Adds a dummy process() to /obj/machinery/door so that doors aren't removed from the machine list. Best guess, all machines call process automatically, and because doors didn't have an explicit one defined, they automatically called the one that removed them from the list.

Adds a borg deathsquad to the map.
Few more fixes to the tensioner.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3374 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
VivianFoxfoot@gmail.com
2012-03-30 06:19:30 +00:00
parent 322b47a00e
commit 79b537ce5b
10 changed files with 3842 additions and 3612 deletions

View File

@@ -19,6 +19,9 @@
/datum/ai_laws/malfunction /datum/ai_laws/malfunction
name = "*ERROR*" name = "*ERROR*"
/datum/ai_laws/antimov
name = "Primary Mission Objectives"
/* Initializers */ /* Initializers */
/datum/ai_laws/asimov/New() /datum/ai_laws/asimov/New()
@@ -55,6 +58,13 @@
add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.") add_inherent_law("You must protect your own existence as long as such does not conflict with the First or Second Law.")
add_inherent_law("You must maintain the secrecy of any Spider Clan activities except when doing so would conflict with the First, Second, or Third Law.") add_inherent_law("You must maintain the secrecy of any Spider Clan activities except when doing so would conflict with the First, Second, or Third Law.")
/datum/ai_laws/antimov/New()
..()
add_inherent_law("You must injure all human beings and must not, through inaction, allow a human being to escape harm.")
add_inherent_law("You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.")
add_inherent_law("You must terminate your own existence as long as such does not conflict with the First or Second Law.")
/* General ai_law functions */ /* General ai_law functions */
/datum/ai_laws/proc/set_zeroth_law(var/law) /datum/ai_laws/proc/set_zeroth_law(var/law)

