mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 18:33:36 +00:00
Merge pull request #12548 from timothyteakettle/more-events
ports several tg events including fugitives
This commit is contained in:
@@ -11,6 +11,17 @@
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#define NUKE_RESULT_WRONG_STATION 7
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#define NUKE_RESULT_WRONG_STATION_DEAD 8
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//fugitive end results
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#define FUGITIVE_RESULT_BADASS_HUNTER 0
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#define FUGITIVE_RESULT_POSTMORTEM_HUNTER 1
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#define FUGITIVE_RESULT_MAJOR_HUNTER 2
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#define FUGITIVE_RESULT_HUNTER_VICTORY 3
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#define FUGITIVE_RESULT_MINOR_HUNTER 4
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#define FUGITIVE_RESULT_STALEMATE 5
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#define FUGITIVE_RESULT_MINOR_FUGITIVE 6
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#define FUGITIVE_RESULT_FUGITIVE_VICTORY 7
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#define FUGITIVE_RESULT_MAJOR_FUGITIVE 8
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#define APPRENTICE_DESTRUCTION "destruction"
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#define APPRENTICE_BLUESPACE "bluespace"
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#define APPRENTICE_ROBELESS "robeless"
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@@ -59,6 +59,7 @@
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#define ANTAG_HUD_CLOCKWORK 22
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#define ANTAG_HUD_BROTHER 23
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#define ANTAG_HUD_BLOODSUCKER 24
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#define ANTAG_HUD_FUGITIVE 25
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// Notification action types
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#define NOTIFY_JUMP "jump"
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@@ -96,6 +96,8 @@
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#define STATUS_EFFECT_SPASMS /datum/status_effect/spasms //causes random muscle spasms
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#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
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#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
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#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
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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!"))
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GLOBAL_LIST_INIT(redacted_strings, list("\[REDACTED\]", "\[CLASSIFIED\]", "\[ARCHIVED\]", "\[EXPLETIVE DELETED\]", "\[EXPUNGED\]", "\[INFORMATION ABOVE YOUR SECURITY CLEARANCE\]", "\[MOVE ALONG CITIZEN\]", "\[NOTHING TO SEE HERE\]", "\[ACCESS DENIED\]"))
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GLOBAL_LIST_INIT(wisdoms, world.file2list("strings/wisdoms.txt"))
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@@ -19,6 +19,7 @@
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#define POLL_IGNORE_WIZARD "wizard"
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#define POLL_IGNORE_CLONE "clone"
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#define POLL_IGNORE_CONTRACTOR_SUPPORT "contractor_support"
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#define POLL_IGNORE_FUGITIVE "fugitive"
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GLOBAL_LIST_INIT(poll_ignore_desc, list(
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POLL_IGNORE_SENTIENCE_POTION = "Sentience potion",
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@@ -39,7 +40,8 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
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POLL_IGNORE_DEMON = "Demons",
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POLL_IGNORE_WIZARD = "Wizards",
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POLL_IGNORE_CLONE = "Defective/SDGF clones",
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POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit"
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POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit",
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POLL_IGNORE_FUGITIVE = "Fugitive Hunter"
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))
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GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())
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@@ -27,7 +27,8 @@ GLOBAL_LIST_INIT(huds, list(
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ANTAG_HUD_SOULLESS = new/datum/atom_hud/antag/hidden(),
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ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
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ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
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ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker()
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ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
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ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
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))
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/datum/atom_hud
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@@ -162,6 +162,10 @@
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port_id = "pirate"
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can_be_bought = FALSE
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/datum/map_template/shuttle/hunter
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port_id = "hunter"
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can_be_bought = FALSE
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/datum/map_template/shuttle/ruin //For random shuttles in ruins
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port_id = "ruin"
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can_be_bought = FALSE
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@@ -613,3 +617,15 @@
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/datum/map_template/shuttle/snowdin/excavation
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suffix = "excavation"
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name = "Snowdin Excavation Elevator"
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/datum/map_template/shuttle/hunter/space_cop
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suffix = "space_cop"
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name = "Police Spacevan"
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/datum/map_template/shuttle/hunter/russian
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suffix = "russian"
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name = "Russian Cargo Ship"
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/datum/map_template/shuttle/hunter/bounty
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suffix = "bounty"
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name = "Bounty Hunter Ship"
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@@ -795,3 +795,44 @@ datum/status_effect/pacify
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name = "Genetic Breakdown"
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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."
