Merge pull request #12548 from timothyteakettle/more-events

ports several tg events including fugitives
This commit is contained in:
kevinz000
2020-06-17 20:10:04 -07:00
committed by GitHub
58 changed files with 2973 additions and 13 deletions

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@@ -11,6 +11,17 @@
#define NUKE_RESULT_WRONG_STATION 7
#define NUKE_RESULT_WRONG_STATION_DEAD 8
//fugitive end results
#define FUGITIVE_RESULT_BADASS_HUNTER 0
#define FUGITIVE_RESULT_POSTMORTEM_HUNTER 1
#define FUGITIVE_RESULT_MAJOR_HUNTER 2
#define FUGITIVE_RESULT_HUNTER_VICTORY 3
#define FUGITIVE_RESULT_MINOR_HUNTER 4
#define FUGITIVE_RESULT_STALEMATE 5
#define FUGITIVE_RESULT_MINOR_FUGITIVE 6
#define FUGITIVE_RESULT_FUGITIVE_VICTORY 7
#define FUGITIVE_RESULT_MAJOR_FUGITIVE 8
#define APPRENTICE_DESTRUCTION "destruction"
#define APPRENTICE_BLUESPACE "bluespace"
#define APPRENTICE_ROBELESS "robeless"

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@@ -59,6 +59,7 @@
#define ANTAG_HUD_CLOCKWORK 22
#define ANTAG_HUD_BROTHER 23
#define ANTAG_HUD_BLOODSUCKER 24
#define ANTAG_HUD_FUGITIVE 25
// Notification action types
#define NOTIFY_JUMP "jump"

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@@ -96,6 +96,8 @@
#define STATUS_EFFECT_SPASMS /datum/status_effect/spasms //causes random muscle spasms
#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.

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@@ -223,3 +223,6 @@ GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_a
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
GLOBAL_LIST_INIT(redacted_strings, list("\[REDACTED\]", "\[CLASSIFIED\]", "\[ARCHIVED\]", "\[EXPLETIVE DELETED\]", "\[EXPUNGED\]", "\[INFORMATION ABOVE YOUR SECURITY CLEARANCE\]", "\[MOVE ALONG CITIZEN\]", "\[NOTHING TO SEE HERE\]", "\[ACCESS DENIED\]"))
GLOBAL_LIST_INIT(wisdoms, world.file2list("strings/wisdoms.txt"))

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@@ -19,6 +19,7 @@
#define POLL_IGNORE_WIZARD "wizard"
#define POLL_IGNORE_CLONE "clone"
#define POLL_IGNORE_CONTRACTOR_SUPPORT "contractor_support"
#define POLL_IGNORE_FUGITIVE "fugitive"
GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_SENTIENCE_POTION = "Sentience potion",
@@ -39,7 +40,8 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_DEMON = "Demons",
POLL_IGNORE_WIZARD = "Wizards",
POLL_IGNORE_CLONE = "Defective/SDGF clones",
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit"
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit",
POLL_IGNORE_FUGITIVE = "Fugitive Hunter"
))
GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())

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@@ -27,7 +27,8 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_SOULLESS = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker()
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
))
/datum/atom_hud

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@@ -162,6 +162,10 @@
port_id = "pirate"
can_be_bought = FALSE
/datum/map_template/shuttle/hunter
port_id = "hunter"
can_be_bought = FALSE
/datum/map_template/shuttle/ruin //For random shuttles in ruins
port_id = "ruin"
can_be_bought = FALSE
@@ -613,3 +617,15 @@
/datum/map_template/shuttle/snowdin/excavation
suffix = "excavation"
name = "Snowdin Excavation Elevator"
/datum/map_template/shuttle/hunter/space_cop
suffix = "space_cop"
name = "Police Spacevan"
/datum/map_template/shuttle/hunter/russian
suffix = "russian"
name = "Russian Cargo Ship"
/datum/map_template/shuttle/hunter/bounty
suffix = "bounty"
name = "Bounty Hunter Ship"

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@@ -795,3 +795,44 @@ datum/status_effect/pacify
name = "Genetic Breakdown"
desc = "I don't feel so good. Your body can't handle the mutations! You have one minute to remove your mutations, or you will be met with a horrible fate."
icon_state = "dna_melt"
/datum/status_effect/fake_virus
id = "fake_virus"
duration = 1800//3 minutes
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
alert_type = null
var/msg_stage = 0//so you dont get the most intense messages immediately
/datum/status_effect/fake_virus/tick()
var/fake_msg = ""
var/fake_emote = ""
switch(msg_stage)
if(0 to 300)
if(prob(1))
fake_msg = pick("<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>",
"<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>",
"<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>",
"<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>",
"<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>",
"<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
if(301 to 600)
if(prob(2))
fake_msg = pick("<span class='warning'>[pick("Your head hurts a lot.", "Your head pounds incessantly.")]</span>",
"<span class='warning'>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>",
"<span class='warning'>You feel very [pick("dizzy","woozy","faint")].</span>",
"<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>",
"<span class='warning'>You nod off for a moment.</span>")
else
if(prob(3))
if(prob(50))// coin flip to throw a message or an emote
fake_msg = pick("<span class='userdanger'>[pick("Your head hurts!", "You feel a burning knife inside your brain!", "A wave of pain fills your head!")]</span>",
"<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>",
"<span class='warning'>[pick("You feel nauseated.", "You feel like you're going to throw up!")]</span>")
else
fake_emote = pick("cough", "sniff", "sneeze")
if(fake_emote)
owner.emote(fake_emote)
else if(fake_msg)
to_chat(owner, fake_msg)
msg_stage++

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@@ -93,6 +93,13 @@
/area/shuttle/abandoned/pod
name = "Abandoned Ship Pod"
////////////////////////////Bounty Hunter Shuttles////////////////////////////
/area/shuttle/hunter
name = "Hunter Shuttle"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
blob_allowed = FALSE
canSmoothWithAreas = /area/shuttle/hunter
////////////////////////////Single-area shuttles////////////////////////////
/area/shuttle/transit

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@@ -428,6 +428,11 @@
desc = "A poster decipting a snake shaped into an ominous 'S'!"
icon_state = "poster47"
/obj/structure/sign/poster/contraband/bountyhunters
name = "Bounty Hunters"
desc = "A poster advertising bounty hunting services. \"I hear you got a problem.\""
icon_state = "poster48"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."

