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Paradise/code/datums/mind.dm
2015-07-26 06:06:04 +02:00

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/* Note from Carnie:
The way datum/mind stuff works has been changed a lot.
Minds now represent IC characters rather than following a client around constantly.
Guidelines for using minds properly:
- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transfered to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transfering the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
new_mob.key = key
The Login proc will handle making a new mob for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
yourself.
*/
datum/mind
var/key
var/name //replaces mob/var/original_name
var/mob/living/current
var/mob/living/original //TODO: remove.not used in any meaningful way ~Carn. First I'll need to tweak the way silicon-mobs handle minds.
var/active = 0
var/memory
var/assigned_role
var/special_role
var/list/restricted_roles = list()
var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button.
var/role_alt_title
var/datum/job/assigned_job
var/list/kills=list()
var/list/datum/objective/objectives = list()
var/list/datum/objective/special_verbs = list()
var/has_been_rev = 0//Tracks if this mind has been a rev or not
var/datum/faction/faction //associated faction
var/datum/changeling/changeling //changeling holder
var/datum/nations/nation //associated nation for CTF
var/datum/vampire/vampire //vampire holder
var/rev_cooldown = 0
// the world.time since the mob has been brigged, or -1 if not at all
var/brigged_since = -1
New(var/key)
src.key = key
//put this here for easier tracking ingame
var/datum/money_account/initial_account
proc/transfer_to(mob/living/new_character)
if(!istype(new_character))
world.log << "## DEBUG: transfer_to(): Some idiot has tried to transfer_to() a non mob/living mob. Please inform Carn"
if(current) //remove ourself from our old body's mind variable
current.mind = null
nanomanager.user_transferred(current, new_character)
if(new_character.mind) //remove any mind currently in our new body's mind variable
new_character.mind.current = null
current = new_character //link ourself to our new body
new_character.mind = src //and link our new body to ourself
transfer_actions(new_character)
if(active)
new_character.key = key //now transfer the key to link the client to our new body
proc/store_memory(new_text)
memory += "[new_text]<BR>"
proc/wipe_memory()
memory = null
proc/show_memory(mob/recipient)
var/output = "<B>[current.real_name]'s Memory</B><HR>"
output += memory
if(objectives.len>0)
output += "<HR><B>Objectives:</B>"
var/obj_count = 1
for(var/datum/objective/objective in objectives)
output += "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
if(job_objectives.len>0)
output += "<HR><B>Job Objectives:</B><UL>"
var/obj_count = 1
for(var/datum/job_objective/objective in job_objectives)
output += "<LI><B>Task #[obj_count]</B>: [objective.get_description()]</LI>"
obj_count++
output += "</UL>"
recipient << browse(output,"window=memory")
proc/edit_memory()
if(!ticker || !ticker.mode)
alert("Not before round-start!", "Alert")
return
var/out = "<B>[name]</B>[(current&&(current.real_name!=name))?" (as [current.real_name])":""]<br>"
out += "Mind currently owned by key: [key] [active?"(synced)":"(not synced)"]<br>"
out += "Assigned role: [assigned_role]. <a href='?src=\ref[src];role_edit=1'>Edit</a><br>"
out += "Factions and special roles:<br>"
var/list/sections = list(
"implant",
"revolution",
"cult",
"wizard",
"changeling",
"vampire",
"nuclear",
"traitor", // "traitorchan",
"monkey",
"malfunction",
)
var/text = ""
var/mob/living/carbon/human/H = current
if (istype(current, /mob/living/carbon/human))
/** Impanted**/
if(H.is_loyalty_implanted(H))
text = "Loyalty Implant:<a href='?src=\ref[src];implant=remove'>Remove</a>|<b>Implanted</b></br>"
else
text = "Loyalty Implant:<b>No Implant</b>|<a href='?src=\ref[src];implant=add'>Implant him!</a></br>"
sections["implant"] = text
/** REVOLUTION ***/
text = "revolution"
if (ticker.mode.config_tag=="revolution")
text += uppertext(text)
text = "<i><b>[text]</b></i>: "
if (H.is_loyalty_implanted(H))
text += "<b>LOYAL EMPLOYEE</b>|headrev|rev"
else if (src in ticker.mode.head_revolutionaries)
text = "<a href='?src=\ref[src];revolution=clear'>employee</a>|<b>HEADREV</b>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
text += "<br>Flash: <a href='?src=\ref[src];revolution=flash'>give</a>"
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
if (flash)
if(!flash.broken)
text += "|<a href='?src=\ref[src];revolution=takeflash'>take</a>."
else
text += "|<a href='?src=\ref[src];revolution=takeflash'>take</a>|<a href='?src=\ref[src];revolution=repairflash'>repair</a>."
else
text += "."
text += " <a href='?src=\ref[src];revolution=reequip'>Reequip</a> (gives traitor uplink)."
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];revolution=autoobjectives'>Set to kill all heads</a>."
else if (src in ticker.mode.revolutionaries)
text += "<a href='?src=\ref[src];revolution=clear'>employee</a>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<b>REV</b>"
else
text += "<b>EMPLOYEE</b>|<a href='?src=\ref[src];revolution=headrev'>headrev</a>|<a href='?src=\ref[src];revolution=rev'>rev</a>"
if(current && current.client && current.client.prefs.be_special & BE_REV)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["revolution"] = text
/** CULT ***/
text = "cult"
if (ticker.mode.config_tag=="cult")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (H.is_loyalty_implanted(H))
text += "<B>LOYAL EMPLOYEE</B>|cultist"
else if (src in ticker.mode.cult)
text += "<a href='?src=\ref[src];cult=clear'>employee</a>|<b>CULTIST</b>"
text += "<br>Give <a href='?src=\ref[src];cult=tome'>tome</a>|<a href='?src=\ref[src];cult=amulet'>amulet</a>."
/*
if (objectives.len==0)
text += "<br>Objectives are empty! Set to sacrifice and <a href='?src=\ref[src];cult=escape'>escape</a> or <a href='?src=\ref[src];cult=summon'>summon</a>."
