Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 9/6/2015_baymerge

Conflicts:
	.travis.yml
	code/game/gamemodes/cult/cult.dm
	code/game/gamemodes/heist/heist.dm
	code/game/gamemodes/ninja/ninja.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/gamemodes/wizard/wizard.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/objects/structures/lattice.dm
	code/global.dm
	code/modules/projectiles/ammunition/boxes.dm
	code/modules/reagents/Chemistry-Recipes.dm
	config/example/config.txt
	polaris.dme
This commit is contained in:
Neerti
2015-09-06 18:26:06 -04:00
377 changed files with 17701 additions and 16938 deletions

View File

@@ -1,52 +0,0 @@
/obj/item/weapon/tank/jetpack/verb/moveup()
set name = "Move Upwards"
set category = "Object"
if(allow_thrust(0.01, usr))
var/turf/controllerlocation = locate(1, 1, usr.z)
var/legal = 0
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
legal = controller.up
if (controller.up)
var/turf/T = locate(usr.x, usr.y, controller.up_target)
if(T && (istype(T, /turf/space) || istype(T, /turf/simulated/floor/open)))
var/blocked = 0
for(var/atom/A in T.contents)
if(A.density)
blocked = 1
usr << "<span class='warning'>You bump into \the [A].</span>"
break
if(!blocked)
usr.Move(T)
usr << "You move upwards."
else
usr << "<span class='warning'>There is something in your way.</span>"
if (legal == 0)
usr << "There is nothing of interest in this direction."
return 1
/obj/item/weapon/tank/jetpack/verb/movedown()
set name = "Move Downwards"
set category = "Object"
if(allow_thrust(0.01, usr))
var/turf/controllerlocation = locate(1, 1, usr.z)
var/legal = 0
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
legal = controller.down
if (controller.down == 1)
var/turf/T = locate(usr.x, usr.y, controller.down_target)
var/turf/S = locate(usr.x, usr.y, usr.z)
if(T && (istype(S, /turf/space) || istype(S, /turf/simulated/floor/open)))
var/blocked = 0
for(var/atom/A in T.contents)
if(A.density)
blocked = 1
usr << "<span class='warning'>You bump into \the [A].</span>"
break
if(!blocked)
usr.Move(T)
usr << "You move downwards."
else
usr << "<span class='warning'>You cant move through the floor.</span>"
if (legal == 0)
usr << "There is nothing of interest in this direction."
return 1

View File

@@ -1,274 +0,0 @@
///////////////////////////////////////
//Contents: Ladders, Hatches, Stairs.//
///////////////////////////////////////
/obj/multiz
icon = 'icons/obj/structures.dmi'
density = 0
opacity = 0
anchored = 1
CanPass(obj/mover, turf/source, height, airflow)
return airflow || !density
/obj/multiz/ladder
icon_state = "ladderdown"
name = "ladder"
desc = "A ladder. You climb up and down it."
var/d_state = 1
var/obj/multiz/target
New()
. = ..()
proc/connect()
if(icon_state == "ladderdown") // the upper will connect to the lower
d_state = 1
var/turf/controllerlocation = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
var/turf/below = locate(src.x, src.y, controller.down_target)
for(var/obj/multiz/ladder/L in below)
if(L.icon_state == "ladderup")
target = L
L.target = src
d_state = 0
break
return
/* ex_act(severity)
switch(severity)
if(1.0)
if(icon_state == "ladderup" && prob(10))
qdel(src)
if(2.0)
if(prob(50))
qdel(src)
if(3.0)
qdel(src)
return*/
Destroy()
spawn(1)
if(target && icon_state == "ladderdown")
qdel(target)
return ..()
attackby(obj/item/C as obj, mob/user as mob)
(..)
// construction commented out for balance concerns
/* if (!target && istype(C, /obj/item/stack/rods))
var/turf/controllerlocation = locate(1, 1, z)
var/found = 0
var/obj/item/stack/rods/S = C
if(S.amount < 2)
user << "You dont have enough rods to finish the ladder."
return
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
found = 1
var/turf/below = locate(src.x, src.y, controller.down_target)
var/blocked = 0
for(var/atom/A in below.contents)
if(A.density)
blocked = 1
break
if(!blocked && !istype(below, /turf/simulated/wall))
var/obj/multiz/ladder/X = new /obj/multiz/ladder(below)
S.amount = S.amount - 2
if(S.amount == 0) qdel(S)
X.icon_state = "ladderup"
connect()
user << "You finish the ladder."
else
user << "The area below is blocked."
if(!found)
user << "You cant build a ladder down there."
return
else if (icon_state == "ladderdown" && d_state == 0 && istype(C, /obj/item/weapon/wrench))
user << "<span class='notice'>You start loosening the anchoring bolts which secure the ladder to the frame.</span>"
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
sleep(30)
if(!user || !C) return
src.d_state = 1
if(target)
var/obj/item/stack/rods/R = PoolOrNew(/obj/item/stack/rods, target.loc)
R.amount = 2
qdel(Target)
user << "<span class='notice'>You remove the bolts anchoring the ladder.</span>"
return
else if (icon_state == "ladderdown" && d_state == 1 && istype(C, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = C
if( WT.remove_fuel(0,user) )
user << "<span class='notice'>You begin to remove the ladder.</span>"
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
sleep(60)
if(!user || !WT || !WT.isOn()) return
var/obj/item/stack/material/steel/S = new /obj/item/stack/material/steel( src )
S.amount = 2
user << "<span class='notice'>You remove the ladder and close the hole.</span>"
qdel(src)
else
user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
return
else
src.attack_hand(user)
return*/
src.attack_hand(user)
return
attack_hand(var/mob/M)
if(!target || !istype(target.loc, /turf))
M << "The ladder is incomplete and can't be climbed."
else
var/turf/T = target.loc
var/blocked = 0
for(var/atom/A in T.contents)
if(A.density)
blocked = 1
break
if(blocked || istype(T, /turf/simulated/wall))
M << "Something is blocking the ladder."
else
M.visible_message("<span class='notice'>\The [M] climbs [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!</span>", "You climb [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
M.Move(target.loc)
/* hatch
icon_state = "hatchdown"
name = "hatch"
desc = "A hatch. You climb down it, and it will automatically seal against pressure loss behind you."
top_icon_state = "hatchdown"
var/top_icon_state_open = "hatchdown-open"
var/top_icon_state_close = "hatchdown-close"
bottom_icon_state = "ladderup"
var/image/green_overlay
var/image/red_overlay
var/active = 0
New()
. = ..()
red_overlay = image(icon, "red-ladderlight")
green_overlay = image(icon, "green-ladderlight")
attack_hand(var/mob/M)
if(!target || !istype(target.loc, /turf))
qdel(src)
if(active)
M << "That [src] is being used."
return // It is a tiny airlock, only one at a time.
active = 1
var/obj/multiz/ladder/hatch/top_hatch = target
var/obj/multiz/ladder/hatch/bottom_hatch = src
if(icon_state == top_icon_state)
top_hatch = src
bottom_hatch = target
flick(top_icon_state_open, top_hatch)
bottom_hatch.overlays += green_overlay
spawn(7)
if(!target || !istype(target.loc, /turf))
qdel(src)
if(M.z == z && get_dist(src,M) <= 1)
var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
M.visible_message("<span class='notice'>\The [M] scurries [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!</span>", "You scramble [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and a hatch sealing.")
M.Move(target.loc)
flick(top_icon_state_close,top_hatch)
bottom_hatch.overlays -= green_overlay
bottom_hatch.overlays += red_overlay
spawn(7)
top_hatch.icon_state = top_icon_state
bottom_hatch.overlays -= red_overlay
active = 0*/
/obj/multiz/stairs
name = "Stairs"
desc = "Stairs. You walk up and down them."
icon_state = "rampbottom"
var/obj/multiz/stairs/connected
var/turf/target
var/turf/target2
var/suggest_dir // try this dir first when finding stairs; this is the direction to walk *down* the stairs
New()
..()
var/turf/cl= locate(1, 1, src.z)
for(var/obj/effect/landmark/zcontroller/c in cl)
if(c.up)
var/turf/O = locate(src.x, src.y, c.up_target)
if(istype(O, /turf/space))
O.ChangeTurf(/turf/simulated/floor/open)
spawn(1)
var/turf/T
if(suggest_dir)
T = get_step(src.loc,suggest_dir)
find_stair_connection(T, suggest_dir, 1)
if(!target)
for(var/dir in cardinal)
T = get_step(src.loc,dir)
find_stair_connection(T, dir)
if(target)
break
Bumped(var/atom/movable/M)
if(connected && target && istype(src, /obj/multiz/stairs) && locate(/obj/multiz/stairs) in M.loc)
var/obj/multiz/stairs/Con = locate(/obj/multiz/stairs) in M.loc
if(Con == src.connected) //make sure the atom enters from the approriate lower stairs tile
M.Move(target)
return
proc/find_stair_connection(var/turf/T, var/dir, var/suggested=0)
for(var/obj/multiz/stairs/S in T)
if(S && S.icon_state == "rampbottom" && !S.connected)
if(!S.suggest_dir || S.suggest_dir == dir) // it doesn't have a suggested direction, or it's the same direction as we're trying, so we connect to it
initialise_stair_connection(src, S, dir)
else if(!suggested) // we're trying directions, so it could be a reverse stair (i.e. we're the bottom stair rather than the top)
var/inv_dir = 0
switch(dir)
if(1)
inv_dir = 2
if(2)
inv_dir = 1
if(4)
inv_dir = 8
if(8)
inv_dir = 4
if(S.suggest_dir == inv_dir)
initialise_stair_connection(S, src, inv_dir)
proc/initialise_stair_connection(var/obj/multiz/stairs/top, var/obj/multiz/stairs/bottom, var/dir)
top.set_dir(dir)
bottom.set_dir(dir)
top.connected = bottom
bottom.connected = top
top.icon_state = "ramptop"
top.density = 1
var/turf/controllerlocation = locate(1, 1, top.z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.up)
var/turf/above = locate(top.x, top.y, controller.up_target)
if(istype(above,/turf/space) || istype(above,/turf/simulated/floor/open))
top.target = above
var/turf/above2 = locate(bottom.x, bottom.y, controller.up_target)
if(istype(above2, /turf/space) || istype(above,/turf/simulated/floor/open))
top.target2 = above2
return

View File

@@ -1,11 +0,0 @@
/obj/multiz/stairs/north_up
suggest_dir = SOUTH
/obj/multiz/stairs/south_up
suggest_dir = NORTH
/obj/multiz/stairs/east_up
suggest_dir = WEST
/obj/multiz/stairs/west_up
suggest_dir = EAST

View File

@@ -1,128 +0,0 @@
/turf/simulated/floor/open
name = "open space"
density = 0
icon_state = "black"
pathweight = 100000 //Seriously, don't try and path over this one numbnuts
var/icon/darkoverlays = null
var/turf/floorbelow
var/list/overlay_references
New()
..()
getbelow()
return
Enter(var/atom/movable/AM)
if (..()) //TODO make this check if gravity is active (future use) - Sukasa
spawn(1)
// only fall down in defined areas (read: areas with artificial gravitiy)
if(!floorbelow) //make sure that there is actually something below
if(!getbelow())
return
if(AM)
var/area/areacheck = get_area(src)
var/blocked = 0
var/soft = 0
for(var/atom/A in floorbelow.contents)
if(A.density)
if(istype(A, /obj/structure/window))
var/obj/structure/window/W = A
blocked = W.is_fulltile()
if(blocked)
break
else
blocked = 1
break
if(istype(A, /obj/machinery/atmospherics/pipe/zpipe/up) && istype(AM,/obj/item/pipe))
blocked = 1
break
if(istype(A, /obj/structure/disposalpipe/up) && istype(AM,/obj/item/pipe))
blocked = 1
break
if(istype(A, /obj/multiz/stairs))
soft = 1
//dont break here, since we still need to be sure that it isnt blocked
if (soft || (!blocked && !(areacheck.name == "Space")))
AM.Move(floorbelow)
if (!soft && istype(AM, /mob/living/carbon/human))
var/mob/living/carbon/human/H = AM
var/damage = 5
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "head")
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "chest")
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "l_leg")
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "r_leg")
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "l_arm")
H.apply_damage(min(rand(-damage,damage),0), BRUTE, "r_arm")
H:weakened = max(H:weakened,2)
H:updatehealth()
return ..()
/turf/proc/hasbelow()
var/turf/controllerlocation = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.down)
return 1
return 0
/turf/simulated/floor/open/proc/getbelow()
var/turf/controllerlocation = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
// check if there is something to draw below
if(!controller.down)
src.ChangeTurf(get_base_turf(src.z))
return 0
else
floorbelow = locate(src.x, src.y, controller.down_target)
return 1
return 1
// override to make sure nothing is hidden
/turf/simulated/floor/open/levelupdate()
for(var/obj/O in src)
O.hide(0)
//overwrite the attackby of space to transform it to openspace if necessary
/turf/space/attackby(obj/item/C as obj, mob/user as mob)
if (istype(C, /obj/item/stack/cable_coil) && src.hasbelow())
var/turf/simulated/floor/open/W = src.ChangeTurf(/turf/simulated/floor/open)
W.attackby(C, user)
return
..()
/turf/simulated/floor/open/ex_act(severity)
// cant destroy empty space with an ordinary bomb
return
/turf/simulated/floor/open/attackby(obj/item/C as obj, mob/user as mob)
(..)
if (istype(C, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/cable = C
cable.turf_place(src, user)
return
if (istype(C, /obj/item/stack/rods))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
return
var/obj/item/stack/rods/R = C
if (R.use(1))
user << "<span class='notice'>Constructing support lattice...</span>"
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
return
if (istype(C, /obj/item/stack/tile/floor))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/floor/S = C
if (S.get_amount() < 1)
return
qdel(L)
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1)
S.use(1)
ChangeTurf(/turf/simulated/floor/airless)
return
else
user << "<span class='warning'>The plating is going to need some support.</span>"
return

