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* adds round table to replace tacking some data in feedback table * removes obsolete code for acolytes_survived * uses a better query * corrects var name * uses actual sql queries * adds commit column and connected checks before queries
266 lines
9.6 KiB
Plaintext
266 lines
9.6 KiB
Plaintext
/datum/game_mode
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var/list/datum/mind/wizards = list()
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var/list/datum/mind/apprentices = list()
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/datum/game_mode/wizard
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name = "wizard"
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config_tag = "wizard"
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antag_flag = ROLE_WIZARD
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required_players = 20
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required_enemies = 1
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recommended_enemies = 1
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enemy_minimum_age = 14
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round_ends_with_antag_death = 1
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announce_span = "danger"
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announce_text = "There is a space wizard attacking the station!\n\
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<span class='danger'>Wizard</span>: Accomplish your objectives and cause mayhem on the station.\n\
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<span class='notice'>Crew</span>: Eliminate the wizard before they can succeed!"
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var/use_huds = 0
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var/finished = 0
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/datum/game_mode/wizard/pre_setup()
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var/datum/mind/wizard = pick(antag_candidates)
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wizards += wizard
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modePlayer += wizard
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wizard.assigned_role = "Wizard"
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wizard.special_role = "Wizard"
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if(GLOB.wizardstart.len == 0)
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to_chat(wizard.current, "<span class='boldannounce'>A starting location for you could not be found, please report this bug!</span>")
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return 0
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for(var/datum/mind/wiz in wizards)
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wiz.current.loc = pick(GLOB.wizardstart)
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return 1
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/datum/game_mode/wizard/post_setup()
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for(var/datum/mind/wizard in wizards)
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log_game("[wizard.key] (ckey) has been selected as a Wizard")
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equip_wizard(wizard.current)
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forge_wizard_objectives(wizard)
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if(use_huds)
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update_wiz_icons_added(wizard)
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greet_wizard(wizard)
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name_wizard(wizard.current)
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..()
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return
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/datum/game_mode/proc/forge_wizard_objectives(datum/mind/wizard)
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switch(rand(1,100))
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if(1 to 30)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = wizard
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kill_objective.find_target()
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wizard.objectives += kill_objective
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if (!(locate(/datum/objective/escape) in wizard.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = wizard
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wizard.objectives += escape_objective
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if(31 to 60)
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = wizard
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steal_objective.find_target()
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wizard.objectives += steal_objective
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if (!(locate(/datum/objective/escape) in wizard.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = wizard
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wizard.objectives += escape_objective
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if(61 to 85)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = wizard
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kill_objective.find_target()
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wizard.objectives += kill_objective
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = wizard
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steal_objective.find_target()
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wizard.objectives += steal_objective
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if (!(locate(/datum/objective/survive) in wizard.objectives))
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = wizard
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wizard.objectives += survive_objective
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else
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if (!(locate(/datum/objective/hijack) in wizard.objectives))
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = wizard
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wizard.objectives += hijack_objective
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return
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/datum/game_mode/proc/name_wizard(mob/living/carbon/human/wizard_mob)
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//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
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var/wizard_name_first = pick(GLOB.wizard_first)
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var/wizard_name_second = pick(GLOB.wizard_second)
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var/randomname = "[wizard_name_first] [wizard_name_second]"
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spawn(0)
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var/newname = copytext(sanitize(input(wizard_mob, "You are the Space Wizard. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
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if (!newname)
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newname = randomname
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wizard_mob.real_name = newname
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wizard_mob.name = newname
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if(wizard_mob.mind)
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wizard_mob.mind.name = newname
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/* Wizards by nature cannot be too young. */
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if(wizard_mob.age < WIZARD_AGE_MIN)
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wizard_mob.age = WIZARD_AGE_MIN
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return
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/datum/game_mode/proc/greet_wizard(datum/mind/wizard, you_are=1)
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if (you_are)
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to_chat(wizard.current, "<span class='boldannounce'>You are the Space Wizard!</span>")
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to_chat(wizard.current, "<B>The Space Wizards Federation has given you the following tasks:</B>")
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wizard.announce_objectives()
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return
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/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
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if(!istype(wizard_mob) || !wizard_mob.mind)
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return 0
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wizard_mob.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(null)) //Wizards get Magic Missile and Ethereal Jaunt by default
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wizard_mob.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null))
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/datum/game_mode/proc/equip_wizard(mob/living/carbon/human/wizard_mob)
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if (!istype(wizard_mob))
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return
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//So zards properly get their items when they are admin-made.
