mirror of
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288 lines
8.3 KiB
Plaintext
288 lines
8.3 KiB
Plaintext
/*
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VOX HEIST ROUNDTYPE
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*/
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#define MAX_VOX_KILLS 10 //Number of kills during the round before the Inviolate is broken.
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//Would be nice to use vox-specific kills but is currently not feasible.
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var/global/vox_kills = 0 //Used to check the Inviolate.
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/datum/game_mode/
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var/list/datum/mind/raiders = list() //Antags.
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/datum/game_mode/heist
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name = "heist"
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config_tag = "heist"
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required_players = 15
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required_players_secret = 25
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required_enemies = 4
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recommended_enemies = 6
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/list/raid_objectives = list() //Raid objectives.
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var/list/obj/cortical_stacks = list() //Stacks for 'leave nobody behind' objective.
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/datum/game_mode/heist/announce()
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world << "<B>The current game mode is - Heist!</B>"
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world << "<B>An unidentified bluespace signature has slipped past the Icarus and is approaching [station_name()]!</B>"
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world << "Whoever they are, they're likely up to no good. Protect the crew and station resources against this dastardly threat!"
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world << "<B>Raiders:</B> Loot [station_name()] for anything and everything you need."
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world << "<B>Personnel:</B> Repel the raiders and their low, low prices and/or crossbows."
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/datum/game_mode/heist/can_start()
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if(!..())
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return 0
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var/list/candidates = get_players_for_role(BE_RAIDER)
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var/raider_num = 0
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//Check that we have enough vox.
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if(candidates.len < required_enemies)
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return 0
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else if(candidates.len < recommended_enemies)
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raider_num = candidates.len
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else
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raider_num = recommended_enemies
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//Grab candidates randomly until we have enough.
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while(raider_num > 0)
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var/datum/mind/new_raider = pick(candidates)
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raiders += new_raider
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candidates -= new_raider
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raider_num--
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for(var/datum/mind/raider in raiders)
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raider.assigned_role = "MODE"
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raider.special_role = "Vox Raider"
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return 1
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/datum/game_mode/heist/pre_setup()
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return 1
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/datum/game_mode/heist/post_setup()
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//Build a list of spawn points.
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var/list/turf/raider_spawn = list()
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "voxstart")
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raider_spawn += get_turf(L)
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del(L)
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continue
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//Generate objectives for the group.
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raid_objectives = forge_vox_objectives()
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var/index = 1
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//Spawn the vox!
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for(var/datum/mind/raider in raiders)
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if(index > raider_spawn.len)
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index = 1
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raider.current.loc = raider_spawn[index]
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index++
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var/sounds = rand(2,8)
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var/i = 0
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var/newname = ""
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while(i<=sounds)
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i++
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newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
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var/mob/living/carbon/human/vox = raider.current
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vox.real_name = capitalize(newname)
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vox.name = vox.real_name
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raider.name = vox.name
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vox.age = rand(12,20)
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vox.dna.mutantrace = "vox"
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vox.set_species("Vox")
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vox.languages = list() // Removing language from chargen.
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vox.flavor_text = ""
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vox.add_language("Vox-pidgin")
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vox.h_style = "Short Vox Quills"
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vox.f_style = "Shaved"
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for(var/datum/organ/external/limb in vox.organs)
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limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
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vox.equip_vox_raider()
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vox.regenerate_icons()
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raider.objectives = raid_objectives
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greet_vox(raider)
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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/datum/game_mode/heist/proc/is_raider_crew_safe()
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if(cortical_stacks.len == 0)
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return 0
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for(var/obj/stack in cortical_stacks)
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if (get_area(stack) != locate(/area/shuttle/vox/station))
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return 0
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return 1
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/datum/game_mode/heist/proc/is_raider_crew_alive()
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for(var/datum/mind/raider in raiders)
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if(raider.current)
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if(istype(raider.current,/mob/living/carbon/human) && raider.current.stat != 2)
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return 1
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return 0
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/datum/game_mode/heist/proc/forge_vox_objectives()
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//Commented out for testing.
