Files
Paradise/code/game/gamemodes/objective.dm
2020-07-02 21:22:55 +01:00

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GLOBAL_LIST_EMPTY(all_objectives)
GLOBAL_LIST_INIT(potential_theft_objectives, (subtypesof(/datum/theft_objective) - /datum/theft_objective/steal - /datum/theft_objective/number - /datum/theft_objective/unique))
/datum/objective
var/datum/mind/owner = null //Who owns the objective.
var/explanation_text = "Nothing" //What that person is supposed to do.
var/datum/mind/target = null //If they are focused on a particular person.
var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
var/completed = 0 //currently only used for custom objectives.
var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
/datum/objective/New(text)
GLOB.all_objectives += src
if(text)
explanation_text = text
/datum/objective/Destroy()
GLOB.all_objectives -= src
return ..()
/datum/objective/proc/check_completion()
return completed
/datum/objective/proc/is_invalid_target(datum/mind/possible_target)
if(possible_target == owner)
return TARGET_INVALID_IS_OWNER
if(possible_target in owner.targets)
return TARGET_INVALID_IS_TARGET
if(!ishuman(possible_target.current))
return TARGET_INVALID_NOT_HUMAN
if(!possible_target.current.stat == DEAD)
return TARGET_INVALID_DEAD
if(!possible_target.key)
return TARGET_INVALID_NOCKEY
if(possible_target.current)
var/turf/current_location = get_turf(possible_target.current)
if(current_location && !is_level_reachable(current_location.z))
return TARGET_INVALID_UNREACHABLE
if(isgolem(possible_target.current))
return TARGET_INVALID_GOLEM
if(possible_target.offstation_role)
return TARGET_INVALID_EVENT
/datum/objective/proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in SSticker.minds)
if(is_invalid_target(possible_target))
continue
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
/datum/objective/assassinate
martyr_compatible = 1
/datum/objective/assassinate/find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/assassinate/check_completion()
if(target && target.current)
if(target.current.stat == DEAD)
return 1
if(issilicon(target.current) || isbrain(target.current)) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return 1
if(!target.current.ckey)
return 1
return 0
return 1
/datum/objective/mutiny
martyr_compatible = 1
/datum/objective/mutiny/find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/mutiny/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey || !target.current.client)
return 1
var/turf/T = get_turf(target.current)
if(T && !is_station_level(T.z)) //If they leave the station they count as dead for this
return 1
return 0
return 1
/datum/objective/maroon
martyr_compatible = 1
/datum/objective/maroon/find_target()
..()
if(target && target.current)
explanation_text = "Prevent [target.current.real_name], the [target.assigned_role] from escaping alive."
else
explanation_text = "Free Objective"
return target
/datum/objective/maroon/check_completion()
if(target && target.current)
if(target.current.stat == DEAD)
return 1
if(!target.current.ckey)
return 1
if(issilicon(target.current))
return 1
if(isbrain(target.current))
return 1
var/turf/T = get_turf(target.current)
if(is_admin_level(T.z))
return 0
return 1
return 1
/datum/objective/debrain //I want braaaainssss
martyr_compatible = 0
/datum/objective/debrain/find_target()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/debrain/check_completion()
if(!target)//If it's a free objective.
return 1
if(!owner.current || owner.current.stat == DEAD)
return 0
if(!target.current || !isbrain(target.current))
return 0
var/atom/A = target.current
while(A.loc) //check to see if the brainmob is on our person
A = A.loc
if(A == owner.current)
return 1
return 0
/datum/objective/protect //The opposite of killing a dude.
martyr_compatible = 1
/datum/objective/protect/find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/protect/check_completion()
if(!target) //If it's a free objective.
return 1
if(target.current)
if(target.current.stat == DEAD)
return 0
if(issilicon(target.current))
return 0
if(isbrain(target.current))
return 0
return 1
return 0
/datum/objective/protect/mindslave //subytpe for mindslave implants
/datum/objective/hijack
martyr_compatible = 0 //Technically you won't get both anyway.
explanation_text = "Hijack the shuttle by escaping on it with no loyalist Nanotrasen crew on board and free. \
Syndicate agents, other enemies of Nanotrasen, cyborgs, pets, and cuffed/restrained hostages may be allowed on the shuttle alive."
