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2020-02-16 19:40:21 -08:00

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//[00:45] AngriestIBM Let me generate a round backstory in 5 seconds: This is how the syndicate determines who gets higher ranking positions -- by handing the candidates quad-injectors of mindslaves and having them fight to the death
// Idea: each leader gets a unique goofy experimental piece of equipment, traitor gear that needs field testing (Or worse)
// ex: bottle of corrosive fermid oil, OmegaFlash (field effect turboflash), etc
// like the R&D stuff in paranoia
/datum/game_mode/spy
name = "conspiracy"
config_tag = "spy"
var/list/leaders = list()
var/list/spies = list()
var/const/setup_min_teams = 4
var/const/setup_max_teams = 6
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
/datum/game_mode/spy/announce()
boutput(world, "<B>The current game mode is - Conspiracy!</B>")
boutput(world, "<B>The Syndicate is using the [station_or_ship()] as a battleground to train elite operatives!</B>")
/datum/game_mode/spy/pre_setup()
var/list/leaders_possible = get_possible_leaders()
if (!leaders_possible.len)
return 0
var/num_players = 0
for(var/mob/new_player/player in mobs)
if(player.client && player.ready) num_players++
var/i = rand(5)
var/num_teams = max(setup_min_teams, min(round((num_players + i) / 7), setup_max_teams))
if (num_teams > leaders_possible.len)
num_teams = leaders_possible.len
var/list/chosen_spies = antagWeighter.choose(pool = leaders_possible, role = "spy", amount = num_teams, recordChosen = 1)
for (var/datum/mind/spy in chosen_spies)
leaders += spy
spy.special_role = "spy"
leaders_possible.Remove(spy)
return 1
/datum/game_mode/spy/post_setup()
for (var/datum/mind/leaderMind in leaders)
if (!leaderMind.current)
continue
var/datum/objective/specialist/conspiracy/spyObjective = bestow_objective(leaderMind,/datum/objective/specialist/conspiracy)
spyObjective = bestow_objective(leaderMind, pick(/datum/objective/escape, /datum/objective/escape/survive)) // They have to stay alive, dunno why dying a glorious death was a possible objective.
switch(rand(1, ((leaderMind.assigned_role in list("Captain","Head of Personnel","Head of Security","Chief Engineer","Research Director")) ? 3 : 4) ))
if (1,2)
spyObjective = bestow_objective(leaderMind,/datum/objective/regular/assassinate)
/*if (2)
spyObjective = bestow_objective(leaderMind,/datum/objective/regular/aikill)
if (3)
spyObjective = bestow_objective(leaderMind,/datum/objective/regular/borgdeath)*/
if (3,4)
spyObjective = bestow_objective(leaderMind,/datum/objective/regular/steal)
SHOW_SPY_TIPS(leaderMind.current)
boutput(leaderMind.current, "<span style=\"color:red\">Oh yes, and <b>one more thing:</b> <b>[spyObjective.explanation_text]</b> That is, if you <i>really</i> want that new position.</span>")
equip_leader(leaderMind.current)
SPAWN_DBG (rand(waittime_l, waittime_h))
send_intercept()
/datum/game_mode/spy/send_intercept()
var/intercepttext = "Cent. Com. Update Requested staus information:<BR>"
intercepttext += " Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:"
var/list/possible_modes = list("revolution", "wizard", "nuke", "traitor", "changeling")
var/number = pick(2, 3)
var/i = 0
for(i = 0, i < number, i++)
possible_modes.Remove(pick(possible_modes))
possible_modes.Insert(rand(possible_modes.len), "[ticker.mode]")
var/datum/intercept_text/i_text = new /datum/intercept_text
for(var/A in possible_modes)
intercepttext += i_text.build(A, pick(leaders))
for (var/obj/machinery/communications_dish/C in comm_dishes)
C.add_centcom_report("Cent. Com. Status Summary", intercepttext)
command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
/datum/game_mode/spy/proc/equip_leader(mob/living/carbon/human/leader)
if (!istype(leader))
return
//equip_traitor(leader) <- Quad mindslaves and the starter gear are more than sufficient. Spies really don't need a traitor uplink on top of that.