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/* var/i = 1
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var/max_objectives = pick(2,2,2,3,3)
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var/list/objs = list()
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while(i<= max_objectives)
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var/list/goals = list("kidnap","loot","salvage")
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var/goal = pick(goals)
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var/datum/objective/heist/O
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if(goal == "kidnap")
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goals -= "kidnap"
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O = new /datum/objective/heist/kidnap()
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else if(goal == "loot")
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O = new /datum/objective/heist/loot()
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else
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O = new /datum/objective/heist/salvage()
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O.choose_target()
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objs += O
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i++
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//-All- vox raids have these two objectives. Failing them loses the game.
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objs += new /datum/objective/heist/inviolate_crew
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objs += new /datum/objective/heist/inviolate_death */
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raid_objectives += new /datum/objective/heist/kidnap
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raid_objectives += new /datum/objective/heist/loot
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raid_objectives += new /datum/objective/heist/salvage
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raid_objectives += new /datum/objective/heist/inviolate_crew
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raid_objectives += new /datum/objective/heist/inviolate_death
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for(var/datum/objective/heist/O in raid_objectives)
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O.choose_target()
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return raid_objectives
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/datum/game_mode/heist/proc/greet_vox(var/datum/mind/raider)
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raider.current << "\blue <B>You are a Vox Raider, fresh from the Shoal!</b>"
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raider.current << "\blue The Vox are a race of cunning, sharp-eyed nomadic raiders and traders endemic to Tau Ceti and much of the unexplored galaxy. You and the crew have come to the Exodus for plunder, trade or both."
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raider.current << "\blue Vox are cowardly and will flee from larger groups, but corner one or find them en masse and they are vicious."
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raider.current << "\blue Use :V to voxtalk, :H to talk on your encrypted channel, and don't forget to turn on your nitrogen internals!"
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var/obj_count = 1
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for(var/datum/objective/objective in raider.objectives)
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raider.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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/datum/game_mode/heist/declare_completion()
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//No objectives, go straight to the feedback.
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if(!(raid_objectives.len)) return ..()
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var/win_type = "Major"
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var/win_group = "Crew"
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var/win_msg = ""
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var/success = raid_objectives.len
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//Decrease success for failed objectives.
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for(var/datum/objective/O in raid_objectives)
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if(!(O.check_completion())) success--
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//Set result by objectives.
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if(success == raid_objectives.len)
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win_type = "Major"
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win_group = "Vox"
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else if(success > 2)
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win_type = "Minor"
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win_group = "Vox"
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else
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win_type = "Minor"
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win_group = "Crew"
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//Now we modify that result by the state of the vox crew.
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if(!is_raider_crew_alive())
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win_type = "Major"
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win_group = "Crew"
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win_msg += "<B>The Vox Raiders have been wiped out!</B>"
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else if(!is_raider_crew_safe())
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if(win_group == "Crew" && win_type == "Minor")
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win_type = "Major"
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win_group = "Crew"
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win_msg += "<B>The Vox Raiders have left someone behind!</B>"
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else
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if(win_group == "Vox")
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if(win_type == "Minor")
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win_type = "Major"
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win_msg += "<B>The Vox Raiders escaped the station!</B>"
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else
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win_msg += "<B>The Vox Raiders were repelled!</B>"
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world << "\red <FONT size = 3><B>[win_type] [win_group] victory!</B></FONT>"
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world << "[win_msg]"
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feedback_set_details("round_end_result","heist - [win_type] [win_group]")
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var/count = 1
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for(var/datum/objective/objective in raid_objectives)
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if(objective.check_completion())
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world << "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
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else
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world << "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("traitor_objective","[objective.type]|FAIL")
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count++
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..()
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datum/game_mode/proc/auto_declare_completion_heist()
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if(raiders.len)
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var/check_return = 0
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if(ticker && istype(ticker.mode,/datum/game_mode/heist))
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check_return = 1
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var/text = "<FONT size = 2><B>The vox raiders were:</B></FONT>"
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for(var/datum/mind/vox in raiders)
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text += "<br>[vox.key] was [vox.name] ("
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if(check_return)
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var/obj/stack = raiders[vox]
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if(get_area(stack) != locate(/area/shuttle/vox/station))
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text += "left behind)"
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continue
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if(vox.current)
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if(vox.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(vox.current.real_name != vox.name)
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text += " as [vox.current.real_name]"
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else
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text += "body destroyed"
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text += ")"
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world << text
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return 1
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/datum/game_mode/heist/check_finished()
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if (!(is_raider_crew_alive()) || (vox_shuttle_location && (vox_shuttle_location == "start")))
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return 1
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return ..() |