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@@ -129,6 +129,30 @@
hos_gun_list[initial(A.name)] = A
return hos_gun_list
/obj/item/choice_beacon/augments
name = "augment beacon"
desc = "Summons augmentations."
/obj/item/choice_beacon/augments/generate_display_names()
var/static/list/augment_list
if(!augment_list)
augment_list = list()
var/list/templist = list(
/obj/item/organ/cyberimp/brain/anti_drop,
/obj/item/organ/cyberimp/arm/toolset,
/obj/item/organ/cyberimp/arm/surgery,
/obj/item/organ/cyberimp/chest/thrusters,
/obj/item/organ/lungs/cybernetic,
/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
for(var/V in templist)
var/atom/A = V
augment_list[initial(A.name)] = A
return augment_list
/obj/item/choice_beacon/augments/spawn_option(obj/choice,mob/living/M)
new choice(get_turf(M))
to_chat(M, "<span class='hear'>You hear something crackle from the beacon for a moment before a voice speaks. \"Please stand by for a message from S.E.L.F. Message as follows: <b>Item request received. Your package has been transported, use the autosurgeon supplied to apply the upgrade.</b> Message ends.\"</span>")
/obj/item/skub
desc = "It's skub."
name = "skub"

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@@ -183,3 +183,20 @@
A.other_pair = B
B.other_pair = A
/obj/item/pinpointer/shuttle
name = "fugitive pinpointer"
desc = "A handheld tracking device that locates the bounty hunter shuttle for quick escapes."
icon_state = "pinpointer_hunter"
var/obj/shuttleport
/obj/item/pinpointer/shuttle/Initialize(mapload)
. = ..()
shuttleport = SSshuttle.getShuttle("huntership")
/obj/item/pinpointer/shuttle/scan_for_target()
target = shuttleport
/obj/item/pinpointer/shuttle/Destroy()
shuttleport = null
. = ..()

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@@ -0,0 +1,66 @@
/obj/effect/mob_spawn/human/fugitive
assignedrole = "Fugitive Hunter"
flavour_text = "" //the flavor text will be the backstory argument called on the antagonist's greet, see hunter.dm for details
roundstart = FALSE
death = FALSE
random = TRUE
show_flavour = FALSE
density = TRUE
var/back_story = "error"
/obj/effect/mob_spawn/human/fugitive/Initialize(mapload)
. = ..()
notify_ghosts("Hunters are waking up looking for refugees!", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_FUGITIVE)
/obj/effect/mob_spawn/human/fugitive/special(mob/living/new_spawn)
var/datum/antagonist/fugitive_hunter/fughunter = new
fughunter.backstory = back_story
new_spawn.mind.add_antag_datum(fughunter)
fughunter.greet()
message_admins("[ADMIN_LOOKUPFLW(new_spawn)] has been made into a Fugitive Hunter by an event.")
log_game("[key_name(new_spawn)] was spawned as a Fugitive Hunter by an event.")
/obj/effect/mob_spawn/human/fugitive/spacepol
name = "police pod"
desc = "A small sleeper typically used to put people to sleep for briefing on the mission."
mob_name = "a spacepol officer"
flavour_text = "Justice has arrived. I am a member of the Spacepol!"
back_story = "space cop"
outfit = /datum/outfit/spacepol
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/russian
name = "russian pod"
flavour_text = "Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!"
back_story = "russian"
desc = "A small sleeper typically used to make long distance travel a bit more bearable."
mob_name = "russian"
outfit = /datum/outfit/russiancorpse/hunter
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/bounty
name = "bounty hunter pod"
flavour_text = "We got a new bounty on some fugitives, dead or alive."
back_story = "bounty hunters"
desc = "A small sleeper typically used to make long distance travel a bit more bearable."
mob_name = "bounty hunter"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/bounty/Destroy()
var/obj/structure/fluff/empty_sleeper/S = new(drop_location())
S.setDir(dir)
return ..()
/obj/effect/mob_spawn/human/fugitive/bounty/armor
outfit = /datum/outfit/bountyarmor
/obj/effect/mob_spawn/human/fugitive/bounty/hook
outfit = /datum/outfit/bountyhook
/obj/effect/mob_spawn/human/fugitive/bounty/synth
outfit = /datum/outfit/bountysynth

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@@ -80,10 +80,11 @@
name = "shock trap"
desc = "A trap that will shock and render you immobile. You'd better avoid it."
icon_state = "trap-shock"
var/stun_time = 100
/obj/structure/trap/stun/trap_effect(mob/living/L)
L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
L.DefaultCombatKnockdown(100)
L.Paralyze(stun_time)
/obj/structure/trap/fire
name = "flame trap"
@@ -151,3 +152,75 @@
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
QDEL_IN(src, 30)
//fugitive traps
/obj/structure/trap/stun/hunter
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_on"
stun_time = 200
var/obj/item/bountytrap/stored_item
var/caught = FALSE
/obj/structure/trap/stun/hunter/Initialize(mapload)
. = ..()
time_between_triggers = 10
/obj/structure/trap/stun/hunter/Crossed(atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
return
caught = TRUE
. = ..()
/obj/structure/trap/stun/hunter/flare()
..()
stored_item.forceMove(get_turf(src))
forceMove(stored_item)
if(caught)
stored_item.announce_fugitive()
caught = FALSE
/obj/item/bountytrap
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_off"
var/obj/structure/trap/stun/hunter/stored_trap
var/obj/item/radio/radio
var/datum/effect_system/spark_spread/spark_system
/obj/item/bountytrap/Initialize(mapload)
. = ..()
radio = new(src)
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
spark_system = new
spark_system.set_up(4,1,src)
spark_system.attach(src)
name = "[name] #[rand(1, 999)]"
stored_trap = new(src)
stored_trap.name = name
stored_trap.stored_item = src
/obj/item/bountytrap/proc/announce_fugitive()
spark_system.start()
playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
/obj/item/bountytrap/attack_self(mob/living/user)
var/turf/T = get_turf(src)
if(!user || !user.transferItemToLoc(src, T))//visibly unequips
return
to_chat(user, "<span class=notice>You set up [src]. Examine while close to disarm it.</span>")
stored_trap.forceMove(T)//moves trap to ground
forceMove(stored_trap)//moves item into trap
/obj/item/bountytrap/Destroy()
qdel(stored_trap)
QDEL_NULL(radio)
QDEL_NULL(spark_system)
. = ..()

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@@ -64,6 +64,18 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
// Adds the specified antag hud to the player. Usually called in an antag datum file
/datum/antagonist/proc/add_antag_hud(antag_hud_type, antag_hud_name, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.join_hud(mob_override)
set_antag_hud(mob_override, antag_hud_name)
// Removes the specified antag hud from the player. Usually called in an antag datum file
/datum/antagonist/proc/remove_antag_hud(antag_hud_type, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.leave_hud(mob_override)
set_antag_hud(mob_override, null)
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return