/datum/objective/hijack/check_completion()
if(!owner.current || owner.current.stat)
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
if(issilicon(owner.current))
return 0
var/area/A = get_area(owner.current)
if(SSshuttle.emergency.areaInstance != A)
return 0
return SSshuttle.emergency.is_hijacked()
/datum/objective/hijackclone
explanation_text = "Hijack the shuttle by ensuring only you (or your copies) escape."
martyr_compatible = 0
/datum/objective/hijackclone/check_completion()
if(!owner.current)
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
var/area/A = SSshuttle.emergency.areaInstance
for(var/mob/living/player in GLOB.player_list) //Make sure nobody else is onboard
if(player.mind && player.mind != owner)
if(player.stat != DEAD)
if(issilicon(player))
continue
if(get_area(player) == A)
if(player.real_name != owner.current.real_name && !istype(get_turf(player.mind.current), /turf/simulated/shuttle/floor4))
return 0
for(var/mob/living/player in GLOB.player_list) //Make sure at least one of you is onboard
if(player.mind && player.mind != owner)
if(player.stat != DEAD)
if(issilicon(player))
continue
if(get_area(player) == A)
if(player.real_name == owner.current.real_name && !istype(get_turf(player.mind.current), /turf/simulated/shuttle/floor4))
return 1
return 0
/datum/objective/block
explanation_text = "Do not allow any lifeforms, be it organic or synthetic to escape on the shuttle alive. AIs, Cyborgs, Maintenance drones, and pAIs are not considered alive."
martyr_compatible = 1
/datum/objective/block/check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
if(!owner.current)
return 0
var/area/A = SSshuttle.emergency.areaInstance
for(var/mob/living/player in GLOB.player_list)
if(issilicon(player))
continue // If they're silicon, they're not considered alive, skip them.
if(player.mind && player.stat != DEAD)
if(get_area(player) == A)
return 0 // If there are any other organic mobs on the shuttle, you failed the objective.
return 1
/datum/objective/escape
explanation_text = "Escape on the shuttle or an escape pod alive and free."
/datum/objective/escape/check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(!owner.current || owner.current.stat == DEAD)
return 0
if(SSticker.force_ending) //This one isn't their fault, so lets just assume good faith
return 1
if(SSticker.mode.station_was_nuked) //If they escaped the blast somehow, let them win
return 1
if(SSshuttle.emergency.mode < SHUTTLE_ENDGAME)
return 0
var/turf/location = get_turf(owner.current)
if(!location)
return 0
if(istype(location, /turf/simulated/shuttle/floor4) || istype(location, /turf/simulated/floor/mineral/plastitanium/red/brig)) // Fails traitors if they are in the shuttle brig -- Polymorph
return 0
if(location.onCentcom() || location.onSyndieBase())
return 1
return 0
/datum/objective/escape/escape_with_identity
var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
/datum/objective/escape/escape_with_identity/find_target()
var/list/possible_targets = list() //Copypasta because NO_DNA races, yay for snowflakes.
for(var/datum/mind/possible_target in SSticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && possible_target.current.client)
var/mob/living/carbon/human/H = possible_target.current
if(!(NO_DNA in H.dna.species.species_traits))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
if(target && target.current)
target_real_name = target.current.real_name
explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role] while wearing [target.p_their()] identification card."
else
explanation_text = "Free Objective"
/datum/objective/escape/escape_with_identity/check_completion()
if(!target_real_name)
return 1
if(!ishuman(owner.current))
return 0
var/mob/living/carbon/human/H = owner.current
if(..())
if(H.dna.real_name == target_real_name)
if(H.get_id_name()== target_real_name)
return 1
return 0
/datum/objective/die
explanation_text = "Die a glorious death."
/datum/objective/die/check_completion()
if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
return 1
if(issilicon(owner.current) && owner.current != owner.original)
return 1
return 0
/datum/objective/survive
explanation_text = "Stay alive until the end."
