GLOBAL_VAR_INIT(servants_active, FALSE) //This var controls whether or not a lot of the cult's structures work or not
/*
CLOCKWORK CULT: Based off of the failed pull requests from /vg/
While Nar-Sie is the oldest and most prominent of the elder gods, there are other forces at work in the universe.
Ratvar, the Clockwork Justiciar, a homage to Nar-Sie granted sentience by its own power, is one such other force.
Imprisoned within a massive construct known as the Celestial Derelict - or Reebe - an intense hatred of the Blood God festers.
Ratvar, unable to act in the mortal plane, seeks to return and forms covenants with mortals in order to bolster his influence.
Due to his mechanical nature, Ratvar is also capable of influencing silicon-based lifeforms, unlike Nar-Sie, who can only influence natural life.
This is a team-based gamemode, and the team's objective is shared by all cultists. Their goal is to defend an object called the Ark on a separate z-level.
The clockwork version of an arcane tome is the clockwork slab.
This file's folder contains:
clock_cult.dm: Core gamemode files.
clock_effect.dm: The base clockwork effect code.
- Effect files are in game/gamemodes/clock_cult/clock_effects/
clock_item.dm: The base clockwork item code.
- Item files are in game/gamemodes/clock_cult/clock_items/
clock_mobs.dm: Hostile clockwork creatures.
clock_scripture.dm: The base Scripture code.
- Scripture files are in game/gamemodes/clock_cult/clock_scripture/
clock_structure.dm: The base clockwork structure code, including clockwork machines.
- Structure files, and Ratvar, are in game/gamemodes/clock_cult/clock_structures/
game/gamemodes/clock_cult/clock_helpers/ contains several helper procs, including the Ratvarian language.
clockcult defines are in __DEFINES/clockcult.dm
Credit where due:
1. VelardAmakar from /vg/ for the entire design document, idea, and plan. Thank you very much.
2. SkowronX from /vg/ for MANY of the assets
3. FuryMcFlurry from /vg/ for many of the assets
4. PJB3005 from /vg/ for the failed continuation PR
5. Xhuis from /tg/ for coding the first iteration of the mode, and the new, reworked version
6. ChangelingRain from /tg/ for maintaining the gamemode for months after its release prior to its rework
*/
///////////
// PROCS //
///////////
/proc/is_servant_of_ratvar(mob/M)
return istype(M) && M.mind && M.mind.has_antag_datum(ANTAG_DATUM_CLOCKCULT)
/proc/is_eligible_servant(mob/M)
if(!istype(M))
return FALSE
if(M.mind)
if(ishuman(M) && (M.mind.assigned_role in list("Captain", "Chaplain")))
return FALSE
if(M.mind.enslaved_to && !is_servant_of_ratvar(M.mind.enslaved_to))
return FALSE
if(M.mind.unconvertable)
return FALSE
else
return FALSE
if(iscultist(M) || isconstruct(M) || M.isloyal() || ispAI(M))
return FALSE
if(ishuman(M) || isbrain(M) || isguardian(M) || issilicon(M) || isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab) || istype(M, /mob/camera/eminence))
return TRUE
return FALSE
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
if(!L || !L.mind)
return
var/update_type = ANTAG_DATUM_CLOCKCULT
if(silent)
update_type = ANTAG_DATUM_CLOCKCULT_SILENT
var/datum/antagonist/clockcult/C = new update_type(L.mind)
C.make_team = create_team
C.show_in_roundend = create_team //tutorial scarabs begone
. = L.mind.add_antag_datum(C)
/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
if(!L || !L.mind)
return
var/datum/antagonist/clockcult/clock_datum = L.mind.has_antag_datum(ANTAG_DATUM_CLOCKCULT)
if(!clock_datum)
return FALSE
clock_datum.silent = silent
clock_datum.on_removal()
return TRUE
///////////////
// GAME MODE //
///////////////
/datum/game_mode
var/list/servants_of_ratvar = list() //The Enlightened servants of Ratvar
var/clockwork_explanation = "Defend the Ark of the Clockwork Justiciar and free Ratvar." //The description of the current objective
/datum/game_mode/clockwork_cult
name = "clockwork cult"
config_tag = "clockwork_cult"
antag_flag = ROLE_SERVANT_OF_RATVAR
false_report_weight = 10
required_players = 24
required_enemies = 4
recommended_enemies = 4
enemy_minimum_age = 14
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain") //Silicons can eventually be converted
restricted_jobs = list("Chaplain", "Captain")
announce_span = "brass"
announce_text = "Servants of Ratvar are trying to summon the Justiciar!\n\
Servants: Construct defenses to protect the Ark. Sabotage the station!\n\
Crew: Stop the servants before they can summon the Clockwork Justiciar."
