/// Stores a reference to every [objective][/datum/objective] which currently exists.
GLOBAL_LIST_EMPTY(all_objectives)
// Used in admin procs to give them a pretty list to look at, and to also have sane reusable code.
/// Stores objective [names][/datum/objective/var/name] as list keys, and their corresponding typepaths as list values.
GLOBAL_LIST_EMPTY(admin_objective_list)
GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective) - /datum/theft_objective/steal - /datum/theft_objective/number - /datum/theft_objective/unique))
/datum/objective
/**
* Proper name of the objective. Not player facing, only shown to admins when adding objectives.
* Leave as null (or override to null) if you don't want admins to see that objective as a viable one to add (such as the mindslave objective).
*/
var/name
/**
* Owner of the objective.
* Note that it's fine to set this directly, but when needing to check completion of the objective or otherwise check conditions on the owner of the objective,
* always use `get_owners()`, and check against ALL the owners. `get_owners()` accounts for objectives that may be team based and therefore have multiple owners.
*/
var/datum/mind/owner
/// The target of the objective.
var/datum/mind/target
/// The team the objective belongs to, if any.
var/datum/team/team
/// What the owner is supposed to do to complete the objective.
var/explanation_text = "Nothing"
/// If the objective should have `find_target()` called for it.
var/needs_target = TRUE
/// If they are focused on a particular number. Steal objectives have their own counter.
var/target_amount = 0
/// If the objective has been completed.
var/completed = FALSE
/// If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
var/martyr_compatible = FALSE
var/datum/objective_holder/holder
/datum/objective/New(text, datum/team/team_to_join)
. = ..()
SHOULD_CALL_PARENT(TRUE)
GLOB.all_objectives += src
if(text)
explanation_text = text
if(team_to_join)
team = team_to_join
/datum/objective/Destroy()
GLOB.all_objectives -= src
owner = null
target = null
team = null
holder = null
return ..()
/datum/objective/proc/check_completion()
return completed
/datum/objective/proc/found_target()
return target
/**
* This is for objectives that need to register signals, so place them in here.
*/
/datum/objective/proc/establish_signals()
return
/**
* This is for objectives that have reason to update their text, such as target changes.
*/
/datum/objective/proc/update_explanation_text()
stack_trace("Objective [type]'s update_explanation_text was not overridden.")
/**
* Get all owners of the objective, including ones from the objective's team, if it has one.
*
* Use this over directly referencing `owner` in most cases.
*/
/datum/objective/proc/get_owners()
. = length(team?.members) ? team.members.Copy() : list()
if(owner)
. += owner
/datum/proc/is_invalid_target(datum/mind/possible_target) // Originally an Objective proc. Changed to a datum proc to allow for the proc to be run on minds, before the objective is created
if(!ishuman(possible_target.current))
return TARGET_INVALID_NOT_HUMAN
if(possible_target.current.stat == DEAD)
return TARGET_INVALID_DEAD
if(!possible_target.key)
return TARGET_INVALID_NOCKEY
if(possible_target.current)
var/turf/current_location = get_turf(possible_target.current)
if(current_location && !is_level_reachable(current_location.z))
return TARGET_INVALID_UNREACHABLE
if(isgolem(possible_target.current))
return TARGET_INVALID_GOLEM
if(possible_target.offstation_role)
return TARGET_INVALID_EVENT
/datum/objective/is_invalid_target(datum/mind/possible_target)
. = ..()
if(.)
return
for(var/datum/mind/M in get_owners())
if(possible_target == M)
return TARGET_INVALID_IS_OWNER
if(possible_target in M.targets)
return TARGET_INVALID_IS_TARGET
if(SEND_SIGNAL(src, COMSIG_OBJECTIVE_CHECK_VALID_TARGET, possible_target) & OBJECTIVE_INVALID_TARGET)
return TARGET_INVALID_BLACKLISTED
/datum/objective/proc/find_target(list/target_blacklist)
if(!needs_target)
return
var/list/possible_targets = list()
for(var/datum/mind/possible_target in SSticker.minds)
if(is_invalid_target(possible_target) || (possible_target in target_blacklist))
continue
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
SEND_SIGNAL(src, COMSIG_OBJECTIVE_TARGET_FOUND, target)
update_explanation_text()
return target
/**
* Called when the objective's target goes to cryo.