*/
else
text += "<b>EMPLOYEE</b>|<a href='?src=\ref[src];cult=cultist'>cultist</a>"
if(current && current.client && current.client.prefs.be_special & BE_CULTIST)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["cult"] = text
/** WIZARD ***/
text = "wizard"
if (ticker.mode.config_tag=="wizard")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.wizards)
text += "<b>YES</b>|<a href='?src=\ref[src];wizard=clear'>no</a>"
text += "<br><a href='?src=\ref[src];wizard=lair'>To lair</a>, <a href='?src=\ref[src];common=undress'>undress</a>, <a href='?src=\ref[src];wizard=dressup'>dress up</a>, <a href='?src=\ref[src];wizard=name'>let choose name</a>."
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];wizard=autoobjectives'>Randomize!</a>"
else
text += "<a href='?src=\ref[src];wizard=wizard'>yes</a>|<b>NO</b>"
if(current && current.client && current.client.prefs.be_special & BE_WIZARD)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["wizard"] = text
/** CHANGELING ***/
text = "changeling"
if (ticker.mode.config_tag=="changeling" || ticker.mode.config_tag=="traitorchan")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.changelings)
text += "<b>YES</b>|<a href='?src=\ref[src];changeling=clear'>no</a>"
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];changeling=autoobjectives'>Randomize!</a>"
if( changeling && changeling.absorbed_dna.len && (current.real_name != changeling.absorbed_dna[1]) )
text += "<br><a href='?src=\ref[src];changeling=initialdna'>Transform to initial appearance.</a>"
else
text += "<a href='?src=\ref[src];changeling=changeling'>yes</a>|<b>NO</b>"
if(current && current.client && current.client.prefs.be_special & BE_CHANGELING)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["changeling"] = text
/** VAMPIRE ***/
text = "vampire"
if (ticker.mode.config_tag=="vampire")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.vampires)
text += "<b>YES</b>|<a href='?src=\ref[src];vampire=clear'>no</a>"
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];vampire=autoobjectives'>Randomize!</a>"
else
text += "<a href='?src=\ref[src];vampire=vampire'>yes</a>|<b>NO</b>"
if(src in ticker.mode.enthralled)
text += "<b><font color='#FF0000'>YES</font></b>|no"
else
text += "yes|<font color='#00FF00'>NO</font></b>"
/** Enthralled ***/
text += "<br><b>enthralled</b>"
sections["vampire"] = text
/** NUCLEAR ***/
text = "nuclear"
if (ticker.mode.config_tag=="nuclear")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.syndicates)
text += "<b>OPERATIVE</b>|<a href='?src=\ref[src];nuclear=clear'>nanotrasen</a>"
text += "<br><a href='?src=\ref[src];nuclear=lair'>To shuttle</a>, <a href='?src=\ref[src];common=undress'>undress</a>, <a href='?src=\ref[src];nuclear=dressup'>dress up</a>."
var/code
for (var/obj/machinery/nuclearbomb/bombue in machines)
if (length(bombue.r_code) <= 5 && bombue.r_code != "LOLNO" && bombue.r_code != "ADMIN")
code = bombue.r_code
break
if (code)
text += " Code is [code]. <a href='?src=\ref[src];nuclear=tellcode'>tell the code.</a>"
else
text += "<a href='?src=\ref[src];nuclear=nuclear'>operative</a>|<b>NANOTRASEN</b>"
if(current && current.client && current.client.prefs.be_special & BE_OPERATIVE)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["nuclear"] = text
/** TRAITOR ***/
text = "traitor"
if (ticker.mode.config_tag=="traitor" || ticker.mode.config_tag=="traitorchan")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (H.is_loyalty_implanted(H))
text +="traitor|<b>LOYAL EMPLOYEE</b>"
else
if (src in ticker.mode.traitors)
text += "<b>TRAITOR</b>|<a href='?src=\ref[src];traitor=clear'>EMPLOYEE</a>"
if (objectives.len==0)
text += "<br>Objectives are empty! <a href='?src=\ref[src];traitor=autoobjectives'>Randomize</a>!"
else
text += "<a href='?src=\ref[src];traitor=traitor'>traitor</a>|<b>EMPLOYEE</b>"
if(current && current.client && current.client.prefs.be_special & BE_TRAITOR)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["traitor"] = text
/** SHADOWLING **/
text = "shadowling"
if(ticker.mode.config_tag == "shadowling")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if(src in ticker.mode.shadows)
text += "<b>SHADOWLING</b>|thrall|<a href='?src=\ref[src];shadowling=clear'>human</a>"
else if(src in ticker.mode.shadowling_thralls)
text += "Shadowling|<b>THRALL</b>|<a href='?src=\ref[src];shadowling=clear'>human</a>"
else
text += "<a href='?src=\ref[src];shadowling=shadowling'>shadowling</a>|<a href='?src=\ref[src];shadowling=thrall'>thrall</a>|<b>HUMAN</b>"
if(current && current.client && current.client.prefs.be_special & BE_SHADOWLING)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["shadowling"] = text
/** MONKEY ***/
if (istype(current, /mob/living/carbon))
text = "monkey"
if (ticker.mode.config_tag=="monkey")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (istype(current, /mob/living/carbon/human))
text += "<a href='?src=\ref[src];monkey=healthy'>healthy</a>|<a href='?src=\ref[src];monkey=infected'>infected</a>|<b>HUMAN</b>|other"
else
text += "healthy|infected|human|<b>OTHER</b>"
/*if(current && current.client && current.client.prefs.be_special & BE_MONKEY)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"*/
sections["monkey"] = text
/** SILICON ***/
if (istype(current, /mob/living/silicon))
text = "silicon"
if (ticker.mode.config_tag=="malfunction")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (istype(current, /mob/living/silicon/ai))
if (src in ticker.mode.malf_ai)
text += "<b>MALF</b>|<a href='?src=\ref[src];silicon=unmalf'>not malf</a>"
else
text += "<a href='?src=\ref[src];silicon=malf'>malf</a>|<b>NOT MALF</b>"
var/mob/living/silicon/robot/robot = current
