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- Combined two copy-pasted procs into one in space ninja code.
- Added a confirm message for space ninjas. They have to hit 'yes' to confirm within 30s to actually spawn. - Fixes issue 904. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5005 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -93,7 +93,15 @@ When I already created about 4 new objectives, this doesn't seem terribly import
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/var/global/toggle_space_ninja = 1//If ninjas can spawn or not.
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/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
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/proc/space_ninja_arrival()
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var/ninja_selection_id = 1
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var/ninja_selection_active = 0
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var/ninja_confirmed_selection = 0
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/proc/space_ninja_arrival(var/assign_key = null, var/assign_mission = null)
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if(ninja_selection_active)
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usr << "\red Ninja selection already in progress. Please wait until it ends."
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return
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var/datum/game_mode/current_mode = ticker.mode
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var/datum/mind/current_mind
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@@ -134,191 +142,241 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
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//Here we pick a location and spawn the ninja.
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var/list/spawn_list = list()
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "carpspawn")
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if(L.name == "ninjaspawn")
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spawn_list.Add(L)
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if(!spawn_list.len)
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for(var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "carpspawn")
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spawn_list.Add(L)
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var/list/candidates = list() //list of candidate keys
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for(var/mob/dead/observer/G in player_list)
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if(G.client && !G.client.holder && ((G.client.inactivity/10)/60) <= 5)
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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if(!candidates.len) return
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candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
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var/ninja_key = null
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if(assign_key)
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ninja_key = assign_key
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else
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var/list/candidates = list() //list of candidate keys
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for(var/mob/dead/observer/G in player_list)
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if(G.client && !G.client.holder && ((G.client.inactivity/10)/60) <= 5)
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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if(!candidates.len) return
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candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
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ninja_key = pick(candidates)
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//The ninja will be created on the right spawn point or at late join.
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var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
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new_ninja.key = pick(candidates)
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new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
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new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
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new_ninja.internals.icon_state = "internal1"
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var/mob/candidate_mob
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for(var/mob/M in player_list)
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if((M.key == ninja_key || M.ckey == ninja_key) && M.client)
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candidate_mob = M
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break
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//Now for the rest of the stuff.
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if(!candidate_mob)
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usr << "\red The randomly chosen mob was not found in the second check."
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return
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var/datum/mind/ninja_mind = new_ninja.mind//For easier reference.
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var/mission_set = 0//To determine if we need to do further processing.
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//Xenos and deathsquads take precedence over everything else.
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ninja_selection_active = 1
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ninja_selection_id++
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var/this_selection_id = ninja_selection_id
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//Unless the xenos are hiding in a locker somewhere, this'll find em.
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for(var/mob/living/carbon/alien/humanoid/xeno in player_list)
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if(istype(xeno))
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xeno_list += xeno
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spawn(1)
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if(alert(candidate_mob, "You have been selected to play as a space ninja. Would you like to play as this role? (You have 30 seconds to accept - You will spawn in 30 seconds if you accept)",,"Yes","No")!="Yes")
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usr << "\red The selected candidate for space ninja declined."
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return
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if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous.
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//Here we want the ninja to murder all the queens. The other aliens don't really matter.
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var/xeno_queen_list[] = list()
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for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list)
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if(xeno_queen.mind&&xeno_queen.stat!=2)
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xeno_queen_list += xeno_queen
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if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50.
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for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list)
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var/datum/objective/assassinate/ninja_objective = new
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//We'll do some manual overrides to properly set it up.
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ninja_objective.owner = ninja_mind
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ninja_objective.target = xeno_queen.mind
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ninja_objective.explanation_text = "Kill \the [xeno_queen]."
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ninja_mind.objectives += ninja_objective
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mission_set = 1
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ninja_confirmed_selection = this_selection_id
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if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ.
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for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there.
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if(current_mind && current_mind.special_role=="Death Commando")
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commando_list += current_mind
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if(commando_list.len)//If there are living commandos still in play.
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for(var/mob/living/carbon/human/commando in commando_list)
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var/datum/objective/assassinate/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role(commando.mind.special_role,1)
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ninja_mind.objectives += ninja_objective
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mission_set = 1
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/*
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If there are no antogonists left it could mean one of two things:
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A) The round is about to end. No harm in spawning the ninja here.
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B) The round is still going and ghosts are probably rioting for something to happen.
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In either case, it's a good idea to spawn the ninja with a semi-random set of objectives.
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*/
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if(!mission_set)//If mission was not set.
