Files
Paradise/code/modules/admin/player_panel.dm
SabreML 678435d50a Blood Cult 2: Electric Boogaloo (#14516)
* DMI files

* Progress

* we compiling

* innate cult action, various progress

* Reorganise runes, fix cult dagger action and admin cultist

* Cult tooltips, dagger icons

* Add mirror shield, return runes back to OG circles

* Cult structure lights, pylon update

* bola update, progress..

* cleaning rune fix, girder/structures anchor

* speed up cult walls

* Convert rune update, tweaks

* Add teleport portals

* fix runtimes

* cult objs start

* move current cult objs to backup

* Rework cult objectives, add narsie/singulo interactions

* spacing, admin log and message

* reviewstuff

* refactor cult conceal/reveal

* add a bit of range to reveal

* blood magic tweaks, hallway not in summon areas

* implement structure concealment, offer uncuff

* add parry sound, fix cult airlock reveal appearance

* Update remaining runes

* fix pylon blood restaure, up blood magic cost

* review tweaks and progress

* fix compilation

* fix offering rune bug

* Draw blood rune action refactor

* moar tweaks

* fixes, holy water blood magic clean, icons

* Add cultist hardsuit, tweaks

* reduce needed pylons for cult ghost, cult shield

* spirit realm fixes

* fix dark spirit

* Add blood rites

* exotic blood handling

* spacing, add adminbus dagger, bal. rune health cost

* woops

missed a var

* fix blood rite healing

* emp spell cult immunity

* fix exploit and narsie references

* new rune sprites

* color defines

* SEND_SOUNDS, cult summon areas

* fix soap, barrier, and add CC location on narsie

* cult structure fix

* functional ascendance, undo cult spacesuit changes

* woops

* whetstone qdel, tweaks

* fix empty area selection bug

* cult ascendance numbers

* add cult blade sprite, add sacrificing head/brains

* review stuff

* fix runtime and twisted cons target

* review stuff

* code clarity

* remove unnecessary cultist checks

* Add support for wizard cultists

* cleanip

* fix concealed glass airlocks

* update objs

* remove talisman ref

* fix status procs

* clarifications, remove unnecessary var

* deconflicting

* deconflicting LF

* oops

* readd new icons

* more conflcit stuff

* readd drill and jaws icons

* review stuff

* silence on conversion

* Readd compact sniper icons

* Remove ambiguity

* 2 sacrifices required

* check antag panel improvements, bug fixes

* limits narsie cult ghost cheese

* CC message

* trailing newlines

* Shade/construct update

* bug fixes

* balance bloodboil, update CC message

* add a newline to something i didnt touch

idk ask travis bout it

* remove metastation extra null rod and shard

* fix teleport runes list, update icon

* remove tg cultist icon

* update cult actions with new tome

* Remove mirror shield throw, spell constructs

Add in sacrificing any brain with a mind.

* Fix more conflicts

* Fix double return

* Add descriptions to cult recipes, fix icons

* fix shuttle curse exploit

* Update wall rune, cult shields, runed recipe width

* implement flagellant sprites, misc changes

* Fix conversion rune

* Add cult blood barrage healing

* Trailing line

* fix whitespace

* Remove can_speak check on invoke

* Deconflict pt. 2

* Bugfixes the 1st

Fixes bugs 2 and 4 in the 'Known Issues' section

* cult.dm tweaks

Oh boy, even more commits!

* Fixes blood halberds swapping directions on wield

* Tweaks and stylin'

Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell

* Ritual tweaks (And some other stuff)

Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk

* Rune tweaks & fixes

Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),

probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.

* Testmerge fixes the 1st

Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.

* Mirror Shield balancing

Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.

This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)

* Insect repairs and more

Changes:

Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),

Probably still missed something, oh well!

* Rune opacity and Stun timing

Changes:

Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.

Also fixed a whole bunch of typos/gramatical errors.

* Blood Boil, Blood Barrage and EMP Sprites!

Changes:

Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.

Added new sprites for the EMP spell, courtesy of @kugamo!

Co-Authored-By: Kugamo <thekugamo@gmail.com>

* A few more tweaks

Changes:

Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.

* TM 2 fixes

Changes:

Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)

* Cult members and Deconversion

Changes:

Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)

* Cult Rise/Ascend balancing V1

The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.

