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2020-02-19 19:48:29 -08:00

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/*
Contains:
- Uplink parent
- Generic Syndicate uplink
- Integrated uplink (PDA & headset)
- Wizard's spellbook
Note: Add new traitor items to syndicate_buylist.dm, not here.
Every type of Syndicate uplink now includes support for job- and objective-specific items.
*/
/////////////////////////////////////////// Uplink parent ////////////////////////////////////////////
/obj/item/uplink
name = "uplink"
stamina_damage = 25
stamina_cost = 25
stamina_crit_chance = 10
var/uses = 12 // Amount of telecrystals.
var/list/datum/syndicate_buylist/items_general = list() // See setup().
var/list/datum/syndicate_buylist/items_job = list()
var/list/datum/syndicate_buylist/items_objective = list()
var/is_VR_uplink = 0
var/lock_code = null
var/lock_code_autogenerate = 0
var/locked = 0
var/use_default_GUI = 0 // Use the parent's HTML interface (less repeated code).
var/temp = null
var/selfdestruct = 0
var/can_selfdestruct = 0
var/datum/syndicate_buylist/reading_about = null
// Spawned uplinks for which setup() wasn't called manually only get the standard (generic) items.
New()
SPAWN_DBG (10)
if (src && istype(src) && (!src.items_general.len && !src.items_job.len && !src.items_objective.len))
src.setup()
return
proc/generate_code()
if (!src || !istype(src))
return
var/code = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega","Gamma","Zeta")]"
return code
proc/setup(var/datum/mind/ownermind, var/obj/item/device/master)
if (!src || !istype(src))
return
if (!islist(src.items_general))
src.items_general = list()
if (!islist(src.items_job))
src.items_job = list()
if (!islist(src.items_objective))
src.items_objective = list()
for (var/datum/syndicate_buylist/S in syndi_buylist_cache)
if (src.is_VR_uplink)
if (!S.vr_allowed)
continue
if (S.objective)
src.items_objective.Add(S)
else if (S.job)
src.items_job.Add(S)
else
src.items_general.Add(S)
else
var/blocked = 0
if (ticker && ticker.mode)
if (S.blockedmode && islist(S.blockedmode) && S.blockedmode.len)
for (var/V in S.blockedmode)
if (ispath(V) && istype(ticker.mode, V)) // No meta by checking VR uplinks.
blocked = 1
continue
if (S.exclusivemode && islist(S.exclusivemode) && S.exclusivemode.len)
for (var/V in S.exclusivemode)
if (ispath(V) && !istype(ticker.mode, V)) // No meta by checking VR uplinks.
blocked = 1
continue
if (blocked)
continue
if (istype(S, /datum/syndicate_buylist/surplus))
continue
if (istype(S, /datum/syndicate_buylist/generic) && !src.items_general.Find(S))
src.items_general.Add(S)
if (ownermind || istype(ownermind))
if (ownermind.special_role != "nukeop" && istype(S, /datum/syndicate_buylist/traitor))
if (!S.objective && !S.job && !src.items_general.Find(S))
src.items_general.Add(S)
if (S.objective)
if (ownermind.objectives)
var/has_objective = 0
for (var/datum/objective/O in ownermind.objectives)
if (istype(O, S.objective))
has_objective = 1
if (has_objective && !src.items_objective.Find(S))
src.items_objective.Add(S)
if (S.job)
for (var/allowedjob in S.job)
if (ownermind.assigned_role && ownermind.assigned_role == allowedjob && !src.items_job.Find(S))
src.items_job.Add(S)
// Sort alphabetically by item name.
var/list/names = list()
var/list/namecounts = list()
if (src.items_general.len)
var/list/sort1 = list()
for (var/datum/syndicate_buylist/S1 in src.items_general)
var/name = S1.name
if (name in names) // Should never, ever happen, but better safe than sorry.
namecounts[name]++
name = text("[] ([])", name, namecounts[name])
else
names.Add(name)
namecounts[name] = 1
sort1[name] = S1
src.items_general = sortList(sort1)
if (src.items_job.len)
var/list/sort2 = list()
for (var/datum/syndicate_buylist/S2 in src.items_job)
var/name = S2.name
if (name in names)
namecounts[name]++
name = text("[] ([])", name, namecounts[name])
else
names.Add(name)
namecounts[name] = 1
sort2[name] = S2
src.items_job = sortList(sort2)
if (src.items_objective.len)
var/list/sort3 = list()
for (var/datum/syndicate_buylist/S3 in src.items_objective)
var/name = S3.name
if (name in names)
namecounts[name]++
name = text("[] ([])", name, namecounts[name])
else
names.Add(name)
namecounts[name] = 1
sort3[name] = S3
src.items_objective = sortList(sort3)
return
proc/vr_check(var/mob/user)
if (!src || !istype(src) || !user || !ismob(user))
return 0
if (src.is_VR_uplink == 0)
return 1
var/area/A = get_area(user)
if (!A || !istype(A, /area/sim))
return 0
else
return 1
proc/explode()
if (!src || !istype(src))
return
if (src.can_selfdestruct == 1)
var/turf/location = get_turf(src.loc)
if (location && isturf(location))
location.hotspot_expose(700,125)
explosion(src, location, 0, 0, 2, 4)
qdel(src)
return
attack_self(mob/user as mob)
if (src.vr_check(user) != 1)
user.show_text("This uplink only works in virtual reality.", "red")
else if (src.use_default_GUI == 1)
user.machine = src
src.generate_menu()
return
proc/generate_menu()
if (src.uses < 0)
src.uses = 0
if (src.use_default_GUI == 0)
return
var/dat
if (src.selfdestruct)
dat = "Self Destructing..."
