Files
VOREStation/code/game/gamemodes/objective.dm
Erthilo 6e289dabfc TG: Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.

*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: 	 johnsonmt88
2012-05-26 00:09:56 +01:00

533 lines
17 KiB
Plaintext

datum/objective
var
datum/mind/owner = null //Who owns the objective.
explanation_text = "Nothing" //What that person is supposed to do.
datum/mind/target = null //If they are focused on a particular person.
target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
New(var/text)
if(text)
explanation_text = text
proc/check_completion()
return 1
proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in ticker.minds)
if(possible_target != owner && ishuman(possible_target.current))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
proc/find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
for(var/datum/mind/possible_target in ticker.minds)
if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
target = possible_target
break
datum/objective/decapitate
find_target()
..()
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role], has defied us for the last time. Make an example of him, and bring us his severed head."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "[target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)], has defied us for the last time. Make an example of him, and bring us his severed head."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(!owner.current||owner.current.stat==2)//If you're otherwise dead.
return 0
var/list/all_items = owner.current.get_contents()
for(var/obj/item/weapon/organ/head/mmi in all_items)
if(mmi.brainmob&&mmi.brainmob.mind==target)
return 1
return 0
else
return 1
datum/objective/assassinate
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current)) //Assuming this works, people in the thunderdome and borgs now count as dead for traitor objectives. --NeoFite
return 1
else
return 0
else
return 1
datum/objective/mutiny
find_target()
..()
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Assassinate [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(target && target.current)
var/turf/T = get_turf(target.current)
if(target.current.stat == 2)
return 1
else if((T) && (T.z != 1))//If they leave the station they count as dead for this
return 2
else
return 0
else
return 1
datum/objective/debrain//I want braaaainssss
find_target()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Steal the brain of [target.current.real_name] the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(!owner.current||owner.current.stat==2)//If you're otherwise dead.
return 0
var/list/all_items = owner.current.get_contents()
for(var/obj/item/device/mmi/mmi in all_items)
if(mmi.brainmob&&mmi.brainmob.mind==target) return 1
for(var/obj/item/brain/brain in all_items)
if(brain.brainmob&&brain.brainmob.mind==target) return 1
return 0
datum/objective/protect//The opposite of killing a dude.
find_target()
..()
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : target.assigned_role]."
else
explanation_text = "Free Objective"
return target
find_target_by_role(role, role_type=0)
..(role, role_type)
if(target && target.current)
explanation_text = "Protect [target.current.real_name], the [target.role_alt_title ? target.role_alt_title : (!role_type ? target.assigned_role : target.special_role)]."
else
explanation_text = "Free Objective"
return target
check_completion()
if(!target)//If it's a free objective.
return 1
if(target.current)
if(target.current.stat == 2 || istype(target.current.loc.loc, /area/tdome) || issilicon(target.current) || isbrain(target.current))
return 0
else
return 1
else
return 0
datum/objective/hijack
explanation_text = "Hijack the emergency shuttle by escaping alone."
check_completion()
if(istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current || owner.current.stat)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind && (player.mind != owner))
if (!player.stat) //they're not dead or in crit
if (get_turf(player) in shuttle)
return 0
return 1
datum/objective/block
explanation_text = "Do not allow any humans to escape on the shuttle alive."
check_completion()
if(!istype(owner.current, /mob/living/silicon))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current)
return 0
var/area/shuttle = locate(/area/shuttle/escape/centcom)
var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai, /mob/living/silicon/robot)
for(var/mob/living/player in world)
if(player.type in protected_mobs) continue
if (player.mind)
if (player.stat != 2)
if (get_turf(player) in shuttle)
return 0
return 1
datum/objective/escape
explanation_text = "Escape on the shuttle or an escape pod alive."
check_completion()
if(issilicon(owner.current))
return 0
if(isbrain(owner.current))
return 0
if(emergency_shuttle.location<2)
return 0
if(!owner.current || owner.current.stat ==2)
return 0
var/turf/location = get_turf(owner.current.loc)
if(!location)
return 0
if(istype(location, /turf/simulated/shuttle/floor4)) // Fails tratiors if they are in the shuttle brig -- Polymorph
return 0
var/area/check_area = location.loc
if(istype(check_area, /area/shuttle/escape/centcom))
return 1
else
return 0
datum/objective/survive
explanation_text = "Stay alive until the end."
check_completion()
if(issilicon(owner.current) && owner.current != owner.original)
return 0
if(!owner.current || owner.current.stat == 2 || isbrain(owner.current)) //Brains no longer win survive objectives. --NEO
return 0
return 1
datum/objective/nuclear
explanation_text = "Destroy the station with a nuclear device."
datum/objective/steal
var/obj/item/steal_target
var/target_name
var/global/possible_items[] = list(
"the captain's antique laser gun" = /obj/item/weapon/gun/energy/laser/captain,
"a hand teleporter" = /obj/item/weapon/hand_tele,
"an RCD" = /obj/item/weapon/rcd,
"a jetpack" = /obj/item/weapon/tank/jetpack,
