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fulpstation/code/game/gamemodes/wizard/rightandwrong.dm
Cheridan 2aa0247b00 Merge pull request #9701 from Cuboos/SoundsEp2_WizardBoogaloo
Wizard Sounds has the update. Been a bit since i've done a commit, so…
2015-05-31 15:51:59 -05:00

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//In this file: Summon Magic/Summon Guns/Summon Events
/proc/rightandwrong(var/summon_type, var/mob/user, var/survivor_probability) //0 = Summon Guns, 1 = Summon Magic
var/list/gunslist = list("taser","egun","laser","revolver","detective","c20r","nuclear","deagle","gyrojet","pulse","suppressed","cannon","doublebarrel","shotgun","combatshotgun","bulldog","mateba","sabr","crossbow","saw","car","boltaction","speargun","arg")
var/list/magiclist = list("fireball","smoke","blind","mindswap","forcewall","knock","horsemask","charge", "summonitem", "wandnothing", "wanddeath", "wandresurrection", "wandpolymorph", "wandteleport", "wanddoor", "wandfireball", "staffchange", "staffhealing", "armor", "scrying","staffdoor", "special")
var/list/magicspeciallist = list("staffchange","staffanimation", "wandbelt", "contract", "staffchaos", "necromantic")
if(user) //in this case either someone holding a spellbook or a badmin
user << "<B>You summoned [summon_type ? "magic" : "guns"]!</B>"
message_admins("[key_name_admin(user, 1)] summoned [summon_type ? "magic" : "guns"]!")
log_game("[key_name(user)] summoned [summon_type ? "magic" : "guns"]!")
for(var/mob/living/carbon/human/H in player_list)
if(H.stat == 2 || !(H.client)) continue
if(H.mind)
if(H.mind.special_role == "Wizard" || H.mind.special_role == "apprentice") continue
if(prob(survivor_probability) && !(H.mind in ticker.mode.traitors))
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
var/datum/objective/survive/survive = new
survive.owner = H.mind
H.mind.objectives += survive
H.attack_log += "\[[time_stamp()]\] <font color='red'>Was made into a survivor, and trusts no one!</font>"
H << "<B>You are the survivor! Your own safety matters above all else, trust no one and kill anyone who gets in your way. However, armed as you are, now would be the perfect time to settle that score or grab that pair of yellow gloves you've been eyeing...</B>"
var/obj_count = 1
for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++
var/randomizeguns = pick(gunslist)
var/randomizemagic = pick(magiclist)
var/randomizemagicspecial = pick(magicspeciallist)
if(!summon_type)
switch (randomizeguns)
if("taser")
new /obj/item/weapon/gun/energy/gun/advtaser(get_turf(H))
if("egun")
new /obj/item/weapon/gun/energy/gun(get_turf(H))
if("laser")
new /obj/item/weapon/gun/energy/laser(get_turf(H))
if("revolver")
new /obj/item/weapon/gun/projectile/revolver(get_turf(H))
if("detective")
new /obj/item/weapon/gun/projectile/revolver/detective(get_turf(H))
if("deagle")
new /obj/item/weapon/gun/projectile/automatic/pistol/deagle/camo(get_turf(H))
if("gyrojet")
new /obj/item/weapon/gun/projectile/automatic/gyropistol(get_turf(H))
if("pulse")
new /obj/item/weapon/gun/energy/pulse(get_turf(H))
if("suppressed")
new /obj/item/weapon/gun/projectile/automatic/pistol(get_turf(H))
new /obj/item/weapon/suppressor(get_turf(H))
if("doublebarrel")
new /obj/item/weapon/gun/projectile/revolver/doublebarrel(get_turf(H))
if("shotgun")
new /obj/item/weapon/gun/projectile/shotgun(get_turf(H))
if("combatshotgun")
new /obj/item/weapon/gun/projectile/shotgun/combat(get_turf(H))
if("arg")
new /obj/item/weapon/gun/projectile/automatic/ar(get_turf(H))
if("mateba")
new /obj/item/weapon/gun/projectile/revolver/mateba(get_turf(H))
if("boltaction")
new /obj/item/weapon/gun/projectile/shotgun/boltaction(get_turf(H))
if("speargun")
new /obj/item/weapon/gun/projectile/automatic/speargun(get_turf(H))
if("cannon")
var/obj/item/weapon/gun/energy/lasercannon/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin //no authentication pins for spawned guns. fun allowed.
