Files
Paradise/code/game/gamemodes/wizard/wizard.dm
2016-07-21 01:43:16 -04:00

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/datum/game_mode
var/list/datum/mind/wizards = list()
/datum/game_mode/wizard
name = "wizard"
config_tag = "wizard"
required_players = 20
required_enemies = 1
recommended_enemies = 1
var/use_huds = 0
var/finished = 0
var/but_wait_theres_more = 0
/datum/game_mode/wizard/announce()
to_chat(world, "<B>The current game mode is - Wizard!</B>")
to_chat(world, "<B>There is a <font color='red'>SPACE WIZARD</font> on the station. You can't let him achieve his objective!</B>")
/datum/game_mode/wizard/can_start()//This could be better, will likely have to recode it later
if(!..())
return 0
var/list/datum/mind/possible_wizards = get_players_for_role(ROLE_WIZARD)
if(possible_wizards.len==0)
return 0
var/datum/mind/wizard = pick(possible_wizards)
wizards += wizard
modePlayer += wizard
wizard.assigned_role = "MODE" //So they aren't chosen for other jobs.
wizard.special_role = "Wizard"
wizard.original = wizard.current
if(wizardstart.len == 0)
to_chat(wizard.current, "<B>\red A starting location for you could not be found, please report this bug!</B>")
return 0
return 1
/datum/game_mode/wizard/pre_setup()
for(var/datum/mind/wiz in wizards)
wiz.current.loc = pick(wizardstart)
return 1
/datum/game_mode/wizard/post_setup()
for(var/datum/mind/wizard in wizards)
log_game("[wizard.key] (ckey) has been selected as a Wizard")
forge_wizard_objectives(wizard)
//learn_basic_spells(wizard.current)
equip_wizard(wizard.current)
name_wizard(wizard.current)
greet_wizard(wizard)
if(use_huds)
update_wiz_icons_added(wizard)
..()
/datum/game_mode/proc/update_wiz_icons_added(datum/mind/wiz_mind)
var/datum/atom_hud/antag/wizhud = huds[ANTAG_HUD_WIZ]
wizhud.join_hud(wiz_mind.current)
set_antag_hud(wiz_mind.current, ((wiz_mind in wizards) ? "hudwizard" : "apprentice"))
/datum/game_mode/proc/update_wiz_icons_removed(datum/mind/wiz_mind)
var/datum/atom_hud/antag/wizhud = huds[ANTAG_HUD_WIZ]
wizhud.leave_hud(wiz_mind.current)
set_antag_hud(wiz_mind.current, null)
/datum/game_mode/proc/forge_wizard_objectives(var/datum/mind/wizard)
var/datum/objective/wizchaos/wiz_objective = new
wiz_objective.owner = wizard
wizard.objectives += wiz_objective
return
/datum/game_mode/proc/name_wizard(mob/living/carbon/human/wizard_mob)
//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
var/wizard_name_first = pick(wizard_first)
var/wizard_name_second = pick(wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
spawn(0)
var/newname = sanitize(copytext(input(wizard_mob, "You are the Space Wizard. Would you like to change your name to something else?", "Name change", randomname) as null|text,1,MAX_NAME_LEN))
if(!newname)
newname = randomname
wizard_mob.real_name = newname
wizard_mob.name = newname
if(wizard_mob.mind)
wizard_mob.mind.name = newname
return
/datum/game_mode/proc/greet_wizard(var/datum/mind/wizard, var/you_are=1)
if(you_are)
to_chat(wizard.current, "<B>\red You are the Space Wizard!</B>")
to_chat(wizard.current, "<B>The Space Wizards Federation has given you the following tasks:</B>")
var/obj_count = 1
for(var/datum/objective/objective in wizard.objectives)
to_chat(wizard.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
return
/*/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
if(!istype(wizard_mob))
return
if(!config.feature_object_spell_system)
wizard_mob.verbs += /client/proc/jaunt
wizard_mob.mind.special_verbs += /client/proc/jaunt
else
wizard_mob.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(usr)
*/
/datum/game_mode/proc/equip_wizard(mob/living/carbon/human/wizard_mob)
if(!istype(wizard_mob))
return
//So zards properly get their items when they are admin-made.
