Files
Yogstation/code/game/gamemodes/objective.dm
Ling 17c5a68c33 Backports several SSmapping improvements (#17208)
* Optimizes SSmapping

* Turfs inside area are stored

https://github.com/tgstation/tgstation/pull/70966

* Add async reserving of turfs

* Fix bug

* Fix shuttle init
2022-12-31 15:41:47 +00:00

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GLOBAL_LIST(admin_objective_list) //Prefilled admin assignable objective list
GLOBAL_LIST_EMPTY(objectives)
/datum/objective
var/datum/mind/owner //The primary owner of the objective. !!SOMEWHAT DEPRECATED!! Prefer using 'team' for new code.
var/datum/team/team //An alternative to 'owner': a team. Use this when writing new code.
var/name = "generic objective" //Name for admin prompts
var/objective_name = "Objective" ///name used in printing this objective (Objective #1) //Name for admin prompts
var/explanation_text = "Nothing" //What that person is supposed to do.
var/team_explanation_text //For when there are multiple owners.
var/datum/mind/target = null //If they are focused on a particular person.
var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
var/completed = 0 //currently only used for custom objectives.
var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
/datum/objective/New(var/text)
GLOB.objectives += src
if(text)
explanation_text = text
/datum/objective/Destroy(force, ...)
GLOB.objectives -= src
if(owner)
for(var/datum/antagonist/A in owner.antag_datums)
A.objectives -= src
if(team)
team.objectives -= src
. = ..()
/datum/objective/proc/get_owners() // Combine owner and team into a single list.
. = (team && team.members) ? team.members.Copy() : list()
if(owner)
. += owner
/datum/objective/proc/admin_edit(mob/admin)
return
/datum/objective/proc/is_valid_target(possible_target)
return TRUE
//Shared by few objective types
/datum/objective/proc/admin_simple_target_pick(mob/admin)
var/list/possible_targets = list("Free objective","Random")
var/def_value
for(var/datum/mind/possible_target in SSticker.minds)
if ((possible_target != src) && ishuman(possible_target.current))
possible_targets += possible_target.current
if(target && target.current)
def_value = target.current
var/mob/new_target = input(admin,"Select target:", "Objective target", def_value) as null|anything in possible_targets
if (!new_target)
return
if (new_target == "Free objective")
target = null
else if (new_target == "Random")
find_target()
else
target = new_target.mind
update_explanation_text()
/datum/objective/proc/considered_escaped(datum/mind/M)
if(!considered_alive(M))
return FALSE
if(M.force_escaped)
return TRUE
if(SSticker.force_ending || SSticker.mode.station_was_nuked) // Just let them win.
return TRUE
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return FALSE
var/turf/location = get_turf(M.current)
if(!location || istype(location, /turf/open/floor/plasteel/shuttle/red) || istype(location, /turf/open/floor/mineral/plastitanium/red/brig)) // Fails if they are in the shuttle brig
return FALSE
if(iscarbon(M.current))
var/mob/living/carbon/C = M.current
if(C.handcuffed && (C.buckled || C.pulledby)) // If handcuffed and being pulled/buckled
return FALSE
return location.onCentCom() || location.onSyndieBase()
/datum/objective/proc/check_completion()
return completed
/datum/objective/proc/is_unique_objective(possible_target, dupe_search_range)
if(!islist(dupe_search_range))
stack_trace("Non-list passed as duplicate objective search range")
dupe_search_range = list(dupe_search_range)
for(var/A in dupe_search_range)
var/list/objectives_to_compare
if(istype(A,/datum/mind))
var/datum/mind/M = A
objectives_to_compare = M.get_all_objectives()
else if(istype(A,/datum/antagonist))
var/datum/antagonist/G = A
objectives_to_compare = G.objectives
else if(istype(A,/datum/team))
var/datum/team/T = A
objectives_to_compare = T.objectives
for(var/datum/objective/O in objectives_to_compare)
if(istype(O, type) && O.get_target() == possible_target)
return FALSE
return TRUE
/datum/objective/proc/get_target()
return target
/datum/objective/proc/get_crewmember_minds()
. = list()
for(var/V in GLOB.data_core.locked)
var/datum/data/record/R = V
var/datum/mind/M = R.fields["mindref"]
if(M)
. += M
//dupe_search_range is a list of antag datums / minds / teams
/datum/objective/proc/find_target(dupe_search_range, blacklist)
var/list/datum/mind/owners = get_owners()
if(!dupe_search_range)
dupe_search_range = get_owners()
var/list/possible_targets = list()
var/try_target_late_joiners = FALSE
for(var/I in owners)
var/datum/mind/O = I
if(O.late_joiner)
try_target_late_joiners = TRUE
for(var/datum/mind/possible_target in get_crewmember_minds())
if(is_valid_target(possible_target) && !(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target,dupe_search_range))
//yogs start -- Quiet Rounds
var/mob/living/carbon/human/guy = possible_target.current
if(possible_target.antag_datums || !(guy.client && (guy.client.prefs.yogtoggles & QUIET_ROUND)))
if (!(possible_target in blacklist))
possible_targets += possible_target//yogs indent
//yogs end
if(try_target_late_joiners)
var/list/all_possible_targets = possible_targets.Copy()
for(var/I in all_possible_targets)
var/datum/mind/PT = I
if(!PT.late_joiner)
possible_targets -= PT
if(!possible_targets.len)
possible_targets = all_possible_targets
if(possible_targets.len > 0)
target = pick(possible_targets)
update_explanation_text()
return target
/datum/objective/proc/find_target_by_role(role, role_type=FALSE,invert=FALSE)//Option sets either to check assigned role or special role. Default to assigned., invert inverts the check, eg: "Don't choose a Ling"
var/list/datum/mind/owners = get_owners()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in get_crewmember_minds())