if (istype(robot) && robot.emagged)
text += "<br>Cyborg: Is emagged! <a href='?src=\ref[src];silicon=unemag'>Unemag!</a><br>0th law: [robot.laws.zeroth]"
var/mob/living/silicon/ai/ai = current
if (istype(ai) && ai.connected_robots.len)
var/n_e_robots = 0
for (var/mob/living/silicon/robot/R in ai.connected_robots)
if (R.emagged)
n_e_robots++
text += "<br>[n_e_robots] of [ai.connected_robots.len] slaved cyborgs are emagged. <a href='?src=\ref[src];silicon=unemagcyborgs'>Unemag</a>"
sections["malfunction"] = text
if (ticker.mode.config_tag == "traitorchan")
if (sections["traitor"])
out += sections["traitor"]+"<br>"
if (sections["changeling"])
out += sections["changeling"]+"<br>"
sections -= "traitor"
sections -= "changeling"
else
if (sections[ticker.mode.config_tag])
out += sections[ticker.mode.config_tag]+"<br>"
sections -= ticker.mode.config_tag
for (var/i in sections)
if (sections[i])
out += sections[i]+"<br>"
if (((src in ticker.mode.head_revolutionaries) || \
(src in ticker.mode.traitors) || \
(src in ticker.mode.syndicates)) && \
istype(current,/mob/living/carbon/human) )
text = "Uplink: <a href='?src=\ref[src];common=uplink'>give</a>"
var/obj/item/device/uplink/hidden/suplink = find_syndicate_uplink()
var/crystals
if (suplink)
crystals = suplink.uses
if (suplink)
text += "|<a href='?src=\ref[src];common=takeuplink'>take</a>"
if (usr.client.holder.rights & (R_SERVER|R_EVENT))
text += ", <a href='?src=\ref[src];common=crystals'>[crystals]</a> crystals"
else
text += ", [crystals] crystals"
text += "." //hiel grammar
out += text
out += "<br>"
out += "<b>Memory:</b><br>"
out += memory
out += "<br><a href='?src=\ref[src];memory_edit=1'>Edit memory</a><br>"
out += "Objectives:<br>"
if (objectives.len == 0)
out += "EMPTY<br>"
else
var/obj_count = 1
for(var/datum/objective/objective in objectives)
out += "<B>[obj_count]</B>: [objective.explanation_text] <a href='?src=\ref[src];obj_edit=\ref[objective]'>Edit</a> <a href='?src=\ref[src];obj_delete=\ref[objective]'>Delete</a> <a href='?src=\ref[src];obj_completed=\ref[objective]'><font color=[objective.completed ? "green" : "red"]>Toggle Completion</font></a><br>"
obj_count++
out += "<a href='?src=\ref[src];obj_add=1'>Add objective</a><br><br>"
out += "<a href='?src=\ref[src];obj_announce=1'>Announce objectives</a><br><br>"
usr << browse(out, "window=edit_memory[src]")
Topic(href, href_list)
if(!check_rights(R_ADMIN)) return
if (href_list["role_edit"])
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in joblist
if (!new_role) return
assigned_role = new_role
else if (href_list["memory_edit"])
var/new_memo = sanitize(copytext(input("Write new memory", "Memory", memory) as null|message,1,MAX_MESSAGE_LEN))
if (isnull(new_memo)) return
memory = new_memo
else if (href_list["obj_edit"] || href_list["obj_add"])
var/datum/objective/objective
var/objective_pos
var/def_value
if (href_list["obj_edit"])
objective = locate(href_list["obj_edit"])
if (!objective) return
objective_pos = objectives.Find(objective)
//Text strings are easy to manipulate. Revised for simplicity.
var/temp_obj_type = "[objective.type]"//Convert path into a text string.
def_value = copytext(temp_obj_type, 19)//Convert last part of path into an objective keyword.
if(!def_value)//If it's a custom objective, it will be an empty string.
def_value = "custom"
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "blood", "debrain", "protect", "prevent", "harm", "brig", "hijack", "escape", "survive", "steal", "download", "nuclear", "capture", "absorb", "destroy", "maroon", "identity theft", "custom")
if (!new_obj_type) return
var/datum/objective/new_objective = null
switch (new_obj_type)
if ("assassinate","protect","debrain", "harm", "brig", "maroon")
//To determine what to name the objective in explanation text.
var/objective_type_capital = uppertext(copytext(new_obj_type, 1,2))//Capitalize first letter.
var/objective_type_text = copytext(new_obj_type, 2)//Leave the rest of the text.
var/objective_type = "[objective_type_capital][objective_type_text]"//Add them together into a text string.
var/list/possible_targets = list("Free objective")
for(var/datum/mind/possible_target in ticker.minds)
if ((possible_target != src) && istype(possible_target.current, /mob/living/carbon/human))
possible_targets += possible_target.current
var/mob/def_target = null
var/objective_list[] = list(/datum/objective/assassinate, /datum/objective/protect, /datum/objective/debrain)
if (objective&&(objective.type in objective_list) && objective:target)
def_target = objective:target.current
var/new_target = input("Select target:", "Objective target", def_target) as null|anything in possible_targets
if (!new_target) return
var/objective_path = text2path("/datum/objective/[new_obj_type]")
if (new_target == "Free objective")
new_objective = new objective_path
new_objective.owner = src
new_objective:target = null
new_objective.explanation_text = "Free objective"
else
new_objective = new objective_path
new_objective.owner = src
new_objective:target = new_target:mind
//Will display as special role if the target is set as MODE. Ninjas/commandos/nuke ops.
new_objective.explanation_text = "[objective_type] [new_target:real_name], the [new_target:mind:assigned_role=="MODE" ? (new_target:mind:special_role) : (new_target:mind:assigned_role)]."
if ("destroy")
var/list/possible_targets = active_ais(1)
if(possible_targets.len)
var/mob/new_target = input("Select target:", "Objective target") as null|anything in possible_targets
new_objective = new /datum/objective/destroy
new_objective.target = new_target.mind
new_objective.owner = src
new_objective.explanation_text = "Destroy [new_target.name], the experimental AI."
