GLOBAL_LIST_EMPTY(all_objectives) GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective) - /datum/theft_objective/steal - /datum/theft_objective/number - /datum/theft_objective/unique)) /datum/objective var/datum/mind/owner = null //Who owns the objective. var/explanation_text = "Nothing" //What that person is supposed to do. var/datum/mind/target = null //If they are focused on a particular person. var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter. var/completed = 0 //currently only used for custom objectives. var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead. /datum/objective/New(text) GLOB.all_objectives += src if(text) explanation_text = text /datum/objective/Destroy() GLOB.all_objectives -= src return ..() /datum/objective/proc/check_completion() return completed /datum/objective/proc/is_invalid_target(datum/mind/possible_target) if(possible_target == owner) return TARGET_INVALID_IS_OWNER if(possible_target in owner.targets) return TARGET_INVALID_IS_TARGET 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/proc/find_target() var/list/possible_targets = list() for(var/datum/mind/possible_target in SSticker.minds) if(is_invalid_target(possible_target)) continue possible_targets += possible_target if(possible_targets.len > 0) target = pick(possible_targets) /datum/objective/assassinate martyr_compatible = 1 /datum/objective/assassinate/find_target() ..() if(target && target.current) explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]." else explanation_text = "Free Objective" return target /datum/objective/assassinate/check_completion() if(target && target.current) if(target.current.stat == DEAD) return 1 if(issilicon(target.current) || isbrain(target.current)) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite return 1 if(!target.current.ckey) return 1 return 0 return 1 /datum/objective/mutiny martyr_compatible = 1 /datum/objective/mutiny/find_target() ..() if(target && target.current) explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]." else explanation_text = "Free Objective" return target /datum/objective/mutiny/check_completion() if(target && target.current) if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client) return 1 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 1 return 0 return 1 /datum/objective/maroon martyr_compatible = 1 /datum/objective/maroon/find_target() ..() if(target && target.current) explanation_text = "Prevent [target.current.real_name], the [target.assigned_role] from escaping alive." else explanation_text = "Free Objective" return target /datum/objective/maroon/check_completion() if(target && target.current) if(target.current.stat == DEAD) return 1 if(!target.current.ckey) return 1 if(issilicon(target.current)) return 1 if(isbrain(target.current)) return 1 var/turf/T = get_turf(target.current) if(is_admin_level(T.z)) return 0 return 1 return 1 /datum/objective/debrain //I want braaaainssss martyr_compatible = 0 /datum/objective/debrain/find_target() ..() if(target && target.current) explanation_text = "Steal the brain of [target.current.real_name] the [target.assigned_role]." else explanation_text = "Free Objective" return target /datum/objective/debrain/check_completion() if(!target)//If it's a free objective. return 1 if(!owner.current || owner.current.stat == DEAD) return 0 if(!target.current || !isbrain(target.current)) return 0 var/atom/A = target.current while(A.loc) //check to see if the brainmob is on our person A = A.loc if(A == owner.current) return 1 return 0 /datum/objective/protect //The opposite of killing a dude. martyr_compatible = 1 /datum/objective/protect/find_target() ..() if(target && target.current) explanation_text = "Protect [target.current.real_name], the [target.assigned_role]." else explanation_text = "Free Objective" return target /datum/objective/protect/check_completion() if(!target) //If it's a free objective. return 1 if(target.current) if(target.current.stat == DEAD) return 0 if(issilicon(target.current)) return 0 if(isbrain(target.current)) return 0 return 1 return 0 /datum/objective/protect/mindslave //subytpe for mindslave implants /datum/objective/hijack martyr_compatible = 0 //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." /datum/objective/hijack/check_completion() if(!owner.current || owner.current.stat) return 0 if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME) return 0 if(issilicon(owner.current)) return 0 var/area/A = get_area(owner.current) if(SSshuttle.emergency.areaInstance != A) return 0 return SSshuttle.emergency.is_hijacked() /datum/objective/hijackclone explanation_text = "Hijack the shuttle by ensuring only you (or your copies) escape." martyr_compatible = 0 /datum/objective/hijackclone/check_completion() if(!owner.current) return 0 if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME) return 0 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/shuttle/floor4)) return 