Removes Hand of God gamemode.

This commit is contained in:
AnturK
2016-09-18 13:32:26 +02:00
parent 6b3e788ee9
commit 93f444fd38
25 changed files with 280 additions and 2447 deletions

View File

@@ -30,16 +30,14 @@
#define ANTAG_HUD_OPS 8
#define ANTAG_HUD_WIZ 9
#define ANTAG_HUD_SHADOW 10
#define ANTAG_HUD_HOG_BLUE 11
#define ANTAG_HUD_HOG_RED 12
#define ANTAG_HUD_TRAITOR 13
#define ANTAG_HUD_NINJA 14
#define ANTAG_HUD_CHANGELING 15
#define ANTAG_HUD_ABDUCTOR 16
#define ANTAG_HUD_DEVIL 17
#define ANTAG_HUD_SINTOUCHED 18
#define ANTAG_HUD_SOULLESS 19
#define ANTAG_HUD_CLOCKWORK 20
#define ANTAG_HUD_TRAITOR 11
#define ANTAG_HUD_NINJA 12
#define ANTAG_HUD_CHANGELING 13
#define ANTAG_HUD_ABDUCTOR 14
#define ANTAG_HUD_DEVIL 15
#define ANTAG_HUD_SINTOUCHED 16
#define ANTAG_HUD_SOULLESS 17
#define ANTAG_HUD_CLOCKWORK 18
// Notification action types
#define NOTIFY_JUMP "jump"

View File

@@ -21,8 +21,6 @@
#define ROLE_GANG "gangster"
#define ROLE_ABDUCTOR "abductor"
#define ROLE_REVENANT "revenant"
#define ROLE_HOG_GOD "hand of god: god"
#define ROLE_HOG_CULTIST "hand of god: cultist"
#define ROLE_DEVIL "devil"
#define ROLE_SERVANT_OF_RATVAR "servant of Ratvar"
@@ -45,8 +43,6 @@ var/global/list/special_roles = list(
ROLE_GANG = /datum/game_mode/gang,
ROLE_REVENANT,
ROLE_ABDUCTOR = /datum/game_mode/abduction,
ROLE_HOG_GOD = /datum/game_mode/hand_of_god,
ROLE_HOG_CULTIST = /datum/game_mode/hand_of_god,
ROLE_DEVIL = /datum/game_mode/devil,
ROLE_SERVANT_OF_RATVAR = /datum/game_mode/clockwork_cult,
)

View File

@@ -11,31 +11,3 @@
if(client && !hud_used)
hud_used = new /datum/hud/brain(src)
/datum/hud/hog_god/New(mob/owner)
..()
healths = new /obj/screen/healths/deity()
infodisplay += healths
deity_power_display = new /obj/screen/deity_power_display()
infodisplay += deity_power_display
deity_follower_display = new /obj/screen/deity_follower_display()
infodisplay += deity_follower_display
/mob/camera/god/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/hog_god(src)
/obj/screen/deity_power_display
name = "Faith"
icon_state = "deity_power"
screen_loc = ui_deitypower
layer = HUD_LAYER
/obj/screen/deity_follower_display
name = "Followers"
icon_state = "deity_followers"
screen_loc = ui_deityfollowers
layer = HUD_LAYER

View File

@@ -12,8 +12,6 @@ var/datum/atom_hud/huds = list( \
ANTAG_HUD_OPS = new/datum/atom_hud/antag(), \
ANTAG_HUD_WIZ = new/datum/atom_hud/antag(), \
ANTAG_HUD_SHADOW = new/datum/atom_hud/antag(), \
ANTAG_HUD_HOG_BLUE = new/datum/atom_hud/antag(),\
ANTAG_HUD_HOG_RED = new/datum/atom_hud/antag(),\
ANTAG_HUD_TRAITOR = new/datum/atom_hud/antag/hidden(),\
ANTAG_HUD_NINJA = new/datum/atom_hud/antag/hidden(),\
ANTAG_HUD_CHANGELING = new/datum/atom_hud/antag/hidden(),\

View File

@@ -174,16 +174,6 @@
ticker.mode.remove_gangster(src,0,1,1)
remove_objectives()
/datum/mind/proc/remove_hog_follower_prophet()
ticker.mode.red_deity_followers -= src
ticker.mode.red_deity_prophets -= src
ticker.mode.blue_deity_prophets -= src
ticker.mode.blue_deity_followers -= src
ticker.mode.update_hog_icons_removed(src, "red")
ticker.mode.update_hog_icons_removed(src, "blue")
/datum/mind/proc/remove_antag_equip()
var/list/Mob_Contents = current.get_contents()
for(var/obj/item/I in Mob_Contents)
@@ -221,12 +211,6 @@
else if(is_gangster(creator))
ticker.mode.add_gangster(src, creator.mind.gang_datum, TRUE)
else if(is_handofgod_redcultist(creator) || is_handofgod_redprophet(creator))
ticker.mode.add_hog_follower(src, "Red")
else if(is_handofgod_bluecultist(creator) || is_handofgod_blueprophet(creator))
ticker.mode.add_hog_follower(src, "Blue")
else if(is_revolutionary_in_general(creator))
ticker.mode.add_revolutionary(src)
@@ -490,38 +474,6 @@
sections["traitor"] = text
/** HAND OF GOD **/
text = "hand of god"
if(ticker.mode.config_tag == "handofgod")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.red_deities)
text += "<b>RED GOD</b>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
else if(src in ticker.mode.red_deity_prophets)
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<b>RED PROPHET</b>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
else if (src in ticker.mode.red_deity_followers)
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<b>RED FOLLOWER</b>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
else if (src in ticker.mode.blue_deities)
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<b>BLUE GOD</b>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
else if (src in ticker.mode.blue_deity_prophets)
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<b>BLUE PROPHET</b>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
else if (src in ticker.mode.blue_deity_followers)
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<a href='?src=\ref[src];handofgod=clear'>employee</a>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<b>BLUE FOLLOWER</b>"
else
text += "<a href='?src=\ref[src];handofgod=red god'>red god</a>|<a href='?src=\ref[src];handofgod=red prophet'>red prophet</a>|<a href='?src=\ref[src];handofgod=red follower'>red follower</a>|<B>EMPLOYEE</b>|<a href='?src=\ref[src];handofgod=blue god'>blue god</a>|<a href='?src=\ref[src];handofgod=blue prophet'>blue prophet</a>|<a href='?src=\ref[src];handofgod=blue follower'>blue follower</a>"
if(current && current.client && (ROLE_HOG_GOD in current.client.prefs.be_special))
text += "|HOG God Enabled in Prefs"
else
text += "|HOG God Disabled in Prefs"
if(current && current.client && (ROLE_HOG_CULTIST in current.client.prefs.be_special))
text += "|HOG Cultist Enabled in Prefs"
else
text += "|HOG Disabled in Prefs"
sections["follower"] = text
if(ishuman(current) || ismonkey(current))
/** CHANGELING ***/
@@ -696,7 +648,7 @@
if(!def_value)//If it's a custom objective, it will be an empty string.
def_value = "custom"
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "maroon", "debrain", "protect", "destroy", "prevent", "hijack", "escape", "survive", "martyr", "steal", "download", "nuclear", "capture", "absorb", "custom","follower block (HOG)","build (HOG)","deicide (HOG)", "follower escape (HOG)", "sacrifice prophet (HOG)")
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "maroon", "debrain", "protect", "destroy", "prevent", "hijack", "escape", "survive", "martyr", "steal", "download", "nuclear", "capture", "absorb", "custom")
if (!new_obj_type)
return
@@ -798,22 +750,6 @@
new_objective.owner = src
new_objective.target_amount = target_number
if("follower block (HOG)")
new_objective = new /datum/objective/follower_block
new_objective.owner = src
if("build (HOG)")
new_objective = new /datum/objective/build
new_objective.owner = src
if("deicide (HOG)")
new_objective = new /datum/objective/deicide
new_objective.owner = src
if("follower escape (HOG)")
new_objective = new /datum/objective/escape_followers
new_objective.owner = src
if("sacrifice prophet (HOG)")
new_objective = new /datum/objective/sacrifice_prophet
new_objective.owner = src
if ("custom")
var/expl = stripped_input(usr, "Custom objective:", "Objective", objective ? objective.explanation_text : "")
if (!expl)
@@ -850,46 +786,6 @@
objective.completed = !objective.completed
log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]")
else if (href_list["handofgod"])
switch(href_list["handofgod"])
if("clear") //wipe handofgod status
if((src in ticker.mode.red_deity_followers) || (src in ticker.mode.blue_deity_followers) || (src in ticker.mode.red_deity_prophets) || (src in ticker.mode.blue_deity_prophets))
remove_hog_follower_prophet()
current << "<span class='danger'><B>You have been brainwashed... again! Your faith is no more!</B></span>"
message_admins("[key_name_admin(usr)] has de-hand of god'ed [current].")
log_admin("[key_name(usr)] has de-hand of god'ed [current].")
if("red follower")
make_Handofgod_follower("red")
message_admins("[key_name_admin(usr)] has red follower'ed [current].")
log_admin("[key_name(usr)] has red follower'ed [current].")
if("red prophet")
make_Handofgod_prophet("red")
message_admins("[key_name_admin(usr)] has red prophet'ed [current].")
log_admin("[key_name(usr)] has red prophet'ed [current].")
if("blue follower")
make_Handofgod_follower("blue")
message_admins("[key_name_admin(usr)] has blue follower'ed [current].")
log_admin("[key_name(usr)] has blue follower'ed [current].")
if("blue prophet")
make_Handofgod_prophet("blue")
message_admins("[key_name_admin(usr)] has blue prophet'ed [current].")
log_admin("[key_name(usr)] has blue prophet'ed [current].")
if("red god")
make_Handofgod_god("red")
message_admins("[key_name_admin(usr)] has red god'ed [current].")
log_admin("[key_name(usr)] has red god'ed [current].")
if("blue god")
make_Handofgod_god("blue")
message_admins("[key_name_admin(usr)] has blue god'ed [current].")
log_admin("[key_name(usr)] has blue god'ed [current].")
else if (href_list["revolution"])
switch(href_list["revolution"])
if("clear")
@@ -1563,119 +1459,6 @@
L = agent_landmarks[team]
H.loc = L.loc
/datum/mind/proc/make_Handofgod_follower(colour)
. = 0
switch(colour)
if("red")
//Remove old allegiances
if(src in ticker.mode.blue_deity_followers || src in ticker.mode.blue_deity_prophets)
current << "<span class='danger'><B>You are no longer a member of the Blue cult!<B></span>"
ticker.mode.blue_deity_followers -= src
ticker.mode.blue_deity_prophets -= src
current.faction |= "red god"
current.faction -= "blue god"
if(src in ticker.mode.red_deity_prophets)
current << "<span class='danger'><B>You have lost the connection with your deity, but you still believe in their grand design, You are no longer a prophet!</b></span>"
ticker.mode.red_deity_prophets -= src
ticker.mode.red_deity_followers |= src
current << "<span class='danger'><B>You are now a follower of the red cult's god!</b></span>"
special_role = "Hand of God: Red Follower"
. = 1
if("blue")
//Remove old allegiances
if(src in ticker.mode.red_deity_followers || src in ticker.mode.red_deity_prophets)
current << "<span class='danger'><B>You are no longer a member of the Red cult!<B></span>"
ticker.mode.red_deity_followers -= src
ticker.mode.red_deity_prophets -= src
current.faction -= "red god"
current.faction |= "blue god"
if(src in ticker.mode.blue_deity_prophets)
current << "<span class='danger'><B>You have lost the connection with your deity, but you still believe in their grand design, You are no longer a prophet!</b></span>"
ticker.mode.blue_deity_prophets -= src
ticker.mode.blue_deity_followers |= src
current << "<span class='danger'><B>You are now a follower of the blue cult's god!</b></span>"
special_role = "Hand of God: Blue Follower"
. = 1
else
return 0
ticker.mode.update_hog_icons_removed(src,"red")
ticker.mode.update_hog_icons_removed(src,"blue")
//ticker.mode.greet_hog_follower(src,colour)
ticker.mode.update_hog_icons_added(src, colour)
/datum/mind/proc/make_Handofgod_prophet(colour)
. = 0
switch(colour)
if("red")
//Remove old allegiances
if(src in ticker.mode.blue_deity_followers || src in ticker.mode.blue_deity_prophets)
current << "<span class='danger'><B>You are no longer a member of the Blue cult!<B></span>"
current.faction -= "blue god"
current.faction |= "red god"
ticker.mode.blue_deity_followers -= src
ticker.mode.blue_deity_prophets -= src
ticker.mode.red_deity_followers -= src
ticker.mode.red_deity_prophets |= src
current << "<span class='danger'><B>You are now a prophet of the red cult's god!</b></span>"
special_role = "Hand of God: Red Prophet"
. = 1
if("blue")
//Remove old allegiances
if(src in ticker.mode.red_deity_followers || src in ticker.mode.red_deity_prophets)
current << "<span class='danger'><B>You are no longer a member of the Red cult!<B></span>"
current.faction -= "red god"
current.faction |= "blue god"
ticker.mode.red_deity_followers -= src
ticker.mode.red_deity_prophets -= src
ticker.mode.blue_deity_followers -= src
ticker.mode.blue_deity_prophets |= src
current << "<span class='danger'><B>You are now a prophet of the blue cult's god!</b></span>"
special_role = "Hand of God: Blue Prophet"
. = 1
else
return 0
ticker.mode.update_hog_icons_removed(src,"red")
ticker.mode.update_hog_icons_removed(src,"blue")
ticker.mode.greet_hog_follower(src,colour)
ticker.mode.update_hog_icons_added(src, colour)
/datum/mind/proc/make_Handofgod_god(colour)
switch(colour)
if("red")
current.become_god("red")
ticker.mode.add_god(src,"red")
if("blue")
current.become_god("blue")
ticker.mode.add_god(src,"blue")
else
return 0
ticker.mode.forge_deity_objectives(src)
ticker.mode.remove_hog_follower(src,0)
ticker.mode.update_hog_icons_added(src, colour)
// ticker.mode.greet_hog_follower(src,colour)
return 1
/datum/mind/proc/AddSpell(obj/effect/proc_holder/spell/S)
spell_list += S
S.action.Grant(current)