qdel(wizard_mob.wear_suit)
qdel(wizard_mob.head)
qdel(wizard_mob.shoes)
qdel(wizard_mob.r_hand)
qdel(wizard_mob.r_store)
qdel(wizard_mob.l_store)
wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_l_ear)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(wizard_mob), slot_w_uniform)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(wizard_mob), slot_shoes)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(wizard_mob), slot_wear_suit)
wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(wizard_mob), slot_head)
if(wizard_mob.backbag == 2)
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(wizard_mob), slot_back)
if(wizard_mob.backbag == 3)
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(wizard_mob), slot_back)
if(wizard_mob.backbag == 4)
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(wizard_mob), slot_back)
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(wizard_mob), slot_in_backpack)
wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(wizard_mob), slot_r_store)
var/obj/item/weapon/spellbook/spellbook = new /obj/item/weapon/spellbook(wizard_mob)
spellbook.owner = wizard_mob
wizard_mob.equip_to_slot_or_del(spellbook, slot_r_hand)
wizard_mob.faction = list("wizard")
wizard_mob.species.equip(wizard_mob)
to_chat(wizard_mob, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
to_chat(wizard_mob, "The spellbook is bound to you, and others cannot use it.")
to_chat(wizard_mob, "In your pockets you will find a teleport scroll. Use it as needed.")
wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
wizard_mob.update_icons()
wizard_mob.gene_stability += DEFAULT_GENE_STABILITY //magic
return 1
/datum/game_mode/wizard/check_finished()
var/wizards_alive = 0
var/traitors_alive = 0
for(var/datum/mind/wizard in wizards)
if(!istype(wizard.current,/mob/living/carbon))
continue
if(wizard.current.stat==DEAD)
continue
wizards_alive++
if(!wizards_alive)
for(var/datum/mind/traitor in traitors)
if(!istype(traitor.current,/mob/living/carbon))
continue
if(traitor.current.stat==DEAD)
continue
traitors_alive++
if(wizards_alive || traitors_alive || but_wait_theres_more)
return ..()
else
finished = 1
return 1
/datum/game_mode/wizard/declare_completion(var/ragin = 0)
if(finished && !ragin)
feedback_set_details("round_end_result","loss - wizard killed")
to_chat(world, "\red <FONT size = 3><B> The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</B></FONT>")
..()
return 1
/datum/game_mode/proc/auto_declare_completion_wizard()
if(wizards.len)
var/text = "<br><font size=3><b>the wizards/witches were:</b></font>"
for(var/datum/mind/wizard in wizards)
text += "<br><b>[wizard.key]</b> was <b>[wizard.name]</b> ("
if(wizard.current)
if(wizard.current.stat == DEAD)
text += "died"
else
text += "survived"
if(wizard.current.real_name != wizard.name)
text += " as <b>[wizard.current.real_name]</b>"
else
text += "body destroyed"
text += ")"
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in wizard.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("wizard_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("wizard_objective","[objective.type]|FAIL")
wizardwin = 0
count++
if(wizard.current && wizard.current.stat!=DEAD && wizardwin)
text += "<br><font color='green'><B>The wizard was successful!</B></font>"
feedback_add_details("wizard_success","SUCCESS")
else
text += "<br><font color='red'><B>The wizard has failed!</B></font>"
feedback_add_details("wizard_success","FAIL")
if(wizard.spell_list)
text += "<br><B>[wizard.name] used the following spells: </B>"
var/i = 1
for(var/obj/effect/proc_holder/spell/S in wizard.spell_list)
text += "[S.name]"
if(wizard.spell_list.len > i)
text += ", "
i++
text += "<br>"
to_chat(world, text)
return 1
//OTHER PROCS
//To batch-remove wizard spells. Linked to mind.dm
/mob/proc/spellremove(mob/M)
if(!mind)
return
for(var/obj/effect/proc_holder/spell/spell_to_remove in mind.spell_list)
qdel(spell_to_remove)
mind.spell_list -= spell_to_remove
//To batch-remove mob spells.
/mob/proc/mobspellremove(mob/M)
for(var/obj/effect/proc_holder/spell/spell_to_remove in mob_spell_list)
qdel(spell_to_remove)
mob_spell_list -= spell_to_remove
/*Checks if the wizard can cast spells.
Made a proc so this is not repeated 14 (or more) times.*/
/mob/proc/casting()
//Removed the stat check because not all spells require clothing now.
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe))
to_chat(usr, "I don't feel strong enough without my robe.")
return 0
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
to_chat(usr, "I don't feel strong enough without my sandals.")
return 0
if(!istype(usr:head, /obj/item/clothing/head/wizard))
to_chat(usr, "I don't feel strong enough without my hat.")
return 0
else
return 1
/proc/iswizard(mob/living/M as mob)
return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.wizards)