*/
/datum/objective/proc/on_target_cryo()
var/list/owners = get_owners()
for(var/datum/mind/M in owners)
to_chat(M.current, "
You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")
SEND_SOUND(M.current, sound('sound/ambience/alarm4.ogg'))
target = null
INVOKE_ASYNC(src, PROC_REF(post_target_cryo), owners)
/**
* Called a tick after when the objective's target goes to cryo.
*/
/datum/objective/proc/post_target_cryo(list/owners)
find_target()
if(!target)
holder.remove_objective(src)
// even if we have to remove the objective, still announce it
for(var/datum/mind/M in owners)
var/list/messages = M.prepare_announce_objectives(FALSE)
to_chat(M.current, chat_box_red(messages.Join("
")))
// Borgs, brains, AIs, etc count as dead for traitor objectives
/datum/objective/proc/is_special_dead(mob/target_current, check_silicon = TRUE)
if(check_silicon && issilicon(target_current))
return TRUE
return isbrain(target_current) || istype(target_current, /mob/living/simple_animal/spiderbot)
/datum/objective/assassinate
name = "Assassinate"
martyr_compatible = TRUE
/datum/objective/assassinate/update_explanation_text()
if(target?.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
/datum/objective/assassinate/check_completion()
if(target?.current)
if(target.current.stat == DEAD)
return TRUE
if(is_special_dead(target.current)) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return TRUE
if(!target.current.ckey)
return TRUE
return FALSE
return TRUE
/datum/objective/assassinateonce
name = "Assassinate once"
martyr_compatible = TRUE
var/won = FALSE
/datum/objective/assassinateonce/update_explanation_text()
if(target?.current)
explanation_text = "Teach [target.current.real_name], the [target.assigned_role], a lesson they will not forget. The target only needs to die once for success."
establish_signals()
else
explanation_text = "Free Objective"
/datum/objective/assassinateonce/establish_signals()
RegisterSignal(target.current, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING), PROC_REF(check_midround_completion))
/datum/objective/assassinateonce/check_completion()
return won || completed || !target?.current?.ckey
/datum/objective/assassinateonce/proc/check_midround_completion()
won = TRUE
UnregisterSignal(target.current, list(COMSIG_MOB_DEATH, COMSIG_PARENT_QDELETING))
/datum/objective/assassinateonce/on_target_cryo()
if(won)
return
return ..()
/datum/objective/mutiny
name = "Mutiny"
martyr_compatible = TRUE
/datum/objective/mutiny/update_explanation_text()
if(target?.current)
explanation_text = "Assassinate or exile [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
/datum/objective/mutiny/is_invalid_target(datum/mind/possible_target)
. = ..()
if(.)
return
if(!(possible_target in SSticker.mode.get_all_heads()))
return TARGET_INVALID_NOTHEAD
/datum/objective/mutiny/check_completion()
if(target?.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client)
return TRUE
var/turf/T = get_turf(target.current)
if(T && !is_station_level(T.z)) //If they leave the station they count as dead for this
return TRUE
return FALSE
return TRUE
/datum/objective/mutiny/on_target_cryo()
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(team)
team.remove_team_objective(src)
return
qdel(src)
/datum/objective/maroon
name = "Maroon"
martyr_compatible = FALSE
/datum/objective/maroon/update_explanation_text()
if(target?.current)
explanation_text = "Prevent [target.current.real_name], the [target.assigned_role] from escaping alive."