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@@ -539,7 +539,6 @@
ticker.mode.remove_cultist(newborgie, 0, 0)
ticker.mode.remove_revolutionary(newborgie, 0)
ticker.mode.remove_gangster(newborgie, 0, remove_bosses=1)
ticker.mode.remove_hog_follower(newborgie, 0)
remove_servant_of_ratvar(newborgie.current, TRUE)

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@@ -1,476 +0,0 @@
var/global/list/global_handofgod_traptypes = list()
var/global/list/global_handofgod_structuretypes = list()
#define CONDUIT_RANGE 15
/datum/game_mode
var/list/datum/mind/red_deities = list()
var/list/datum/mind/red_deity_prophets = list()
var/list/datum/mind/red_deity_followers = list()
var/list/datum/mind/blue_deities = list()
var/list/datum/mind/blue_deity_prophets = list()
var/list/datum/mind/blue_deity_followers = list()
var/list/datum/mind/unassigned_followers = list() //for roundstart team assigning
var/list/datum/mind/assigned_to_red = list()
var/list/datum/mind/assigned_to_blue = list()
/datum/game_mode/hand_of_god
name = "hand of god"
config_tag = "handofgod"
antag_flag = ROLE_HOG_CULTIST //Followers use ROLE_HOG_CULTIST, Gods are picked later on with ROLE_HOG_GOD
required_players = 25
required_enemies = 8
recommended_enemies = 8
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
announce_span = "danger"
announce_text = "Two cults are trying to overthrow one another!\n\
<span class='warning'>Gods</span>: Protect your nexus and eliminate the enemy god.\n\
<span class='danger'><i>Prophets</i></span>: Lead your cult by your deity's will.\n\
<span class='danger'>Followers</span>: Follow your prophet's orders and lead your deity to victory.\n\
<span class='notice'>Crew</span>: Destroy both cults before they can grow in strength."
/////////////
//Pre setup//
/////////////
/datum/game_mode/hand_of_god/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
for(var/F in 1 to recommended_enemies)
if(!antag_candidates.len)
break
var/datum/mind/follower = pick_n_take(antag_candidates)
unassigned_followers += follower
follower.restricted_roles = restricted_jobs
log_game("[follower.key] (ckey) has been selected as a follower, however teams have not been decided yet.")
while(unassigned_followers.len > (required_enemies / 2))
var/datum/mind/chosen = pick_n_take(unassigned_followers)
add_hog_follower(chosen,"red")
while(unassigned_followers.len)
var/datum/mind/chosen = pick_n_take(unassigned_followers)
add_hog_follower(chosen,"blue")
return 1
//////////////
//Post Setup//
//////////////
//Pick a follower to uplift into a god
/datum/game_mode/hand_of_god/post_setup()
//Find viable red god
var/list/red_god_possibilities = get_players_for_role(ROLE_HOG_GOD)
red_god_possibilities &= red_deity_followers //followers only
if(!red_god_possibilities.len) //No candidates? just pick any follower regardless of prefs
red_god_possibilities = red_deity_followers
//Make red god
var/datum/mind/red_god = pick_n_take(red_god_possibilities)
if(red_god)
red_god.current.become_god("red")
remove_hog_follower(red_god,0)
add_god(red_god,"red")
//Find viable blue god
var/list/blue_god_possibilities = get_players_for_role(ROLE_HOG_GOD)
blue_god_possibilities &= blue_deity_followers //followers only
if(!blue_god_possibilities.len) //No candidates? just pick any follower regardless of prefs
blue_god_possibilities = blue_deity_followers
//Make blue god
var/datum/mind/blue_god = pick_n_take(blue_god_possibilities)
if(blue_god)
blue_god.current.become_god("blue")
remove_hog_follower(blue_god,0)
add_god(blue_god,"blue")
//Forge objectives
//This is done here so that both gods exist
if(red_god)
ticker.mode.forge_deity_objectives(red_god)
if(blue_god)
ticker.mode.forge_deity_objectives(blue_god)
..()
///////////////////
//Objective Procs//
///////////////////
/datum/game_mode/proc/forge_deity_objectives(datum/mind/deity)
switch(rand(1,100))
if(1 to 30)
var/datum/objective/deicide/deicide = new
deicide.owner = deity
if(deicide.find_target())//Hard to kill the other god if there is none
deity.objectives += deicide
if(!(locate(/datum/objective/escape_followers) in deity.objectives))
var/datum/objective/escape_followers/recruit = new
recruit.owner = deity
deity.objectives += recruit
recruit.gen_amount_goal(8, 12)
if(31 to 60)
var/datum/objective/sacrifice_prophet/sacrifice = new
sacrifice.owner = deity
deity.objectives += sacrifice
if(!(locate(/datum/objective/escape_followers) in deity.objectives))
var/datum/objective/escape_followers/recruit = new
recruit.owner = deity
deity.objectives += recruit
recruit.gen_amount_goal(8, 12)
if(61 to 85)
var/datum/objective/build/build = new
build.owner = deity
deity.objectives += build
build.gen_amount_goal(8, 16)
var/datum/objective/sacrifice_prophet/sacrifice = new
sacrifice.owner = deity
deity.objectives += sacrifice
if(!(locate(/datum/objective/escape_followers) in deity.objectives))
var/datum/objective/escape_followers/recruit = new
recruit.owner = deity
deity.objectives += recruit
recruit.gen_amount_goal(8, 12)
else
if (!locate(/datum/objective/follower_block) in deity.objectives)
var/datum/objective/follower_block/block = new
block.owner = deity
deity.objectives += block
///////////////
//Greet procs//
///////////////
/datum/game_mode/proc/greet_hog_follower(datum/mind/follower_mind,colour)
if(follower_mind in blue_deity_prophets || follower_mind in red_deity_prophets)
follower_mind.current << "<span class='danger'><B>You have been appointed as the prophet of the [colour] deity! You are the only one who can communicate with your deity at will. Guide your followers, but be wary, for many will want you dead.</span>"
else if(colour)
follower_mind.current << "<span class='danger'><B>You are a follower of the [colour] cult's deity!</span>"
else
follower_mind.current << "<span class='danger'><B>You are a follower of a cult's deity!</span>"
/////////////////
//Convert procs//
/////////////////
/datum/game_mode/proc/add_hog_follower(datum/mind/follower_mind, colour = "No Colour")
var/mob/living/carbon/human/H = follower_mind.current
if(isloyal(H))
H << "<span class='danger'>Your mindshield implant blocked the influence of the [colour] deity. </span>"
return 0
if((follower_mind in red_deity_followers) || (follower_mind in red_deity_prophets) || (follower_mind in blue_deity_followers) || (follower_mind in blue_deity_prophets))
H << "<span class='danger'>You already belong to a deity. Your strong faith has blocked out the conversion attempt by the followers of the [colour] deity.</span>"
return 0
var/obj/item/weapon/nullrod/N = H.null_rod_check()
if(N)
H << "<span class='danger'>Your holy weapon prevented the [colour] deity from brainwashing you.</span>"
return 0
if(colour == "red")
red_deity_followers += follower_mind
if(colour == "blue")
blue_deity_followers += follower_mind
H.faction |= "[colour] god"
follower_mind.current << "<span class='danger'><FONT size = 3>You are now a follower of the [colour] deity! Follow your deity's prophet in order to complete your deity's objectives. Convert crewmembers to your cause by using your deity's nexus. And remember - there is no you, there is only the cult.</FONT></span>"
update_hog_icons_added(follower_mind, colour)
follower_mind.special_role = "Hand of God: [capitalize(colour)] Follower"
follower_mind.current.attack_log += "\[[time_stamp()]\] <font color='red'>Has been converted to the [colour] follower cult!</font>"
return 1
/datum/game_mode/proc/add_god(datum/mind/god_mind, colour = "No Colour")
remove_hog_follower(god_mind, announce = 0)
if(colour == "red")
red_deities += god_mind
if(colour == "blue")
blue_deities += god_mind
god_mind.current.attack_log += "\[[time_stamp()]\] <font color='red'>Has been made into a [colour] deity!</font>"
god_mind.special_role = "Hand of God: [colour] God"
update_hog_icons_added(god_mind, colour)
//////////////////
//Deconvert proc//
//////////////////
/datum/game_mode/proc/remove_hog_follower(datum/mind/follower_mind, announce = 1)//deconverts both
if(follower_mind.current)
if(is_handofgod_cultist(follower_mind.current) || is_handofgod_prophet(follower_mind.current))
follower_mind.remove_hog_follower_prophet()
update_hog_icons_removed(follower_mind,"red")
update_hog_icons_removed(follower_mind,"blue")
var/mob/living/carbon/human/H = follower_mind.current
H.faction -= "red god"
H.faction -= "blue god"
if(announce)
follower_mind.current.attack_log += "\[[time_stamp()]\] <font color='red'>Has been deconverted from a deity's cult!</font>"
follower_mind.current << "<span class='danger'><b>Your mind has been cleared from the brainwashing the followers have done to you. Now you serve yourself and the crew.</b></span>"
for(var/mob/living/M in view(follower_mind.current))
M << "[follower_mind.current] looks like their faith is shattered. They're no longer a cultist!"
//////////////////////
// Mob helper procs //
//////////////////////
/proc/is_handofgod_god(A)
if(istype(A, /mob/camera/god))
return 1
return 0
/proc/is_handofgod_bluecultist(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.mind)
if(H.mind in ticker.mode.blue_deity_followers|ticker.mode.blue_deity_prophets)
return 1
return 0
/proc/is_handofgod_redcultist(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.mind)
if(H.mind in ticker.mode.red_deity_followers|ticker.mode.red_deity_prophets)
return 1
return 0
/proc/is_handofgod_blueprophet(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.mind)
if(H.mind in ticker.mode.blue_deity_prophets)
return 1
return 0
/proc/is_handofgod_redprophet(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.mind)
if(H.mind in ticker.mode.red_deity_prophets)
return 1
return 0
/proc/is_handofgod_cultist(A) //any of them what so ever, blue, red, hot pink, whatever.
if(is_handofgod_redcultist(A))
return 1
if(is_handofgod_bluecultist(A))
return 1
return 0
/proc/is_handofgod_prophet(A) //any of them what so ever, blue, red, hot pink, whatever
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.mind)
if(H.mind in ticker.mode.blue_deity_prophets|ticker.mode.red_deity_prophets)
return 1
return 0
/mob/camera/god/proc/is_handofgod_myprophet(A)
if(!ishuman(A))
return 0
var/mob/living/carbon/human/H = A
if(!H.mind)
return 0
if(side == "red")
if(H.mind in ticker.mode.red_deity_prophets)
return 1
else if(side == "blue")
if(H.mind in ticker.mode.blue_deity_prophets)
return 1
/mob/camera/god/proc/is_handofgod_myfollowers(mob/A)
if(!ishuman(A))
return 0
var/mob/living/carbon/human/H = A
if(!H.mind)
return 0
if(side == "red")
if(H.mind in ticker.mode.red_deity_prophets|ticker.mode.red_deity_followers)
return 1
else if(side == "blue")
if(H.mind in ticker.mode.blue_deity_prophets|ticker.mode.blue_deity_followers)
return 1
//////////////////////
//Roundend Reporting//
//////////////////////
/datum/game_mode/hand_of_god/declare_completion()
if(red_deities.len)
var/text = "<BR><font size=3 color='red'><B>The red cult:</b></font>"
for(var/datum/mind/red_god in red_deities)
var/godwin = 1
text += "<BR><B>[red_god.key]</B> was the red deity, <B>[red_god.name]</B> ("
if(red_god.current)
if(red_god.current.stat == DEAD)
text += "died"
else
text += "survived"
else
text += "ceased existing"
text += ")"
if(red_deity_prophets.len)
for(var/datum/mind/red_prophet in red_deity_prophets)
text += "<BR>The red prophet was <B>[red_prophet.name]</B> (<B>[red_prophet.key]</B>)"
else
text += "<BR>the red prophet was killed for their beliefs."
text += "<BR><B>Red follower count: </B> [red_deity_followers.len]"
text += "<BR><B>Red followers:</B> "
for(var/datum/mind/player in red_deity_followers)
text += "[player.name] ([player.key]), "
var/objectives = ""
if(red_god.objectives.len)
var/count = 1
for(var/datum/objective/O in red_god.objectives)
if(O.check_completion())
objectives += "<BR><B>Objective #[count]</B>: [O.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("god_objective","[O.type]|SUCCESS")
else
objectives += "<BR><B>Objective #[count]</B>: [O.explanation_text] <font color='red'><B>Fail.</B></font>"
feedback_add_details("god_objective","[O.type]|FAIL")
godwin = 0
count++
text += objectives
if(godwin)
text += "<BR><font color='green'><B>The red cult and deity were successful!</B></font>"
feedback_add_details("god_success","SUCCESS")
else
text += "<br><font color='red'><B>The red cult and deity have failed!</B></font>"
feedback_add_details("god_success","FAIL")
text += "<BR>"
world << text
if(blue_deities.len)
var/text = "<BR><font size=3 color='red'><B>The blue cult:</b></font>"
for(var/datum/mind/blue_god in blue_deities)
var/godwin = 1
text += "<BR><B>[blue_god.key]</B> was the blue deity, <B>[blue_god.name]</B> ("
if(blue_god.current)
if(blue_god.current.stat == DEAD)
text += "died"
else
text += "survived"
else
text += "ceased existing"
text += ")"
if(blue_deity_prophets.len)
for(var/datum/mind/blue_prophet in blue_deity_prophets)
text += "<BR>The blue prophet was <B>[blue_prophet.name]</B> (<B>[blue_prophet.key]</B>)"
else
text += "<BR>the blue prophet was killed for their beliefs."
text += "<BR><B>Blue follower count: </B> [blue_deity_followers.len]"
text += "<BR><B>Blue followers:</B> "
for(var/datum/mind/player in blue_deity_followers)
text += "[player.name] ([player.key])"
var/objectives = ""
if(blue_god.objectives.len)
var/count = 1
for(var/datum/objective/O in blue_god.objectives)
if(O.check_completion())
objectives += "<BR><B>Objective #[count]</B>: [O.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("god_objective","[O.type]|SUCCESS")
else
objectives += "<BR><B>Objective #[count]</B>: [O.explanation_text] <font color='red'><B>Fail.</B></font>"
feedback_add_details("god_objective","[O.type]|FAIL")
godwin = 0
count++
text += objectives
if(godwin)
text += "<BR><font color='green'><B>The blue cult and deity were successful!</B></font>"
feedback_add_details("god_success","SUCCESS")
else
text += "<BR><font color='red'><B>The blue cult and deity have failed!</B></font>"
feedback_add_details("god_success","FAIL")
text += "<BR>"
world << text
..()
return 1
/datum/game_mode/proc/update_hog_icons_added(datum/mind/hog_mind,side)
var/hud_key
var/rank = 0
if(side == "red")
hud_key = ANTAG_HUD_HOG_RED
if(is_handofgod_redprophet(hog_mind.current))
rank = 1
else if(side == "blue")
hud_key = ANTAG_HUD_HOG_BLUE
if(is_handofgod_blueprophet(hog_mind.current))
rank = 1
if(is_handofgod_god(hog_mind.current))
rank = 2
if(hud_key)
var/datum/atom_hud/antag/hog_hud = huds[hud_key]
hog_hud.join_hud(hog_mind.current)
set_antag_hud(hog_mind.current, "hog-[side]-[rank]")
/datum/game_mode/proc/update_hog_icons_removed(datum/mind/hog_mind,side)
var/hud_key
if(side == "red")
hud_key = ANTAG_HUD_HOG_RED
else if(side == "blue")
hud_key = ANTAG_HUD_HOG_BLUE
if(hud_key)
var/datum/atom_hud/antag/hog_hud = huds[hud_key]
hog_hud.leave_hud(hog_mind.current)
set_antag_hud(hog_mind.current,null)

