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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
333 lines
12 KiB
Plaintext
333 lines
12 KiB
Plaintext
#define NARSIE_CHANCE_TO_PICK_NEW_TARGET 5
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#define NARSIE_CONSUME_RANGE 12
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#define NARSIE_GRAV_PULL 10
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#define NARSIE_MESMERIZE_CHANCE 25
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#define NARSIE_MESMERIZE_EFFECT 60
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#define NARSIE_SINGULARITY_SIZE 12
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#define ADMIN_WARNING_MESSAGE "Invoking this will begin the Nar'Sie roundender. Assume that this WILL end the round in a few minutes. Are you sure?"
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/// Nar'Sie, the God of the blood cultists
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/obj/narsie
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name = "Nar'Sie"
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desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees."
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icon = 'icons/obj/antags/cult/narsie.dmi'
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icon_state = "narsie"
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anchored = TRUE
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appearance_flags = LONG_GLIDE
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density = FALSE
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gender = FEMALE
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plane = MASSIVE_OBJ_PLANE
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light_color = COLOR_RED
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light_power = 0.7
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light_range = 15
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light_range = 6
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move_resist = INFINITY
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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pixel_x = -236
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pixel_y = -256
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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flags_1 = SUPERMATTER_IGNORES_1
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/// The singularity component to move around Nar'Sie.
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/// A weak ref in case an admin removes the component to preserve the functionality.
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var/datum/weakref/singularity
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var/list/souls_needed = list()
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var/soul_goal = 0
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var/souls = 0
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var/resolved = FALSE
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/obj/narsie/Initialize(mapload)
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. = ..()
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narsie_spawn_animation()
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/obj/narsie/Destroy()
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if (GLOB.cult_narsie == src)
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fall_of_the_harbinger()
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GLOB.cult_narsie = null
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return ..()
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/// This proc sets up all of Nar'Sie's abilities, stats, and begins her round-ending capabilities. She does not do anything unless this proc is invoked.
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/// This is only meant to be invoked after this instance is initialized in specific pro-sumer procs, as it WILL derail the entire round.
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/obj/narsie/proc/start_ending_the_round()
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GLOB.cult_narsie = src
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SSpoints_of_interest.make_point_of_interest(src)
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singularity = WEAKREF(AddComponent(
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/datum/component/singularity, \
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bsa_targetable = FALSE, \
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consume_callback = CALLBACK(src, PROC_REF(consume)), \
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consume_range = NARSIE_CONSUME_RANGE, \
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disregard_failed_movements = TRUE, \
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grav_pull = NARSIE_GRAV_PULL, \
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roaming = FALSE, /* This is set once the animation finishes */ \
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singularity_size = NARSIE_SINGULARITY_SIZE, \
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))
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send_to_playing_players(span_narsie("NAR'SIE HAS RISEN"))
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sound_to_playing_players('sound/creatures/narsie_rises.ogg')
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var/area/area = get_area(src)
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if(area)
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult.dmi', "ghostalertsie")
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notify_ghosts(
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"Nar'Sie has risen in [area]. Reach out to the Geometer to be given a new shell for your soul.",
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source = src,
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header = "Nar'Sie has risen!",
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click_interact = TRUE,
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alert_overlay = alert_overlay,
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)
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for (var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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cult_team.set_blood_target(src, duration = INFINITY)
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if(summon_objective)
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summon_objective.summoned = TRUE
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for (var/datum/mind/cult_mind as anything in get_antag_minds(/datum/antagonist/cult))
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if (isliving(cult_mind.current))
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var/mob/living/L = cult_mind.current
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L.narsie_act()
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for (var/mob/living/carbon/player in GLOB.player_list)
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if (player.stat != DEAD && is_station_level(player.loc?.z) && !IS_CULTIST(player))
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souls_needed[player] = TRUE
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soul_goal = round(1 + LAZYLEN(souls_needed) * 0.75)
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(begin_the_end))
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/// Cleans up all of Nar'Sie's abilities, stats, and ends her round-ending capabilities. This should only be called if `start_ending_the_round()` successfully started.