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spawn(300)
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if(!ninja_selection_active || (this_selection_id != ninja_selection_id ))
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ninja_selection_active = 0
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candidate_mob << "\red Sorry, you were too late. You only had 30 seconds to accept."
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return
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var/current_minds[]//List being looked on in the following code.
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var/side_list = side=="face" ? 2 : 1//For logic gating.
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var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever.
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var/friendly_targets[] = list()//The guys the ninja must protect.
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if(ninja_confirmed_selection != ninja_selection_id)
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ninja_selection_active = 0
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usr << "\red The ninja did not accept the role in time."
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return
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for(var/i=2,i>0,i--)//Two lists.
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current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at?
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for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good.
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current_mind = pick(current_minds)//Pick a random person.
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/*I'm creating a logic gate here based on the ninja affiliation that compares the list being
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looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved.
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If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles.
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If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/
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hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything.
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friendly_targets += i!=side_list ? current_mind : null
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current_minds -= current_mind//Remove the mind so it's not picked again.
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ninja_selection_active = 0
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var/objective_list[] = list(1,2,3,4,5,6)//To remove later.
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for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3.
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if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty.
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objective_list -= 1
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objective_list -= 4
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if(!friendly_targets.len)
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objective_list -= 3
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switch(pick(objective_list))
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if(1)//kill
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current_mind = pick(hostile_targets)
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//The ninja will be created on the right spawn point or at late join.
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var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
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new_ninja.key = ninja_key
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new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
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new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
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new_ninja.internals.icon_state = "internal1"
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if(current_mind)
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//Now for the rest of the stuff.
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var/datum/mind/ninja_mind = new_ninja.mind//For easier reference.
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var/mission_set = 0//To determine if we need to do further processing.
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//Xenos and deathsquads take precedence over everything else.
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//Unless the xenos are hiding in a locker somewhere, this'll find em.
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for(var/mob/living/carbon/alien/humanoid/xeno in player_list)
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if(istype(xeno))
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xeno_list += xeno
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if(assign_mission)
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new_ninja.mind.store_memory("<B>Mission:</B> \red [assign_mission].<br>")
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new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red <B>[assign_mission]</B>"
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else
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if(xeno_list.len>3)//If there are more than three humanoid xenos on the station, time to get dangerous.
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//Here we want the ninja to murder all the queens. The other aliens don't really matter.
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var/xeno_queen_list[] = list()
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for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_list)
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if(xeno_queen.mind&&xeno_queen.stat!=2)
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xeno_queen_list += xeno_queen
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if(xeno_queen_list.len&&side=="face")//If there are queen about and the probability is 50.
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for(var/mob/living/carbon/alien/humanoid/queen/xeno_queen in xeno_queen_list)
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var/datum/objective/assassinate/ninja_objective = new
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//We'll do some manual overrides to properly set it up.
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ninja_objective.owner = ninja_mind
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ninja_objective.target = xeno_queen.mind
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ninja_objective.explanation_text = "Kill \the [xeno_queen]."
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ninja_mind.objectives += ninja_objective
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mission_set = 1
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if(sent_strike_team&&side=="heel"&&antagonist_list.len)//If a strike team was sent, murder them all like a champ.
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for(current_mind in antagonist_list)//Search and destroy. Since we already have an antagonist list, they should appear there.
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if(current_mind && current_mind.special_role=="Death Commando")
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commando_list += current_mind
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if(commando_list.len)//If there are living commandos still in play.
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for(var/mob/living/carbon/human/commando in commando_list)
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var/datum/objective/assassinate/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em.
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ninja_objective.find_target_by_role(commando.mind.special_role,1)
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ninja_mind.objectives += ninja_objective
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mission_set = 1
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/*
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If there are no antogonists left it could mean one of two things:
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A) The round is about to end. No harm in spawning the ninja here.
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B) The round is still going and ghosts are probably rioting for something to happen.
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In either case, it's a good idea to spawn the ninja with a semi-random set of objectives.
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*/
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if(!mission_set)//If mission was not set.
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else
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i++
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var/current_minds[]//List being looked on in the following code.
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var/side_list = side=="face" ? 2 : 1//For logic gating.
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var/hostile_targets[] = list()//The guys actually picked for the assassination or whatever.
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var/friendly_targets[] = list()//The guys the ninja must protect.
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hostile_targets -= current_mind//Remove them from the list.
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if(2)//Steal
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var/datum/objective/steal/ninja_objective = new
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var/target_item = pick(ninja_objective.possible_items_special)
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ninja_objective.set_target(target_item)
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ninja_mind.objectives += ninja_objective
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for(var/i=2,i>0,i--)//Two lists.