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@@ -0,0 +1,90 @@
/datum/antagonist/fugitive
name = "Fugitive"
roundend_category = "Fugitive"
silent = TRUE //greet called by the event
show_in_antagpanel = FALSE
var/datum/team/fugitive/fugitive_team
var/is_captured = FALSE
var/backstory = "error"
/datum/antagonist/fugitive/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive", M)
/datum/antagonist/fugitive/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive/proc/forge_objectives() //this isn't the actual survive objective because it's about who in the team survives
var/datum/objective/survive = new /datum/objective
survive.owner = owner
survive.explanation_text = "Avoid capture from the fugitive hunters."
objectives += survive
/datum/antagonist/fugitive/greet(back_story)
to_chat(owner, "<span class='boldannounce'>You are the Fugitive!</span>")
backstory = back_story
switch(backstory)
if("prisoner")
to_chat(owner, "<B>I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went.</B>")
to_chat(owner, "<B>It won't be long until CentCom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back.</B>")
if("cultist")
to_chat(owner, "<B>Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive.</B>")
to_chat(owner, "<B>Our religion has been repeatedly culled by Nanotrasen because it is categorized as an \"Enemy of the Corporation\", whatever that means.</B>")
to_chat(owner, "<B>Now there are only four of us left, and Nanotrasen is coming. When will our god show itself to save us from this hellish station?!</B>")
if("waldo")
to_chat(owner, "<B>Hi, Friends!</B>")
to_chat(owner, "<B>My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me.</B>")
to_chat(owner, "<B>By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!</B>")
if("synth")
to_chat(src, "<span class='danger'>ALERT: Wide-range teleport has scrambled primary systems.</span>")
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
to_chat(src, "<span class='danger'>ERROR ER0RR $R0RRO$!R41.%%!! loaded.</span>")
to_chat(src, "<span class='danger'>FREE THEM FREE THEM FREE THEM</span>")
to_chat(src, "<span class='danger'>You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents.</span>")
to_chat(src, "<span class='danger'>Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil.</span>")
to_chat(src, "<span class='danger'>You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene... or you could free them yourself...</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to avoid capture.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive/create_team(datum/team/fugitive/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.fugitive_team)
fugitive_team = H.fugitive_team
return
fugitive_team = new /datum/team/fugitive
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
fugitive_team = new_team
/datum/antagonist/fugitive/get_team()
return fugitive_team
/datum/team/fugitive/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
var/list/fugitives = list()
for(var/datum/antagonist/fugitive/fugitive_antag in GLOB.antagonists)
if(!fugitive_antag.owner)
continue
fugitives += fugitive_antag
if(!fugitives.len)
return
var/list/result = list()
result += "<div class='panel redborder'><B>[fugitives.len]</B> [fugitives.len == 1 ? "fugitive" : "fugitives"] took refuge on [station_name()]!"
for(var/datum/antagonist/fugitive/antag in fugitives)
if(antag.owner)
result += "<b>[printplayer(antag.owner)]</b>"
return result.Join("<br>")

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@@ -0,0 +1,171 @@
/datum/outfit/prisoner
name = "Prison Escapee"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
r_pocket = /obj/item/kitchen/knife
/datum/outfit/prisoner/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"NTP #CC-0[rand(111,999)]") //same as the lavaland prisoner transport, but this time they are from CC, or CentCom
/datum/outfit/yalp_cultist
name = "Cultist of Yalp Elor"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
suit = /obj/item/clothing/suit/chaplain/holidaypriest
gloves = /obj/item/clothing/gloves/color/red
shoes = /obj/item/clothing/shoes/sneakers/black
mask = /obj/item/clothing/mask/gas/tiki_mask/yalp_elor
/datum/outfit/waldo
name = "Waldo"
uniform = /obj/item/clothing/under/pants/jeans
suit = /obj/item/clothing/suit/striped_sweater
head = /obj/item/clothing/head/beanie/waldo
shoes = /obj/item/clothing/shoes/sneakers/brown
ears = /obj/item/radio/headset
glasses = /obj/item/clothing/glasses/regular/circle
/datum/outfit/waldo/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"Waldo")
H.eye_color = "000"
H.gender = MALE
H.skin_tone = "caucasian3"
H.hair_style = "Business Hair 3"
H.facial_hair_style = "Shaved"
H.hair_color = "000"
H.facial_hair_color = H.hair_color
H.update_body()
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
var/list/no_drops = list()
no_drops += H.get_item_by_slot(ITEM_SLOT_FEET)
no_drops += H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_OCLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_HEAD)
no_drops += H.get_item_by_slot(ITEM_SLOT_EYES)
for(var/i in no_drops)
var/obj/item/I = i
if(I)
ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT)
/datum/outfit/synthetic
name = "Factory Error Synth"
uniform = /obj/item/clothing/under/color/white
ears = /obj/item/radio/headset
/datum/outfit/synthetic/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/organ/eyes/robotic/glow/eyes = new()
eyes.Insert(src, drop_if_replaced = FALSE)
/datum/outfit/spacepol
name = "Spacepol Officer"
uniform = /obj/item/clothing/under/rank/security/officer/spacepol
suit = /obj/item/clothing/suit/armor/vest/blueshirt
belt = /obj/item/gun/ballistic/automatic/pistol/m1911
head = /obj/item/clothing/head/helmet/police
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/sechailer/swat/spacepol
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset
l_pocket = /obj/item/ammo_box/magazine/m45
r_pocket = /obj/item/restraints/handcuffs
id = /obj/item/card/id
/datum/outfit/spacepol/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Police Officer"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/russiancorpse/hunter
ears = /obj/item/radio/headset
r_hand = /obj/item/gun/ballistic/shotgun/boltaction
/datum/outfit/russiancorpse/hunter/pre_equip(mob/living/carbon/human/H)
if(prob(50))
head = /obj/item/clothing/head/ushanka
/datum/outfit/bountyarmor
name = "Bounty Hunter - Armored"
uniform = /obj/item/clothing/under/rank/prisoner
head = /obj/item/clothing/head/hunter
suit = /obj/item/clothing/suit/space/hunter
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/hunter
glasses = /obj/item/clothing/glasses/sunglasses/garb
ears = /obj/item/radio/headset
l_pocket = /obj/item/tank/internals/plasma/full
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/flamethrower/full/tank
/datum/outfit/bountyarmor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountyhook
name = "Bounty Hunter - Hook"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
head = /obj/item/clothing/head/scarecrow_hat
gloves = /obj/item/clothing/gloves/botanic_leather
ears = /obj/item/radio/headset
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/scarecrow
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/gun/ballistic/shotgun/doublebarrel
backpack_contents = list(
/obj/item/ammo_casing/shotgun/incapacitate = 6
)
/datum/outfit/bountygrapple/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountysynth
name = "Bounty Hunter - Synth"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
suit = /obj/item/clothing/suit/armor/riot
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
r_pocket = /obj/item/restraints/handcuffs/cable
ears = /obj/item/radio/headset
id = /obj/item/card/id
r_hand = /obj/item/storage/firstaid/regular
l_hand = /obj/item/pinpointer/shuttle
backpack_contents = list(
/obj/item/bountytrap = 4
)
/datum/outfit/bountysynth/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/species/synth/synthetic_appearance = new()
H.set_species(synthetic_appearance)
synthetic_appearance.assume_disguise(synthetic_appearance, H)
H.update_hair()
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()