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/obj/narsie/proc/fall_of_the_harbinger()
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var/list/all_cults = list()
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for (var/datum/antagonist/cult/cultist in GLOB.antagonists)
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if (!cultist.owner)
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continue
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all_cults |= cultist.cult_team
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for(var/_cult_team in all_cults)
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var/datum/team/cult/cult_team = _cult_team
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var/datum/objective/eldergod/summon_objective = locate() in cult_team.objectives
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if (summon_objective)
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summon_objective.summoned = FALSE
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summon_objective.killed = TRUE
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send_to_playing_players(span_narsie(span_bold(pick("Nooooo...", "Not die. How-", "Die. Mort-", "Sas tyen re-"))))
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sound_to_playing_players('sound/magic/demon_dies.ogg', 50)
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/obj/narsie/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---------")
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VV_DROPDOWN_OPTION(VV_HK_BEGIN_NARSIE_ROUNDEND, "Begin Nar'Sie Roundender")
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/obj/narsie/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(isnull(usr) || !href_list[VV_HK_BEGIN_NARSIE_ROUNDEND] || !check_rights(R_FUN, show_msg = TRUE))
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return
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if(tgui_alert(usr, ADMIN_WARNING_MESSAGE, "Begin Nar'Sie Roundender", list("I'm Sure", "Abort")) != "I'm Sure")
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return
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log_admin("[key_name(usr)] has triggered the Nar'Sie roundender.")
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start_ending_the_round()
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/obj/narsie/attack_ghost(mob/user)
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make_new_construct(/mob/living/basic/construct/harvester, user, cultoverride = TRUE, loc_override = loc)
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/obj/narsie/process()
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (!isnull(singularity_component) && (!singularity_component?.target || prob(NARSIE_CHANCE_TO_PICK_NEW_TARGET)))
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pickcultist()
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if (prob(NARSIE_MESMERIZE_CHANCE))
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mesmerize()
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/obj/narsie/Bump(atom/target)
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var/turf/target_turf = get_turf(target)
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if (target_turf == loc)
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target_turf = get_step(target, target.dir) //please don't slam into a window like a bird, Nar'Sie
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forceMove(target_turf)
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/// Stun people around Nar'Sie that aren't cultists
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/obj/narsie/proc/mesmerize()
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for (var/mob/living/carbon/victim in viewers(NARSIE_CONSUME_RANGE, src))
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if (victim.stat == CONSCIOUS)
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if (!IS_CULTIST(victim))
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to_chat(victim, span_cult("You feel conscious thought crumble away in an instant as you gaze upon [src]..."))
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victim.apply_effect(NARSIE_MESMERIZE_EFFECT, EFFECT_STUN)
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/// Narsie rewards her cultists with being devoured first, then picks a ghost to follow.
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/obj/narsie/proc/pickcultist()
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var/list/cultists = list()
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var/list/noncultists = list()
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for (var/mob/living/carbon/food in GLOB.alive_mob_list) //we don't care about constructs or cult-Ians or whatever. cult-monkeys are fair game i guess
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var/turf/pos = get_turf(food)
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if (!pos || (pos.z != z))
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continue
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if (IS_CULTIST(food))
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cultists += food
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else
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noncultists += food
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if (cultists.len) //cultists get higher priority
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acquire(pick(cultists))
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return
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if (noncultists.len)
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acquire(pick(noncultists))
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return
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//no living humans, follow a ghost instead.
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for (var/mob/dead/observer/ghost in GLOB.player_list)
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var/turf/pos = get_turf(ghost)
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if (!pos || (pos.z != z))
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continue
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cultists += ghost
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if (cultists.len)
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acquire(pick(cultists))
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return
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/// Nar'Sie gets a taste of something, and will start to gravitate towards it
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/obj/narsie/proc/acquire(atom/food)
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var/datum/component/singularity/singularity_component = singularity.resolve()
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if (isnull(singularity_component))
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return
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var/old_target = singularity_component.target
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if (food == old_target)
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return
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to_chat(old_target, span_cult("NAR'SIE HAS LOST INTEREST IN YOU."))
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singularity_component.target = food
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if(ishuman(food))
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to_chat(food, span_cult("NAR'SIE HUNGERS FOR YOUR SOUL."))
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else
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to_chat(food, span_cult("NAR'SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL."))