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current_minds = i==2 ? antagonist_list : protagonist_list//Which list are we looking at?
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for(var/t=3,(current_minds.len&&t>0),t--)//While the list is not empty and targets remain. Also, 3 targets is good.
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current_mind = pick(current_minds)//Pick a random person.
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/*I'm creating a logic gate here based on the ninja affiliation that compares the list being
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looked at to the affiliation. Affiliation is just a number used to compare. Meaning comes from the logic involved.
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If the list being looked at is equal to the ninja's affiliation, add the mind to hostiles.
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If not, add the mind to friendlies. Since it can't be both, it will be added only to one or the other.*/
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hostile_targets += i==side_list ? current_mind : null//Adding null doesn't add anything.
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friendly_targets += i!=side_list ? current_mind : null
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current_minds -= current_mind//Remove the mind so it's not picked again.
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objective_list -= 2
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if(3)//Protect. Keeping people alive can be pretty difficult.
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current_mind = pick(friendly_targets)
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var/objective_list[] = list(1,2,3,4,5,6)//To remove later.
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for(var/i=rand(1,3),i>0,i--)//Want to get a few random objectives. Currently up to 3.
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if(!hostile_targets.len)//Remove appropriate choices from switch list if the target lists are empty.
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objective_list -= 1
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objective_list -= 4
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if(!friendly_targets.len)
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objective_list -= 3
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switch(pick(objective_list))
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if(1)//kill
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current_mind = pick(hostile_targets)
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if(current_mind)
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if(current_mind)
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var/datum/objective/assassinate/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))//If they have a special role, use that instead to find em.
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ninja_mind.objectives += ninja_objective
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var/datum/objective/protect/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
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ninja_mind.objectives += ninja_objective
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else
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i++
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else
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i++
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hostile_targets -= current_mind//Remove them from the list.
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if(2)//Steal
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var/datum/objective/steal/ninja_objective = new
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var/target_item = pick(ninja_objective.possible_items_special)
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ninja_objective.set_target(target_item)
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ninja_mind.objectives += ninja_objective
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friendly_targets -= current_mind
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if(4)//Debrain
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current_mind = pick(hostile_targets)
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objective_list -= 2
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if(3)//Protect. Keeping people alive can be pretty difficult.
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current_mind = pick(friendly_targets)
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if(current_mind)
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if(current_mind)
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var/datum/objective/debrain/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
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ninja_mind.objectives += ninja_objective
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var/datum/objective/protect/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
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ninja_mind.objectives += ninja_objective
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else
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i++
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else
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i++
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hostile_targets -= current_mind//Remove them from the list.
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if(5)//Download research
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var/datum/objective/download/ninja_objective = new
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ninja_objective.gen_amount_goal()
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ninja_mind.objectives += ninja_objective
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friendly_targets -= current_mind
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if(4)//Debrain
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current_mind = pick(hostile_targets)
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objective_list -= 5
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if(6)//Capture
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var/datum/objective/capture/ninja_objective = new
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ninja_objective.gen_amount_goal()
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ninja_mind.objectives += ninja_objective
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if(current_mind)
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objective_list -= 6
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var/datum/objective/debrain/ninja_objective = new
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ninja_objective.owner = ninja_mind
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ninja_objective.find_target_by_role((current_mind.special_role ? current_mind.special_role : current_mind.assigned_role),(current_mind.special_role?1:0))
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ninja_mind.objectives += ninja_objective
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if(ninja_mind.objectives.len)//If they got some objectives out of that.
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mission_set = 1
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else
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i++
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if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station.
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var/nuke_code
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var/temp_code
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for(var/obj/machinery/nuclearbomb/N in world)
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temp_code = text2num(N.r_code)
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if(temp_code)//if it's actually a number. It won't convert any non-numericals.
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nuke_code = N.r_code
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break
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if(nuke_code)//If there is a nuke device in world and we got the code.
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var/datum/objective/nuclear/ninja_objective = new//Fun.
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hostile_targets -= current_mind//Remove them from the list.
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if(5)//Download research
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var/datum/objective/download/ninja_objective = new
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ninja_objective.gen_amount_goal()
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ninja_mind.objectives += ninja_objective
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objective_list -= 5
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if(6)//Capture
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var/datum/objective/capture/ninja_objective = new
|
||||
ninja_objective.gen_amount_goal()
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
objective_list -= 6
|
||||
|
||||
if(ninja_mind.objectives.len)//If they got some objectives out of that.
|
||||
mission_set = 1
|
||||
|
||||
if(!ninja_mind.objectives.len||!mission_set)//If they somehow did not get an objective at this point, time to destroy the station.
|
||||
var/nuke_code
|
||||
var/temp_code
|
||||
for(var/obj/machinery/nuclearbomb/N in world)
|
||||
temp_code = text2num(N.r_code)
|
||||
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
|
||||
nuke_code = N.r_code
|
||||
break
|
||||
if(nuke_code)//If there is a nuke device in world and we got the code.
|
||||
var/datum/objective/nuclear/ninja_objective = new//Fun.