if("crossbow")
var/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("nuclear")
var/obj/item/weapon/gun/energy/gun/nuclear/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("sabr")
var/obj/item/weapon/gun/projectile/automatic/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("bulldog")
var/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("c20r")
var/obj/item/weapon/gun/projectile/automatic/c20r/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("saw")
var/obj/item/weapon/gun/projectile/automatic/l6_saw/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
if("car")
var/obj/item/weapon/gun/projectile/automatic/m90/gat = new(get_turf(H))
gat.pin = new /obj/item/device/firing_pin
playsound(get_turf(H),'sound/magic/Summon_guns.ogg', 50, 1)
else
switch (randomizemagic)
if("fireball")
new /obj/item/weapon/spellbook/oneuse/fireball(get_turf(H))
if("smoke")
new /obj/item/weapon/spellbook/oneuse/smoke(get_turf(H))
if("blind")
new /obj/item/weapon/spellbook/oneuse/blind(get_turf(H))
if("mindswap")
new /obj/item/weapon/spellbook/oneuse/mindswap(get_turf(H))
if("forcewall")
new /obj/item/weapon/spellbook/oneuse/forcewall(get_turf(H))
if("knock")
new /obj/item/weapon/spellbook/oneuse/knock(get_turf(H))
if("horsemask")
new /obj/item/weapon/spellbook/oneuse/barnyard(get_turf(H))
if("charge")
new /obj/item/weapon/spellbook/oneuse/charge(get_turf(H))
if("summonitem")
new /obj/item/weapon/spellbook/oneuse/summonitem(get_turf(H))
if("wandnothing")
new /obj/item/weapon/gun/magic/wand(get_turf(H))
if("wanddeath")
new /obj/item/weapon/gun/magic/wand/death(get_turf(H))
if("wandresurrection")
new /obj/item/weapon/gun/magic/wand/resurrection(get_turf(H))
if("wandpolymorph")
new /obj/item/weapon/gun/magic/wand/polymorph(get_turf(H))
if("wandteleport")
new /obj/item/weapon/gun/magic/wand/teleport(get_turf(H))
if("wanddoor")
new /obj/item/weapon/gun/magic/wand/door(get_turf(H))
if("wandfireball")
new /obj/item/weapon/gun/magic/wand/fireball(get_turf(H))
if("staffhealing")
new /obj/item/weapon/gun/magic/staff/healing(get_turf(H))
if("staffdoor")
new /obj/item/weapon/gun/magic/staff/door(get_turf(H))
if("armor")
new /obj/item/clothing/suit/space/hardsuit/wizard(get_turf(H))
if("scrying")
new /obj/item/weapon/scrying(get_turf(H))
if (!(H.dna.check_mutation(XRAY)))
H.dna.add_mutation(XRAY)
H << "<span class='notice'>The walls suddenly disappear.</span>"
if("special")
magiclist -= "special" //only one super OP item per summoning max
switch (randomizemagicspecial)
if("staffchange")
new /obj/item/weapon/gun/magic/staff/change(get_turf(H))
if("staffanimation")
new /obj/item/weapon/gun/magic/staff/animate(get_turf(H))
if("wandbelt")
new /obj/item/weapon/storage/belt/wands/full(get_turf(H))
if("contract")
new /obj/item/weapon/antag_spawner/contract(get_turf(H))
if("staffchaos")
new /obj/item/weapon/gun/magic/staff/chaos(get_turf(H))
if("necromantic")
new /obj/item/device/necromantic_stone(get_turf(H))
H << "<span class='notice'>You suddenly feel lucky.</span>"
playsound(get_turf(H),'sound/magic/Summon_Magic.ogg', 50, 1)
/proc/summonevents()
if(!SSevent.wizardmode)
SSevent.frequency_lower = 600 //1 minute lower bound
SSevent.frequency_upper = 3000 //5 minutes upper bound
SSevent.toggleWizardmode()
SSevent.reschedule()
else //Speed it up
SSevent.frequency_upper -= 600 //The upper bound falls a minute each time, making the AVERAGE time between events lessen
if(SSevent.frequency_upper < SSevent.frequency_lower) //Sanity
SSevent.frequency_upper = SSevent.frequency_lower
SSevent.reschedule()
message_admins("Summon Events intensifies, events will now occur every [SSevent.frequency_lower / 600] to [SSevent.frequency_upper / 600] minutes.")
log_game("Summon Events was increased!")