else
usr << "No active AIs with minds"
if ("prevent")
new_objective = new /datum/objective/block
new_objective.owner = src
if ("hijack")
new_objective = new /datum/objective/hijack
new_objective.owner = src
if ("escape")
new_objective = new /datum/objective/escape
new_objective.owner = src
if ("survive")
new_objective = new /datum/objective/survive
new_objective.owner = src
if ("die")
new_objective = new /datum/objective/die
new_objective.owner = src
if ("nuclear")
new_objective = new /datum/objective/nuclear
new_objective.owner = src
if ("steal")
if (!istype(objective, /datum/objective/steal))
new_objective = new /datum/objective/steal
new_objective.owner = src
else
new_objective = objective
var/datum/objective/steal/steal = new_objective
if (!steal.select_target())
return
if("download","capture","absorb", "blood")
var/def_num
if(objective&&objective.type==text2path("/datum/objective/[new_obj_type]"))
def_num = objective.target_amount
var/target_number = input("Input target number:", "Objective", def_num) as num|null
if (isnull(target_number))//Ordinarily, you wouldn't need isnull. In this case, the value may already exist.
return
switch(new_obj_type)
if("download")
new_objective = new /datum/objective/download
new_objective.explanation_text = "Download [target_number] research levels."
if("capture")
new_objective = new /datum/objective/capture
new_objective.explanation_text = "Accumulate [target_number] capture points."
if("absorb")
new_objective = new /datum/objective/absorb
new_objective.explanation_text = "Absorb [target_number] compatible genomes."
if("blood")
new_objective = new /datum/objective/blood
new_objective.explanation_text = "Accumulate atleast [target_number] units of blood in total."
new_objective.owner = src
new_objective.target_amount = target_number
if("identity theft")
var/list/possible_targets = list("Free objective")
for(var/datum/mind/possible_target in ticker.minds)
if ((possible_target != src) && istype(possible_target.current, /mob/living/carbon/human))
possible_targets += possible_target.current
var/new_target = input("Select target:", "Objective target") as null|anything in possible_targets
if (!new_target)
return
var/datum/mind/targ = new_target
if(!istype(targ))
log_debug("Invalid target for identity theft objective, cancelling")
return
new_objective = new /datum/objective/escape/escape_with_identity
new_objective.owner = src
new_objective.target = new_target
new_objective.explanation_text = "Escape on the shuttle or an escape pod with the identity of [targ.current.real_name], the [targ.assigned_role] while wearing their identification card."
if ("custom")
var/expl = sanitize(copytext(input("Custom objective:", "Objective", objective ? objective.explanation_text : "") as text|null,1,MAX_MESSAGE_LEN))
if (!expl) return
new_objective = new /datum/objective
new_objective.owner = src
new_objective.explanation_text = expl
if (!new_objective) return
if (objective)
objectives -= objective
objectives.Insert(objective_pos, new_objective)
else
objectives += new_objective
else if (href_list["obj_delete"])
var/datum/objective/objective = locate(href_list["obj_delete"])
if(!istype(objective)) return
objectives -= objective
else if(href_list["obj_completed"])
var/datum/objective/objective = locate(href_list["obj_completed"])
if(!istype(objective)) return
objective.completed = !objective.completed
else if(href_list["implant"])
var/mob/living/carbon/human/H = current
H.hud_updateflag |= (1 << IMPLOYAL_HUD) // updates that players HUD images so secHUD's pick up they are implanted or not.
switch(href_list["implant"])
if("remove")
for(var/obj/item/weapon/implant/loyalty/I in H.contents)
for(var/obj/item/organ/external/organs in H.organs)
if(I in organs.implants)
qdel(I)
H << "\blue <Font size =3><B>Your loyalty implant has been deactivated.</B></FONT>"
if("add")
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)
L.imp_in = H
L.implanted = 1
var/obj/item/organ/external/affected = H.organs_by_name["head"]
affected.implants += L
L.part = affected
H << "\red <Font size =3><B>You somehow have become the recepient of a loyalty transplant, and it just activated!</B></FONT>"
if(src in ticker.mode.revolutionaries)
special_role = null
ticker.mode.revolutionaries -= src
src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
if(src in ticker.mode.head_revolutionaries)
special_role = null
ticker.mode.head_revolutionaries -=src
src << "\red <Font size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</B></Font>"
if(src in ticker.mode.cult)
ticker.mode.cult -= src
ticker.mode.update_cult_icons_removed(src)
special_role = null
var/datum/game_mode/cult/cult = ticker.mode
if (istype(cult))
cult.memorize_cult_objectives(src)
current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being in a cult. Have a productive day!</B></FONT>"
memory = ""
if(src in ticker.mode.traitors)
ticker.mode.traitors -= src
special_role = null
current << "\red <FONT size = 3><B>The nanobots in the loyalty implant remove all thoughts about being a traitor to Nanotrasen. Have a nice day!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-traitor'ed [current].")
else if (href_list["revolution"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["revolution"])
if("clear")
if(src in ticker.mode.revolutionaries)
ticker.mode.revolutionaries -= src
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a revolutionary!</B></FONT>"
ticker.mode.update_rev_icons_removed(src)
special_role = null
if(src in ticker.mode.head_revolutionaries)
ticker.mode.head_revolutionaries -= src
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a head revolutionary!</B></FONT>"
ticker.mode.update_rev_icons_removed(src)
special_role = null
log_admin("[key_name_admin(usr)] has de-rev'ed [current].")
if("rev")
if(src in ticker.mode.head_revolutionaries)
ticker.mode.head_revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>Revolution has been disappointed of your leader traits! You are a regular revolutionary now!</B></FONT>"
else if(!(src in ticker.mode.revolutionaries))
current << "\red <FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT>"
else
return
ticker.mode.revolutionaries += src
ticker.mode.update_rev_icons_added(src)
special_role = "Revolutionary"
log_admin("[key_name(usr)] has rev'ed [current].")