* Possibly maybe hopefully (one of) the last commits

Changes:

The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.

* A few minor fixes, and a major one

Changes:

Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.

Fixes: #14393
Fixes: #13855

* New weapon sprites!

Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!

They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.

Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>

* TM 3 fixes

Changes:

Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos

Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
2020-11-06 20:41:41 -05:00

572 lines
19 KiB
Plaintext

/datum/admins/proc/player_panel_new()//The new one
if(!usr.client.holder)
return
// This stops the panel from being invoked by mentors who press F7.
if(!check_rights(R_ADMIN))
message_admins("[key_name_admin(usr)] attempted to invoke player panel without admin rights. If this is a mentor, its a chance they accidentally hit F7. If this is NOT a mentor, there is a high chance an exploit is being used")
return
var/dat = "<html><head><title>Admin Player Panel</title></head>"
//javascript, the part that does most of the work~
dat += {"
<head>
<script type='text/javascript'>
var locked_tabs = new Array();
function updateSearch(){
var filter_text = document.getElementById('filter');
var filter = filter_text.value.toLowerCase();
if(complete_list != null && complete_list != ""){
var mtbl = document.getElementById("maintable_data_archive");
mtbl.innerHTML = complete_list;
}
if(filter.value == ""){
return;
}else{
var maintable_data = document.getElementById('maintable_data');
var ltr = maintable_data.getElementsByTagName("tr");
for( var i = 0; i < ltr.length; ++i )
{
try{
var tr = ltr\[i\];
if(tr.getAttribute("id").indexOf("data") != 0){
continue;
}
var ltd = tr.getElementsByTagName("td");
var td = ltd\[0\];
var lsearch = td.getElementsByTagName("b");
var search = lsearch\[0\];
//var inner_span = li.getElementsByTagName("span")\[1\] //Should only ever contain one element.
//document.write("<p>"+search.innerText+"<br>"+filter+"<br>"+search.innerText.indexOf(filter))
if( search.innerText.toLowerCase().indexOf(filter) == -1 )
{
//document.write("a");
//ltr.removeChild(tr);
td.innerHTML = "";
i--;
}
}catch(err) { }
}
}
var count = 0;
var index = -1;
var debug = document.getElementById("debug");
locked_tabs = new Array();
}
function expand(id,job,name,real_name,image,key,ip,antagonist,mobUID,client_ckey,eyeUID){
clearAll();
var span = document.getElementById(id);
body = "<table><tr><td>";
body += "</td><td align='center'>";
body += "<font size='2'><b>"+job+" "+name+"</b><br><b>Real name "+real_name+"</b><br><b>Played by "+key+" ("+ip+")</b></font>"
body += "</td><td align='center'>";
body += "<a href='?src=[UID()];adminplayeropts="+mobUID+"'>PP</a> - "
body += "<a href='?src=[UID()];shownoteckey="+key+"'>N</a> - "
body += "<a href='?_src_=vars;Vars="+mobUID+"'>VV</a> - "
body += "<a href='?src=[UID()];traitor="+mobUID+"'>TP</a> - "
body += "<a href='?src=[usr.UID()];priv_msg="+client_ckey+"'>PM</a> - "
body += "<a href='?src=[UID()];subtlemessage="+mobUID+"'>SM</a> - "
body += "<a href='?src=[UID()];adminplayerobservefollow="+mobUID+"'>FLW</a>"
if(eyeUID)
body += "|<a href='?src=[UID()];adminplayerobservefollow="+eyeUID+"'>EYE</a>"
body += "<br>"
if(antagonist > 0)
body += "<font size='2'><a href='?src=[UID()];check_antagonist=1'><font color='red'><b>Antagonist</b></font></a></font>";
body += "</td></tr></table>";
span.innerHTML = body
}
function clearAll(){
var spans = document.getElementsByTagName('span');