View File

@@ -1,189 +0,0 @@
/obj/effect/landmark/zcontroller
name = "Z-Level Controller"
var/initialized = 0 // when set to 1, turfs will report to the controller
var/up = 0 // 1 allows up movement
var/up_target = 0 // the Z-level that is above the current one
var/down = 0 // 1 allows down movement
var/down_target = 0 // the Z-level that is below the current one
var/list/slow = list()
var/list/normal = list()
var/list/fast = list()
var/slow_time
var/normal_time
var/fast_time
/obj/effect/landmark/zcontroller/New()
..()
for (var/turf/T in world)
if (T.z == z)
fast += T
slow_time = world.time + 3000
normal_time = world.time + 600
fast_time = world.time + 10
processing_objects.Add(src)
initialized = 1
return 1
/obj/effect/landmark/zcontroller/Destroy()
processing_objects.Remove(src)
return ..()
/obj/effect/landmark/zcontroller/process()
if (world.time > fast_time)
calc(fast)
fast_time = world.time + 10
if (world.time > normal_time)
calc(normal)
normal_time = world.time + 600
/* if (world.time > slow_time)
calc(slow)
slow_time = world.time + 3000 */
return
/obj/effect/landmark/zcontroller/proc/add(var/list/L, var/I, var/transfer)
while (L.len)
var/turf/T = pick(L)
L -= T
slow -= T
normal -= T
fast -= T
if(!T || !istype(T, /turf))
continue
switch (I)
if(1) slow += T
if(2) normal += T
if(3) fast += T
if(transfer > 0)
if(up)
var/turf/controller_up = locate(1, 1, up_target)
for(var/obj/effect/landmark/zcontroller/c_up in controller_up)
var/list/temp = list()
temp += locate(T.x, T.y, up_target)
c_up.add(temp, I, transfer-1)
if(down)
var/turf/controller_down = locate(1, 1, down_target)
for(var/obj/effect/landmark/zcontroller/c_down in controller_down)
var/list/temp = list()
temp += locate(T.x, T.y, down_target)
c_down.add(temp, I, transfer-1)
return
/turf
var/list/z_overlays = list()
/turf/New()
..()
var/turf/controller = locate(1, 1, z)
for(var/obj/effect/landmark/zcontroller/c in controller)
if(c.initialized)
var/list/turf = list()
turf += src
c.add(turf,3,1)
atom/movable/Move() //Hackish
. = ..()
var/turf/controllerlocation = locate(1, 1, src.z)
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
if(controller.up || controller.down)
var/list/temp = list()
temp += locate(src.x, src.y, src.z)
controller.add(temp,3,1)
/obj/effect/landmark/zcontroller/proc/calc(var/list/L)
var/list/slowholder = list()
var/list/normalholder = list()
var/list/fastholder = list()
var/new_list
while(L.len)
var/turf/T = pick(L)
new_list = 0
if(!T || !istype(T, /turf))
L -= T
continue
T.overlays -= T.z_overlays
T.z_overlays -= T.z_overlays
if(down && (istype(T, /turf/space) || istype(T, /turf/simulated/floor/open)))
var/turf/below = locate(T.x, T.y, down_target)
if(below)
if(!(istype(below, /turf/space) || istype(below, /turf/simulated/floor/open)))
var/image/t_img = list()
new_list = 1
var/image/temp = image(below, dir=below.dir, layer = TURF_LAYER + 0.04)
temp.color = rgb(127,127,127)
temp.overlays += below.overlays
t_img += temp
T.overlays += t_img
T.z_overlays += t_img
// get objects
var/image/o_img = list()
for(var/obj/o in below)
// ingore objects that have any form of invisibility
if(o.invisibility) continue
new_list = 2
var/image/temp2 = image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer)
temp2.color = rgb(127,127,127)
temp2.overlays += o.overlays
o_img += temp2
// you need to add a list to .overlays or it will not display any because space
T.overlays += o_img
T.z_overlays += o_img
// get mobs
var/image/m_img = list()
for(var/mob/m in below)
// ingore mobs that have any form of invisibility
if(m.invisibility) continue
// only add this tile to fastprocessing if there is a living mob, not a dead one
if(istype(m, /mob/living)) new_list = 3
var/image/temp2 = image(m, dir=m.dir, layer = TURF_LAYER+0.05*m.layer)
temp2.color = rgb(127,127,127)
temp2.overlays += m.overlays
m_img += temp2
// you need to add a list to .overlays or it will not display any because space
T.overlays += m_img
T.z_overlays += m_img
T.overlays -= below.z_overlays
T.z_overlays -= below.z_overlays
L -= T
if(new_list == 1)
slowholder += T
if(new_list == 2)
normalholder += T
if(new_list == 3)
fastholder += T
for(var/d in cardinal)
var/turf/mT = get_step(T,d)
if(!(mT in fastholder))
fastholder += mT
for(var/f in cardinal)
var/turf/nT = get_step(mT,f)
if(!(nT in fastholder))
fastholder += nT
add(slowholder,1, 0)
add(normalholder, 2, 0)
add(fastholder, 3, 0)
return

View File

@@ -1,37 +0,0 @@
/obj/effect/landmark/zcontroller/level_1_bottom
up = 1
up_target = 2
/obj/effect/landmark/zcontroller/level_2_mid
up = 1
up_target = 3
down = 1
down_target = 1
/obj/effect/landmark/zcontroller/level_3_mid
up = 1
up_target = 4
down = 1
down_target = 2
/obj/effect/landmark/zcontroller/level_4_mid
up = 1
up_target = 5
down = 1
down_target = 3
/obj/effect/landmark/zcontroller/level_2_top
down = 1
down_target = 1
/obj/effect/landmark/zcontroller/level_3_top
down = 1
down_target = 2
/obj/effect/landmark/zcontroller/level_4_top
down = 1
down_target = 3
/obj/effect/landmark/zcontroller/level_5_top
down = 1
down_target = 4

View File

@@ -64,9 +64,9 @@ turf/c_airblock(turf/other)
#ifdef ZLEVELS
if(other.z != src.z)
if(other.z < src.z)
if(!istype(src, /turf/simulated/floor/open)) return BLOCKED
if(!istype(src, /turf/simulated/open)) return BLOCKED
else
if(!istype(other, /turf/simulated/floor/open)) return BLOCKED
if(!istype(other, /turf/simulated/open)) return BLOCKED
#endif
var/result = 0

View File

@@ -281,8 +281,8 @@ Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_coun
var/direct = !(block & ZONE_BLOCKED)
var/space = !istype(B)
if(direct && !space)
if(min(A.zone.contents.len, B.zone.contents.len) <= ZONE_MIN_SIZE || equivalent_pressure(A.zone,B.zone) || current_cycle == 0)
if(!space)
if(min(A.zone.contents.len, B.zone.contents.len) < ZONE_MIN_SIZE || (direct && (equivalent_pressure(A.zone,B.zone) || current_cycle == 0)))
merge(A.zone,B.zone)
return

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@@ -86,3 +86,10 @@
//Flags for zone sleeping
#define ZONE_ACTIVE 1
#define ZONE_SLEEPING 0
// Defines how much of certain gas do the Atmospherics tanks start with. Values are in kpa per tile (assuming 20C)
#define ATMOSTANK_NITROGEN 90000 // A lot of N2 is needed to produce air mix, that's why we keep 90MPa of it
#define ATMOSTANK_OXYGEN 40000 // O2 is also important for airmix, but not as much as N2 as it's only 21% of it.
#define ATMOSTANK_CO2 25000 // CO2 and PH are not critically important for station, only for toxins and alternative coolants, no need to store a lot of those.
#define ATMOSTANK_PHORON 25000
#define ATMOSTANK_NITROUSOXIDE 10000 // N2O doesn't have a real useful use, i guess it's on station just to allow refilling of sec's riot control canisters?

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@@ -24,6 +24,7 @@
#define BE_PLANT 0x1000
#define BE_MUTINEER 0x2000
#define BE_PAI 0x4000
#define BE_LOYALIST 0x8000
var/list/be_special_flags = list(
"Traitor" = BE_TRAITOR,
@@ -32,6 +33,7 @@ var/list/be_special_flags = list(
"Wizard" = BE_WIZARD,
"Malf AI" = BE_MALF,
"Revolutionary" = BE_REV,
"Loyalist" = BE_LOYALIST,
"Xenomorph" = BE_ALIEN,
"Positronic Brain" = BE_AI,
"Cultist" = BE_CULTIST,
@@ -77,6 +79,7 @@ var/list/be_special_flags = list(
#define MODE_MONKEY "monkey"
#define MODE_RENEGADE "renegade"
#define MODE_REVOLUTIONARY "revolutionary"
#define MODE_LOYALIST "loyalist"
#define MODE_MALFUNCTION "malf"
#define MODE_TRAITOR "traitor"

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@@ -46,8 +46,8 @@ var/list/restricted_camera_networks = list("thunder","ERT","NUKE","Secret")
#define NETWORK_MINE "MINE"
#define NETWORK_RESEARCH "Research"
#define NETWORK_RESEARCH_OUTPOST "Research Outpost"
#define NETWORK_PRISON "Prison"
#define NETWORK_ROBOTS "Robots"
#define NETWORK_PRISON "Prison"
#define NETWORK_SECURITY "Security"
#define NETWORK_TELECOM "Tcomsat"
#define NETWORK_THUNDER "thunder"

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@@ -14,5 +14,5 @@
#define IMPRINTER 0x1 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 0x2 //New stuff. Uses glass/metal/chemicals
#define MECHFAB 0x4 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
#define MECHFAB 0x4 //Mechfab
#define CHASSIS 0x8 //For protolathe, but differently

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@@ -20,6 +20,7 @@
#define HAS_LIPS 0x4 // Lips are drawn onto the mob icon. (lipstick)
#define HAS_UNDERWEAR 0x8 // Underwear is drawn onto the mob icon.
#define HAS_EYE_COLOR 0x10 // Eye colour selectable in chargen. (RGB)
#define HAS_HAIR_COLOR 0x20 // Hair colour selectable in chargen. (RGB)
// Languages.
#define LANGUAGE_SOL_COMMON "Sol Common"

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@@ -64,6 +64,8 @@ var/global/list/rune_list = new()
var/global/list/escape_list = list()
var/global/list/endgame_exits = list()
var/global/list/endgame_safespawns = list()
var/global/list/syndicate_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
//////////////////////////
/////Initial Building/////
//////////////////////////
@@ -118,9 +120,7 @@ var/global/list/endgame_safespawns = list()
for (var/language_name in all_languages)
var/datum/language/L = all_languages[language_name]
if(!(L.flags & NONGLOBAL))
language_keys[":[lowertext(L.key)]"] = L
language_keys[".[lowertext(L.key)]"] = L
language_keys["#[lowertext(L.key)]"] = L
language_keys[lowertext(L.key)] = L
var/rkey = 0
paths = typesof(/datum/species)-/datum/species

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@@ -314,3 +314,19 @@ proc/TextPreview(var/string,var/len=40)
if(C && (C.prefs.toggles & CHAT_NOICONS))
return tagdesc
return "<IMG src='\ref[text_tag_icons.icon]' class='text_tag' iconstate='[tagname]'" + (tagdesc ? " alt='[tagdesc]'" : "") + ">"
/proc/contains_az09(var/input)
for(var/i=1, i<=length(input), i++)
var/ascii_char = text2ascii(input,i)
switch(ascii_char)
// A .. Z
if(65 to 90) //Uppercase Letters
return 1
// a .. z
if(97 to 122) //Lowercase Letters
return 1
// 0 .. 9
if(48 to 57) //Numbers
return 1
return 0

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@@ -36,9 +36,12 @@ proc/round_duration()
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
var/mins = (mills % 36000) / 600
var/hours = mills / 36000
var/mins = round((mills % 36000) / 600)
var/hours = round(mills / 36000)
last_round_duration = "[round(hours)]h [round(mins)]m"
mins = mins < 10 ? add_zero(mins, 1) : mins
hours = hours < 10 ? add_zero(hours, 1) : hours
last_round_duration = "[hours]:[mins]"
next_duration_update = world.time + 1 MINUTES
return last_round_duration

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@@ -243,10 +243,10 @@ Turf and target are seperate in case you want to teleport some distance from a t
return 1
//Ensure the frequency is within bounds of what it should be sending/recieving at
/proc/sanitize_frequency(var/f)
/proc/sanitize_frequency(var/f, var/low = PUBLIC_LOW_FREQ, var/high = PUBLIC_HIGH_FREQ)
f = round(f)
f = max(1441, f) // 144.1
f = min(1489, f) // 148.9
f = max(low, f)
f = min(high, f)
if ((f % 2) == 0) //Ensure the last digit is an odd number
f += 1
return f
@@ -569,7 +569,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
var/turf/current = get_turf(source)
var/turf/target_turf = get_turf(target)
var/steps = 0
if(!current || !target_turf)
return 0
@@ -1053,12 +1053,10 @@ proc/get_mob_with_client_list()
//gets the turf the atom is located in (or itself, if it is a turf).
//returns null if the atom is not in a turf.
/proc/get_turf(atom/location)
while(location)
if(isturf(location))
return location
location = location.loc
return null
/proc/get_turf(atom/A)
if(!istype(A)) return
for(A, A && !isturf(A), A=A.loc);
return A
/proc/get(atom/loc, type)
while(loc)

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@@ -31,7 +31,7 @@
build_click(src, client.buildmode, params, A)
return
if(control_disabled || stat)
if(stat)
return
var/list/modifiers = params2list(params)
@@ -51,7 +51,7 @@
CtrlClickOn(A)
return
if(!canClick())
if(control_disabled || !canClick())
return
if(aiCamera.in_camera_mode)
@@ -89,13 +89,24 @@
*/
/mob/living/silicon/ai/ShiftClickOn(var/atom/A)
A.AIShiftClick(src)
if(!control_disabled && A.AIShiftClick(src))
return
..()
/mob/living/silicon/ai/CtrlClickOn(var/atom/A)
A.AICtrlClick(src)
if(!control_disabled && A.AICtrlClick(src))
return
..()
/mob/living/silicon/ai/AltClickOn(var/atom/A)
A.AIAltClick(src)
if(!control_disabled && A.AIAltClick(src))
return
..()
/mob/living/silicon/ai/MiddleClickOn(var/atom/A)
A.AIMiddleClick(src)
if(!control_disabled && A.AIMiddleClick(src))
return
..()
/*
The following criminally helpful code is just the previous code cleaned up;
@@ -105,11 +116,6 @@
/atom/proc/AICtrlShiftClick()
return
/obj/machinery/door/airlock/AICtrlShiftClick()
if(emagged)
return
return
/atom/proc/AIShiftClick()
return
@@ -118,7 +124,7 @@
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "0"), 1)
return
return 1
/atom/proc/AICtrlClick()
return
@@ -128,15 +134,18 @@
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "0"), 1)// 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "1"), 1)
return 1
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
Topic(src, list("src"= "\ref[src]", "breaker"="1"), 1) // 1 meaning no window (consistency!)
return 1
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
Topic(src, list("src"= "\ref[src]", "command"="enable", "value"="[!enabled]"), 1) // 1 meaning no window (consistency!)
return 1
/atom/proc/AIAltClick(var/atom/A)
AltClick(A)
return AltClick(A)
/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
if(!electrified_until)
@@ -145,20 +154,25 @@
else
// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "0"), 1)
return
return 1
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
Topic(src, list("src"= "\ref[src]", "command"="lethal", "value"="[!lethal]"), 1) // 1 meaning no window (consistency!)
return 1
/atom/proc/AIMiddleClick()
return
/atom/proc/AIMiddleClick(var/mob/living/silicon/user)
return 0
/obj/machinery/door/airlock/AIMiddleClick() // Toggles door bolt lights.
if(..())
return
if(!src.lights)
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "1"), 1) // 1 meaning no window (consistency!)
else
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "0"), 1)
return
return 1
//
// Override AdjacentQuick for AltClicking

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@@ -108,7 +108,7 @@
// faster access to objects already on you
if(A.loc != src)
setMoveCooldown(10) //getting something out of a backpack
if(W)
var/resolved = W.resolve_attackby(A, src)
if(!resolved && A && W)
@@ -128,7 +128,7 @@
if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
if(A.Adjacent(src)) // see adjacent.dm
setMoveCooldown(5)
if(W)
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src)
@@ -224,10 +224,8 @@
Only used for swapping hands
*/
/mob/proc/MiddleClickOn(var/atom/A)
return
/mob/living/carbon/MiddleClickOn(var/atom/A)
swap_hand()
return
// In case of use break glass
/*
@@ -278,7 +276,7 @@
else
user.listed_turf = T
user.client.statpanel = T.name
return
return 1
/mob/proc/TurfAdjacent(var/turf/T)
return T.AdjacentQuick(src)

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@@ -26,7 +26,7 @@
// Otherwise jump
else
following = null
loc = get_turf(A)
forceMove(get_turf(A))
/mob/dead/observer/ClickOn(var/atom/A, var/params)
if(client.buildmode)

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@@ -29,34 +29,53 @@
src << "Somehow you bugged the system. Setting your hardsuit mode to middle-click."
hardsuit_click_mode = MIDDLE_CLICK
/mob/living/carbon/human/MiddleClickOn(atom/A)
/mob/living/MiddleClickOn(atom/A)
if(client && client.hardsuit_click_mode == MIDDLE_CLICK)
if(HardsuitClickOn(A))
return
..()
/mob/living/carbon/human/AltClickOn(atom/A)
/mob/living/AltClickOn(atom/A)
if(client && client.hardsuit_click_mode == ALT_CLICK)
if(HardsuitClickOn(A))
return
..()
/mob/living/carbon/human/CtrlClickOn(atom/A)
/mob/living/CtrlClickOn(atom/A)
if(client && client.hardsuit_click_mode == CTRL_CLICK)
if(HardsuitClickOn(A))
return
..()
/mob/living/carbon/human/proc/HardsuitClickOn(atom/A)
if(!canClick())
return
if(back)
var/obj/item/weapon/rig/rig = back
if(istype(rig) && rig.selected_module)
rig.selected_module.engage(A)
if(ismob(A)) // No instant mob attacking - though modules have their own cooldowns
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
return 1
/mob/living/proc/can_use_rig()
return 0
/mob/living/carbon/human/can_use_rig()
return 1
/mob/living/carbon/brain/can_use_rig()
return istype(loc, /obj/item/device/mmi)
/mob/living/silicon/ai/can_use_rig()
return carded
/mob/living/silicon/pai/can_use_rig()
return loc == card
/mob/living/proc/HardsuitClickOn(var/atom/A, var/alert_ai = 0)
if(!can_use_rig() || !canClick())
return 0
var/obj/item/weapon/rig/rig = get_rig()
if(istype(rig) && !rig.offline && rig.selected_module)
if(src != rig.wearer)
if(rig.ai_can_move_suit(src, check_user_module = 1))
message_admins("[key_name_admin(src, include_name = 1)] is trying to force \the [key_name_admin(rig.wearer, include_name = 1)] to use a hardsuit module.")
else
return 0
rig.selected_module.engage(A, alert_ai)
if(ismob(A)) // No instant mob attacking - though modules have their own cooldowns
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
return 1
return 0
#undef MIDDLE_CLICK