/datum/objective/survive/check_completion()
if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
return 0 //Brains no longer win survive objectives. --NEO
if(issilicon(owner.current) && owner.current != owner.original)
return 0
return 1
/datum/objective/nuclear
explanation_text = "Destroy the station with a nuclear device."
martyr_compatible = 1
/datum/objective/steal
var/datum/theft_objective/steal_target
martyr_compatible = 0
var/theft_area
/datum/objective/steal/proc/get_location()
if(steal_target.location_override)
return steal_target.location_override
var/list/obj/item/steal_candidates = get_all_of_type(steal_target.typepath, subtypes = TRUE)
for(var/obj/item/candidate in steal_candidates)
if(!is_admin_level(candidate.loc.z))
theft_area = get_area(candidate.loc)
return "[theft_area]"
return "an unknown area"
/datum/objective/steal/find_target()
var/loop=50
while(!steal_target && loop > 0)
loop--
var/thefttype = pick(GLOB.potential_theft_objectives)
var/datum/theft_objective/O = new thefttype
if(owner.assigned_role in O.protected_jobs)
continue
if(O in owner.targets)
continue
if(O.flags & 2)
continue
steal_target = O
explanation_text = "Steal [steal_target]. One was last seen in [get_location()]. "
if(islist(O.protected_jobs) && O.protected_jobs.len)
explanation_text += "It may also be in the possession of the [jointext(O.protected_jobs, ", ")]."
return
explanation_text = "Free Objective."
/datum/objective/steal/proc/select_target()
var/list/possible_items_all = GLOB.potential_theft_objectives+"custom"
var/new_target = input("Select target:", "Objective target", null) as null|anything in possible_items_all
if(!new_target) return
if(new_target == "custom")
var/datum/theft_objective/O=new
O.typepath = input("Select type:","Type") as null|anything in typesof(/obj/item)
if(!O.typepath) return
var/tmp_obj = new O.typepath
var/custom_name = tmp_obj:name
qdel(tmp_obj)
O.name = sanitize(copytext(input("Enter target name:", "Objective target", custom_name) as text|null,1,MAX_NAME_LEN))
if(!O.name) return
steal_target = O
explanation_text = "Steal [O.name]."
else
steal_target = new new_target
explanation_text = "Steal [steal_target.name]."
return steal_target
/datum/objective/steal/check_completion()
if(!steal_target)
return 1 // Free Objective
if(!owner.current)
return FALSE
var/list/all_items = owner.current.GetAllContents()
for(var/obj/I in all_items)
if(istype(I, steal_target.typepath))
return steal_target.check_special_completion(I)
if(I.type in steal_target.altitems)
return steal_target.check_special_completion(I)
/datum/objective/steal/exchange
martyr_compatible = 0
/datum/objective/steal/exchange/proc/set_faction(var/faction,var/otheragent)
target = otheragent
var/datum/theft_objective/unique/targetinfo
if(faction == "red")
targetinfo = new /datum/theft_objective/unique/docs_blue
else if(faction == "blue")
targetinfo = new /datum/theft_objective/unique/docs_red
explanation_text = "Acquire [targetinfo.name] held by [target.current.real_name], the [target.assigned_role] and syndicate agent"
steal_target = targetinfo
/datum/objective/steal/exchange/backstab
/datum/objective/steal/exchange/backstab/set_faction(var/faction)
var/datum/theft_objective/unique/targetinfo
if(faction == "red")
targetinfo = new /datum/theft_objective/unique/docs_red
else if(faction == "blue")
targetinfo = new /datum/theft_objective/unique/docs_blue
explanation_text = "Do not give up or lose [targetinfo.name]."
steal_target = targetinfo
/datum/objective/download
/datum/objective/download/proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research levels."
return target_amount
/datum/objective/download/check_completion()
return 0
/datum/objective/capture
/datum/objective/capture/proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture points."
return target_amount
/datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
return 0
/datum/objective/absorb
/datum/objective/absorb/proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
target_amount = rand (lowbound,highbound)
if(SSticker)
var/n_p = 1 //autowin
if(SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in GLOB.player_list)
if(P.client && P.ready && P.mind != owner)
if(P.client.prefs && (P.client.prefs.species == "Machine")) // Special check for species that can't be absorbed. No better solution.
continue
n_p++
else if(SSticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in GLOB.player_list)
if(NO_DNA in P.dna.species.species_traits)
continue
if(P.client && !(P.mind in SSticker.mode.changelings) && P.mind!=owner)
n_p++
target_amount = min(target_amount, n_p)
explanation_text = "Acquire [target_amount] compatible genomes. The 'Extract DNA Sting' can be used to stealthily get genomes without killing somebody."