else if (src.locked && !isnull(src.lock_code))
dat = "The uplink is locked. <A href='byond://?src=\ref[src];unlock=1'>Enter password</A>.<BR>"
else if (reading_about)
var/item_about = "<b>Error:</b> We're sorry, but there is no current entry for this item!<br>For full information on Syndicate Tools, call 1-555-SYN-DKIT."
if(reading_about.desc) item_about = "[reading_about.desc]"
dat += "<b>Extended Item Information:</b><hr>[item_about]<hr><A href='byond://?src=\ref[src];back=1'>Back</A>"
else
if (src.temp)
dat = "[src.temp]<BR><BR><A href='byond://?src=\ref[src];temp=1'>Clear</A>"
else
if (src.is_VR_uplink)
dat = "<B><U>Syndicate Simulator 2053!</U></B><BR>"
dat += "Buy the Cat Armor DLC today! Only 250 Credits!"
dat += "<HR>"
dat += "<B>Sandbox mode - Spawn item:</B><BR><table cellspacing=5>"
else
dat = "<B>Syndicate Uplink Console:</B><BR>"
dat += "[syndicate_currency] left: [src.uses]<BR>"
dat += "<HR>"
dat += "<B>Request item:</B><BR>"
dat += "<I>Each item costs a number of [syndicate_currency] as indicated by the number following their name.</I><BR><table cellspacing=5>"
if (src.items_objective && islist(src.items_objective) && src.items_objective.len)
dat += "</table><B>Objective specific:</B><BR><table cellspacing=5>"
for (var/O in src.items_objective)
var/datum/syndicate_buylist/I3 = src.items_objective[O]
dat += "<tr><td><A href='byond://?src=\ref[src];spawn=\ref[src.items_objective[O]]'>[I3.name]</A> ([I3.cost])</td><td><A href='byond://?src=\ref[src];about=\ref[src.items_objective[O]]'>About</A></td>"
if (src.items_job && islist(src.items_job) && src.items_job.len)
dat += "</table><B>Job specific:</B><BR><table cellspacing=5>"
for (var/J in src.items_job)
var/datum/syndicate_buylist/I2 = src.items_job[J]
dat += "<tr><td><A href='byond://?src=\ref[src];spawn=\ref[src.items_job[J]]'>[I2.name]</A> ([I2.cost])</td><td><A href='byond://?src=\ref[src];about=\ref[src.items_job[J]]'>About</A></td>"
if (src.items_general && islist(src.items_general) && src.items_general.len)
dat += "</table><B>Standard Equipment:</B><BR><table cellspacing=5>"
for (var/G in src.items_general)
var/datum/syndicate_buylist/I1 = src.items_general[G]
dat += "<tr><td><A href='byond://?src=\ref[src];spawn=\ref[src.items_general[G]]'>[I1.name]</A> ([I1.cost])</td><td><A href='byond://?src=\ref[src];about=\ref[src.items_general[G]]'>About</A></td>"
dat += "</table>"
var/do_divider = 1
if (istype(src, /obj/item/uplink/integrated/radio))
var/obj/item/uplink/integrated/radio/RU = src
if (!isnull(RU.origradio) && istype(RU.origradio, /obj/item/device/radio))
dat += "<HR><A href='byond://?src=\ref[src];lock=1'>Lock</A><BR>"
do_divider = 0
else if (src.is_VR_uplink == 0 && !isnull(src.lock_code))
dat += "<HR><A href='byond://?src=\ref[src];lock=1'>Lock</A><BR>"
do_divider = 0
if (src.can_selfdestruct == 1)
dat += "[do_divider == 1 ? "<HR>" : ""]<A href='byond://?src=\ref[src];selfdestruct=1'>Self-Destruct</A>"
usr.Browse(dat, "window=radio")
onclose(usr, "radio")
return
// Validates that the user is not trying to spawn something they should not
proc/validate_spawn(var/datum/syndicate_buylist/SB)
for(var/S in items_general)
if(SB == items_general[S])
return 1
for(var/S in items_job)
if(SB == items_job[S])
return 1
for(var/S in items_objective)
if(SB == items_objective[S])
return 1
return 0
#define CHECK1 (get_dist(src, usr) > 1 || !usr.contents.Find(src) || !isliving(usr) || iswraith(usr) || isintangible(usr))
#define CHECK2 (usr.getStatusDuration("stunned") > 0 || usr.getStatusDuration("weakened") || usr.getStatusDuration("paralysis") > 0 || !isalive(usr) || usr.restrained())
Topic(href, href_list)
..()
if (src.uses < 0)
src.uses = 0
if (src.use_default_GUI == 0)
return
if (CHECK1)
return
if (CHECK2)
return
if (src.vr_check(usr) != 1)
usr.show_text("This uplink only works in virtual reality.", "red")
return
usr.machine = src
if (href_list["unlock"] && src.locked && !isnull(src.lock_code))
var/the_code = adminscrub(input(usr, "Please enter the password.", "Unlock Uplink", null))
if (!src || !istype(src) || !usr || !ismob(usr) || CHECK1 || CHECK2)
return
if (isnull(the_code) || !cmptext(the_code, src.lock_code))
usr.show_text("Incorrect password.", "red")
return
src.locked = 0
usr.show_text("The uplink beeps softly and unlocks.", "blue")
else if (href_list["lock"])
if (istype(src, /obj/item/uplink/integrated/radio))
var/obj/item/uplink/integrated/radio/RU = src
if (!isnull(RU.origradio) && istype(RU.origradio, /obj/item/device/radio))
usr.machine = null
usr.Browse(null, "window=radio")
var/obj/item/device/radio/T = RU.origradio
RU.set_loc(T)
T.set_loc(usr)
usr.u_equip(RU)
usr.put_in_hand_or_drop(T)
RU.set_loc(T)
T.set_frequency(initial(T.frequency))
T.attack_self(usr)
return
else if (src.locked == 0 && src.is_VR_uplink == 0)
src.locked = 1
usr.show_text("The uplink is now locked.", "blue")
else if (href_list["spawn"])
var/datum/syndicate_buylist/I = locate(href_list["spawn"])
if (!I || !istype(I))
//usr.show_text("Something went wrong (invalid syndicate_buylist reference). Please try again and contact a coder if the problem persists.", "red")
return
// Trying to spawn things you shouldn't, eh?