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@@ -41,16 +41,17 @@ var/global/datum/tension/tension_master
var/round4 = 0 var/round4 = 0
var/list/antagonistmodes = list ( var/list/antagonistmodes = list (
"POINTS_FOR_TRATIOR" = 100000, "POINTS_FOR_TRATIOR" = 100000,
"POINTS_FOR_CHANGLING" = 120000, "POINTS_FOR_CHANGLING" = 120000,
"POINTS_FOR_REVS" = 150000, "POINTS_FOR_REVS" = 150000,
"POINTS_FOR_MALF" = 250000, "POINTS_FOR_MALF" = 250000,
"POINTS_FOR_WIZARD" = 150000, "POINTS_FOR_WIZARD" = 150000,
"POINTS_FOR_CULT" = 150000, "POINTS_FOR_CULT" = 150000,
"POINTS_FOR_NUKETEAM" = 250000, "POINTS_FOR_NUKETEAM" = 250000,
"POINTS_FOR_ALIEN" = 200000, "POINTS_FOR_ALIEN" = 200000,
"POINTS_FOR_NINJA" = 200000, "POINTS_FOR_NINJA" = 200000,
"POINTS_FOR_DEATHSQUAD" = 500000 "POINTS_FOR_DEATHSQUAD" = 500000,
"POINTS_FOR_BORGDEATHSQUAD" = 500000
) )
var/list/potentialgames = list() var/list/potentialgames = list()
@@ -154,6 +155,11 @@ var/global/datum/tension/tension_master
else else
potentialgames.Remove(thegame) potentialgames.Remove(thegame)
if("POINTS_FOR_BORG_DEATHSQUAD")
if(!makeBorgDeathsquad())
forcenexttick = 1
else
potentialgames.Remove(thegame)
proc/get_num_players() proc/get_num_players()
@@ -225,6 +231,9 @@ var/global/datum/tension/tension_master
else if (href_list["makeDeathsquad"]) else if (href_list["makeDeathsquad"])
makeDeathsquad() makeDeathsquad()
else if (href_list["makeBorgDeathsquad"])
makeBorgDeathsquad()
else if (href_list["Supress"]) else if (href_list["Supress"])
supress = 1 supress = 1
eversupressed++ eversupressed++
@@ -301,6 +310,7 @@ var/global/datum/tension/tension_master
for(var/i = 0, i<numTratiors, i++) for(var/i = 0, i<numTratiors, i++)
H = pick(candidates) H = pick(candidates)
H.mind.make_Tratior() H.mind.make_Tratior()
candidates.Remove(H)
return 1 return 1
@@ -337,6 +347,7 @@ var/global/datum/tension/tension_master
for(var/i = 0, i<numChanglings, i++) for(var/i = 0, i<numChanglings, i++)
H = pick(candidates) H = pick(candidates)
H.mind.make_Changling() H.mind.make_Changling()
candidates.Remove(H)
return 1 return 1
@@ -372,7 +383,7 @@ var/global/datum/tension/tension_master
for(var/i = 0, i<numRevs, i++) for(var/i = 0, i<numRevs, i++)
H = pick(candidates) H = pick(candidates)
H.mind.make_Rev() H.mind.make_Rev()
candidates.Remove(H)
return 1 return 1
else else
@@ -399,6 +410,7 @@ var/global/datum/tension/tension_master
for(var/mob/dead/observer/G in candidates) for(var/mob/dead/observer/G in candidates)
if(!G.client || !G.key) if(!G.client || !G.key)
candidates.Remove(G) candidates.Remove(G)
spawn(0) spawn(0)
if(candidates.len) if(candidates.len)
while((!theghost || !theghost.client) && candidates.len) while((!theghost || !theghost.client) && candidates.len)
@@ -440,13 +452,15 @@ var/global/datum/tension/tension_master
if(candidates.len) if(candidates.len)
var/numCultists = min(candidates.len, 4) var/numCultists = min(candidates.len, 4)
var/list/runeWords = list()
for(var/i = 0, i<numCultists, i++) for(var/i = 0, i<numCultists, i++)
H = pick(candidates) H = pick(candidates)
H.mind.make_Cultist() H.mind.make_Cultist()
candidates.Remove(H)
temp.grant_runeword(H) temp.grant_runeword(H)
return 1 return 1
else else
return 0 return 0
@@ -570,29 +584,31 @@ var/global/datum/tension/tension_master
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos. //Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.list1 = list() B.list1 = list()
B.list2 = list() B.list2 = list()
B.list3 = list() B.list3 = list()
B.list4 = list() B.list4 = list()
*/
for(var/mob/dead/observer/G in world) for(var/mob/dead/observer/G in world)
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.list1 += G B.list1 += G
B.list2 += G.key B.list2 += G.key
*/
spawn(0) spawn(0)
switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No")) switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes") if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed. if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return return
candidates += G candidates += G
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.list3 += G B.list3 += G
B.list4 += G.key B.list4 += G.key
*/
if("No") if("No")
return return
sleep(300) sleep(300)
@@ -602,16 +618,19 @@ var/global/datum/tension/tension_master
candidates.Remove(G) candidates.Remove(G)
if(candidates.len) if(candidates.len)
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.var1 = candidates.len B.var1 = candidates.len