return target_amount
/datum/objective/absorb/check_completion()
if(owner && owner.changeling && owner.changeling.absorbed_dna && (owner.changeling.absorbedcount >= target_amount))
return 1
else
return 0
/datum/objective/destroy
martyr_compatible = 1
var/target_real_name
/datum/objective/destroy/find_target()
var/list/possible_targets = active_ais(1)
var/mob/living/silicon/ai/target_ai = pick(possible_targets)
target = target_ai.mind
if(target && target.current)
target_real_name = target.current.real_name
explanation_text = "Destroy [target_real_name], the AI."
else
explanation_text = "Free Objective"
return target
/datum/objective/destroy/check_completion()
if(target && target.current)
if(target.current.stat == DEAD || is_away_level(target.current.z) || !target.current.ckey)
return 1
return 0
return 1
/datum/objective/steal_five_of_type
explanation_text = "Steal at least five items!"
var/list/wanted_items = list()
/datum/objective/steal_five_of_type/New()
..()
wanted_items = typecacheof(wanted_items)
/datum/objective/steal_five_of_type/check_completion()
var/stolen_count = 0
if(!isliving(owner.current))
return FALSE
var/list/all_items = owner.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(is_type_in_typecache(I, wanted_items))
stolen_count++
return stolen_count >= 5
/datum/objective/steal_five_of_type/summon_guns
explanation_text = "Steal at least five guns!"
wanted_items = list(/obj/item/gun)
/datum/objective/steal_five_of_type/summon_magic
explanation_text = "Steal at least five magical artefacts!"
wanted_items = list()
/datum/objective/steal_five_of_type/summon_magic/New()
wanted_items = GLOB.summoned_magic_objectives
..()
/datum/objective/steal_five_of_type/summon_magic/check_completion()
var/stolen_count = 0
if(!isliving(owner.current))
return FALSE
var/list/all_items = owner.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(istype(I, /obj/item/spellbook) && !istype(I, /obj/item/spellbook/oneuse))
var/obj/item/spellbook/spellbook = I
if(spellbook.uses) //if the book still has powers...
stolen_count++ //it counts. nice.
if(istype(I, /obj/item/spellbook/oneuse))
var/obj/item/spellbook/oneuse/oneuse = I
if(!oneuse.used)
stolen_count++
else if(is_type_in_typecache(I, wanted_items))
stolen_count++
return stolen_count >= 5
/datum/objective/blood
/datum/objective/blood/proc/gen_amount_goal(low = 150, high = 400)
target_amount = rand(low,high)
target_amount = round(round(target_amount/5)*5)
explanation_text = "Accumulate at least [target_amount] total units of blood."
return target_amount
/datum/objective/blood/check_completion()
if(owner && owner.vampire && owner.vampire.bloodtotal && owner.vampire.bloodtotal >= target_amount)
return 1
else
return 0
// /vg/; Vox Inviolate for humans :V
/datum/objective/minimize_casualties
explanation_text = "Minimise casualties."
/datum/objective/minimize_casualties/check_completion()
return TRUE
//Vox heist objectives.
/datum/objective/heist
/datum/objective/heist/proc/choose_target()
return
/datum/objective/heist/kidnap
/datum/objective/heist/kidnap/choose_target()
var/list/roles = list("Chief Engineer","Research Director","Roboticist","Chemist","Station Engineer")
var/list/possible_targets = list()
var/list/priority_targets = list()
for(var/datum/mind/possible_target in SSticker.minds)
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && (possible_target.assigned_role != possible_target.special_role) && !possible_target.offstation_role)
possible_targets += possible_target
for(var/role in roles)
if(possible_target.assigned_role == role)
priority_targets += possible_target
continue
if(priority_targets.len > 0)
target = pick(priority_targets)
else if(possible_targets.len > 0)
target = pick(possible_targets)
if(target && target.current)
explanation_text = "The Shoal has a need for [target.current.real_name], the [target.assigned_role]. Take [target.current.p_them()] alive."