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@@ -6,6 +6,7 @@
/datum/controller/process/machinery/doWork()
internal_sort()
internal_process_pipenets()
internal_process_machinery()
internal_process_power()
internal_process_power_drain()
@@ -57,6 +58,14 @@
processing_power_items.Remove(I)
scheck()
/datum/controller/process/machinery/proc/internal_process_pipenets()
for(var/datum/pipe_network/pipeNetwork in pipe_networks)
if(istype(pipeNetwork) && !pipeNetwork.disposed)
pipeNetwork.process()
scheck()
continue
pipe_networks.Remove(pipeNetwork)
/datum/controller/process/machinery/getStatName()
return ..()+"([machines.len])"
return ..()+"(MCH:[machines.len] PWR:[powernets.len] PIP:[pipe_networks.len])"

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@@ -1,15 +0,0 @@
/datum/controller/process/pipenet/setup()
name = "pipenet"
schedule_interval = 20 // every 2 seconds
/datum/controller/process/pipenet/doWork()
for(var/datum/pipe_network/pipeNetwork in pipe_networks)
if(istype(pipeNetwork) && !pipeNetwork.disposed)
pipeNetwork.process()
scheck()
continue
pipe_networks.Remove(pipeNetwork)
/datum/controller/process/pipenet/getStatName()
return ..()+"([pipe_networks.len])"

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@@ -97,11 +97,16 @@ On the map:
1455 for AI access
*/
var/const/BOT_FREQ = 1447
var/const/RADIO_LOW_FREQ = 1200
var/const/PUBLIC_LOW_FREQ = 1441
var/const/PUBLIC_HIGH_FREQ = 1489
var/const/RADIO_HIGH_FREQ = 1600
var/const/BOT_FREQ = 1447
var/const/COMM_FREQ = 1353
var/const/ERT_FREQ = 1345
var/const/AI_FREQ = 1343
var/const/DTH_FREQ = 1341
var/const/ERT_FREQ = 1345
var/const/AI_FREQ = 1343
var/const/DTH_FREQ = 1341
var/const/SYND_FREQ = 1213
// department channels
@@ -113,6 +118,10 @@ var/const/SCI_FREQ = 1351
var/const/SRV_FREQ = 1349
var/const/SUP_FREQ = 1347
// internal department channels
var/const/MED_I_FREQ = 1485
var/const/SEC_I_FREQ = 1475
var/list/radiochannels = list(
"Common" = PUB_FREQ,
"Science" = SCI_FREQ,
@@ -125,7 +134,9 @@ var/list/radiochannels = list(
"Mercenary" = SYND_FREQ,
"Supply" = SUP_FREQ,
"Service" = SRV_FREQ,
"AI Private" = AI_FREQ
"AI Private" = AI_FREQ,
"Medical(I)" = MED_I_FREQ,
"Security(I)" = SEC_I_FREQ
)
// central command channels, i.e deathsquid & response teams
@@ -134,8 +145,8 @@ var/list/CENT_FREQS = list(ERT_FREQ, DTH_FREQ)
// Antag channels, i.e. Syndicate
var/list/ANTAG_FREQS = list(SYND_FREQ)
//depenging helpers
var/list/DEPT_FREQS = list(SCI_FREQ, MED_FREQ, ENG_FREQ, SEC_FREQ, SUP_FREQ, SRV_FREQ, ERT_FREQ, SYND_FREQ, DTH_FREQ)
//Department channels, arranged lexically
var/list/DEPT_FREQS = list(AI_FREQ, COMM_FREQ, ENG_FREQ, MED_FREQ, SEC_FREQ, SCI_FREQ, SRV_FREQ, SUP_FREQ)
#define TRANSMISSION_WIRE 0
#define TRANSMISSION_RADIO 1
@@ -145,29 +156,28 @@ var/list/DEPT_FREQS = list(SCI_FREQ, MED_FREQ, ENG_FREQ, SEC_FREQ, SUP_FREQ, SRV
if (frequency in ANTAG_FREQS)
return "syndradio"
// centcomm channels (deathsquid and ert)
else if(frequency in CENT_FREQS)
if(frequency in CENT_FREQS)
return "centradio"
// command channel
else if(frequency == COMM_FREQ)
if(frequency == COMM_FREQ)
return "comradio"
// AI private channel
else if(frequency == AI_FREQ)
if(frequency == AI_FREQ)
return "airadio"
// department radio formatting (poorly optimized, ugh)
else if(frequency == SEC_FREQ)
if(frequency == SEC_FREQ)
return "secradio"
else if (frequency == ENG_FREQ)
if (frequency == ENG_FREQ)
return "engradio"
else if(frequency == SCI_FREQ)
if(frequency == SCI_FREQ)
return "sciradio"
else if(frequency == MED_FREQ)
if(frequency == MED_FREQ)
return "medradio"
else if(frequency == SUP_FREQ) // cargo
if(frequency == SUP_FREQ) // cargo
return "supradio"
else if(frequency == SRV_FREQ) // service
if(frequency == SRV_FREQ) // service
return "srvradio"
// If all else fails and it's a dept_freq, color me purple!
else if(frequency in DEPT_FREQS)
if(frequency in DEPT_FREQS)
return "deptradio"
return "radio"

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@@ -74,9 +74,6 @@ var/list/gamemode_cache = list()
var/automute_on = 0 //enables automuting/spam prevention
var/jobs_have_minimal_access = 0 //determines whether jobs use minimal access or expanded access.
var/rp_rev = 0 // Changes between conversion methods in rev.
var/announce_revheads = 0 // Determines if revheads are announced in revolution mode.
var/cult_ghostwriter = 1 //Allows ghosts to write in blood in cult rounds...
var/cult_ghostwriter_req_cultists = 10 //...so long as this many cultists are active.
@@ -216,6 +213,8 @@ var/list/gamemode_cache = list()
var/aggressive_changelog = 0
var/list/language_prefixes = list(",","#","-")//Default language prefixes
/datum/configuration/New()
var/list/L = typesof(/datum/game_mode) - /datum/game_mode
for (var/T in L)
@@ -648,12 +647,6 @@ var/list/gamemode_cache = list()
if("disable_welder_vision")
config.welder_vision = 0
if("rp_rev")
config.rp_rev = 1
if("announce_revheads")
config.announce_revheads = 1
if("allow_extra_antags")
config.allow_extra_antags = 1
@@ -696,6 +689,11 @@ var/list/gamemode_cache = list()
if("aggressive_changelog")
config.aggressive_changelog = 1
if("default_language_prefixes")
var/list/values = text2list(value, " ")
if(values.len > 0)
language_prefixes = values
else
log_misc("Unknown setting in configuration: '[name]'")
@@ -853,21 +851,15 @@ var/list/gamemode_cache = list()
for (var/game_mode in gamemode_cache)
var/datum/game_mode/M = gamemode_cache[game_mode]
if (M.config_tag && M.config_tag == mode_name)
M.create_antagonists()
return M
return gamemode_cache["extended"]
/datum/configuration/proc/get_runnable_modes()
var/list/datum/game_mode/runnable_modes = new
for (var/game_mode in gamemode_cache)
var/list/runnable_modes = list()
for(var/game_mode in gamemode_cache)
var/datum/game_mode/M = gamemode_cache[game_mode]
if (!(M.config_tag in modes))
continue
if (probabilities[M.config_tag]<=0)
continue
if (M.can_start())
runnable_modes[M] = probabilities[M.config_tag]
//world << "DEBUG: runnable_mode\[[runnable_modes.len]\] = [M.config_tag]"
if(M && M.can_start() && !isnull(config.probabilities[M.config_tag]) && config.probabilities[M.config_tag] > 0)
runnable_modes |= M
return runnable_modes
/datum/configuration/proc/post_load()

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@@ -17,6 +17,7 @@
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/car = new()
var/list/civ = new()
var/list/bot = new()
var/list/misc = new()
@@ -67,6 +68,9 @@
if(real_rank in science_positions)
sci[name] = rank
department = 1
if(real_rank in cargo_positions)
car[name] = rank
department = 1
if(real_rank in civilian_positions)
civ[name] = rank
department = 1
@@ -100,6 +104,11 @@
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(car.len > 0)
dat += "<tr><th colspan=3>Cargo</th></tr>"
for(name in car)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[car[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(civ.len > 0)
dat += "<tr><th colspan=3>Civilian</th></tr>"
for(name in civ)

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@@ -161,7 +161,7 @@ var/const/AIRLOCK_WIRE_LIGHT = 2048
if(A.emagged) return
if(!A.requiresID() || A.check_access(null))
if(A.density) A.open()
else A.close()
else A.close()
if(AIRLOCK_WIRE_SAFETY)
A.safe = !A.safe
if(!A.density)

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@@ -72,6 +72,7 @@ var/global/ManifestJSON
var/eng[0]
var/med[0]
var/sci[0]
var/car[0]
var/civ[0]
var/bot[0]
var/misc[0]
@@ -113,6 +114,12 @@ var/global/ManifestJSON
department = 1
if(depthead && sci.len != 1)
sci.Swap(1,sci.len)
if(real_rank in cargo_positions)
car[++car.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && car.len != 1)
car.Swap(1,car.len)
if(real_rank in civilian_positions)
civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
@@ -134,6 +141,7 @@ var/global/ManifestJSON
"eng" = eng,\
"med" = med,\
"sci" = sci,\
"car" = car,\
"civ" = civ,\
"bot" = bot,\
"misc" = misc\

View File

@@ -174,6 +174,7 @@
w_class = 3.0
origin_tech = list(TECH_MATERIAL = 1)
var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
sprite_sheets = list("Resomi" = 'icons/mob/species/resomi/handcuffs.dmi')
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"

View File

@@ -7,7 +7,14 @@ var/datum/antagonist/xenos/borer/borers
mob_path = /mob/living/simple_animal/borer
bantype = "Borer"
welcome_text = "Use your Infest power to crawl into the ear of a host and fuse with their brain. You can only take control temporarily, and at risk of hurting your host, so be clever and careful; your host is encouraged to help you however they can. Talk to your fellow borers with :x."
var/list/hosts = list()
antag_indicator = "brainworm"
faction_role_text = "Borer Thrall"
faction_descriptor = "Unity"
faction_welcome = "You are now a thrall to a cortical borer. Please listen to what they have to say; they're in your head."
initial_spawn_req = 3
initial_spawn_target = 5
/datum/antagonist/xenos/borer/New()
..(1)
@@ -23,32 +30,24 @@ var/datum/antagonist/xenos/borer/borers
player.objectives += new /datum/objective/borer_reproduce()
player.objectives += new /datum/objective/escape()
/datum/antagonist/xenos/borer/proc/place_in_host(var/mob/living/simple_animal/borer/borer, var/mob/living/carbon/human/host)
borer.host = host
borer.host_brain.name = host.name
borer.host_brain.real_name = host.real_name
var/obj/item/organ/external/head = host.get_organ("head")
if(head) head.implants += borer
/datum/antagonist/xenos/borer/proc/get_hosts()
var/list/possible_hosts = list()
for(var/mob/living/carbon/human/H in mob_list)
var/obj/item/organ/external/head/head = H.get_organ("head")
if(head.status & ORGAN_ROBOT)
continue
if(H.stat != DEAD && !H.has_brain_worms())
possible_hosts |= H
return possible_hosts
/datum/antagonist/xenos/borer/place_all_mobs()
var/list/possible_hosts = get_hosts()
for(var/datum/mind/player in current_antagonists)
if(!possible_hosts.len)
return
var/mob/host = pick(possible_hosts)
possible_hosts -= host
place_in_host(player, host)
/datum/antagonist/xenos/borer/place_mob(var/mob/living/mob)
var/list/possible_hosts = get_hosts()
if(possible_hosts.len) place_in_host(mob, pick(possible_hosts))
var/mob/living/simple_animal/borer/borer = mob
if(istype(borer))
var/mob/living/carbon/human/host
for(var/mob/living/carbon/human/H in mob_list)
if(H.stat != DEAD && !H.has_brain_worms())
var/obj/item/organ/external/head = H.get_organ("head")
if(head && !(head.status & ORGAN_ROBOT))
host = H
break
if(istype(host))
var/obj/item/organ/external/head = host.get_organ("head")
borer.host = host
head.implants += borer
borer.loc = head
if(!borer.host_brain)
borer.host_brain = new(borer)
borer.host_brain.name = host.name
borer.host_brain.real_name = host.real_name
return
..() // Place them at a vent if they can't get a host.

View File

@@ -10,27 +10,21 @@ var/datum/antagonist/xenos/xenomorphs
flags = ANTAG_OVERRIDE_MOB | ANTAG_RANDSPAWN | ANTAG_OVERRIDE_JOB | ANTAG_VOTABLE
welcome_text = "Hiss! You are a larval alien. Hide and bide your time until you are ready to evolve."
max_antags = 5
max_antags_round = 8
hard_cap = 5
hard_cap_round = 8
initial_spawn_req = 4
initial_spawn_target = 6
spawn_announcement = "Unidentified lifesigns detected coming aboard the station. Secure any exterior access, including ducting and ventilation."
spawn_announcement_title = "Lifesign Alert"
spawn_announcement_sound = 'sound/AI/aliens.ogg'
spawn_announcement_delay = 400
spawn_announcement_delay = 5000
/datum/antagonist/xenos/New(var/no_reference)
..()
if(!no_reference)
xenomorphs = src
/datum/antagonist/xenos/Topic(href, href_list)
if (..())
return
if(href_list["move_to_spawn"]) place_mob(locate(href_list["move_to_spawn"]))
/datum/antagonist/xenos/get_extra_panel_options(var/datum/mind/player)
return "<a href='?src=\ref[src];move_to_spawn=\ref[player.current]'>\[move to vent\]</a>"
/datum/antagonist/xenos/attempt_random_spawn()
if(config.aliens_allowed) ..()
@@ -48,12 +42,5 @@ var/datum/antagonist/xenos/xenomorphs
player.objectives += new /datum/objective/survive()
player.objectives += new /datum/objective/escape()
/datum/antagonist/xenos/place_all_mobs()
var/list/vents = get_vents()
for(var/datum/mind/player in current_antagonists)
var/obj/machinery/atmospherics/unary/vent_pump/temp_vent = pick(vents)
vents -= temp_vent
player.current.loc = get_turf(temp_vent)
/datum/antagonist/xenos/place_mob(var/mob/living/player)
player.loc = get_turf(pick(get_vents()))