if(!(possible_target in owners) && ishuman(possible_target.current))
// yogs start
if(possible_target.quiet_round)
continue
// yogs end
var/is_role = FALSE
if(role_type)
if(possible_target.special_role == role)
is_role = TRUE
else
if(possible_target.assigned_role == role)
is_role = TRUE
if(invert)
if(is_role)
continue
possible_targets += possible_target
break
else if(is_role)
possible_targets += possible_target
break
if(length(possible_targets))
target = pick(possible_targets)
update_explanation_text()
return target
/datum/objective/proc/update_explanation_text()
if(team_explanation_text && LAZYLEN(get_owners()) > 1)
explanation_text = team_explanation_text
/datum/objective/proc/give_special_equipment(special_equipment)
if(istype(team, /datum/team/infiltrator))
for(var/eq_path in special_equipment)
if(eq_path)
for(var/turf/T in GLOB.infiltrator_objective_items)
if(!(eq_path in T.contents))
new eq_path(T)
return
var/datum/mind/receiver = pick(get_owners())
if(receiver && receiver.current)
if(ishuman(receiver.current))
var/mob/living/carbon/human/H = receiver.current
var/list/slots = list("backpack" = SLOT_IN_BACKPACK)
for(var/eq_path in special_equipment)
var/obj/O = new eq_path
H.equip_in_one_of_slots(O, slots)
/// Copy the target from the other objective
/datum/objective/proc/copy_target(datum/objective/old_obj)
target = old_obj.get_target()
target_amount = old_obj.target_amount
explanation_text = explanation_text
/datum/objective/assassinate
name = "assassinate"
var/target_role_type=FALSE
martyr_compatible = 1
/datum/objective/assassinate/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
/datum/objective/assassinate/check_completion()
return completed || (!considered_alive(target) || considered_afk(target))
/datum/objective/assassinate/update_explanation_text()
..()
if(target && target.current)
if(ishuman(target.current))
var/mob/living/carbon/human/H = target.current
// This should just check for an uppercase flag
explanation_text = "Assassinate [target.name], the [isipc(H) ? H.dna.species.name : lowertext(H.dna.species.name)] [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Assassinate [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/assassinate/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/assassinate/once
name = "assassinate revival allowed"
/datum/objective/assassinate/once/update_explanation_text()
START_PROCESSING(SSprocessing, src)
if(target && target.current)
if(ishuman(target.current))
var/mob/living/carbon/human/H = target.current
explanation_text = "Ensure [target.name], the [lowertext(H.dna.species.name)] [!target_role_type ? target.assigned_role : target.special_role] has died at least once."
else
explanation_text = "Ensure [target.name], the [!target_role_type ? target.assigned_role : target.special_role] has died at least once."
else
explanation_text = "Free Objective"
/datum/objective/assassinate/once/process()
if(target?.current?.stat == DEAD)
completed = TRUE
STOP_PROCESSING(SSprocessing, src)
/datum/objective/assassinate/cloned
name = "assassinate cloning allowed"
var/mob/living/original
/datum/objective/assassinate/cloned/update_explanation_text()
if(target && target.current)
if(ishuman(target.current))
var/mob/living/carbon/human/H = target.current
explanation_text = "Ensure the [lowertext(H.dna.species.name)] [!target_role_type ? target.assigned_role : target.special_role] [target.name]'s original body is dead."
else
explanation_text = "Ensure the [!target_role_type ? target.assigned_role : target.special_role] [target.name]'s original body is dead."
original = target.current
else
explanation_text = "Free Objective"
/datum/objective/assassinate/cloned/check_completion()
. = ..()
if(.)
return
if(target && target.current != original)
return TRUE
/datum/objective/assassinate/internal
var/stolen = 0 //Have we already eliminated this target?
/datum/objective/assassinate/internal/update_explanation_text()
..()
if(target && !target.current)
explanation_text = "Assassinate [target.name], who was obliterated."
/datum/objective/mutiny
name = "mutiny"
var/target_role_type=FALSE
martyr_compatible = 1
/datum/objective/mutiny/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
/datum/objective/mutiny/check_completion()
if(..())
return TRUE
if(!target || !considered_alive(target) || considered_afk(target))
return TRUE
var/turf/T = get_turf(target.current)
return !T || !is_station_level(T.z)
/datum/objective/mutiny/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Assassinate or exile [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/maroon
name = "maroon"
var/target_role_type=FALSE
martyr_compatible = 1
/datum/objective/maroon/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
/datum/objective/maroon/check_completion()
if(..())
return TRUE
return !target || !considered_alive(target) || (!target.current.onCentCom() && !target.current.onSyndieBase())
/datum/objective/maroon/update_explanation_text()
if(target && target.current)
if(ishuman(target.current))
var/mob/living/carbon/human/H = target.current
explanation_text = "Prevent [target.name], the [lowertext(H.dna.species.name)] [!target_role_type ? target.assigned_role : target.special_role], from escaping alive."
else
explanation_text = "Prevent [target.name], the [!target_role_type ? target.assigned_role : target.special_role], from escaping alive."
else
explanation_text = "Free Objective"
/datum/objective/maroon/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/debrain
name = "debrain"
var/target_role_type=0
/datum/objective/debrain/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
/datum/objective/debrain/check_completion()
if(..())
return TRUE
if(!target)//If it's a free objective.