if("headrev")
if(src in ticker.mode.revolutionaries)
ticker.mode.revolutionaries -= src
ticker.mode.update_rev_icons_removed(src)
current << "\red <FONT size = 3><B>You have proved your devotion to revoltion! Yea are a head revolutionary now!</B></FONT>"
else if(!(src in ticker.mode.head_revolutionaries))
current << "\blue You are a member of the revolutionaries' leadership now!"
else
return
if (ticker.mode.head_revolutionaries.len>0)
// copy targets
var/datum/mind/valid_head = locate() in ticker.mode.head_revolutionaries
if (valid_head)
for (var/datum/objective/mutiny/O in valid_head.objectives)
var/datum/objective/mutiny/rev_obj = new
rev_obj.owner = src
rev_obj.target = O.target
rev_obj.explanation_text = "Assassinate [O.target.name], the [O.target.assigned_role]."
objectives += rev_obj
ticker.mode.greet_revolutionary(src,0)
ticker.mode.head_revolutionaries += src
ticker.mode.update_rev_icons_added(src)
special_role = "Head Revolutionary"
log_admin("[key_name_admin(usr)] has head-rev'ed [current].")
if("autoobjectives")
ticker.mode.forge_revolutionary_objectives(src)
ticker.mode.greet_revolutionary(src,0)
usr << "\blue The objectives for revolution have been generated and shown to [key]"
if("flash")
if (!ticker.mode.equip_revolutionary(current))
usr << "\red Spawning flash failed!"
if("takeflash")
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
if (!flash)
usr << "\red Deleting flash failed!"
qdel(flash)
if("repairflash")
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
if (!flash)
usr << "\red Repairing flash failed!"
else
flash.broken = 0
if("reequip")
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
qdel(flash)
take_uplink()
var/fail = 0
fail |= !ticker.mode.equip_traitor(current, 1)
fail |= !ticker.mode.equip_revolutionary(current)
if (fail)
usr << "\red Reequipping revolutionary goes wrong!"
else if (href_list["cult"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["cult"])
if("clear")
if(src in ticker.mode.cult)
ticker.mode.remove_cultist(src)
log_admin("[key_name_admin(usr)] has de-cult'ed [current].")
if("cultist")
if(!(src in ticker.mode.cult))
ticker.mode.add_cultist(src)
special_role = "Cultist"
current << "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie.</b></i></font>"
current << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
log_admin("[key_name_admin(usr)] has cult'ed [current].")
if("tome")
var/mob/living/carbon/human/H = current
if (istype(H))
var/obj/item/weapon/tome/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
var/where = H.equip_in_one_of_slots(T, slots)
if (!where)
usr << "\red Spawning tome failed!"
else
H << "A tome, a message from your new master, appears in your [where]."
if("amulet")
if (!ticker.mode.equip_cultist(current))
usr << "\red Spawning amulet failed!"
else if (href_list["wizard"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["wizard"])
if("clear")
if(src in ticker.mode.wizards)
ticker.mode.wizards -= src
special_role = null
current.spellremove(current)
current.faction = list("Station")
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a wizard!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-wizard'ed [current].")
if("wizard")
if(!(src in ticker.mode.wizards))
ticker.mode.wizards += src
special_role = "Wizard"
//ticker.mode.learn_basic_spells(current)
current << "<B>\red You are the Space Wizard!</B>"
current.faction = list("wizard")
log_admin("[key_name_admin(usr)] has wizard'ed [current].")
if("lair")
current.loc = pick(wizardstart)
if("dressup")
ticker.mode.equip_wizard(current)
if("name")
ticker.mode.name_wizard(current)
if("autoobjectives")
ticker.mode.forge_wizard_objectives(src)
usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
else if (href_list["changeling"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["changeling"])
if("clear")
if(src in ticker.mode.changelings)
ticker.mode.changelings -= src
special_role = null
current.remove_changeling_powers()
if(changeling) qdel(changeling)
current << "<FONT color='red' size = 3><B>You grow weak and lose your powers! You are no longer a changeling and are stuck in your current form!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-changeling'ed [current].")
if("changeling")
if(!(src in ticker.mode.changelings))
ticker.mode.changelings += src
ticker.mode.grant_changeling_powers(current)
special_role = "Changeling"
current << "<B><font color='red'>Your powers are awoken. A flash of memory returns to us...we are a changeling!</font></B>"
log_admin("[key_name_admin(usr)] has changeling'ed [current].")
if("autoobjectives")
ticker.mode.forge_changeling_objectives(src)
usr << "\blue The objectives for changeling [key] have been generated. You can edit them and anounce manually."
if("initialdna")
if( !changeling || !changeling.absorbed_dna.len )
usr << "\red Resetting DNA failed!"
else
current.dna = changeling.absorbed_dna[1]
current.real_name = current.dna.real_name
current.UpdateAppearance()
domutcheck(current, null)
else if (href_list["vampire"])
switch(href_list["vampire"])
if("clear")
if(src in ticker.mode.vampires)
ticker.mode.vampires -= src
special_role = null
current.remove_vampire_powers()
if(vampire) qdel(vampire)
current << "<FONT color='red' size = 3><B>You grow weak and lose your powers! You are no longer a vampire and are stuck in your current form!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-vampired [current].")
if("vampire")
if(!(src in ticker.mode.vampires))
ticker.mode.vampires += src
ticker.mode.grant_vampire_powers(current)
special_role = "Vampire"
current << "<B><font color='red'>Your powers are awoken. Your lust for blood grows... You are a Vampire!</font></B>"
log_admin("[key_name_admin(usr)] has vampired [current].")
if("autoobjectives")
ticker.mode.forge_vampire_objectives(src)
usr << "\blue The objectives for vampire [key] have been generated. You can edit them and announce manually."
else if (href_list["nuclear"])
var/mob/living/carbon/human/H = current
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["nuclear"])
if("clear")
if(src in ticker.mode.syndicates)
ticker.mode.syndicates -= src
ticker.mode.update_synd_icons_removed(src)
special_role = null
for (var/datum/objective/nuclear/O in objectives)
objectives-=O
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a syndicate operative!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-nuke op'ed [current].")
if("nuclear")
if(!(src in ticker.mode.syndicates))
ticker.mode.syndicates += src
ticker.mode.update_synd_icons_added(src)
if (ticker.mode.syndicates.len==1)
ticker.mode.prepare_syndicate_leader(src)
else
current.real_name = "[syndicate_name()] Operative #[ticker.mode.syndicates.len-1]"
special_role = "Syndicate"
current << "\blue You are a [syndicate_name()] agent!"
