Part 2 - Missing stuff from original families port

This commit is contained in:
keronshb
2021-10-12 12:07:02 -04:00
parent 0bae06adcd
commit 41013ec815
43 changed files with 1000 additions and 86 deletions

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@@ -111,3 +111,6 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
#define BLOB_SPREAD_COST 4
#define BLOB_ATTACK_REFUND 2 //blob refunds this much if it attacks and doesn't spread
#define BLOB_REFLECTOR_COST 15
/// The dimensions of the antagonist preview icon. Will be scaled to this size.
#define ANTAGONIST_PREVIEW_ICON_SIZE 96

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@@ -61,6 +61,9 @@
#define ANTAG_HUD_BLOODSUCKER 24
#define ANTAG_HUD_FUGITIVE 25
#define ANTAG_HUD_HERETIC 26
#define ANTAG_HUD_GANGSTER 25
#define ANTAG_HUD_SPACECOP 26
// Notification action types
#define NOTIFY_JUMP "jump"

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@@ -380,6 +380,8 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define CLOCK_PROSELYTIZATION 23
#define SHUTTLE_HIJACK 24
#define GANG_VICTORY 25
#define GANG_DESTROYED 25
#define GANG_OPERATING 26
#define FIELD_TURF 1
#define FIELD_EDGE 2

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@@ -36,7 +36,9 @@
#define ROLE_DEATHSQUAD "deathsquad"
#define ROLE_LAVALAND "lavaland"
#define ROLE_INTERNAL_AFFAIRS "internal affairs agent"
#define ROLE_GANG "gangster"
#define ROLE_GANG "old gangster"
#define ROLE_FAMILIES "gangster"
#define ROLE_FAMILY_HEAD_ASPIRANT "family head aspirant"
#define ROLE_BLOODSUCKER "bloodsucker"
#define ROLE_SPACE_DRAGON "Space Dragon"
//#define ROLE_MONSTERHUNTER "monster hunter" Disabled for now
@@ -72,9 +74,10 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_OVERTHROW = /datum/game_mode/overthrow,
ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs,
ROLE_SENTIENCE,
ROLE_GANG = /datum/game_mode/gang,
ROLE_GANG = /datum/game_mode/gang_old,
ROLE_HERETIC = /datum/game_mode/heretics,
ROLE_BLOODSUCKER = /datum/game_mode/bloodsucker,
ROLE_FAMILIES = /datum/game_mode/gang,
ROLE_SPACE_DRAGON
//ROLE_MONSTERHUNTER Disabled for now
))

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@@ -52,6 +52,8 @@ GLOBAL_LIST_EMPTY(current_observers_list)
//Dynamic Port
GLOBAL_LIST_EMPTY(new_player_list) //all /mob/dead/new_player, in theory all should have clients and those that don't are in the process of spawning and get deleted when done.
//Family Port
GLOBAL_LIST_EMPTY(pre_setup_antags) //minds that have been picked as antag by the gamemode. removed as antag datums are set.
/proc/update_config_movespeed_type_lookup(update_mobs = TRUE)
// NOTE: This is entirely based on the fact that byond typesof/subtypesof gets longer/deeper paths before shallower ones.

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@@ -176,9 +176,6 @@
#define ui_ghost_mafia "SOUTH: 6, CENTER+2:24"
#define ui_ghost_spawners "SOUTH: 6, CENTER+1:24" // LEGACY. SAME LOC AS PAI
// #define ui_wanted_lvl "NORTH,11"
//UI position overrides for 1:1 screen layout. (default is 7:5)
#define ui_stamina "EAST-1:28,CENTER:17" // replacing internals button
#define ui_overridden_resist "EAST-3:24,SOUTH+1:7"
@@ -190,3 +187,5 @@
#define ui_boxarea "EAST-4:6,SOUTH+1:6"
#define ui_boxlang "EAST-5:22,SOUTH+1:6"
#define ui_boxvore "EAST-5:22,SOUTH+1:6"
#define ui_wanted_lvl "NORTH,11"

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@@ -98,6 +98,7 @@
var/alerttooltipstyle = ""
var/override_alerts = FALSE //If it is overriding other alerts of the same type
var/mob/mob_viewer //the mob viewing this alert
var/mob/owner //Alert owner
/atom/movable/screen/alert/MouseEntered(location,control,params)
@@ -348,24 +349,27 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
/// An overrideable proc used simply to hand over the item when claimed, this is a proc so that high-fives can override them since nothing is actually transferred
/atom/movable/screen/alert/give/proc/handle_transfer()
var/mob/living/carbon/taker = owner
taker.take(offerer, receiving)
taker.take(giver, receiving)
/// Simply checks if the other person is still in range
/atom/movable/screen/alert/give/proc/check_in_range(atom/taker)
SIGNAL_HANDLER
if(!offerer.CanReach(taker))
to_chat(owner, span_warning("You moved out of range of [offerer]!"))
owner.clear_alert("[offerer]")
if(!giver.CanReach(taker))
to_chat(owner, span_warning("You moved out of range of [giver]!"))
owner.clear_alert("[giver]")
/atom/movable/screen/alert/give/secret_handshake/setup(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
name = "[offerer] is offering a Handshake"
desc = "[offerer] wants to teach you the Secret Handshake for their Family and induct you! Click on this alert to accept."
/atom/movable/screen/alert/give/secret_handshake
icon_state = "default"
/atom/movable/screen/alert/give/secret_handshake/setup(mob/living/carbon/taker, mob/living/carbon/giver, obj/item/receiving)
name = "[giver] is offering a Handshake"
desc = "[giver] wants to teach you the Secret Handshake for their Family and induct you! Click on this alert to accept."
icon_state = "template"
cut_overlays()
add_overlay(receiving)
src.receiving = receiving
src.offerer = offerer
src.giver = giver
RegisterSignal(taker, COMSIG_MOVABLE_MOVED, .proc/check_in_range, override = TRUE) //Override to prevent runtimes when people offer a item multiple times
//ALIENS

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@@ -58,6 +58,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
var/atom/movable/screen/healthdoll
var/atom/movable/screen/internals
var/atom/movable/screen/wanted/wanted_lvl
// subtypes can override this to force a specific UI style
var/ui_style
@@ -80,6 +81,13 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
plane_masters["[instance.plane]"] = instance
instance.backdrop(mymob)
wanted_lvl = new /obj/screen()
wanted_lvl.icon = 'icons/obj/gang/wanted_160x32.dmi'
wanted_lvl.icon_state = "wanted_0"
wanted_lvl.screen_loc = ui_wanted_lvl
infodisplay += wanted_lvl
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
@@ -100,6 +108,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
healths = null
healthdoll = null
wanted_lvl = null
internals = null
lingchemdisplay = null
devilsouldisplay = null