return TRUE
if(!target.current || !isbrain(target.current))
return FALSE
var/atom/A = target.current
var/list/datum/mind/owners = get_owners()
while(A.loc) // Check to see if the brainmob is on our person
A = A.loc
for(var/datum/mind/M in owners)
if(M.current && M.current.stat != DEAD && A == M.current)
return TRUE
return FALSE
/datum/objective/debrain/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Steal the brain of [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/debrain/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/protect//The opposite of killing a dude.
name = "protect"
martyr_compatible = 1
var/target_role_type = FALSE
var/human_check = TRUE
/datum/objective/protect/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
return target
/datum/objective/protect/check_completion()
if(..())
return TRUE
return !target || considered_alive(target, enforce_human = human_check)
/datum/objective/protect/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Protect [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Free Objective"
/datum/objective/protect/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/protect/nonhuman
name = "protect nonhuman"
human_check = FALSE
/datum/objective/assist
name = "assist"
var/target_role_type
martyr_compatible = TRUE
/datum/objective/assist/find_target_by_role(role, role_type=FALSE,invert=FALSE)
if(!invert)
target_role_type = role_type
..()
return target
/datum/objective/assist/check_completion()
if(..())
return TRUE
if(target)
for(var/datum/antagonist/antag in target.antag_datums)
for(var/datum/objective/O in antag.objectives)
if(istype(O, /datum/objective/assist))//assuming someone gives people assist objectives in a circle for some reason
continue
if(!O.check_completion())
return FALSE
return TRUE
/datum/objective/assist/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Ensure [target.name], the [!target_role_type ? target.assigned_role : target.special_role] completes their objectives."
else
explanation_text = "Free Objective"
/datum/objective/assist/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/hijack
name = "hijack"
explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody."
team_explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody. Leave no team member behind."
martyr_compatible = 0 //Technically you won't get both anyway.
/datum/objective/hijack/check_completion() // Requires all owners to escape.
if(..())
return TRUE
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return FALSE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!considered_alive(M) || !SSshuttle.emergency.shuttle_areas[get_area(M.current)])
return FALSE
return SSshuttle.emergency.is_hijacked()
/datum/objective/block
name = "no organics on shuttle"
explanation_text = "Do not allow any organic lifeforms to escape on the shuttle alive."
martyr_compatible = 1
/datum/objective/block/check_completion()
if(..())
return TRUE
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return TRUE
for(var/mob/living/player in GLOB.player_list)
if(player.mind && player.stat != DEAD && !(issilicon(player) || isipc(player)))
if(get_area(player) in SSshuttle.emergency.shuttle_areas)
return FALSE
return TRUE
/datum/objective/purge
name = "no mutants on shuttle"
explanation_text = "Ensure no mutant humanoids or nonhuman species are present aboard the escape shuttle. Felinids/Catpeople do NOT count as nonhuman."
martyr_compatible = 1
/datum/objective/purge/check_completion()
if(..())
return TRUE
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return TRUE
for(var/mob/living/player in GLOB.player_list)
if((get_area(player) in SSshuttle.emergency.shuttle_areas) && player.mind && player.stat != DEAD && ishuman(player))
var/mob/living/carbon/human/H = player
if(!ishumanbasic(H))
return FALSE
return TRUE
/datum/objective/robot_army
name = "robot army"
explanation_text = "Have at least eight active cyborgs synced to you."
martyr_compatible = 0
/datum/objective/robot_army/check_completion()
if(..())
return TRUE
var/counter = 0
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!M.current || !isAI(M.current))
continue
var/mob/living/silicon/ai/A = M.current
for(var/mob/living/silicon/robot/R in A.connected_robots)
if(R.stat != DEAD)
counter++
return counter >= 8
/datum/objective/escape
name = "escape"
explanation_text = "Escape on the shuttle or an escape pod alive and without being in custody."
team_explanation_text = "Have all members of your team escape on a shuttle or pod alive, without being in custody."
/datum/objective/escape/check_completion()
if(..())
return TRUE
// Require all owners escape safely.
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!considered_escaped(M))
return FALSE
return TRUE
/datum/objective/escape/escape_with_identity/is_valid_target(possible_target)
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!M)
continue
if(!M.has_antag_datum(/datum/antagonist/changeling))
continue
var/datum/mind/T = possible_target
if(!istype(T) || isipc(T.current))
return FALSE
return TRUE
/datum/objective/escape/escape_with_identity
name = "escape with identity"
var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
var/target_missing_id
/datum/objective/escape/escape_with_identity/find_target(dupe_search_range, blacklist)
target = ..()
update_explanation_text()
/datum/objective/escape/escape_with_identity/update_explanation_text()
if(target && target.current)
target_real_name = target.current.real_name
explanation_text = "Escape on the shuttle or an escape pod with the identity of [target_real_name], the [target.assigned_role]"
var/mob/living/carbon/human/H
if(ishuman(target.current))
H = target.current
if(H && H.get_id_name() != target_real_name)
target_missing_id = 1
else
explanation_text += " while wearing their identification card"
explanation_text += "." //Proper punctuation is important!
else
explanation_text = "Free Objective."
