob.l_hand synd_mob.update_internals_hud_icon(1) var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob) E.implant(synd_mob) synd_mob.faction |= "syndicate" synd_mob.update_icons() return 1 /datum/game_mode/nuclear/check_win() if(nukes_left == 0) return 1 return ..() /datum/game_mode/proc/is_operatives_are_dead() for(var/datum/mind/operative_mind in syndicates) if(!istype(operative_mind.current,/mob/living/carbon/human)) if(operative_mind.current) if(operative_mind.current.stat!=2) return 0 return 1 /datum/game_mode/nuclear/declare_completion() var/disk_rescued = 1 for(var/obj/item/weapon/disk/nuclear/D in world) var/disk_area = get_area(D) if(!is_type_in_list(disk_area, centcom_areas)) if(disk_area == shuttle_master.emergency.areaInstance && shuttle_master.emergency.mode >= SHUTTLE_ESCAPE) //snowflaked into objectives because shitty bay shuttles had areas to auto-determine this break disk_rescued = 0 break var/crew_evacuated = (shuttle_master.emergency.mode >= SHUTTLE_ESCAPE) //var/operatives_are_dead = is_operatives_are_dead() //nukes_left //station_was_nuked //derp //Used for tracking if the syndies actually haul the nuke to the station //no //herp //Used for tracking if the syndies got the shuttle off of the z-level //NO, DON'T FUCKING NAME VARS LIKE THIS if(!disk_rescued && station_was_nuked && !syndies_didnt_escape) feedback_set_details("round_end_result","win - syndicate nuke") to_chat(world, "Syndicate Major Victory!") to_chat(world, "[syndicate_name()] operatives have destroyed [station_name()]!") else if(!disk_rescued && station_was_nuked && syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - syndicate nuke - did not evacuate in time") to_chat(world, "Total Annihilation") to_chat(world, "[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion. Next time, don't lose the disk!") else if(!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - blew wrong station") to_chat(world, "Crew Minor Victory") to_chat(world, "[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()]. Next time, don't lose the disk!") else if(!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape) feedback_set_details("round_end_result","halfwin - blew wrong station - did not evacuate in time") to_chat(world, "[syndicate_name()] operatives have earned Darwin Award!") to_chat(world, "[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion. Next time, don't lose the disk!") else if( disk_rescued && is_operatives_are_dead()) feedback_set_details("round_end_result","loss - evacuation - disk secured - syndi team dead") to_chat(world, "Crew Major Victory!") to_chat(world, "The Research Staff has saved the disc and killed the [syndicate_name()] Operatives") else if( disk_rescued ) feedback_set_details("round_end_result","loss - evacuation - disk secured") to_chat(world, "Crew Major Victory") to_chat(world, "The Research Staff has saved the disc and stopped the [syndicate_name()] Operatives!") else if(!disk_rescued && is_operatives_are_dead()) feedback_set_details("round_end_result","loss - evacuation - disk not secured") to_chat(world, "Syndicate Minor Victory!") to_chat(world, "The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!") else if(!disk_rescued && crew_evacuated) feedback_set_details("round_end_result","halfwin - detonation averted") to_chat(world, "Syndicate Minor Victory!") to_chat(world, "[syndicate_name()] operatives recovered the abandoned authentication disk but detonation of [station_name()] was averted. Next time, don't lose the disk!") else if(!disk_rescued && !crew_evacuated) feedback_set_details("round_end_result","halfwin - interrupted") to_chat(world, "Neutral Victory") to_chat(world, "Round was mysteriously interrupted!") ..() return /datum/game_mode/proc/auto_declare_completion_nuclear() if( syndicates.len || (ticker && istype(ticker.mode,/datum/game_mode/nuclear)) ) var/text = "
