/datum/game_mode var/list/datum/mind/syndicates = list() var/nukeops_lastname = "" /datum/game_mode/nuclear name = "nuclear emergency" config_tag = "nuclear" false_report_weight = 10 required_players = 30 // 30 players - 3 players to be the nuke ops = 27 players remaining required_enemies = 2 recommended_enemies = 5 antag_flag = ROLE_OPERATIVE enemy_minimum_age = 14 announce_span = "danger" announce_text = "Syndicate forces are approaching the station in an attempt to destroy it!\n\ Operatives: Secure the nuclear authentication disk and use your nuke to destroy the station.\n\ Crew: Defend the nuclear authentication disk and ensure that it leaves with you on the emergency shuttle." var/const/agents_possible = 5 //If we ever need more syndicate agents. var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer! var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level var/list/pre_nukeops = list() /datum/game_mode/nuclear/pre_setup() var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible) for(var/i = 0, i < n_agents, ++i) var/datum/mind/new_op = pick_n_take(antag_candidates) pre_nukeops += new_op new_op.assigned_role = "Nuclear Operative" new_op.special_role = "Nuclear Operative" log_game("[new_op.key] (ckey) has been selected as a nuclear operative") return TRUE //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind) var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS] opshud.join_hud(synd_mind.current) set_antag_hud(synd_mind.current, "synd") /datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind) var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS] opshud.leave_hud(synd_mind.current) set_antag_hud(synd_mind.current, null) //////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// /datum/game_mode/nuclear/post_setup() var/nuke_code = random_nukecode() var/agent_number = 1 var/datum/mind/leader = pick(pre_nukeops) syndicates += pre_nukeops for(var/i = 1 to pre_nukeops.len) var/datum/mind/op = pre_nukeops[i] forge_syndicate_objectives(op) greet_syndicate(op) equip_syndicate(op.current) if(nuke_code) op.store_memory("Syndicate Nuclear Bomb Code: [nuke_code]", 0, 0) to_chat(op.current, "The nuclear authorization code is: [nuke_code]") if(op == leader) op.current.forceMove(pick(GLOB.nukeop_leader_start)) prepare_syndicate_leader(op, nuke_code) else op.current.forceMove(GLOB.nukeop_start[((i - 1) % GLOB.nukeop_start.len) + 1]) op.current.real_name = "[syndicate_name()] Operative #[agent_number++]" update_synd_icons_added(op) op.current.playsound_local(get_turf(op.current), 'sound/ambience/antag/ops.ogg',100,0) var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list if(nuke) nuke.r_code = nuke_code return ..() /datum/game_mode/proc/prepare_syndicate_leader(datum/mind/synd_mind, nuke_code) var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord") spawn(1) nukeops_lastname = nukelastname(synd_mind.current) NukeNameAssign(nukeops_lastname,syndicates) //allows time for the rest of the syndies to be chosen synd_mind.current.real_name = "[syndicate_name()] [leader_title]" to_chat(synd_mind.current, "You are the Syndicate [leader_title] for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.") to_chat(synd_mind.current, "If you feel you are not up to this task, give your ID to another operative.") to_chat(synd_mind.current, "In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.") var/obj/item/device/nuclear_challenge/challenge = new /obj/item/device/nuclear_challenge synd_mind.current.put_in_hands_or_del(challenge) var/list/foundIDs = synd_mind.current.search_contents_for(/obj/item/card/id) if(foundIDs.len) for(var/obj/item/card/id/ID in foundIDs) ID.name = "lead agent card" ID.access += ACCESS_SYNDICATE_LEADER else message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!") var/obj/item/device/radio/headset/syndicate/alt/A = locate() in synd_mind.current if(A) A.command = TRUE if(nuke_code) var/obj/item/paper/P = new P.info = "The nuclear authorization code is: [nuke_code]" P.name = "nuclear bomb code" var/mob/living/carbon/human/H = synd_mind.current P.forceMove(H.drop_location()) H.put_in_hands_or_del(P) H.update_icons() else nuke_code = "code will be provided later" return /datum/game_mode/proc/forge_syndicate_objectives(datum/mind/syndicate) var/datum/objective/nuclear/syndobj = new syndobj.owner = syndicate syndicate.objectives += syndobj /datum/game_mode/proc/greet_syndicate(datum/mind/syndicate, you_are=1) if(you_are) to_chat(syndicate.current, "You are a [syndicate_name()] agent!") syndicate.announce_objectives() /datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob, telecrystals = TRUE) synd_mob.set_species(/datum/species/human) //Plasamen burn up otherwise, and lizards are vulnerable to asimov AIs if(telecrystals) synd_mob.equipOutfit(/datum/outfit/syndicate) else synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals) return 1 /datum/game_mode/nuclear/OnNukeExplosion(off_station) ..