for(var i = 0; i < spans.length; i++){
var span = spans\[i\];
var id = span.getAttribute("id");
if(!(id.indexOf("item")==0))
continue;
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(pass != 1)
continue;
span.innerHTML = "";
}
}
function addToLocked(id,link_id,notice_span_id){
var link = document.getElementById(link_id);
var decision = link.getAttribute("name");
if(decision == "1"){
link.setAttribute("name","2");
}else{
link.setAttribute("name","1");
removeFromLocked(id,link_id,notice_span_id);
return;
}
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 0;
break;
}
}
if(!pass)
return;
locked_tabs.push(id);
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "<font color='red'>Locked</font> ";
//link.setAttribute("onClick","attempt('"+id+"','"+link_id+"','"+notice_span_id+"');");
//document.write("removeFromLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
//document.write("aa - "+link.getAttribute("onClick"));
}
function attempt(ab){
return ab;
}
function removeFromLocked(id,link_id,notice_span_id){
//document.write("a");
var index = 0;
var pass = 0;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\]==id){
pass = 1;
index = j;
break;
}
}
if(!pass)
return;
locked_tabs\[index\] = "";
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "";
//var link = document.getElementById(link_id);
//link.setAttribute("onClick","addToLocked('"+id+"','"+link_id+"','"+notice_span_id+"')");
}
function selectTextField(){
var filter_text = document.getElementById('filter');
filter_text.focus();
filter_text.select();
}
</script>
</head>
"}
//body tag start + onload and onkeypress (onkeyup) javascript event calls
dat += "<body onload='selectTextField(); updateSearch();' onkeyup='updateSearch();'>"
//title + search bar
dat += {"
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable'>
<tr id='title_tr'>
<td align='center'>
<font size='5'><b>Player panel</b></font><br>
Hover over a line to see more information | [check_rights(R_ADMIN,0) ? "<a href='?src=[UID()];check_antagonist=1'>Check antagonists</a> | Kick <a href='?_src_=holder;kick_all_from_lobby=1;afkonly=0'>everyone</a>/<a href='?_src_=holder;kick_all_from_lobby=1;afkonly=1'>AFKers</a> in lobby" : "" ]
<p>
</td>
</tr>
<tr id='search_tr'>
<td align='center'>
<b>Search:</b> <input type='text' id='filter' value='' style='width:300px;'>
</td>
</tr>
</table>
"}
//player table header
dat += {"
<span id='maintable_data_archive'>
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable_data'>"}
var/list/mobs = sortmobs()
var/i = 1
for(var/mob/M in mobs)
if(M.ckey)
var/color = "#e6e6e6"
if(i%2 == 0)
color = "#f2f2f2"
var/is_antagonist = is_special_character(M)
var/M_job = ""
if(isliving(M))
if(iscarbon(M)) //Carbon stuff
if(issmall(M))
M_job = "Monkey"
else if(ishuman(M))
M_job = M.job
else if(isslime(M))
M_job = "slime"
else if(isalien(M)) //aliens
if(islarva(M))
M_job = "Alien larva"
else
M_job = "Alien"
else
M_job = "Carbon-based"
else if(issilicon(M)) //silicon
if(isAI(M))
M_job = "AI"
else if(ispAI(M))
M_job = "pAI"
else if(isrobot(M))
M_job = "Cyborg"
else
M_job = "Silicon-based"
else if(isanimal(M)) //simple animals
if(iscorgi(M))
M_job = "Corgi"
else
M_job = "Animal"
else
M_job = "Living"
else if(isnewplayer(M))
M_job = "New player"
else if(isobserver(M))
M_job = "Ghost"
M_job = replacetext(M_job, "'", "")
M_job = replacetext(M_job, "\"", "")
M_job = replacetext(M_job, "\\", "")
var/M_name = M.name
M_name = replacetext(M_name, "'", "")
M_name = replacetext(M_name, "\"", "")
M_name = replacetext(M_name, "\\", "")
var/M_rname = M.real_name
M_rname = replacetext(M_rname, "'", "")