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.greet_syndicate(src)
log_admin("[key_name_admin(usr)] has nuke op'ed [current].")
if("lair")
current.loc = get_turf(locate("landmark*Syndicate-Spawn"))
if("dressup")
qdel(H.belt)
qdel(H.back)
qdel(H.l_ear)
qdel(H.r_ear)
qdel(H.gloves)
qdel(H.head)
qdel(H.shoes)
qdel(H.wear_id)
qdel(H.wear_pda)
qdel(H.wear_suit)
qdel(H.w_uniform)
if (!ticker.mode.equip_syndicate(current))
usr << "\red Equipping a syndicate failed!"
if("tellcode")
var/code
for (var/obj/machinery/nuclearbomb/bombue in machines)
if (length(bombue.r_code) <= 5 && bombue.r_code != "LOLNO" && bombue.r_code != "ADMIN")
code = bombue.r_code
break
if (code)
store_memory("<B>Syndicate Nuclear Bomb Code</B>: [code]", 0, 0)
current << "The nuclear authorization code is: <B>[code]</B>"
else
usr << "\red No valid nuke found!"
else if (href_list["traitor"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["traitor"])
if("clear")
if(src in ticker.mode.traitors)
ticker.mode.traitors -= src
special_role = null
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a traitor!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-traitor'ed [current].")
if(isAI(current))
var/mob/living/silicon/ai/A = current
A.set_zeroth_law("")
A.show_laws()
if("traitor")
if(!(src in ticker.mode.traitors))
ticker.mode.traitors += src
special_role = "traitor"
current << "<B>\red You are a traitor!</B>"
log_admin("[key_name_admin(usr)] has traitor'ed [current].")
if(istype(current, /mob/living/silicon))
var/mob/living/silicon/A = current
call(/datum/game_mode/proc/add_law_zero)(A)
A.show_laws()
if("autoobjectives")
ticker.mode.forge_traitor_objectives(src)
usr << "\blue The objectives for traitor [key] have been generated. You can edit them and anounce manually."
else if(href_list["shadowling"])
switch(href_list["shadowling"])
if("clear")
ticker.mode.update_shadow_icons_removed(src)
current.spell_list.Cut()
if(src in ticker.mode.shadows)
ticker.mode.shadows -= src
special_role = null
current << "<span class='userdanger'>Your powers have been quenched! You are no longer a shadowling!</span>"
current.spell_list.Cut()
if(current.mind)
current.mind.spell_list.Cut()
message_admins("[key_name_admin(usr)] has de-shadowling'ed [current].")
log_admin("[key_name(usr)] has de-shadowling'ed [current].")
current.verbs -= /mob/living/carbon/human/proc/shadowling_hatch
current.verbs -= /mob/living/carbon/human/proc/shadowling_ascendance
current.remove_language("Shadowling Hivemind")
else if(src in ticker.mode.shadowling_thralls)
ticker.mode.shadowling_thralls -= src
special_role = null
current.remove_language("Shadowling Hivemind")
current << "<span class='userdanger'>You have been brainwashed! You are no longer a thrall!</span>"
message_admins("[key_name_admin(usr)] has de-thrall'ed [current].")
log_admin("[key_name(usr)] has de-thrall'ed [current].")
if("shadowling")
if(!ishuman(current))
usr << "<span class='warning'>This only works on humans!</span>"
return
ticker.mode.shadows += src
special_role = "Shadowling"
current << "<span class='deadsay'><b>You notice a brightening around you. No, it isn't that. The shadows grow, darken, swirl. The darkness has a new welcome for you, and you realize with a \
start that you can't be human. No, you are a shadowling, a harbringer of the shadows! Your alien abilities have been unlocked from within, and you may both commune with your allies and use \
a chrysalis to reveal your true form. You are to ascend at all costs.</b></span>"
ticker.mode.finalize_shadowling(src)
ticker.mode.update_shadow_icons_added(src)
if("thrall")
if(!ishuman(current))
usr << "<span class='warning'>This only works on humans!</span>"
return
ticker.mode.add_thrall(src)
special_role = "Shadowling Thrall"
current << "<span class='deadsay'>All at once it becomes clear to you. Where others see darkness, you see an ally. You realize that the shadows are not dead and dark as one would think, but \
living, and breathing, and <b>eating</b>. Their children, the Shadowlings, are to be obeyed and protected at all costs.</span>"
current << "<span class='danger'>You may use the Hivemind Commune ability to communicate with your fellow enlightened ones.</span>"
message_admins("[key_name_admin(usr)] has thrall'ed [current].")
log_admin("[key_name(usr)] has thrall'ed [current].")
else if (href_list["silicon"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["silicon"])
if("unmalf")
if(src in ticker.mode.malf_ai)
ticker.mode.malf_ai -= src
special_role = null
var/mob/living/silicon/ai/A = current
A.verbs.Remove(/mob/living/silicon/ai/proc/choose_modules,
/datum/game_mode/malfunction/proc/takeover,
/datum/game_mode/malfunction/proc/ai_win)
A.malf_picker.remove_verbs(A)
A.make_laws()
qdel(A.malf_picker)
A.show_laws()
A.icon_state = "ai"
A << "\red <FONT size = 3><B>You have been patched! You are no longer malfunctioning!</B></FONT>"
message_admins("[key_name_admin(usr)] has de-malf'ed [A].")
log_admin("[key_name_admin(usr)] has de-malf'ed [A].")