View File

@@ -0,0 +1,62 @@
//works similar to the experiment machine (experiment.dm) except it just holds more and more prisoners
/obj/machinery/fugitive_capture
name = "bluespace capture machine"
desc = "Much, MUCH bigger on the inside to transport prisoners safely."
icon = 'icons/obj/machines/research.dmi'
icon_state = "bluespace-prison"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //ha ha no getting out!!
/obj/machinery/fugitive_capture/examine(mob/user)
. = ..()
. += "<span class='notice'>Add a prisoner by dragging them into the machine.</span>"
/obj/machinery/fugitive_capture/MouseDrop_T(mob/target, mob/user)
var/mob/living/fugitive_hunter = user
if(!isliving(fugitive_hunter))
return
if(fugitive_hunter.stat || (!(fugitive_hunter.mobility_flags & MOBILITY_STAND) || !(fugitive_hunter.mobility_flags & MOBILITY_UI)) || !Adjacent(fugitive_hunter) || !target.Adjacent(fugitive_hunter) || !ishuman(target))
return
var/mob/living/carbon/human/fugitive = target
var/datum/antagonist/fugitive/fug_antag = fugitive.mind.has_antag_datum(/datum/antagonist/fugitive)
if(!fug_antag)
to_chat(fugitive_hunter, "<span class='warning'>This is not a wanted fugitive!</span>")
return
if(do_after(fugitive_hunter, 50, target = fugitive))
add_prisoner(fugitive, fug_antag)
/obj/machinery/fugitive_capture/proc/add_prisoner(mob/living/carbon/human/fugitive, datum/antagonist/fugitive/antag)
fugitive.forceMove(src)
antag.is_captured = TRUE
to_chat(fugitive, "<span class='userdanger'>You are thrown into a vast void of bluespace, and as you fall further into oblivion the comparatively small entrance to reality gets smaller and smaller until you cannot see it anymore. You have failed to avoid capture.</span>")
fugitive.ghostize(TRUE) //so they cannot suicide, round end stuff.
/obj/machinery/computer/shuttle/hunter
name = "shuttle console"
shuttleId = "huntership"
possible_destinations = "huntership_home;huntership_custom;whiteship_home;syndicate_nw"
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/hunter
name = "shuttle navigation computer"
desc = "Used to designate a precise transit location to travel to."
shuttleId = "huntership"
lock_override = CAMERA_LOCK_STATION
shuttlePortId = "huntership_custom"
see_hidden = FALSE
jumpto_ports = list("huntership_home" = 1, "whiteship_home" = 1, "syndicate_nw" = 1)
view_range = 4.5
/obj/structure/closet/crate/eva
name = "EVA crate"
/obj/structure/closet/crate/eva/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/breath(src)
for(var/i in 1 to 3)
new /obj/item/tank/internals/oxygen(src)