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@@ -1,28 +0,0 @@
/* Prophet's innate godspeak */
/datum/action/innate/godspeak
name = "Godspeak"
button_icon_state = "godspeak"
check_flags = AB_CHECK_CONSCIOUS
var/mob/camera/god/god = null
/datum/action/innate/godspeak/IsAvailable()
if(..())
if(god)
return 1
return 0
/datum/action/innate/godspeak/Activate()
var/msg = input(owner,"Speak to your god","Godspeak","") as null|text
if(!msg)
return
var/rendered = "<font color='[god.side]'><span class='game say'><i>Prophet [owner]:</i> <span class='message'>[msg]</span></span>"
god << rendered
owner << rendered
for(var/mob/M in mob_list)
if(isobserver(M))
var/link = FOLLOW_LINK(M, owner)
M << "[link] [rendered]"
/datum/action/innate/godspeak/Destroy()
god = null
return ..()

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@@ -1,290 +0,0 @@
/mob/camera/god
name = "deity" //Auto changes to the player's deity name/random name
real_name = "deity"
icon = 'icons/mob/mob.dmi'
icon_state = "marker"
invisibility = 60
see_in_dark = 0
see_invisible = 55
sight = SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
languages_spoken = ALL
languages_understood = ALL
hud_possible = list(ANTAG_HUD)
mouse_opacity = 0 //can't be clicked
var/faith = 100 //For initial prophet appointing/stupid purchase
var/max_faith = 100
var/side = "neutral" //Red or Blue for the gamemode
var/obj/structure/divine/nexus/god_nexus = null //The source of the god's power in this realm, kill it and the god is kill
var/nexus_required = FALSE //If the god dies from losing it's nexus, defaults to off so that gods don't instantly die at roundstart
var/followers_required = 0 //Same as above
var/alive_followers = 0
var/list/structures = list()
var/list/conduits = list()
var/prophets_sacrificed_in_name = 0
var/image/ghostimage = null //For observer with darkness off visiblity
var/list/prophets = list()
var/datum/action/innate/godspeak/speak2god
/mob/camera/god/New()
..()
update_icons()
build_hog_construction_lists()
//Force nexuses after 15 minutes in hand of god mode
if(ticker && ticker.mode && ticker.mode.name == "hand of god")
addtimer(src, "forceplacenexus", 9000, FALSE)
//Rebuilds the list based on the gamemode's lists
//As they are the most accurate each tick
/mob/camera/god/proc/get_my_followers()
switch(side)
if("red")
. = ticker.mode.red_deity_followers|ticker.mode.red_deity_prophets
if("blue")
. = ticker.mode.blue_deity_followers|ticker.mode.blue_deity_prophets
else
. = list()
/mob/camera/god/Destroy()
var/list/followers = get_my_followers()
for(var/datum/mind/F in followers)
if(F.current)
F.current << "<span class='danger'>Your god is DEAD!</span>"
for(var/X in prophets)
speak2god.Remove(X)
ghost_darkness_images -= ghostimage
updateallghostimages()
return ..()
/mob/camera/god/proc/forceplacenexus()
if(god_nexus)
return
if(ability_cost(0,1,0))
place_nexus()
else
if(blobstart.len) //we're on invalid turf, try to pick from blobstart
loc = pick(blobstart)
place_nexus() //if blobstart fails, places on dense turf, but better than nothing
src << "<span class='danger'>You failed to place your nexus, and it has been placed for you!</span>"
/mob/camera/god/update_icons()
icon_state = "[initial(icon_state)]-[side]"
if(ghostimage)
ghost_darkness_images -= ghostimage
ghostimage = image(src.icon,src,src.icon_state)
ghost_darkness_images |= ghostimage
updateallghostimages()
/mob/camera/god/Stat()
..()
if(statpanel("Status"))
if(god_nexus)
stat("Nexus health: ", god_nexus.health)
stat("Followers: ", alive_followers)
stat("Faith: ", "[faith]/[max_faith]")
/mob/camera/god/Login()
..()
sync_mind()
src << "<span class='notice'>You are a deity!</span>"
src << "You are a deity and are worshipped by a cult! You are rather weak right now, but that will change as you gain more followers."
src << "You will need to place an anchor to this world, a <b>Nexus</b>, in two minutes. If you don't, one will be placed immediately below you."
src << "Your <b>Follower</b> count determines how many people believe in you and are a part of your cult."
src << "Your <b>Nexus Integrity</b> tells you the condition of your nexus. If your nexus is destroyed, you will die. Place your Nexus on a safe, isolated place, that is still accessible to your followers."
src << "Your <b>Faith</b> is used to interact with the world. This will regenerate on its own, and it goes faster when you have more followers and power pylons."
src << "The first thing you should do after placing your nexus is to <b>appoint a prophet</b>. Only prophets can hear you talk, unless you use an expensive power."
update_health_hud()
/mob/camera/god/update_health_hud()
if(god_nexus && hud_used && hud_used.healths)
hud_used.healths.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='lime'>[god_nexus.health] </font></div>"
/mob/camera/god/proc/add_faith(faith_amt)
if(faith_amt)
faith = round(Clamp(faith+faith_amt, 0, max_faith))
if(hud_used && hud_used.deity_power_display)
hud_used.deity_power_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='cyan'>[faith] </font></div>"
/mob/camera/god/proc/place_nexus()
if(god_nexus || (z != 1))
return 0
var/obj/structure/divine/nexus/N = new(get_turf(src))
N.assign_deity(src)
god_nexus = N
nexus_required = TRUE
verbs -= /mob/camera/god/verb/constructnexus
//verbs += /mob/camera/god/verb/movenexus //Translocators have no sprite
update_health_hud()
var/area/A = get_area(src)
if(A)
var/areaname = A.name
var/list/followers = get_my_followers()
for(var/datum/mind/F in followers)
if(F.current)
F.current << "<span class='boldnotice'>Your god's nexus is in \the [areaname]</span>"
/mob/camera/god/verb/freeturret()
set category = "Deity"
set name = "Free Turret (0)"
set desc = "Place a single turret, for 0 faith."
if(!ability_cost(0,1,1))
return
var/obj/structure/divine/defensepylon/DP = new(get_turf(src))
DP.assign_deity(src)
verbs -= /mob/camera/god/verb/freeturret
/mob/camera/god/proc/update_followers()
alive_followers = 0
var/list/all_followers = get_my_followers()
for(var/datum/mind/F in all_followers)
if(F.current && F.current.stat != DEAD)
alive_followers++
if(hud_used && hud_used.deity_follower_display)
hud_used.deity_follower_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='red'>[alive_followers] </font></div>"
/mob/camera/god/proc/check_death()
if(!alive_followers)
src << "<span class='userdanger'>You no longer have any followers. You shudder as you feel your existence cease...</span>"
if(god_nexus && !qdeleted(god_nexus))
god_nexus.visible_message("<span class='danger'>\The [src] suddenly disappears!</span>")
qdel(god_nexus)
qdel(src)
/mob/camera/god/say(msg)
if(!msg)
return
if(client)
if(client.prefs.muted & MUTE_IC)
src << "You cannot send IC messages (muted)."
return
if(src.client.handle_spam_prevention(msg,MUTE_IC))
return
if(stat)
return
god_speak(msg)
/mob/camera/god/proc/god_speak(msg)
log_say("Hand of God: [capitalize(side)] God/[key_name(src)] : [msg]")
msg = trim(copytext(sanitize(msg), 1, MAX_MESSAGE_LEN))
if(!msg)
return
msg = say_quote(msg, get_spans())
var/rendered = "<font color='[src.side]'><i><span class='game say'>Divine Telepathy,</i> <span class='name'>[name]</span> <span class='message'>[msg]</span></span></font>"
src << rendered
for(var/mob/M in mob_list)
if(is_handofgod_myfollowers(M))
M << rendered
if(isobserver(M))
var/link = FOLLOW_LINK(M, src)
M << "[link] [rendered]"
/mob/camera/god/emote(act,m_type = 1 ,msg = null)
return
/mob/camera/god/Move(NewLoc, Dir = 0)
loc = NewLoc
/mob/camera/god/Topic(href, href_list)
if(href_list["create_structure"])
if(!ability_cost(75,1,1))
return
var/obj/structure/divine/construct_type = text2path(href_list["create_structure"]) //it's a path but we need to initial() some vars
if(!construct_type)
return
add_faith(-75)
var/obj/structure/divine/construction_holder/CH = new(get_turf(src))
CH.assign_deity(src)
CH.setup_construction(construct_type)
CH.visible_message("<span class='notice'>[src] has created a transparent, unfinished [initial(construct_type.name)]. It can be finished by adding materials.</span>")
src << "<span class='boldnotice'>You may click a construction site to cancel it, but only faith is refunded.</span>"
structure_construction_ui(src)
return
if(href_list["place_trap"])
if(!ability_cost(20,1,1))
return
var/atom/trap_type = text2path(href_list["place_trap"])
if(!trap_type)
return
src << "You lay \a [initial(trap_type.name)]"
add_faith(-20)
new trap_type(get_turf(src))
return
..()
/mob/camera/god/proc/structure_construction_ui(mob/camera/god/user)
var/dat = ""
for(var/t in global_handofgod_structuretypes)
if(global_handofgod_structuretypes[t])
var/obj/structure/divine/apath = global_handofgod_structuretypes[t]
dat += "<center><B>[capitalize(t)]</B></center><BR>"
var/imgstate = initial(apath.autocolours) ? "[initial(apath.icon_state)]-[side]" : "[initial(apath.icon_state)]"
var/icon/I = icon('icons/obj/hand_of_god_structures.dmi',imgstate)
var/img_component = lowertext(t)
//I hate byond, but atleast it autocaches these so it's only 1*number_of_structures worth of actual calls
user << browse_rsc(I,"hog_structure-[img_component].png")
dat += "<center><img src='hog_structure-[img_component].png' height=64 width=64></center>"
dat += "Description: [initial(apath.desc)]<BR>"
dat += "<center><a href='?src=\ref[src];create_structure=[apath]'>Construct [capitalize(t)]</a></center><BR><BR>"
var/datum/browser/popup = new(src, "structures","Construct Structure",350,500)
popup.set_content(dat)
popup.open()
/mob/camera/god/proc/trap_construction_ui(mob/camera/god/user)
var/dat = ""
for(var/t in global_handofgod_traptypes)
if(global_handofgod_traptypes[t])
var/obj/structure/divine/trap/T = global_handofgod_traptypes[t]
dat += "<center><B>[capitalize(t)]</B></center><BR>"
var/icon/I = icon('icons/obj/hand_of_god_structures.dmi',"[initial(T.icon_state)]")
var/img_component = lowertext(t)
user << browse_rsc(I,"hog_trap-[img_component].png")
dat += "<center><img src='hog_trap-[img_component].png' height=64 width=64></center>"
dat += "Description: [initial(T.desc)]<BR>"
dat += "<center><a href='?src=\ref[src];place_trap=[T]'>Place [capitalize(t)]</a></center><BR><BR>"
var/datum/browser/popup = new(src, "traps", "Place Trap",350,500)
popup.set_content(dat)
popup.open()