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qdel(wizard_mob.wear_suit)
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qdel(wizard_mob.head)
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qdel(wizard_mob.shoes)
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for(var/obj/item/I in wizard_mob.held_items)
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qdel(I)
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qdel(wizard_mob.r_store)
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qdel(wizard_mob.l_store)
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wizard_mob.set_species(/datum/species/human)
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wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_ears)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(wizard_mob), slot_w_uniform)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/magic(wizard_mob), slot_shoes)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(wizard_mob), slot_wear_suit)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(wizard_mob), slot_head)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(wizard_mob), slot_back)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(wizard_mob), slot_in_backpack)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(wizard_mob), slot_r_store)
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var/obj/item/weapon/spellbook/spellbook = new /obj/item/weapon/spellbook(wizard_mob)
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spellbook.owner = wizard_mob
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wizard_mob.put_in_hands_or_del(spellbook)
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to_chat(wizard_mob, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
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to_chat(wizard_mob, "The spellbook is bound to you, and others cannot use it.")
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to_chat(wizard_mob, "In your pockets you will find a teleport scroll. Use it as needed.")
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wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
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return 1
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/datum/game_mode/wizard/check_finished()
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for(var/datum/mind/wizard in wizards)
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if(isliving(wizard.current) && wizard.current.stat!=DEAD)
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return ..()
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if(SSevents.wizardmode) //If summon events was active, turn it off
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SSevents.toggleWizardmode()
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SSevents.resetFrequency()
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return ..()
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/datum/game_mode/wizard/declare_completion()
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if(finished)
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SSticker.mode_result = "loss - wizard killed"
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to_chat(world, "<span class='userdanger'>The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</span>")
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SSticker.news_report = WIZARD_KILLED
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..()
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return 1
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/datum/game_mode/proc/auto_declare_completion_wizard()
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if(wizards.len)
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var/text = "<br><font size=3><b>the wizards/witches were:</b></font>"
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for(var/datum/mind/wizard in wizards)
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text += "<br><b>[wizard.key]</b> was <b>[wizard.name]</b> ("
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if(wizard.current)
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if(wizard.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(wizard.current.real_name != wizard.name)
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text += " as <b>[wizard.current.real_name]</b>"
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else
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text += "body destroyed"
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text += ")"
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var/count = 1
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var/wizardwin = 1
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for(var/datum/objective/objective in wizard.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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SSblackbox.add_details("wizard_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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SSblackbox.add_details("wizard_objective","[objective.type]|FAIL")
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wizardwin = 0
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count++
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if(wizard.current && wizard.current.stat!=2 && wizardwin)
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text += "<br><font color='green'><B>The wizard was successful!</B></font>"
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SSblackbox.add_details("wizard_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The wizard has failed!</B></font>"
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SSblackbox.add_details("wizard_success","FAIL")
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if(wizard.spell_list.len>0)
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text += "<br><B>[wizard.name] used the following spells: </B>"
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var/i = 1
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for(var/obj/effect/proc_holder/spell/S in wizard.spell_list)
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text += "[S.name]"
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if(wizard.spell_list.len > i)
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text += ", "
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i++
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text += "<br>"
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to_chat(world, text)
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return 1
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//OTHER PROCS
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//To batch-remove wizard spells. Linked to mind.dm.
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/mob/proc/spellremove(mob/M)
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if(!mind)
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return
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for(var/X in src.mind.spell_list)
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var/obj/effect/proc_holder/spell/spell_to_remove = X
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qdel(spell_to_remove)
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mind.spell_list -= spell_to_remove
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//returns whether the mob is a wizard (or apprentice)
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/proc/iswizard(mob/living/M)
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return istype(M) && M.mind && SSticker && SSticker.mode && ((M.mind in SSticker.mode.wizards) || (M.mind in SSticker.mode.apprentices))
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/datum/game_mode/proc/update_wiz_icons_added(datum/mind/wiz_mind)
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var/datum/atom_hud/antag/wizhud = GLOB.huds[ANTAG_HUD_WIZ]
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wizhud.join_hud(wiz_mind.current)
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set_antag_hud(wiz_mind.current, ((wiz_mind in wizards) ? "wizard" : "apprentice"))
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/datum/game_mode/proc/update_wiz_icons_removed(datum/mind/wiz_mind)
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var/datum/atom_hud/antag/wizhud = GLOB.huds[ANTAG_HUD_WIZ]
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wizhud.leave_hud(wiz_mind.current)
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set_antag_hud(wiz_mind.current, null)
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