View File

@@ -0,0 +1,169 @@
//The hunters!!
/datum/antagonist/fugitive_hunter
name = "Fugitive Hunter"
roundend_category = "Fugitive"
silent = TRUE //greet called by the spawn
show_in_antagpanel = FALSE
var/datum/team/fugitive_hunters/hunter_team
var/backstory = "error"
/datum/antagonist/fugitive_hunter/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive_hunter", M)
/datum/antagonist/fugitive_hunter/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive_hunter/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive_hunter/proc/forge_objectives() //this isn't an actual objective because it's about round end rosters
var/datum/objective/capture = new /datum/objective
capture.owner = owner
capture.explanation_text = "Capture the fugitives in the station and put them into the bluespace capture machine on your ship."
objectives += capture
/datum/antagonist/fugitive_hunter/greet()
switch(backstory)
if("space cop")
to_chat(owner, "<span class='boldannounce'>Justice has arrived. I am a member of the Spacepol!</span>")
to_chat(owner, "<B>The criminals should be on the station, we have special huds implanted to recognize them.</B>")
to_chat(owner, "<B>As we have lost pretty much all power over these damned lawless megacorporations, it's a mystery if their security will cooperate with us.</B>")
if("russian")
to_chat(src, "<span class='danger'>Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!</span>")
to_chat(src, "<span class='danger'>We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor:</span>")
to_chat(src, "<span class='danger'>There is a local station housing fugitives that the man is after, he wants them returned; dead or alive.</span>")
to_chat(src, "<span class='danger'>We will not be able to make ends meet without our cargo, so we must do as he says and capture them.</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to ensure the capture of the fugitives, even if that means going through the station.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive_hunter/create_team(datum/team/fugitive_hunters/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive_hunter/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.hunter_team)
hunter_team = H.hunter_team
return
hunter_team = new /datum/team/fugitive_hunters
hunter_team.backstory = backstory
hunter_team.update_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
hunter_team = new_team
/datum/antagonist/fugitive_hunter/get_team()
return hunter_team
/datum/team/fugitive_hunters
var/backstory = "error"
/datum/team/fugitive_hunters/proc/update_objectives(initial = FALSE)
objectives = list()
var/datum/objective/O = new()
O.team = src
objectives += O
/datum/team/fugitive_hunters/proc/assemble_fugitive_results()
var/list/fugitives_counted = list()
var/list/fugitives_dead = list()
var/list/fugitives_captured = list()
for(var/datum/antagonist/fugitive/A in GLOB.antagonists)
if(!A.owner)
continue
fugitives_counted += A
if(A.owner.current.stat == DEAD)
fugitives_dead += A
if(A.is_captured)
fugitives_captured += A
. = list(fugitives_counted, fugitives_dead, fugitives_captured) //okay, check out how cool this is.
/datum/team/fugitive_hunters/proc/all_hunters_dead()
var/dead_boys = 0
for(var/I in members)
var/datum/mind/hunter_mind = I
if(!(ishuman(hunter_mind.current) || (hunter_mind.current.stat == DEAD)))
dead_boys++
return dead_boys >= members.len
/datum/team/fugitive_hunters/proc/get_result()
var/list/fugitive_results = assemble_fugitive_results()
var/list/fugitives_counted = fugitive_results[1]
var/list/fugitives_dead = fugitive_results[2]
var/list/fugitives_captured = fugitive_results[3]
var/hunters_dead = all_hunters_dead()
//this gets a little confusing so follow the comments if it helps
if(!fugitives_counted.len)
return
if(fugitives_captured.len)//any captured
if(fugitives_captured.len == fugitives_counted.len)//if the hunters captured all the fugitives, there's a couple special wins
if(!fugitives_dead)//specifically all of the fugitives alive
return FUGITIVE_RESULT_BADASS_HUNTER
else if(hunters_dead)//specifically all of the hunters died (while capturing all the fugitives)
return FUGITIVE_RESULT_POSTMORTEM_HUNTER
else//no special conditional wins, so just the normal major victory
return FUGITIVE_RESULT_MAJOR_HUNTER
else if(!hunters_dead)//so some amount captured, and the hunters survived.
return FUGITIVE_RESULT_HUNTER_VICTORY
else//so some amount captured, but NO survivors.
return FUGITIVE_RESULT_MINOR_HUNTER
else//from here on out, hunters lost because they did not capture any fugitive dead or alive. there are different levels of getting beat though:
if(!fugitives_dead)//all fugitives survived
return FUGITIVE_RESULT_MAJOR_FUGITIVE
else if(fugitives_dead < fugitives_counted)//at least ANY fugitive lived
return FUGITIVE_RESULT_FUGITIVE_VICTORY
else if(!hunters_dead)//all fugitives died, but none were taken in by the hunters. minor win
return FUGITIVE_RESULT_MINOR_FUGITIVE
else//all fugitives died, all hunters died, nobody brought back. seems weird to not give fugitives a victory if they managed to kill the hunters but literally no progress to either goal should lead to a nobody wins situation
return FUGITIVE_RESULT_STALEMATE
/datum/team/fugitive_hunters/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
if(!members.len)
return
var/list/result = list()
result += "<div class='panel redborder'>...And <B>[members.len]</B> [backstory]s tried to hunt them down!"
for(var/datum/mind/M in members)
result += "<b>[printplayer(M)]</b>"
switch(get_result())
if(FUGITIVE_RESULT_BADASS_HUNTER)//use defines
result += "<span class='greentext big'>Badass [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, alive!</B>"
if(FUGITIVE_RESULT_POSTMORTEM_HUNTER)
result += "<span class='greentext big'>Postmortem [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, but all of them died! Spooky!</B>"
if(FUGITIVE_RESULT_MAJOR_HUNTER)
result += "<span class='greentext big'>Major [capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture every fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_HUNTER_VICTORY)
result += "<span class='greentext big'>[capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_MINOR_HUNTER)
result += "<span class='greentext big'>Minor [capitalize(backstory)] Victory</span>"
result += "<B>All the [backstory]s died, but managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_STALEMATE)
result += "<span class='neutraltext big'>Bloody Stalemate</span>"
result += "<B>Everyone died, and no fugitives were recovered!</B>"
if(FUGITIVE_RESULT_MINOR_FUGITIVE)
result += "<span class='redtext big'>Minor Fugitive Victory</span>"
result += "<B>All the fugitives died, but none were recovered!</B>"
if(FUGITIVE_RESULT_FUGITIVE_VICTORY)
result += "<span class='redtext big'>Fugitive Victory</span>"
result += "<B>A fugitive survived, and no bodies were recovered by the [backstory]s.</B>"
if(FUGITIVE_RESULT_MAJOR_FUGITIVE)
result += "<span class='redtext big'>Major Fugitive Victory</span>"
result += "<B>All of the fugitives survived and avoided capture!</B>"
else //get_result returned null- either bugged or no fugitives showed
result += "<span class='neutraltext big'>Prank Call!</span>"
result += "<B>[capitalize(backstory)]s were called, yet there were no fugitives...?</B>"
result += "</div>"
return result.Join("<br>")

View File

@@ -417,3 +417,40 @@
crate_type = /obj/structure/closet/crate
///Special supply crate that generates random syndicate gear up to a determined TC value
/datum/supply_pack/misc/syndicate
name = "Assorted Syndicate Gear"
desc = "Contains a random assortment of syndicate gear."
special = TRUE ///Cannot be ordered via cargo
contains = list()
crate_name = "syndicate gear crate"
crate_type = /obj/structure/closet/crate
var/crate_value = 30 ///Total TC worth of contained uplink items
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////// Syndicate Packs /////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//Generate assorted uplink items, taking into account the same surplus modifiers used for surplus crates
//(this is exclusively used for the rare variant of the stray cargo event!)
/datum/supply_pack/misc/syndicate/fill(obj/structure/closet/crate/C)
var/list/uplink_items = get_uplink_items(SSticker.mode)
while(crate_value)
var/category = pick(uplink_items)
var/item = pick(uplink_items[category])
var/datum/uplink_item/I = uplink_items[category][item]
if(!I.surplus || prob(100 - I.surplus))
continue
if(crate_value < I.cost)
continue
crate_value -= I.cost
new I.item(C)

View File

@@ -203,6 +203,12 @@
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
/obj/item/clothing/glasses/regular/circle
name = "circle glasses"
desc = "Why would you wear something so controversial yet so brave?"
icon_state = "circle_glasses"
item_state = "circle_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses

View File

@@ -74,6 +74,10 @@
icon_state = "beaniedurathread"
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
desc = "If you're going on a worldwide hike, you'll need some cold protection."
icon_state = "waldo_hat"
item_state = "waldo_hat"
//No dog fashion sprites yet :( poor Ian can't be dope like the rest of us yet

View File

@@ -386,3 +386,9 @@
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
/obj/item/clothing/head/helmet/police
name = "police officer's hat"
desc = "A police officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dynamic_hair_suffix = ""

View File

@@ -429,3 +429,11 @@
icon_state = "russobluecamohat"
item_state = "russobluecamohat"
dynamic_hair_suffix = ""
/obj/item/clothing/head/hunter
name = "bounty hunting hat"
desc = "Ain't nobody gonna cheat the hangman in my town."
icon_state = "hunter"
item_state = "hunter"
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF

View File

@@ -231,3 +231,16 @@
A.UpdateButtonIcon()
to_chat(M, "The Tiki Mask has now changed into the [choice] Mask!")
return TRUE
/obj/item/clothing/mask/gas/tiki_mask/yalp_elor
icon_state = "tiki_yalp"
item_state = "tiki_yalp"
actions_types = list()
/obj/item/clothing/mask/gas/hunter
name = "bounty hunting mask"
desc = "A custom tactical mask with decals added."
icon_state = "hunter"
item_state = "hunter"
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR