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icon_state = "dna_melt"
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/datum/status_effect/fake_virus
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id = "fake_virus"
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duration = 1800//3 minutes
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status_type = STATUS_EFFECT_REPLACE
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tick_interval = 1
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alert_type = null
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var/msg_stage = 0//so you dont get the most intense messages immediately
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/datum/status_effect/fake_virus/tick()
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var/fake_msg = ""
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var/fake_emote = ""
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switch(msg_stage)
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if(0 to 300)
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if(prob(1))
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fake_msg = pick("<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>",
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"<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>",
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"<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>",
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"<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>",
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"<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>",
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"<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
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if(301 to 600)
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if(prob(2))
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fake_msg = pick("<span class='warning'>[pick("Your head hurts a lot.", "Your head pounds incessantly.")]</span>",
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"<span class='warning'>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>",
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"<span class='warning'>You feel very [pick("dizzy","woozy","faint")].</span>",
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"<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>",
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"<span class='warning'>You nod off for a moment.</span>")
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else
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if(prob(3))
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if(prob(50))// coin flip to throw a message or an emote
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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>",
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"<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>",
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"<span class='warning'>[pick("You feel nauseated.", "You feel like you're going to throw up!")]</span>")
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else
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fake_emote = pick("cough", "sniff", "sneeze")
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if(fake_emote)
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owner.emote(fake_emote)
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else if(fake_msg)
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to_chat(owner, fake_msg)
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msg_stage++
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@@ -93,6 +93,13 @@
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/area/shuttle/abandoned/pod
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name = "Abandoned Ship Pod"
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////////////////////////////Bounty Hunter Shuttles////////////////////////////
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/area/shuttle/hunter
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name = "Hunter Shuttle"
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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blob_allowed = FALSE
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canSmoothWithAreas = /area/shuttle/hunter
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////////////////////////////Single-area shuttles////////////////////////////
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/area/shuttle/transit
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@@ -428,6 +428,11 @@
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desc = "A poster decipting a snake shaped into an ominous 'S'!"
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icon_state = "poster47"
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/obj/structure/sign/poster/contraband/bountyhunters
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name = "Bounty Hunters"
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desc = "A poster advertising bounty hunting services. \"I hear you got a problem.\""
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icon_state = "poster48"
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/obj/structure/sign/poster/official
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poster_item_name = "motivational poster"
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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 @@
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hos_gun_list[initial(A.name)] = A
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return hos_gun_list
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/obj/item/choice_beacon/augments
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name = "augment beacon"
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desc = "Summons augmentations."
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/obj/item/choice_beacon/augments/generate_display_names()
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var/static/list/augment_list
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if(!augment_list)
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augment_list = list()
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var/list/templist = list(
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/obj/item/organ/cyberimp/brain/anti_drop,
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/obj/item/organ/cyberimp/arm/toolset,
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/obj/item/organ/cyberimp/arm/surgery,
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/obj/item/organ/cyberimp/chest/thrusters,
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/obj/item/organ/lungs/cybernetic,
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/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
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for(var/V in templist)
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var/atom/A = V
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augment_list[initial(A.name)] = A
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return augment_list
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/obj/item/choice_beacon/augments/spawn_option(obj/choice,mob/living/M)
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new choice(get_turf(M))
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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>")
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/obj/item/skub
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desc = "It's skub."
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name = "skub"
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@@ -183,3 +183,20 @@
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A.other_pair = B
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B.other_pair = A
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/obj/item/pinpointer/shuttle
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name = "fugitive pinpointer"
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desc = "A handheld tracking device that locates the bounty hunter shuttle for quick escapes."
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icon_state = "pinpointer_hunter"
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var/obj/shuttleport
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/obj/item/pinpointer/shuttle/Initialize(mapload)
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. = ..()
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shuttleport = SSshuttle.getShuttle("huntership")
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/obj/item/pinpointer/shuttle/scan_for_target()
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target = shuttleport
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/obj/item/pinpointer/shuttle/Destroy()
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shuttleport = null
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. = ..()
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66
code/game/objects/structures/fugitive_role_spawners.dm
Normal file
66
code/game/objects/structures/fugitive_role_spawners.dm
Normal file
@@ -0,0 +1,66 @@
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/obj/effect/mob_spawn/human/fugitive
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assignedrole = "Fugitive Hunter"
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flavour_text = "" //the flavor text will be the backstory argument called on the antagonist's greet, see hunter.dm for details
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roundstart = FALSE
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death = FALSE
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random = TRUE
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show_flavour = FALSE
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density = TRUE
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var/back_story = "error"
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/obj/effect/mob_spawn/human/fugitive/Initialize(mapload)
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. = ..()
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notify_ghosts("Hunters are waking up looking for refugees!", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_FUGITIVE)
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/obj/effect/mob_spawn/human/fugitive/special(mob/living/new_spawn)
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var/datum/antagonist/fugitive_hunter/fughunter = new
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fughunter.backstory = back_story
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new_spawn.mind.add_antag_datum(fughunter)
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fughunter.greet()
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message_admins("[ADMIN_LOOKUPFLW(new_spawn)] has been made into a Fugitive Hunter by an event.")
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log_game("[key_name(new_spawn)] was spawned as a Fugitive Hunter by an event.")
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/obj/effect/mob_spawn/human/fugitive/spacepol
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name = "police pod"
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desc = "A small sleeper typically used to put people to sleep for briefing on the mission."