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@@ -1,129 +0,0 @@
/datum/objective/build
dangerrating = 15
martyr_compatible = 1
/datum/objective/build/proc/gen_amount_goal(lower, upper)
target_amount = rand(lower, upper)
explanation_text = "Build [target_amount] shrines."
return target_amount
/datum/objective/build/check_completion()
if(!owner || !owner.current)
return 0
var/shrines = 0
if(is_handofgod_god(owner.current))
var/mob/camera/god/G = owner.current
for(var/obj/structure/divine/shrine/S in G.structures)
S++
return (shrines >= target_amount)
/datum/objective/deicide
dangerrating = 20
martyr_compatible = 1
/datum/objective/deicide/check_completion()
if(target)
if(target.current) //Gods are deleted when they lose
return 0
return 1
/datum/objective/deicide/find_target()
if(!owner || !owner.current)
return
if(is_handofgod_god(owner.current))
var/mob/camera/god/G = owner.current
if(G.side == "red")
if(ticker.mode.blue_deities.len)
target = ticker.mode.blue_deities[1]
if(G.side == "blue")
if(ticker.mode.red_deities.len)
target = ticker.mode.red_deities[1]
if(!target)
return 0
update_explanation_text()
/datum/objective/deicide/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Phase [target.name], the false god, out of this plane of existence.."
else
explanation_text = "Free Objective"
/datum/objective/follower_block
explanation_text = "Do not allow any followers of the false god to escape on the station's shuttle alive."
dangerrating = 25
martyr_compatible = 1
/datum/objective/follower_block/check_completion()
var/side = "ABORT"
if(is_handofgod_redcultist(owner.current))
side = "red"
else if(is_handofgod_bluecultist(owner.current))
side = "blue"
if(side == "ABORT")
return 0
var/area/A = SSshuttle.emergency.areaInstance
for(var/mob/living/player in player_list)
if(player.mind && player.stat != DEAD && get_area(player) == A)
if(side == "red")
if(is_handofgod_bluecultist(player))
return 0
else if(side == "blue")
if(is_handofgod_redcultist(player))
return 0
return 1
/datum/objective/escape_followers
dangerrating = 5
/datum/objective/escape_followers/proc/gen_amount_goal(lower,upper)
target_amount = rand(lower,upper)
explanation_text = "Your will must surpass this station. Having [target_amount] followers escape on the shuttle or pods will allow that."
return target_amount
/datum/objective/escape_followers/check_completion()
var/escaped = 0
if(is_handofgod_god(owner.current))
var/mob/camera/god/G = owner.current
if(G.side == "red")
for(var/datum/mind/follower_mind in ticker.mode.red_deity_followers)
if(follower_mind.current && follower_mind.current.stat != DEAD)
if(follower_mind.current.onCentcom())
escaped++
if(G.side == "blue")
for(var/datum/mind/follower_mind in ticker.mode.blue_deity_followers)
if(follower_mind.current && follower_mind.current.stat != DEAD)
if(follower_mind.current.onCentcom())
escaped++
return (escaped >= target_amount)
/datum/objective/sacrifice_prophet
explanation_text = "A false prophet is preaching their god's faith on the station. Sacrificing them will show the mortals who the true god is."
dangerrating = 10
/datum/objective/sacrifice_prophet/check_completion()
var/mob/camera/god/G = owner.current
if(istype(G))
return G.prophets_sacrificed_in_name
return 0