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@@ -14,6 +14,9 @@ SUBSYSTEM_DEF(atoms)
var/list/BadInitializeCalls = list()
/// Atoms that will be deleted once the subsystem is initialized
var/list/queued_deletions = list()
initialized = INITIALIZATION_INSSATOMS
/datum/controller/subsystem/atoms/Initialize(timeofday)
@@ -62,6 +65,12 @@ SUBSYSTEM_DEF(atoms)
testing("Late initialized [late_loaders.len] atoms")
late_loaders.Cut()
for (var/queued_deletion in queued_deletions)
qdel(queued_deletion)
testing("[queued_deletions.len] atoms were queued for deletion.")
queued_deletions.Cut()
/// Init this specific atom
/datum/controller/subsystem/atoms/proc/InitAtom(atom/A, list/arguments)
var/the_type = A.type
@@ -151,6 +160,14 @@ SUBSYSTEM_DEF(atoms)
if(fails & BAD_INIT_SLEPT)
. += "- Slept during Initialize()\n"
/// Prepares an atom to be deleted once the atoms SS is initialized.
/datum/controller/subsystem/atoms/proc/prepare_deletion(atom/target)
if (initialized == INITIALIZATION_INNEW_REGULAR)
// Atoms SS has already completed, just kill it now.
qdel(target)
else
queued_deletions += WEAKREF(target)
/datum/controller/subsystem/atoms/Shutdown()
var/initlog = InitLog()
if(initlog)

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@@ -582,6 +582,10 @@ SUBSYSTEM_DEF(ticker)
news_message = "During routine evacuation procedures, the emergency shuttle of [station_name()] had its navigation protocols corrupted and went off course, but was recovered shortly after."
if(GANG_VICTORY)
news_message = "Company officials reaffirmed that sudden deployments of special forces are not in any way connected to rumors of [station_name()] being covered in graffiti."
if(GANG_OPERATING)
news_message = "The company would like to state that any rumors of criminal organizing on board stations such as [station_name()] are falsehoods, and not to be emulated."
if(GANG_DESTROYED)
news_message = "The crew of [station_name()] would like to thank the Spinward Stellar Coalition Police Department for quickly resolving a minor terror threat to the station."
if(SSblackbox.first_death)
var/list/ded = SSblackbox.first_death

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@@ -29,7 +29,9 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag(),
ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden()
ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_GANGSTER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_SPACECOP = new/datum/atom_hud/antag()
))
/datum/atom_hud

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@@ -86,4 +86,4 @@
/datum/status_effect/offering/secret_handshake
id = "secret_handshake"
give_alert_type = /atom/movable/screen/alert/give/secret_handshake
alert_type = /atom/movable/screen/alert/give/secret_handshake