/datum/objective/escape/escape_with_identity/check_completion()
if(..())
return TRUE
if(!target || !target_real_name)
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!ishuman(M.current) || !considered_escaped(M))
continue
var/mob/living/carbon/human/H = M.current
if(H.dna.real_name == target_real_name && (H.get_id_name() == target_real_name || target_missing_id))
return TRUE
return FALSE
/datum/objective/escape/escape_with_identity/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/escape/escape_with_identity/copy_target(datum/objective/escape/escape_with_identity/old_obj)
target_real_name = old_obj.target_real_name
target_missing_id = old_obj.target_missing_id
/datum/objective/survive
name = "survive"
explanation_text = "Stay alive until the end."
/datum/objective/survive/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!considered_alive(M))
return FALSE
return TRUE
/datum/objective/survive/exist //Like survive, but works for silicons and zombies and such.
name = "survive nonhuman"
/datum/objective/survive/exist/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!considered_alive(M, FALSE))
return FALSE
return TRUE
/datum/objective/martyr
name = "martyr"
explanation_text = "Die a glorious death."
/datum/objective/martyr/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(considered_alive(M))
return FALSE
if(M.current?.suiciding) //killing yourself ISN'T glorious.
return FALSE
return TRUE
/datum/objective/nuclear
name = "nuclear"
explanation_text = "Destroy the station with a nuclear device."
martyr_compatible = 1
/datum/objective/nuclear/check_completion()
if(..())
return TRUE
if(SSticker && SSticker.mode && SSticker.mode.station_was_nuked)
return TRUE
return FALSE
GLOBAL_LIST_EMPTY(possible_items)
/datum/objective/steal
name = "steal"
var/datum/objective_item/targetinfo = null //Save the chosen item datum so we can access it later.
var/obj/item/steal_target = null //Needed for custom objectives (they're just items, not datums).
martyr_compatible = 0
/datum/objective/steal/get_target()
return steal_target
/datum/objective/steal/New()
..()
if(!GLOB.possible_items.len)//Only need to fill the list when it's needed.
for(var/I in subtypesof(/datum/objective_item/steal))
new I
/datum/objective/steal/find_target(dupe_search_range, blacklist)
var/list/datum/mind/owners = get_owners()
if(!dupe_search_range)
dupe_search_range = get_owners()
var/approved_targets = list()
check_items:
for(var/datum/objective_item/possible_item in GLOB.possible_items)
if(!is_unique_objective(possible_item.targetitem,dupe_search_range))
continue
for(var/datum/mind/M in owners)
if(M.current.mind.assigned_role in possible_item.excludefromjob)
continue check_items
approved_targets += possible_item
return set_target(safepick(approved_targets))
/datum/objective/steal/proc/set_target(datum/objective_item/item)
if(item)
targetinfo = item
targetinfo.objective = src
steal_target = targetinfo.targetitem
explanation_text = "Steal [targetinfo.name]"
give_special_equipment(targetinfo.special_equipment)
return steal_target
else
explanation_text = "Free objective"
return
/datum/objective/steal/copy_target(datum/objective/steal/old_obj)
. = ..()
set_target(old_obj.targetinfo)
/datum/objective/steal/admin_edit(mob/admin)
var/list/possible_items_all = GLOB.possible_items+"custom"
var/new_target = input(admin,"Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target)
return
if (new_target == "custom") //Can set custom items.
var/custom_path = input(admin,"Search for target item type:","Type") as null|text
if (!custom_path)
return
var/obj/item/custom_target = pick_closest_path(custom_path, make_types_fancy(subtypesof(/obj/item)))
var/custom_name = initial(custom_target.name)
custom_name = stripped_input(admin,"Enter target name:", "Objective target", custom_name)
if (!custom_name)
return
steal_target = custom_target
explanation_text = "Steal [custom_name]."
else
set_target(new_target)
/datum/objective/steal/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
if(!steal_target)
return TRUE
for(var/datum/mind/M in owners)
if(!isliving(M.current))
continue
var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for items
if(istype(I, steal_target))
if(!targetinfo) //If there's no targetinfo, then that means it was a custom objective. At this point, we know you have the item, so return 1.
return TRUE
else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
return TRUE
if(targetinfo && (I.type in targetinfo.altitems)) //Ok, so you don't have the item. Do you have an alternative, at least?
if(targetinfo.check_special_completion(I))//Yeah, we do! Don't return 0 if we don't though - then you could fail if you had 1 item that didn't pass and got checked first!
return TRUE
if (istype(team, /datum/team/infiltrator))
for (var/area/A in world)
if (is_type_in_typecache(A, GLOB.infiltrator_objective_areas))
for (var/obj/item/I in A.GetAllContents()) //Check for items
if (istype(I, steal_target))
if (!targetinfo)
return TRUE
else if (targetinfo.check_special_completion(I))
return TRUE
if (targetinfo && (I.type in targetinfo.altitems))
if (targetinfo.check_special_completion(I))
return TRUE
CHECK_TICK
CHECK_TICK
CHECK_TICK
return FALSE
GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/steal/special //ninjas are so special they get their own subtype good for them
name = "steal special"
/datum/objective/steal/special/New()
..()
if(!GLOB.possible_items_special.len)
for(var/I in subtypesof(/datum/objective_item/special) + subtypesof(/datum/objective_item/stack))
new I
/datum/objective/steal/special/find_target(dupe_search_range, blacklist)
return set_target(pick(GLOB.possible_items_special))
/datum/objective/steal/exchange
name = "exchange"
martyr_compatible = 0
/datum/objective/steal/exchange/admin_edit(mob/admin)
return
/datum/objective/steal/exchange/proc/set_faction(faction,otheragent)
target = otheragent
if(faction == "red")
targetinfo = new/datum/objective_item/unique/docs_blue
else if(faction == "blue")
targetinfo = new/datum/objective_item/unique/docs_red
explanation_text = "Acquire [targetinfo.name] held by [target.current.real_name], the [target.assigned_role] and syndicate agent"
steal_target = targetinfo.targetitem
/datum/objective/steal/exchange/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Acquire [targetinfo.name] held by [target.name], the [target.assigned_role] and syndicate agent"
else
explanation_text = "Free Objective"
/datum/objective/steal/exchange/backstab
name = "prevent exchange"
/datum/objective/steal/exchange/backstab/set_faction(faction)
if(faction == "red")
targetinfo = new/datum/objective_item/unique/docs_red
else if(faction == "blue")
targetinfo = new/datum/objective_item/unique/docs_blue
explanation_text = "Do not give up or lose [targetinfo.name]."