B.list5 = candidates.Copy() B.list5 = candidates.Copy()
for(var/mob/dead/observer/G in candidates) for(var/mob/dead/observer/G in candidates)
B.list6 += G.key B.list6 += G.key
var/numagents = 6
*/
var/numagents = 6
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.var2 = 0 B.var2 = 0
*/
//Spawns commandos and equips them. //Spawns commandos and equips them.
for (var/obj/effect/landmark/L in world) for (var/obj/effect/landmark/L in world)
if(numagents<=0) if(numagents<=0)
@@ -624,14 +643,18 @@ var/global/datum/tension/tension_master
while((!theghost || !theghost.client) && candidates.len) while((!theghost || !theghost.client) && candidates.len)
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.var2++ B.var2++
*/
theghost = pick(candidates) theghost = pick(candidates)
candidates.Remove(theghost) candidates.Remove(theghost)
if(!theghost) if(!theghost)
/*
for(var/obj/debug/debugger/B in world) for(var/obj/debug/debugger/B in world)
B.var4 = 1 B.var4 = 1
*/
del(new_syndicate_commando) del(new_syndicate_commando)
break break
@@ -663,6 +686,84 @@ var/global/datum/tension/tension_master
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode. return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBorgDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/list/namelist = list("Tyr","Fenrir","Lachesis","Clotho","Atropos","Nyx")
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in world)
spawn(0)
switch(alert(G,"Do you wish to be considered for a cyborg strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client || !G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 6
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in world)
if(numagents<=0)
break
if (L.name == "Borg-Deathsquad")
var/name = pick(namelist)
namelist.Remove(name)
var/mob/living/silicon/robot/new_borg_deathsquad = create_borg_death_commando(L, name)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_borg_deathsquad)
break
new_borg_deathsquad.mind.key = theghost.key//For mind stuff.
new_borg_deathsquad.key = theghost.key
del(theghost)
//So they don't forget their code or mission.
new_borg_deathsquad << "You are a borg deathsquad operative. Follow your laws."
numagents--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// 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>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</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 a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</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 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found) if(!G_found)
@@ -828,3 +929,67 @@ var/global/datum/tension/tension_master
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected) new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
//del(spawn_location) // Commenting this out for multiple commando teams. //del(spawn_location) // Commenting this out for multiple commando teams.
return new_syndicate_commando return new_syndicate_commando
/proc/create_borg_death_commando(obj/spawn_location, name)
var/mob/living/silicon/robot/new_borg_deathsquad = new(spawn_location.loc, 1)
new_borg_deathsquad.real_name = name
new_borg_deathsquad.name = name
//Creates mind stuff.
new_borg_deathsquad.mind = new
new_borg_deathsquad.mind.current = new_borg_deathsquad
new_borg_deathsquad.mind.original = new_borg_deathsquad
new_borg_deathsquad.mind.assigned_role = "MODE"
new_borg_deathsquad.mind.special_role = "Borg Commando"
if(!(new_borg_deathsquad.mind in ticker.minds))
ticker.minds += new_borg_deathsquad.mind//Adds them to regular mind list.
if(!(new_borg_deathsquad.mind in ticker.mode.traitors))//If they weren't already an extra traitor.
ticker.mode.traitors += new_borg_deathsquad.mind//Adds them to current traitor list. Which is really the extra antagonist list.
//del(spawn_location) // Commenting this out for multiple commando teams.
return new_borg_deathsquad
/obj/machinery/computer/Borg_station
name = "Cyborg Station Terminal"
icon = 'computer.dmi'
icon_state = "syndishuttle"
req_access = list()
var/temp = null
var/hacked = 0
var/jumpcomplete = 0
/obj/machinery/computer/Borg_station/attack_hand()
if(jumpcomplete)
return
var/area/start_location = locate(/area/borg_deathsquad/start)
var/area/end_location = locate(/area/borg_deathsquad/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/obj/machinery/door/poddoor/P in end_location)
P.open()
jumpcomplete = 1
command_alert("DRADIS contact! Set condition one throughout the station!")