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/// Called to make Nar'Sie convert objects to cult stuff, or to eat
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/obj/narsie/proc/consume(atom/target)
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if (isturf(target))
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target.narsie_act()
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/obj/narsie/proc/narsie_spawn_animation()
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setDir(SOUTH)
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flick("narsie_spawn_anim", src)
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addtimer(CALLBACK(src, PROC_REF(narsie_spawn_animation_end)), 3.5 SECONDS)
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/obj/narsie/proc/narsie_spawn_animation_end()
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var/datum/component/singularity/singularity_component = singularity?.resolve()
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singularity_component?.roaming = TRUE
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/**
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* Begins the process of ending the round via cult narsie win
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* Consists of later called procs (in order of called):
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* * [/proc/narsie_end_begin_check()]
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* * [/proc/narsie_end_second_check()]
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* * [/proc/narsie_start_destroy_station()]
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* * [/proc/narsie_apocalypse()]
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* * [/proc/narsie_last_second_win()]
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* * [/proc/cult_ending_helper()]
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*/
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/proc/begin_the_end()
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_begin_check)), 5 SECONDS)
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///First crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_begin_check()
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if(QDELETED(GLOB.cult_narsie)) // uno
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priority_announce("Status report? We detected an anomaly, but it disappeared almost immediately.","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce(
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text = "An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.",
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title = "[command_name()] Higher Dimensional Affairs",
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sound = 'sound/misc/airraid.ogg',
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)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_end_second_check)), 50 SECONDS)
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///Second crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_end_second_check()
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if(QDELETED(GLOB.cult_narsie)) // dos
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priority_announce("Simulations aborted, sensors report that the acasual event is normalizing. Good work, crew.","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED), 2 SECONDS)
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return
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priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: ONE MINUTE. ","[command_name()] Higher Dimensional Affairs")
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_start_destroy_station)), 5 SECONDS)
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///security level and shuttle lockdowns for [/proc/begin_the_end()]
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/proc/narsie_start_destroy_station()
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SSsecurity_level.set_level(SEC_LEVEL_GAMMA) //SKYRAT EDIT CHANGE - ALERTS - ORIGINAL "delta"
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SSshuttle.registerHostileEnvironment(GLOB.cult_narsie)
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SSshuttle.lockdown = TRUE
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_apocalypse)), 1 MINUTES)
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///Third crew last second win check and flufftext for [/proc/begin_the_end()]
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/proc/narsie_apocalypse()
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if(QDELETED(GLOB.cult_narsie)) // tres
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priority_announce("Normalization detected! Abort the solution package!","[command_name()] Higher Dimensional Affairs", 'sound/misc/notice1.ogg')
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SSshuttle.clearHostileEnvironment(GLOB.cult_narsie)
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GLOB.cult_narsie = null
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(narsie_last_second_win)), 2 SECONDS)
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return
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if(GLOB.cult_narsie.resolved == FALSE)
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GLOB.cult_narsie.resolved = TRUE
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sound_to_playing_players('sound/machines/alarm.ogg')
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper)), 12 SECONDS)
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///Called only if the crew managed to destroy narsie at the very last second for [/proc/begin_the_end()]
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/proc/narsie_last_second_win()
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SSsecurity_level.set_level(SEC_LEVEL_RED)
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SSshuttle.lockdown = FALSE
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INVOKE_ASYNC(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), CULT_FAILURE_NARSIE_KILLED)
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///Helper to set the round to end asap. Current usage Cult round end code
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/proc/ending_helper()
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SSticker.force_ending = FORCE_END_ROUND
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/**
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* Selects cinematic to play as part of the cult end depending on the outcome then ends the round afterward
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* called either when narsie eats everyone, or when [/proc/begin_the_end()] reaches its conclusion
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*/
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/proc/cult_ending_helper(ending_type = CULT_VICTORY_NUKE)
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switch(ending_type)
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// Narsie was killed
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if(CULT_FAILURE_NARSIE_KILLED)
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play_cinematic(/datum/cinematic/cult_fail, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult "converted" (harvested) most of the station
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if(CULT_VICTORY_MASS_CONVERSION)
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play_cinematic(/datum/cinematic/cult_arm, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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// The cult won, but centcom deployed a nuke. Default
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if(CULT_VICTORY_NUKE)
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play_cinematic(/datum/cinematic/nuke/cult, world, CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)))
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#undef NARSIE_CHANCE_TO_PICK_NEW_TARGET
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#undef NARSIE_CONSUME_RANGE
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#undef NARSIE_GRAV_PULL
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#undef NARSIE_MESMERIZE_CHANCE
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#undef NARSIE_MESMERIZE_EFFECT
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#undef NARSIE_SINGULARITY_SIZE
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#undef ADMIN_WARNING_MESSAGE
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