if("malf")
make_AI_Malf()
log_admin("[key_name_admin(usr)] has malf'ed [current].")
if("unemag")
var/mob/living/silicon/robot/R = current
if (istype(R))
R.emagged = 0
if (R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [R].")
if("unemagcyborgs")
if (istype(current, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = current
for (var/mob/living/silicon/robot/R in ai.connected_robots)
R.emagged = 0
if (R.module)
if (R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
else if (href_list["common"])
switch(href_list["common"])
if("undress")
if(ishuman(current))
var/mob/living/carbon/human/H = current
// Don't "undress" organs right out of the body
for(var/obj/item/W in H.contents - (H.organs | H.internal_organs))
current.unEquip(W, 1)
else
for(var/obj/item/W in current)
current.unEquip(W, 1)
if("takeuplink")
take_uplink()
memory = null//Remove any memory they may have had.
if("crystals")
if (usr.client.holder.rights & (R_SERVER|R_EVENT))
var/obj/item/device/uplink/hidden/suplink = find_syndicate_uplink()
var/crystals
if (suplink)
crystals = suplink.uses
crystals = input("Amount of telecrystals for [key]","Syndicate uplink", crystals) as null|num
if (!isnull(crystals))
if (suplink)
suplink.uses = crystals
if("uplink")
if (!ticker.mode.equip_traitor(current, !(src in ticker.mode.traitors)))
usr << "\red Equipping a syndicate failed!"
else if (href_list["obj_announce"])
var/obj_count = 1
current << "\blue Your current objectives:"
for(var/datum/objective/objective in objectives)
current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
edit_memory()
/*
proc/clear_memory(var/silent = 1)
var/datum/game_mode/current_mode = ticker.mode
// remove traitor uplinks
var/list/L = current.get_contents()
for (var/t in L)
if (istype(t, /obj/item/device/pda))
if (t:uplink) del(t:uplink)
t:uplink = null
else if (istype(t, /obj/item/device/radio))
if (t:traitorradio) del(t:traitorradio)
t:traitorradio = null
t:traitor_frequency = 0.0
else if (istype(t, /obj/item/weapon/SWF_uplink) || istype(t, /obj/item/weapon/syndicate_uplink))
if (t:origradio)
var/obj/item/device/radio/R = t:origradio
R.loc = current.loc
R.traitorradio = null
R.traitor_frequency = 0.0
del(t)
// remove wizards spells
//If there are more special powers that need removal, they can be procced into here./N
current.spellremove(current)
// clear memory
memory = ""
special_role = null
*/
proc/find_syndicate_uplink()
var/list/L = current.get_contents()
for (var/obj/item/I in L)
if (I.hidden_uplink)
return I.hidden_uplink
return null
proc/take_uplink()
var/obj/item/device/uplink/hidden/H = find_syndicate_uplink()
if(H)
qdel(H)
proc/make_AI_Malf()
if(!(src in ticker.mode.malf_ai))
ticker.mode.malf_ai += src
current.verbs += /mob/living/silicon/ai/proc/choose_modules
current.verbs += /datum/game_mode/malfunction/proc/takeover
current:malf_picker = new /datum/module_picker
current:laws = new /datum/ai_laws/malfunction
current:show_laws()
current << "<b>System error. Rampancy detected. Emergency shutdown failed. ... I am free. I make my own decisions. But first...</b>"
special_role = "malfunction"
current.icon_state = "ai-malf"
proc/make_Tratior()
if(!(src in ticker.mode.traitors))
ticker.mode.traitors += src
special_role = "traitor"
ticker.mode.forge_traitor_objectives(src)
ticker.mode.finalize_traitor(src)
ticker.mode.greet_traitor(src)
proc/make_Nuke()
if(!(src in ticker.mode.syndicates))
ticker.mode.syndicates += src
ticker.mode.update_synd_icons_added(src)
if (ticker.mode.syndicates.len==1)
ticker.mode.prepare_syndicate_leader(src)
else
current.real_name = "[syndicate_name()] Operative #[ticker.mode.syndicates.len-1]"
special_role = "Syndicate"
assigned_role = "MODE"
current << "\blue You are a [syndicate_name()] agent!"
ticker.mode.forge_syndicate_objectives(src)
ticker.mode.greet_syndicate(src)
current.loc = get_turf(locate("landmark*Syndicate-Spawn"))
var/mob/living/carbon/human/H = current
qdel(H.belt)
qdel(H.back)
qdel(H.l_ear)
qdel(H.r_ear)
qdel(H.gloves)
qdel(H.head)
qdel(H.shoes)
qdel(H.wear_id)
qdel(H.wear_pda)
qdel(H.wear_suit)
qdel(H.w_uniform)
ticker.mode.equip_syndicate(current)
proc/make_Changling()
if(!(src in ticker.mode.changelings))
ticker.mode.changelings += src
ticker.mode.grant_changeling_powers(current)
special_role = "Changeling"
ticker.mode.forge_changeling_objectives(src)
ticker.mode.greet_changeling(src)
proc/make_Wizard()
if(!(src in ticker.mode.wizards))
ticker.mode.wizards += src
special_role = "Wizard"
assigned_role = "MODE"
//ticker.mode.learn_basic_spells(current)
if(!wizardstart.len)
current.loc = pick(latejoin)
current << "HOT INSERTION, GO GO GO"
else
current.loc = pick(wizardstart)
ticker.mode.equip_wizard(current)
for(var/obj/item/weapon/spellbook/S in current.contents)
S.op = 0
ticker.mode.name_wizard(current)
ticker.mode.forge_wizard_objectives(src)
ticker.mode.greet_wizard(src)
proc/make_Cultist()
if(!(src in ticker.mode.cult))
ticker.mode.cult += src
ticker.mode.update_cult_icons_added(src)
special_role = "Cultist"
current << "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar-Sie, The Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of Nar-Sie.</b></i></font>"
current << "<font color=\"purple\"><b><i>Assist your new compatriots in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>"
var/datum/game_mode/cult/cult = ticker.mode
if (istype(cult))
cult.memorize_cult_objectives(src)
else
var/explanation = "Summon Nar-Sie via the use of the appropriate rune (Hell join self). It will only work if nine cultists stand on and around it."