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@@ -1,363 +0,0 @@
/mob/camera/god/proc/ability_cost(cost = 0,structures = 0, requires_conduit = 0, can_place_near_enemy_nexus = 0)
if(faith < cost)
src << "<span class='danger'>You lack the faith!</span>"
return 0
if(structures)
if(!isturf(loc) || istype(loc, /turf/open/space))
src << "<span class='danger'>Your structure would just float away, you need stable ground!</span>"
return 0
var/turf/T = get_turf(src)
if(T)
if(T.density)
src << "<span class='danger'>There is something blocking your structure!</span>"
return 0
for(var/atom/movable/AM in T)
if(AM == src)
continue
if(AM.density)
src << "<span class='danger'>There is something blocking your structure!</span>"
return 0
if(requires_conduit)
//Organised this way as there can be multiple conduits, so it's more likely to be a conduit check.
var/valid = 0
for(var/obj/structure/divine/conduit/C in conduits)
if(get_dist(src, C) <= CONDUIT_RANGE)
valid++
break
if(!valid)
if(get_dist(src, god_nexus) <= CONDUIT_RANGE)
valid++
if(!valid)
src << "<span class='danger'>You must be near your Nexus or a Conduit to do this!</span>"
return 0
if(!can_place_near_enemy_nexus)
var/datum/mind/enemy
switch(side)
if("red")
if(ticker.mode.blue_deities.len)
enemy = ticker.mode.blue_deities[1]
if("blue")
if(ticker.mode.red_deities.len)
enemy = ticker.mode.red_deities[1]
if(enemy && is_handofgod_god(enemy.current))
var/mob/camera/god/enemy_god = enemy.current
if(enemy_god.god_nexus && (get_dist(src,enemy_god.god_nexus) <= CONDUIT_RANGE*2))
src << "<span class='danger'>You are too close to the other god's stronghold!</span>"
return 0
return 1
/mob/camera/god/verb/returntonexus()
set category = "Deity"
set name = "Goto Nexus"
set desc = "Teleports you to your next instantly."
if(god_nexus)
Move(get_turf(god_nexus))
else
src << "You don't even have a Nexus, construct one."
/mob/camera/god/verb/jumptofollower()
set category = "Deity"
set name = "Jump to Follower"
set desc = "Teleports you to one of your followers."
var/list/following = list()
if(side == "red")
following = ticker.mode.red_deity_followers|ticker.mode.red_deity_prophets
else if(side == "blue")
following = ticker.mode.blue_deity_followers|ticker.mode.blue_deity_prophets
else
src << "You are unaligned, and thus do not have followers"
return
var/datum/mind/choice = input("Choose a follower","Jump to Follower") as null|anything in following
if(choice && choice.current)
Move(get_turf(choice.current))
/mob/camera/god/verb/newprophet()
set category = "Deity"
set name = "Appoint Prophet (100)"
set desc = "Appoint one of your followers as your Prophet, who can hear your words"
var/list/following = list()
if(!ability_cost(100))
return
if(side == "red")
var/datum/mind/old_proph = locate() in ticker.mode.red_deity_prophets
if(old_proph && old_proph.current && old_proph.current.stat != DEAD)
src << "You can only have one prophet alive at a time."
return
else
following = ticker.mode.red_deity_followers
else if(side == "blue")
var/datum/mind/old_proph = locate() in ticker.mode.blue_deity_prophets
if(old_proph && old_proph.current && old_proph.current.stat != DEAD)
src << "You can only have one prophet alive at a time."
return
else
following = ticker.mode.blue_deity_followers
else
src << "You are unalligned, and thus do not have prophets"
return
var/datum/mind/choice = input("Choose a follower to make into your prophet","Prophet Uplifting") as null|anything in following
if(choice && choice.current && choice.current.stat != DEAD)
src << "You choose [choice.current] as your prophet."
choice.make_Handofgod_prophet(side)
speak2god = new()
speak2god.god = src
speak2god.Grant(choice.current)
//Prophet gear
var/mob/living/carbon/human/H = choice.current
var/popehat = null
var/popestick = null
var/success = ""
switch(side)
if("red")
popehat = /obj/item/clothing/head/helmet/plate/crusader/prophet/red
popestick = /obj/item/weapon/godstaff/red
if("blue")
popehat = /obj/item/clothing/head/helmet/plate/crusader/prophet/blue
popestick = /obj/item/weapon/godstaff/blue
if(popehat)
var/obj/item/clothing/head/helmet/plate/crusader/prophet/P = new popehat()
if(H.equip_to_slot_if_possible(P,slot_in_backpack,0,1,1))
success = "It is in your backpack."
else
H.unEquip(H.head)
H.equip_to_slot_or_del(P,slot_head)
success = "It is on your head."
if(success)
H << "<span class='boldnotice'>A powerful hat has been bestowed upon you, you will need to wear it to utilize your staff fully.</span>"
H << "<span class='boldnotice'>[success]</span>"
if(popestick)
var/obj/item/weapon/godstaff/G = new popestick()
G.god = src
if(!H.equip_to_slot_if_possible(G,slot_in_backpack,0,1,1))
if(!H.put_in_hands(G))
G.loc = get_turf(H)
success = "It is on the floor..."
else
success = "It is in your hands..."
else
success = "It is in your backpack..."
if(success)
H << "<span class='boldnotice'>A powerful staff has been bestowed upon you, you can use this to convert the false god's structures!</span>"
H << "<span class='boldnotice'>[success]</span>"
//end prophet gear
add_faith(-100)
/mob/camera/god/verb/talk(msg as text)
set category = "Deity"
set name = "Talk to Anyone (20)"
set desc = "Allows you to send a message to anyone, regardless of their faith."
if(!ability_cost(20))
return
var/mob/choice = input("Choose who you wish to talk to", "Talk to ANYONE") as null|anything in mob_list
if(choice)
var/original = msg
msg = "<B>You hear a voice coming from everywhere and nowhere... <i>[msg]</i></B>"
choice << msg
src << "You say the following to [choice], [original]"
add_faith(-20)
/mob/camera/god/verb/smite()
set category = "Deity"
set name = "Smite (40)"
set desc = "Hits anything under you with a moderate amount of damage."
if(!ability_cost(40,0,1))
return
if(!range(7,god_nexus))
src << "You lack the strength to smite this far from your nexus."
return
var/has_smitten = 0 //Hast thou been smitten, infidel?
for(var/mob/living/L in get_turf(src))
L.adjustFireLoss(20)
L.adjustBruteLoss(20)
L << "<span class='danger'><B>You feel the wrath of [name]!<B></span>"
has_smitten = 1
if(has_smitten)
add_faith(-40)
/mob/camera/god/verb/disaster()
set category = "Deity"
set name = "Invoke Disaster (300)" //difficult to reach without lots of followers
set desc = "Tug at the fibres of reality itself and bend it to your whims!"
if(!ability_cost(300,0,1))
return
var/event = pick(/datum/round_event/meteor_wave, /datum/round_event/communications_blackout, /datum/round_event/radiation_storm, /datum/round_event/carp_migration,
/datum/round_event/spacevine, /datum/round_event/vent_clog, /datum/round_event/wormholes)
if(event)
new event()
add_faith(-300)
/mob/camera/god/verb/constructnexus()
set category = "Deity"
set name = "Construct Nexus"
set desc = "Instantly creates your nexus, You can only do this once, make sure you're happy with it!"
if(!ability_cost(0,1,0))
return
place_nexus()
/* //Transolocators have no sprite
/mob/camera/god/verb/movenexus()
set category = "Deity"
set name = "Relocate Nexus (50)"
set desc = "Instantly relocates your nexus to an existing translocator belonging to your faith, this destroys the translocator in the process"
if(ability_cost(50,0,0) && god_nexus)
var/list/translocators = list()
var/list/used_keys = list()
for(var/obj/structure/divine/translocator/T in structures)
translocators["[T.name] ([get_area(T)])"] = T
if(!translocators.len)
src << "<span class='warning'>You have no translocators!</span>"
return
var/picked = input(src,"Choose a translocator","Relocate Nexus") as null|anything in translocators
if(!picked || !translocators[picked])
return
var/obj/structure/divine/translocator/T = translocators[T]
var/turf/Tturf = get_turf(T)
god_nexus.loc = T
translocators[picked] = null
add_faith(-50)
qdel(T)
*/
/mob/camera/god/verb/construct_structures()
set category = "Deity"
set name = "Construct Structure (75)"
set desc = "Create the foundation of a divine object."
if(!ability_cost(75,1,1))
return
structure_construction_ui(src)
/mob/camera/god/verb/construct_traps()
set category = "Deity"
set name = "Construct Trap (20)"
set desc = "Creates a ward or trap."
if(!ability_cost(20,1,1))
return
trap_construction_ui(src)
/mob/camera/god/verb/construct_items()
set category = "Deity"
set name = "Construct Items (20)"
set desc = "Construct some items for your followers"
if(!ability_cost(20,1,1))
return
var/list/item_types = list("claymore sword" = /obj/item/weapon/claymore/hog)
if(side == "red")
item_types["red banner"] = /obj/item/weapon/banner/red
item_types["red bannerbackpack"] = /obj/item/weapon/storage/backpack/bannerpack/red
item_types["red armour"] = /obj/item/weapon/storage/box/itemset/crusader/red
else if(side == "blue")
item_types["blue banner"] = /obj/item/weapon/banner/blue
item_types["blue bannerbackpack"] = /obj/item/weapon/storage/backpack/bannerpack/blue
item_types["blue armour"] = /obj/item/weapon/storage/box/itemset/crusader/blue
var/item = input("Choose what you wish to create.", "Divine Items") as null|anything in item_types
if(!item || !item_types[item] || !ability_cost(20,1,1))
return
src << "You produce \a [item]"
add_faith(-20)
var/itemtype = item_types[item]
new itemtype (get_turf(src))
/mob/camera/god/verb/veil_structures()
set category = "Deity"
set name = "Veil Structures (20)"
set desc = "Hide your structures from sight and touch, but prevent yourself from using them."
if(!ability_cost(20,1,1))
return
src << "You focus your powers and start dragging your influence into the spiritual plane."
for(var/mob/M in orange(3,src))//Yes I know this is terrible, but visible message doesnt work for this
M << "<span class='warning'>The air begins to shimmer...</span>"
if(do_after(src, 30, 0, src))
for(var/obj/structure/divine/R in orange(3,src))
if(istype(R, /obj/structure/divine/nexus)|| istype(R, /obj/structure/divine/trap)||(src.side != R.side))
continue
R.visible_message("<span class='danger'>[R] fades away.</span>")
R.invisibility = 55
R.alpha = 100 //To help ghosts distinguish hidden structures
R.density = 0
R.deactivate()
src << "You hide your influence from view"
add_faith(-20)
/mob/camera/god/verb/reveal_structures()
set category = "Deity"
set name = "Reveal Structures (20)"
set desc = "Make your structures visible again and allow them to be used."
if(!ability_cost(20,1,1))
return
src << "You focus your powers and start dragging your influence into the material plane."
for(var/mob/M in orange(3,src))//Yes I know this is terrible, but visible message doesnt work for this
M << "<span class='warning'>The air begins to shimmer...</span>"
if(do_after(src, 40, 0, src))
for(var/obj/structure/divine/R in orange(3,src))
if(istype(R, /obj/structure/divine/nexus)|| istype(R, /obj/structure/divine/trap)||(src.side != R.side))
continue
R.visible_message("<span class='danger'>[R] suddenly appears!</span>")
R.invisibility = 0
R.alpha = initial(R.alpha)
R.density = initial(R.density)
R.activate()
src << "You bring your influence into view"
add_faith(-20)