else
explanation_text = "Free Objective"
return target
/datum/objective/heist/kidnap/check_completion()
if(target && target.current)
if(target.current.stat == DEAD)
return 0
var/area/shuttle/vox/A = locate() //stupid fucking hardcoding
var/area/vox_station/B = locate() //but necessary
for(var/mob/living/carbon/human/M in A)
if(target.current == M)
return 1
for(var/mob/living/carbon/human/M in B)
if(target.current == M)
return 1
else
return 0
/datum/objective/heist/loot
/datum/objective/heist/loot/choose_target()
var/loot = "an object"
switch(rand(1,8))
if(1)
target = /obj/structure/particle_accelerator
target_amount = 6
loot = "a complete particle accelerator"
if(2)
target = /obj/machinery/the_singularitygen
target_amount = 1
loot = "a gravitational singularity generator"
if(3)
target = /obj/machinery/power/emitter
target_amount = 4
loot = "four emitters"
if(4)
target = /obj/machinery/nuclearbomb
target_amount = 1
loot = "a nuclear bomb"
if(5)
target = /obj/item/gun
target_amount = 6
loot = "six guns. Tasers and other non-lethal guns are acceptable"
if(6)
target = /obj/item/gun/energy
target_amount = 4
loot = "four energy guns"
if(7)
target = /obj/item/gun/energy/laser
target_amount = 2
loot = "two laser guns"
if(8)
target = /obj/item/gun/energy/ionrifle
target_amount = 1
loot = "an ion gun"
explanation_text = "We are lacking in hardware. Steal or trade [loot]."
/datum/objective/heist/loot/check_completion()
var/total_amount = 0
for(var/obj/O in locate(/area/shuttle/vox))
if(istype(O, target))
total_amount++
for(var/obj/I in O.contents)
if(istype(I, target))
total_amount++
if(total_amount >= target_amount)
return 1
for(var/obj/O in locate(/area/vox_station))
if(istype(O, target))
total_amount++
for(var/obj/I in O.contents)
if(istype(I, target))
total_amount++
if(total_amount >= target_amount)
return 1
var/datum/game_mode/heist/H = SSticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/O in raider.current.get_contents())
if(istype(O,target))
total_amount++
if(total_amount >= target_amount)
return 1
return 0
/datum/objective/heist/salvage
/datum/objective/heist/salvage/choose_target()
switch(rand(1,8))
if(1)
target = "metal"
target_amount = 300
if(2)
target = "glass"
target_amount = 200
if(3)
target = "plasteel"
target_amount = 100
if(4)
target = "solid plasma"
target_amount = 100
if(5)
target = "silver"
target_amount = 50
if(6)
target = "gold"
target_amount = 20
if(7)
target = "uranium"
target_amount = 20
if(8)
target = "diamond"
target_amount = 20
explanation_text = "Ransack or trade with the station and escape with [target_amount] [target]."
/datum/objective/heist/salvage/check_completion()
var/total_amount = 0
for(var/obj/item/O in locate(/area/shuttle/vox))
var/obj/item/stack/sheet/S
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
S = O
total_amount += S.get_amount()
for(var/obj/I in O.contents)
if(istype(I,/obj/item/stack/sheet))
if(I.name == target)
S = I
total_amount += S.get_amount()
for(var/obj/item/O in locate(/area/vox_station))
var/obj/item/stack/sheet/S
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
S = O
total_amount += S.get_amount()
for(var/obj/I in O.contents)
if(istype(I,/obj/item/stack/sheet))
if(I.name == target)
S = I
total_amount += S.get_amount()
var/datum/game_mode/heist/H = SSticker.mode
for(var/datum/mind/raider in H.raiders)
if(raider.current)
for(var/obj/item/O in raider.current.get_contents())
if(istype(O,/obj/item/stack/sheet))
if(O.name == target)
var/obj/item/stack/sheet/S = O
total_amount += S.get_amount()
if(total_amount >= target_amount) return 1
return 0
/datum/objective/heist/inviolate_crew
explanation_text = "Do not leave any Vox behind, alive or dead."
/datum/objective/heist/inviolate_crew/check_completion()
var/datum/game_mode/heist/H = SSticker.mode
if(H.is_raider_crew_safe())
return 1
return 0
/datum/objective/heist/inviolate_death
explanation_text = "Follow the Inviolate. Minimise death and loss of resources."
/datum/objective/heist/inviolate_death/check_completion()
return TRUE
// Traders
// These objectives have no check_completion, they exist only to tell Sol Traders what to aim for.
/datum/objective/trade/proc/choose_target()
return
/datum/objective/trade/plasma/choose_target()
explanation_text = "Acquire at least 15 sheets of plasma through trade."
/datum/objective/trade/credits/choose_target()
explanation_text = "Acquire at least 10,000 credits through trade."
//wizard
/datum/objective/wizchaos
explanation_text = "Wreak havoc upon the station as much you can. Send those wandless Nanotrasen scum a message!"
completed = 1