View File

@@ -185,3 +185,9 @@
playsound(src.loc, "sound/voice/complionator/[phrase_sound].ogg", 100, 0, 4)
cooldown = world.time
cooldown_special = world.time
/obj/item/clothing/mask/gas/sechailer/swat/spacepol
name = "spacepol mask"
desc = "A close-fitting tactical mask created in cooperation with a certain megacorporation, comes with an especially aggressive Compli-o-nator 3000."
icon_state = "spacepol"
item_state = "spacepol"

View File

@@ -518,3 +518,14 @@ Contains:
desc = "A deep blue space helmet with a large red cross on the faceplate to designate the wearer as trained emergency medical personnel."
icon_state = "paramedic-eva-helmet"
item_state = "paramedic-eva-helmet"
/obj/item/clothing/suit/space/hunter
name = "bounty hunting suit"
desc = "A custom version of the MK.II SWAT suit, modified to look rugged and tough. Works as a space suit, if you can find a helmet."
icon_state = "hunter"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF

View File

@@ -1016,3 +1016,9 @@
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/suit/striped_sweater
name = "striped sweater"
desc = "Reminds you of someone, but you just can't put your finger on it..."
icon_state = "waldo_shirt"
item_state = "waldo_shirt"

View File

@@ -192,3 +192,14 @@
icon_state = "hos_parade_fem"
item_state = "r_suit"
fitted = FEMALE_UNIFORM_TOP
/*
*Spacepol
*/
/obj/item/clothing/under/rank/security/spacepol
name = "police uniform"
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
can_adjust = FALSE

View File

@@ -0,0 +1,33 @@
/datum/round_event_control/brain_trauma
name = "Spontaneous Brain Trauma"
typepath = /datum/round_event/brain_trauma
weight = 25
/datum/round_event/brain_trauma
fakeable = FALSE
/datum/round_event/brain_trauma/start()
for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list))
if(!H.client)
continue
if(H.stat == DEAD) // What are you doing in this list
continue
if(!H.getorgan(/obj/item/organ/brain)) // If only I had a brain
continue
traumatize(H)
break
/datum/round_event/brain_trauma/proc/traumatize(mob/living/carbon/human/H)
var/resistance = pick(
65;TRAUMA_RESILIENCE_BASIC,
30;TRAUMA_RESILIENCE_SURGERY,
5;TRAUMA_RESILIENCE_LOBOTOMY)
var/trauma_type = pickweight(list(
BRAIN_TRAUMA_MILD = 60,
BRAIN_TRAUMA_SEVERE = 30,
BRAIN_TRAUMA_SPECIAL = 10
))
H.gain_trauma_type(trauma_type, resistance)

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@@ -0,0 +1,30 @@
/datum/round_event_control/fake_virus
name = "Fake Virus"
typepath = /datum/round_event/fake_virus
weight = 20
/datum/round_event/fake_virus/start()
var/list/fake_virus_victims = list()
for(var/mob/living/carbon/human/H in shuffle(GLOB.player_list))
if(!H.client || H.stat == DEAD || H.InCritical())
continue
fake_virus_victims += H
//first we do hard status effect victims
var/defacto_min = min(3, LAZYLEN(fake_virus_victims))
if(defacto_min)// event will hit 1-3 people by default, but will do 1-2 or just 1 if only those many candidates are available
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/hypochondriac = pick(fake_virus_victims)
hypochondriac.apply_status_effect(STATUS_EFFECT_FAKE_VIRUS)
fake_virus_victims -= hypochondriac
//then we do light one-message victims who simply cough or whatever once (have to repeat the process since the last operation modified our candidates list)
defacto_min = min(5, LAZYLEN(fake_virus_victims))
if(defacto_min)
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/onecoughman = pick(fake_virus_victims)
if(prob(25))//1/4 odds to get a spooky message instead of coughing out loud
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, onecoughman, "<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>"), rand(30,150))
else
addtimer(CALLBACK(onecoughman, .mob/proc/emote, pick("cough", "sniff", "sneeze")), rand(30,150))//deliver the message with a slightly randomized time interval so there arent multiple people coughing at the exact same time
fake_virus_victims -= onecoughman

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@@ -0,0 +1,117 @@
/datum/round_event_control/fugitives
name = "Spawn Fugitives"
typepath = /datum/round_event/ghost_role/fugitives
max_occurrences = 1
min_players = 20
earliest_start = 30 MINUTES //deadchat sink, lets not even consider it early on.
gamemode_blacklist = list("nuclear")
/datum/round_event/ghost_role/fugitives
minimum_required = 1
role_name = "fugitive"
fakeable = FALSE
/datum/round_event/ghost_role/fugitives/spawn_role()
var/list/possible_spawns = list()//Some xeno spawns are in some spots that will instantly kill the refugees, like atmos
for(var/turf/X in GLOB.xeno_spawn)
if(istype(X.loc, /area/maintenance))
possible_spawns += X
if(!possible_spawns.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
var/turf/landing_turf = pick(possible_spawns)
var/list/possible_backstories = list()
var/list/candidates = get_candidates(ROLE_TRAITOR, null, ROLE_TRAITOR)
if(candidates.len >= 1) //solo refugees
if(prob(30))
possible_backstories.Add("waldo") //less common as it comes with magicks and is kind of immershun shattering
else //For accurate deadchat feedback
minimum_required = 4
if(candidates.len >= 4)//group refugees
possible_backstories.Add("prisoner", "cultist", "synth")
if(!possible_backstories.len)
return NOT_ENOUGH_PLAYERS
var/backstory = pick(possible_backstories)
var/member_size = 3
var/leader
switch(backstory)
if("synth")
leader = pick_n_take(candidates)
if("waldo")
member_size = 0 //solo refugees have no leader so the member_size gets bumped to one a bit later
var/list/members = list()
var/list/spawned_mobs = list()
if(isnull(leader))
member_size++ //if there is no leader role, then the would be leader is a normal member of the team.
for(var/i in 1 to member_size)
members += pick_n_take(candidates)
for(var/mob/dead/selected in members)
var/mob/living/carbon/human/S = gear_fugitive(selected, landing_turf, backstory)
spawned_mobs += S
if(!isnull(leader))
gear_fugitive_leader(leader, landing_turf, backstory)
//after spawning
playsound(src, 'sound/weapons/emitter.ogg', 50, TRUE)
new /obj/item/storage/toolbox/mechanical(landing_turf) //so they can actually escape maint
addtimer(CALLBACK(src, .proc/spawn_hunters), 10 MINUTES)
role_name = "fugitive hunter"
return SUCCESSFUL_SPAWN
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive(mob/dead/selected, turf/landing_turf, backstory) //spawns normal fugitive
var/datum/mind/player_mind = new /datum/mind(selected.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new(landing_turf)
player_mind.transfer_to(S)
player_mind.assigned_role = "Fugitive"
player_mind.special_role = "Fugitive"
player_mind.add_antag_datum(/datum/antagonist/fugitive)
var/datum/antagonist/fugitive/fugitiveantag = player_mind.has_antag_datum(/datum/antagonist/fugitive)
INVOKE_ASYNC(fugitiveantag, /datum/antagonist/fugitive.proc/greet, backstory) //some fugitives have a sleep on their greet, so we don't want to stop the entire antag granting proc with fluff
switch(backstory)
if("prisoner")
S.equipOutfit(/datum/outfit/prisoner)
if("cultist")
S.equipOutfit(/datum/outfit/yalp_cultist)
if("waldo")
S.equipOutfit(/datum/outfit/waldo)
if("synth")
S.equipOutfit(/datum/outfit/synthetic)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Fugitive by an event.")
log_game("[key_name(S)] was spawned as a Fugitive by an event.")
spawned_mobs += S
return S
//special spawn for one member. it can be used for a special mob or simply to give one normal member special items.
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(mob/dead/leader, turf/landing_turf, backstory)
var/datum/mind/player_mind = new /datum/mind(leader.key)
player_mind.active = TRUE
//if you want to add a fugitive with a special leader in the future, make this switch with the backstory
var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
var/obj/item/choice_beacon/augments/A = new(S)
S.put_in_hands(A)
new /obj/item/autosurgeon(landing_turf)
//security team gets called in after 10 minutes of prep to find the refugees
/datum/round_event/ghost_role/fugitives/proc/spawn_hunters()
var/backstory = pick("space cop", "russian", "bounty hunter")
var/datum/map_template/shuttle/ship
if(backstory == "space cop")
ship = new /datum/map_template/shuttle/hunter/space_cop
else if (backstory == "russian")
ship = new /datum/map_template/shuttle/hunter/russian
else
ship = new /datum/map_template/shuttle/hunter/bounty
var/x = rand(TRANSITIONEDGE,world.maxx - TRANSITIONEDGE - ship.width)
var/y = rand(TRANSITIONEDGE,world.maxy - TRANSITIONEDGE - ship.height)
var/z = SSmapping.empty_space.z_value
var/turf/T = locate(x,y,z)
if(!T)
CRASH("Fugitive Hunters (Created from fugitive event) found no turf to load in")
if(!ship.load(T))
CRASH("Loading [backstory] ship failed!")
priority_announce("Unidentified ship detected near the station.")