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@@ -1,661 +0,0 @@
/proc/build_hog_construction_lists()
if(global_handofgod_traptypes.len && global_handofgod_structuretypes.len)
return
var/list/types = subtypesof(/obj/structure/divine) - /obj/structure/divine/trap
for(var/T in types)
var/obj/structure/divine/D = T
if(initial(D.constructable))
if(initial(D.trap))
global_handofgod_traptypes[initial(D.name)] = T
else
global_handofgod_structuretypes[initial(D.name)] = T
/obj/structure/divine
name = "divine construction site"
icon = 'icons/obj/hand_of_god_structures.dmi'
desc = "An unfinished divine building"
anchored = 1
density = 1
var/constructable = TRUE
var/trap = FALSE
var/metal_cost = 0
var/glass_cost = 0
var/lesser_gem_cost = 0
var/greater_gem_cost = 0
var/mob/camera/god/deity
var/side = "neutral" //"blue" or "red", also used for colouring structures when construction is started by a deity
var/health = 100
var/maxhealth = 100
var/deactivated = 0 //Structures being hidden can't be used. Mainly to prevent invisible defense pylons.
var/autocolours = TRUE //do we colour to our side?
/obj/structure/divine/New()
..()
/obj/structure/divine/proc/deactivate()
deactivated = 1
/obj/structure/divine/proc/activate()
deactivated = 0
/obj/structure/divine/proc/update_icons()
if(autocolours)
icon_state = "[initial(icon_state)]-[side]"
/obj/structure/divine/Destroy()
if(deity)
deity.structures -= src
return ..()
/obj/structure/divine/attackby(obj/item/I, mob/user)
//Structure conversion/capture
if(istype(I, /obj/item/weapon/godstaff))
if(!is_handofgod_cultist(user))
user << "<span class='notice'>You're not quite sure what the hell you're even doing.</span>"
return
var/obj/item/weapon/godstaff/G = I
if(G.god && deity != G.god)
assign_deity(G.god, alert_old_deity = TRUE)
visible_message("<span class='boldnotice'>\The [src] has been captured by [user]!</span>")
else
return ..()
/obj/structure/divine/attacked_by(obj/item/I, mob/living/user)
..()
take_damage(I.force, I.damtype, 1)
/obj/structure/divine/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
if(!health)
visible_message("<span class='danger'>\The [src] was destroyed!</span>")
qdel(src)
/obj/structure/divine/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/structure/divine/attack_alien(mob/living/carbon/alien/humanoid/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
add_hiddenprint(user)
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
take_damage(20, BRUTE, 0)
/obj/machinery/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
if(M.melee_damage_upper > 0 || M.obj_damage)
M.visible_message("<span class='danger'>[M.name] smashes against \the [src.name].</span>",\
"<span class='danger'>You smash against the [src.name].</span>")
if(M.obj_damage)
take_damage(M.obj_damage, M.melee_damage_type, 1)
else
take_damage(rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, 1)
/obj/structure/divine/proc/assign_deity(mob/camera/god/new_deity, alert_old_deity = TRUE)
if(!new_deity)
return 0
if(deity)
if(alert_old_deity)
deity << "<span class='danger'><B>Your [name] was captured by [new_deity]'s cult!</B></span>"
deity.structures -= src
deity = new_deity
deity.structures |= src
side = deity.side
update_icons()
return 1
/obj/structure/divine/construction_holder
alpha = 125
constructable = FALSE
var/obj/structure/divine/construction_result = /obj/structure/divine //a path, but typed to /obj/structure/divine for initial()
/obj/structure/divine/construction_holder/assign_deity(mob/camera/god/new_deity, alert_old_deity = TRUE)
if(..())
color = side
/obj/structure/divine/construction_holder/attack_god(mob/camera/god/user)
if(user.side == side && construction_result)
user.add_faith(75)
visible_message("<span class='danger'>[user] has cancelled \the [initial(construction_result.name)]")
qdel(src)
/obj/structure/divine/construction_holder/proc/setup_construction(construct_type)
if(ispath(construct_type))
construction_result = construct_type
name = "[initial(construction_result.name)] construction site "
icon_state = initial(construction_result.icon_state)
metal_cost = initial(construction_result.metal_cost)
glass_cost = initial(construction_result.glass_cost)
lesser_gem_cost = initial(construction_result.lesser_gem_cost)
greater_gem_cost = initial(construction_result.greater_gem_cost)
desc = "An unfinished [initial(construction_result.name)]."
/obj/structure/divine/construction_holder/attackby(obj/item/I, mob/user)
if(!I || !user)
return 0
if(istype(I, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/metal/M = I
if(metal_cost)
var/spend = min(metal_cost, M.amount)
user << "<span class='notice'>You add [spend] metal to \the [src]."
metal_cost = max(0, metal_cost - spend)
M.use(spend)
check_completion()
else
user << "<span class='notice'>\The [src] does not require any more metal!"
return
if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(glass_cost)
var/spend = min(glass_cost, G.amount)
user << "<span class='notice'>You add [spend] glass to \the [src]."
glass_cost = max(0, glass_cost - spend)
G.use(spend)
check_completion()
else
user << "<span class='notice'>\The [src] does not require any more glass!"
return
if(istype(I, /obj/item/stack/sheet/lessergem))
var/obj/item/stack/sheet/lessergem/LG = I
if(lesser_gem_cost)
var/spend = min(lesser_gem_cost, LG.amount)
user << "<span class='notice'>You add [spend] lesser gems to \the [src]."
lesser_gem_cost = max(0, lesser_gem_cost - spend)
LG.use(spend)
check_completion()
else
user << "<span class='notice'>\The [src] does not require any more lesser gems!"
return
if(istype(I, /obj/item/stack/sheet/greatergem))
var/obj/item/stack/sheet/greatergem/GG = I //GG!
if(greater_gem_cost)
var/spend = min(greater_gem_cost, GG.amount)
user << "<span class='notice'>You add [spend] greater gems to \the [src]."
greater_gem_cost = max(0, greater_gem_cost - spend)
GG.use(spend)
check_completion()
else
user << "<span class='notice'>\The [src] does not require any more greater gems!"
return
else
return ..()
/obj/structure/divine/construction_holder/proc/check_completion()
if(!metal_cost && !glass_cost && !lesser_gem_cost && !greater_gem_cost)
visible_message("<span class='notice'>\The [initial(construction_result.name)] is complete!</span>")
var/obj/structure/divine/D = new construction_result (get_turf(src))
D.assign_deity(deity)
qdel(src)
/obj/structure/divine/construction_holder/examine(mob/user)
..()
if(metal_cost || glass_cost || lesser_gem_cost || greater_gem_cost)
user << "To finish construction it requires the following materials:"
if(metal_cost)
user << "[metal_cost] metal <IMG CLASS=icon SRC=icons/obj/items.dmi ICONSTATE='sheet-metal'>"
if(glass_cost)
user << "[glass_cost] glass <IMG CLASS=icon SRC=icons/obj/items.dmi ICONSTATE='sheet-glass'>"
if(lesser_gem_cost)
user << "[lesser_gem_cost] lesser gems <IMG CLASS=icon SRC=icons/obj/items.dmi ICONSTATE='sheet-lessergem'>"
if(greater_gem_cost)
user << "[greater_gem_cost] greater gems <IMG CLASS=icon SRC=icons/obj/items.dmi ICONSTATE='sheet-greatergem'>"
/obj/structure/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. Cultists protect this at all costs. It looks well protected from explosive shock."
icon_state = "nexus"
health = 500
maxhealth = 500
constructable = FALSE
var/faith_regen_rate = 1
var/list/powerpylons = list()
/obj/structure/divine/nexus/ex_act()
return
/obj/structure/divine/nexus/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
if(deity)
deity.update_health_hud()
if(!health)
if(!qdeleted(deity) && deity.nexus_required)
deity << "<span class='danger'>Your nexus was destroyed. You feel yourself fading...</span>"
qdel(deity)
visible_message("<span class='danger'>\The [src] was destroyed!</span>")
qdel(src)
/obj/structure/divine/nexus/New()
START_PROCESSING(SSobj, src)
/obj/structure/divine/nexus/process()
if(deity)
deity.update_followers()
deity.add_faith(faith_regen_rate + (powerpylons.len / 5) + (deity.alive_followers / 3))
deity.max_faith = initial(deity.max_faith) + (deity.alive_followers*10) //10 followers = 100 max faith, so disaster() at around 20 followers
deity.check_death()
/obj/structure/divine/nexus/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/structure/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
health = 150
maxhealth = 150
metal_cost = 10
glass_cost = 5
/obj/structure/divine/conduit/assign_deity(mob/camera/god/new_deity, alert_old_deity = TRUE)
if(deity)
deity.conduits -= src
..()
if(deity)
deity.conduits += src
/obj/structure/divine/conduit/deactivate()
..()
if(deity)
deity.conduits -= src
/obj/structure/divine/conduit/activate()
..()
if(deity)
deity.conduits += src
/* //No good sprites, and not enough items to make it viable yet
/obj/structure/divine/forge
name = "forge"
desc = "A forge fueled by divine might, it allows the creation of sacred and powerful artifacts. It requires common materials to craft objects."
icon_state = "forge"
health = 250
maxhealth = 250
density = 0
maxhealth = 250
metal_cost = 40
*/
/obj/structure/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity. Cultists can \"forcefully teach\" their non-aligned crewmembers to join their side and take up their deity."
icon_state = "convertaltar"
density = 0
metal_cost = 10
can_buckle = 1
/obj/structure/divine/convertaltar/attack_hand(mob/living/user)
..()
if(deactivated)
return
var/mob/living/carbon/human/H = locate() in get_turf(src)
if(!is_handofgod_cultist(user))
user << "<span class='notice'>You try to use it, but unfortunately you don't know any rituals.</span>"
return
if(!H)
return
if(!H.mind)
user << "<span class='danger'>Only sentients may serve your deity.</span>"
return
if((side == "red" && is_handofgod_redcultist(user) && !is_handofgod_redcultist(H)) || (side == "blue" && is_handofgod_bluecultist(user) && !is_handofgod_bluecultist(H)))
user << "<span class='notice'>You invoke the conversion ritual.</span>"
ticker.mode.add_hog_follower(H.mind, side)
else
user << "<span class='notice'>You invoke the conversion ritual.</span>"
user << "<span class='danger'>But the altar ignores your words...</span>"
/obj/structure/divine/sacrificealtar
name = "sacrificial altar"
desc = "An altar designed to perform blood sacrifice for a deity. The cultists performing the sacrifice will gain a powerful material to use in their forge. Sacrificing a prophet will yield even better results."
icon_state = "sacrificealtar"
density = 0
metal_cost = 15
can_buckle = 1
/obj/structure/divine/sacrificealtar/attack_hand(mob/living/user)
..()
if(deactivated)
return
var/mob/living/L = locate() in get_turf(src)
if(!is_handofgod_cultist(user))
user << "<span class='notice'>You try to use it, but unfortunately you don't know any rituals.</span>"
return
if(!L)
return
if((side == "red" && is_handofgod_redcultist(user)) || (side == "blue" && is_handofgod_bluecultist(user)))
if((side == "red" && is_handofgod_redcultist(L)) || (side == "blue" && is_handofgod_bluecultist(L)))
user << "<span class='danger'>You cannot sacrifice a fellow cultist.</span>"
return
user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
sacrifice(L)
else
user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
user << "<span class='danger'>But the altar ignores your words...</span>"
/obj/structure/divine/sacrificealtar/proc/sacrifice(mob/living/L)
if(!L)
L = locate() in get_turf(src)
if(L)
if(ismonkey(L))
var/luck = rand(1,4)
if(luck > 3)
new /obj/item/stack/sheet/lessergem(get_turf(src))
else if(ishuman(L))
var/mob/living/carbon/human/H = L
//Sacrifice altars can't teamkill
if(side == "red" && is_handofgod_redcultist(H))
return
else if(side == "blue" && is_handofgod_bluecultist(H))
return
if(is_handofgod_prophet(H))
new /obj/item/stack/sheet/greatergem(get_turf(src))
if(deity)
deity.prophets_sacrificed_in_name++
else
new /obj/item/stack/sheet/lessergem(get_turf(src))
else if(isAI(L) || istype(L, /mob/living/carbon/alien/humanoid/royal/queen))
new /obj/item/stack/sheet/greatergem(get_turf(src))
else
new /obj/item/stack/sheet/lessergem(get_turf(src))
L.gib()
/obj/structure/divine/healingfountain
name = "healing fountain"
desc = "A fountain containing the waters of life... or death, depending on where your allegiances lie."
icon_state = "fountain"
metal_cost = 10
glass_cost = 5
autocolours = FALSE
var/time_between_uses = 1800
var/last_process = 0
var/cult_only = TRUE
/obj/structure/divine/healingfountain/anyone
desc = "A fountain containing the waters of life."
cult_only = FALSE
/obj/structure/divine/healingfountain/attack_hand(mob/living/user)
if(deactivated)
return
if(last_process + time_between_uses > world.time)
user << "<span class='notice'>The fountain appears to be empty.</span>"
return
last_process = world.time
if(!is_handofgod_cultist(user) && cult_only)
user << "<span class='danger'><B>The water burns!</b></spam>"
user.reagents.add_reagent("hell_water",20)
else
user << "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>"
user.reagents.add_reagent("godblood",20)
update_icons()
addtimer(src, "update_icons", time_between_uses)
/obj/structure/divine/healingfountain/update_icons()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else
icon_state = "fountain-[side]"
/obj/structure/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
density = 1
health = 30
maxhealth = 30
metal_cost = 5
glass_cost = 15
/obj/structure/divine/powerpylon/New()
..()
if(deity && deity.god_nexus)
deity.god_nexus.powerpylons += src
/obj/structure/divine/powerpylon/Destroy()
if(deity && deity.god_nexus)
deity.god_nexus.powerpylons -= src
return ..()
/obj/structure/divine/powerpylon/deactivate()
..()
if(deity)
deity.god_nexus.powerpylons -= src
/obj/structure/divine/powerpylon/activate()
..()
if(deity)
deity.god_nexus.powerpylons += src
/obj/structure/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
health = 150
maxhealth = 150
metal_cost = 25
glass_cost = 30
var/obj/machinery/porta_turret/defensepylon_internal_turret/pylon_gun
/obj/structure/divine/defensepylon/New()
..()
pylon_gun = new(src)
pylon_gun.base = src
pylon_gun.faction = list("[side] god")
/obj/structure/divine/defensepylon/Destroy()
qdel(pylon_gun) //just in case
return ..()
/obj/structure/divine/defensepylon/examine(mob/user)
..()
user << "<span class='notice'>\The [src] looks [pylon_gun.on ? "on" : "off"].</span>"
/obj/structure/divine/defensepylon/assign_deity(mob/camera/god/new_deity, alert_old_deity = TRUE)
if(..() && pylon_gun)
pylon_gun.faction = list("[side] god")
pylon_gun.side = side
/obj/structure/divine/defensepylon/attack_god(mob/camera/god/user)
if(user.side == side)
if(deactivated)
user << "You need to reveal it first!"
return
pylon_gun.on = !pylon_gun.on
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
/obj/structure/divine/defensepylon/deactivate()
..()
pylon_gun.on = 0
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
/obj/structure/divine/defensepylon/activate()
..()
pylon_gun.on = 1
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
//This sits inside the defensepylon, to avoid copypasta
/obj/machinery/porta_turret/defensepylon_internal_turret
name = "defense pylon"
desc = "A plyon which is blessed to withstand many blows, and fire strong bolts at nonbelievers."
icon = 'icons/obj/hand_of_god_structures.dmi'
installation = null
always_up = 1
use_power = 0
has_cover = 0
health = 200
projectile = /obj/item/projectile/beam/pylon_bolt
eprojectile = /obj/item/projectile/beam/pylon_bolt
shot_sound = 'sound/weapons/emitter2.ogg'
eshot_sound = 'sound/weapons/emitter2.ogg'
base_icon_state = "defensepylon"
active_state = ""
off_state = ""
faction = null
emp_vunerable = 0
var/side = "neutral"
/obj/machinery/porta_turret/defensepylon_internal_turret/setup()
return
/obj/machinery/porta_turret/defensepylon_internal_turret/shootAt(atom/movable/target)
var/obj/item/projectile/A = ..()
if(A)
A.color = side
/obj/machinery/porta_turret/defensepylon_internal_turret/assess_perp(mob/living/carbon/human/perp)
if(perp.handcuffed) //dishonourable to kill somebody who might be converted.
return 0
var/badtarget = 0
switch(side)
if("blue")
badtarget = is_handofgod_bluecultist(perp)
if("red")
badtarget = is_handofgod_redcultist(perp)
else
badtarget = 1
if(badtarget)
return 0
return 10
/obj/item/projectile/beam/pylon_bolt
name = "divine bolt"
icon_state = "greyscale_bolt"
damage = 15
/obj/structure/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"
metal_cost = 15
glass_cost = 15
/obj/structure/divine/shrine/assign_deity(mob/camera/god/new_deity, alert_old_deity = TRUE)
if(..())
name = "shrine to [new_deity.name]"
desc = "A shrine dedicated to [new_deity.name]"
//Functional, but need sprites
/*
/obj/structure/divine/translocator
name = "translocator"
desc = "A powerful structure, made with a greater gem. It allows a deity to move their nexus to where this stands"
icon_state = "translocator"
health = 100
maxhealth = 100
metal_cost = 20
glass_cost = 20
greater_gem_cost = 1
/obj/structure/divine/lazarusaltar
name = "lazarus altar"
desc = "A very powerful altar capable of bringing life back to the recently deceased, made with a greater gem. It can revive anyone and will heal virtually all wounds, but they are but a shell of their former self."
icon_state = "lazarusaltar"
density = 0
health = 100
maxhealth = 100
metal_cost = 20
greater_gem_cost = 1
/obj/structure/divine/lazarusaltar/attack_hand(mob/living/user)
var/mob/living/L = locate() in get_turf(src)
if(!is_handofgod_culstist(user))
user << "<span class='notice'>You try to use it, but unfortunately you don't know any rituals.</span>"
return
if(!L)
return
if((side == "red" && is_handofgod_redcultist(user))) || (side == "blue" && is_handofgod_bluecultist(user)))
user << "<span class='notice'>You attempt to revive [L] by invoking the rebirth ritual.</span>"
L.revive()
L.adjustCloneLoss(50)
L.adjustStaminaLoss(100)
else
user << "<span class='notice'>You attempt to revive [L] by invoking the rebirth ritual.</span>"
user << "<span class='danger'>But the altar ignores your words...</span>"
*/