M_rname = replacetext(M_rname, "\"", "")
M_rname = replacetext(M_rname, "\\", "")
var/M_key = M.key
M_key = replacetext(M_key, "'", "")
M_key = replacetext(M_key, "\"", "")
M_key = replacetext(M_key, "\\", "")
var/M_eyeUID = ""
if(isAI(M))
var/mob/living/silicon/ai/A = M
if(A.client && A.eyeobj) // No point following clientless AI eyes
M_eyeUID = "[A.eyeobj.UID()]"
var/client_ckey = M.client ? M.client.ckey : null
//output for each mob
dat += {"
<tr id='data[i]' name='[i]' onClick="addToLocked('item[i]','data[i]','notice_span[i]')">
<td align='center' bgcolor='[color]'>
<span id='notice_span[i]'></span>
<a id='link[i]'
onmouseover='expand("item[i]","[M_job]","[M_name]","[M_rname]","--unused--","[M_key]","[M.lastKnownIP]",[is_antagonist],"[M.UID()]","[client_ckey]","[M_eyeUID]")'
>
<b id='search[i]'>[M_name] - [M_rname] - [M_key] ([M_job])</b>
</a>
<br><span id='item[i]'></span>
</td>
</tr>
"}
i++
//player table ending
dat += {"
</table>
</span>
<script type='text/javascript'>
var maintable = document.getElementById("maintable_data_archive");
var complete_list = maintable.innerHTML;
</script>
</body></html>
"}
usr << browse(dat, "window=players;size=600x480")
/datum/admins/proc/check_antagonists_line(mob/M, caption = "", close = 1)
var/logout_status
logout_status = M.client ? "" : " <i>(logged out)</i>"
var/dname = M.real_name
var/area/A = get_area(M)
if(!dname)
dname = M
return {"<tr><td><a href='?src=[UID()];adminplayeropts=[M.UID()]'>[dname]</a><b>[caption]</b>[logout_status][istype(A, /area/security/permabrig) ? "<b><font color=red> (PERMA) </b></font>" : ""][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>
<td><A href='?src=[usr.UID()];priv_msg=[M.client?.ckey]'>PM</A> [ADMIN_FLW(M, "FLW")] </td>[close ? "</tr>" : ""]"}
/datum/admins/proc/check_antagonists()
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.current_state >= GAME_STATE_PLAYING)
var/dat = "<html><head><title>Round Status</title></head><body><h1><B>Round Status</B></h1>"
dat += "Current Game Mode: <B>[SSticker.mode.name]</B><BR>"
dat += "Round Duration: <B>[round(ROUND_TIME / 36000)]:[add_zero(num2text(ROUND_TIME / 600 % 60), 2)]:[add_zero(num2text(ROUND_TIME / 10 % 60), 2)]</B><BR>"
dat += "<B>Emergency shuttle</B><BR>"
if(SSshuttle.emergency.mode < SHUTTLE_CALL)
dat += "<a href='?src=[UID()];call_shuttle=1'>Call Shuttle</a><br>"
else
var/timeleft = SSshuttle.emergency.timeLeft()
if(SSshuttle.emergency.mode < SHUTTLE_DOCKED)
dat += "ETA: <a href='?_src_=holder;edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<a href='?_src_=holder;call_shuttle=2'>Send Back</a><br>"
else
dat += "ETA: <a href='?_src_=holder;edit_shuttle_time=1'>[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]</a><BR>"
dat += "<a href='?src=[UID()];delay_round_end=1'>[SSticker.delay_end ? "End Round Normally" : "Delay Round End"]</a><br>"
if(SSticker.mode.syndicates.len)
dat += "<br><table cellspacing=5><tr><td><B>Syndicates</B></td><td></td></tr>"
for(var/datum/mind/N in SSticker.mode.syndicates)
var/mob/M = N.current
if(M)
dat += check_antagonists_line(M)
else
dat += "<tr><td><i>Nuclear Operative not found!</i></td></tr>"
dat += "</table><br><table><tr><td><B>Nuclear Disk(s)</B></td></tr>"
for(var/obj/item/disk/nuclear/N in GLOB.poi_list)
dat += "<tr><td>[N.name], "
var/atom/disk_loc = N.loc
while(!istype(disk_loc, /turf))
if(istype(disk_loc, /mob))
var/mob/M = disk_loc
dat += "carried by <a href='?src=[UID()];adminplayeropts=[M.UID()]'>[M.real_name]</a> "
if(istype(disk_loc, /obj))
var/obj/O = disk_loc
dat += "in \a [O.name] "
disk_loc = disk_loc.loc