var/the_slot = null
if (istype(leader.back, /obj/item/storage/) && leader.back.contents.len < 7)
leader.equip_if_possible(new /obj/item/storage/box/spykit(leader), leader.slot_in_backpack)
the_slot = "backpack"
else
var/obj/K2 = new /obj/item/storage/box/spykit(get_turf(leader))
leader.put_in_hand_or_drop(K2)
the_slot = "hand"
boutput(leader, "<span style=\"color:blue\">You've been supplied with a <b>special quad-use implanter</b> in the spy starter kit in your [!isnull(the_slot) ? "[the_slot]" : "UNKNOWN"]. Use it to recruit some mindslaved henchmen!</span>")
return
/datum/game_mode/spy/proc/add_spy(mob/living/new_spy, mob/living/leader)
if (!new_spy || !leader || !new_spy.mind || !leader.mind)
return 0
var/datum/mind/spymind = new_spy.mind
var/datum/mind/leadermind = leader.mind
if (spymind in src.spies)
if (leadermind != src.spies[spymind])
src.spies[spymind] = leadermind
return 1
return 0
src.spies.Add(spymind)
src.spies[spymind] = leadermind
spymind.special_role = "spyslave"
spymind.master = leader.ckey
return 1
/datum/game_mode/spy/proc/remove_spy(mob/living/spy)
src.spies.Remove(spy)
spy.mind.special_role = null
spy.mind.master = null
return 1
/datum/game_mode/spy/proc/get_possible_leaders()
var/list/candidates = list()
for(var/mob/new_player/player in mobs)
if (ishellbanned(player)) continue //No treason for you
if ((player.client) && (player.ready) && !(player.mind in leaders) && !(player.mind in token_players) && !candidates.Find(player.mind))
if(player.client.preferences.be_spy)
candidates += player.mind
if(candidates.len < 1)
logTheThing("debug", null, null, "<b>Enemy Assignment</b>: Not enough players with be_spy set to yes, so we're adding players who don't want to be spy leaders to the pool.")
for(var/mob/new_player/player in mobs)
if (ishellbanned(player)) continue //No treason for you
if ((player.client) && (player.ready) && !(player.mind in leaders) && !(player.mind in token_players) && !candidates.Find(player.mind))
candidates += player.mind
if(candidates.len < 1)
return list()
else
return candidates
/datum/game_mode/spy/declare_completion()
var/text = ""
boutput(world, "<FONT size = 2><B>The infiltrators were: </B></FONT>")
var/datum/mind/potential_winner = null
var/survived_count = 0
for(var/datum/mind/leader_mind in leaders)
text = ""
if(leader_mind.current)
text += "[leader_mind.current.real_name]"
var/turf/T = get_turf_loc(leader_mind.current)
if(isdead(leader_mind.current))
text += " (Dead)"
else
text += " (Survived!)"
survived_count++
if (T.z == 4)
var/all_complete = 1
for (var/datum/objective/O in leader_mind.objectives)
if (istype(O, /datum/objective/specialist/conspiracy))
continue
if (O.check_completion() != 1)
all_complete = 0
break
if (isnull(potential_winner) && all_complete)
potential_winner = leader_mind
else
text += "[leader_mind.key] (character destroyed)"
boutput(world, text)
if (istype(potential_winner) && potential_winner.current && (survived_count == 1))
boutput(world, "<h2><b>[potential_winner.current.real_name] succeeded! The Syndicate has promoted them to [pick("Executive Bathroom Toilet Scrubber", "Head Office Cafeteria Worker", "Board Room Custodian")]!</b></h2>")
#ifdef DATALOGGER
game_stats.Increment("traitorwin")
#endif
else
boutput(world, "<h2><b>The infiltrators did not succeed!</b></h2>")
#ifdef DATALOGGER
game_stats.Increment("traitorloss")
#endif
text = ""
boutput(world, "<FONT size = 2><B>The brainwashed conspirators were: </B></FONT>")
if (!spies.len)
text += "Nobody!"
else
for(var/datum/mind/spy_mind in spies)
if(spy_mind.current)
text += "[spy_mind.current.real_name]"
if(isdead(spy_mind.current))
text += " (Dead)"
else
text += " (Survived!)"
else
text += "[spy_mind.key] (character destroyed)"
text += ", "
boutput(world, text)
..() // Admin-assigned antagonists or whatever.
/obj/item/device/spy_implanter
name = "Multi-Use Implanter"
desc = "A specialized, self-sanitizing implantation implement that may be used to inject multiple implants. As a trade-off, it cannot be reloaded outside of the factory."
