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* Ghost bar initial changes * more changes * we ball again brothers * we are (once again) SO back * Update code/modules/admin/verbs/debug.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/_onclick/hud/alert.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/_onclick/hud/alert.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/weapons/cards_ids.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * deck of cards and shittt * global placement * Update code/modules/ruins/ghost_bar.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * readded * hotfix * zamn * fixes * greyfix * last of the fixes * can't stop me baby * bam --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
219 lines
12 KiB
Plaintext
219 lines
12 KiB
Plaintext
//Deathsquad
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GLOBAL_VAR_INIT(deathsquad_sent, FALSE)
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/client/proc/send_deathsquad()
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var/client/proccaller = usr.client
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if(!check_rights(R_EVENT))
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return
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if(SSticker.current_state == GAME_STATE_PREGAME)
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to_chat(usr, "<span class='warning'>The round hasn't started yet!</span>")
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return
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if(GLOB.deathsquad_sent)
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if(alert("A Deathsquad is already being sent, are you sure you want to send another?",, "Yes", "No") != "Yes")
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return
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else
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if(alert("Do you want to send in the Deathsquad? Once enabled, this is irreversible.",, "Yes", "No") != "Yes")
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return
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message_admins("<span class='notice'>[key_name_admin(proccaller)] has started to spawn a DeathSquad.</span>")
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log_admin("[key_name_admin(proccaller)] has started to spawn a DeathSquad.")
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to_chat(proccaller, "<span class='boldwarning'>This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle or use the end round verb when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. The first one selected will be the team leader.</span>")
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var/mission = sanitize(copytext(input(src, "Please specify which mission the Deathsquad shall undertake.", "Specify Mission", "",), 1, MAX_MESSAGE_LEN))
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if(!mission)
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if(alert("Error, no mission set. Do you want to exit the setup process?",, "Yes", "No") == "Yes")
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message_admins("[key_name_admin(proccaller)] cancelled their Deathsquad.")
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log_admin("[key_name(proccaller)] cancelled their Deathsquad.")
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return
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// Locates commandos spawns
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var/list/commando_spawn_locations = list()
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for(var/obj/effect/landmark/spawner/ds/L in GLOB.landmarks_list) //Despite obj/effect/landmark/spawner/ds being in the exact same location and doing the exact same thing as obj/effect/landmark/spawner/ert, switching them breaks it?
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commando_spawn_locations += L
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var/max_commandos = length(commando_spawn_locations)
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var/commando_number = input(src, "How many Deathsquad Commandos would you like to send? (Recommended is 6, Max is [max_commandos])", "Specify Commandos") as num|null
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if(!commando_number)
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message_admins("[key_name_admin(proccaller)] cancelled their Deathsquad.")
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log_admin("[key_name(proccaller)] cancelled their Deathsquad.")
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return
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commando_number = clamp(commando_number, 1, max_commandos)
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var/is_leader = TRUE
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if(GLOB.deathsquad_sent)
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if(alert("A Deathsquad leader has previously been sent with an unrestricted NAD, would you like to spawn another unrestricted NAD?",, "Yes", "No") != "Yes")
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is_leader = FALSE
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GLOB.deathsquad_sent = TRUE
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message_admins("[key_name_admin(proccaller)] has sent a Deathsquad with [commando_number] commandos.")
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log_admin("[key_name(proccaller)] has sent a Deathsquad with [commando_number] commandos.")
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// Find the nuclear auth code
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var/nuke_code
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var/new_nuke = FALSE
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for(var/obj/machinery/nuclearbomb/N in GLOB.machines)
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if(istype(N, /obj/machinery/nuclearbomb/syndicate) || !N.core)
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continue
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var/temp_code = text2num(N.r_code)
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if(temp_code)//if it's actually a number. It won't convert any non-numericals.
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nuke_code = N.r_code
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break
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if(!nuke_code)
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message_admins("No functional nuclear warheads have been detected, the Deathsquad will be issued a new warhead.")