else
explanation_text = "Free Objective"
/datum/objective/maroon/check_completion()
if(target?.current)
if(target.current.stat == DEAD)
return TRUE
if(!target.current.ckey)
return TRUE
if(is_special_dead(target.current))
return TRUE
var/turf/T = get_turf(target.current)
if(is_admin_level(T.z))
return FALSE
return TRUE
return TRUE
/datum/objective/debrain //I want braaaainssss
name = "Debrain"
martyr_compatible = FALSE
/datum/objective/debrain/is_invalid_target(datum/mind/possible_target)
. = ..()
if(.)
return
// If the target is a changeling, then it's an invalid target. Since changelings can not be debrained.
if(ischangeling(possible_target.current))
return TARGET_INVALID_CHANGELING
/datum/objective/debrain/update_explanation_text()
if(target?.current)
explanation_text = "Steal the brain of [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
/datum/objective/debrain/check_completion()
if(!target) // If it's a free objective.
return TRUE
if(!target.current || !isbrain(target.current))
return FALSE
for(var/datum/mind/M in get_owners())
if(QDELETED(M.current))
continue // Maybe someone who's alive has the brain.
if(target.current in M.current.GetAllContents())
return TRUE
return FALSE
/datum/objective/protect //The opposite of killing a dude.
name = "Protect"
martyr_compatible = TRUE
/datum/objective/protect/update_explanation_text()
if(target?.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
/datum/objective/protect/check_completion()
if(!target) //If it's a free objective.
return TRUE
if(target.current)
if(target.current.stat == DEAD)
return FALSE
if(is_special_dead(target.current))
return FALSE
return TRUE
return FALSE
/datum/objective/protect/mindslave //subytpe for mindslave implants
needs_target = FALSE // To be clear, this objective should have a target, but it will always be manually set to the mindslaver through the mindslave antag datum.
// This objective should only be given to a single owner. We can use `owner` and not `get_owners()`.
/datum/objective/protect/mindslave/on_target_cryo()
if(owner?.current)
SEND_SOUND(owner.current, sound('sound/ambience/alarm4.ogg'))
owner.remove_antag_datum(/datum/antagonist/mindslave)
to_chat(owner.current, "
You notice that your master has entered cryogenic storage, and revert to your normal self.")
log_admin("[key_name(owner.current)]'s mindslave master has cryo'd, and is no longer a mindslave.")
message_admins("[key_name_admin(owner.current)]'s mindslave master has cryo'd, and is no longer a mindslave.") //Since they were on antag hud earlier, this feels important to log
qdel(src)
/datum/objective/hijack
name = "Hijack"
martyr_compatible = FALSE //Technically you won't get both anyway.
explanation_text = "Hijack the shuttle by escaping on it with no loyalist Nanotrasen crew on board and free. \
Syndicate agents, other enemies of Nanotrasen, cyborgs, pets, and cuffed/restrained hostages may be allowed on the shuttle alive. \
Alternatively, hack the shuttle console multiple times (by alt clicking on it) until the shuttle directions are corrupted."
needs_target = FALSE
/datum/objective/hijack/check_completion()
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return FALSE
for(var/datum/mind/M in get_owners())
if(QDELETED(M.current) || M.current.stat != CONSCIOUS || issilicon(M.current) || get_area(M.current) != SSshuttle.emergency.areaInstance)
return FALSE
return SSshuttle.emergency.is_hijacked()
/datum/objective/hijackclone
name = "Hijack (with clones)"
explanation_text = "Hijack the shuttle by ensuring only you (or your copies) escape."
martyr_compatible = FALSE
needs_target = FALSE
// This objective should only be given to a single owner, because the "copies" can only copy one person.
// We're fine to use `owner` instead of `get_owners()`.