steal_target = targetinfo.targetitem
/datum/objective/download
name = "download"
/datum/objective/download/proc/gen_amount_goal()
target_amount = rand(20,40)
update_explanation_text()
return target_amount
/datum/objective/download/update_explanation_text()
..()
explanation_text = "Download [target_amount] research node\s."
/datum/objective/download/check_completion()
if(..())
return TRUE
var/datum/techweb/checking = new
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/owner in owners)
if(ismob(owner.current))
var/mob/M = owner.current //Yeah if you get morphed and you eat a quantum tech disk with the RD's latest backup good on you soldier.
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H && (H.stat != DEAD) && istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/S = H.wear_suit
S.stored_research.copy_research_to(checking)
var/list/otherwise = M.GetAllContents()
for(var/obj/item/disk/tech_disk/TD in otherwise)
TD.stored_research.copy_research_to(checking)
if (istype(team, /datum/team/infiltrator))
for (var/area/A in world)
if (is_type_in_typecache(A, GLOB.infiltrator_objective_areas))
for (var/obj/item/disk/tech_disk/TD in A.GetAllContents()) //Check for items
TD.stored_research.copy_research_to(checking)
CHECK_TICK
CHECK_TICK
CHECK_TICK
return checking.researched_nodes.len >= target_amount
/datum/objective/download/admin_edit(mob/admin)
var/count = input(admin,"How many nodes ?","Nodes",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
/datum/objective/capture
name = "capture"
/datum/objective/capture/proc/gen_amount_goal()
target_amount = rand(3,5)
update_explanation_text()
return target_amount
/datum/objective/capture/update_explanation_text()
. = ..()
explanation_text = "Capture [target_amount] lifeform\s with an energy net. Live, rare specimens are worth more."
/datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
if(..())
return TRUE
var/captured_amount = 0
var/area/centcom/holding/A = GLOB.areas_by_type[/area/centcom/holding]
for(var/mob/living/carbon/human/M in A)//Humans.
if(!istype(src,/datum/objective/capture/living) && M.stat == DEAD)
captured_amount+= 0.5
else
captured_amount+= 1 //dont care if they are dead or alive in living capture because you shouldn't be able to capture them if they dead
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat == DEAD)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/royal/queen))//Queens are worth three times as much as humans.
if(M.stat == DEAD)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat == DEAD)
captured_amount+=1
continue
captured_amount+=2
return captured_amount >= target_amount
/datum/objective/capture/admin_edit(mob/admin)
var/count = input(admin,"How many mobs to capture ?","capture",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
/datum/objective/capture/living
name = "capture living"
/datum/objective/capture/living/update_explanation_text()
. = ..()
explanation_text = "Capture [target_amount] sapient lifeform\s with an energy net. Only living specimens count."
/datum/objective/protect_object
name = "protect object"
var/obj/protect_target
/datum/objective/protect_object/proc/set_target(obj/O)
protect_target = O
update_explanation_text()
/datum/objective/protect_object/update_explanation_text()
. = ..()
if(protect_target)
explanation_text = "Protect \the [protect_target] at all costs."
else
explanation_text = "Free objective."
/datum/objective/protect_object/check_completion()
if(..())
return TRUE
return !QDELETED(protect_target)
//Changeling Objectives
/datum/objective/absorb
name = "absorb"
/datum/objective/absorb/proc/gen_amount_goal(lowbound = 4, highbound = 6)
target_amount = rand (lowbound,highbound)
var/n_p = 1 //autowin
var/list/datum/mind/owners = get_owners()
if (SSticker.current_state == GAME_STATE_SETTING_UP)
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY && !(P.mind in owners))
n_p ++
else if (SSticker.IsRoundInProgress())
for(var/mob/living/carbon/human/P in GLOB.player_list)
if(P.client && !(P.mind.has_antag_datum(/datum/antagonist/changeling)) && !(P.mind in owners))
n_p ++
target_amount = min(target_amount, n_p)
update_explanation_text()
return target_amount
/datum/objective/absorb/update_explanation_text()
. = ..()
explanation_text = "Extract [target_amount] compatible genome\s."
/datum/objective/absorb/admin_edit(mob/admin)
var/count = input(admin,"How many people to absorb?","absorb",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
/datum/objective/absorb/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
var/absorbedcount = 0
for(var/datum/mind/M in owners)
if(!M)
continue
var/datum/antagonist/changeling/changeling = M.has_antag_datum(/datum/antagonist/changeling)
if(!changeling || !changeling.stored_profiles)
continue
absorbedcount += changeling.absorbedcount
return absorbedcount >= target_amount
/datum/objective/absorb_most
name = "absorb most"
explanation_text = "Extract more compatible genomes than any other Changeling."