View File

@@ -7,29 +7,19 @@
var/moralecooldown = 0
var/moralewait = 600
/obj/item/weapon/banner/attack_self(mob/living/carbon/human/user)
if(moralecooldown + moralewait > world.time)
return
var/side = ""
if(is_handofgod_redcultist(user))
side = "red"
else if (is_handofgod_bluecultist(user))
side = "blue"
if(!side)
return
user << "<span class='notice'>You increase the morale of your fellows!</span>"
moralecooldown = world.time
for(var/mob/living/carbon/human/H in range(4,get_turf(src)))
if((side == "red") && is_handofgod_redcultist(H) || (side == "blue") && is_handofgod_bluecultist(H))
H << "<span class='notice'>Your morale is increased by [user]'s banner!</span>"
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStunned(-2)
H.AdjustWeakened(-2)
H.AdjustParalysis(-2)
H << "<span class='notice'>Your morale is increased by [user]'s banner!</span>"
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStunned(-2)
H.AdjustWeakened(-2)
H.AdjustParalysis(-2)
/obj/item/weapon/banner/red
@@ -38,52 +28,32 @@
item_state = "banner-red"
desc = "A banner with the logo of the red deity."
/obj/item/weapon/banner/red/examine(mob/user)
..()
if(is_handofgod_redcultist(user))
user << "A banner representing our might against the heretics. We may use it to increase the morale of our fellow members!"
else if(is_handofgod_bluecultist(user))
user << "A heretical banner that should be destroyed posthaste."
/obj/item/weapon/banner/blue
name = "blue banner"
icon_state = "banner-blue"
item_state = "banner-blue"
desc = "A banner with the logo of the blue deity"
/obj/item/weapon/banner/blue/examine(mob/user)
..()
if(is_handofgod_redcultist(user))
user << "A heretical banner that should be destroyed posthaste."
else if(is_handofgod_bluecultist(user))
user << "A banner representing our might against the heretics. We may use it to increase the morale of our fellow members!"
/obj/item/weapon/storage/backpack/bannerpack
name = "nanotrasen banner backpack"
desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
max_combined_w_class = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
icon_state = "bannerpack"
/obj/item/weapon/storage/backpack/bannerpack/red
name = "red banner backpack"
desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
icon_state = "bannerpack-red"
/obj/item/weapon/storage/backpack/bannerpack/blue
name = "blue banner backpack"
desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
icon_state = "bannerpack-blue"
//this is all part of one item set
/obj/item/clothing/suit/armor/plate/crusader
name = "Crusader's Armour"
desc = "Armour that's comprised of metal and cloth."
icon_state = "crusader"
w_class = 4 //bulky
slowdown = 2.0 //gotta pretend we're balanced.
@@ -96,16 +66,9 @@
/obj/item/clothing/suit/armor/plate/crusader/blue
icon_state = "crusader-blue"
/obj/item/clothing/suit/armor/plate/crusader/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
user << "Armour that's comprised of metal and cloth."
else
user << "Armour that was used to protect from backstabs, gunshots, explosives, and lasers. The original wearers of this type of armour were trying to avoid being murdered. Since they're not around anymore, you're not sure if they were successful or not."
/obj/item/clothing/head/helmet/plate/crusader
name = "Crusader's Hood"
desc = "A brownish hood."
icon_state = "crusader"
w_class = 3 //normal
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
@@ -117,140 +80,67 @@
/obj/item/clothing/head/helmet/plate/crusader/red
icon_state = "crusader-red"
/obj/item/clothing/head/helmet/plate/crusader/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
user << "A brownish hood."
else
user << "A hood that's very protective, despite being made of cloth. Due to the tendency of the wearer to be targeted for assassinations, being protected from being shot in the face was very important.."
//Prophet helmet
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags = 0
armor = list(melee = 60, bullet = 60, laser = 60, energy = 50, bomb = 70, bio = 50, rad = 50) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
var/side = "neither"
/obj/item/clothing/head/helmet/plate/crusader/prophet/equipped(mob/living/carbon/user, slot)
var/faithful = 0
if(slot == slot_head)
switch(side)
if("blue")
faithful = is_handofgod_bluecultist(user)
if("red")
faithful = is_handofgod_redcultist(user)
else
faithful = 1
if(!faithful)
user << "<span class='danger'>Your mind is assaulted by a vast power, furious at your desecration!</span>"
user.emote("scream")
user.adjustFireLoss(10)
user.unEquip(src)
user.head = null
user.update_inv_head()
src.screen_loc = null
user.Weaken(1)
/obj/item/clothing/head/helmet/plate/crusader/prophet/red
icon_state = "prophet-red"
side = "red"
/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
icon_state = "prophet-blue"
side = "blue"
/obj/item/clothing/head/helmet/plate/crusader/prophet/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
user << "A brownish, religious-looking hat."
else
user << "A hat bestowed upon a prophet of gods and demigods."
user << "This hat belongs to the [side] god."
//Structure conversion staff
/obj/item/weapon/godstaff
name = "godstaff"
desc = "It's a stick..?"
icon_state = "godstaff-red"
var/mob/camera/god/god = null
var/conversion_color = "#ffffff"
var/staffcooldown = 0
var/staffwait = 30
/obj/item/weapon/godstaff/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
user << "It's a stick..?"
else
user << "A powerful staff capable of changing the allegiance of god/demigod structures."
/obj/item/weapon/godstaff/attack_self(mob/living/carbon/user)
if((god && !god.is_handofgod_myprophet(user)) || !god)
user << "<span class='danger'>YOU ARE NOT THE CHOSEN ONE!</span>"
return
if(!(istype(user.head, /obj/item/clothing/head/helmet/plate/crusader/prophet)))
user << "<span class='warning'>Your connection to your diety isn't strong enough! You must wear your big hat!</span>"
return
/obj/item/weapon/godstaff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(staffcooldown + staffwait > world.time)
return
user.visible_message("[user] chants deeply and waves their staff")
user.visible_message("[user] chants deeply and waves their staff!")
if(do_after(user, 20,1,src))
for(var/obj/structure/divine/R in orange(3,user))
user.say("Grant us true sight my god!")
if(istype(R, /obj/structure/divine/nexus)|| istype(R, /obj/structure/divine/trap))
continue
R.visible_message("<span class='danger'>[R] suddenly appears!</span>")
R.invisibility = 0
R.alpha = initial(R.alpha)
R.density = initial(R.density)
R.activate()
target.color = conversion_color //wololo
staffcooldown = world.time
/obj/item/weapon/godstaff/red
icon_state = "godstaff-red"
conversion_color = "#ff0000"
/obj/item/weapon/godstaff/blue
icon_state = "godstaff-blue"
conversion_color = "#0000ff"
/obj/item/clothing/gloves/plate
name = "Plate Gauntlets"
icon_state = "crusader"
desc = "They're like gloves, but made of metal."
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
/obj/item/clothing/gloves/plate/red
icon_state = "crusader-red"
/obj/item/clothing/gloves/plate/blue
icon_state = "crusader-blue"
/obj/item/clothing/gloves/plate/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
usr << "They're like gloves, but made of metal."
else
usr << "Protective gloves that are also blessed to protect from heat and shock."
/obj/item/clothing/shoes/plate
name = "Plate Boots"
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = 3 //normal
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0) //does this even do anything on boots?
@@ -268,14 +158,6 @@
icon_state = "crusader-blue"
/obj/item/clothing/shoes/plate/examine(mob/user)
..()
if(!is_handofgod_cultist(user))
usr << "Metal boots, they look heavy."
else
usr << "Heavy boots that are blessed for sure footing. You'll be safe from being taken down by the heresy that is the banana peel."
/obj/item/weapon/storage/box/itemset/crusader
name = "Crusader's Armour Set" //i can't into ck2 references
desc = "This armour is said to be based on the armor of kings on another world thousands of years ago, who tended to assassinate, conspire, and plot against everyone who tried to do the same to them. Some things never change."
@@ -301,6 +183,7 @@
new /obj/item/clothing/shoes/plate/red(src)
/obj/item/weapon/claymore/hog
/obj/item/weapon/claymore/weak
desc = "This one is rusted."
force = 30
armour_penetration = 15

View File

@@ -32,7 +32,7 @@
return -1
if(target.mind in ticker.mode.revolutionaries)
ticker.mode.remove_revolutionary(target.mind)
if((target.mind in ticker.mode.cult) || (target.mind in ticker.mode.blue_deity_prophets|ticker.mode.red_deity_prophets|ticker.mode.red_deity_followers|ticker.mode.blue_deity_followers))
if(target.mind in ticker.mode.cult)
target << "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>"
else
target << "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>"
@@ -46,7 +46,6 @@
return 1
return 0
/obj/item/weapon/implanter/mindshield
name = "implanter (mindshield)"