/datum/objective/hijackclone/check_completion()
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME || !owner.current)
return FALSE
var/area/A = SSshuttle.emergency.areaInstance
for(var/mob/living/player in GLOB.player_list) //Make sure nobody else is onboard
if(player.mind && player.mind != owner)
if(player.stat != DEAD)
if(issilicon(player))
continue
if(get_area(player) == A)
if(player.real_name != owner.current.real_name && !istype(get_turf(player.mind.current), /turf/simulated/floor/mineral/plastitanium/red/brig))
return FALSE
for(var/mob/living/player in GLOB.player_list) //Make sure at least one of you is onboard
if(player.mind && player.mind != owner)
if(player.stat != DEAD)
if(issilicon(player))
continue
if(get_area(player) == A)
if(player.real_name == owner.current.real_name && !istype(get_turf(player.mind.current), /turf/simulated/floor/mineral/plastitanium/red/brig))
return TRUE
return FALSE
/datum/objective/block
name = "Silicon hijack"
explanation_text = "Hijack the shuttle with no loyalist Nanotrasen crew on board and free. \
Syndicate agents, other enemies of Nanotrasen, cyborgs, pets, and cuffed/restrained hostages may be allowed on the shuttle alive. \
Using the doomsday device successfully is also an option."
martyr_compatible = FALSE
needs_target = FALSE
/datum/objective/block/check_completion()
for(var/datum/mind/M in get_owners())
if(!M.current || !issilicon(M.current))
return FALSE
if(SSticker.mode.station_was_nuked)
return TRUE
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return FALSE
if(!SSshuttle.emergency.is_hijacked(TRUE))
return FALSE
return TRUE
/datum/objective/escape
name = "Escape"
explanation_text = "Escape on the shuttle or an escape pod alive and free."
needs_target = FALSE
/datum/objective/escape/check_completion()
var/list/owners = get_owners()
for(var/datum/mind/M in owners)
// These are mandatory conditions, they should come before the freebie conditions below.
if(QDELETED(M.current) || M.current.stat == DEAD || is_special_dead(M.current))
return FALSE
if(SSticker.force_ending) // This one isn't their fault, so lets just assume good faith.
return TRUE
if(SSticker.mode.station_was_nuked) // If they escaped the blast somehow, let them win.
return TRUE
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return FALSE
for(var/datum/mind/M in owners)
var/turf/location = get_turf(M.current)
if(istype(location, /turf/simulated/floor/mineral/plastitanium/red/brig))
return FALSE
if(!location.onCentcom() && !location.onSyndieBase())
return FALSE
return TRUE
/datum/objective/escape/escape_with_identity
name = null
/// Stored because the target's `[mob/var/real_name]` can change over the course of the round.
var/target_real_name
/// If the objective has an assassinate objective tied to it.
var/has_assassinate_objective = FALSE
/datum/objective/escape/escape_with_identity/New(text, datum/team/team_to_join, datum/objective/assassinate/assassinate)
..()
if(!assassinate)
return
target = assassinate.target
target_real_name = assassinate.target.current.real_name
explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role] while wearing [target.p_their()] identification card."
has_assassinate_objective = TRUE
RegisterSignal(assassinate, COMSIG_OBJECTIVE_TARGET_FOUND, PROC_REF(assassinate_found_target))
RegisterSignal(assassinate, COMSIG_OBJECTIVE_CHECK_VALID_TARGET, PROC_REF(assassinate_checking_target))
/datum/objective/escape/escape_with_identity/is_invalid_target(datum/mind/possible_target)
if(..() || !possible_target.current.client)
return TRUE
// If the target is geneless, then it's an invalid target.
return HAS_TRAIT(possible_target.current, TRAIT_GENELESS)
/datum/objective/escape/escape_with_identity/update_explanation_text()
if(target?.current)
target_real_name = target.current.real_name
explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role] while wearing [target.p_their()] identification card."
else
explanation_text = "Free Objective"
/datum/objective/escape/escape_with_identity/proc/assassinate_checking_target(datum/source, datum/mind/possible_target)
SIGNAL_HANDLER
if(!possible_target.current.client || HAS_TRAIT(possible_target.current, TRAIT_GENELESS))
// Stop our linked assassinate objective from choosing a clientless/geneless target.