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is.
|
||||
|
||||
//Finally add a survival objective since it's usually broad enough for any round type.
|
||||
var/datum/objective/survive/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_objective.explanation_text = "Destroy the station with a nuclear device. The code is [nuke_code]." //Let them know what the code is.
|
||||
ninja_mind.objectives += ninja_objective
|
||||
|
||||
//Finally add a survival objective since it's usually broad enough for any round type.
|
||||
var/datum/objective/survive/ninja_objective = new
|
||||
ninja_objective.owner = ninja_mind
|
||||
ninja_mind.objectives += ninja_objective
|
||||
var/directive = generate_ninja_directive(side)
|
||||
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red <B>[directive]</B>"
|
||||
new_ninja.mind.store_memory("<B>Directive:</B> \red [directive]<br>")
|
||||
|
||||
var/directive = generate_ninja_directive(side)
|
||||
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current directive is: \red <B>[directive]</B>"
|
||||
new_ninja.mind.store_memory("<B>Directive:</B> \red [directive]<br>")
|
||||
var/obj_count = 1
|
||||
new_ninja << "\blue Your current objectives:"
|
||||
for(var/datum/objective/objective in ninja_mind.objectives)
|
||||
new_ninja << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
obj_count++
|
||||
|
||||
var/obj_count = 1
|
||||
new_ninja << "\blue Your current objectives:"
|
||||
for(var/datum/objective/objective in ninja_mind.objectives)
|
||||
new_ninja << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
|
||||
obj_count++
|
||||
|
||||
sent_ninja_to_station = 1//And we're done.
|
||||
return new_ninja//Return the ninja in case we need to reference them later.
|
||||
sent_ninja_to_station = 1//And we're done.
|
||||
return new_ninja//Return the ninja in case we need to reference them later.
|
||||
|
||||
/*
|
||||
This proc will give the ninja a directive to follow. They are not obligated to do so but it's a fun roleplay reminder.
|
||||
@@ -411,43 +469,14 @@ As such, it's hard-coded for now. No reason for it not to be, really.
|
||||
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
|
||||
return
|
||||
|
||||
var/list/spawn_list = list()
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if (L.name == "carpspawn")
|
||||
spawn_list.Add(L)
|
||||
|
||||
|
||||
var/input = ckey(input("Pick character to spawn as the Space Ninja", "Key", ""))
|
||||
if(!input)
|
||||
return
|
||||
|
||||
var/mob/dead/observer/G
|
||||
for(var/mob/dead/observer/G_find in player_list)
|
||||
if(G_find.ckey == input)
|
||||
G = G_find
|
||||
break
|
||||
space_ninja_arrival(input, mission)
|
||||
|
||||
if(!G)//If a ghost was not found.
|
||||
alert("There is no active key like that in the game or the person is not currently a ghost. Aborting command.")
|
||||
return
|
||||
|
||||
var/admin_name = src
|
||||
var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
|
||||
new_ninja.wear_suit:randomize_param()
|
||||
|
||||
new_ninja.key = G.key
|
||||
new_ninja.mind.store_memory("<B>Mission:</B> \red [mission].<br>")
|
||||
|
||||
new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
|
||||
new_ninja.internals.icon_state = "internal1"
|
||||
spawn(0)//Parallel process. Will speed things up a bit.
|
||||
new_ninja.wear_suit:ninitialize(10,new_ninja)//If you're wondering why I'm passing the argument to the proc when the default should suffice,
|
||||
//I'm also wondering that same thing. This makes sure it does not run time error though.
|
||||
|
||||
new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training! \nYour current mission is: \red <B>[mission]</B>"
|
||||
|
||||
message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children! \nTheir <b>mission</b> is: [mission]", 1)
|
||||
log_admin("[admin_name] used Spawn Space Ninja.")
|
||||
message_admins("\blue [key] has spawned [input] as a Space Ninja.\nTheir <b>mission</b> is: [mission]", 1)
|
||||
log_admin("[key] used Spawn Space Ninja.")
|
||||
|
||||
return
|
||||
|
||||
|
||||
Reference in New Issue
Block a user