Files
Paradise/code/game/gamemodes/nuclear/nuclear.dm
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00

339 lines
15 KiB
Plaintext

/datum/game_mode
var/list/datum/mind/syndicates = list()
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 15
required_enemies = 5
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
var/derp = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/herp = 0 //Used for tracking if the syndies got the shuttle off of the z-level
//It is so hillarious so I wont rename those two variables --rastaf0
/datum/game_mode/nuclear/announce()
world << "<B>The current game mode is - Nuclear Emergency!</B>"
world << "<B>A [syndicate_name()] Strike Force is approaching [station_name()]!</B>"
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 auth. disk and now Syndicate Operatives have arrived to retake the disk and detonate SS13! Also, most likely Syndicate star ships are in the vicinity so take care not to lose the disk!\n<B>Syndicate</B>: Reclaim the disk and detonate the nuclear bomb anywhere on SS13.\n<B>Personnel</B>: Hold the disk and <B>escape with the disk</B> 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(BE_OPERATIVE)
var/agent_number = 0
syndicate_begin()
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_all_synd_icons()
spawn(0)
for(var/datum/mind/synd_mind in syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
for(var/datum/mind/synd_mind in syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/datum/mind/synd_mind_1 in syndicates)
if(synd_mind_1.current)
var/I = image('mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
synd_mind.current.client.images += I
/datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind)
spawn(0)
if(synd_mind.current)
if(synd_mind.current.client)
var/I = image('mob.dmi', loc = synd_mind.current, icon_state = "synd")
synd_mind.current.client.images += I
/datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind)
spawn(0)
for(var/datum/mind/synd in syndicates)
if(synd.current)
if(synd.current.client)
for(var/image/I in synd.current.client.images)
if(I.icon_state == "synd" && I.loc == synd_mind.current)
del(I)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/nuclear/post_setup()
var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
var/nuke_code = "[rand(10000, 99999)]"
var/leader_selected = 0
var/agent_number = 1
for(var/datum/mind/synd_mind in syndicates)
synd_mind.current.loc = get_turf(synd_spawn)
forge_syndicate_objectives(synd_mind)
greet_syndicate(synd_mind)
if(!leader_selected)
prepare_syndicate_leader(synd_mind, nuke_code)
leader_selected = 1
else
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
agent_number++
equip_syndicate(synd_mind.current)
update_synd_icons_added(synd_mind)
update_all_synd_icons()
if(nuke_spawn)
var/obj/machinery/nuclearbomb/the_bomb = new /obj/machinery/nuclearbomb(nuke_spawn.loc)
the_bomb.r_code = nuke_code
if(closet_spawn)
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
for (var/obj/effect/landmark/A in world)
if (A.name == "Syndicate-Gear-Closet")
new /obj/structure/closet/syndicate/personal(A.loc)
del(A)
continue
if (A.name == "Syndicate-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
del(A)
continue
spawn (rand(waittime_l, waittime_h))
send_intercept()
return ..()
/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()] [leader_title]"
if (nuke_code)
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
synd_mind.current << "The nuclear authorization code is: <B>[nuke_code]</B>"
var/obj/item/weapon/paper/P = new
P.info = "The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code"
if (ticker.mode.config_tag=="nuclear")
P.loc = synd_mind.current.loc
else
var/mob/living/carbon/human/H = synd_mind.current
var/list/slots = list (
"backpack" = H.slot_in_backpack,
"left pocket" = H.slot_l_store,
"right pocket" = H.slot_r_store,
"left hand" = H.slot_l_hand,
"right hand" = H.slot_r_hand,
)
var/where = H.equip_in_one_of_slots(P, slots, del_on_fail=0)
if (!where)
P.loc = H.loc
else
nuke_code = "code will be proveded later"
synd_mind.current << "Nuclear Explosives 101:\n\tHello and thank you for choosing the Syndicate for your nuclear information needs.\nToday's crash course will deal with the operation of a Fusion Class Nanotrasen made Nuclear Device.\nFirst and foremost, DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.\nPressing any button on the compacted bomb will cause it to extend and bolt itself into place.\nIf this is done to unbolt it one must compeltely log in which at this time may not be possible.\nTo make the device functional:\n1. Place bomb in designated detonation zone\n2. Extend and anchor bomb (attack with hand).\n3. Insert Nuclear Auth. Disk into slot.\n4. Type numeric code into keypad ([nuke_code]).\n\tNote: If you make a mistake press R to reset the device.\n5. Press the E button to log onto the device\nYou now have activated the device. To deactivate the buttons at anytime for example when\nyou've already prepped the bomb for detonation remove the auth disk OR press the R ont he keypad.\nNow the bomb CAN ONLY be detonated using the timer. A manual det. is not an option.\n\tNote: Nanotrasen is a pain in the neck.\nToggle off the SAFETY.\n\tNote: You wouldn't believe how many Syndicate Operatives with doctorates have forgotten this step\nSo use the - - and + + to set a det time between 5 seconds and 10 minutes.\nThen press the timer toggle button to start the countdown.\nNow remove the auth. disk so that the buttons deactivate.\n\tNote: THE BOMB IS STILL SET AND WILL DETONATE\nNow before you remove the disk if you need to move the bomb you can:\nToggle off the anchor, move it, and re-anchor.\n\nGood luck. Remember the order:\nDisk, Code, Safety, Timer, Disk, RUN!\nIntelligence Analysts believe that they are hiding the disk in the bridge. Your space ship will not leave until the bomb is armed and timing.\nGood luck!"