return OBJECTIVE_INVALID_TARGET
return OBJECTIVE_VALID_TARGET
/datum/objective/escape/escape_with_identity/proc/assassinate_found_target(datum/source, datum/mind/new_target)
SIGNAL_HANDLER
if(new_target)
target_real_name = new_target.current.real_name
return
// The assassinate objective was unable to find a new target after the old one cryo'd as was qdel'd. We're on our own.
find_target()
has_assassinate_objective = FALSE
/datum/objective/escape/escape_with_identity/on_target_cryo()
if(has_assassinate_objective)
return // Our assassinate objective will handle this.
..()
/datum/objective/escape/escape_with_identity/post_target_cryo()
if(has_assassinate_objective)
return // Our assassinate objective will handle this.
..()
// This objective should only be given to a single owner since only 1 person can have the ID card of the target.
// We're fine to use `owner` instead of `get_owners()`.
/datum/objective/escape/escape_with_identity/check_completion()
if(!target_real_name)
return TRUE
if(!ishuman(owner.current))
return FALSE
var/mob/living/carbon/human/H = owner.current
if(..())
if(H.dna.real_name == target_real_name)
if(H.get_id_name() == target_real_name)
return TRUE
return FALSE
/datum/objective/survive
name = "Survive"
explanation_text = "Stay alive until the end."
needs_target = FALSE
/datum/objective/survive/check_completion()
for(var/datum/mind/M in get_owners())
if(QDELETED(M.current) || M.current.stat == DEAD || is_special_dead(M.current, check_silicon = FALSE))
return FALSE
if(issilicon(M.current) && !M.is_original_mob(M.current))
return FALSE
return TRUE
/datum/objective/nuclear
name = "Nuke station"
explanation_text = "Destroy the station with a nuclear device."
martyr_compatible = TRUE
needs_target = FALSE
/datum/objective/steal
name = "Steal Item"
var/datum/theft_objective/steal_target
martyr_compatible = FALSE
var/theft_area
/datum/objective/steal/found_target()
return steal_target
/datum/objective/steal/proc/get_location()
return steal_target.location_override || "an unknown area"
/datum/objective/steal/find_target(list/target_blacklist)
var/potential = GLOB.potential_theft_objectives.Copy()
while(!steal_target && length(potential))
var/thefttype = pick_n_take(potential)
if(locate(thefttype) in target_blacklist)
continue
var/datum/theft_objective/O = new thefttype
var/has_invalid_owner = FALSE
for(var/datum/mind/M in get_owners())
if((M.assigned_role in O.protected_jobs) || (O in M.targets))
has_invalid_owner = TRUE
break
if(has_invalid_owner)
continue
if(!O.check_objective_conditions())
continue
if(O.flags & 2) // THEFT_FLAG_UNIQUE
continue
steal_target = O
update_explanation_text()
if(steal_target.special_equipment)
give_kit(steal_target.special_equipment)
return
explanation_text = "Free Objective."
/datum/objective/steal/proc/select_target()
var/list/possible_items_all = GLOB.potential_theft_objectives + "custom"
var/new_target = input("Select target:", "Objective target", null) as null|anything in possible_items_all
if(!new_target)
return
if(new_target == "custom")
var/obj/item/steal_target_path = input("Select type:","Type") as null|anything in typesof(/obj/item)
if(!steal_target_path)
return
var/theft_objective_name = sanitize(copytext(input("Enter target name:", "Objective target", initial(steal_target_path.name)) as text|null, 1, MAX_NAME_LEN))
if(!theft_objective_name)
return
var/datum/theft_objective/target_theft_objective = new
target_theft_objective.typepath = steal_target_path
target_theft_objective.name = theft_objective_name
steal_target = target_theft_objective
explanation_text = "Steal [theft_objective_name]."
else
steal_target = new new_target
update_explanation_text()
if(steal_target.special_equipment)
give_kit(steal_target.special_equipment)
return steal_target
/datum/objective/steal/update_explanation_text()
explanation_text = "Steal [steal_target.name]. One was last seen in [get_location()]. "
if(length(steal_target.protected_jobs) && steal_target.job_possession)
explanation_text += "It may also be in the possession of the [english_list(steal_target.protected_jobs, and_text = " or ")]."