View File

@@ -1,53 +1,76 @@
/datum/antagonist
var/role_type = BE_TRAITOR
var/role_text = "Traitor"
var/role_text_plural = "Traitors"
// Text shown when becoming this antagonist.
var/list/restricted_jobs = list() // Jobs that cannot be this antagonist (depending on config)
var/list/protected_jobs = list() // As above.
// Strings.
var/welcome_text = "Cry havoc and let slip the dogs of war!"
var/leader_welcome_text
var/victory_text
var/loss_text
var/victory_feedback_tag
var/loss_feedback_tag
var/max_antags = 3
var/max_antags_round = 5
var/leader_welcome_text // Text shown to the leader, if any.
var/victory_text // World output at roundend for victory.
var/loss_text // As above for loss.
var/victory_feedback_tag // Used by the database for end of round loss.
var/loss_feedback_tag // Used by the database for end of round loss.
// Random spawn values.
var/spawn_announcement
var/spawn_announcement_title
var/spawn_announcement_sound
var/spawn_announcement_delay
// Role data.
var/id = "traitor" // Unique datum identifier.
var/role_type = BE_TRAITOR // Preferences option for this role.
var/role_text = "Traitor" // special_role text.
var/role_text_plural = "Traitors" // As above but plural.
var/id = "traitor"
var/landmark_id
var/antag_indicator
var/mob_path = /mob/living/carbon/human
var/feedback_tag = "traitor_objective"
var/bantype = "Syndicate"
var/suspicion_chance = 50
var/flags = 0
var/cur_max = 0
// Visual references.
var/antag_indicator // icon_state for icons/mob/mob.dm visual indicator.
var/faction_indicator // See antag_indicator, but for factionalized people only.
var/faction_invisible // Can members of the faction identify other antagonists?
var/datum/mind/leader
var/spawned_nuke
var/nuke_spawn_loc
// Faction data.
var/faction_role_text // Role for sub-antags. Mandatory for faction role.
var/faction_descriptor // Description of the cause. Mandatory for faction role.
var/faction_verb // Verb added when becoming a member of the faction, if any.
var/faction_welcome // Message shown to faction members.
var/list/valid_species = list("Unathi","Tajara","Skrell","Human") // Used for setting appearance.
var/list/current_antagonists = list()
var/list/pending_antagonists = list()
var/list/starting_locations = list()
var/list/global_objectives = list()
var/list/restricted_jobs = list()
var/list/protected_jobs = list()
var/list/candidates = list()
// Spawn values (autotraitor and game mode)
var/hard_cap = 3 // Autotraitor var. Won't spawn more than this many antags.
var/hard_cap_round = 5 // As above but 'core' round antags ie. roundstart.
var/initial_spawn_req = 1 // Gamemode using this template won't start without this # candidates.
var/initial_spawn_target = 3 // Gamemode will attempt to spawn this many antags.
var/announced // Has an announcement been sent?
var/spawn_announcement // When the datum spawn proc is called, does it announce to the world? (ie. xenos)
var/spawn_announcement_title // Report title.
var/spawn_announcement_sound // Report sound clip.
var/spawn_announcement_delay // Time between initial spawn and round announcement.
// Misc.
var/landmark_id // Spawn point identifier.
var/mob_path = /mob/living/carbon/human // Mobtype this antag will use if none is provided.
var/feedback_tag = "traitor_objective" // End of round
var/bantype = "Syndicate" // Ban to check when spawning this antag.
var/suspicion_chance = 50 // Prob of being on the initial Command report
var/flags = 0 // Various runtime options.
// Used for setting appearance.
var/list/valid_species = list("Unathi","Tajara","Skrell","Human")
// Runtime vars.
var/datum/mind/leader // Current leader, if any.
var/cur_max = 0 // Autotraitor current effective maximum.
var/spawned_nuke // Has a bomb been spawned?
var/nuke_spawn_loc // If so, where should it be placed?
var/list/current_antagonists = list() // All marked antagonists for this type.
var/list/pending_antagonists = list() // Candidates that are awaiting finalized antag status.
var/list/starting_locations = list() // Spawn points.
var/list/global_objectives = list() // Universal objectives if any.
var/list/candidates = list() // Potential candidates.
var/list/faction_members = list() // Semi-antags (in-round revs, borer thralls)
// ID card stuff.
var/default_access = list()
var/id_type = /obj/item/weapon/card/id
var/announced
/datum/antagonist/New()
..()
cur_max = max_antags
cur_max = hard_cap
get_starting_locations()
if(!role_text_plural)
role_text_plural = role_text
@@ -59,7 +82,7 @@
/datum/antagonist/proc/get_candidates(var/ghosts_only)
candidates = list() // Clear.
// Prune restricted status. Broke it up for readability.
// Note that this is done before jobs are handed out.
for(var/datum/mind/player in ticker.mode.get_players_for_role(role_type, id))
@@ -85,14 +108,21 @@
/datum/antagonist/proc/attempt_late_spawn(var/datum/mind/player)
if(!can_late_spawn())
return
if(!istype(player)) player = get_candidates(is_latejoin_template())
return 0
if(!istype(player))
var/list/players = get_candidates(is_latejoin_template())
if(players && players.len)
player = pick(players)
if(!istype(player))
message_admins("AUTO[uppertext(ticker.mode.name)]: Failed to find a candidate for [role_text].")
return 0
player.current << "<span class='danger'><i>You have been selected this round as an antagonist!</i></span>"
message_admins("AUTO[uppertext(ticker.mode.name)]: Selected [player] as a [role_text].")
if(istype(player.current, /mob/dead))
create_default(player.current)
else
add_antagonist(player,0,1,0,1,1)
return
add_antagonist(player,0,0,0,1,1)
return 1
/datum/antagonist/proc/build_candidate_list(var/ghosts_only)
// Get the raw list of potential players.
@@ -111,8 +141,7 @@
return 0
//Grab candidates randomly until we have enough.
candidates = shuffle(candidates)
while(candidates.len && pending_antagonists.len < cur_max)
while(candidates.len && pending_antagonists.len < initial_spawn_target)
var/datum/mind/player = pick(candidates)
candidates -= player
draft_antagonist(player)
@@ -121,19 +150,26 @@
/datum/antagonist/proc/draft_antagonist(var/datum/mind/player)
//Check if the player can join in this antag role, or if the player has already been given an antag role.
if(!can_become_antag(player) || player.special_role)
if(!can_become_antag(player))
log_debug("[player.key] was selected for [role_text] by lottery, but is not allowed to be that role.")
return 0
if(player.special_role)
log_debug("[player.key] was selected for [role_text] by lottery, but they already have a special role.")
return 0
if(!(flags & ANTAG_OVERRIDE_JOB) && (!player.current || istype(player.current, /mob/new_player)))
log_debug("[player.key] was selected for [role_text] by lottery, but they have not joined the game.")
return 0
pending_antagonists |= player
log_debug("[player.key] has been selected for [role_text] by lottery.")
//Ensure that antags with ANTAG_OVERRIDE_JOB do not occupy job slots.
if(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = role_text
//Ensure that a player cannot be drafted for multiple antag roles, taking up slots for antag roles that they will not fill.
player.special_role = role_text
return 1
//Spawns all pending_antagonists. This is done separately from attempt_spawn in case the game mode setup fails.

View File

@@ -1,15 +1,8 @@
/datum/antagonist/proc/add_antagonist(var/datum/mind/player, var/ignore_role, var/do_not_equip, var/move_to_spawn, var/do_not_announce, var/preserve_appearance)
if(!istype(player))
return 0
if(!player.current)
return 0
if(player in current_antagonists)
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
if(!add_antagonist_mind(player, ignore_role))
return
//do this again, just in case
if(flags & ANTAG_OVERRIDE_JOB)
player.assigned_role = role_text
@@ -23,10 +16,37 @@
equip(player.current)
return 1
/datum/antagonist/proc/add_antagonist_mind(var/datum/mind/player, var/ignore_role, var/nonstandard_role_type, var/nonstandard_role_msg)
if(!istype(player))
return 0
if(!player.current)
return 0
if(player in current_antagonists)
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
if(faction_verb && player.current)
player.current.verbs |= faction_verb
// Handle only adding a mind and not bothering with gear etc.
if(nonstandard_role_type)
faction_members |= player
player.current << "<span class='danger'><font size=3>You are \a [nonstandard_role_type]!</span>"
player.special_role = nonstandard_role_type
if(nonstandard_role_msg)
player.current << "<span class='notice'>[nonstandard_role_msg]</span>"
update_icons_added(player)
return 1
/datum/antagonist/proc/remove_antagonist(var/datum/mind/player, var/show_message, var/implanted)
if(player.current && faction_verb)
player.current.verbs -= faction_verb
if(player in current_antagonists)
player.current << "<span class='danger'><font size = 3>You are no longer a [role_text]!</font></span>"
current_antagonists -= player
faction_members -= player
player.special_role = null
update_icons_removed(player)
BITSET(player.current.hud_updateflag, SPECIALROLE_HUD)

View File

@@ -36,7 +36,7 @@
if(!W) return
W.access |= default_access
W.assignment = "[assignment]"
W.set_owner_info(player)
player.set_id_info(W)
if(equip) player.equip_to_slot_or_del(W, slot_wear_id)
return W

View File

@@ -0,0 +1,50 @@
/mob/living/proc/convert_to_rev(mob/M as mob in oview(src))
set name = "Convert Bourgeoise"
set category = "Abilities"
if(!M.mind)
return
convert_to_faction(M.mind, revs)
/mob/living/proc/convert_to_faction(var/datum/mind/player, var/datum/antagonist/faction)
if(!player || !faction || !player.current)
return
if(!faction.faction_verb || !faction.faction_descriptor || !faction.faction_verb)
return
if(faction.is_antagonist(player))
src << "<span class='warning'>\The [player.current] already serves the [faction.faction_descriptor].</span>"
return
if(player_is_antag(player))
src << "<span class='warning'>\The [player.current]'s loyalties seem to be elsewhere...</span>"
return
if(!faction.can_become_antag(player))
src << "<span class='warning'>\The [player.current] cannot be \a [faction.faction_role_text]!</span>"
return
if(world.time < player.rev_cooldown)
src << "<span class='danger'>You must wait five seconds between attempts.</span>"
return
src << "<span class='danger'>You are attempting to convert \the [player.current]...</span>"
log_admin("[src]([src.ckey]) attempted to convert [player.current].")
message_admins("<span class='danger'>[src]([src.ckey]) attempted to convert [player.current].</span>")
player.rev_cooldown = world.time+100
var/choice = alert(player.current,"Asked by [src]: Do you want to join the [faction.faction_descriptor]?","Join the [faction.faction_descriptor]?","No!","Yes!")
if(choice == "Yes!" && faction.add_antagonist_mind(player, 0, faction.faction_role_text, faction.faction_welcome))
src << "<span class='notice'>\The [player.current] joins the [faction.faction_descriptor]!</span>"
return
if(choice == "No!")
player << "<span class='danger'>You reject this traitorous cause!</span>"
src << "<span class='danger'>\The [player.current] does not support the [faction.faction_descriptor]!</span>"
/mob/living/proc/convert_to_loyalist(mob/M as mob in oview(src))
set name = "Convert Recidivist"
set category = "Abilities"
if(!M.mind)
return
convert_to_faction(M.mind, loyalists)

View File

@@ -5,23 +5,20 @@
if(L.name == landmark_id)
starting_locations |= get_turf(L)
/datum/antagonist/proc/place_all_mobs()
if(!starting_locations || !starting_locations.len || !current_antagonists || !current_antagonists.len)
return
for(var/datum/mind/player in current_antagonists)
player.current.loc = pick(starting_locations)
/datum/antagonist/proc/announce_antagonist_spawn()
if(spawn_announcement)
if(announced)
return
announced = 1
if(spawn_announcement_delay)
sleep(spawn_announcement_delay)
if(spawn_announcement_sound)
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]", new_sound = spawn_announcement_sound)
else
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]")
spawn(0)
if(spawn_announcement_delay)
sleep(spawn_announcement_delay)
if(spawn_announcement_sound)
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]", new_sound = spawn_announcement_sound)
else
command_announcement.Announce("[spawn_announcement]", "[spawn_announcement_title ? spawn_announcement_title : "Priority Alert"]")
return
/datum/antagonist/proc/place_mob(var/mob/living/mob)
if(!starting_locations || !starting_locations.len)

View File

@@ -19,53 +19,65 @@
/datum/antagonist/proc/update_access(var/mob/living/player)
for(var/obj/item/weapon/card/id/id in player.contents)
id.name = "[player.real_name]'s ID Card"
id.registered_name = player.real_name
player.set_id_info(id)
/datum/antagonist/proc/clear_indicators(var/datum/mind/recipient)
if(!recipient.current || !recipient.current.client)
return
for(var/image/I in recipient.current.client.images)
if(I.icon_state == antag_indicator || (faction_indicator && I.icon_state == faction_indicator))
qdel(I)
/datum/antagonist/proc/get_indicator(var/datum/mind/recipient, var/datum/mind/other)
if(!antag_indicator || !other.current || !recipient.current)
return
var/indicator = (faction_indicator && (other in faction_members)) ? faction_indicator : antag_indicator
return image('icons/mob/mob.dmi', loc = other.current, icon_state = indicator)
/datum/antagonist/proc/update_all_icons()
if(!antag_indicator)
return
for(var/datum/mind/antag in current_antagonists)
if(antag.current && antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.icon_state == antag_indicator)
qdel(I)
for(var/datum/mind/other_antag in current_antagonists)
if(other_antag.current)
antag.current.client.images |= image('icons/mob/mob.dmi', loc = other_antag.current, icon_state = antag_indicator)
clear_indicators(antag)
if(faction_invisible && (antag in faction_members))
continue
for(var/datum/mind/other_antag in current_antagonists)
if(antag.current && antag.current.client)
antag.current.client.images |= get_indicator(antag, other_antag)
/datum/antagonist/proc/update_icons_added(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
var/give_to_player = (!faction_invisible || !(player in faction_members))
for(var/datum/mind/antag in current_antagonists)
if(!antag.current)
continue
if(antag.current.client)
antag.current.client.images |= image('icons/mob/mob.dmi', loc = player.current, icon_state = antag_indicator)
antag.current.client.images |= get_indicator(antag, player)
if(!give_to_player)
continue
if(player.current.client)
player.current.client.images |= image('icons/mob/mob.dmi', loc = antag.current, icon_state = antag_indicator)
player.current.client.images |= get_indicator(player, antag)
/datum/antagonist/proc/update_icons_removed(var/datum/mind/player)
if(!antag_indicator || !player.current)
return
spawn(0)
for(var/datum/mind/antag in current_antagonists)
if(antag.current)
if(antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.icon_state == antag_indicator && I.loc == player.current)
qdel(I)
clear_indicators(player)
if(player.current && player.current.client)
for(var/image/I in player.current.client.images)
if(I.icon_state == antag_indicator)
qdel(I)
for(var/datum/mind/antag in current_antagonists)
if(antag.current && antag.current.client)
for(var/image/I in antag.current.client.images)
if(I.loc == player.current)
qdel(I)
/datum/antagonist/proc/update_current_antag_max()
var/main_type
if(ticker && ticker.mode)
if(ticker.mode.antag_tag && ticker.mode.antag_tag == id)
if(ticker.mode.antag_tags && (id in ticker.mode.antag_tags))
main_type = 1
cur_max = (main_type ? max_antags_round : max_antags)
cur_max = (main_type ? hard_cap_round : hard_cap)
if(ticker.mode.antag_scaling_coeff)
cur_max = Clamp((ticker.mode.num_players()/ticker.mode.antag_scaling_coeff), 1, cur_max)

View File

@@ -8,6 +8,12 @@ var/datum/antagonist/deathsquad/mercenary/commandos
welcome_text = "You are in the employ of a criminal syndicate hostile to corporate interests."
id_type = /obj/item/weapon/card/id/centcom/ERT
hard_cap = 4
hard_cap_round = 8
initial_spawn_req = 4
initial_spawn_target = 6
/datum/antagonist/deathsquad/mercenary/New()
..(1)
commandos = src

View File

@@ -8,9 +8,13 @@ var/datum/antagonist/deathsquad/deathsquad
welcome_text = "You work in the service of corporate Asset Protection, answering directly to the Board of Directors."
landmark_id = "Commando"
flags = ANTAG_OVERRIDE_JOB | ANTAG_OVERRIDE_MOB | ANTAG_HAS_NUKE | ANTAG_HAS_LEADER
max_antags = 4
max_antags_round = 6
default_access = list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)
hard_cap = 4
hard_cap_round = 8
initial_spawn_req = 4
initial_spawn_target = 6
var/deployed = 0
/datum/antagonist/deathsquad/New(var/no_reference)

View File

@@ -8,13 +8,16 @@ var/datum/antagonist/ert/ert
role_text_plural = "Emergency Responders"
welcome_text = "As member of the Emergency Response Team, you answer only to your leader and company officials."
leader_welcome_text = "As leader of the Emergency Response Team, you answer only to the Company, and have authority to override the Captain where it is necessary to achieve your mission goals. It is recommended that you attempt to cooperate with the captain where possible, however."
max_antags = 5
max_antags_round = 5 // ERT mode?
landmark_id = "Response Team"
id_type = /obj/item/weapon/card/id/centcom/ERT
flags = ANTAG_OVERRIDE_JOB | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER | ANTAG_CHOOSE_NAME
hard_cap = 5
hard_cap_round = 7
initial_spawn_req = 5
initial_spawn_target = 7
/datum/antagonist/ert/create_default(var/mob/source)
var/mob/living/carbon/human/M = ..()
if(istype(M)) M.age = rand(25,45)

View File

@@ -5,15 +5,19 @@ var/datum/antagonist/mercenary/mercs
role_type = BE_OPERATIVE
role_text = "Mercenary"
bantype = "operative"
antag_indicator = "synd"
role_text_plural = "Mercenaries"
landmark_id = "Syndicate-Spawn"
leader_welcome_text = "You are the leader of the mercenary strikeforce; hail to the chief. Use :t to speak to your underlings."
welcome_text = "To speak on the strike team's private channel use :t."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_HAS_NUKE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER
max_antags = 4
max_antags_round = 6
id_type = /obj/item/weapon/card/id/syndicate
hard_cap = 4
hard_cap_round = 8
initial_spawn_req = 4
initial_spawn_target = 6
/datum/antagonist/mercenary/New()
..()
mercs = src
@@ -44,14 +48,6 @@ var/datum/antagonist/mercenary/mercs
create_radio(SYND_FREQ, player)
return 1
/datum/antagonist/mercenary/place_all_mobs()
var/spawnpos = 1
for(var/datum/mind/player in current_antagonists)
player.current.loc = starting_locations[spawnpos]
spawnpos++
if(spawnpos > starting_locations.len)
spawnpos = 1
/datum/antagonist/mercenary/create_nuke()
..()
// Create the radio.