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@@ -0,0 +1,449 @@
#define LOWPOP_FAMILIES_COUNT 50
#define TWO_STARS_HIGHPOP 11
#define THREE_STARS_HIGHPOP 16
#define FOUR_STARS_HIGHPOP 21
#define FIVE_STARS_HIGHPOP 31
#define TWO_STARS_LOW 6
#define THREE_STARS_LOW 9
#define FOUR_STARS_LOW 12
#define FIVE_STARS_LOW 15
#define CREW_SIZE_MIN 4
#define CREW_SIZE_MAX 8
GLOBAL_VAR_INIT(deaths_during_shift, 0)
/datum/game_mode/gang
name = "Families"
config_tag = "families"
antag_flag = ROLE_TRAITOR
false_report_weight = 5
required_players = 0
required_enemies = 1
recommended_enemies = 4
announce_span = "danger"
announce_text = "Grove For Lyfe!"
reroll_friendly = FALSE
restricted_jobs = list("Cyborg", "AI", "Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")//N O
protected_jobs = list()
var/check_counter = 0
var/endtime = null
var/fuckingdone = FALSE
var/time_to_end = 60 MINUTES
var/gangs_to_generate = 3
var/list/gangs_to_use
var/list/datum/mind/gangbangers = list()
var/list/datum/mind/pigs = list()
var/datum/mind/undercover_cop
var/list/gangs = list()
var/gangs_still_alive = 0
var/sent_announcement = FALSE
var/list/gang_locations = list()
var/lock_stars = FALSE
var/cops_arrived = FALSE
var/gang_balance_cap = 5
var/current_stars = "wanted_0"
/datum/game_mode/gang/warriors
name = "Warriors"
config_tag = "warriors"
announce_text = "Can you survive this onslaught?"
gang_balance_cap = 3
/datum/game_mode/gang/warriors/pre_setup()
gangs_to_use = subtypesof(/datum/antagonist/gang)
gangs_to_generate = gangs_to_use.len
. = ..()
/datum/game_mode/gang/pre_setup()
gangs_to_use = subtypesof(/datum/antagonist/gang)
for(var/j = 0, j < gangs_to_generate, j++)
if (!antag_candidates.len)
break
var/datum/mind/gangbanger = antag_pick(antag_candidates)
gangbangers += gangbanger
gangbanger.restricted_roles = restricted_jobs
log_game("[key_name(gangbanger)] has been selected as a starting gangster!")
antag_candidates.Remove(gangbanger)
if(antag_candidates.len)
var/datum/mind/one_eight_seven_on_an_undercover_cop = antag_pick(antag_candidates)
pigs += one_eight_seven_on_an_undercover_cop
undercover_cop = one_eight_seven_on_an_undercover_cop
undercover_cop.restricted_roles = restricted_jobs
log_game("[key_name(one_eight_seven_on_an_undercover_cop)] has been selected as a starting undercover cop!")
antag_candidates.Remove(one_eight_seven_on_an_undercover_cop)
endtime = world.time + time_to_end
return TRUE
/datum/game_mode/gang/post_setup()
var/replacement_gangsters = 0
for(var/datum/mind/gangbanger in gangbangers)
if(!ishuman(gangbanger.current))
gangbangers.Remove(gangbanger)
log_game("[gangbanger] was not a human, and thus has lost their gangster role.")
replacement_gangsters++
if(replacement_gangsters)
for(var/j = 0, j < replacement_gangsters, j++)
if(!antag_candidates.len)
log_game("Unable to find more replacement gangsters. Not all of the gangs will spawn.")
break
var/datum/mind/gangbanger = antag_pick(antag_candidates)
gangbangers += gangbanger
log_game("[key_name(gangbanger)] has been selected as a replacement gangster!")
if(undercover_cop && !ishuman(undercover_cop.current))
pigs.Remove(undercover_cop)
log_game("[undercover_cop] was not a human, and thus has lost their undercover cop role.")
if(!antag_candidates.len)
var/datum/mind/one_eight_seven_on_an_undercover_cop = antag_pick(antag_candidates)
pigs += one_eight_seven_on_an_undercover_cop
undercover_cop = one_eight_seven_on_an_undercover_cop
else
log_game("Unable to find a replacement undercover cop.")
if(undercover_cop)
var/datum/antagonist/ert/families/undercover_cop/one_eight_seven_on_an_undercover_cop = new()
undercover_cop.add_antag_datum(one_eight_seven_on_an_undercover_cop)
undercover_cop.current.playsound_local(undercover_cop.current, 'sound/effects/families_police.ogg', 100, FALSE, pressure_affected = FALSE)
for(var/datum/mind/gangbanger in gangbangers)
var/gang_to_use = pick_n_take(gangs_to_use)
var/datum/antagonist/gang/new_gangster = new gang_to_use()
var/datum/team/gang/ballas = new /datum/team/gang()
new_gangster.my_gang = ballas
new_gangster.starter_gangster = TRUE
gangs += ballas
ballas.add_member(gangbanger)
ballas.name = new_gangster.gang_name
ballas.acceptable_clothes = new_gangster.acceptable_clothes.Copy()
ballas.free_clothes = new_gangster.free_clothes.Copy()
ballas.my_gang_datum = new_gangster
for(var/C in ballas.free_clothes)
var/obj/O = new C(gangbanger.current)
var/list/slots = list (
"backpack" = ITEM_SLOT_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/mob/living/carbon/human/H = gangbanger.current
var/equipped = H.equip_in_one_of_slots(O, slots)
if(!equipped)
to_chat(gangbanger.current, "Unfortunately, you could not bring your [O] to this shift. You will need to find one.")
qdel(O)
gangbanger.add_antag_datum(new_gangster)
gangbanger.current.playsound_local(gangbanger.current, 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE)
to_chat(gangbanger.current, "<B>As you're the first gangster, your uniform and spraycan are in your inventory!</B>")
addtimer(CALLBACK(src, .proc/announce_gang_locations), 5 MINUTES)
addtimer(CALLBACK(src, .proc/five_minute_warning), time_to_end - 5 MINUTES)
gamemode_ready = TRUE
..()
/datum/game_mode/gang/proc/announce_gang_locations()
var/list/readable_gang_names = list()
for(var/GG in gangs)
var/datum/team/gang/G = GG
readable_gang_names += "[G.name]"
var/finalized_gang_names = english_list(readable_gang_names)
priority_announce("Julio G coming to you live from Radio Los Spess! We've been hearing reports of gang activity on [station_name()], with the [finalized_gang_names] duking it out, looking for fresh territory and drugs to sling! Stay safe out there for the hour 'till the space cops get there, and keep it cool, yeah? Play music, not gunshots, I say. Peace out!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg')
sent_announcement = TRUE
/datum/game_mode/gang/proc/five_minute_warning()
priority_announce("Julio G coming to you live from Radio Los Spess! The space cops are closing in on [station_name()] and will arrive in about 5 minutes! Better clear on out of there if you don't want to get hurt!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg')
/datum/game_mode/gang/check_win()
var/alive_gangsters = 0
var/alive_cops = 0
for(var/datum/mind/gangbanger in gangbangers)
if(!ishuman(gangbanger.current))
continue
var/mob/living/carbon/human/H = gangbanger.current
if(H.stat)
continue
alive_gangsters++
for(var/datum/mind/bacon in pigs)
if(!ishuman(bacon.current)) // always returns false
continue
var/mob/living/carbon/human/H = bacon.current
if(H.stat)
continue
alive_cops++
if(alive_gangsters > alive_cops)
SSticker.mode_result = "win - gangs survived"
SSticker.news_report = GANG_OPERATING
return TRUE
SSticker.mode_result = "loss - police destroyed the gangs"
SSticker.news_report = GANG_DESTROYED
return FALSE
/datum/game_mode/gang/process()
if(sent_announcement)
for(var/mob/M in GLOB.player_list)
if(M.hud_used && !istype(M, /mob/dead/new_player))
var/datum/hud/H = M.hud_used
var/icon_state_to_use = "wanted_1"
if(lock_stars)
H.wanted_lvl.icon_state = current_stars
continue
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
switch(GLOB.deaths_during_shift)
if(0 to TWO_STARS_HIGHPOP-1)
icon_state_to_use = "wanted_1"
if(TWO_STARS_HIGHPOP to THREE_STARS_HIGHPOP-1)
icon_state_to_use = "wanted_2"
if(THREE_STARS_HIGHPOP to FOUR_STARS_HIGHPOP-1)
icon_state_to_use = "wanted_3"
if(FOUR_STARS_HIGHPOP to FIVE_STARS_HIGHPOP-1)
icon_state_to_use = "wanted_4"
if(FIVE_STARS_HIGHPOP to INFINITY)
icon_state_to_use = "wanted_5"
else
switch(GLOB.deaths_during_shift)
if(0 to TWO_STARS_LOW-1)
icon_state_to_use = "wanted_1"
if(TWO_STARS_LOW to THREE_STARS_LOW-1)
icon_state_to_use = "wanted_2"
if(THREE_STARS_LOW to FOUR_STARS_LOW-1)
icon_state_to_use = "wanted_3"
if(FOUR_STARS_LOW to FIVE_STARS_LOW-1)
icon_state_to_use = "wanted_4"
if(FIVE_STARS_LOW to INFINITY)
icon_state_to_use = "wanted_5"
if(cops_arrived)
icon_state_to_use += "_active"
lock_stars = TRUE
current_stars = icon_state_to_use
H.wanted_lvl.icon_state = icon_state_to_use
check_counter++
if(check_counter >= 5)
if (world.time > endtime && !fuckingdone)
fuckingdone = TRUE
send_in_the_fuzz()
check_counter = 0
SSticker.mode.check_win()
check_tagged_turfs()
check_gang_clothes()
check_rollin_with_crews()
/datum/game_mode/gang/proc/send_in_the_fuzz()
var/team_size
var/cops_to_send
var/announcement_message = "PUNK ASS BALLA BITCH"
var/announcer = "Spinward Stellar Coalition"
if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT)
switch(GLOB.deaths_during_shift)
if(0 to TWO_STARS_HIGHPOP-1)
team_size = 8
cops_to_send = /datum/antagonist/ert/families/beatcop
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
announcer = "Spinward Stellar Coalition Police Department"
if(TWO_STARS_HIGHPOP to THREE_STARS_HIGHPOP-1)
team_size = 9
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(THREE_STARS_HIGHPOP to FOUR_STARS_HIGHPOP-1)
team_size = 10
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(FOUR_STARS_HIGHPOP to FIVE_STARS_HIGHPOP-1)
team_size = 11
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
announcer = "Federal Bureau of Investigation"
if(FIVE_STARS_HIGHPOP to INFINITY)
team_size = 12
cops_to_send = /datum/antagonist/ert/families/beatcop/military
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
announcer = "Spinward Stellar Coalition National Guard"
else
switch(GLOB.deaths_during_shift)
if(0 to TWO_STARS_LOW-1)
team_size = 5
cops_to_send = /datum/antagonist/ert/families/beatcop
announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!"
announcer = "Spinward Stellar Coalition Police Department"
if(TWO_STARS_LOW to THREE_STARS_LOW-1)
team_size = 6
cops_to_send = /datum/antagonist/ert/families/beatcop/armored
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(THREE_STARS_LOW to FOUR_STARS_LOW-1)
team_size = 7
cops_to_send = /datum/antagonist/ert/families/beatcop/swat
announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day."
announcer = "Spinward Stellar Coalition Police Department"
if(FOUR_STARS_LOW to FIVE_STARS_LOW-1)
team_size = 8
cops_to_send = /datum/antagonist/ert/families/beatcop/fbi
announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions."
announcer = "Federal Bureau of Investigation"
if(FIVE_STARS_LOW to INFINITY)
team_size = 10
cops_to_send = /datum/antagonist/ert/families/beatcop/military
announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians."
announcer = "Spinward Stellar Coalition National Guard"
priority_announce(announcement_message, announcer, 'sound/effects/families_police.ogg')
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to help clean up crime on this station?", "deathsquad", null)
if(candidates.len)
//Pick the (un)lucky players
var/numagents = min(team_size,candidates.len)
var/list/spawnpoints = GLOB.emergencyresponseteamspawn
var/index = 0
while(numagents && candidates.len)
var/spawnloc = spawnpoints[index+1]
//loop through spawnpoints one at a time
index = (index + 1) % spawnpoints.len
var/mob/dead/observer/chosen_candidate = pick(candidates)
candidates -= chosen_candidate
if(!chosen_candidate.key)
continue
//Spawn the body
var/mob/living/carbon/human/cop = new(spawnloc)
chosen_candidate.client.prefs.copy_to(cop)
cop.key = chosen_candidate.key
//Give antag datum
var/datum/antagonist/ert/ert_antag = new cops_to_send
cop.mind.add_antag_datum(ert_antag)
cop.mind.assigned_role = ert_antag.name
SSjob.SendToLateJoin(cop)
//Logging and cleanup
log_game("[key_name(cop)] has been selected as an [ert_antag.name]")
numagents--
cops_arrived = TRUE
SSshuttle.registerHostileEnvironment(src)
addtimer(CALLBACK(src, .proc/end_hostile_sit), 10 MINUTES)
return TRUE
/datum/game_mode/gang/proc/end_hostile_sit()
SSshuttle.clearHostileEnvironment(src)
/datum/game_mode/gang/proc/check_tagged_turfs()
for(var/T in GLOB.gang_tags)
var/obj/effect/decal/cleanable/crayon/gang/tag = T
if(tag.my_gang)
tag.my_gang.adjust_points(50)
CHECK_TICK
/datum/game_mode/gang/proc/check_gang_clothes() // TODO: make this grab the sprite itself, average out what the primary color would be, then compare how close it is to the gang color so I don't have to manually fill shit out for 5 years for every gang type
for(var/mob/living/carbon/human/H in GLOB.player_list)
if(!H.mind || !H.client)
continue
var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang)
for(var/clothing in list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.back, H.gloves, H.shoes, H.belt, H.s_store, H.glasses, H.ears, H.wear_id))
if(is_gangster)
if(is_type_in_list(clothing, is_gangster.acceptable_clothes))
is_gangster.add_gang_points(10)
else
for(var/G in gangs)
var/datum/team/gang/gang_clothes = G
if(is_type_in_list(clothing, gang_clothes.acceptable_clothes))
gang_clothes.adjust_points(5)
CHECK_TICK
/datum/game_mode/gang/proc/check_rollin_with_crews()
var/list/areas_to_check = list()
for(var/G in gangbangers)
var/datum/mind/gangster = G
areas_to_check += get_area(gangster.current)
for(var/AA in areas_to_check)
var/area/A = AA
var/list/gang_members = list()
for(var/mob/living/carbon/human/H in A)
if(H.stat || !H.mind || !H.client)
continue
var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang)
if(is_gangster)
gang_members[is_gangster.my_gang]++
CHECK_TICK
if(gang_members.len)
for(var/datum/team/gang/gangsters in gang_members)
if(gang_members[gangsters] >= CREW_SIZE_MIN)
if(gang_members[gangsters] >= CREW_SIZE_MAX)
gangsters.adjust_points(5) // Discourage larger clumps, spread ur people out
else
gangsters.adjust_points(10)
/datum/game_mode/gang/generate_report()
return "Something something grove street home at least until I fucked everything up idk nobody reads these reports."
/datum/game_mode/gang/send_intercept(report = 0)
return
/datum/game_mode/gang/special_report()
var/list/report = list()
var/highest_point_value = 0
var/highest_gang = "Leet Like Jeff K"
report += "<span class='header'>The families in the round were:</span>"
var/objective_failures = TRUE
for(var/datum/team/gang/GG in gangs)
if(GG.my_gang_datum.check_gang_objective())
objective_failures = FALSE
break
for(var/datum/team/gang/G in gangs)
report += "<span class='header'>[G.name]:</span>"
if(G.members.len)
report += "[G.my_gang_datum.roundend_category] were:"
report += printplayerlist(G.members)
report += "<span class='header'>Points: [G.points]</span>"
report += "<span class='header'>Objective: [G.my_gang_datum.gang_objective]</span>"
if(G.my_gang_datum.check_gang_objective())
report += "<span class='greentext'>The family completed their objective!</span>"
else
report += "<span class='redtext'>The family failed their objective!</span>"
else
report += "<span class='redtext'>The family was wiped out!</span>"
if(!objective_failures)
if(G.points >= highest_point_value && G.members.len && G.my_gang_datum.check_gang_objective())
highest_point_value = G.points
highest_gang = G.name
else
if(G.points >= highest_point_value && G.members.len)
highest_point_value = G.points
highest_gang = G.name
var/alive_gangsters = 0
var/alive_cops = 0
for(var/datum/mind/gangbanger in gangbangers)
if(gangbanger.current)
if(!ishuman(gangbanger.current))
continue
var/mob/living/carbon/human/H = gangbanger.current
if(H.stat)
continue
alive_gangsters++
for(var/datum/mind/bacon in pigs)
if(bacon.current)
if(!ishuman(bacon.current)) // always returns false
continue
var/mob/living/carbon/human/H = bacon.current
if(H.stat)
continue
alive_cops++
if(alive_gangsters > alive_cops)
if(!objective_failures)
report += "<span class='header greentext'>[highest_gang] won the round by completing their objective and having the most points!</span>"
else
report += "<span class='header greentext'>[highest_gang] won the round by having the most points!</span>"
else if(alive_gangsters == alive_cops)
report += "<span class='header redtext'>Legend has it the police and the families are still duking it out to this day!</span>"
else
report += "<span class='header greentext'>The police put the boots to the families, medium style!</span>"
return "<div class='panel redborder'>[report.Join("<br>")]</div>"