dat += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])</td></tr>"
dat += "</table>"
if(SSticker.mode.head_revolutionaries.len || SSticker.mode.revolutionaries.len)
dat += "<br><table cellspacing=5><tr><td><B>Revolutionaries</B></td><td></td></tr>"
for(var/datum/mind/N in SSticker.mode.head_revolutionaries)
var/mob/M = N.current
if(!M)
dat += "<tr><td><i>Head Revolutionary not found!</i></td></tr>"
else
dat += check_antagonists_line(M, "(leader)")
for(var/datum/mind/N in SSticker.mode.revolutionaries)
var/mob/M = N.current
if(M)
dat += check_antagonists_line(M)
dat += "</table><table cellspacing=5><tr><td><B>Target(s)</B></td><td></td><td><B>Location</B></td></tr>"
for(var/datum/mind/N in SSticker.mode.get_living_heads())
var/mob/M = N.current
if(M)
dat += check_antagonists_line(M)
var/turf/mob_loc = get_turf(M)
dat += "<td>[mob_loc.loc]</td></tr>"
else
dat += "<tr><td><i>Head not found!</i></td></tr>"
dat += "</table>"
if(GAMEMODE_IS_BLOB)
var/datum/game_mode/blob/mode = SSticker.mode
dat += "<br><table cellspacing=5><tr><td><B>Blob</B></td><td></td><td></td></tr>"
dat += "<tr><td><i>Progress: [GLOB.blobs.len]/[mode.blobwincount]</i></td></tr>"
for(var/datum/mind/blob in mode.infected_crew)
var/mob/M = blob.current
if(M)
dat += "<tr><td>[ADMIN_PP(M,"[M.real_name]")][M.client ? "" : " <i>(ghost)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.client?.ckey]'>PM</A></td>"
else
dat += "<tr><td><i>Blob not found!</i></td></tr>"
dat += "</table>"
if(SSticker.mode.blob_overminds.len)
dat += check_role_table("Blob Overminds", SSticker.mode.blob_overminds)
if(SSticker.mode.changelings.len)
dat += check_role_table("Changelings", SSticker.mode.changelings)
if(SSticker.mode.wizards.len)
dat += check_role_table("Wizards", SSticker.mode.wizards)
if(SSticker.mode.apprentices.len)
dat += check_role_table("Apprentices", SSticker.mode.apprentices)
if(SSticker.mode.raiders.len)
dat += check_role_table("Raiders", SSticker.mode.raiders)
/*if(ticker.mode.ninjas.len)
dat += check_role_table("Ninjas", ticker.mode.ninjas)*/
if(SSticker.mode.cult.len)
var/datum/game_mode/gamemode = SSticker.mode
var/datum/objective/current_sac_obj = gamemode.cult_objs.current_sac_objective()
dat += check_role_table("Cultists", SSticker.mode.cult)
if(current_sac_obj)
dat += "<br>Current cult objective: <br>[current_sac_obj.explanation_text]"
else if(gamemode.cult_objs.cult_status == NARSIE_NEEDS_SUMMONING)
dat += "<br>Current cult objective: Summon [SSticker.cultdat ? SSticker.cultdat.entity_name : "Nar'Sie"]"
else if(gamemode.cult_objs.cult_status == NARSIE_HAS_RISEN)
dat += "<br>Current cult objective: Feed [SSticker.cultdat ? SSticker.cultdat.entity_name : "Nar'Sie"]"
else if(gamemode.cult_objs.cult_status == NARSIE_HAS_FALLEN)
dat += "<br>Current cult objective: Kill all non-cultists"
else
dat += "<br>Current cult objective: None! (This is most likely a bug, or var editing gone wrong.)"
dat += "<br>Sacrifice objectives completed: [gamemode.cult_objs.sacrifices_done]"
dat += "<br>Sacrifice objectives needed for summoning: [gamemode.cult_objs.sacrifices_required]"
dat += "<br>Summoning locations: [english_list(gamemode.cult_objs.obj_summon.summon_spots)]"
dat += "<br><a href='?src=[UID()];cult_mindspeak=[UID()]'>Cult Mindspeak</a>"
if(gamemode.cult_objs.cult_status == NARSIE_DEMANDS_SACRIFICE)
dat += "<br><a href='?src=[UID()];cult_adjustsacnumber=[UID()]'>Modify amount of sacrifices required</a>"
dat += "<br><a href='?src=[UID()];cult_newtarget=[UID()]'>Reroll sacrifice target</a>"
else
dat += "<br>Modify amount of sacrifices required (Summon available!)</a>"