"a captains jumpsuit" = /obj/item/clothing/under/rank/captain,
"a functional AI" = /obj/item/device/aicard,
"a pair of magboots" = /obj/item/clothing/shoes/magboots,
"the station blueprints" = /obj/item/blueprints,
"a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
"28 moles of plasma (full tank)" = /obj/item/weapon/tank,
)
var/global/possible_items_special[] = list(
"nuclear authentication disk" = /obj/item/weapon/disk/nuclear,
"nuclear gun" = /obj/item/weapon/gun/energy/gun/nuclear,
"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
"bag of holding" = /obj/item/weapon/storage/backpack/holding,
"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
"10 diamonds" = /obj/item/stack/sheet/diamond,
"50 gold bars" = /obj/item/stack/sheet/gold,
"25 refined uranium bars" = /obj/item/stack/sheet/uranium,
)
proc/set_target(item_name)
target_name = item_name
steal_target = possible_items[target_name]
if (!steal_target )
steal_target = possible_items_special[target_name]
explanation_text = "Steal [target_name]."
return steal_target
find_target()
return set_target(pick(possible_items))
proc/select_target()
var/list/possible_items_all = possible_items+possible_items_special+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target) return
if (new_target == "custom")
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target) return
var/tmp_obj = new custom_target
var/custom_name = tmp_obj:name
del(tmp_obj)
custom_name = copytext(sanitize(input("Enter target name:", "Objective target", custom_name) as text|null),1,MAX_MESSAGE_LEN)
if (!custom_name) return
target_name = custom_name
steal_target = custom_target
explanation_text = "Steal [target_name]."
else
set_target(new_target)
return steal_target
check_completion()
if(!steal_target || !owner.current) return 0
if(!isliving(owner.current)) return 0
var/list/all_items = owner.current.get_contents()
switch (target_name)
if("28 moles of plasma (full tank)","10 diamonds","50 gold bars","25 refined uranium bars")
var/target_amount = text2num(target_name)//Non-numbers are ignored.
var/found_amount = 0.0//Always starts as zero.
for(var/obj/item/I in all_items)
if(!istype(I, steal_target)) continue//If it's not actually that item.
found_amount += (target_name=="28 moles of plasma (full tank)" ? (I:air_contents:toxins) : (I:amount))
return found_amount>=target_amount
if("50 coins (in bag)")
var/obj/item/weapon/moneybag/B = locate() in all_items
if(B)
var/target = text2num(target_name)
var/found_amount = 0.0
for(var/obj/item/weapon/coin/C in B)
found_amount++
return found_amount>=target
if("a functional AI")
// world << "dude's after an AI, time to check for one."
for(var/obj/item/device/aicard/C in all_items)
// world << "Found an intelicard, checking it for an AI"
for(var/mob/living/silicon/ai/M in C)
// world << "Found an AI, checking if it's alive"
if(istype(M, /mob/living/silicon/ai) && M.stat != 2)
// world << "yay, you win!"
return 1
for(var/mob/living/silicon/ai/M in world)
if(istype(M.loc, /turf))
if(istype(get_area(M), /area/shuttle/escape))
return 1
else
for(var/obj/I in all_items)
if(istype(I, steal_target))
return 1
return 0
datum/objective/download
proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research levels."
return target_amount
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
datum/objective/capture
proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Accumulate [target_amount] capture points."
return target_amount
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/centcom/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
datum/objective/absorb
proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
target_amount = rand (lowbound,highbound)
if (ticker)
var/n_p = 1 //autowin
if (ticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/new_player/P in world)
if(P.client && P.ready && P.mind!=owner)
n_p ++
else if (ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/living/carbon/human/P in world)
if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
n_p ++
target_amount = min(target_amount, n_p)
explanation_text = "Absorb [target_amount] compatible genomes."
return target_amount
check_completion()
if(owner && owner.current && owner.current.changeling && owner.current.changeling.absorbed_dna && ((owner.current.changeling.absorbed_dna.len - 1) >= target_amount))
return 1
else
return 0
/* Isn't suited for global objectives
/*---------CULTIST----------*/
eldergod
explanation_text = "Summon Nar-Sie via the use of an appropriate rune. It will only work if nine cultists stand on and around it."
check_completion()
if(eldergod) //global var, defined in rune4.dm
return 1
return 0
survivecult
var/num_cult
explanation_text = "Our knowledge must live on. Make sure at least 5 acolytes escape on the shuttle to spread their work on an another station."
check_completion()
if(emergency_shuttle.location<2)
return 0
var/cultists_escaped = 0
var/area/shuttle/escape/centcom/C = /area/shuttle/escape/centcom
for(var/turf/T in get_area_turfs(C.type))
for(var/mob/living/carbon/H in T)
if(iscultist(H))
cultists_escaped++
if(cultists_escaped>=5)
return 1
return 0
sacrifice //stolen from traitor target objective
proc/find_target() //I don't know how to make it work with the rune otherwise, so I'll do it via a global var, sacrifice_target, defined in rune15.dm
var/list/possible_targets = call(/datum/game_mode/cult/proc/get_unconvertables)()
if(possible_targets.len > 0)
sacrifice_target = pick(possible_targets)
if(sacrifice_target && sacrifice_target.current)
explanation_text = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell join blood) and three acolytes to do so."
else
explanation_text = "Free Objective"
return sacrifice_target
check_completion() //again, calling on a global list defined in rune15.dm
if(sacrifice_target.current in sacrificed)
return 1
else
return 0
/*-------ENDOF CULTIST------*/
*/