/datum/objective/absorb_most/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
var/absorbedcount = 0
for(var/datum/mind/M in owners)
if(!M)
continue
var/datum/antagonist/changeling/changeling = M.has_antag_datum(/datum/antagonist/changeling)
if(!changeling || !changeling.stored_profiles)
continue
absorbedcount += changeling.absorbedcount
for(var/datum/antagonist/changeling/changeling2 in GLOB.antagonists)
if(!changeling2.owner || changeling2.owner == owner || !changeling2.stored_profiles || changeling2.absorbedcount < absorbedcount)
continue
return FALSE
return TRUE
/datum/objective/absorb_changeling
name = "absorb changeling"
explanation_text = "Absorb another Changeling."
/datum/objective/absorb_changeling/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!M)
continue
var/datum/antagonist/changeling/changeling = M.has_antag_datum(/datum/antagonist/changeling)
if(!changeling)
continue
var/total_genetic_points = changeling.geneticpoints
for(var/datum/action/changeling/p in changeling.purchasedpowers)
total_genetic_points += p.dna_cost
if(total_genetic_points > initial(changeling.geneticpoints))
return TRUE
return FALSE
//End Changeling Objectives
/datum/objective/destroy
name = "destroy AI"
martyr_compatible = 1
/datum/objective/destroy/find_target(dupe_search_range, blacklist)
var/list/possible_targets = active_ais(1)
var/mob/living/silicon/ai/target_ai = pick(possible_targets)
target = target_ai.mind
update_explanation_text()
return target
/datum/objective/destroy/check_completion()
if(..())
return TRUE
if(target && target.current)
return target.current.stat == DEAD || target.current.z > 6 || !target.current.ckey //Borgs/brains/AIs count as dead for traitor objectives.
return TRUE
/datum/objective/destroy/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Destroy [target.name], the experimental AI."
else
explanation_text = "Free Objective"
/datum/objective/destroy/admin_edit(mob/admin)
var/list/possible_targets = active_ais(1)
if(possible_targets.len)
var/mob/new_target = input(admin,"Select target:", "Objective target") as null|anything in possible_targets
target = new_target.mind
else
to_chat(admin, span_warning("No active AIs with minds!"))
update_explanation_text()
/datum/objective/destroy/internal
var/stolen = FALSE //Have we already eliminated this target?
/datum/objective/steal_five_of_type
name = "steal five of"
explanation_text = "Steal at least five items!"
var/list/wanted_items = list()
//Created by admin tools
/datum/objective/custom
name = "custom"
/datum/objective/custom/admin_edit(mob/admin)
var/expl = stripped_input(admin, "Custom objective:", "Objective", explanation_text)
if(expl)
explanation_text = expl
////////////////////////////////
// Changeling team objectives //
////////////////////////////////
/datum/objective/changeling_team_objective //Abstract type
martyr_compatible = 0 //Suicide is not teamwork!
explanation_text = "Changeling Friendship!"
var/min_lings = 3 //Minimum amount of lings for this team objective to be possible
var/escape_objective_compatible = FALSE
/datum/objective/changeling_team_objective/proc/prepare()
return FALSE
//Impersonate department
//Picks as many people as it can from a department (Security,Engineer,Medical,Science)
//and tasks the lings with killing and replacing them
/datum/objective/changeling_team_objective/impersonate_department
explanation_text = "Ensure X department are killed, impersonated, and replaced by Changelings."
var/command_staff_only = FALSE //if this is true, it picks command staff instead
var/list/department_minds = list()
var/list/department_real_names = list()
var/department_string = ""
/datum/objective/changeling_team_objective/impersonate_department/prepare()
var/result = FALSE
if(command_staff_only)
result = get_heads()
else
result = get_department_staff()
if(result)
update_explanation_text()
return TRUE
else
return FALSE
/datum/objective/changeling_team_objective/impersonate_department/proc/get_department_staff()
department_minds = list()
department_real_names = list()
var/list/departments = list("Head of Security","Research Director","Chief Engineer","Chief Medical Officer")
var/department_head = pick(departments)
switch(department_head)
if("Head of Security")
department_string = "security"
if("Research Director")
department_string = "science"
if("Chief Engineer")
department_string = "engineering"
if("Chief Medical Officer")
department_string = "medical"
var/list/lings = get_antag_minds(/datum/antagonist/changeling,TRUE)
var/ling_count = lings.len
for(var/datum/mind/M in SSticker.minds)
if(M in lings)
continue
if(isipc(M.current))
continue
if(department_head in get_department_heads(M.assigned_role))
if(ling_count)
ling_count--
department_minds += M
department_real_names += M.current.real_name
else
break
if(!department_minds.len)
log_game("[type] has failed to find department staff, and has removed itself. the round will continue normally")
return FALSE
return TRUE
/datum/objective/changeling_team_objective/impersonate_department/proc/get_heads()
department_minds = list()
department_real_names = list()
//Needed heads is between min_lings and the maximum possible amount of command roles
//So at the time of writing, rand(3,6), it's also capped by the amount of lings there are
//Because you can't fill 6 head roles with 3 lings
var/list/lings = get_antag_minds(/datum/antagonist/changeling,TRUE)
var/needed_heads = rand(min_lings,GLOB.command_positions.len)
needed_heads = min(lings.len,needed_heads)
var/list/heads = SSjob.get_living_heads()
for(var/datum/mind/head in heads)
if(head in lings) //Looking at you HoP.