if(!validate_spawn(I))
trigger_anti_cheat(usr, "tried to href exploit the syndicate buylist")
return
if (src.is_VR_uplink == 0)
if (src.uses < I.cost)
boutput(usr, "<span style=\"color:red\">The uplink doesn't have enough [syndicate_currency] left for that!</span>")
return
src.uses = max(0, src.uses - I.cost)
if (usr.mind)
usr.mind.purchased_traitor_items += I
if (I.item)
var/obj/item = new I.item(get_turf(src))
I.run_on_spawn(item, usr)
if (src.is_VR_uplink == 0)
statlog_traitor_item(usr, I.name, I.cost)
if (I.item2)
new I.item2(get_turf(src))
if (I.item3)
new I.item3(get_turf(src))
else if (href_list["about"])
reading_about = locate(href_list["about"])
else if (href_list["back"])
reading_about = null
else if (href_list["selfdestruct"] && src.can_selfdestruct == 1)
src.selfdestruct = 1
SPAWN_DBG (100)
if (src)
src.explode()
else if (href_list["temp"])
src.temp = null
src.attack_self(usr)
return
#undef CHECK1
#undef CHECK2
/////////////////////////////////////////////// Syndicate uplink ////////////////////////////////////////////
/obj/item/uplink/syndicate
name = "station bounced radio"
icon = 'icons/obj/device.dmi'
icon_state = "radio"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
w_class = 2.0
item_state = "radio"
throw_speed = 4
throw_range = 20
m_amt = 100
use_default_GUI = 1
can_selfdestruct = 1
setup(var/datum/mind/ownermind, var/obj/item/device/master)
..()
if (src.lock_code_autogenerate == 1)
src.lock_code = src.generate_code()
src.locked = 1
return
alternate // a version that isn't hidden as a radio. So nukeops can better understand where to click to get guns.
name = "syndicate equipment uplink"
desc = "An uplink terminal that allows you to order weapons and items."
icon_state = "uplink"
/obj/item/uplink/syndicate/virtual
name = "Syndicate Simulator 2053"
desc = "Pretend you are a space terrorist! Harmless VR fun for all the family!"
uses = INFINITY
is_VR_uplink = 1
can_selfdestruct = 0
explode()
src.temp = "Bang! Just kidding."
return
///////////////////////////////////////////////// Integrated uplinks (PDA & headset) //////////////////////////////////
/obj/item/uplink/integrated
name = "uplink module"
desc = "An electronic uplink system of unknown origin."
icon = 'icons/obj/module.dmi'
icon_state = "power_mod"
can_selfdestruct = 0
explode()
return
/obj/item/uplink/integrated/pda
lock_code_autogenerate = 1
var/obj/item/device/pda2/hostpda = null
var/orignote = null //Restore original notes when locked.
var/active = 0 //Are we currently active??
var/menu_message = ""
setup(var/datum/mind/ownermind, var/obj/item/device/master)
..()
if (master && istype(master))
if (istype(master, /obj/item/device/pda2))
var/obj/item/device/pda2/P = master
P.uplink = src
if (src.lock_code_autogenerate == 1)
src.lock_code = src.generate_code()
src.hostpda = P
return
proc/unlock()
if ((isnull(src.hostpda)))
return
if(src.active)
src.hostpda.host_program:mode = 1
return
if(istype(src.hostpda.host_program, /datum/computer/file/pda_program/os/main_os))
src.orignote = src.hostpda.host_program:note
src.active = 1
src.hostpda.host_program:mode = 1 //Switch right to the notes program
src.generate_menu()
src.print_to_host(src.menu_message)
return
//Communicate with traitor through the PDA's note function.
proc/print_to_host(var/text)
if (isnull(src.hostpda))
return
if (!istype(src.hostpda.host_program, /datum/computer/file/pda_program/os/main_os))
return
src.hostpda.host_program:note = text
for (var/mob/M in viewers(1, src.hostpda.loc))
if (M.client && M.machine == src.hostpda)
src.hostpda.attack_self(M)
return
//Let's build a menu!
generate_menu()
if (src.uses < 0)
src.uses = 0
if (src.vr_check(usr) != 1)
src.menu_message = "This uplink only works in virtual reality."