icon = 'icons/obj/device.dmi'
icon_state = "revimplanter4"
item_state = "syringe_0"
inhand_image_icon = 'icons/mob/inhand/hand_medical.dmi'
throw_speed = 1
throw_range = 5
w_class = 2.0
var/charges = 4
proc/update_icon()
src.icon_state = "revimplanter[min(4, round((src.charges/initial(src.charges)), 0.25) * 4)]"
return
attack(mob/M as mob, mob/user as mob)
if (!iscarbon(M))
return
var/override = 0
if (user && (charges > 0))
for (var/obj/item/implant/spy_implant/implant_check in M)
if (!implant_check.leader_name)
continue
if (user.mind && (user.mind == implant_check.leader_mind))
boutput(user, "<span style=\"color:red\">Injecting the same person twice won't solve anything!</span>")
return
else
override = (override || prob(10))
if (override)
implant_check.leader_mind = null
implant_check.leader_name = null
if (istype(implant_check.linked_objective))
if (M.mind)
M.mind.objectives -= implant_check.linked_objective
qdel(implant_check.linked_objective)
else
override = -1
break
var/obj/item/implant/spy_implant/new_imp = new
M.visible_message("<span style=\"color:red\">[M] has been implanted by [user].</span>", "<span style=\"color:red\">You have been implanted by [user].</span>")
if(ishuman(M))
M:implant.Add(new_imp)
new_imp.set_loc(M)
new_imp.implanted = 1
new_imp.owner = M
user.show_message("<span style=\"color:red\">You implanted the implant into [M]. <b>[src.charges-1]</b> implants remaining!</span>")
new_imp.implanted(M, user, override)
src.charges--
src.update_icon()
/obj/item/implant/spy_implant
name = "mind slave XL"
var/leader_name = null
var/datum/mind/leader_mind = null
var/datum/objective/linked_objective = null
implanted(mob/M, mob/Implanter, override=0)
..()
if (!istype(ticker.mode, /datum/game_mode/spy))
boutput(M, "<span style=\"color:red\">A stunning pain shoots through your brain!</span>")
boutput(M, "<h1><font color=red>You feel an unwavering loyalty to...</font>yourself.</h1>Maybe the implant was defective? Oh dear, act natural!")
return
if (M == Implanter)
boutput(M, "<span style=\"color:red\">This was a great idea! You always have the best ideas! You feel more self-control than you ever have before!</span>")
alert(M, "This was a great idea! You always have the best ideas! You feel more self-control than you ever have before!", "YOUR BEST IDEA YET!!")
return
if (override == -1)
logTheThing("combat", M, Implanter, "'s loyalties are unchanged! (Injector: %target%)")
boutput(M, "<h1><font color=red>Your loyalties are unaffected! You have resisted this new implant!</font></h1>")
return
var/datum/game_mode/spy/spymode = ticker.mode
if (M.mind && (M.mind in spymode.leaders))
boutput(M, "<span style=\"color:red\">A sharp pain flares behind your eyes, but quickly subsides.</span>")
boutput(M, "<span style=\"color:red\">You have undergone special mental conditioning to gain immunity from the control implants of competing agents.</span>")
return
var/datum/mind/oldLeader = leader_mind
leader_name = Implanter.real_name
leader_mind = Implanter.mind
//todo - implantation when there is another XL already in here
boutput(M, "<span style=\"color:red\">A brilliant pain flashes through your brain!</span>")
if (override)
boutput(M, "<h1><font color=red>Your loyalties have shifted! You now know that it is [leader_name] that is truly deserving of your obedience!</font></h1>")
alert(M, "Your loyalties have shifted! You now know that it is [leader_name] that is truly deserving of your obedience!", "YOU HAVE A NEW MASTER!")
if (istype(leader_mind) && leader_mind.current && M.client)
for (var/image/I in M.client.images)
if (I.loc == oldLeader.current)
qdel(I)
break
else
boutput(M, "<h1><font color=red>You feel an unwavering loyalty to [leader_name]! You feel you must obey \his every order! Do not tell anyone about this unless your master tells you to!</font></h1>")
alert(M, "You feel an unwavering loyalty to [leader_name]! You feel you must obey \his every order! Do not tell anyone about this unless your master tells you to!", "YOU HAVE BEEN MADE A MINDSLAVE!")
if (M.mind)
if (!src.linked_objective)
src.linked_objective = new /datum/objective( )
M.mind.objectives += src.linked_objective
src.linked_objective.explanation_text = "Obey [leader_name]'s every order."
if (leader_mind && leader_mind.current && M.client)
var/I = image(antag_spyleader, loc = leader_mind.current)
M.client.images += I
spymode.add_spy(M, Implanter)
return
on_remove(var/mob/M)
..()
if (leader_name)
boutput(M, "<h1><font color=red>Your loyalty to [(leader_mind && leader_mind.current) ? leader_mind.current.real_name : leader_name] fades away!</font></h1>")
if (istype(ticker.mode, /datum/game_mode/spy))
var/datum/game_mode/spy/spymode = ticker.mode
spymode.remove_spy(M)
if (M.client && src.leader_mind && src.leader_mind.current)
for (var/image/I in M.client.images)
if (I.loc == src.leader_mind.current)
qdel(I)
break
if (M.mind && src.linked_objective)
M.mind.objectives -= src.linked_objective
qdel(src.linked_objective)
src.leader_name = null
src.leader_mind = null
return