continue
if(isipc(head.current))
continue
if(needed_heads)
department_minds += head
department_real_names += head.current.real_name
needed_heads--
else
break
if(!department_minds.len)
log_game("[type] has failed to find department heads, and has removed itself. the round will continue normally")
return FALSE
return TRUE
/datum/objective/changeling_team_objective/impersonate_department/update_explanation_text()
..()
if(!department_real_names.len || !department_minds.len)
explanation_text = "Free Objective"
return //Something fucked up, give them a win
if(command_staff_only)
explanation_text = "Ensure changelings impersonate and escape as the following heads of staff: "
else
explanation_text = "Ensure changelings impersonate and escape as the following members of \the [department_string] department: "
var/first = 1
for(var/datum/mind/M in department_minds)
var/string = "[M.name] the [M.assigned_role]"
if(!first)
string = ", [M.name] the [M.assigned_role]"
else
first--
explanation_text += string
if(command_staff_only)
explanation_text += ", while the real heads are dead. This is a team objective."
else
explanation_text += ", while the real members are dead. This is a team objective."
/datum/objective/changeling_team_objective/impersonate_department/check_completion()
if(..())
return TRUE
if(!department_real_names.len || !department_minds.len)
return TRUE //Something fucked up, give them a win
var/list/check_names = department_real_names.Copy()
//Check each department member's mind to see if any of them made it to centcom alive, if they did it's an automatic fail
for(var/datum/mind/M in department_minds)
if(M.has_antag_datum(/datum/antagonist/changeling)) //Lings aren't picked for this, but let's be safe
continue
if(M.current)
var/turf/mloc = get_turf(M.current)
if(mloc.onCentCom() && (M.current.stat != DEAD))
return FALSE //A Non-ling living target got to centcom, fail
//Check each staff member has been replaced, by cross referencing changeling minds, changeling current dna, the staff minds and their original DNA names
var/success = 0
changelings:
for(var/datum/mind/changeling in get_antag_minds(/datum/antagonist/changeling,TRUE))
if(success >= department_minds.len) //We did it, stop here!
return TRUE
if(ishuman(changeling.current))
var/mob/living/carbon/human/H = changeling.current
var/turf/cloc = get_turf(changeling.current)
if(cloc && cloc.onCentCom() && (changeling.current.stat != DEAD)) //Living changeling on centcom....
for(var/name in check_names) //Is he (disguised as) one of the staff?
if(H.dna.real_name == name)
check_names -= name //This staff member is accounted for, remove them, so the team don't succeed by escape as 7 of the same engineer
success++ //A living changeling staff member made it to centcom
continue changelings
if(success >= department_minds.len)
return TRUE
return FALSE
//A subtype of impersonate_department
//This subtype always picks as many command staff as it can (HoS,HoP,Cap,CE,CMO,RD)
//and tasks the lings with killing and replacing them
/datum/objective/changeling_team_objective/impersonate_department/impersonate_heads
explanation_text = "Have X or more heads of staff escape on the shuttle disguised as heads, while the real heads are dead."
command_staff_only = TRUE
////////////////////////////////
// Minor traitor Objectives //
////////////////////////////////
/**
* # Minor Objectives
*
* Objectives given to traitors without hijack or martyr, just small flavour things that shouldn't be too hard or impactful.
*/
/datum/objective/minor
/**
* Sets up the achievement, returns TRUE if it was set up successfully and can be used, FALSE otherwise
*/
/datum/objective/minor/proc/finalize()
return FALSE
/**
* # Delete your security records
*
* Just delete the original record. For now, you don't have to prevent other records being made of your identity
*/
/datum/objective/minor/secrecords
name = "Delete your security records."
explanation_text = "Delete your Nanotrasen security records."
/// The security record that needs to be deleted
var/datum/data/record/record
/**
* Search through all the security records, and find ours.
*/
/datum/objective/minor/secrecords/finalize()
for(var/datum/data/record/s in GLOB.data_core.security)
if(s.fields["name"] == owner.name)
record = s
return TRUE
return FALSE
/**
* Returns TRUE if there's no record, returns FALSE otherwise
*/
/datum/objective/minor/secrecords/check_completion()
if(..())
return TRUE
return !record || !(record in GLOB.data_core.security)
/datum/objective/minor/secrecords/copy_target(datum/objective/minor/secrecords/old_obj)
. = ..()
record = old_obj.record
/**
* # Kill Pet
*
* Kill Pet
*/
/datum/objective/minor/pet
name = "assasinate-pet"
explanation_text = "Assassinate the HoP's assistant, Ian."
/// Pet
var/mob/living/pet
var/list/pets = list(/mob/living/simple_animal/pet/dog/corgi/Ian,
/mob/living/simple_animal/pet/cat/Runtime,
/mob/living/simple_animal/pet/penguin/emperor/shamebrero,
/mob/living/carbon/monkey/punpun,
/mob/living/simple_animal/parrot/Poly,
/mob/living/simple_animal/pet/fox/Renault,
/mob/living/simple_animal/pet/fox/fennec/Autumn)
/**
* Chooses and finds pet.area
*
* Choices are: Ian, Runtime, Anadear, Pun pun, Poly, Renault, Autumn.