View File

@@ -9,8 +9,12 @@ var/datum/antagonist/ninja/ninjas
landmark_id = "ninjastart"
welcome_text = "<span class='info'>You are an elite mercenary assassin of the Spider Clan. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.</span>"
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_RANDSPAWN | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE
max_antags = 1
max_antags_round = 1
initial_spawn_req = 1
initial_spawn_target = 1
hard_cap = 1
hard_cap_round = 3
id_type = /obj/item/weapon/card/id/syndicate
/datum/antagonist/ninja/New()

View File

@@ -6,11 +6,16 @@ var/datum/antagonist/raider/raiders
role_text = "Raider"
role_text_plural = "Raiders"
bantype = "raider"
antag_indicator = "mutineer"
landmark_id = "voxstart"
welcome_text = "Use :H to talk on your encrypted channel."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER
max_antags = 6
max_antags_round = 10
hard_cap = 6
hard_cap_round = 10
initial_spawn_req = 4
initial_spawn_target = 6
id_type = /obj/item/weapon/card/id/syndicate
// Heist overrides check_victory() and doesn't need victory or loss strings/tags.

View File

@@ -9,8 +9,12 @@ var/datum/antagonist/wizard/wizards
landmark_id = "wizard"
welcome_text = "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.<br>In your pockets you will find a teleport scroll. Use it as needed."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_VOTABLE | ANTAG_SET_APPEARANCE
max_antags = 1
max_antags_round = 1
hard_cap = 1
hard_cap_round = 3
initial_spawn_req = 1
initial_spawn_target = 1
/datum/antagonist/wizard/New()
..()

View File

@@ -7,7 +7,7 @@
feedback_tag = "changeling_objective"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
welcome_text = "Use say \":g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them."
welcome_text = "Use say \"#g message\" to communicate with your fellow changelings. Remember: you get all of their absorbed DNA if you absorb them."
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
/datum/antagonist/changeling/get_special_objective_text(var/datum/mind/player)

View File

@@ -22,10 +22,12 @@ var/datum/antagonist/cultist/cult
victory_feedback_tag = "win - cult win"
loss_feedback_tag = "loss - staff stopped the cult"
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
max_antags = 200 // No upper limit.
max_antags_round = 200
var/allow_narsie = 1
hard_cap = 5
hard_cap_round = 6
initial_spawn_req = 4
initial_spawn_target = 6
var/allow_narsie = 1
var/datum/mind/sacrifice_target
var/list/startwords = list("blood","join","self","hell")
var/list/allwords = list("travel","self","see","hell","blood","join","tech","destroy", "other", "hide")
@@ -104,9 +106,9 @@ var/datum/antagonist/cultist/cult
player.current.visible_message("<FONT size = 3>[player.current] looks like they just reverted to their old faith!</FONT>")
/datum/antagonist/cultist/add_antagonist(var/datum/mind/player)
if(!..())
return
player << "You catch a glimpse of the Realm of Nar-Sie, the Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of That Which Waits. Assist your new compatriots in their dark dealings. Their goals are yours, and yours are theirs. You serve the Dark One above all else. Bring It back."
. = ..()
if(.)
player << "You catch a glimpse of the Realm of Nar-Sie, the Geometer of Blood. You now see how flimsy the world is, you see that it should be open to the knowledge of That Which Waits. Assist your new compatriots in their dark dealings. Their goals are yours, and yours are theirs. You serve the Dark One above all else. Bring It back."
/datum/antagonist/cultist/can_become_antag(var/datum/mind/player)
if(!..())

View File

@@ -6,8 +6,11 @@ var/datum/antagonist/highlander/highlanders
welcome_text = "There can be only one."
id = MODE_HIGHLANDER
flags = ANTAG_SUSPICIOUS | ANTAG_IMPLANT_IMMUNE //| ANTAG_RANDSPAWN | ANTAG_VOTABLE // Someday...
max_antags = 5
max_antags_round = 7
hard_cap = 5
hard_cap_round = 7
initial_spawn_req = 3
initial_spawn_target = 5
/datum/antagonist/highlander/New()
..()

View File

@@ -0,0 +1,46 @@
var/datum/antagonist/loyalists/loyalists
/datum/antagonist/loyalists
id = MODE_LOYALIST
role_type = BE_LOYALIST
role_text = "Head Loyalist"
role_text_plural = "Loyalists"
bantype = "loyalist"
feedback_tag = "loyalist_objective"
antag_indicator = "loyal_head"
welcome_text = "You belong to the Company, body and soul. Preserve its interests against the conspirators amongst the crew."
victory_text = "The heads of staff remained at their posts! The loyalists win!"
loss_text = "The heads of staff did not stop the revolution!"
victory_feedback_tag = "win - rev heads killed"
loss_feedback_tag = "loss - heads killed"
flags = 0
hard_cap = 2
hard_cap_round = 4
initial_spawn_req = 2
initial_spawn_target = 4
// Inround loyalists.
faction_role_text = "Loyalist"
faction_descriptor = "Company"
faction_verb = /mob/living/proc/convert_to_loyalist
faction_welcome = "Preserve NanoTrasen's interests against the traitorous recidivists amongst the crew. Protect the heads of staff with your life."
faction_indicator = "loyal"
faction_invisible = 1
restricted_jobs = list("AI", "Cyborg")
/datum/antagonist/loyalists/New()
..()
loyalists = src
/datum/antagonist/loyalists/create_global_objectives()
if(!..())
return
global_objectives = list()
for(var/mob/living/carbon/human/player in mob_list)
if(!player.mind || player.stat==2 || !(player.mind.assigned_role in command_positions))
continue
var/datum/objective/protect/loyal_obj = new
loyal_obj.target = player.mind
loyal_obj.explanation_text = "Protect [player.real_name], the [player.mind.assigned_role]."
global_objectives += loyal_obj

View File

@@ -6,30 +6,28 @@ var/datum/antagonist/renegade/renegades
welcome_text = "Your own safety matters above all else, trust no one and kill anyone who gets in your way. However, armed as you are, now would be the perfect time to settle that score or grab that pair of yellow gloves you've been eyeing..."
id = MODE_RENEGADE
flags = ANTAG_SUSPICIOUS | ANTAG_IMPLANT_IMMUNE | ANTAG_RANDSPAWN | ANTAG_VOTABLE
max_antags = 5
max_antags_round = 7
hard_cap = 5
hard_cap_round = 7
hard_cap = 8
hard_cap_round = 12
initial_spawn_req = 3
initial_spawn_target = 6
var/list/spawn_guns = list(
/obj/item/weapon/gun/energy/taser,
/obj/item/weapon/gun/energy/gun,
/obj/item/weapon/gun/energy/laser,
/obj/item/weapon/gun/projectile,
/obj/item/weapon/gun/projectile/revolver/detective,
/obj/item/weapon/gun/projectile/automatic/c20r,
/obj/item/weapon/gun/energy/gun/nuclear,
/obj/item/weapon/gun/projectile/deagle/camo,
/obj/item/weapon/gun/projectile/pistol,
/obj/item/weapon/silencer,
/obj/item/weapon/gun/energy/lasercannon,
/obj/item/weapon/gun/projectile/shotgun/pump,
/obj/item/weapon/gun/projectile/shotgun/pump/combat,
/obj/item/weapon/gun/projectile/automatic,
/obj/item/weapon/gun/projectile/automatic/mini_uzi,
/obj/item/weapon/gun/energy/crossbow
//obj/item/weapon/gun/projectile/gyropistol,
//obj/item/weapon/gun/energy/pulse_rifle,
//obj/item/weapon/gun/projectile/revolver/mateba,
//obj/item/weapon/gun/projectile/automatic/l6_saw,
)
/datum/antagonist/renegade/New()

View File

@@ -3,196 +3,46 @@ var/datum/antagonist/revolutionary/revs
/datum/antagonist/revolutionary
id = MODE_REVOLUTIONARY
role_type = BE_REV
role_text = "Revolutionary"
role_text = "Head Revolutionary"
role_text_plural = "Revolutionaries"
bantype = "revolutionary"
feedback_tag = "rev_objective"
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
antag_indicator = "rev"
welcome_text = "The flash in your possession will help you to persuade the crew to join your cause."
antag_indicator = "rev_head"
welcome_text = "Down with the capitalists! Down with the Bourgeoise!"
victory_text = "The heads of staff were relieved of their posts! The revolutionaries win!"
loss_text = "The heads of staff managed to stop the revolution!"
victory_feedback_tag = "win - heads killed"
loss_feedback_tag = "loss - rev heads killed"
flags = ANTAG_SUSPICIOUS | ANTAG_VOTABLE
max_antags = 200 // No upper limit.
max_antags_round = 200
var/list/head_revolutionaries = list()
hard_cap = 2
hard_cap_round = 4
initial_spawn_req = 2
initial_spawn_target = 4
//Inround revs.
faction_role_text = "Revolutionary"
faction_descriptor = "Revolution"
faction_verb = /mob/living/proc/convert_to_rev
faction_welcome = "Help the cause overturn the ruling class. Do not harm your fellow freedom fighters."
faction_indicator = "rev"
faction_invisible = 1
restricted_jobs = list("Internal Affairs Agent", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
protected_jobs = list("Security Officer", "Warden", "Detective")
/datum/antagonist/revolutionary/New()
..()
revs = src
/datum/antagonist/revolutionary/is_antagonist(var/datum/mind/player)
if(..() || (player in head_revolutionaries))
return 1
return 0
/datum/antagonist/revolutionary/equip(mob/living/carbon/human/mob)
if(!..())
return 0
if(!config.rp_rev)
mob.verbs |= /mob/living/carbon/human/proc/convert_to_rev
return
var/obj/item/device/flash/T = new(mob)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
mob.equip_in_one_of_slots(T, slots)
/*
datum/antagonist/revolutionary/finalize(var/datum/mind/target)
if(target)
return ..(target)
current_antagonists |= head_revolutionaries
create_global_objectives()
..()
/datum/antagonist/revolutionary/get_additional_check_antag_output(var/datum/admins/caller)
return ..() //Todo
Rev extras:
dat += "<br><table cellspacing=5><tr><td><B>Revolutionaries</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.head_revolutionaries)
var/mob/M = N.current
if(!M)
dat += "<tr><td><i>Head Revolutionary not found!</i></td></tr>"
else
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a> <b>(Leader)</b>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
for(var/datum/mind/N in ticker.mode.revolutionaries)
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td></tr>"
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 ticker.mode.get_living_heads())
var/mob/M = N.current
if(M)
dat += "<tr><td><a href='?src=\ref[src];adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(logged out)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?src=\ref[usr];priv_msg=\ref[M]'>PM</A></td>"
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>"
*/
/datum/antagonist/revolutionary/create_global_objectives()
if(!..())
return
global_objectives = list()
for(var/datum/mind/head_mind in get_living_heads())
var/datum/objective/mutiny/rev_obj = new
rev_obj.target = head_mind
rev_obj.explanation_text = "Assassinate [head_mind.name], the [head_mind.assigned_role]."
for(var/mob/living/carbon/human/player in mob_list)
if(!player.mind || player.stat==2 || !(player.mind.assigned_role in command_positions))
continue
var/datum/objective/rev/rev_obj = new
rev_obj.target = player.mind
rev_obj.explanation_text = "Assassinate, capture or convert [player.real_name], the [player.mind.assigned_role]."
global_objectives += rev_obj
/datum/antagonist/revolutionary/print_player_summary()
current_antagonists |= head_revolutionaries
if(!current_antagonists.len)
return
var/text = "<BR/><FONT size = 2><B>The [head_revolutionaries.len == 1 ? "Head Revolutionary was" : "Head Revolutionaries were"]:</B></FONT>"
for(var/datum/mind/ply in head_revolutionaries)
text += "<BR/><b>[ply.name]</b>"
world << text
..()
var/list/heads = list()
for(var/mob/player in mob_list)
if(player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
text = "<FONT size = 2><B>The heads of staff were:</B></FONT>"
for(var/datum/mind/head in heads)
text += "<br>[head.key] was [head.name] ("
if(head.current)
if(head.current.stat == DEAD)
text += "died"
else if(isNotStationLevel(head.current.z))
text += "fled the station"
else
text += "survived the revolution"
if(head.current.real_name != head.name)
text += " as [head.current.real_name]"
else
text += "body destroyed"
text += ")"
world << text
// This is a total redefine because headrevs are greeted differently to subrevs.
/datum/antagonist/revolutionary/add_antagonist(var/datum/mind/player, var/ignore_role)
if((player in current_antagonists) || (player in head_revolutionaries))
return 0
if(!can_become_antag(player, ignore_role))
return 0
current_antagonists |= player
player.current << "<span class='danger'><font size=3>You are a Revolutionary!</font></span>"
player.current << "<span class='danger'>Help the cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them overturn the ruling class!</span>"
player.special_role = "Revolutionary"
create_objectives(player)
show_objectives(player)
update_icons_added(player)
return 1
/datum/antagonist/revolutionary/remove_antagonist(datum/mind/player, var/show_message, var/implanted)
if(!..())
return
if(player in head_revolutionaries)
return
if(istype(player.current, /mob/living/carbon/brain))
player.current << "<span class='danger'>The frame's firmware detects and deletes your neural reprogramming! You remember nothing from the moment you were flashed until now.</span>"
if(show_message)
player.current.visible_message("The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.")
else
if(implanted)
player.current << "<span class='danger'>The nanobots in the loyalty implant remove all thoughts about being a revolutionary. Get back to work!</span>"
else
player.current << "<span class='danger'>You have been brainwashed! You are no longer a revolutionary! Your memory is hazy from the time you were a rebel...the only thing you remember is the name of the one who brainwashed you...</span>"
if(show_message)
player.current.visible_message("[player.current] looks like they just remembered their real allegiance!")
// Used by RP-rev.
/mob/living/carbon/human/proc/convert_to_rev(mob/M as mob in oview(src))
set name = "Convert Bourgeoise"
set category = "Abilities"
if(revs.is_antagonist(M.mind))
src << "<span class='danger'>\The [M] already serves the revolution.</span>"
return
if(!revs.can_become_antag(M.mind))
src << "<span class='danger'>\The [M] cannot be a revolutionary!</span>"
if(world.time < M.mind.rev_cooldown)
src << "<span class='danger'>You must wait five seconds between attempts.</span>"
return
src << "<span class='danger'>You are attempting to convert \the [M]...</span>"
log_admin("[src]([src.ckey]) attempted to convert [M].")
message_admins("<span class='danger'>[src]([src.ckey]) attempted to convert [M].</span>")
var/choice = alert(M,"Asked by [src]: Do you want to join the revolution?","Join the revolution?","No!","Yes!")
if(choice == "Yes!")
M << "<span class='notice'>You join the revolution!</span>"
src << "<span class='notice'>[M] joins the revolution!</span>"
revs.add_antagonist(M.mind, 0, 0, 1)
else if(choice == "No!")
M << "<span class='danger'>You reject this traitorous cause!</span>"
src << "<span class='danger'>\The [M] does not support the revolution!</span>"
M.mind.rev_cooldown = world.time+50