/datum/objective/steal/check_completion()
if(!steal_target)
return TRUE // Free Objective
for(var/datum/mind/M in get_owners())
if(!M.current)
continue
for(var/obj/I in M.current.GetAllContents())
if((istype(I, steal_target.typepath) || (I.type in steal_target.altitems)) && steal_target.check_special_completion(I))
return TRUE
return FALSE
/datum/objective/steal/proc/give_kit(obj/item/item_path)
var/list/datum/mind/objective_owners = get_owners()
if(!length(objective_owners))
return
var/obj/item/item_to_give = new item_path
var/static/list/slots = list(
"backpack" = SLOT_HUD_IN_BACKPACK,
"left pocket" = SLOT_HUD_LEFT_STORE,
"right pocket" = SLOT_HUD_RIGHT_STORE,
"left hand" = SLOT_HUD_LEFT_HAND,
"right hand" = SLOT_HUD_RIGHT_HAND,
)
for(var/datum/mind/kit_receiver_mind as anything in shuffle(objective_owners))
var/mob/living/carbon/human/kit_receiver = kit_receiver_mind.current
if(!kit_receiver)
continue
var/where = kit_receiver.equip_in_one_of_slots(item_to_give, slots)
if(!where)
continue
to_chat(kit_receiver, "
In your [where] is a box containing items and instructions to help you with your steal objective.
")
for(var/datum/mind/objective_owner as anything in objective_owners)
if(kit_receiver_mind == objective_owner || !objective_owner.current)
continue
to_chat(objective_owner.current, "
[kit_receiver] has received a box containing items and instructions to help you with your steal objective.
")
return
qdel(item_to_give)
for(var/datum/mind/objective_owner as anything in objective_owners)
var/mob/living/carbon/human/failed_receiver = objective_owner.current
if(!failed_receiver)
continue
to_chat(failed_receiver, "Unfortunately, you weren't able to get a stealing kit. This is very bad and you should adminhelp immediately (press F1).")
message_admins("[ADMIN_LOOKUPFLW(failed_receiver)] Failed to spawn with their [item_path] theft kit.")
/datum/objective/absorb
name = "Absorb DNA"
needs_target = FALSE
/datum/objective/absorb/New(text, datum/team/team_to_join)
. = ..()
gen_amount_goal()
/datum/objective/absorb/proc/gen_amount_goal(lowbound = 6, highbound = 8)
target_amount = rand (lowbound,highbound)
if(SSticker)
var/n_p = 1 //autowin
if(SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in GLOB.player_list)
if(P.client && P.ready && !(P.mind in get_owners()))
if(P.client.prefs && (P.client.prefs.active_character.species == "Machine")) // Special check for species that can't be absorbed. No better solution.
continue
n_p++
else if(SSticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in GLOB.player_list)
if(HAS_TRAIT(P, TRAIT_GENELESS))
continue
if(P.client && !(P.mind in SSticker.mode.changelings) && !(P.mind in get_owners()))
n_p++
target_amount = min(target_amount, n_p)
update_explanation_text()
return target_amount
/datum/objective/absorb/update_explanation_text()
explanation_text = "Acquire [target_amount] compatible genomes. The 'Extract DNA Sting' can be used to stealthily get genomes without killing somebody."