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new_nuke = TRUE
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nuke_code = rand(10000, 99999)
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if(alert("Do you want a new nuclear warhead to be spawned with this team?",, "Yes", "No") == "Yes")
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new_nuke = TRUE
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// Find ghosts willing to be Deathsquad
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var/list/commando_ghosts = list()
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if(alert("Would you like to custom pick your Deathsquad?",, "Yes", "No") == "Yes")
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var/image/source = image('icons/obj/cardboard_cutout.dmi', "cutout_deathsquad")
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commando_ghosts = pollCandidatesWithVeto(src, usr, commando_number, "Join the DeathSquad?",, 21, 60 SECONDS, TRUE, GLOB.role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE, source = source)
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else
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var/image/source = image('icons/obj/cardboard_cutout.dmi', "cutout_deathsquad")
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commando_ghosts = SSghost_spawns.poll_candidates("Join the Deathsquad?",, GLOB.responseteam_age, 60 SECONDS, TRUE, GLOB.role_playtime_requirements[ROLE_DEATHSQUAD], TRUE, FALSE, source = source)
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if(length(commando_ghosts) > commando_number)
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commando_ghosts.Cut(commando_number + 1) //cuts the ghost candidates down to the amount requested
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if(!length(commando_ghosts))
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message_admins("[key_name_admin(proccaller)]'s Deathsquad had no volunteers and was cancelled.")
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log_admin("[key_name(proccaller)]'s Deathsquad had no volunteers and was cancelled.")
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to_chat(src, "<span class='userdanger'>Nobody volunteered to join the DeathSquad.</span>")
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return
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// Spawns a nuclear warhead for the team
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if(new_nuke)
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for(var/obj/effect/landmark/spawner/nuclear_bomb/death_squad/nuke_spawn in GLOB.landmarks_list)
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var/obj/machinery/nuclearbomb/undeployed/the_bomb = new (get_turf(nuke_spawn))
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the_bomb.r_code = nuke_code
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// Equips the Deathsquad
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for(var/mob/ghost_mob in commando_ghosts)
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if(!ghost_mob || !ghost_mob.key || !ghost_mob.client)
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continue
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var/my_spawn_loc = pick_n_take(commando_spawn_locations)
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var/dstype
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if(is_leader)
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to_chat(ghost_mob.client, "<span class='boldwarning'>You have been chosen to lead the Deathsquad. Please stand by.</span>" )
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else
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dstype = input_async(ghost_mob, "Select Deathsquad Type (10 seconds):", list("Organic", "Cyborg"))
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addtimer(CALLBACK(src, PROC_REF(deathsquad_spawn), ghost_mob, is_leader, dstype, my_spawn_loc, nuke_code, mission), 10 SECONDS) // This may fail if the user switches mobs during it, this is because input_async is only for mobs not clients
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is_leader = FALSE
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//Spawns instruction manuals for DS
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for(var/obj/effect/landmark/spawner/commando_manual/L in GLOB.landmarks_list)
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var/obj/item/paper/P = new(L.loc)
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P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br><br> Your mission objective will be relayed to you by Central Command through your headsets or in person.<br>If deemed appropriate, Central Command will also allow members of your team to use mechs for the mission. You will find the mech storage due East of your position. </p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk, and all commandos have pinpointer for locating it. You may easily recognize them by their rank: <b>Lieutenant, Captain, or Major</b>. The nuclear device itself will be present somewhere on your destination.<hr></p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Enter the nuclear authorization code: ([nuke_code]).<br>#5 Enter your desired time until activation.<br>#6 Disable the Safety.<br>#6 Arm the device.<br>You now have activated the device and it will begin counting down to detonation. Remove the Nuclear Authorization Disk and either head back to your shuttle or stay around until the Nuclear Device detonates, depending on your orders from Central Command.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
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P.name = "Special Operations Manual"
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P.update_icon()
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var/obj/item/stamp/centcom/stamp = new
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P.stamp(stamp)
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qdel(stamp)
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message_admins("<span class='notice'>[key_name_admin(proccaller)] has spawned a DeathSquad.</span>")
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log_admin("[key_name(proccaller)] used Spawn Death Squad.")