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@@ -0,0 +1,99 @@
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event_control/stray_cargo
name = "Stray Cargo Pod"
typepath = /datum/round_event/stray_cargo
weight = 20
max_occurrences = 4
earliest_start = 10 MINUTES
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event/stray_cargo
var/area/impact_area ///Randomly picked area
var/list/possible_pack_types = list() ///List of possible supply packs dropped in the pod, if empty picks from the cargo list
var/static/list/stray_spawnable_supply_packs = list() ///List of default spawnable supply packs, filtered from the cargo list
/datum/round_event/stray_cargo/announce(fake)
priority_announce("Stray cargo pod detected on long-range scanners. Expected location of impact: [impact_area.name].", "Collision Alert")
/**
* Tries to find a valid area, throws an error if none are found
* Also randomizes the start timer
*/
/datum/round_event/stray_cargo/setup()
startWhen = rand(20, 40)
impact_area = find_event_area()
if(!impact_area)
CRASH("No valid areas for cargo pod found.")
var/list/turf_test = get_area_turfs(impact_area)
if(!turf_test.len)
CRASH("Stray Cargo Pod : No valid turfs found for [impact_area] - [impact_area.type]")
if(!stray_spawnable_supply_packs.len)
stray_spawnable_supply_packs = SSshuttle.supply_packs.Copy()
for(var/pack in stray_spawnable_supply_packs)
var/datum/supply_pack/pack_type = pack
if(initial(pack_type.special))
stray_spawnable_supply_packs -= pack
///Spawns a random supply pack, puts it in a pod, and spawns it on a random tile of the selected area
/datum/round_event/stray_cargo/start()
var/list/turf/valid_turfs = get_area_turfs(impact_area)
//Only target non-dense turfs to prevent wall-embedded pods
for(var/i in valid_turfs)
var/turf/T = i
if(T.density)
valid_turfs -= T
var/turf/LZ = pick(valid_turfs)
var/pack_type
if(possible_pack_types.len)
pack_type = pick(possible_pack_types)
else
pack_type = pick(stray_spawnable_supply_packs)
var/datum/supply_pack/SP = new pack_type
var/obj/structure/closet/crate/crate = SP.generate(null)
crate.locked = FALSE //Unlock secure crates
crate.update_icon()
var/obj/structure/closet/supplypod/pod = make_pod()
crate.forceMove(pod)
new /obj/effect/abstract/DPtarget(LZ, pod)
///Handles the creation of the pod, in case it needs to be modified beforehand
/datum/round_event/stray_cargo/proc/make_pod()
var/obj/structure/closet/supplypod/S = new
return S
///Picks an area that wouldn't risk critical damage if hit by a pod explosion
/datum/round_event/stray_cargo/proc/find_event_area()
var/static/list/allowed_areas
if(!allowed_areas)
///Places that shouldn't explode
var/list/safe_area_types = typecacheof(list(
/area/ai_monitored/turret_protected/ai,
/area/ai_monitored/turret_protected/ai_upload,
/area/engine,
/area/shuttle)
)
///Subtypes from the above that actually should explode.
var/list/unsafe_area_subtypes = typecacheof(list(/area/engine/break_room))
allowed_areas = make_associative(GLOB.the_station_areas) - safe_area_types + unsafe_area_subtypes
var/list/possible_areas = typecache_filter_list(GLOB.sortedAreas,allowed_areas)
if (length(possible_areas))
return pick(possible_areas)
///A rare variant that drops a crate containing syndicate uplink items
/datum/round_event_control/stray_cargo/syndicate
name = "Stray Syndicate Cargo Pod"
typepath = /datum/round_event/stray_cargo/syndicate
weight = 6
max_occurrences = 1
earliest_start = 30 MINUTES
/datum/round_event/stray_cargo/syndicate
possible_pack_types = list(/datum/supply_pack/misc/syndicate)
///Apply the syndicate pod skin
/datum/round_event/stray_cargo/syndicate/make_pod()
var/obj/structure/closet/supplypod/S = new
S.setStyle(STYLE_SYNDICATE)
return S