*/
/datum/objective/minor/pet/finalize()
var/list/possible_pets = list()
for(var/P in pets)
var/mob/A = locate(P) in GLOB.mob_living_list
if(A && is_station_level(A.z))
possible_pets += P
if(!possible_pets)
return
var/chosen_pet = rand(1, possible_pets.len)
pet = locate(possible_pets[chosen_pet]) in GLOB.mob_living_list
name = "Kill [pet.name]]"
explanation_text = "Assasinate the important animal, [pet.name]"
return pet
/datum/objective/minor/pet/admin_edit(mob/admin)
var/list/possible_targets = list()
for(var/P in pets)
var/A = locate(P) in GLOB.mob_living_list
if(A)
possible_targets += A
if(possible_targets.len)
var/selected_pet = input(admin,"Select target:", "Objective target") as null|anything in possible_targets
if(!selected_pet)
return
pet = selected_pet
else
to_chat(admin, span_warning("No living pets!"))
update_explanation_text()
/datum/objective/minor/pet/update_explanation_text()
explanation_text = "Assassinate the important animal, [pet.name]"
/datum/objective/minor/pet/copy_target(datum/objective/minor/pet/old_obj)
. = ..()
pet = old_obj.pet
/**
* Check whether Pet is dead
*/
/datum/objective/minor/pet/check_completion()
if(..())
return TRUE
return (!pet || pet.stat == DEAD)
/**
* # Take a picture of your target's dead body
*
* Escape with a picture of their dead body
*/
/datum/objective/minor/deadpics
name = "Photograph your target's dead body"
explanation_text = "Escape with a photo of the dead body of your target"
/**
* Checks whether our owner has an assassinate target, and sets the objective up if so, returns FALSE otherwise
*/
/datum/objective/minor/deadpics/finalize()
var/datum/objective/assassinate/A = locate() in owner.objectives
if(!A)
return FALSE
target = A.target
explanation_text = "Escape with a photo of the dead body of [target.name]."
return TRUE
/**
* Ripped code straight from [/datum/objective/steal], checks all the owner's items for a picture with the dead target
*/
/datum/objective/minor/deadpics/check_completion()
if(..())
return TRUE
var/list/all_items = owner.current.GetAllContents()
for(var/obj/item/photo/P in all_items)
for(var/mob/M in P.picture.dead_seen)
if(M.real_name == target.name)
return TRUE
return FALSE
/**
* # Mindshielding
*
* get mindshielded
*/
/datum/objective/minor/mindshield
name = "Get mindshielded."
explanation_text = "Extract with an NT mindshield implanted in you."
/datum/objective/minor/mindshield/finalize()
return TRUE
/datum/objective/minor/mindshield/check_completion()
if(..())
return TRUE
return HAS_TRAIT(owner.current, TRAIT_MINDSHIELD)
/**
* # Photograph a head of staff
*
* photograph a head of staff
*/
/datum/objective/minor/staffpics
name = "Photograph a head of staff."
explanation_text = "Extract with a photograph of this head of staff."
/**
* Find a head of staff to photograph
*/
/datum/objective/minor/staffpics/finalize()
var/list/datum/mind/heads = SSjob.get_living_heads()
if(!heads.len || (owner in heads))
return FALSE
target = pick(heads)
name = "Photograph [target.name]."
explanation_text = "Extract with a photograph of [target.name], the [target.assigned_role]."
return TRUE
/**
* return true if we escape with a picture of the head of staff
*/
/datum/objective/minor/staffpics/check_completion()
if(..())
return TRUE
var/list/all_items = owner.current.GetAllContents()
for(var/obj/item/photo/P in all_items)
for(var/mob/M in P.picture.mobs_seen)
if(M.real_name == target.name)
return TRUE
return FALSE
//Ideally this would be all of them but laziness and unusual subtypes
/proc/generate_admin_objective_list()
GLOB.admin_objective_list = list()
var/list/allowed_types = list(
/datum/objective/assassinate,
/datum/objective/assassinate/cloned,
/datum/objective/assassinate/once,
/datum/objective/maroon,
/datum/objective/debrain,
/datum/objective/protect,
/datum/objective/assist,
// Fulp edit START - Bloodsuckers
// DEFAULT OBJECTIVES //
/datum/objective/bloodsucker/lair,
/datum/objective/survive/bloodsucker,
/datum/objective/bloodsucker/protege,
/datum/objective/bloodsucker/heartthief,
/datum/objective/bloodsucker/gourmand,
// MISC OBJECTIVES //
/datum/objective/bloodsucker/monsterhunter,
/datum/objective/bloodsucker/vassalhim,
/datum/objective/bloodsucker/frenzy,
// Fulp edit END
/datum/objective/destroy,
/datum/objective/hijack,
/datum/objective/escape,
/datum/objective/survive,
/datum/objective/martyr,
/datum/objective/steal,
/datum/objective/download,
/datum/objective/nuclear,
/datum/objective/capture,
/datum/objective/absorb,
/datum/objective/minor/pet,
/datum/objective/custom
)
for(var/T in allowed_types)
var/datum/objective/X = T
GLOB.admin_objective_list[initial(X.name)] = T
/datum/objective/contract
var/payout = 0
var/payout_bonus = 0
var/area/dropoff = null
// Generate a random valid area on the station that the dropoff will happen.
/datum/objective/contract/proc/generate_dropoff()
var/found = FALSE
while (!found)
var/area/dropoff_area = pick(GLOB.areas)
if(dropoff_area && is_station_level(dropoff_area.z) && !dropoff_area.outdoors)
dropoff = dropoff_area
found = TRUE
// Check if both the contractor and contract target are at the dropoff point.
/datum/objective/contract/proc/dropoff_check(mob/user, mob/target)
var/area/user_area = get_area(user)
var/area/target_area = get_area(target)
return (istype(user_area, dropoff) && istype(target_area, dropoff))