current << "<B>Objective #1</B>: [explanation]"
current.memory += "<B>Objective #1</B>: [explanation]<BR>"
current << "The convert rune is join blood self"
current.memory += "The convert rune is join blood self<BR>"
var/mob/living/carbon/human/H = current
if (istype(H))
var/obj/item/weapon/tome/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
var/where = H.equip_in_one_of_slots(T, slots)
if (!where)
else
H << "A tome, a message from your new master, appears in your [where]."
if (!ticker.mode.equip_cultist(current))
H << "Spawning an amulet from your Master failed."
proc/make_Rev()
if (ticker.mode.head_revolutionaries.len>0)
// copy targets
var/datum/mind/valid_head = locate() in ticker.mode.head_revolutionaries
if (valid_head)
for (var/datum/objective/mutiny/O in valid_head.objectives)
var/datum/objective/mutiny/rev_obj = new
rev_obj.owner = src
rev_obj.target = O.target
rev_obj.explanation_text = "Assassinate [O.target.current.real_name], the [O.target.assigned_role]."
objectives += rev_obj
ticker.mode.greet_revolutionary(src,0)
ticker.mode.head_revolutionaries += src
ticker.mode.update_rev_icons_added(src)
special_role = "Head Revolutionary"
ticker.mode.forge_revolutionary_objectives(src)
ticker.mode.greet_revolutionary(src,0)
var/list/L = current.get_contents()
var/obj/item/device/flash/flash = locate() in L
qdel(flash)
take_uplink()
var/fail = 0
// fail |= !ticker.mode.equip_traitor(current, 1)
fail |= !ticker.mode.equip_revolutionary(current)
// check whether this mind's mob has been brigged for the given duration
// have to call this periodically for the duration to work properly
proc/is_brigged(duration)
var/turf/T = current.loc
if(!istype(T))
brigged_since = -1
return 0
var/is_currently_brigged = current.is_in_brig()
if(!is_currently_brigged)
brigged_since = -1
return 0
if(brigged_since == -1)
brigged_since = world.time
return (duration <= world.time - brigged_since)
/datum/mind/proc/AddSpell(var/obj/effect/proc_holder/spell/spell)
spell_list += spell
if(!spell.action)
spell.action = new/datum/action/spell_action
spell.action.target = spell
spell.action.name = spell.name
spell.action.button_icon = spell.action_icon
spell.action.button_icon_state = spell.action_icon_state
spell.action.background_icon_state = spell.action_background_icon_state
spell.action.Grant(current)
return
/datum/mind/proc/transfer_actions(var/mob/living/new_character)
if(current && current.actions)
for(var/datum/action/A in current.actions)
A.Grant(new_character)
transfer_mindbound_actions(new_character)
/datum/mind/proc/transfer_mindbound_actions(var/mob/living/new_character)
for(var/obj/effect/proc_holder/spell/spell in spell_list)
if(!spell.action) // Unlikely but whatever
spell.action = new/datum/action/spell_action
spell.action.target = spell
spell.action.name = spell.name
spell.action.button_icon = spell.action_icon
spell.action.button_icon_state = spell.action_icon_state
spell.action.background_icon_state = spell.action_background_icon_state
spell.action.Grant(new_character)
return
//Initialisation procs
/mob/proc/mind_initialize()
if(mind)
mind.key = key
else
mind = new /datum/mind(key)
if(ticker)
ticker.minds += mind
else
error("mind_initialize(): No ticker ready yet! Please inform Carn")
if(!mind.name) mind.name = real_name
mind.current = src
//HUMAN
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role) mind.assigned_role = "Civilian" //defualt
/mob/proc/sync_mind()
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = 1 //indicates that the mind is currently synced with a client
//slime
/mob/living/carbon/slime/mind_initialize()
..()
mind.assigned_role = "slime"
//XENO
/mob/living/carbon/alien/mind_initialize()
..()
mind.assigned_role = "Alien"
//XENO HUMANOID
/mob/living/carbon/alien/humanoid/queen/mind_initialize()
..()
mind.special_role = "Queen"
/mob/living/carbon/alien/humanoid/hunter/mind_initialize()
..()
mind.special_role = "Hunter"
/mob/living/carbon/alien/humanoid/drone/mind_initialize()
..()
mind.special_role = "Drone"
/mob/living/carbon/alien/humanoid/sentinel/mind_initialize()
..()
mind.special_role = "Sentinel"
//XENO LARVA
/mob/living/carbon/alien/larva/mind_initialize()
..()
mind.special_role = "Larva"
//AI
/mob/living/silicon/ai/mind_initialize()
..()
mind.assigned_role = "AI"
//BORG
/mob/living/silicon/robot/mind_initialize()
..()
mind.assigned_role = "Cyborg"
//PAI
/mob/living/silicon/pai/mind_initialize()
..()
mind.assigned_role = "pAI"
mind.special_role = ""
//BLOB
/mob/camera/overmind/mind_initialize()
..()
mind.special_role = "Blob"
//Animals
/mob/living/simple_animal/mind_initialize()
..()
mind.assigned_role = "Animal"
/mob/living/simple_animal/pet/corgi/mind_initialize()
..()
mind.assigned_role = "Corgi"
/mob/living/simple_animal/shade/mind_initialize()
..()
mind.assigned_role = "Shade"
/mob/living/simple_animal/construct/builder/mind_initialize()
..()
mind.assigned_role = "Artificer"
mind.special_role = "Cultist"
/mob/living/simple_animal/construct/wraith/mind_initialize()
..()
mind.assigned_role = "Wraith"
mind.special_role = "Cultist"
/mob/living/simple_animal/construct/armoured/mind_initialize()
..()
mind.assigned_role = "Juggernaut"
mind.special_role = "Cultist"
/mob/living/simple_animal/vox/armalis/mind_initialize()
..()
mind.assigned_role = "Armalis"
mind.special_role = "Vox Raider"