var/servants_to_serve = list()
var/roundstart_player_count
var/ark_time //In minutes, how long the Ark waits before activation; this is equal to 30 + (number of players / 5) (max 40 mins.)
var/datum/objective_team/clockcult/main_clockcult
/datum/game_mode/clockwork_cult/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
var/starter_servants = 4 //Guaranteed four servants
var/number_players = num_players()
roundstart_player_count = number_players
if(number_players > 30) //plus one servant for every additional 10 players above 30
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
while(starter_servants)
var/datum/mind/servant = pick(antag_candidates)
servants_to_serve += servant
antag_candidates -= servant
servant.assigned_role = "Servant of Ratvar"
servant.special_role = "Servant of Ratvar"
starter_servants--
ark_time = 30 + round((roundstart_player_count / 5)) //In minutes, how long the Ark will wait before activation
ark_time = min(ark_time, 35) //35 minute maximum for the activation timer
return 1
/datum/game_mode/clockwork_cult/post_setup()
for(var/S in servants_to_serve)
var/datum/mind/servant = S
log_game("[servant.key] was made an initial servant of Ratvar")
var/mob/living/L = servant.current
var/turf/T = pick(GLOB.servant_spawns)
L.forceMove(T)
GLOB.servant_spawns -= T
greet_servant(L)
equip_servant(L)
add_servant_of_ratvar(L, TRUE)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
G.final_countdown(ark_time)
..()
return 1
/datum/game_mode/clockwork_cult/proc/greet_servant(mob/M) //Description of their role
if(!M)
return 0
to_chat(M, "You are a servant of Ratvar, the Clockwork Justiciar!")
to_chat(M, "You have approximately [ark_time] minutes until the Ark activates.")
to_chat(M, "Unlock Script scripture by converting a new servant.")
to_chat(M, "Application scripture will be unlocked halfway until the Ark's activation.")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
if(!M || !ishuman(M))
return FALSE
var/mob/living/carbon/human/L = M
L.equipOutfit(/datum/outfit/servant_of_ratvar)
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
var/list/slots = list("In your left pocket" = slot_l_store, "In your right pocket" = slot_r_store, "In your backpack" = slot_in_backpack, "On your belt" = slot_belt)
if(ishuman(L))
var/mob/living/carbon/human/H = L
slot = H.equip_in_one_of_slots(S, slots)
if(slot == "In your backpack")
slot = "In your [H.back.name]"
if(slot == "At your feet")
if(!S.forceMove(get_turf(L)))
qdel(S)
if(S && !QDELETED(S))
to_chat(L, "There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.")
to_chat(L, "[slot] is a clockwork slab, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
as a servant, you can find a concise tutorial in the Recollection category of its interface.")