/datum/objective/absorb/check_completion()
for(var/datum/mind/M in get_owners())
var/datum/antagonist/changeling/cling = M?.has_antag_datum(/datum/antagonist/changeling)
if(cling?.absorbed_dna && (cling.absorbed_count >= target_amount))
return TRUE
return FALSE
/datum/objective/destroy
name = "Destroy AI"
martyr_compatible = TRUE
/datum/objective/destroy/find_target(list/target_blacklist)
var/list/possible_targets = active_ais(1)
var/mob/living/silicon/ai/target_ai = pick(possible_targets)
target = target_ai.mind
update_explanation_text()
return target
/datum/objective/destroy/update_explanation_text()
if(target?.current)
explanation_text = "Destroy [target.current.real_name], the AI."
else
explanation_text = "Free Objective"
/datum/objective/destroy/check_completion()
if(target?.current)
if(target.current.stat == DEAD || is_away_level(target.current.z) || !target.current.ckey)
return TRUE
return FALSE
return TRUE
/datum/objective/destroy/post_target_cryo(list/owners)
holder.replace_objective(src, /datum/objective/assassinate)
/datum/objective/steal_five_of_type
name = "Steal Five Items"
explanation_text = "Steal at least five items!"
needs_target = FALSE
var/list/wanted_items = list()
/datum/objective/steal_five_of_type/New()
..()
wanted_items = typecacheof(wanted_items)
/datum/objective/steal_five_of_type/check_completion()
var/stolen_count = 0
var/list/owners = get_owners()
var/list/all_items = list()
for(var/datum/mind/M in owners)
if(!isliving(M.current))
continue
all_items += M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(is_type_in_typecache(I, wanted_items))
stolen_count++
return stolen_count >= 5
/datum/objective/steal_five_of_type/summon_guns
name = "Steal Five Guns"
explanation_text = "Steal at least five guns!"
wanted_items = list(/obj/item/gun)
/datum/objective/steal_five_of_type/summon_magic
name = "Steal Five Artefacts"
explanation_text = "Steal at least five magical artefacts!"
wanted_items = list()
/datum/objective/steal_five_of_type/summon_magic/New()
wanted_items = GLOB.summoned_magic_objectives
..()
/datum/objective/steal_five_of_type/summon_magic/check_completion()
var/stolen_count = 0
var/list/owners = get_owners()
var/list/all_items = list()
for(var/datum/mind/M in owners)
if(!isliving(M.current))
continue
all_items += M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(istype(I, /obj/item/spellbook) && !istype(I, /obj/item/spellbook/oneuse))
var/obj/item/spellbook/spellbook = I
if(spellbook.uses) //if the book still has powers...
stolen_count++ //it counts. nice.
if(istype(I, /obj/item/spellbook/oneuse))
var/obj/item/spellbook/oneuse/oneuse = I
if(!oneuse.used)
stolen_count++
else if(is_type_in_typecache(I, wanted_items))
stolen_count++
return stolen_count >= 5
/datum/objective/blood
name = "Spread blood"
needs_target = FALSE
/datum/objective/blood/New()
gen_amount_goal()
. = ..()
/datum/objective/blood/proc/gen_amount_goal(low = 150, high = 400)
target_amount = rand(low,high)
target_amount = round(round(target_amount/5)*5)
update_explanation_text()
return target_amount
/datum/objective/blood/update_explanation_text()
explanation_text = "Accumulate at least [target_amount] total units of blood."
/datum/objective/blood/check_completion()
for(var/datum/mind/M in get_owners())
var/datum/antagonist/vampire/V = M.has_antag_datum(/datum/antagonist/vampire)
if(V.bloodtotal >= target_amount)
return TRUE
else
return FALSE
// Traders
// These objectives have no check_completion, they exist only to tell Sol Traders what to aim for.
/datum/objective/trade
needs_target = FALSE
completed = TRUE
/datum/objective/trade/plasma
explanation_text = "Acquire at least 15 sheets of plasma through trade."
/datum/objective/trade/credits
explanation_text = "Acquire at least 10,000 credits through trade."
//wizard
/datum/objective/wizchaos
explanation_text = "Wreak havoc upon the station as much you can. Send those wandless Nanotrasen scum a message!"
needs_target = FALSE
completed = TRUE