View File

@@ -0,0 +1,244 @@
/obj/structure/divine
name = "divine construction site"
icon = 'icons/obj/hand_of_god_structures.dmi'
desc = "An unfinished divine building"
anchored = 1
density = 1
var/trap = FALSE
var/side = "neutral" //only used to decide icon states
var/health = 100
var/maxhealth = 100
var/deactivated = 0 //Structures being hidden can't be used. Mainly to prevent invisible defense pylons.
/obj/structure/divine/proc/deactivate()
deactivated = 1
/obj/structure/divine/proc/activate()
deactivated = 0
/obj/structure/divine/proc/update_icons()
icon_state = "[initial(icon_state)]-[side]"
/obj/structure/divine/attacked_by(obj/item/I, mob/living/user)
..()
take_damage(I.force, I.damtype, 1)
/obj/structure/divine/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
health -= damage
if(!health)
visible_message("<span class='danger'>\The [src] was destroyed!</span>")
qdel(src)
/obj/structure/divine/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/structure/divine/attack_alien(mob/living/carbon/alien/humanoid/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
add_hiddenprint(user)
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
take_damage(20, BRUTE, 0)
/obj/machinery/attack_animal(mob/living/simple_animal/M)
M.changeNext_move(CLICK_CD_MELEE)
M.do_attack_animation(src)
if(M.melee_damage_upper > 0 || M.obj_damage)
M.visible_message("<span class='danger'>[M.name] smashes against \the [src.name].</span>",\
"<span class='danger'>You smash against the [src.name].</span>")
if(M.obj_damage)
take_damage(M.obj_damage, M.melee_damage_type, 1)
else
take_damage(rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, 1)
/obj/structure/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
health = 500
maxhealth = 500
var/list/powerpylons = list()
/obj/structure/divine/nexus/ex_act()
return
/obj/structure/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
health = 150
maxhealth = 150
/obj/structure/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity."
icon_state = "convertaltar"
density = 0
can_buckle = 1
/obj/structure/divine/sacrificealtar
name = "sacrificial altar"
desc = "An altar designed to perform blood sacrifice for a deity."
icon_state = "sacrificealtar"
density = 0
can_buckle = 1
/obj/structure/divine/sacrificealtar/attack_hand(mob/living/user)
..()
if(!has_buckled_mobs())
return
var/mob/living/L = locate() in buckled_mobs
if(!L)
return
user << "<span class='notice'>You attempt to sacrifice [L] by invoking the sacrificial ritual.</span>"
L.gib()
message_admins("[key_name_admin(user)] has sacrificed [key_name_admin(L)] on the sacrifical altar.")
/obj/structure/divine/healingfountain
name = "healing fountain"
desc = "A fountain containing the waters of life... or death, depending on where your allegiances lie."
icon_state = "fountain"
var/time_between_uses = 1800
var/last_process = 0
var/cult_only = TRUE
/obj/structure/divine/healingfountain/anyone
desc = "A fountain containing the waters of life."
cult_only = FALSE
/obj/structure/divine/healingfountain/attack_hand(mob/living/user)
if(deactivated)
return
if(last_process + time_between_uses > world.time)
user << "<span class='notice'>The fountain appears to be empty.</span>"
return
last_process = world.time
if(!iscultist(user) && cult_only)
user << "<span class='danger'><B>The water burns!</b></spam>"
user.reagents.add_reagent("hell_water",20)
else
user << "<span class='notice'>The water feels warm and soothing as you touch it. The fountain immediately dries up shortly afterwards.</span>"
user.reagents.add_reagent("godblood",20)
update_icons()
addtimer(src, "update_icons", time_between_uses)
/obj/structure/divine/healingfountain/update_icons()
if(last_process + time_between_uses > world.time)
icon_state = "fountain"
else
icon_state = "fountain-[side]"
/obj/structure/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
density = 1
health = 30
maxhealth = 30
/obj/structure/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
health = 150
maxhealth = 150
var/gun_faction = "cult"
var/obj/machinery/porta_turret/defensepylon_internal_turret/pylon_gun
/obj/structure/divine/defensepylon/New()
..()
pylon_gun = new(src)
pylon_gun.base = src
pylon_gun.faction = list(gun_faction)
pylon_gun.side = side
/obj/structure/divine/defensepylon/Destroy()
qdel(pylon_gun) //just in case
return ..()
/obj/structure/divine/defensepylon/examine(mob/user)
..()
user << "<span class='notice'>\The [src] looks [pylon_gun.on ? "on" : "off"].</span>"
/obj/structure/divine/defensepylon/attack_hand(mob/living/user)
if(gun_faction in user.faction)
pylon_gun.on = !pylon_gun.on
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
else
. = ..()
/obj/structure/divine/defensepylon/deactivate()
..()
pylon_gun.on = 0
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
/obj/structure/divine/defensepylon/activate()
..()
pylon_gun.on = 1
icon_state = (pylon_gun.on) ? "defensepylon-[side]" : "defensepylon"
//This sits inside the defensepylon, to avoid copypasta
/obj/machinery/porta_turret/defensepylon_internal_turret
name = "defense pylon"
desc = "A plyon which is blessed to withstand many blows, and fire strong bolts at nonbelievers."
icon = 'icons/obj/hand_of_god_structures.dmi'
installation = null
always_up = 1
use_power = 0
has_cover = 0
health = 200
projectile = /obj/item/projectile/beam/pylon_bolt
eprojectile = /obj/item/projectile/beam/pylon_bolt
shot_sound = 'sound/weapons/emitter2.ogg'
eshot_sound = 'sound/weapons/emitter2.ogg'
base_icon_state = "defensepylon"
active_state = ""
off_state = ""
faction = null
emp_vunerable = 0
var/side = "neutral"
/obj/machinery/porta_turret/defensepylon_internal_turret/setup()
return
/obj/machinery/porta_turret/defensepylon_internal_turret/shootAt(atom/movable/target)
var/obj/item/projectile/A = ..()
if(A)
A.color = side
/obj/machinery/porta_turret/defensepylon_internal_turret/assess_perp(mob/living/carbon/human/perp)
if(perp.handcuffed) //dishonourable to kill somebody who might be converted.
return 0
var/list/test = faction & perp.faction
if(test.len)
return 0
return 10
/obj/item/projectile/beam/pylon_bolt
name = "divine bolt"
icon_state = "greyscale_bolt"
damage = 15
/obj/structure/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"

View File

@@ -8,7 +8,6 @@
health = 20
maxhealth = 20
trap = TRUE
autocolours = FALSE
var/last_trigger = 0
var/time_between_triggers = 600 //takes a minute to recharge
@@ -24,7 +23,6 @@
trap_effect(L)
animate(src, alpha = initial(alpha), time = time_between_triggers)
/obj/structure/divine/trap/examine(mob/user)
..()
if(!isliving(user)) //bad ghosts, stop trying to powergame from beyond the grave
@@ -37,13 +35,11 @@
/obj/structure/divine/trap/proc/trap_effect(mob/living/L)
return
/obj/structure/divine/trap/stun
name = "shock trap"
desc = "A trap that will shock you, it will burn your flesh and render you immobile, You'd better avoid it."
icon_state = "trap-shock"
/obj/structure/divine/trap/stun/trap_effect(mob/living/L)
L << "<span class='danger'><B>You are paralyzed from the intense shock!</B></span>"
L.Weaken(5)

View File

@@ -478,66 +478,6 @@
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.red_deities.len || ticker.mode.red_deity_prophets.len || ticker.mode.blue_deity_prophets.len || ticker.mode.red_deity_followers.len || ticker.mode.blue_deity_followers.len)
dat += "<br><table cellspacing=5><tr><td><B>Red Deity</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.red_deities)
var/mob/M = N.current
if(M)
dat += "<tr><td>Red Deity: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.blue_deities.len)
dat += "<br><table cellspacing=5><tr><td><B>Blue Deity</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.blue_deities)
var/mob/M = N.current
if(M)
dat += "<tr><td>Blue Deity: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.red_deity_prophets.len)
dat += "<br><table cellspacing=5><tr><td><B>Red Deity Prophets</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.red_deity_prophets)
var/mob/M = N.current
if(M)
dat += "<tr><td>Red Deity Prophet: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.blue_deity_prophets.len)
dat += "<br><table cellspacing=5><tr><td><B>Blue Deity Prophets</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.blue_deity_prophets)
var/mob/M = N.current
if(M)
dat += "<tr><td>Blue Deity Prophet: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.red_deity_followers.len)
dat += "<br><table cellspacing=5><tr><td><B>Red Deity Followers</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.red_deity_followers)
var/mob/M = N.current
if(M)
dat += "<tr><td>Red Deity Followers: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.blue_deity_followers.len)
dat += "<br><table cellspacing=5><tr><td><B>Blue Deity Followers</B></td><td></td></tr>"
for(var/datum/mind/N in ticker.mode.blue_deity_followers)
var/mob/M = N.current
if(M)
dat += "<tr><td>Blue Deity Followers: <a href='?_src_=holder;adminplayeropts=\ref[M]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == 2 ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
dat += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
dat += "<td><A href='?_src_=holder;adminplayerobservefollow=\ref[M]'>FLW</a></td></tr>"
dat += "</table>"
if(ticker.mode.traitors.len > 0)
dat += "<br><table cellspacing=5><tr><td><B>Traitors</B></td><td></td><td></td></tr>"
for(var/datum/mind/traitor in ticker.mode.traitors)

View File

@@ -470,7 +470,6 @@
health = INFINITY
maxhealth = INFINITY
var/team = WHITE_TEAM
constructable = FALSE
time_between_triggers = 1
alpha = 255
@@ -482,7 +481,6 @@
L << "<span class='danger'><B>Stay out of the enemy spawn!</B></span>"
L.death()
/obj/structure/divine/trap/ctf/red
team = RED_TEAM
icon_state = "trap-fire"

View File

@@ -3,5 +3,4 @@
ticker.mode.remove_cultist(mind, 0, 0)
ticker.mode.remove_revolutionary(mind, 0)
ticker.mode.remove_gangster(mind, remove_bosses=1)
ticker.mode.remove_hog_follower(mind,0)
..()

View File

@@ -6,4 +6,3 @@
if(mind)
ticker.mode.remove_revolutionary(mind)
ticker.mode.remove_gangster(mind,1,remove_bosses=1)
ticker.mode.remove_hog_follower(mind, 0)

View File

@@ -70,7 +70,7 @@
loot = list(/obj/effect/decal/remains/human,
/obj/item/clothing/suit/armor/riot/knight/templar,
/obj/item/clothing/head/helmet/knight/templar,
/obj/item/weapon/claymore/hog{name = "holy sword"})
/obj/item/weapon/claymore/weak{name = "holy sword"})
/mob/living/simple_animal/hostile/skeleton/ice
name = "ice skeleton"

View File

@@ -486,23 +486,6 @@
qdel(src)
/mob/proc/become_god(var/side_colour)
var/mob/camera/god/G = new /mob/camera/god(loc)
G.side = side_colour
if(mind)
mind.transfer_to(G)
else
G.key = key
G.job = "Deity"
G.rename_self("deity")
G.update_icons()
. = G
qdel(src)
/mob/living/carbon/human/proc/corgize()
if (notransform)
return

View File

@@ -188,11 +188,9 @@
if("emote")
M.visible_message("<span class='warning'>[M] [pick("whimpers quietly", "shivers as though cold", "glances around in paranoia")].</span>")
if(data >= 75) // 30 units, 135 seconds
if(iscultist(M) || is_handofgod_cultist(M) || is_handofgod_prophet(M) || is_servant_of_ratvar(M))
if(iscultist(M) || is_servant_of_ratvar(M))
if(iscultist(M))
ticker.mode.remove_cultist(M.mind, 1, 1)
else if(is_handofgod_cultist(M) || is_handofgod_prophet(M))
ticker.mode.remove_hog_follower(M.mind)
else if(is_servant_of_ratvar(M))
remove_servant_of_ratvar(M)
holder.remove_reagent(id, volume) // maybe this is a little too perfect and a max() cap on the statuses would be better??

View File

@@ -69,7 +69,7 @@
R.adjustHealth(50)
sleep(20)
for(var/mob/living/carbon/C in get_hearers_in_view(round(created_volume/48,1),get_turf(holder.my_atom)))
if(iscultist(C) || is_handofgod_cultist(C))
if(iscultist(C))
C << "<span class='userdanger'>The divine explosion sears you!</span>"
C.Weaken(2)
C.adjust_fire_stacks(5)

View File

@@ -365,14 +365,6 @@
#include "code\game\gamemodes\gang\gang_datum.dm"
#include "code\game\gamemodes\gang\gang_pen.dm"
#include "code\game\gamemodes\gang\recaller.dm"
#include "code\game\gamemodes\handofgod\_handofgod.dm"
#include "code\game\gamemodes\handofgod\actions.dm"
#include "code\game\gamemodes\handofgod\god.dm"
#include "code\game\gamemodes\handofgod\items.dm"
#include "code\game\gamemodes\handofgod\objectives.dm"
#include "code\game\gamemodes\handofgod\powers.dm"
#include "code\game\gamemodes\handofgod\structures.dm"
#include "code\game\gamemodes\handofgod\traps.dm"
#include "code\game\gamemodes\malfunction\Malf_Modules.dm"
#include "code\game\gamemodes\meteor\meteor.dm"
#include "code\game\gamemodes\meteor\meteors.dm"
@@ -604,6 +596,7 @@
#include "code\game\objects\items\documents.dm"
#include "code\game\objects\items\latexballoon.dm"
#include "code\game\objects\items\nuke_tools.dm"
#include "code\game\objects\items\religion.dm"
#include "code\game\objects\items\shooting_range.dm"
#include "code\game\objects\items\toys.dm"
#include "code\game\objects\items\trash.dm"
@@ -749,6 +742,7 @@
#include "code\game\objects\structures\bedsheet_bin.dm"
#include "code\game\objects\structures\destructible_structures.dm"
#include "code\game\objects\structures\displaycase.dm"
#include "code\game\objects\structures\divine.dm"
#include "code\game\objects\structures\door_assembly.dm"
#include "code\game\objects\structures\dresser.dm"
#include "code\game\objects\structures\electricchair.dm"
@@ -784,6 +778,7 @@
#include "code\game\objects\structures\tables_racks.dm"
#include "code\game\objects\structures\tank_dispenser.dm"
#include "code\game\objects\structures\target_stake.dm"
#include "code\game\objects\structures\traps.dm"
#include "code\game\objects\structures\watercloset.dm"
#include "code\game\objects\structures\windoor_assembly.dm"
#include "code\game\objects\structures\window.dm"