to_chat(L, "If you want more information, you can find a wiki link here! https://tgstation13.org/wiki/Clockwork_Cult")
return TRUE
return FALSE
/datum/game_mode/clockwork_cult/check_finished()
if(GLOB.ark_of_the_clockwork_justiciar && !GLOB.ratvar_awakens) // Doesn't end until the Ark is destroyed or completed
return FALSE
return ..()
/datum/game_mode/clockwork_cult/proc/check_clockwork_victory()
return main_clockcult.check_clockwork_victory()
/datum/game_mode/clock_cult/set_round_result()
..()
if(GLOB.clockwork_gateway_activated)
SSticker.news_report = CLOCK_SUMMON
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
else
SSticker.news_report = CULT_FAILURE
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
/datum/game_mode/clockwork_cult/generate_report()
return "Bluespace monitors near your sector have detected a continuous stream of patterned fluctuations since the station was completed. It is most probable that a powerful entity \
from a very far distance away is using to the station as a vector to cross that distance through bluespace. The theoretical power required for this would be monumental, and if \
the entity is hostile, it would need to rely on a single central power source - disrupting or destroying that power source would be the best way to prevent said entity from causing \
harm to company personnel or property.
Keep a sharp on any crew that appear to be oddly-dressed or using what appear to be magical powers, as these crew may be defectors \
working for this entity and utilizing highly-advanced technology to cross the great distance at will. If they should turn out to be a credible threat, the task falls on you and \
your crew to dispatch it in a timely manner."
/datum/game_mode/proc/update_servant_icons_added(datum/mind/M)
var/datum/atom_hud/antag/A = GLOB.huds[ANTAG_HUD_CLOCKWORK]
A.join_hud(M.current)
set_antag_hud(M.current, "clockwork")
/datum/game_mode/proc/update_servant_icons_removed(datum/mind/M)
var/datum/atom_hud/antag/A = GLOB.huds[ANTAG_HUD_CLOCKWORK]
A.leave_hud(M.current)
set_antag_hud(M.current, null)
//Servant of Ratvar outfit
/datum/outfit/servant_of_ratvar
name = "Servant of Ratvar"
uniform = /obj/item/clothing/under/chameleon/ratvar
shoes = /obj/item/clothing/shoes/sneakers/black
back = /obj/item/storage/backpack
ears = /obj/item/device/radio/headset
gloves = /obj/item/clothing/gloves/color/yellow
belt = /obj/item/storage/belt/utility/servant
backpack_contents = list(/obj/item/storage/box/engineer = 1, \
/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/paper/servant_primer = 1)
id = /obj/item/device/pda
var/plasmaman //We use this to determine if we should activate internals in post_equip()
/datum/outfit/servant_of_ratvar/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(H.dna.species.id == "plasmaman") //Plasmamen get additional equipment because of how they work
head = /obj/item/clothing/head/helmet/space/plasmaman
uniform = /obj/item/clothing/under/plasmaman //Plasmamen generally shouldn't need chameleon suits anyways, since everyone expects them to wear their fire suit
r_hand = /obj/item/tank/internals/plasmaman/belt/full
mask = /obj/item/clothing/mask/breath
plasmaman = TRUE
/datum/outfit/servant_of_ratvar/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
var/obj/item/card/id/W = new(H)
var/obj/item/device/pda/PDA = H.wear_id
W.assignment = "Assistant"
W.access += ACCESS_MAINT_TUNNELS
W.registered_name = H.real_name
W.update_label()
if(plasmaman && !visualsOnly) //If we need to breathe from the plasma tank, we should probably start doing that
H.internal = H.get_item_for_held_index(2)
H.update_internals_hud_icon(1)
PDA.owner = H.real_name
PDA.ownjob = "Assistant"
PDA.update_label()
PDA.id_check(H, W)
H.sec_hud_set_ID()
//This paper serves as a quick run-down to the cult as well as a changelog to refer to.
//Check strings/clockwork_cult_changelog.txt for the changelog, and update it when you can!
/obj/item/paper/servant_primer
name = "The Ark And You: A Primer On Servitude"
color = "#DAAA18"
info = "DON'T PANIC.
\
Here's a quick primer on what you should know here.\