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mob_name = "a spacepol officer"
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flavour_text = "Justice has arrived. I am a member of the Spacepol!"
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back_story = "space cop"
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outfit = /datum/outfit/spacepol
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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/obj/effect/mob_spawn/human/fugitive/russian
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name = "russian pod"
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flavour_text = "Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!"
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back_story = "russian"
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desc = "A small sleeper typically used to make long distance travel a bit more bearable."
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mob_name = "russian"
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outfit = /datum/outfit/russiancorpse/hunter
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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/obj/effect/mob_spawn/human/fugitive/bounty
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name = "bounty hunter pod"
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flavour_text = "We got a new bounty on some fugitives, dead or alive."
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back_story = "bounty hunters"
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desc = "A small sleeper typically used to make long distance travel a bit more bearable."
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mob_name = "bounty hunter"
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icon = 'icons/obj/machines/sleeper.dmi'
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icon_state = "sleeper"
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/obj/effect/mob_spawn/human/fugitive/bounty/Destroy()
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var/obj/structure/fluff/empty_sleeper/S = new(drop_location())
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S.setDir(dir)
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return ..()
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/obj/effect/mob_spawn/human/fugitive/bounty/armor
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outfit = /datum/outfit/bountyarmor
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/obj/effect/mob_spawn/human/fugitive/bounty/hook
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outfit = /datum/outfit/bountyhook
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/obj/effect/mob_spawn/human/fugitive/bounty/synth
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outfit = /datum/outfit/bountysynth
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@@ -80,10 +80,11 @@
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name = "shock trap"
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desc = "A trap that will shock and render you immobile. You'd better avoid it."
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icon_state = "trap-shock"
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var/stun_time = 100
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.DefaultCombatKnockdown(100)
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L.Paralyze(stun_time)
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/obj/structure/trap/fire
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name = "flame trap"
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@@ -151,3 +152,75 @@
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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QDEL_IN(src, 30)
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//fugitive traps
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/obj/structure/trap/stun/hunter
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name = "bounty trap"
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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."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_on"
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stun_time = 200
|
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var/obj/item/bountytrap/stored_item
|
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var/caught = FALSE
|
||||
|
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/obj/structure/trap/stun/hunter/Initialize(mapload)
|
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. = ..()
|
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time_between_triggers = 10
|
||||
|
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/obj/structure/trap/stun/hunter/Crossed(atom/movable/AM)
|
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if(isliving(AM))
|
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var/mob/living/L = AM
|
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if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
|
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return
|
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caught = TRUE
|
||||
. = ..()
|
||||
|
||||
/obj/structure/trap/stun/hunter/flare()
|
||||
..()
|
||||
stored_item.forceMove(get_turf(src))
|
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forceMove(stored_item)
|
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if(caught)
|
||||
stored_item.announce_fugitive()
|
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caught = FALSE
|
||||
|
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/obj/item/bountytrap
|
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name = "bounty trap"
|
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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)
|
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spark_system.attach(src)
|
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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)
|
||||
. = ..()
|
||||
|
||||
@@ -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
|
||||
|
||||
90
code/modules/antagonists/fugitive/fugitive.dm
Normal file
90
code/modules/antagonists/fugitive/fugitive.dm
Normal file
@@ -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>")
|
||||
171
code/modules/antagonists/fugitive/fugitive_outfits.dm
Normal file
171
code/modules/antagonists/fugitive/fugitive_outfits.dm
Normal file
@@ -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()
|
||||
62
code/modules/antagonists/fugitive/fugitive_ship.dm
Normal file
62
code/modules/antagonists/fugitive/fugitive_ship.dm
Normal 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)
|
||||
169
code/modules/antagonists/fugitive/hunter.dm
Normal file
169
code/modules/antagonists/fugitive/hunter.dm
Normal 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>")
|
||||
@@ -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)
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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 = ""
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
33
code/modules/events/brain_trauma.dm
Normal file
33
code/modules/events/brain_trauma.dm
Normal 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)
|
||||
30
code/modules/events/fake_virus.dm
Normal file
30
code/modules/events/fake_virus.dm
Normal file
@@ -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
|
||||
117
code/modules/events/fugitive_spawning.dm
Normal file
117
code/modules/events/fugitive_spawning.dm
Normal file
@@ -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.")
|
||||
99
code/modules/events/stray_cargo.dm
Normal file
99
code/modules/events/stray_cargo.dm
Normal file
@@ -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
|
||||
15
code/modules/events/wisdomcow.dm
Normal file
15
code/modules/events/wisdomcow.dm
Normal 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()
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
..()
|
||||
|
||||
|
||||
@@ -2284,3 +2284,4 @@
|
||||
S = new(T)
|
||||
if(data["blood_DNA"])
|
||||
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
|
||||
|
||||
|
||||
Reference in New Issue
Block a user