return
src.menu_message = "<B>Syndicate Uplink Console:</B><BR>"
src.menu_message += "[syndicate_currency] left: [src.uses]<BR>"
src.menu_message += "<HR>"
src.menu_message += "<B>Request item:</B><BR>"
src.menu_message += "<I>Each item costs a number of [syndicate_currency] as indicated by the number following their name.</I><BR><table cellspacing=5>"
if (src.items_general && islist(src.items_general) && src.items_general.len)
for (var/G in src.items_general)
var/datum/syndicate_buylist/I1 = src.items_general[G]
src.menu_message += "<tr><td><A href='byond://?src=\ref[src];buy_item=\ref[src.items_general[G]]'>[I1.name]</A> ([I1.cost])</td><td><A href='byond://?src=\ref[src];abt_item=\ref[src.items_general[G]]'>About</A></td>"
if (src.items_job && islist(src.items_job) && src.items_job.len)
src.menu_message += "</table><B>Job specific:</B><BR><table cellspacing=5>"
for (var/J in src.items_job)
var/datum/syndicate_buylist/I2 = src.items_job[J]
src.menu_message += "<tr><td><A href='byond://?src=\ref[src];buy_item=\ref[src.items_job[J]]'>[I2.name]</A> ([I2.cost])</td><td><A href='byond://?src=\ref[src];abt_item=\ref[src.items_job[J]]'>About</A></td>"
if (src.items_objective && islist(src.items_objective) && src.items_objective.len)
src.menu_message += "</table><B>Objective specific:</B><BR><table cellspacing=5>"
for (var/O in src.items_objective)
var/datum/syndicate_buylist/I3 = src.items_objective[O]
src.menu_message += "<tr><td><A href='byond://?src=\ref[src];buy_item=\ref[src.items_objective[O]]'>[I3.name]</A> ([I3.cost])</td><td><A href='byond://?src=\ref[src];abt_item=\ref[src.items_objective[O]]'>About</A></td>"
src.menu_message += "</table><HR>"
return
Topic(href, href_list)
if (src.uses < 0)
src.uses = 0
if (isnull(src.hostpda) || !src.active)
return
if (get_dist(src.hostpda, usr) > 1 || !usr.contents.Find(src.hostpda) || !isliving(usr) || iswraith(usr) || isintangible(usr))
return
if (usr.getStatusDuration("stunned") > 0 || usr.getStatusDuration("weakened") || usr.getStatusDuration("paralysis") > 0 || !isalive(usr) || usr.restrained())
return
if (src.vr_check(usr) != 1)
usr.show_text("This uplink only works in virtual reality.", "red")
return
if (href_list["buy_item"])
var/datum/syndicate_buylist/I = locate(href_list["buy_item"])
if (!I || !istype(I))
//usr.show_text("Something went wrong (invalid syndicate_buylist reference). Please try again and contact a coder if the problem persists.", "red")
return
// Trying to spawn things you shouldn't, eh?
if(!validate_spawn(I))
trigger_anti_cheat(usr, "tried to href exploit the syndicate buylist")
return
if (src.is_VR_uplink == 0)
if (src.uses < I.cost)
boutput(usr, "<span style=\"color:red\">The uplink doesn't have enough [syndicate_currency] left for that!</span>")
return
src.uses = max(0, src.uses - I.cost)
if (usr.mind)
usr.mind.purchased_traitor_items += I
if (I.item)
var/obj/item = new I.item(get_turf(src.hostpda))
I.run_on_spawn(item, usr)
if (src.is_VR_uplink == 0)
statlog_traitor_item(usr, I.name, I.cost)
if (I.item2)
new I.item2(get_turf(src.hostpda))
if (I.item3)
new I.item3(get_turf(src.hostpda))
else if (href_list["abt_item"])
var/datum/syndicate_buylist/I = locate(href_list["abt_item"])
var/item_about = "<b>Error:</b> We're sorry, but there is no current entry for this item!<br>For full information on Syndicate Tools, call 1-555-SYN-DKIT."
if(I.desc) item_about = I.desc
src.print_to_host("<b>Extended Item Information:</b><hr>[item_about]<hr><A href='byond://?src=\ref[src];back=1'>Back</A>")
return
/*else if (href_list["back"])
src.generate_menu()
src.print_to_host(src.menu_message)
return*/
src.generate_menu()
src.print_to_host(src.menu_message)
return
/obj/item/uplink/integrated/radio
lock_code_autogenerate = 1
use_default_GUI = 1
var/obj/item/device/radio/origradio = null
generate_code()
if (!src || !istype(src))
return
var/freq = 1441
var/list/freqlist = list()
while (freq <= 1489)
if (freq < 1451 || freq > 1459)
freqlist += freq
freq += 2
if ((freq % 2) == 0)
freq += 1
freq = freqlist[rand(1, freqlist.len)]
return freq
setup(var/datum/mind/ownermind, var/obj/item/device/master)
..()
if (master && istype(master))
if (istype(master, /obj/item/device/radio))
var/obj/item/device/radio/R = master
R.traitorradio = src
if (src.lock_code_autogenerate == 1)
R.traitor_frequency = src.generate_code()
R.protected_radio = 1
src.name = R.name
src.icon = R.icon
src.icon_state = R.icon_state
src.origradio = R
return
/obj/item/uplink/integrated/pda/spy
uses = 5 //amount of times that we can deliver items
//When uses hits 0, the spawn will be an ID tracker
//at -1 and below, no new item spawns! yer done
var/start_uses = 5
var/loops_allowed = 1
var/loops = 0 //allow us to continue getting gear at a slowed rate instead of allowing uses to go to -1!
var/max_loops = 8
var/bounty_tally = 0 //during loop, need more bountieas for rewards to fill
var/datum/game_mode/spy_theft/game
disposing()
if (game)
game.uplinks -= src
..()
setup(var/datum/mind/ownermind, var/obj/item/device/master)
..()
if (ticker && ticker.mode)
if (istype(ticker.mode, /datum/game_mode/spy_theft))
src.game = ticker.mode
else //The gamemode is NOT spy, but we've got one on our hands! Set this badboy up.
if (!ticker.mode.spy_market)
ticker.mode.spy_market = new /datum/game_mode/spy_theft
SPAWN_DBG(5 SECONDS) //Some possible bounty items (like organs) need some time to get set up properly and be assigned names
ticker.mode.spy_market.build_bounty_list()
ticker.mode.spy_market.update_bounty_readouts()
game = ticker.mode.spy_market
if (game)
game.uplinks += src
return
proc/req_bounties()
if (loops <= 0 || !loops_allowed)
.= 1
else
.= loops+1 - bounty_tally
proc/bounty_is_claimable(var/A)
.= 0
if (ismob(A))
var/mob/M = A
for (var/obj/possible in M.contents)
.= bounty_object_is_claimable(possible)
if(.)