() nukes_left-- var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate") syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1 nuke_off_station = off_station /datum/game_mode/nuclear/check_win() if (nukes_left == 0) return 1 return ..() /datum/game_mode/proc/are_operatives_dead() for(var/datum/mind/operative_mind in syndicates) if(ishuman(operative_mind.current) && (operative_mind.current.stat!=2)) return 0 return 1 /datum/game_mode/nuclear/check_finished() //to be called by SSticker if(replacementmode && round_converted == 2) return replacementmode.check_finished() if((SSshuttle.emergency.mode == SHUTTLE_ENDGAME) || station_was_nuked) return 1 if(are_operatives_dead()) var/obj/machinery/nuclearbomb/N pass(N) //suppress unused warning if(N.bomb_set) //snaaaaaaaaaake! It's not over yet! return 0 //its a static var btw ..() /datum/game_mode/nuclear/declare_completion() var/disk_rescued = 1 for(var/obj/item/disk/nuclear/D in GLOB.poi_list) if(!D.onCentCom()) disk_rescued = 0 break var/crew_evacuated = (SSshuttle.emergency.mode == SHUTTLE_ENDGAME) //var/operatives_are_dead = is_operatives_are_dead() //nukes_left //station_was_nuked //derp //Used for tracking if the syndies actually haul the nuke to the station //no //herp //Used for tracking if the syndies got the shuttle off of the z-level //NO, DON'T FUCKING NAME VARS LIKE THIS if(nuke_off_station == NUKE_SYNDICATE_BASE) SSticker.mode_result = "loss - syndicate nuked - disk secured" to_chat(world, "Humiliating Syndicate Defeat") to_chat(world, "The crew of [station_name()] gave [syndicate_name()] operatives back their bomb! The syndicate base was destroyed! Next time, don't lose the nuke!") SSticker.news_report = NUKE_SYNDICATE_BASE else if(!disk_rescued && station_was_nuked && !syndies_didnt_escape) SSticker.mode_result = "win - syndicate nuke" to_chat(world, "Syndicate Major Victory!") to_chat(world, "[syndicate_name()] operatives have destroyed [station_name()]!") SSticker.news_report = STATION_NUKED else if (!disk_rescued && station_was_nuked && syndies_didnt_escape) SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time" to_chat(world, "Total Annihilation") to_chat(world, "[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion. Next time, don't lose the disk!") SSticker.news_report = STATION_NUKED else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape) SSticker.mode_result = "halfwin - blew wrong station" to_chat(world, "Crew Minor Victory") to_chat(world, "[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()]. Next time, don't do that!") SSticker.news_report = NUKE_MISS else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape) SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time" to_chat(world, "[syndicate_name()] operatives have earned Darwin Award!") to_chat(world, "[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion. Next time, don't do that!") SSticker.news_report = NUKE_MISS else if ((disk_rescued || SSshuttle.emergency.mode != SHUTTLE_ENDGAME) && are_operatives_dead()) SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead" to_chat(world, "Crew Major Victory!") to_chat(world, "The Research Staff has saved the disk and killed the [syndicate_name()] Operatives") SSticker.news_report = OPERATIVES_KILLED else if (disk_rescued) SSticker.mode_result = "loss - evacuation - disk secured" to_chat(world, "Crew Major Victory") to_chat(world, "The Research Staff has saved the disk and stopped the [syndicate_name()] Operatives!") SSticker.news_report = OPERATIVES_KILLED else if (!disk_rescued && are_operatives_dead()) SSticker.mode_result = "halfwin - evacuation - disk not secured" to_chat(world, "Neutral