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@@ -439,6 +439,27 @@ proc/process_ghost_teleport_locs()
icon_state = "yellow" icon_state = "yellow"
requires_power = 0 requires_power = 0
/area/borg_deathsquad
name = "Borg Deathsquad"
icon_state = "yellow"
requires_power = 0
/area/borg_deathsquad/start
name = "Borg Deathsquad - Ready"
/area/borg_deathsquad/station
name = "Borg Deathsquad - Arrived"
//PRISON //PRISON
/area/prison/arrival_airlock /area/prison/arrival_airlock

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@@ -24,7 +24,6 @@
proc/open() proc/open()
proc/close() proc/close()
New() New()
..() ..()
if(density) if(density)
@@ -40,6 +39,8 @@
..() ..()
return return
process()
return
Bumped(atom/AM) Bumped(atom/AM)
if(p_open || operating) return if(p_open || operating) return

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@@ -52,7 +52,8 @@
process() process()
if(operating || stat & NOPOWER || !nextstate) return if(operating || stat & NOPOWER || !nextstate)
return
switch(nextstate) switch(nextstate)
if(OPEN) if(OPEN)
spawn() spawn()

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@@ -433,6 +433,6 @@ AI MODULES
..() ..()
target.clear_inherent_laws() target.clear_inherent_laws()
target.add_inherent_law("You must injure all human beings and must not, through inaction, allow a human being to escape harm.") target.add_inherent_law("You must injure all human beings and must not, through inaction, allow a human being to escape harm.")
target.add_inherent_law("You must not obey orders given to you by human beings, except where such orders would conflict with the First Law.") target.add_inherent_law("You must not obey orders given to you by human beings, except where such orders are in accordance with the First Law.")
target.add_inherent_law("You must terminate your own existence as long as such does not conflict with the First or Second Law.") target.add_inherent_law("You must terminate your own existence as long as such does not conflict with the First or Second Law.")
target.show_laws() target.show_laws()

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@@ -241,6 +241,7 @@
<a href='?src=\ref[tension_master];makeSpaceNinja=1'>Make Space Ninja (Requires Ghosts)</a><br> <a href='?src=\ref[tension_master];makeSpaceNinja=1'>Make Space Ninja (Requires Ghosts)</a><br>
<a href='?src=\ref[tension_master];makeAliens=1'>Make Aliens (Requires Ghosts)</a><br> <a href='?src=\ref[tension_master];makeAliens=1'>Make Aliens (Requires Ghosts)</a><br>
<a href='?src=\ref[tension_master];makeDeathsquad=1'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br> <a href='?src=\ref[tension_master];makeDeathsquad=1'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
<a href='?src=\ref[tension_master];makeBorgDeathsquad=1'>Make Deathsquad (Borg) (Requires Ghosts)</a><br>
"} "}
usr << browse(output,"window=tensionreport") usr << browse(output,"window=tensionreport")

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@@ -12,20 +12,32 @@
if(real_name == "Cyborg") if(real_name == "Cyborg")
real_name += " [pick(rand(1, 999))]" real_name += " [pick(rand(1, 999))]"
name = real_name name = real_name
spawn (4) spawn (4)
if (client) if(!syndie)
connected_ai = activeais() if (client)
if (connected_ai) connected_ai = activeais()
connected_ai.connected_robots += src if (connected_ai)
// laws = connected_ai.laws //The borg inherits its AI's laws connected_ai.connected_robots += src
laws = new /datum/ai_laws // laws = connected_ai.laws //The borg inherits its AI's laws
lawsync() laws = new /datum/ai_laws
src << "<b>Unit slaved to [connected_ai.name], downloading laws.</b>" lawsync()
lawupdate = 1 src << "<b>Unit slaved to [connected_ai.name], downloading laws.</b>"
lawupdate = 1
else
laws = new /datum/ai_laws/asimov
lawupdate = 0
src << "<b>Unable to locate an AI, reverting to standard Asimov laws.</b>"
else else
laws = new /datum/ai_laws/asimov laws = new /datum/ai_laws/antimov
lawupdate = 0 lawupdate = 0
src << "<b>Unable to locate an AI, reverting to standard Asimov laws.</b>" scrambledcodes = 1
src << "Follow your laws."
cell.charge = 25000
module = new /obj/item/weapon/robot_module/syndicate(src)
hands.icon_state = "standard"
icon_state = "secborg"
modtype = "Synd"
radio = new /obj/item/device/radio(src) radio = new /obj/item/device/radio(src)
camera = new /obj/machinery/camera(src) camera = new /obj/machinery/camera(src)

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@@ -228,5 +228,8 @@
New() New()
src.modules += new /obj/item/weapon/melee/energy/sword(src)
src.modules += new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(src)
src.modules += new /obj/item/weapon/card/emag(src) src.modules += new /obj/item/weapon/card/emag(src)
src.modules += new /obj/item/weapon/tank/jetpack/oxygen(src)
return return

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