View File

@@ -2,7 +2,7 @@
//Gang War Game Mode
GLOBAL_LIST_INIT(possible_gangs, subtypesof(/datum/team/gang))
GLOBAL_LIST_EMPTY(gangs)
/datum/game_mode/gang
/datum/game_mode/gang_old
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
@@ -21,13 +21,13 @@ GLOBAL_LIST_EMPTY(gangs)
var/list/datum/mind/gangboss_candidates = list()
/datum/game_mode/gang/generate_report()
/datum/game_mode/gang_old/generate_report()
return "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
/datum/game_mode/gang/pre_setup()
/datum/game_mode/gang_old/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
@@ -57,7 +57,7 @@ GLOBAL_LIST_EMPTY(gangs)
return TRUE
/datum/game_mode/gang/post_setup()
/datum/game_mode/gang_old/post_setup()
set waitfor = FALSE
..()
for(var/i in gangboss_candidates)

View File

@@ -0,0 +1,21 @@
/obj/mecha/combat/five_stars
desc = "A state of the art tank deployed by the Spinward Stellar Coalition National Guard."
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 800
pixel_x = -32
pixel_y = -32
/obj/mecha/combat/five_stars/Initialize()
. = ..()
var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg(src)
ME.attach(src)
ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay(src)
ME.attach(src)
max_ammo()

View File

@@ -342,6 +342,9 @@
harmful = TRUE
ammo_type = "missiles_he"
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/spacecops
projectiles = 420
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/breaching
name = "\improper BRM-6 missile rack"
desc = "A weapon for combat exosuits. Launches low-explosive breaching missiles designed to explode only when striking a sturdy target."