break
else if (isobj(A))
.= bounty_object_is_claimable(A)
proc/bounty_object_is_claimable(var/obj/delivery)
.= 0
for(var/datum/bounty_item/B in game.active_bounties)
if (B.claimed)
continue
var/organ_succ = (B.item && delivery == B.item)
var/everythingelse_succ = ( (B.path && istype(delivery,B.path)) || B.item && delivery == B.item || (B.photo_containing && istype(delivery,/obj/item/photo) && findtext(delivery.name, B.photo_containing)) )
if ((B.organ && organ_succ) || (!B.organ && everythingelse_succ))
if (B.delivery_area && B.delivery_area != get_area(src.hostpda))
return 0
return delivery
proc/try_deliver(var/obj/delivery, var/mob/user)
if (uses < 0)
src.ui_update()
return
if (user.mind && user.mind.special_role != "spy_thief")
user.show_text("You cannot claim a bounty! The PDA doesn't recognize you!", "red")
return 0
for(var/datum/bounty_item/B in game.active_bounties)
if (B.claimed)
continue
if ( (B.path && istype(delivery,B.path)) || B.item && delivery == B.item || (B.photo_containing && istype(delivery,/obj/item/photo) && findtext(delivery.name, B.photo_containing)) )
if (B.delivery_area && B.delivery_area != get_area(src.hostpda))
user.show_text("You must stand in the designated delivery zone to send this item!", "red")
return 0
B.claimed = 1
for (var/mob/M in delivery.contents) //make sure we dont delete mobs inside the stolen item
M.loc = get_turf(delivery)
if (istype(delivery.loc, /mob))
var/mob/M = delivery.loc
if (istype(delivery,/obj/item/parts/human_parts) && ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/parts/human_parts/HP = delivery
// var/limb_name = HP.holder.real_name + "'s " + HP.name
if(HP == B.item) //Uhh idk if this will work
HP.remove()
take_bleeding_damage(H, null, 10)
H.changeStatus("weakened", 3 SECONDS)
playsound(H.loc, 'sound/impact_sounds/Flesh_Break_2.ogg', 50, 1)
H.emote("scream")
else
user.show_text("That isn't the right limb!", "red")
else
M.drop_from_slot(delivery,get_turf(M))
qdel(delivery)
if (user.mind && user.mind.special_role == "spy_thief")
user.mind.spy_stolen_items += B.name
if (req_bounties() > 1)
bounty_tally += 1
user.show_text("Your PDA accepts the bounty. Deliver [req_bounties()] more bounties to earn a reward.", "red")
else
src.spawn_reward(B, user)
src.ui_update()
return 1
user.show_text("You cannot claim [delivery] for bounty!", "red")
src.ui_update()
return 0
proc/loop()
if (loops_allowed && loops < max_loops)
uses = start_uses
loops += 1
proc/spawn_reward(var/datum/bounty_item/B, var/mob/user)
B.spawn_reward(user,src)
if (uses == 0)//Spawn ID tracker. Last item!
if (loops <= 0)
if (user.mind)
var/spawn_tracker = 0
//for (var/datum/objective/objective in user.mind.objectives)
// if (istype(objective,/datum/objective_set/spy_theft/vigilante))
// spawn_tracker = 1
if (spawn_tracker) //only aspawn id tracker if we have the proper objective
var/obj/item/extra = new /datum/syndicate_buylist/traitor/idtracker/spy
user.put_in_hand_or_drop(extra)
loop()
uses--
bounty_tally = 0
return 1
proc/ui_update() //when the market refreshes or bounties are claimed, everyone needs ta know
src.generate_menu()
src.print_to_host(src.menu_message)
generate_menu()
src.menu_message = "<B>Spy Console:</B><BR>"
if (game)
//var/datum/game_mode/spy_theft/game = ticker.mode
var/refresh_time_formatted = round((game.last_refresh_time + game.bounty_refresh_interval)/10 ,1)
refresh_time_formatted = "[round(refresh_time_formatted / 3600)]:[add_zero(round(refresh_time_formatted % 3600 / 60), 2)]:[add_zero(num2text(refresh_time_formatted % 60), 2)]"
if (src.uses < 0 && (loops >= max_loops || !loops_allowed))
src.menu_message += "<b>Assasinate the following targets.</b> Be warned, we expect them to be armed and dangerous.<br>"
for (var/datum/mind/M in ticker.mode.traitors)
if (M.current)
src.menu_message += "<tr><td><b>[M.current.name]</b><br></td></tr>"
else
if (loops <= 0)
src.menu_message += ""
//src.menu_message += "Fulfill <B>[src.uses+1]</B> bounties to track your assasination targets.<BR><HR>"
else
src.menu_message += ""
//src.menu_message += "Fulfill <B>[req_bounties()]</B> bounties receive your next reward. You have already earned your ID tracker.<BR><HR>"
src.menu_message += "<B>Current Bounties (Next Refresh at : [refresh_time_formatted]):</B>"
for(var/datum/bounty_item/B in game.active_bounties)
var/atext = ""
if (B.reveal_area && B.item && !B.claimed)
atext = "<br>(Last Seen : [get_area(B.item)])"
var/rtext = ""
if (B.reward)
if (req_bounties() <= 1)
rtext = "<br><b>Reward</b> : [B.reward.name]"
else
rtext = "<br><b>Reward</b> : Not available. Deliver [req_bounties()] more bounties."