0 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/shuttle/floor4)) return 1 return 0 /datum/objective/block explanation_text = "Do not allow any lifeforms, be it organic or synthetic to escape on the shuttle alive. AIs, Cyborgs, Maintenance drones, and pAIs are not considered alive." martyr_compatible = 1 /datum/objective/block/check_completion() if(!istype(owner.current, /mob/living/silicon)) return 0 if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME) return 0 if(!owner.current) return 0 var/area/A = SSshuttle.emergency.areaInstance for(var/mob/living/player in GLOB.player_list) if(issilicon(player)) continue // If they're silicon, they're not considered alive, skip them. if(player.mind && player.stat != DEAD) if(get_area(player) == A) return 0 // If there are any other organic mobs on the shuttle, you failed the objective. return 1 /datum/objective/escape explanation_text = "Escape on the shuttle or an escape pod alive and free." /datum/objective/escape/check_completion() if(issilicon(owner.current)) return 0 if(isbrain(owner.current)) return 0 if(!owner.current || owner.current.stat == DEAD) return 0 if(SSticker.force_ending) //This one isn't their fault, so lets just assume good faith return 1 if(SSticker.mode.station_was_nuked) //If they escaped the blast somehow, let them win return 1 if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME) return 0 var/turf/location = get_turf(owner.current) if(!location) return 0 if(istype(location, /turf/simulated/shuttle/floor4) || istype(location, /turf/simulated/floor/mineral/plastitanium/red/brig)) // Fails traitors if they are in the shuttle brig -- Polymorph return 0 if(location.onCentcom() || location.onSyndieBase()) return 1 return 0 /datum/objective/escape/escape_with_identity var/target_real_name // Has to be stored because the target's real_name can change over the course of the round /datum/objective/escape/escape_with_identity/find_target() var/list/possible_targets = list() //Copypasta because NO_DNA races, yay for snowflakes. for(var/datum/mind/possible_target in SSticker.minds) if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && possible_target.current.client) var/mob/living/carbon/human/H = possible_target.current if(!(NO_DNA in H.dna.species.species_traits)) possible_targets += possible_target if(possible_targets.len > 0) target = pick(possible_targets) if(target && 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/check_completion() if(!target_real_name) return 1 if(!ishuman(owner.current)) return 0 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 1 return 0 /datum/objective/die explanation_text = "Die a glorious death." /datum/objective/die/check_completion() if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current)) return 1 if(issilicon(owner.current) && owner.current != owner.original) return 1 return 0 /datum/objective/survive explanation_text = "Stay alive until the end." /datum/objective/survive/check_completion() if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current)) return 0 //Brains no longer win survive objectives. --NEO if(issilicon(owner.current) && owner.current != owner.original) return 0 return 1 /datum/objective/nuclear explanation_text = "Destroy the station with a nuclear device." martyr_compatible = 1 /datum/objective/steal var/datum/theft_objective/steal_target martyr_compatible = 0 var/theft_area /datum/objective/steal/proc/get_location() if(steal_target.location_override) return steal_target.location_override var/list/obj/item/steal_candidates = get_all_of_type(steal_target.typepath, subtypes = TRUE) for(var/obj/item/candidate in steal_candidates) if(!is_admin_level(candidate.loc.z)) theft_area = get_area(candidate.loc) return "[theft_area]" return "an unknown area" /datum/objective/steal/find_target() var/loop=50 while(!steal_target && loop > 0) loop-- var/thefttype = pick(GLOB.potential_theft_objectives) var/datum/theft_objective/O = new thefttype if(owner.assigned_role in O.protected_jobs) continue if(O in owner.targets) continue if(O.flags & 2) continue steal_target = O explanation_text = "Steal [steal_target]. One was last seen in [get_location()]. " if(islist(O.protected_jobs) && O.protected_jobs.len) explanation_text += "It may also be in the possession of the [jointext(O.protected_jobs, ", ")]." 