View File

@@ -1,3 +1,5 @@
GLOBAL_LIST(gang_tags)
/obj/effect/decal/cleanable/crayon
name = "rune"
desc = "Graffiti. Damn kids."
@@ -45,6 +47,8 @@
data["pixel_x"] = pixel_x
if(pixel_y != initial(pixel_y))
data["pixel_y"] = pixel_y
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isgroundlessturf(T)
/obj/effect/decal/cleanable/crayon/PersistenceLoad(list/data)
. = ..()
@@ -63,3 +67,18 @@
pixel_x = data["pixel_x"]
if(data["pixel_y"])
pixel_y = data["pixel_y"]
/obj/effect/decal/cleanable/crayon/gang
name = "Leet Like Jeff K gang tag"
desc = "Looks like someone's claimed this area for Leet Like Jeff K."
icon = 'icons/obj/gang/tags.dmi'
layer = BELOW_MOB_LAYER
var/datum/team/gang/my_gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
LAZYADD(GLOB.gang_tags, src)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
LAZYREMOVE(GLOB.gang_tags, src)
..()

View File

@@ -277,7 +277,7 @@
/obj/item/toy/crayon/proc/draw_on(atom/target, mob/user, proximity, params)
var/static/list/punctuation = list("!","?",".",",","/","+","-","=","%","#","&")
var/istagger = HAS_TRAIT(user, TRAIT_TAGGER)
var/cost = 1
if(paint_mode == PAINT_LARGE_HORIZONTAL)
cost = 5
@@ -334,14 +334,14 @@
else if(drawing in graffiti|oriented)
temp = "graffiti"
// If a gang member is using a gang spraycan, it'll behave differently
var/gang_mode = FALSE
if(gang && user.mind && user.mind.has_antag_datum(/datum/antagonist/gang)) //Heres a check.
gang_mode = TRUE // No more runtimes if a non-gang member sprays a gang can, it just works like normal cans.
// discontinue if the area isn't valid for tagging because gang "honour"
var/gang_mode
if(user.mind)
gang_mode = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gang_mode && (!can_claim_for_gang(user, target)))
return
var/graf_rot
if(drawing in oriented)
switch(user.dir)
@@ -377,8 +377,8 @@
if(paint_mode == PAINT_LARGE_HORIZONTAL)
wait_time *= 3
if(takes_time) //This is what deteremines the time it takes to spray a tag in gang mode. 50 is Default.
if(!do_after(user, gang_tag_delay, target = target)) //25 is a good number, but we have gang_tag_delay var now.
if(gang_mode || !instant)
if(!do_after(user, 50, target = target))
return
if(length(text_buffer))
@@ -389,17 +389,16 @@
if(actually_paints)
var/obj/effect/decal/cleanable/crayon/C
if(gang_mode)
// Double check it wasn't tagged in the meanwhile.
if(!can_claim_for_gang(user, target))
return
tag_for_gang(user, target)
tag_for_gang(user, target, gang_mode)
affected_turfs += target
else
switch(paint_mode)
if(PAINT_NORMAL)
var/obj/effect/decal/cleanable/crayon/C = new(target, paint_color, drawing, temp, graf_rot)
C.add_hiddenprint(user)
C = new(target, paint_color, drawing, temp, graf_rot)
C.pixel_x = clickx
C.pixel_y = clicky
affected_turfs += target
@@ -407,14 +406,18 @@
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(isValidSurface(left) && isValidSurface(right))
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
affected_turfs += left
affected_turfs += right
affected_turfs += target
else
to_chat(user, "<span class='warning'>There isn't enough space to paint!</span>")
return
C.add_hiddenprint(user)
if(istagger)
C.AddComponent(/datum/element/art, GOOD_ART)
else
C.AddComponent(/datum/element/art, BAD_ART)
if(!instant)
to_chat(user, "<span class='notice'>You finish drawing \the [temp].</span>")
@@ -437,52 +440,6 @@
reagents.trans_to(t, ., volume_multiplier)
check_empty(user)
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
// Check area validity.
// Reject space, player-created areas, and non-station z-levels.
var/area/A = get_base_area(target)
if(!A || (!is_station_level(A.z)) || !(A.area_flags & VALID_TERRITORY))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/G in target)
var/obj/effect/decal/cleanable/crayon/gang/gangtag = G
if(istype(gangtag))
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(gangtag.gang != GA.gang)
spraying_over = TRUE
break
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by the [occupying_gang] gang! You must get rid of or spray over the old tag first!</span>")
return FALSE
// If you pass the gauntlet of checks, you're good to proceed
return TRUE
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/datum/team/gang/G in GLOB.gangs)
if(territory.type in (G.territories|G.new_territories))
. = G.name
break
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target)
//Delete any old markings on this tile, including other gang tags
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
var/area/territory = get_base_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,G.gang,"graffiti",0,user) // Heres the gang tag.
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/////////////////Gang end////////////////////
/obj/item/toy/crayon/attack(mob/M, mob/user)
if(edible && (M == user))
to_chat(user, "You take a bite of the [src.name]. Delicious!")
@@ -496,6 +453,49 @@
else
..()
//////////////Gang mode stuff/////////////////
/obj/item/toy/crayon/proc/can_claim_for_gang(mob/user, atom/target)
var/area/A = get_area(target)
if(!A || (!is_station_level(A.z)))
to_chat(user, "<span class='warning'>[A] is unsuitable for tagging.</span>")
return FALSE
var/spraying_over = FALSE
for(var/obj/effect/decal/cleanable/crayon/gang/G in target)
spraying_over = TRUE
for(var/obj/machinery/power/apc in target)
to_chat(user, "<span class='warning'>You can't tag an APC.</span>")
return FALSE
var/occupying_gang = territory_claimed(A, user)
if(occupying_gang && !spraying_over)
to_chat(user, "<span class='danger'>[A] has already been tagged by a gang! You must find and spray over the old tag first!</span>")
return FALSE
// stolen from oldgang lmao
return TRUE
/obj/item/toy/crayon/proc/tag_for_gang(mob/user, atom/target, datum/antagonist/gang/user_gang)
for(var/obj/effect/decal/cleanable/crayon/old_marking in target)
qdel(old_marking)
var/area/territory = get_area(target)
var/obj/effect/decal/cleanable/crayon/gang/tag = new /obj/effect/decal/cleanable/crayon/gang(target)
tag.my_gang = user_gang.my_gang
tag.icon_state = "[user_gang.gang_id]_tag"
tag.name = "[tag.my_gang.name] gang tag"
tag.desc = "Looks like someone's claimed this area for [tag.my_gang.name]."
to_chat(user, "<span class='notice'>You tagged [territory] for [tag.my_gang.name]!</span>")
/obj/item/toy/crayon/proc/territory_claimed(area/territory, mob/user)
for(var/obj/effect/decal/cleanable/crayon/gang/G in GLOB.gang_tags)
if(get_area(G) == territory)
return G
/////////////////Gang end////////////////////
/obj/item/toy/crayon/red
icon_state = "crayonred"
paint_color = "#DA0000"
@@ -736,7 +736,7 @@
return
if(isobj(target))
if(isobj(target) && !istype(target, /obj/effect/decal/cleanable/crayon/gang))
if(actually_paints)
var/list/hsl = rgb2hsl(hex2num(copytext(paint_color,2,4)),hex2num(copytext(paint_color,4,6)),hex2num(copytext(paint_color,6,8)))
var/static/whitelisted = typecacheof(list(/obj/structure/window,