src.menu_message += "<small><br><br><tr><td><b>[B.name]</b>[rtext][atext]<br> [(B.claimed) ? "(<b>CLAIMED</b>)" : "(Deliver : <b>[B.delivery_area ? B.delivery_area : "Anywhere"]</b>)"]</td></tr></small>"
src.menu_message += "<HR>"
src.menu_message += "<br><I>Each bounty is open to all spies. Be sure to satisfy the requirements before your enemies.</I><BR><BR>"
src.menu_message += "<br><I>A **HOT** bounty indicates that the payout will be higher in value.</I><BR><BR>"
src.menu_message += "<I>Stand in the Deliver Area and touch a bountied item (or use click + drag) to this PDA. Our fancy wormhole tech can take care of the rest. Your efforts will be rewarded.</I><BR><table cellspacing=5>"
return
Topic(href, href_list)
if (isnull(src.hostpda) || !src.active)
return
if (get_dist(src.hostpda, usr) > 1 || !usr.contents.Find(src.hostpda) || !isliving(usr) || iswraith(usr) || isintangible(usr))
return
if (usr.getStatusDuration("stunned") > 0 || usr.getStatusDuration("weakened") || usr.getStatusDuration("paralysis") > 0 || !isalive(usr) || usr.restrained())
return
src.generate_menu()
src.print_to_host(src.menu_message)
return
///////////////////////////////////////// Wizard's spellbook ///////////////////////////////////////////////////
/obj/item/SWF_uplink
name = "Spellbook"
icon = 'icons/obj/wizard.dmi'
icon_state = "spellbook"
item_state = "spellbook"
var/wizard_key = ""
var/temp = null
var/uses = 4
var/selfdestruct = 0
var/traitor_frequency = 0
var/obj/item/device/radio/origradio = null
var/list/spells = list()
flags = FPRINT | ONBELT | TABLEPASS
throwforce = 5
w_class = 2
throw_speed = 4
throw_range = 20
m_amt = 100
var/vr = 0
New(var/in_vr = 0)
..()
if (in_vr)
vr = 1
uses *= 2
//Kubius spellbook upgrade: autonomous compendium of SWF uplink datums
for(var/D in (typesof(/datum/SWFuplinkspell) - /datum/SWFuplinkspell))
src.spells += new D(src)
/datum/SWFuplinkspell
var/name = "Spell"
var/eqtype = "Spell"
var/desc = "This is a spell."
var/cost = 1
var/cooldown = null
var/assoc_spell = null
var/vr_allowed = 1
var/obj/item/assoc_item = null
proc/SWFspell_CheckRequirements(var/mob/living/carbon/human/user,var/obj/item/SWF_uplink/book)
if (!user || !book)
return 999 // unknown error
if (book.vr && !src.vr_allowed)
return 3
if (src.assoc_spell)
if (user.abilityHolder.getAbility(assoc_spell))
return 2
if (book.uses < src.cost)
return 1 // ran out of points
proc/SWFspell_Purchased(var/mob/living/carbon/human/user,var/obj/item/SWF_uplink/book)
if (!user || !book)
return
if (src.assoc_spell)
user.abilityHolder.addAbility(src.assoc_spell)
user.abilityHolder.updateButtons()
if (src.assoc_item)
var/obj/item/I = new src.assoc_item(usr.loc)
if (istype(I, /obj/item/staff) && usr.mind)
var/obj/item/staff/S = I
S.wizard_key = usr.mind.key
book.uses -= src.cost
/datum/SWFuplinkspell/soulguard
name = "Soulguard"
eqtype = "Enchantment"
vr_allowed = 0
desc = "Soulguard is basically a one-time do-over that teleports you back to the wizard shuttle and restores your life in the event that you die. However, the enchantment doesn't trigger if your body has been gibbed or otherwise destroyed. Also note that you will respawn completely naked."
SWFspell_CheckRequirements(var/mob/living/carbon/human/user,var/obj/item/SWF_uplink/book)
. = ..()
if (user.spell_soulguard) return 2
SWFspell_Purchased(var/mob/living/carbon/human/user,var/obj/item/SWF_uplink/book)
..()
user.spell_soulguard = 1
/datum/SWFuplinkspell/staffofcthulhu
name = "Staff of Cthulhu"
eqtype = "Equipment"
desc = "The crew will normally steal your staff and run off with it to cripple your casting abilities, but that doesn't work so well with this version. Any non-wizard dumb enough to touch or pull the Staff of Cthulhu takes massive brain damage and is knocked down for quite a while, and hiding the staff in a closet or somewhere else is similarly ineffective given that you can summon it to your active hand at will. It also makes a much better bludgeoning weapon than the regular staff, hitting harder and occasionally inflicting brain damage."
assoc_spell = /datum/targetable/spell/summon_staff
assoc_item = /obj/item/staff/cthulhu
/datum/SWFuplinkspell/bull
name = "Bull's Charge"
eqtype = "Offensive"
desc = "Records your movement for 4 seconds, after which a massive bull charges along the recorded path, smacking anyone unfortunate to get in its way (excluding yourself) and dealing a significant amount of brute damage in the process. Watch your head for loose items, they are thrown around too."
cooldown = 15
assoc_spell = /datum/targetable/spell/bullcharge
/*
/datum/SWFuplinkspell/shockwave
name = "Shockwave"
eqtype = "Offensive"
desc = "This spell will violently throw back any nearby objects or people.<br>Cooldown:"
cooldown = 40
assoc_spell = /datum/targetable/spell/shockwave
*/
/datum/SWFuplinkspell/fireball
name = "Fireball"
eqtype = "Offensive"
desc = "This spell allows you to fling a fireball at a nearby target of your choice. The fireball will explode, knocking down and burning anyone too close, including you."