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)
syndicate.current << "\blue You are a [syndicate_name()] agent!"
var/obj_count = 1
for(var/datum/objective/objective in syndicate.objectives)
syndicate.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
/datum/game_mode/proc/random_radio_frequency()
return 1337
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob)
var/radio_freq = random_radio_frequency()
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(synd_mob)
R.set_frequency(radio_freq)
synd_mob.equip_if_possible(R, synd_mob.slot_ears)
synd_mob.equip_if_possible(new /obj/item/clothing/under/syndicate(synd_mob), synd_mob.slot_w_uniform)
synd_mob.equip_if_possible(new /obj/item/clothing/shoes/black(synd_mob), synd_mob.slot_shoes)
synd_mob.equip_if_possible(new /obj/item/clothing/suit/armor/vest(synd_mob), synd_mob.slot_wear_suit)
synd_mob.equip_if_possible(new /obj/item/clothing/gloves/swat(synd_mob), synd_mob.slot_gloves)
synd_mob.equip_if_possible(new /obj/item/clothing/head/helmet/swat(synd_mob), synd_mob.slot_head)
synd_mob.equip_if_possible(new /obj/item/weapon/card/id/syndicate(synd_mob), synd_mob.slot_wear_id)
synd_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(synd_mob), synd_mob.slot_back)
synd_mob.equip_if_possible(new /obj/item/ammo_magazine/c45(synd_mob), synd_mob.slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/reagent_containers/pill/cyanide(synd_mob), synd_mob.slot_in_backpack)
synd_mob.equip_if_possible(new /obj/item/weapon/gun/projectile/automatic/mini_uzi(synd_mob), synd_mob.slot_belt)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(synd_mob)
E.imp_in = synd_mob
E.implanted = 1
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))
disk_rescued = 0
break
var/crew_evacuated = (emergency_shuttle.location==2)
//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
//herp //Used for tracking if the syndies got the shuttle off of the z-level
if (!disk_rescued && station_was_nuked && !herp)
world << "<FONT size = 3><B>Syndicate Victory!</B></FONT>"
world << "<B>[syndicate_name()] operatives have destroyed [station_name()]!</B>"
else if (!disk_rescued && station_was_nuked && herp)
world << "<FONT size = 3><B>Total Annihilation</B></FONT>"
world << "<B>[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion.</B> Next time, don't lose the disk!"
else if (!disk_rescued && !station_was_nuked && derp && !herp)
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't lose the disk!"
else if (!disk_rescued && !station_was_nuked && derp && herp)
world << "<FONT size = 3><B>[syndicate_name()] operatives have earned Darwin Award!</B></FONT>"
world << "<B>[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't lose the disk!"
else if ( disk_rescued )
world << "<FONT size = 3><B>Crew Victory</B></FONT>"
world << "<B>The Research Staff has saved the disc and stopped the [syndicate_name()] Operatives!</B>"
else if (!disk_rescued && is_operatives_are_dead())
world << "<FONT size = 3><B>Crew Victory</B></FONT>"
world << "<B>The Research Staff has stopped the [syndicate_name()] Operatives!</B>"
else if (!disk_rescued && crew_evacuated)
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>[syndicate_name()] operatives recovered the abandoned authentication disk but detonation of [station_name()] was averted.</B> Next time, don't lose the disk!"
else if (!disk_rescued && !crew_evacuated)
world << "<FONT size = 3><B>Neutral Victory</B></FONT>"
world << "<B>Round was mysteriously interrupted!</B>"
..()
return
/datum/game_mode/proc/auto_declare_completion_nuclear()
if (syndicates.len!=0 || (ticker && istype(ticker.mode,/datum/game_mode/nuclear)))
world << "<FONT size = 2><B>The Syndicate operatives were: </B></FONT>"
for(var/datum/mind/mind in syndicates)
var/text = ""
if(mind.current)
text += "[mind.key] was [mind.current.real_name]"
if(mind.current.stat == 2)
text += " (Dead)"
else
text += "[mind.key] (character destroyed)"
world << text
/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 = 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)
if (length(newname) == 0)
newname = randomname
if (newname)
if (newname == "Unknown")
M << "That name is reserved."
return nukelastname(M)
if (length(newname) >= 26)
newname = copytext(newname, 1, 26)
newname = dd_replacetext(newname, ">", "'")
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.current.real_name = "[pick(first_names_male)] [lastname]"
if("female")
synd_mind.current.real_name = "[pick(first_names_female)] [lastname]"
return