View File

@@ -657,3 +657,9 @@
desc = "Worn by snails as armor and storage compartment."
icon_state = "snailshell"
item_state = "snailshell"
/obj/item/storage/backpack/henchmen
name = "wings"
desc = "Granted to the henchmen who deserve it. This probably doesn't include you."
icon_state = "henchmen"
item_state = "henchmen"

View File

@@ -18,6 +18,10 @@ GLOBAL_LIST_EMPTY(antagonists)
var/antag_hud_name
/// If above 0, this is the multiplier for the speed at which we hijack the shuttle. Do not directly read, use hijack_speed().
var/hijack_speed = 0
/// The battlecry this antagonist shouts when suiciding with C4/X4.
var/suicide_cry = ""
/// The typepath for the outfit to show in the preview for the preferences menu.
var/preview_outfit
//Antag panel properties
var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
@@ -29,6 +33,13 @@ GLOBAL_LIST_EMPTY(antagonists)
var/list/skill_modifiers
//ANTAG UI
///name of the UI that will try to open, right now using a generic ui
var/ui_name = "AntagInfoGeneric"
///button to access antag interface
var/datum/action/antag_info/info_button
/datum/antagonist/New()
GLOB.antagonists += src
typecache_datum_blacklist = typecacheof(typecache_datum_blacklist)
@@ -106,8 +117,15 @@ GLOBAL_LIST_EMPTY(antagonists)
set waitfor = FALSE
if(!(owner?.current))
return
if(ui_name)//in the future, this should entirely replace greet.
info_button = new(owner.current, src)
info_button.Grant(owner.current)
if(!silent)
greet()
if(ui_name)
to_chat(owner.current, span_big("You are \a [src]."))
to_chat(owner.current, span_boldnotice("For more info, read the panel. you can always come back to it using the button in the top left."))
info_button.Trigger()
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
@@ -257,6 +275,43 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/get_admin_commands()
. = list()
/// Creates an icon from the preview outfit.
/// Custom implementors of `get_preview_icon` should use this, as the
/// result of `get_preview_icon` is expected to be the completed version.
/datum/antagonist/proc/render_preview_outfit(datum/outfit/outfit, mob/living/carbon/human/dummy)
dummy = dummy || new /mob/living/carbon/human/dummy/consistent
dummy.equipOutfit(outfit, visualsOnly = TRUE)
COMPILE_OVERLAYS(dummy)
var/icon = getFlatIcon(dummy)
// We don't want to qdel the dummy right away, since its items haven't initialized yet.
SSatoms.prepare_deletion(dummy)
return icon
/// Given an icon, will crop it to be consistent of those in the preferences menu.
/// Not necessary, and in fact will look bad if it's anything other than a human.
/datum/antagonist/proc/finish_preview_icon(icon/icon)
// Zoom in on the top of the head and the chest
// I have no idea how to do this dynamically.
icon.Scale(115, 115)
// This is probably better as a Crop, but I cannot figure it out.
icon.Shift(WEST, 8)
icon.Shift(SOUTH, 30)
icon.Crop(1, 1, ANTAGONIST_PREVIEW_ICON_SIZE, ANTAGONIST_PREVIEW_ICON_SIZE)
return icon
/// Returns the icon to show on the preferences menu.
/datum/antagonist/proc/get_preview_icon()
if (isnull(preview_outfit))
return null
return finish_preview_icon(render_preview_outfit(preview_outfit))
/datum/antagonist/Topic(href,href_list)
if(!check_rights(R_ADMIN))
return
@@ -308,3 +363,22 @@ GLOBAL_LIST_EMPTY(antagonists)
else
return
..()
//button for antags to review their descriptions/info
/datum/action/antag_info
name = "Open Antag Information:"
button_icon_state = "round_end"
var/datum/antagonist/antag_datum
/datum/action/antag_info/New(Target, datum/antagonist/antag_datum)
. = ..()
src.antag_datum = antag_datum
name += " [antag_datum.name]"
/datum/action/antag_info/Trigger()
if(antag_datum)
antag_datum.ui_interact(owner)
/datum/action/antag_info/IsAvailable()
return TRUE

View File

@@ -1,3 +1,5 @@
GLOBAL_LIST_EMPTY(antagonist_teams)
//A barebones antagonist team.
/datum/team
var/list/datum/mind/members = list()
@@ -8,6 +10,7 @@
/datum/team/New(starting_members)
. = ..()
GLOB.antagonist_teams += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/M in starting_members)
@@ -15,6 +18,10 @@
else
add_member(starting_members)
/datum/team/Destroy(force, ...)
GLOB.antagonist_teams -= src
. = ..()
/datum/team/proc/is_solo()
return members.len == 1