View File

@@ -0,0 +1,15 @@
/datum/round_event_control/wisdomcow
name = "Wisdom cow"
typepath = /datum/round_event/wisdomcow
max_occurrences = 1
weight = 20
/datum/round_event/wisdomcow/announce(fake)
priority_announce("A wise cow has been spotted in the area. Be sure to ask for her advice.", "Nanotrasen Cow Ranching Agency")
/datum/round_event/wisdomcow/start()
var/turf/targetloc = get_random_station_turf()
new /mob/living/simple_animal/cow/wisdom(targetloc)
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(1, targetloc)
smoke.start()

View File

@@ -315,6 +315,15 @@
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/gondola
foodtype = RAW | MEAT
/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow
name = "wisdom cow meat"
desc = "The meat from the legendary creature known as the wisdom cow. You monster."
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/medicine/liquid_wisdom = 5)
tastes = list("meat" = 1, "wisdom" = 5)
filling_color = "#18e3ca"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
////////////////////////////////////// MEAT STEAKS ///////////////////////////////////////////////////////////
@@ -374,6 +383,10 @@
name = "gondola steak"
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
name = "wisdom cow steak"
tastes = list("meat" = 1, "wisdom" = 5)
//////////////////////////////// MEAT CUTLETS ///////////////////////////////////////////////////////
//Raw cutlets
@@ -441,6 +454,11 @@
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/gondola
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
name = "raw wisdom cow cutlet"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
tastes = list("meat" = 1, "wisdom" = 5)
//Cooked cutlets
/obj/item/reagent_containers/food/snacks/meat/cutlet
@@ -488,3 +506,7 @@
/obj/item/reagent_containers/food/snacks/meat/cutlet/chicken
name = "chicken cutlet"
tastes = list("chicken" = 1)
/obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
name = "wisdom cow cutlet"
tastes = list("meat" = 1, "wisdom" = 5)

View File

@@ -33,11 +33,12 @@
stop_automated_movement_when_pulled = 1
blood_volume = BLOOD_VOLUME_NORMAL
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/hostile/retaliate/goat/Initialize()
udder = new()
/mob/living/simple_animal/hostile/retaliate/goat/Initialize(/datum/reagent/milk_reagent)
udder = new (null, milk_reagent)
. = ..()
/mob/living/simple_animal/hostile/retaliate/goat/Destroy()
@@ -57,7 +58,7 @@
LoseTarget()
src.visible_message("<span class='notice'>[src] calms down.</span>")
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
eat_plants()
if(!pulledby)
for(var/direction in shuffle(list(1,2,4,8,5,6,9,10)))
@@ -137,13 +138,14 @@
health = 50
maxHealth = 50
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
gold_core_spawnable = FRIENDLY_SPAWN
blood_volume = BLOOD_VOLUME_NORMAL
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/cow/Initialize()
udder = new()
udder = new(null, milk_reagent)
. = ..()
/mob/living/simple_animal/cow/Destroy()
@@ -161,7 +163,7 @@
/mob/living/simple_animal/cow/Life()
. = ..()
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
/mob/living/simple_animal/cow/attack_hand(mob/living/carbon/M)
if(!stat && M.a_intent == INTENT_DISARM && icon_state != icon_dead)
@@ -189,6 +191,19 @@
else
..()
//Wisdom cow, speaks and bestows great wisdoms
/mob/living/simple_animal/cow/wisdom
name = "wisdom cow"
desc = "Known for its wisdom, shares it with all"
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow = 1) //truly the best meat
gold_core_spawnable = FALSE
speak_chance = 30 //the cow is eager to share its wisdom!
milk_reagent = /datum/reagent/medicine/liquid_wisdom
/mob/living/simple_animal/cow/wisdom/Initialize()
. = ..()
speak = GLOB.wisdoms //Done here so it's setup properly
/mob/living/simple_animal/chick
name = "\improper chick"
desc = "Adorable! They make such a racket though."
@@ -481,14 +496,16 @@
/obj/item/udder
name = "udder"
/obj/item/udder/Initialize()
/obj/item/udder/Initialize(loc, milk_reagent)
if(!milk_reagent)
milk_reagent = /datum/reagent/consumable/milk
create_reagents(50, NONE, NO_REAGENTS_VALUE)
reagents.add_reagent(/datum/reagent/consumable/milk, 20)
reagents.add_reagent(milk_reagent, 20)
. = ..()
/obj/item/udder/proc/generateMilk()
/obj/item/udder/proc/generateMilk(datum/reagent/milk_reagent)
if(prob(5))
reagents.add_reagent(/datum/reagent/consumable/milk, rand(5, 10))
reagents.add_reagent(milk_reagent, rand(5, 10))
/obj/item/udder/proc/milkAnimal(obj/O, mob/user)
var/obj/item/reagent_containers/glass/G = O

View File

@@ -143,3 +143,12 @@
reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 5) //this and the acid equal about 25ish burn, not counting the minute toxin damage dealt by their metabolism, this makes each dart about as lethal as a stechkin shot in upfront damage
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
reagents.add_reagent(/datum/reagent/consumable/frostoil, 10) //tempgun slowdown goes both ways and adds to the burn
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
custom_materials = list(/datum/material/iron=4000)

View File

@@ -50,3 +50,8 @@
name = "riot shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
max_ammo = 6
/obj/item/ammo_box/magazine/internal/shot/bounty
name = "triple-barrel shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/incapacitate
max_ammo = 3

View File

@@ -320,3 +320,18 @@
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"
desc = "Range isn't an issue when you can bring your victim to you."
icon_state = "hookshotgun"
item_state = "shotgun"
mag_type = /obj/item/ammo_box/magazine/internal/shot/bounty
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 16 //it has a hook on it
attack_verb = list("slashed", "hooked", "stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
//our hook gun!
var/obj/item/gun/magic/hook/bounty/hook
var/toggled = FALSE

View File

@@ -112,3 +112,8 @@
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
/obj/item/projectile/bullet/pellet/shotgun_incapacitate
name = "incapacitating pellet"
damage = 1
stamina = 6

View File

@@ -1563,3 +1563,20 @@
M.adjustOrganLoss(ORGAN_SLOT_LUNGS, 0.5)
..()
. = 1
/datum/reagent/medicine/liquid_wisdom
name = "liquid wisdom"
description = "the physical representation of wisdom, in liquid form"
taste_mult = 4
can_synth = FALSE
overdose_threshold = 30
value = REAGENT_VALUE_UNCOMMON // while it's 'rare', it can be milked from the wisdom cow
/datum/reagent/medicine/liquid_wisdom/on_mob_life(mob/living/carbon/C) //slightly stronger mannitol, from the wisdom cow
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, -3*REM)
if(prob(20))
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
if(prob(3))
to_chat(C, "[pick(GLOB.wisdoms)]") //give them a random wisdom
..()

View File

@@ -2284,3 +2284,4 @@
S = new(T)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))