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return TRUE
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/client/proc/deathsquad_spawn(mob/ghost_mob, is_leader = FALSE, datum/async_input/new_dstype_input, obj/L, nuke_code, mission)
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var/new_dstype
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if(new_dstype_input)
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new_dstype_input.close()
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new_dstype = new_dstype_input.result
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if(!new_dstype_input) // didn't receive any response, or didn't ask them in the first place
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new_dstype = "Organic"
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if(!ghost_mob || !ghost_mob.key || !ghost_mob.client) // Doublechecking after async request
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return
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if(new_dstype == "Cyborg")
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var/mob/living/silicon/robot/deathsquad/R = new(get_turf(L))
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var/rnum = rand(1, 1000)
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var/borgname = "Epsilon [rnum]"
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R.name = borgname
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R.custom_name = borgname
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R.real_name = R.name
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R.mind = new
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R.mind.current = R
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R.mind.set_original_mob(R)
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R.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
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R.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
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R.mind.offstation_role = TRUE
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if(!(R.mind in SSticker.minds))
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SSticker.minds += R.mind
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SSticker.mode.traitors += R.mind
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R.key = ghost_mob.key
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dust_if_respawnable(ghost_mob)
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if(nuke_code)
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R.mind.store_memory("<b>Nuke Code:</b> <span class='warning'>[nuke_code].</span>")
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R.mind.store_memory("<b>Mission:</b> <span class='warning'>[mission].</span>")
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to_chat(R, "<span class='userdanger'>You are a Deathsquad cyborg, in the service of Central Command. \nYour current mission is: <span class='danger'>[mission]</span></span>")
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else
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var/mob/living/carbon/human/new_commando = create_deathsquad_commando(L, is_leader)
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new_commando.mind.key = ghost_mob.key
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new_commando.key = ghost_mob.key
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dust_if_respawnable(ghost_mob)
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new_commando.update_action_buttons_icon()
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if(nuke_code)
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new_commando.mind.store_memory("<b>Nuke Code:</b> <span class='warning'>[nuke_code].</span>")
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new_commando.mind.store_memory("<b>Mission:</b> <span class='warning'>[mission].</span>")
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to_chat(new_commando, "<span class='userdanger'>You are a Deathsquad [is_leader ? "<b>TEAM LEADER</b>" : "commando"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: <span class='danger'>[mission]</span></span>")
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/client/proc/create_deathsquad_commando(obj/spawn_location, is_leader = FALSE)
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var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
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var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
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var/commando_name = pick(GLOB.deathsquad_names)
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var/obj/item/organ/external/head/head_organ = new_commando.get_organ("head") // This appearance code is brought to you by ert.dm, basically the same code. If you change something here change somethere there too.
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if(is_leader)
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new_commando.age = rand(35, 45)
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new_commando.real_name = "[commando_leader_rank] [commando_name]"
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else
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new_commando.real_name = "[commando_name]"
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if(prob(50))
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new_commando.change_gender(MALE)
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else
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new_commando.change_gender(FEMALE)
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// All of this code down here too is also from ert.dm, I'm lazy don't blame me
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new_commando.set_species(/datum/species/human, TRUE)
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new_commando.dna.ready_dna(new_commando)
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new_commando.cleanSE() //No fat/blind/colourblind/epileptic/whatever Deathsquad.
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new_commando.overeatduration = 0
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var/hair_c = pick("#8B4513","#000000","#FF4500","#FFD700") // Brown, black, red, blonde
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var/eye_c = pick("#000000","#8B4513","1E90FF") // Black, brown, blue
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var/skin_tone = rand(-120, 20) // A range of skin colors (This doesn't work, result is always pale white)
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head_organ.facial_colour = hair_c
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head_organ.sec_facial_colour = hair_c
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head_organ.hair_colour = hair_c
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head_organ.sec_hair_colour = hair_c
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new_commando.change_eye_color(eye_c)
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new_commando.s_tone = skin_tone
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head_organ.h_style = random_hair_style(new_commando.gender, head_organ.dna.species.name)
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head_organ.f_style = random_facial_hair_style(new_commando.gender, head_organ.dna.species.name)
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new_commando.regenerate_icons()
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new_commando.update_body()
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new_commando.update_dna()
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//Creates mind stuff.
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new_commando.mind_initialize()
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new_commando.mind.assigned_role = SPECIAL_ROLE_DEATHSQUAD
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new_commando.mind.special_role = SPECIAL_ROLE_DEATHSQUAD
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new_commando.mind.offstation_role = TRUE
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SSticker.mode.traitors |= new_commando.mind //Adds them to current traitor list. Which is really the extra antagonist list.
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new_commando.equip_deathsquad_commando(is_leader)
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return new_commando
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/mob/living/carbon/human/proc/equip_deathsquad_commando(is_leader = FALSE)
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if(is_leader)
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equipOutfit(/datum/outfit/admin/deathsquad_commando/leader)
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else
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equipOutfit(/datum/outfit/admin/deathsquad_commando)
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