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/datum/theft_objective/O=new O.typepath = input("Select type:","Type") as null|anything in typesof(/obj/item) if(!O.typepath) return var/tmp_obj = new O.typepath var/custom_name = tmp_obj:name qdel(tmp_obj) O.name = sanitize(copytext(input("Enter target name:", "Objective target", custom_name) as text|null,1,MAX_NAME_LEN)) if(!O.name) return steal_target = O explanation_text = "Steal [O.name]." else steal_target = new new_target explanation_text = "Steal [steal_target.name]." return steal_target /datum/objective/steal/check_completion() if(!steal_target) return 1 // Free Objective if(!owner.current) return FALSE var/list/all_items = owner.current.GetAllContents() for(var/obj/I in all_items) if(istype(I, steal_target.typepath)) return steal_target.check_special_completion(I) if(I.type in steal_target.altitems) return steal_target.check_special_completion(I) /datum/objective/steal/exchange martyr_compatible = 0 /datum/objective/steal/exchange/proc/set_faction(var/faction,var/otheragent) target = otheragent var/datum/theft_objective/unique/targetinfo if(faction == "red") targetinfo = new /datum/theft_objective/unique/docs_blue else if(faction == "blue") targetinfo = new /datum/theft_objective/unique/docs_red explanation_text = "Acquire [targetinfo.name] held by [target.current.real_name], the [target.assigned_role] and syndicate agent" steal_target = targetinfo /datum/objective/steal/exchange/backstab /datum/objective/steal/exchange/backstab/set_faction(var/faction) var/datum/theft_objective/unique/targetinfo if(faction == "red") targetinfo = new /datum/theft_objective/unique/docs_red else if(faction == "blue") targetinfo = new /datum/theft_objective/unique/docs_blue explanation_text = "Do not give up or lose [targetinfo.name]." steal_target = targetinfo /datum/objective/download /datum/objective/download/proc/gen_amount_goal() target_amount = rand(10,20) explanation_text = "Download [target_amount] research levels." return target_amount /datum/objective/download/check_completion() return 0 /datum/objective/capture /datum/objective/capture/proc/gen_amount_goal() target_amount = rand(5,10) explanation_text = "Accumulate [target_amount] capture points." return target_amount /datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth. return 0 /datum/objective/absorb /datum/objective/absorb/proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6) 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 != owner) if(P.client.prefs && (P.client.prefs.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(NO_DNA in P.dna.species.species_traits) continue if(P.client && !(P.mind in SSticker.mode.changelings) && P.mind!=owner) n_p++ target_amount = min(target_amount, n_p) explanation_text = "Acquire [target_amount] compatible genomes. The 'Extract DNA Sting' can be used to stealthily get genomes without killing somebody." return target_amount /datum/objective/absorb/check_completion() if(owner && owner.changeling && owner.changeling.absorbed_dna && (owner.changeling.absorbedcount >= target_amount)) return 1 else return 0 /datum/objective/destroy martyr_compatible = 1 var/target_real_name /datum/objective/destroy/find_target() var/list/possible_targets = active_ais(1) var/mob/living/silicon/ai/target_ai = pick(possible_targets) target = target_ai.mind if(target && target.current) target_real_name = target.current.real_name explanation_text = "Destroy [target_real_name], the AI." else explanation_text = "Free Objective" return target /datum/objective/destroy/check_completion() if(target && target.current) if(target.current.stat == DEAD || is_away_level(target.current.z) || !target.current.ckey) return 1 return 0 return 1 /datum/objective/steal_five_of_type explanation_text = "Steal at least five items!" 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 if(!isliving(owner.current)) return FALSE var/list/all_items = owner.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 explanation_text = "Steal at least five guns!" wanted_items = list(/obj/item/gun) /datum/objective/steal_five_of_type/summon_magic 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 if(!isliving(owner.current)) return FALSE var/list/all_items = owner.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 /datum/objective/blood/proc/gen_amount_goal(low = 150, high = 400) target_amount = rand(low,high) target_amount = round(round(target_amount/5)*5) explanation_text = "Accumulate at least [target_amount] total units of blood." return target_amount /datum/objective/blood/check_completion() if(owner && owner.vampire && owner.vampire.bloodtotal && owner.vampire.bloodtotal >= target_amount) return 1 else return 0 // /vg/; Vox Inviolate for humans :V /datum/objective/minimize_casualties explanation_text = "Minimise casualties." /datum/objective/minimize_casualties/check_completion() return TRUE //Vox heist objectives. /datum/objective/heist /datum/objective/heist/proc/choose_target() return /datum/objective/heist/kidnap /datum/objective/heist/kidnap/choose_target() var/list/roles = list("Chief Engineer","Research Director","Roboticist","Chemist","Station Engineer") var/list/possible_targets = list() var/list/priority_targets = list() for(var/datum/mind/possible_target in SSticker.minds) if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && (possible_target.assigned_role != possible_target.special_role) && !possible_target.offstation_role) possible_targets += possible_target for(var/role in roles) if(possible_target.assigned_role == role) priority_targets += possible_target continue if(priority_targets.len > 0) target = pick(priority_targets) else if(possible_targets.len > 0) target = pick(possible_targets) if(target && target.current) explanation_text = "The Shoal has a need for [target.current.real_name], the [target.assigned_role]. Take [target.current.p_them()] alive." else explanation_text = "Free Objective" return target /datum/objective/heist/kidnap/check_completion() if(target && target.current) if(target.current.stat == DEAD) return 0 var/area/shuttle/vox/A = locate() //stupid fucking hardcoding var/area/vox_station/B = locate() //but necessary for(var/mob/living/carbon/human/M in A) if(target.current == M) return 1 for(var/mob/living/carbon/human/M in B) if(target.current == M) return 1 else return 0 /datum/objective/heist/loot /datum/objective/heist/loot/choose_target() var/loot = "an object" switch(rand(1,8)) if(1) target = /obj/structure/particle_accelerator target_amount = 6 loot = "a complete particle accelerator" if(2) target = /obj/machinery/the_singularitygen target_amount = 1 loot = "a gravitational singularity generator" if(3) target = /obj/machinery/power/emitter target_amount = 4 loot = "four emitters" if(4) target = /obj/machinery/nuclearbomb target_amount = 1 loot = "a nuclear bomb" if(5) target = /obj/item/gun target_amount = 6 loot = "six guns. Tasers and other non-lethal guns are acceptable" if(6) target = /obj/item/gun/energy target_amount = 4 loot = "four energy guns" if(7) target = /obj/item/gun/energy/laser target_amount = 2 loot = "two laser guns" if(8) target = /obj/item/gun/energy/ionrifle target_amount = 1 loot = "an ion gun" explanation_text = "We are lacking in hardware. Steal or trade [loot]." /datum/objective/heist/loot/check_completion() var/total_amount = 0 for(var/obj/O in locate(/area/shuttle/vox)) if(istype(O, target)) total_amount++ for(var/obj/I in O.contents) if(istype(I, target)) total_amount++ if(total_amount >= target_amount) return 1 for(var/obj/O in locate(/area/vox_station)) if(istype(O, target)) total_amount++ for(var/obj/I in O.contents) if(istype(I, target)) total_amount++ if(total_amount >= target_amount) return 1 var/datum/game_mode/heist/H = SSticker.mode for(var/datum/mind/raider in H.raiders) if(raider.current) for(var/obj/O in raider.current.get_contents()) if(istype(O,target)) total_amount++ if(total_amount >= target_amount) return 1 return 0 /datum/objective/heist/salvage /datum/objective/heist/salvage/choose_target() switch(rand(1,8)) if(1) target = "metal" target_amount = 300 if(2) target = "glass" target_amount = 200 if(3) target = "plasteel" target_amount = 100 if(4) target = "solid plasma" target_amount = 100 if(5) target = "silver" target_amount = 50 if(6) target = "gold" target_amount = 20 if(7) target = "uranium" target_amount = 20 if(8) target = "diamond" target_amount = 20 explanation_text = "Ransack or trade with the station and escape with [target_amount] [target]." /datum/objective/heist/salvage/check_completion() var/total_amount = 0 for(var/obj/item/O in locate(/area/shuttle/vox)) var/obj/item/stack/sheet/S if(istype(O,/obj/item/stack/sheet)) if(O.name == target) S = O total_amount += S.get_amount() for(var/obj/I in O.contents) if(istype(I,/obj/item/stack/sheet)) if(I.name == target) S = I total_amount += S.get_amount() for(var/obj/item/O in locate(/area/vox_station)) var/obj/item/stack/sheet/S if(istype(O,/obj/item/stack/sheet)) if(O.name == target) S = O total_amount += S.get_amount() for(var/obj/I in O.contents) if(istype(I,/obj/item/stack/sheet)) if(I.name == target) S = I total_amount += S.get_amount() var/datum/game_mode/heist/H = SSticker.mode for(var/datum/mind/raider in H.raiders) if(raider.current) for(var/obj/item/O in raider.current.get_contents()) if(istype(O,/obj/item/stack/sheet)) if(O.name == target) var/obj/item/stack/sheet/S = O total_amount += S.get_amount() if(total_amount >= target_amount) return 1 return 0 /datum/objective/heist/inviolate_crew explanation_text = "Do not leave any Vox behind, alive or dead." /datum/objective/heist/inviolate_crew/check_completion() var/datum/game_mode/heist/H = SSticker.mode if(H.is_raider_crew_safe()) return 1 return 0 /datum/objective/heist/inviolate_death explanation_text = "Follow the Inviolate. Minimise death and loss of resources." /datum/objective/heist/inviolate_death/check_completion() return TRUE // Traders // These objectives have no check_completion, they exist only to tell Sol Traders what to aim for. /datum/objective/trade/proc/choose_target() return /datum/objective/trade/plasma/choose_target() explanation_text = "Acquire at least 15 sheets of plasma through trade." /datum/objective/trade/credits/choose_target() 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!" completed = 1