View File

@@ -11,14 +11,21 @@
var/role = "Security Officer"
var/list/name_source
threat = -5
var/random_names = TRUE
var/rip_and_tear = FALSE
var/equip_ert = TRUE
var/forge_objectives_for_ert = TRUE
show_in_antagpanel = FALSE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
/datum/antagonist/ert/on_gain()
update_name()
forge_objectives()
equipERT()
if(random_names)
update_name()
if(forge_objectives_for_ert)
forge_objectives()
if(equip_ert)
equipERT()
. = ..()
/datum/antagonist/ert/get_team()
@@ -129,6 +136,7 @@
return
H.equipOutfit(outfit)
/datum/antagonist/ert/greet()
if(!ert_team)
return
@@ -160,3 +168,99 @@
missiondesc += "<BR><B>Your Mission</B> : [ert_team.mission.explanation_text]"
to_chat(owner,missiondesc)
/datum/antagonist/ert/families
name = "Space Police Responder"
antag_hud_type = ANTAG_HUD_SPACECOP
antag_hud_name = "hud_spacecop"
/datum/antagonist/ert/families/apply_innate_effects(mob/living/mob_override)
..()
var/mob/living/M = mob_override || owner.current
add_antag_hud(antag_hud_type, antag_hud_name, M)
/datum/antagonist/ert/families/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(antag_hud_type, M)
..()
/datum/antagonist/ert/families/greet()
to_chat(owner, "<B><font size=3 color=red>You are the [name].</font></B>")
var/missiondesc = "After an uptick in gang violence on [station_name()], you are responding to emergency calls from the station for immediate SSC Police assistance!\n"
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Secure the situation and crack down on any gang activity. You can view gangsters with your sunglasses."
missiondesc += "<BR> <B>2.</B> There is an undercover police officer on station. Secure him, receive his intel, and extract him safely."
missiondesc += "<BR> <B>3.</B> Minimize civilian casualties, but defend yourself and civilians from hostile gangsters."
missiondesc += "<BR> <B>3.</B> If Security is found to be violating the rights of citizens, detain them as per your authority as Spinward Stellar Coalition officers."
missiondesc += "<BR> <B>4.</B> If the situation demands it, evacuate the station. Otherwise, remain on station and keep the peace."
to_chat(owner,missiondesc)
/datum/antagonist/ert/families/undercover_cop
name = "Undercover Cop"
role = "Undercover Cop"
outfit = /datum/outfit/families_police/beatcop
var/free_clothes = list(/obj/item/clothing/glasses/hud/spacecop/hidden,
/obj/item/clothing/under/rank/security/officer/beatcop,
/obj/item/clothing/head/spacepolice)
forge_objectives_for_ert = FALSE
equip_ert = FALSE
random_names = FALSE
/datum/antagonist/ert/families/undercover_cop/on_gain()
for(var/C in free_clothes)
var/obj/O = new C(owner.current)
var/list/slots = list (
"backpack" = ITEM_SLOT_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE
)
var/mob/living/carbon/human/H = owner.current
var/equipped = H.equip_in_one_of_slots(O, slots)
if(!equipped)
to_chat(owner.current, "Unfortunately, you could not bring your [O] to this shift. You will need to find one.")
qdel(O)
. = ..()
/datum/antagonist/ert/families/undercover_cop/greet()
to_chat(owner, "<B><font size=3 color=red>You are the [name].</font></B>")
var/missiondesc = "You are an undercover police officer on board [station_name()]. You've been sent here by the Spinward Stellar Coalition because of suspected abusive behavior by the security department, and to keep tabs on a potential criminal organization operation."
missiondesc += "<BR><B>Your Mission</B>:"
missiondesc += "<BR> <B>1.</B> Keep a close eye on any gangsters you spot. You can view gangsters using your sunglasses in your backpack."
missiondesc += "<BR> <B>2.</B> Keep an eye on how Security handles any gangsters, and watch for excessive security brutality."
missiondesc += "<BR> <B>3.</B> Remain undercover and do not get found out by Security or any gangs. Nanotrasen does not take kindly to being spied on."
missiondesc += "<BR> <B>4.</B> When your backup arrives to extract you in 1 hour, inform them of everything you saw of note, and assist them in securing the situation."
to_chat(owner,missiondesc)
/datum/antagonist/ert/families/beatcop
name = "Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop
/datum/antagonist/ert/families/beatcop/armored
name = "Armored Beat Cop"
role = "Police Officer"
outfit = /datum/outfit/families_police/beatcop/armored
/datum/antagonist/ert/families/beatcop/swat
name = "S.W.A.T. Member"
role = "S.W.A.T. Officer"
outfit = /datum/outfit/families_police/beatcop/swat
/datum/antagonist/ert/families/beatcop/fbi
name = "FBI Agent"
role = "FBI Agent"
outfit = /datum/outfit/families_police/beatcop/fbi
/datum/antagonist/ert/families/beatcop/military
name = "Space Military"
role = "Sergeant"
outfit = /datum/outfit/families_police/beatcop/military
/datum/antagonist/ert/families/beatcop/military/New()
. = ..()
name_source = GLOB.commando_names

View File

@@ -82,7 +82,7 @@
equip_gangster_in_inventory()
var/datum/atom_hud/gang_hud = GLOB.huds[ANTAG_HUD_GANGSTER]
gang_hud.add_hud_to(owner.current)
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE, use_reverb = FALSE)
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE)
..()
/datum/antagonist/gang/on_removal()

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@@ -0,0 +1,56 @@
/datum/outfit/families_police/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.access = get_all_accesses() // I have a warrant.
W.assignment = "Space Police"
W.registered_name = H.real_name
W.update_label()
..()
/datum/outfit/families_police/beatcop
name = "Families: Beat Cop"
uniform = /obj/item/clothing/under/rank/security/officer/beatcop
suit = null
shoes = /obj/item/clothing/shoes/combat/swat
gloves = null
glasses = /obj/item/clothing/glasses/hud/spacecop
ears = /obj/item/radio/headset/headset_sec
mask = null
head = /obj/item/clothing/head/spacepolice
belt = /obj/item/gun/energy/e_gun/mini
r_pocket = /obj/item/lighter
l_pocket = /obj/item/restraints/handcuffs
back = /obj/item/storage/backpack/satchel/leather
id = /obj/item/card/id
/datum/outfit/families_police/beatcop/armored
name = "Families: Armored Beat Cop"
suit = /obj/item/clothing/suit/armor/vest/blueshirt
head = /obj/item/clothing/head/helmet/blueshirt
belt = /obj/item/gun/energy/e_gun
/datum/outfit/families_police/beatcop/swat
name = "Families: SWAT Beat Cop"
suit = /obj/item/clothing/suit/armor/riot
head = /obj/item/clothing/head/helmet/riot
gloves = /obj/item/clothing/gloves/combat
belt = /obj/item/gun/energy/e_gun
/datum/outfit/families_police/beatcop/fbi
name = "Families: Space FBI Officer"
suit = /obj/item/clothing/suit/armor/laserproof
head = /obj/item/clothing/head/helmet/riot
belt = /obj/item/gun/energy/laser/scatter
gloves = /obj/item/clothing/gloves/combat
/datum/outfit/families_police/beatcop/military
name = "Families: Space Military"
uniform = /obj/item/clothing/under/syndicate/camo
suit = /obj/item/clothing/suit/armor/laserproof
head = /obj/item/clothing/head/beret/durathread
belt = /obj/item/gun/energy/laser/scatter
gloves = /obj/item/clothing/gloves/combat

View File

@@ -3,6 +3,8 @@
desc = "A heads-up display that provides important info in (almost) real time."
flags_1 = null //doesn't protect eyes because it's a monocle, duh
var/hud_type = null
///Used for topic calls. Just because you have a HUD display doesn't mean you should be able to interact with stuff.
var/hud_trait = null
/obj/item/clothing/glasses/hud/CheckParts(list/parts_list)
. = ..()
@@ -290,3 +292,16 @@
if(. & EMP_PROTECT_SELF)
return
thermal_overload()
/obj/item/clothing/glasses/hud/spacecop
name = "police aviators"
desc = "For thinking you look cool while brutalizing protestors and minorities."
icon_state = "bigsunglasses"
hud_type = ANTAG_HUD_GANGSTER
/obj/item/clothing/glasses/hud/spacecop/hidden // for the undercover cop
name = "sunglasses"
desc = "These sunglasses are special, and let you view potential criminals."
icon_state = "sun"
item_state = "sunglasses"