Victory!") to_chat(world, "The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!") SSticker.news_report = OPERATIVE_SKIRMISH else if (!disk_rescued && crew_evacuated) SSticker.mode_result = "halfwin - detonation averted" to_chat(world, "Syndicate Minor Victory!") to_chat(world, "[syndicate_name()] operatives survived the assault but did not achieve the destruction of [station_name()]. Next time, don't lose the disk!") SSticker.news_report = OPERATIVE_SKIRMISH else if (!disk_rescued && !crew_evacuated) SSticker.mode_result = "halfwin - interrupted" to_chat(world, "Neutral Victory") to_chat(world, "Round was mysteriously interrupted!") SSticker.news_report = OPERATIVE_SKIRMISH ..() return /datum/game_mode/nuclear/generate_report() return "One of Central Command's trading routes was recently disrupted by a raid carried out by the Gorlex Marauders. They seemed to only be after one ship - a highly-sensitive \ transport containing a nuclear fission explosive, although it is useless without the proper code and authorization disk. While the code was likely found in minutes, the only disk that \ can activate this explosive is on your station. Ensure that it is protected at all times, and remain alert for possible intruders." /datum/game_mode/proc/auto_declare_completion_nuclear() if( syndicates.len || (SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) ) var/text = "
The syndicate operatives were:" var/purchases = "" var/TC_uses = 0 for(var/datum/mind/syndicate in syndicates) text += printplayer(syndicate) for(var/obj/item/device/uplink/H in GLOB.uplinks) if(H && H.owner && H.owner == syndicate.key) TC_uses += H.spent_telecrystals purchases += H.purchase_log text += "
" text += "(Syndicates used [TC_uses] TC) [purchases]" if(TC_uses == 0 && station_was_nuked && !are_operatives_dead()) text += "[icon2html('icons/badass.dmi', world, "badass")]" to_chat(world, text) return 1 /proc/nukelastname(mob/M) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho. var/randomname = pick(GLOB.last_names) var/newname = copytext(sanitize(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname)),1,MAX_NAME_LEN) if (!newname) newname = randomname else if (newname == "Unknown" || newname == "floor" || newname == "wall" || newname == "rwall" || newname == "_") to_chat(M, "That name is reserved.") return nukelastname(M) return capitalize(newname) /proc/NukeNameAssign(lastname,list/syndicates) for(var/datum/mind/synd_mind in syndicates) var/mob/living/carbon/human/H = synd_mind.current synd_mind.name = H.dna.species.random_name(H.gender,0,lastname) synd_mind.current.real_name = synd_mind.name return /proc/is_nuclear_operative(mob/M) return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.syndicates /datum/outfit/syndicate name = "Syndicate Operative - Basic" uniform = /obj/item/clothing/under/syndicate shoes = /obj/item/clothing/shoes/combat gloves = /obj/item/clothing/gloves/combat back = /obj/item/storage/backpack ears = /obj/item/device/radio/headset/syndicate/alt l_pocket = /obj/item/pinpointer/nuke/syndicate id = /obj/item/card/id/syndicate belt = /obj/item/gun/ballistic/automatic/pistol backpack_contents = list(/obj/item/storage/box/syndie=1) var/tc = 25 /datum/outfit/syndicate/no_crystals tc = 0 /datum/outfit/syndicate/post_equip(mob/living/carbon/human/H) var/obj/item/device/radio/R = H.ears R.set_frequency(GLOB.SYND_FREQ) R.freqlock = 1 if(tc) var/obj/item/device/radio/uplink/nuclear/U = new(H) U.hidden_uplink.owner = "[H.key]" U.hidden_uplink.telecrystals = tc H.equip_to_slot_or_del(U, slot_in_backpack) var/obj/item/implant/weapons_auth/W = new/obj/item/implant/weapons_auth(H) W.implant(H) var/obj/item/implant/explosive/E = new/obj/item/implant/explosive(H) E.implant(H) H.faction |= "syndicate" H.update_icons() /datum/outfit/syndicate/full name = "Syndicate Operative - Full Kit" glasses = /obj/item/clothing/glasses/night mask = /obj/item/clothing/mask/gas/syndicate suit = /obj/item/clothing/suit/space/hardsuit/syndi r_pocket = /obj/item/tank/internals/emergency_oxygen/engi internals_slot = slot_r_store belt = /obj/item/storage/belt/military r_hand = /obj/item/gun/ballistic/automatic/shotgun/bulldog backpack_contents = list(/obj/item/storage/box/syndie=1,\ /obj/item/tank/jetpack/oxygen/harness=1,\ /obj/item/gun/ballistic/automatic/pistol=1)