View File

@@ -11,8 +11,10 @@ var/datum/antagonist/rogue_ai/malf
victory_text = "The AI has taken control of all of the station's systems."
loss_text = "The AI has been shut down!"
flags = ANTAG_VOTABLE | ANTAG_OVERRIDE_MOB | ANTAG_OVERRIDE_JOB | ANTAG_CHOOSE_NAME
max_antags = 1
max_antags_round = 1
hard_cap = 1
hard_cap_round = 1
initial_spawn_req = 1
initial_spawn_target = 1
/datum/antagonist/rogue_ai/New()

View File

@@ -1,12 +1,10 @@
var/datum/antagonist/traitor/traitors
// Inherits most of its vars from the base datum.
/datum/antagonist/traitor
id = MODE_TRAITOR
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")
flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
max_antags = 200 // No upper limit.
max_antags_round = 200
/datum/antagonist/traitor/New()
..()
@@ -139,9 +137,9 @@ var/datum/antagonist/traitor/traitors
if(istype(R,/obj/item/device/radio))
// generate list of radio freqs
var/obj/item/device/radio/target_radio = R
var/freq = 1441
var/freq = PUBLIC_LOW_FREQ
var/list/freqlist = list()
while (freq <= 1489)
while (freq <= PUBLIC_HIGH_FREQ)
if (freq < 1451 || freq > PUB_FREQ)
freqlist += freq
freq += 2

View File

@@ -98,6 +98,7 @@ var/list/ghostteleportlocs = list()
icon_state = "space"
requires_power = 1
always_unpowered = 1
lighting_use_dynamic = 1
power_light = 0
power_equip = 0
power_environ = 0

View File

@@ -18,6 +18,11 @@
power_equip = 0
power_environ = 0
if(lighting_use_dynamic)
luminosity = 0
else
luminosity = 1
..()
/area/proc/initialize()
@@ -266,8 +271,8 @@ var/list/mob/living/forced_ambiance_list = new
for(var/mob/M in A)
if(has_gravity)
thunk(M)
M.update_floating( M.Check_Dense_Object() )
thunk(M)
M.update_floating( M.Check_Dense_Object() )
/area/proc/thunk(mob)
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.

View File

@@ -18,7 +18,7 @@
for(var/antag_id in all_antag_types)
if(i > grab_antags)
break
additional_antag_types |= antag_id
antag_tags |= antag_id
i++
..()

View File

@@ -1,5 +1,4 @@
/datum/game_mode/changeling
antag_tag = MODE_CHANGELING
name = "changeling"
round_description = "There are alien changelings on the station. Do not let the changelings succeed!"
extended_round_description = "Life always finds a way. However, life can sometimes take a more disturbing route. \
@@ -17,3 +16,4 @@
required_enemies = 1
end_on_antag_death = 0
antag_scaling_coeff = 10
antag_tags = list(MODE_CHANGELING)

View File

@@ -7,4 +7,4 @@
required_players_secret = 15
required_enemies = 3
end_on_antag_death = 0
antag_tag = MODE_CULTIST
antag_tags = list(MODE_CULTIST)

View File

@@ -1,25 +1,5 @@
var/global/antag_add_failed // Used in antag type voting.
var/global/list/additional_antag_types = list()
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/proc/get_living_heads()
var/list/heads = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
return heads
/*
* GAMEMODES (by Rastaf0)
*
* In the new mode system all special roles are fully supported.
* You can have proper wizards/traitors/changelings/cultists during any mode.
* Only two things really depends on gamemode:
* 1. Starting roles, equipment and preparations
* 2. Conditions of finishing the round.
*
*/
/datum/game_mode
var/name = "invalid"
@@ -40,11 +20,12 @@ var/global/list/additional_antag_types = list()
var/shuttle_delay = 1 // Shuttle transit time is multiplied by this.
var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled?
var/antag_tag // First (main) antag template to spawn.
var/list/antag_tags = list() // Core antag templates to spawn.
var/list/antag_templates // Extra antagonist types to include.
var/list/latejoin_templates = list()
var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists?
var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.
var/require_all_templates = 0 // Will only start if all templates are checked and can spawn.
var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm.
var/explosion_in_progress = 0 // Sit back and relax
@@ -54,6 +35,13 @@ var/global/list/additional_antag_types = list()
var/event_delay_mod_moderate // Modifies the timing of random events.
var/event_delay_mod_major // As above.
/datum/game_mode/New()
..()
// Enforce some formatting.
// This will probably break something.
name = capitalize(lowertext(name))
config_tag = lowertext(config_tag)
/datum/game_mode/Topic(href, href_list[])
if(..())
return
@@ -79,18 +67,18 @@ var/global/list/additional_antag_types = list()
shuttle_delay = choice
if("antag_scaling")
choice = input("Enter a new antagonist cap scaling coefficient.") as num
if(!choice || choice < 0 || choice > 100)
if(isnull(choice) || choice < 0 || choice > 100)
return
antag_scaling_coeff = choice
if("event_modifier_moderate")
choice = input("Enter a new moderate event time modifier.") as num
if(!choice || choice < 0 || choice > 100)
if(isnull(choice) || choice < 0 || choice > 100)
return
event_delay_mod_moderate = choice
refresh_event_modifiers()
if("event_modifier_severe")
choice = input("Enter a new moderate event time modifier.") as num
if(!choice || choice < 0 || choice > 100)
if(isnull(choice) || choice < 0 || choice > 100)
return
event_delay_mod_major = choice
refresh_event_modifiers()
@@ -104,7 +92,7 @@ var/global/list/additional_antag_types = list()
usr.client.debug_variables(antag)
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
else if(href_list["remove_antag_type"])
if(antag_tag && href_list["remove_antag_type"] == antag_tag)
if(antag_tags && (href_list["remove_antag_type"] in antag_tags))
usr << "Cannot remove core mode antag type."
return
var/datum/antagonist/antag = all_antag_types[href_list["remove_antag_type"]]
@@ -118,14 +106,15 @@ var/global/list/additional_antag_types = list()
return
var/datum/antagonist/antag = all_antag_types[choice]
if(antag)
additional_antag_types |= antag
ticker.mode.antag_templates |= antag
message_admins("Admin [key_name_admin(usr)] added [antag.role_text] template to game mode.")
// I am very sure there's a better way to do this, but I'm not sure what it might be. ~Z
for(var/datum/admins/admin in world)
if(usr.client == admin.owner)
admin.show_game_mode(usr)
return
spawn(1)
for(var/datum/admins/admin in world)
if(usr.client == admin.owner)
admin.show_game_mode(usr)
return
/datum/game_mode/proc/announce() //to be called when round starts
world << "<B>The current game mode is [capitalize(name)]!</B>"
@@ -166,15 +155,23 @@ var/global/list/additional_antag_types = list()
if(!(antag_templates && antag_templates.len))
return 1
var/datum/antagonist/main_antags = antag_templates[1]
var/list/potential
if(main_antags.flags & ANTAG_OVERRIDE_JOB)
potential = main_antags.pending_antagonists
else
potential = main_antags.candidates
if(potential.len >= required_enemies)
return 1
var/enemy_count = 0
if(antag_tags && antag_tags.len)
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(!antag)
continue
var/list/potential = list()
if(antag.flags & ANTAG_OVERRIDE_JOB)
potential = antag.pending_antagonists
else
potential = antag.candidates
if(islist(potential))
if(require_all_templates && potential.len < antag.initial_spawn_req)
return 0
enemy_count += potential.len
if(enemy_count >= required_enemies)
return 1
return 0
/datum/game_mode/proc/refresh_event_modifiers()
@@ -471,11 +468,13 @@ var/global/list/additional_antag_types = list()
if(!config.traitor_scaling)
antag_scaling_coeff = 0
if(antag_tag)
if(antag_tags && antag_tags.len)
antag_templates = list()
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(antag)
antag_templates |= antag
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(antag)
antag_templates |= antag
if(additional_antag_types && additional_antag_types.len)
if(!antag_templates)
antag_templates = list()
@@ -484,15 +483,6 @@ var/global/list/additional_antag_types = list()
if(antag)
antag_templates |= antag
/*
if(antag_templates && antag_templates.len)
for(var/datum/antagonist/antag in antag_templates)
if(antag.flags & (ANTAG_OVERRIDE_JOB|ANTAG_RANDSPAWN))
continue
antag_templates -= antag
world << "<span class='danger'>[antag.role_text_plural] are invalid for additional roundtype antags!</span>"
*/
newscaster_announcements = pick(newscaster_standard_feeds)
/datum/game_mode/proc/check_victory()

View File

@@ -1,7 +1,12 @@
/datum/game_mode/var/next_spawn = 0
/datum/game_mode/var/min_autotraitor_delay = 4200 // Approx 7 minutes.
/datum/game_mode/var/max_autotraitor_delay = 12000 // Approx 20 minutes.
/datum/game_mode/proc/get_usable_templates(var/list/supplied_templates)
var/list/usable_templates = list()
for(var/datum/antagonist/A in supplied_templates)
if(A.can_late_spawn())
message_admins("AUTO[uppertext(name)]: [A.id] selected for spawn attempt.")
usable_templates |= A
return usable_templates
@@ -21,23 +26,27 @@
if(emergency_shuttle.departed || !round_autoantag)
return
if(!prob(get_antag_prob()))
if(world.time < next_spawn)
return
message_admins("AUTO[uppertext(name)]: Attempting spawn.")
var/list/usable_templates
if(latejoin_only && latejoin_templates.len)
usable_templates = get_usable_templates(latejoin_templates)
else if (antag_templates.len)
else if (antag_templates && antag_templates.len)
usable_templates = get_usable_templates(antag_templates)
else
message_admins("AUTO[uppertext(name)]: Failed to find configured mode spawn templates, please disable auto-antagonists until one is added.")
round_autoantag = 0
return
if(usable_templates.len)
var/datum/antagonist/spawn_antag = pick(usable_templates)
spawn_antag.attempt_late_spawn(player)
/datum/game_mode/proc/get_antag_prob()
var/player_count = 0
for(var/mob/living/M in mob_list)
if(M.client)
player_count += 1
return min(100,max(0,(player_count - 5 * 10) * 5))
while(usable_templates.len)
var/datum/antagonist/spawn_antag = pick(usable_templates)
usable_templates -= spawn_antag
if(spawn_antag.attempt_late_spawn(player))
message_admins("AUTO[uppertext(name)]: Attempting to latespawn [spawn_antag.id]. ([spawn_antag.get_antag_count()]/[spawn_antag.cur_max])")
next_spawn = world.time + rand(min_autotraitor_delay, max_autotraitor_delay)
return
message_admins("AUTO[uppertext(name)]: Failed to proc a viable spawn template.")
next_spawn = world.time + rand(min_autotraitor_delay, max_autotraitor_delay)

View File

@@ -69,33 +69,34 @@ var/global/datum/controller/gameticker/ticker
//Create and announce mode
if(master_mode=="secret")
src.hide_mode = 1
var/list/datum/game_mode/runnable_modes
var/mode_started
var/list/runnable_modes = config.get_runnable_modes()
if((master_mode=="random") || (master_mode=="secret"))
runnable_modes = config.get_runnable_modes()
if (runnable_modes.len==0)
if(!runnable_modes.len)
current_state = GAME_STATE_PREGAME
world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby."
return 0
if(secret_force_mode != "secret")
var/datum/game_mode/M = config.pick_mode(secret_force_mode)
if(M.can_start())
mode_started = 1
src.mode = config.pick_mode(secret_force_mode)
job_master.ResetOccupations()
src.mode = config.pick_mode(secret_force_mode)
if(!src.mode)
src.mode = pickweight(runnable_modes)
if(src.mode)
var/mtype = src.mode.type
src.mode = new mtype
var/list/weighted_modes = list()
for(var/datum/game_mode/GM in runnable_modes)
weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag]
src.mode = gamemode_cache[pickweight(weighted_modes)]
else
src.mode = config.pick_mode(master_mode)
src.mode.pre_setup()
if(!src.mode)
current_state = GAME_STATE_PREGAME
world << "<span class='danger'>Serious error in mode setup!</span> Reverting to pre-game lobby."
return 0
job_master.ResetOccupations()
src.mode.create_antagonists()
src.mode.pre_setup()
job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!mode_started && !src.mode.can_start())
if(!src.mode.can_start())
world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
current_state = GAME_STATE_PREGAME
mode.fail_setup()
@@ -104,12 +105,14 @@ var/global/datum/controller/gameticker/ticker
return 0
if(hide_mode)
var/list/modes = new
for (var/datum/game_mode/M in runnable_modes)
modes+=M.name
modes = sortList(modes)
world << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [english_list(modes)]"
if(runnable_modes.len)
var/list/tmpmodes = new
for (var/datum/game_mode/M in runnable_modes)
tmpmodes+=M.name
tmpmodes = sortList(tmpmodes)
if(tmpmodes.len)
world << "<B>Possibilities:</B> [english_list(tmpmodes)]"
else
src.mode.announce()
@@ -153,8 +156,6 @@ var/global/datum/controller/gameticker/ticker
processScheduler.start()
for(var/obj/multiz/ladder/L in world) L.connect() //Lazy hackfix for ladders. TODO: move this to an actual controller. ~ Z
if(config.sql_enabled)
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE

View File

@@ -5,14 +5,18 @@ VOX HEIST ROUNDTYPE
var/global/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective. Clumsy, rewrite sometime.
/datum/game_mode/heist
antag_tag = MODE_RAIDER
name = "heist"
config_tag = "heist"
required_players = 15
required_players_secret = 25
required_enemies = 4
round_description = "An unidentified bluespace signature has slipped past the Icarus and is approaching the station!"
<<<<<<< HEAD
end_on_antag_death = 0
=======
end_on_antag_death = 1
antag_tags = list(MODE_RAIDER)
>>>>>>> 25638218325f612b029a8c37cc802b9abbab6d92
/datum/game_mode/heist/check_finished()
if(!..())

View File

@@ -8,4 +8,4 @@
required_enemies = 1
end_on_antag_death = 0
auto_recall_shuttle = 0
antag_tag = MODE_MALFUNCTION
antag_tags = list(MODE_MALFUNCTION)

View File

@@ -0,0 +1,13 @@
/datum/game_mode/bughunt
name = "Bughunt"
round_description = "A mercenary strike force is approaching the station to eradicate a xenomorph infestation!"
config_tag = "bughunt"
required_players = 15
required_players_secret = 25
required_enemies = 1
end_on_antag_death = 1
antag_tags = list(MODE_XENOMORPH, MODE_DEATHSQUAD)
auto_recall_shuttle = 1
ert_disabled = 1
require_all_templates = 1
votable = 0

View File

@@ -0,0 +1,12 @@
/datum/game_mode/conflux
name = "conflux"
round_description = "A space wizard and a cult have invaded the station!"
extended_round_description = "Cultists and wizards spawn during this round."
config_tag = "conflux"
required_players = 15
required_players_secret = 15
required_enemies = 5
end_on_antag_death = 1
antag_tags = list(MODE_WIZARD, MODE_CULTIST)
require_all_templates = 1
votable = 0