View File

@@ -9,6 +9,12 @@
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 80
/obj/item/clothing/head/spacepolice
name = "space police cap"
desc = "A blue cap for patrolling the daily beat."
icon_state = "policecap_families"
item_state = "policecap_families"
/obj/item/clothing/head/powdered_wig
name = "powdered wig"
desc = "A powdered wig."
@@ -488,3 +494,10 @@
desc = "This will scare them. All will know my power."
icon_state = "human_leather"
item_state = "human_leather"
/obj/item/clothing/head/jackbros
name = "frosty hat"
desc = "Hee-ho!"
icon_state = "JackFrostHat"
item_state = "JackFrostHat"

View File

@@ -367,7 +367,6 @@
name = "yuri initiate helmet"
icon_state = "yuri_helmet"
item_state = "yuri_helmet"
clothing_flags = SNUG_FIT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
/obj/item/clothing/head/sybil_slickers

View File

@@ -577,3 +577,15 @@
desc = "FOOTBALL! YEAH!"
icon_state = "sneakers_red"
item_state = "sneakers_red"
/obj/item/clothing/shoes/yakuza
name = "tojo clan shoes"
desc = "Steel-toed and intimidating."
icon_state = "MajimaShoes"
item_state = "MajimaShoes_worn"
/obj/item/clothing/shoes/jackbros
name = "frosty boots"
desc = "For when you're stepping on up to the plate."
icon_state = "JackFrostShoes"
item_state = "JackFrostShoes_worn"

View File

@@ -1339,3 +1339,18 @@
icon_state = "football_armor_red"
item_state = "football_armor_red"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/suit/yakuza
name = "tojo clan jacket"
desc = "The jacket of a mad dog."
icon_state = "MajimaJacket"
item_state = "MajimaJacket"
body_parts_covered = ARMS
/obj/item/clothing/suit/dutch
name = "dutch's jacket"
desc = "For those long nights on the beach in Tahiti."
icon_state = "DutchJacket"
item_state = "DutchJacket"
body_parts_covered = ARMS

View File

@@ -446,3 +446,24 @@
icon_state = "SwagOutfit"
item_state = "SwagOutfit"
can_adjust = FALSE
/obj/item/clothing/under/costume/jackbros
name = "jack bros outfit"
desc = "For when it's time to hee some hos."
icon_state = "JackFrostUniform"
item_state = "JackFrostUniform"
can_adjust = FALSE
/obj/item/clothing/under/costume/yakuza
name = "tojo clan pants"
desc = "For those long nights under the traffic cone."
icon_state = "MajimaPants"
item_state = "MajimaPants"
can_adjust = FALSE
/obj/item/clothing/under/costume/dutch
name = "dutch's suit"
desc = "You can feel a <b>god damn plan</b> coming on."
icon_state = "DutchUniform"
item_state = "DutchUniform"
can_adjust = FALSE

View File

@@ -242,3 +242,10 @@
icon_state = "spacepol"
item_state = "spacepol"
can_adjust = FALSE
/obj/item/clothing/under/rank/security/officer/beatcop
name = "space police uniform"
desc = "A police uniform often found in the lines at donut shops."
icon_state = "spacepolice_families"
item_state = "spacepolice_families"
can_adjust = FALSE

View File

@@ -110,6 +110,20 @@
item_state = "telegram"
body_parts_covered = CHEST|GROIN
can_adjust = FALSE
/obj/item/clothing/under/suit/beige
name = "beige suit"
desc = "An excellent light colored suit, experts in the field stress that it should not to be confused with the inferior tan suit."
icon_state = "beige_suit"
item_state = "beige_suit"
/obj/item/clothing/under/suit/henchmen
name = "henchmen jumpsuit"
desc = "A very gaudy jumpsuit for a proper Henchman. Guild regulations, you understand."
icon = 'icons/obj/clothing/uniforms.dmi'
mob_overlay_icon = 'icons/mob/clothing/uniform.dmi'
icon_state = "henchmen"
item_state = "henchmen"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS|HEAD
flags_inv = HIDEGLOVES|HIDESHOES|HIDEEARS|HIDEEYES|HIDEHAIR
/obj/item/clothing/under/suit/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic suit"

View File

@@ -762,6 +762,10 @@
client.prefs.scars_list["[cur_scar_index]"] = valid_scars
client.prefs.save_character()
var/is_antag
if(mind in GLOB.pre_setup_antags)
is_antag = TRUE
client.prefs.copy_to(H, initial_spawn = TRUE)
H.dna.update_dna_identity()
if(mind)

View File

@@ -1,3 +1,4 @@
GLOBAL_LIST_EMPTY(dead_players_during_shift)
/mob/living/carbon/human/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-h")
@@ -39,7 +40,9 @@
dizziness = 0
jitteriness = 0
if(client && !suiciding && !(client in GLOB.dead_players_during_shift))
GLOB.dead_players_during_shift += client
GLOB.deaths_during_shift++
if(ismecha(loc))
var/obj/mecha/M = loc
if(M.occupant == src)

View File

@@ -31,6 +31,27 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
randomize_human(src)
dna.initialize_dna(skip_index = TRUE) //Skip stuff that requires full round init.
/// Provides a dummy that is consistently bald, white, naked, etc.
/mob/living/carbon/human/dummy/consistent
/mob/living/carbon/human/dummy/consistent/setup_human_dna()
create_dna(src)
dna.initialize_dna(skip_index = TRUE)
dna.features["body_markings"] = "None"
dna.features["ears"] = "Cat"
dna.features["ethcolor"] = COLOR_WHITE
dna.features["frills"] = "None"
dna.features["horns"] = "None"
dna.features["mcolor"] = COLOR_LIME
dna.features["moth_antennae"] = "Plain"
dna.features["moth_markings"] = "None"
dna.features["moth_wings"] = "Plain"
dna.features["snout"] = "Round"
dna.features["spines"] = "None"
dna.features["tail_human"] = "Cat"
dna.features["tail_lizard"] = "Smooth"
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
GLOBAL_LIST_EMPTY(dummy_mob_list)

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@@ -824,6 +824,7 @@
#include "code\game\gamemodes\dynamic\ruleset_picking.dm"
#include "code\game\gamemodes\eldritch_cult\eldritch_cult.dm"
#include "code\game\gamemodes\extended\extended.dm"
#include "code\game\gamemodes\gang\gang.dm"
#include "code\game\gamemodes\gangs\dominator.dm"
#include "code\game\gamemodes\gangs\dominator_countdown.dm"
#include "code\game\gamemodes\gangs\gang.dm"
@@ -996,6 +997,7 @@
#include "code\game\mecha\mecha_wreckage.dm"
#include "code\game\mecha\combat\combat.dm"
#include "code\game\mecha\combat\durand.dm"
#include "code\game\mecha\combat\five_stars.dm"
#include "code\game\mecha\combat\gygax.dm"
#include "code\game\mecha\combat\honker.dm"
#include "code\game\mecha\combat\marauder.dm"
@@ -1739,6 +1741,7 @@
#include "code\modules\antagonists\gang\gang.dm"
#include "code\modules\antagonists\gang\handler.dm"
#include "code\modules\antagonists\gang\induction_package.dm"
#include "code\modules\antagonists\gang\outfits.dm"
#include "code\modules\antagonists\gang\themes.dm"
#include "code\modules\antagonists\greentext\greentext.dm"
#include "code\modules\antagonists\greybois\greybois.dm"