cooldown = 20
assoc_spell = /datum/targetable/spell/fireball
/datum/SWFuplinkspell/prismatic_spray
name = "Prismatic Spray"
eqtype = "Offensive"
desc = "This spell allows you to launch a spray of colorful and wildly innaccurate projectiles outwards in a cone aimed roughly at a nearby target."
cooldown = 25
assoc_spell = /datum/targetable/spell/prismatic_spray
/*
/datum/SWFuplinkspell/shockinggrasp
name = "Shocking Grasp"
eqtype = "Offensive"
desc = "This spell cannot be used on a moving target due to the need for a very short charging sequence, but will instantly kill them, destroy everything they're wearing, and vaporize their body."
cooldown = 60
assoc_spell = /datum/targetable/spell/kill
*/
/datum/SWFuplinkspell/shockingtouch
name = "Shocking Touch"
eqtype = "Offensive"
desc = "This spell cannot be used on a moving target due to the need for a very short charging sequence, but will instantly put them in critical condition, and shock and stun anyone close to them."
cooldown = 80
assoc_spell = /datum/targetable/spell/shock
/datum/SWFuplinkspell/iceburst
name = "Ice Burst"
eqtype = "Offensive"
desc = "This spell fires freezing cold projectiles that will temporarily freeze the floor beneath them, and slow down targets on contact."
cooldown = 20
assoc_spell = /datum/targetable/spell/iceburst
/datum/SWFuplinkspell/blind
name = "Blind"
eqtype = "Offensive"
desc = "This spell temporarily blinds and stuns a target of your choice."
cooldown = 10
assoc_spell = /datum/targetable/spell/blind
/datum/SWFuplinkspell/clownsrevenge
name = "Clown's Revenge"
eqtype = "Offensive"
desc = "This spell turns an adjacent target into an obese, idiotic, horrible, and useless clown."
cooldown = 125
assoc_spell = /datum/targetable/spell/cluwne
/datum/SWFuplinkspell/balefulpolymorph
name = "Baleful Polymorph"
eqtype = "Offensive"
desc = "This spell turns an adjacent target into some kind of an animal."
cooldown = 125
vr_allowed = 0
assoc_spell = /datum/targetable/spell/animal
/datum/SWFuplinkspell/rathensecret
name = "Rathen's Secret"
eqtype = "Offensive"
desc = "This spell summons a shockwave that rips the arses off of your foes. If you're lucky, the shockwave might even sever an arm or leg."
cooldown = 50
assoc_spell = /datum/targetable/spell/rathens
/*/datum/SWFuplinkspell/lightningbolt
name = "Lightning Bolt"
eqtype = "Offensive"
desc = "Fires a bolt of electricity in a cardinal direction. Causes decent damage, and can go through thin walls and solid objects. You need special HAZARDOUS robes to cast this!"
cooldown = 20
assoc_verb = */
/datum/SWFuplinkspell/forcewall
name = "Forcewall"
eqtype = "Defensive"
desc = "This spell creates an unbreakable wall from where you stand that extends to your sides. It lasts for 30 seconds."
cooldown = 10
assoc_spell = /datum/targetable/spell/forcewall
/datum/SWFuplinkspell/blink
name = "Blink"
eqtype = "Defensive"
desc = "This spell teleports you a short distance forwards. Useful for evasion or getting into areas."
cooldown = 10
assoc_spell = /datum/targetable/spell/blink
/datum/SWFuplinkspell/teleport
name = "Teleport"
eqtype = "Defensive"
desc = "This spell teleports you to an area of your choice, but requires a short time to charge up."
vr_allowed = 0
cooldown = 45
assoc_spell = /datum/targetable/spell/teleport
/datum/SWFuplinkspell/warp
name = "Warp"
eqtype = "Defensive"
desc = "This spell teleports a visible foe away from you."
vr_allowed = 0
cooldown = 10
assoc_spell = /datum/targetable/spell/warp
/datum/SWFuplinkspell/spellshield
name = "Spell Shield"
eqtype = "Defensive"
desc = "This spell encases you in a magical shield that protects you from melee attacks and projectiles for 10 seconds. It also absorbs some of the blast of explosions."
cooldown = 30
assoc_spell = /datum/targetable/spell/magshield
/datum/SWFuplinkspell/doppelganger
name = "Doppelganger"
eqtype = "Defensive"
desc = "This spell projects a decoy in the direction you were moving while rendering you invisible and capable of moving through solid matter for a few moments."
cooldown = 30
assoc_spell = /datum/targetable/spell/doppelganger
/datum/SWFuplinkspell/knock
name = "Knock"
eqtype = "Utility"
desc = "This spell opens all doors, lockers, and crates up to five tiles away. It also blows open cyborg head compartments, damaging them and exposing their brains."
cooldown = 10
assoc_spell = /datum/targetable/spell/knock
/datum/SWFuplinkspell/empower
name = "Empower"
eqtype = "Utility"
desc = "This spell causes you to turn into a hulk, and gain telekinesis for a short while."
cooldown = 40
assoc_spell = /datum/targetable/spell/mutate
/datum/SWFuplinkspell/summongolem
name = "Summon Golem"
eqtype = "Utility"
desc = "This spell allows you to turn a reagent you currently hold (in a jar, bottle or other container) into a golem. Golems will attack your enemies, and release their contents as chemical smoke when destroyed."
cooldown = 50
assoc_spell = /datum/targetable/spell/golem
/datum/SWFuplinkspell/animatedead
name = "Animate Dead"
eqtype = "Utility"
desc = "This spell infuses an adjacent human corpse with necromantic energy, creating a durable skeleton minion that seeks to pummel your enemies into oblivion."