The syndicate operatives were:" var/purchases = "" var/TC_uses = 0 for(var/datum/mind/syndicate in syndicates) text += "
[syndicate.key] was [syndicate.name] (" if(syndicate.current) if(syndicate.current.stat == DEAD) text += "died" else text += "survived" if(syndicate.current.real_name != syndicate.name) text += " as [syndicate.current.real_name]" else text += "body destroyed" text += ")" for(var/obj/item/device/uplink/H in world_uplinks) if(H && H.uplink_owner && H.uplink_owner==syndicate.key) TC_uses += H.used_TC purchases += H.purchase_log text += "
" text += "(Syndicates used [TC_uses] TC) [purchases]" if(TC_uses==0 && station_was_nuked && !is_operatives_are_dead()) text += "" to_chat(world, text) return 1 /proc/nukelastname(var/mob/M as mob) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho. var/randomname = pick(last_names) var/newname = sanitize(copytext(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname),1,MAX_NAME_LEN)) if(!newname) newname = randomname else if(newname == "Unknown" || newname == "floor" || newname == "wall" || newname == "rwall" || newname == "_") to_chat(M, "That name is reserved.") return nukelastname(M) return newname /proc/NukeNameAssign(var/lastname,var/list/syndicates) for(var/datum/mind/synd_mind in syndicates) switch(synd_mind.current.gender) if(MALE) synd_mind.name = "[pick(first_names_male)] [pick(last_names)]" if(FEMALE) synd_mind.name = "[pick(first_names_female)] [pick(last_names)]" synd_mind.current.real_name = synd_mind.name return /datum/game_mode/nuclear/set_scoreboard_gvars() var/foecount = 0 for(var/datum/mind/M in ticker.mode.syndicates) foecount++ if(!M || !M.current) score_opkilled++ continue if(M.current.stat == DEAD) score_opkilled++ else if(M.current.restrained()) score_arrested++ if(foecount == score_arrested) score_allarrested = 1 for(var/obj/machinery/nuclearbomb/nuke in world) if(nuke.r_code == "Nope") continue var/turf/T = get_turf(nuke) var/area/A = T.loc var/list/thousand_penalty = list(/area/syndicate_station, /area/wizard_station, /area/solar, /area) var/list/fiftythousand_penalty = list(/area/security/main, /area/security/brig, /area/security/armoury, /area/security/checkpoint2) if(is_type_in_list(A, thousand_penalty)) score_nuked_penalty = 1000 else if(is_type_in_list(A, fiftythousand_penalty)) score_nuked_penalty = 50000 else if(istype(A, /area/engine)) score_nuked_penalty = 100000 else score_nuked_penalty = 10000 break var/killpoints = score_opkilled * 250 var/arrestpoints = score_arrested * 1000 score_crewscore += killpoints score_crewscore += arrestpoints if(score_nuked) score_crewscore -= score_nuked_penalty /datum/game_mode/nuclear/get_scoreboard_stats() var/foecount = 0 var/crewcount = 0 var/diskdat = "" var/bombdat = null for(var/datum/mind/M in ticker.mode.syndicates) foecount++ for(var/mob/living/C in world) if(ishuman(C) || isAI(C) || isrobot(C)) if(C.stat == 2) continue if(!C.client) continue crewcount++ var/obj/item/weapon/disk/nuclear/N = locate() in world if(istype(N)) var/atom/disk_loc = N.loc while(!isturf(disk_loc)) if(ismob(disk_loc)) var/mob/M = disk_loc diskdat += "Carried by [M.real_name] " if(isobj(disk_loc)) var/obj/O = disk_loc diskdat += "in \a [O]" disk_loc = disk_loc.loc diskdat += "in [disk_loc.loc]" if(!diskdat) diskdat = "WARNING: Nuked_penalty could not be found, look at [__FILE__], [__LINE__]." var/dat = "" dat += "Mode Statistics
" dat += "Number of Operatives: [foecount]
" dat += "Number of Surviving Crew: [crewcount]
" dat += "Final Location of Nuke: [bombdat]
" dat += "Final Location of Disk: [diskdat]
" dat += "
" dat += "Operatives Arrested: [score_arrested] ([score_arrested * 1000] Points)
" dat += "All Operatives Arrested: [score_allarrested ? "Yes" : "No"] (Score tripled)
" dat += "Operatives Killed: [score_opkilled] ([score_opkilled * 1000] Points)
" dat += "Station Destroyed: [score_nuked ? "Yes" : "No"] (-[score_nuked_penalty] Points)
" dat += "
" return dat