View File

@@ -0,0 +1,16 @@
/datum/game_mode/infestation
name = "infestation"
round_description = "There's something in the walls!"
extended_round_description = "Two alien antagonists (Xenomorphs, Cortical Borers or Changelings) may spawn during this round."
config_tag = "infestation"
required_players = 15
required_enemies = 5
end_on_antag_death = 1
antag_tags = list(MODE_BORER, MODE_XENOMORPH, MODE_CHANGELING)
require_all_templates = 1
votable = 0
/datum/game_mode/infestation/create_antagonists()
// Two of the three.
antag_tags -= pick(antag_tags)
..()

View File

@@ -0,0 +1,12 @@
/datum/game_mode/paranoia
name = "paranoia"
round_description = "The AI has malfunctioned, and subversive elements infest the crew..."
extended_round_description = "Rampant AIs, renegades and changelings spawn in this mode."
config_tag = "paranoia"
required_players = 2
required_players_secret = 7
required_enemies = 1
end_on_antag_death = 1
require_all_templates = 1
votable = 0
antag_tags = list(MODE_MALFUNCTION, MODE_RENEGADE, MODE_CHANGELING)

View File

@@ -0,0 +1,11 @@
/datum/game_mode/traitorling
name = "traitorling"
round_description = "There are traitors and alien changelings on the station. Do not let the changelings succeed!"
extended_round_description = "Traitors and changelings both spawn during this mode."
config_tag = "traitorling"
required_players = 10
required_players_secret = 15
required_enemies = 5
end_on_antag_death = 1
require_all_templates = 1
antag_tags = list(MODE_CHANGELING, MODE_TRAITOR)

View File

@@ -0,0 +1,12 @@
/datum/game_mode/uprising
name = "uprising"
config_tag = "uprising"
round_description = "Some crewmembers are attempting to start a revolution while a cult plots in the shadows!"
extended_round_description = "Cultists and revolutionaries spawn in this round."
required_players = 15
required_players_secret = 15
required_enemies = 3
end_on_antag_death = 1
antag_tags = list(MODE_REVOLUTIONARY, MODE_LOYALIST, MODE_CULTIST)
require_all_templates = 1
votable = 0

View File

@@ -8,9 +8,9 @@
through the defenses of the station with technological capabilities eons ahead of your time. They can avoid \
the omniscience of the AI and rival the most hardened weapons your station is capable of. Tread lightly and \
only hope this unknown assassin isn't here for you."
antag_tag = MODE_NINJA
config_tag = "ninja"
required_players = 1
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 0
antag_tags = list(MODE_NINJA)

View File

@@ -12,10 +12,9 @@ var/list/nuke_disks = list()
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 1
end_on_antag_death = 0
antag_tag = MODE_MERCENARY
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
antag_tags = list(MODE_MERCENARY)
//delete all nuke disks not on a station zlevel
/datum/game_mode/nuclear/proc/check_nuke_disks()

View File

@@ -64,69 +64,6 @@ datum/objective/assassinate
return 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
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
return 2
return 0
return 1
datum/objective/mutiny/rp
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
// less violent rev objectives
check_completion()
var/rval = 1
if(target && target.current)
//assume that only carbon mobs can become rev heads for now
if(target.current.stat == DEAD || target.current:handcuffed || !ishuman(target.current))
return 1
// Check if they're converted
if(target in revs.head_revolutionaries)
return 1
var/turf/T = get_turf(target.current)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
rval = 2
return 0
return rval
datum/objective/anti_revolution/execute
find_target()
..()
@@ -933,3 +870,38 @@ datum/objective/heist/salvage
/datum/objective/cult/sacrifice/check_completion()
return (target && cult && !cult.sacrificed.Find(target))
/datum/objective/rev/find_target()
..()
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [target.assigned_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/rev/find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate, capture or convert [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
return target
/datum/objective/rev/check_completion()
var/rval = 1
if(target && target.current)
var/mob/living/carbon/human/H = target.current
if(!istype(H))
return 1
if(H.stat == DEAD || H.restrained())
return 1
// Check if they're converted
if(target in revs.current_antagonists)
return 1
var/turf/T = get_turf(H)
if(T && isNotStationLevel(T.z)) //If they leave the station they count as dead for this
rval = 2
return 0
return rval

View File

@@ -2,47 +2,12 @@
name = "Revolution"
config_tag = "revolution"
round_description = "Some crewmembers are attempting to start a revolution!"
extended_round_description = "Revolutionaries - Kill the Captain, HoP, HoS, CE, RD and CMO. Convert other crewmembers (excluding the heads of staff, and security officers) to your cause by flashing them. Protect your leaders.<BR>\nPersonnel - Protect the heads of staff. Kill the leaders of the revolution, and brainwash the other revolutionaries (by beating them in the head)."
extended_round_description = "Revolutionaries - Remove the heads of staff from power. Convert other crewmembers to your cause using the 'Convert Bourgeoise' verb. Protect your leaders."
required_players = 4
required_players_secret = 15
required_enemies = 3
auto_recall_shuttle = 0 //NO THANKS
end_on_antag_death = 0
shuttle_delay = 3
antag_tag = MODE_REVOLUTIONARY
/datum/game_mode/revolution/New()
if(config && config.rp_rev)
extended_round_description = "Revolutionaries - Remove the heads of staff from power. Convert other crewmembers to your cause using the 'Convert Bourgeoise' verb. Protect your leaders."
/datum/game_mode/revolution/send_intercept()
..()
if(config.announce_revheads)
spawn(54000)
var/intercepttext = ""
command_announcement.Announce("Summary downloaded and printed out at all communications consoles.", "Local agitators have been determined.")
intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
intercepttext += "We have determined several members of your staff to be political activists. They are:"
for(var/datum/mind/revmind in revs.head_revolutionaries)
intercepttext += "<br>[revmind.current.real_name]"
intercepttext += "<br>Please arrest them at once."
for (var/obj/machinery/computer/communications/comm in world)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
intercept.name = "Cent. Com. Status Summary"
intercept.info = intercepttext
comm.messagetitle.Add("Cent. Com. Status Summary")
comm.messagetext.Add(intercepttext)
spawn(12000)
command_announcement.Announce("Repeating the previous message over intercoms due to urgency. The station has political agitators onboard by the names of [reveal_rev_heads()], please arrest them at once.", "Local agitators have been determined.")
/datum/game_mode/revolution/proc/reveal_rev_heads()
. = ""
for(var/i = 1, i <= revs.head_revolutionaries.len,i++)
var/datum/mind/revmind = revs.head_revolutionaries[i]
if(i < revs.head_revolutionaries.len)
. += "[revmind.current.real_name],"
else
. += "and [revmind.current.real_name]"
antag_tags = list(MODE_REVOLUTIONARY, MODE_LOYALIST)
require_all_templates = 1

View File

@@ -14,5 +14,11 @@
required_players = 0
required_enemies = 1
end_on_antag_death = 0
antag_tags = list(MODE_TRAITOR)
antag_scaling_coeff = 10
antag_tag = MODE_TRAITOR
/datum/game_mode/traitor/auto
name = "autotraitor"
config_tag = "autotraitor"
round_autoantag = 1
antag_scaling_coeff = 5

View File

@@ -7,4 +7,4 @@
required_players_secret = 10
required_enemies = 1
end_on_antag_death = 0
antag_tag = MODE_WIZARD
antag_tags = list(MODE_WIZARD)

View File

@@ -8,14 +8,10 @@
//check if it doesn't require any access at all
if(src.check_access(null))
return 1
if(istype(M, /mob/living/silicon))
//AI can do whatever he wants
return 1
else if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//if they are holding or wearing a card that has access, that works
if(src.check_access(H.get_active_hand()) || src.check_access(H.wear_id))
return 1
var/id = M.GetIdCard()
if(id)
return check_access(id)
return 0
/obj/item/proc/GetAccess()
@@ -32,12 +28,15 @@
if(!req_one_access) req_one_access = list()
if(!L) return 0
if(!istype(L, /list)) return 0
for(var/req in src.req_access)
if(!(req in L)) //doesn't have this access
return has_access(req_access, req_one_access, L)
/proc/has_access(var/list/req_access, var/list/req_one_access, var/list/accesses)
for(var/req in req_access)
if(!(req in accesses)) //doesn't have this access
return 0
if(src.req_one_access.len)
for(var/req in src.req_one_access)
if(req in L) //has an access from the single access list
if(req_one_access.len)
for(var/req in req_one_access)
if(req in accesses) //has an access from the single access list
return 1
return 0
return 1
@@ -191,18 +190,27 @@
"Emergency Response Team",
"Emergency Response Team Leader")
proc/GetIdCard(var/mob/living/carbon/human/H)
if(H.wear_id)
var/id = H.wear_id.GetID()
/mob/proc/GetIdCard()
return null
/mob/living/bot/GetIdCard()
return botcard
/mob/living/carbon/human/GetIdCard()
if(wear_id)
var/id = wear_id.GetID()
if(id)
return id
if(H.get_active_hand())
var/obj/item/I = H.get_active_hand()
if(get_active_hand())
var/obj/item/I = get_active_hand()
return I.GetID()
/mob/living/silicon/GetIdCard()
return idcard
proc/FindNameFromID(var/mob/living/carbon/human/H)
ASSERT(istype(H))
var/obj/item/weapon/card/id/C = GetIdCard(H)
var/obj/item/weapon/card/id/C = H.GetIdCard()
if(C)
return C.registered_name
@@ -214,13 +222,12 @@ proc/get_all_job_icons() //For all existing HUD icons
if(I)
var/job_icons = get_all_job_icons()
var/centcom = get_all_centcom_jobs()
if(I.assignment in job_icons) //Check if the job has a hud icon
return I.assignment
if(I.rank in job_icons)
return I.rank
var/centcom = get_all_centcom_jobs()
if(I.assignment in centcom) //Return with the NT logo if it is a Centcom job
return "Centcom"
if(I.rank in centcom)

View File

@@ -447,6 +447,12 @@
/*******
* Misc *
*******/
/var/const/access_synth = 199
/datum/access/synthetic
id = access_synth
desc = "Synthetic"
access_type = ACCESS_TYPE_NONE
/var/const/access_crate_cash = 200
/datum/access/crate_cash
id = access_crate_cash

View File

@@ -64,9 +64,8 @@
spawn_positions = 1
supervisors = "the head of personnel"
selection_color = "#dddddd"
access = list(access_hydroponics, access_bar, access_kitchen) // Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS // //Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT //Given Morgue access because they have a viable means of cloning.
minimal_access = list(access_hydroponics) // Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS // //Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT //Given Morgue access because they have a viable means of cloning.
alt_titles = list("Hydroponicist")
access = list(access_hydroponics, access_bar, access_kitchen)
minimal_access = list(access_hydroponics) alt_titles = list("Hydroponicist")
equip(var/mob/living/carbon/human/H)

View File

@@ -46,6 +46,8 @@
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
economic_modifier = 7
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
minimal_access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_virology)
alt_titles = list("Surgeon","Emergency Physician","Nurse","Virologist")
equip(var/mob/living/carbon/human/H)
@@ -107,6 +109,8 @@
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
economic_modifier = 5
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics)
minimal_access = list(access_medical, access_medical_equip, access_chemistry)
alt_titles = list("Pharmacist")
@@ -136,6 +140,8 @@
supervisors = "the chief medical officer and research director"
selection_color = "#ffeef0"
economic_modifier = 7
access = list(access_medical, access_morgue, access_surgery, access_chemistry, access_virology, access_genetics, access_research)
minimal_access = list(access_medical, access_morgue, access_genetics, access_research)
equip(var/mob/living/carbon/human/H)
if(!H) return 0
@@ -197,6 +203,7 @@
supervisors = "the chief medical officer"
selection_color = "#ffeef0"
economic_modifier = 4
access = list(access_medical, access_medical_equip, access_morgue, access_surgery, access_chemistry, access_virology, access_eva, access_maint_tunnels, access_external_airlocks, access_psychiatrist)
minimal_access = list(access_medical, access_medical_equip, access_eva, access_maint_tunnels, access_external_airlocks)
alt_titles = list("Emergency Medical Technician")

View File

@@ -96,7 +96,9 @@
access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels, access_eva, access_external_airlocks)
economic_modifier = 5
minimal_player_age = 3
access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels)
minimal_access = list(access_security, access_sec_doors, access_forensics_lockers, access_morgue, access_maint_tunnels)
alt_titles = list("Forensic Technician") minimal_player_age = 3
equip(var/mob/living/carbon/human/H)
if(!H) return 0
H.equip_to_slot_or_del(new /obj/item/device/radio/headset/headset_sec(H), slot_l_ear)
@@ -105,7 +107,7 @@
if(3) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(H), slot_back)
if(4) H.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(H), slot_back)
H.equip_to_slot_or_del(new /obj/item/clothing/under/det(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/brown(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/device/pda/detective(H), slot_belt)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/black(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/weapon/flame/lighter/zippo(H), slot_l_store)
@@ -118,8 +120,8 @@
if(H.mind.role_alt_title && H.mind.role_alt_title == "Forensic Technician")
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/forensics/blue(H), slot_wear_suit)
else
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_trench(H), slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/head/det(H), slot_head)
return 1
@@ -134,10 +136,10 @@
spawn_positions = 4
supervisors = "the head of security"
selection_color = "#ffeeee"
alt_titles = list("Junior Officer")
economic_modifier = 4
access = list(access_security, access_eva, access_sec_doors, access_brig, access_maint_tunnels, access_morgue, access_external_airlocks)
minimal_access = list(access_security, access_eva, access_sec_doors, access_brig, access_maint_tunnels, access_external_airlocks)
alt_titles = list("Security Cadet")
minimal_player_age = 3
equip(var/mob/living/carbon/human/H)
if(!H) return 0

View File

@@ -528,7 +528,7 @@ var/global/datum/controller/occupations/job_master
if(C)
C.rank = rank
C.assignment = title ? title : rank
C.set_owner_info(H)
H.set_id_info(C)
//put the player's account number onto the ID
if(H.mind && H.mind.initial_account)

View File

@@ -86,6 +86,12 @@ var/list/science_positions = list(
)
//BS12 EDIT
var/list/cargo_positions = list(
"Quartermaster",
"Cargo Technician",
"Shaft Miner"
)
var/list/civilian_positions = list(
"Head of Personnel",
"Bartender",
@@ -93,9 +99,6 @@ var/list/civilian_positions = list(
"Chef",
"Janitor",
"Librarian",
"Quartermaster",
"Cargo Technician",
"Shaft Miner",
"Lawyer",
"Chaplain",
"Assistant"

View File

@@ -20,10 +20,10 @@
/obj/machinery/cablelayer/attack_hand(mob/user as mob)
if(!cable&&!on)
user << "\The [src] don't work with no cable."
user << "<span class='warning'>\The [src] doesn't have any cable loaded.</span>"
return
on=!on
user.visible_message("\The [src] [!on?"dea":"a"]ctivated.", "[user] [!on?"dea":"a"]ctivated \the [src].")
user.visible_message("\The [user] [!on?"dea":"a"]ctivates \the [src].", "You switch [src] [on? "on" : "off"]")
return
/obj/machinery/cablelayer/attackby(var/obj/item/O as obj, var/mob/user as mob)
@@ -31,26 +31,27 @@
var/result = load_cable(O)
if(!result)
user << "Reel is full."
user << "<span class='warning'>\The [src]'s cable reel is full.</span>"
else
user << "[result] meters of cable successfully loaded."
user << "You load [result] lengths of cable into [src]."
return
if(istype(O, /obj/item/weapon/screwdriver))
if(istype(O, /obj/item/weapon/wirecutters))
if(cable && cable.amount)
var/m = round(input(usr,"Please specify the length of cable to cut","Cut cable",min(cable.amount,30)) as num, 1)
m = min(m, cable.amount)
m = min(m, 30)
if(m)
playsound(loc, 'sound/items/Wirecutter.ogg', 50, 1)
use_cable(m)
var/obj/item/stack/cable_coil/CC = new (get_turf(src))
CC.amount = m
else
usr << "There's no more cable on the reel."
usr << "<span class='warning'>There's no more cable on the reel.</span>"
/obj/machinery/cablelayer/examine(mob/user)
..()
user << "\The [src] has [cable.amount] meter\s."
user << "\The [src]'s cable reel has [cable.amount] length\s left."
/obj/machinery/cablelayer/proc/load_cable(var/obj/item/stack/cable_coil/CC)
if(istype(CC) && CC.amount)
@@ -70,12 +71,11 @@
/obj/machinery/cablelayer/proc/use_cable(amount)
if(!cable || cable.amount<1)
visible_message("Cable depleted, [src] deactivated.")
visible_message("A red light flashes on \the [src].")
return
/* if(cable.amount < amount)
visible_message("No enough cable to finish the task.")
return*/
cable.use(amount)
if(deleted(cable))
cable = null
return 1
/obj/machinery/cablelayer/proc/reset()