dat += "<br>Reroll sacrifice target (Summon available!)</a>"
dat += "<br><a href='?src=[UID()];cult_newsummonlocations=[UID()]'>Reroll summoning locations</a>"
dat += "<br><a href='?src=[UID()];cult_unlocknarsie=[UID()]'>Unlock Nar'Sie summoning</a>"
if(SSticker.mode.traitors.len)
dat += check_role_table("Traitors", SSticker.mode.traitors)
if(SSticker.mode.implanted.len)
dat += check_role_table("Mindslaves", SSticker.mode.implanted)
if(SSticker.mode.shadows.len)
dat += check_role_table("Shadowlings", SSticker.mode.shadows)
if(SSticker.mode.shadowling_thralls.len)
dat += check_role_table("Shadowling Thralls", SSticker.mode.shadowling_thralls)
if(SSticker.mode.abductors.len)
dat += check_role_table("Abductors", SSticker.mode.abductors)
if(SSticker.mode.abductees.len)
dat += check_role_table("Abductees", SSticker.mode.abductees)
if(SSticker.mode.vampires.len)
dat += check_role_table("Vampires", SSticker.mode.vampires)
if(SSticker.mode.vampire_enthralled.len)
dat += check_role_table("Vampire Thralls", SSticker.mode.vampire_enthralled)
if(SSticker.mode.devils.len)
dat += check_role_table("Devils", SSticker.mode.devils)
if(SSticker.mode.xenos.len)
dat += check_role_table("Xenos", SSticker.mode.xenos)
if(SSticker.mode.superheroes.len)
dat += check_role_table("Superheroes", SSticker.mode.superheroes)
if(SSticker.mode.supervillains.len)
dat += check_role_table("Supervillains", SSticker.mode.supervillains)
if(SSticker.mode.greyshirts.len)
dat += check_role_table("Greyshirts", SSticker.mode.greyshirts)
if(SSticker.mode.eventmiscs.len)
dat += check_role_table("Event Roles", SSticker.mode.eventmiscs)
if(GLOB.ts_spiderlist.len)
var/list/spider_minds = list()
for(var/mob/living/simple_animal/hostile/poison/terror_spider/S in GLOB.ts_spiderlist)
if(S.ckey)
spider_minds += S.mind
if(spider_minds.len)
dat += check_role_table("Terror Spiders", spider_minds)
var/count_eggs = 0
var/count_spiderlings = 0
for(var/obj/structure/spider/eggcluster/terror_eggcluster/E in GLOB.ts_egg_list)
if(is_station_level(E.z))
count_eggs += E.spiderling_number
for(var/obj/structure/spider/spiderling/terror_spiderling/L in GLOB.ts_spiderling_list)
if(!L.stillborn && is_station_level(L.z))
count_spiderlings += 1
dat += "<table cellspacing=5><TR><TD>Growing TS on-station: [count_eggs] egg[count_eggs != 1 ? "s" : ""], [count_spiderlings] spiderling[count_spiderlings != 1 ? "s" : ""]. </TD></TR></TABLE>"
if(SSticker.mode.ert.len)
dat += check_role_table("ERT", SSticker.mode.ert)
//list active security force count, so admins know how bad things are
var/list/sec_list = check_active_security_force()
dat += "<br><table cellspacing=5><tr><td><b>Security</b></td><td></td></tr>"
dat += "<tr><td>Total: </td><td>[sec_list[1]]</td>"
dat += "<tr><td>Active: </td><td>[sec_list[2]]</td>"
dat += "<tr><td>Dead: </td><td>[sec_list[3]]</td>"
dat += "<tr><td>Antag: </td><td>[sec_list[4]]</td>"
dat += "</table>"
dat += "</body></html>"
usr << browse(dat, "window=roundstatus;size=400x500")
else
alert("The game hasn't started yet!")
/datum/admins/proc/check_role_table(name, list/members, show_objectives=1)
var/txt = "<br><table cellspacing=5><tr><td><b>[name]</b></td><td></td></tr>"
for(var/datum/mind/M in members)
txt += check_role_table_row(M.current, show_objectives)
txt += "</table>"
return txt
/datum/admins/proc/check_role_table_row(mob/M, show_objectives)
if(!istype(M))
return "<tr><td><i>Not found!</i></td></tr>"
var/txt = check_antagonists_line(M, close = 0)
if(show_objectives)
txt += {"
<td>
<a href='?src=[UID()];traitor=[M.UID()]'>Show Objective</a>
</td>
"}
txt += "</tr>"
return txt