cooldown = 85
assoc_spell = /datum/targetable/spell/animatedead
/datum/SWFuplinkspell/pandemonium
name = "Pandemonium"
eqtype = "Miscellaneous"
desc = "This spell causes random effects to happen. Best used only by skilled wizards."
vr_allowed = 0
cooldown = 40
assoc_spell = /datum/targetable/spell/pandemonium
/obj/item/SWF_uplink/proc/explode()
var/turf/location = get_turf(src.loc)
location.hotspot_expose(700, 125)
explosion(src, location, 0, 0, 2, 4)
qdel(src.master)
qdel(src)
return
/obj/item/SWF_uplink/attack_self(mob/user as mob)
if(!user.mind || (user.mind && user.mind.key != src.wizard_key))
boutput(user, "<span style=\"color:red\"><b>The spellbook is magically attuned to someone else!</b></span>")
return
user.machine = src
var/html = {"
[(user.client && !user.client.use_chui) ? "<!doctype html>\n<html><head><meta http-equiv=\"X-UA-Compatible\" content=\"IE=edge,chrome=1\"><meta http-equiv=\"Content-Type\" content=\"text/html; charset=UTF-8\"><meta http-equiv=\"pragma\" content=\"no-cache\"><style type='text/css'>body { font-family: Tahoma, sans-serif; font-size: 10pt; }</style><title>Wizard Spellbook</title></head><body>" : ""]
<style type="text/css">
.spell {
position: relative;
}
.spell:hover {
background: #ddd;
}
.spell div {
display: none;
position: absolute;
right: 0;
top: -1em;
background: #ddd;
color: black;
padding: 0.1em 0.3em;
width: 50%;
font-size: 80%;
z-index: 9999;
}
.spell:hover div {
display: block;
}
.cantbuy {
opacity: 0.7;
}
.buyme, .owned {
font-weight: bold;
}
.owned {
background: rgba(0, 255, 0, 0.3);
}
.spell em {
color: #888;
margin-left: 1em;
font-size: 90%;
}
.spelllink { font-weight: bold; }
</style>
<h3>[user.real_name]'s Spellbook</h3>
Spell slots remaining: [src.uses]
"}
var/list/spell_group = list()
var/rowclass = ""
var/rowtext = ""
var/link = ""
var/unusable = 0
for (var/datum/SWFuplinkspell/SP in src.spells)
unusable = SP.SWFspell_CheckRequirements(user, src)
switch (unusable)
if (1)
rowclass = "cantbuy"
rowtext = ""
if (2)
rowclass = "owned"
rowtext = "Acquired!"
if (3)
rowclass = "vr"
rowtext = "Unavailable in VR"
if (999)
rowclass = "cantbuy"
rowtext = "Error???"
else
rowclass = "buyme"
rowtext = ""
if (!spell_group[SP.eqtype])
spell_group[SP.eqtype] = list("<center><b>[SP.eqtype]</b></center>")
if (!unusable)
link = "<a href='byond://?src=\ref[src];buyspell=\ref[SP]'><span class='spelllink [rowclass]'>[SP.name]</span></a>"
else
link = "<span class='spelllink [rowclass]'>[SP.name]</span>"
spell_group[SP.eqtype] += "<div class='spell'>[link]<em>[rowtext]</em><div>[SP.desc][SP.cooldown ? "<br><b>Cooldown: [SP.cooldown / 10] sec.</b>" : ""]</div></div>"
for (var/L in spell_group)
html += jointext(spell_group[L], "")
user.Browse(jointext(html, ""), "window=radio")
onclose(user, "radio")
return
/obj/item/SWF_uplink/Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
var/mob/living/carbon/human/H = usr
if (!( ishuman(H)))
return 1
if ((usr.contents.Find(src) || (in_range(src,usr) && istype(src.loc, /turf))))
usr.machine = src
if (href_list["buyspell"])
var/datum/SWFuplinkspell/SP = locate(href_list["buyspell"])
switch(SP.SWFspell_CheckRequirements(usr,src))
if(1) boutput(usr, "<span style=\"color:red\">You have no more magic points to spend.</span>")
if(2) boutput(usr, "<span style=\"color:red\">You already have this spell.</span>")
if(3) boutput(usr, "<span style=\"color:red\">This spell isn't availble in VR.</span>")
if(999) boutput(usr, "<span style=\"color:red\">Unknown Error.</span>")
else
SP.SWFspell_Purchased(usr,src)
else if (href_list["aboutspell"])
var/datum/SWFuplinkspell/SP = locate(href_list["aboutspell"])
src.temp = "[SP.desc]"
if (SP.cooldown)
src.temp += "<BR>It takes [SP.cooldown] seconds to recharge after use."
else if (href_list["lock"] && src.origradio)
// presto chango, a regular radio again! (reset the freq too...)
usr.machine = null
usr.Browse(null, "window=radio")
var/obj/item/device/radio/T = src.origradio
var/obj/item/SWF_uplink/R = src
R.set_loc(T)
T.set_loc(usr)
// R.layer = initial(R.layer)
R.layer = 0
usr.u_equip(R)
usr.put_in_hand_or_drop(T)
R.set_loc(T)
T.set_frequency(initial(T.frequency))
T.attack_self(usr)
return
else if (href_list["selfdestruct"])
src.temp = "<A href='byond://?src=\ref[src];selfdestruct2=1'>Self-Destruct</A>"
else if (href_list["selfdestruct2"])
src.selfdestruct = 1
SPAWN_DBG (100)
explode()
return
else
if (href_list["temp"])
src.temp = null
if (ismob(src.loc))
attack_self(src.loc)
else
for(var/mob/M in viewers(1, src))
if (M.client)
src.attack_self(M)
//if (istype(H.wear_suit, /obj/item/clothing/suit/wizrobe))
// H.wear_suit.check_abilities()
return