View File

@@ -223,6 +223,9 @@ mob/living/proc/near_camera()
/mob/living/proc/tracking_status()
// Easy checks first.
// Don't detect mobs on Centcom. Since the wizard den is on Centcomm, we only need this.
var/obj/item/weapon/card/id/id = GetIdCard()
if(id && id.prevent_tracking())
return TRACKING_TERMINATE
if(InvalidPlayerTurf(get_turf(src)))
return TRACKING_TERMINATE
if(invisibility >= INVISIBILITY_LEVEL_ONE) //cloaked
@@ -240,14 +243,8 @@ mob/living/proc/near_camera()
if(. == TRACKING_NO_COVERAGE)
return camera && camera.can_use() ? TRACKING_POSSIBLE : TRACKING_NO_COVERAGE
/mob/living/silicon/robot/syndicate/tracking_status()
return TRACKING_TERMINATE
/mob/living/carbon/human/tracking_status()
//Cameras can't track people wearing an agent card or a ninja hood.
var/obj/item/weapon/card/id/id = GetIdCard(src)
if(id && id.prevent_tracking())
return TRACKING_TERMINATE
if(istype(head, /obj/item/clothing/head/helmet/space/rig))
var/obj/item/clothing/head/helmet/space/rig/helmet = head
if(helmet.prevent_track())

View File

@@ -137,8 +137,7 @@
return
if(M.brainmob.mind)
cult.remove_antagonist(M.brainmob.mind, 1)
revs.remove_antagonist(M.brainmob.mind, 1)
clear_antag_roles(M.brainmob.mind, 1)
user.drop_item()
P.loc = src

View File

@@ -18,7 +18,7 @@
/obj/item/toy/blink = 2,
/obj/item/clothing/under/syndicate/tacticool = 2,
/obj/item/toy/sword = 2,
/obj/item/toy/gun = 2,
/obj/item/weapon/gun/projectile/revolver/capgun = 2,
/obj/item/toy/crossbow = 2,
/obj/item/clothing/suit/syndicatefake = 2,
/obj/item/weapon/storage/fancy/crayons = 2,
@@ -168,8 +168,8 @@
var/prizeselect = pickweight(prizes)
new prizeselect(src.loc)
if(istype(prizeselect, /obj/item/toy/gun)) //Ammo comes with the gun
new /obj/item/toy/ammo/gun(src.loc)
if(istype(prizeselect, /obj/item/weapon/gun/projectile/revolver/capgun)) //Ammo comes with the gun
new /obj/item/projectile/bullet/pistol/cap(src.loc)
else if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit
new /obj/item/clothing/head/syndicatefake(src.loc)

View File

@@ -257,3 +257,7 @@
icon_state = "syndicam"
network = list("NUKE")
circuit = null
/obj/machinery/computer/security/nuclear/New()
..()
req_access = list(150)

View File

@@ -59,12 +59,10 @@
if(!istype(id_card))
return ..()
if(!scan && access_change_ids in id_card.access)
user.drop_item()
if(!scan && (access_change_ids in id_card.access) && user.unEquip(id_card))
id_card.loc = src
scan = id_card
else if(!modify)
user.drop_item()
id_card.loc = src
modify = id_card
@@ -157,8 +155,7 @@
modify = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
if (istype(I, /obj/item/weapon/card/id) && usr.unEquip(I))
I.loc = src
modify = I

View File

@@ -62,13 +62,14 @@
/obj/machinery/computer/guestpass/attackby(obj/O, mob/user)
if(istype(O, /obj/item/weapon/card/id))
if(!giver)
user.drop_item()
if(!giver && user.unEquip(O))
O.loc = src
giver = O
updateUsrDialog()
else
else if(giver)
user << "<span class='warning'>There is already ID card inside.</span>"
return
..()
/obj/machinery/computer/guestpass/attack_ai(var/mob/user as mob)
return attack_hand(user)
@@ -151,8 +152,7 @@
accesses.Cut()
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
if (istype(I, /obj/item/weapon/card/id) && usr.unEquip(I))
I.loc = src
giver = I
updateUsrDialog()

View File

@@ -35,13 +35,13 @@
usr << "There is nothing to remove from the console."
return
/obj/machinery/computer/med_data/attackby(obj/item/O as obj, user as mob)
if(istype(O, /obj/item/weapon/card/id) && !scan)
usr.drop_item()
/obj/machinery/computer/med_data/attackby(var/obj/item/O, var/mob/user)
if(istype(O, /obj/item/weapon/card/id) && !scan && user.unEquip(O))
O.loc = src
scan = O
user << "You insert [O]."
..()
user << "You insert \the [O]."
else
..()
/obj/machinery/computer/med_data/attack_ai(user as mob)
return src.attack_hand(user)

View File

@@ -248,8 +248,7 @@ What a mess.*/
scan = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
if (istype(I, /obj/item/weapon/card/id) && usr.unEquip(I))
I.loc = src
scan = I

View File

@@ -24,13 +24,13 @@
var/sortBy = "name"
var/order = 1 // -1 = Descending - 1 = Ascending
/obj/machinery/computer/skills/attackby(obj/item/O as obj, user as mob)
if(istype(O, /obj/item/weapon/card/id) && !scan)
usr.drop_item()
/obj/machinery/computer/skills/attackby(obj/item/O as obj, var/mob/user)
if(istype(O, /obj/item/weapon/card/id) && !scan && user.unEquip(O))
O.loc = src
scan = O
user << "You insert [O]."
..()
else
..()
/obj/machinery/computer/skills/attack_ai(mob/user as mob)
return attack_hand(user)
@@ -185,8 +185,7 @@ What a mess.*/
scan = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
usr.drop_item()
if (istype(I, /obj/item/weapon/card/id) && usr.unEquip(I))
I.loc = src
scan = I
@@ -278,7 +277,11 @@ What a mess.*/
else
P.info += "<B>General Record Lost!</B><BR>"
P.info += "</TT>"
P.name = "Employment Record ([active1.fields["name"]])"
if(active1)
P.name = "Employment Record ([active1.fields["name"]])"
else
P.name = "Employment Record (Unknown/Invald Entry)"
log_debug("[usr] ([usr.ckey]) attempted to print a null employee record, this should be investigated.")
printing = null
//RECORD DELETE
if ("Delete All Records")

View File

@@ -7,7 +7,7 @@
/obj/item/toy/blink = 2,
/obj/item/clothing/under/syndicate/tacticool = 2,
/obj/item/toy/sword = 2,
/obj/item/toy/gun = 2,
/obj/item/weapon/gun/projectile/revolver/capgun = 2,
/obj/item/toy/crossbow = 2,
/obj/item/clothing/suit/syndicatefake = 2,
/obj/item/weapon/storage/fancy/crayons = 2,
@@ -28,8 +28,8 @@
if(computer && !computer.stat)
var/prizeselect = pickweight(prizes)
new prizeselect(computer.loc)
if(istype(prizeselect, /obj/item/toy/gun)) //Ammo comes with the gun
new /obj/item/toy/ammo/gun(computer.loc)
if(istype(prizeselect, /obj/item/weapon/gun/projectile/revolver/capgun)) //Ammo comes with the gun
new /obj/item/projectile/bullet/pistol/cap(src.loc)
else if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit
new /obj/item/clothing/head/syndicatefake(computer.loc)
feedback_inc("arcade_win_normal")

View File

@@ -181,7 +181,7 @@
scan = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
if (istype(I, /obj/item/weapon/card/id) && usr.drop_item(I))
computer.cardslot.insert(I, 1)
scan = I
@@ -194,7 +194,7 @@
scan2 = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
if (istype(I, /obj/item/weapon/card/id) && usr.drop_item(I))
computer.cardslot.insert(I, 2)
scan2 = I

View File

@@ -254,7 +254,7 @@ What a mess.*/
scan = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
if (istype(I, /obj/item/weapon/card/id) && usr.drop_item(I))
computer.cardslot.insert(I, 1)
scan = I
@@ -267,7 +267,7 @@ What a mess.*/
scan2 = null
else
var/obj/item/I = usr.get_active_hand()
if (istype(I, /obj/item/weapon/card/id))
if (istype(I, /obj/item/weapon/card/id) && usr.drop_item(I))
computer.cardslot.insert(I, 2)
scan2 = I

View File

@@ -419,20 +419,10 @@
for(var/datum/objective/O in all_objectives)
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(O,/datum/objective/mutiny) && O.target == occupant.mind)
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
O.owner.current << "<span class='warning'>You get the feeling your target is no longer within your reach...</span>"
qdel(O)
else if(O.target && istype(O.target,/datum/mind))
if(O.target == occupant.mind)
if(O.owner && O.owner.current)
O.owner.current << "<span class='warning'>You get the feeling your target is no longer within your reach. Time for Plan [pick(list("A","B","C","D","X","Y","Z"))]...</span>"
O.target = null
spawn(1) //This should ideally fire after the occupant is deleted.
if(!O) return
O.find_target()
if(!(O.target))
all_objectives -= O
O.owner.objectives -= O
qdel(O)
//Handle job slot/tater cleanup.
var/job = occupant.mind.assigned_role

View File

@@ -65,7 +65,7 @@
use_power(5)
icon_state = "doorctrl1"
desiredstate = !desiredstate
trigger()
trigger(user)
spawn(15)
update_icon()

View File

@@ -254,6 +254,7 @@
health = between(health, health + repairing.amount*DOOR_REPAIR_AMOUNT, maxhealth)
update_icon()
qdel(repairing)
repairing = null
return
if(repairing && istype(I, /obj/item/weapon/crowbar))

View File

@@ -67,25 +67,22 @@
if (get_dist(src, O) > src.range)
continue
var/flash_time = strength
if (istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
if(!H.eyecheck() <= 0)
continue
if (istype(O, /mob/living/carbon/alien))//So aliens don't get flashed (they have no external eyes)/N
continue
O.Weaken(strength)
if (istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
flash_time *= H.species.flash_mod
var/obj/item/organ/eyes/E = H.internal_organs_by_name["eyes"]
if (E && (E.damage > E.min_bruised_damage && prob(E.damage + 50)))
if(!E)
return
if(E.is_bruised() && prob(E.damage + 50))
flick("e_flash", O:flash)
E.damage += rand(1, 5)
else
if(!O.blinded)
flick("flash", O:flash)
O.Weaken(flash_time)
/obj/machinery/flasher/emp_act(severity)
if(stat & (BROKEN|NOPOWER))

View File

@@ -623,7 +623,6 @@ var/list/turret_icons
else
A = new projectile(loc)
playsound(loc, shot_sound, 75, 1)
A.original = target
// Lethal/emagged turrets use twice the power due to higher energy beams
// Emagged turrets again use twice as much power due to higher firing rates
@@ -631,19 +630,15 @@ var/list/turret_icons
//Turrets aim for the center of mass by default.
//If the target is grabbing someone then the turret smartly aims for extremities
var/def_zone
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
A.def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
def_zone = pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
else
A.def_zone = pick("chest", "groin")
def_zone = pick("chest", "groin")
//Shooting Code:
A.current = T
A.starting = T
A.yo = U.y - T.y
A.xo = U.x - T.x
spawn(1)
A.process()
A.launch(target, def_zone)
/datum/turret_checks
var/enabled

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// Used to deploy the bacon.
/obj/item/supply_beacon
name = "inactive supply beacon"
icon = 'icons/obj/supplybeacon.dmi'
desc = "An inactive, hacked supply beacon stamped with the Nyx Rapid Fabrication logo. Good for one (1) ballistic supply pod shipment."
icon_state = "beacon"
var/deploy_path = /obj/machinery/power/supply_beacon
var/deploy_time = 30
/obj/item/supply_beacon/supermatter
name = "inactive supermatter supply beacon"
deploy_path = /obj/machinery/power/supply_beacon/supermatter
/obj/item/supply_beacon/attack_self(var/mob/user)
user.visible_message("<span class='notice'>\The [user] begins setting up \the [src].</span>")
if(!do_after(user, deploy_time))
return
var/obj/S = new deploy_path(get_turf(user))
user.visible_message("<span class='notice'>\The [user] deploys \the [S].</span>")
user.unEquip(src)
qdel(src)
/obj/machinery/power/supply_beacon
name = "supply beacon"
desc = "A bulky moonshot supply beacon. Someone has been messing with the wiring."
icon = 'icons/obj/supplybeacon.dmi'
icon_state = "beacon"
anchored = 0
density = 1
layer = MOB_LAYER - 0.1
stat = 0
var/target_drop_time
var/drop_delay = 450
var/expended
var/drop_type
/obj/machinery/power/supply_beacon/New()
..()
if(!drop_type) drop_type = pick(supply_drop_random_loot_types())
/obj/machinery/power/supply_beacon/supermatter
name = "supermatter supply beacon"
drop_type = "supermatter"
/obj/machinery/power/supply_beacon/attackby(var/obj/item/weapon/W, var/mob/user)
if(!use_power && istype(W, /obj/item/weapon/wrench))
if(!anchored && !connect_to_network())
user << "<span class='warning'>This device must be placed over an exposed cable.</span>"
return
anchored = !anchored
user.visible_message("<span class='notice'>\The [user] [anchored ? "secures" : "unsecures"] \the [src].</span>")
playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
return
return ..()
/obj/machinery/power/supply_beacon/attack_hand(var/mob/user)
if(expended)
use_power = 0
user << "<span class='warning'>\The [src] has used up its charge.</span>"
return
if(anchored)
return use_power ? deactivate(user) : activate(user)
else
user << "<span class='warning'>You need to secure the beacon with a wrench first!</span>"
return
/obj/machinery/power/supply_beacon/attack_ai(var/mob/user)
if(user.Adjacent(src))
attack_hand(user)
/obj/machinery/power/supply_beacon/proc/activate(var/mob/user)
if(expended)
return
if(surplus() < 500)
if(user) user << "<span class='notice'>The connected wire doesn't have enough current.</span>"
return
set_light(3, 3, "#00CCAA")
icon_state = "beacon_active"
use_power = 1
if(user) user << "<span class='notice'>You activate the beacon. The supply drop will be dispatched soon.</span>"
/obj/machinery/power/supply_beacon/proc/deactivate(var/mob/user, var/permanent)
if(permanent)
expended = 1
icon_state = "beacon_depleted"
else
icon_state = "beacon"
set_light(0)
use_power = 0
target_drop_time = null
if(user) user << "<span class='notice'>You deactivate the beacon.</span>"
/obj/machinery/power/supply_beacon/Destroy()
if(use_power)
deactivate()
..()
/obj/machinery/power/supply_beacon/process()
if(!use_power || expended)
return PROCESS_KILL
if(draw_power(500) < 500)
deactivate()
return
if(!target_drop_time)
target_drop_time = world.time + drop_delay
else if(world.time >= target_drop_time)
deactivate(permanent = 1)
var/drop_x = src.x-2
var/drop_y = src.y-2
var/drop_z = src.z
command_announcement.Announce("Nyx Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] recieved. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage")
spawn(rand(100,300))
new /datum/random_map/droppod/supply(null, drop_x, drop_y, drop_z, supplied_drop = drop_type) // Splat.

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