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* seperates wizard apprentices from traitors * revision 1 * why did I think this was needed * conflicts * seperates wizard apprentices from traitors * revision 1 * why did I think this was needed * conflicts?
551 lines
21 KiB
Plaintext
551 lines
21 KiB
Plaintext
/*/proc/iswizard(mob/living/M as mob)
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return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.wizards)*/ //See _macros.dm
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/datum/game_mode
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var/list/datum/mind/wizards = list()
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var/list/datum/mind/apprentices = list()
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/datum/game_mode/wizard
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name = "wizard"
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config_tag = "wizard"
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required_players = 2
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required_players_secret = 10
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required_enemies = 1
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recommended_enemies = 1
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rage = 0
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uplink_welcome = "Wizardly Uplink Console:"
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uplink_uses = 10
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var/finished = 0
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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can_be_mixed = TRUE
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/datum/game_mode/wizard/announce()
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to_chat(world, "<B>The current game mode is - Wizard!</B>")
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to_chat(world, "<B>There is a <span class='danger'>SPACE WIZARD on the station. You can't let him achieve his objective!</span>")
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/datum/game_mode/wizard/pre_setup()
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var/list/datum/mind/possible_wizards = get_players_for_role(ROLE_WIZARD)
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if(possible_wizards.len==0)
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log_admin("Failed to set-up a round of wizard. Couldn't find any volunteers to be wizards.")
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message_admins("Failed to set-up a round of wizard. Couldn't find any volunteers to be wizards.")
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return 0
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var/datum/mind/wizard
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while(possible_wizards.len)
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wizard = pick(possible_wizards)
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if(wizard.special_role || (mixed && (wizard in ticker.mode.modePlayer)))
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possible_wizards -= wizard
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wizard = null
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continue
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else
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break
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if(isnull(wizard))
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log_admin("COULD NOT MAKE A WIZARD, Mixed mode is [mixed ? "enabled" : "disabled"]")
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message_admins("COULD NOT MAKE A WIZARD, Mixed mode is [mixed ? "enabled" : "disabled"]")
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return 0
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wizards += wizard
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modePlayer += wizard
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if(mixed)
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ticker.mode.modePlayer += wizards //merge into master antag list
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ticker.mode.wizards += wizards
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wizard.assigned_role = "MODE" //So they aren't chosen for other jobs.
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wizard.special_role = "Wizard"
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wizard.original = wizard.current
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if(wizardstart.len == 0)
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to_chat(wizard.current, "<span class='danger'>A starting location for you could not be found, please report this bug!</span>")
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log_admin("Failed to set-up a round of wizard. Couldn't find any wizard spawn points.")
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message_admins("Failed to set-up a round of wizard. Couldn't find any wizard spawn points.")
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return 0
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for(var/datum/mind/wwizard in wizards)
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wwizard.current.forceMove(pick(wizardstart))
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log_admin("Starting a round of wizard with [wizards.len] wizards.")
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message_admins("Starting a round of wizard with [wizards.len] wizards.")
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return 1
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/datum/game_mode/wizard/post_setup()
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for(var/datum/mind/wizard in wizards)
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forge_wizard_objectives(wizard)
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//learn_basic_spells(wizard.current)
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equip_wizard(wizard.current)
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name_wizard(wizard.current)
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greet_wizard(wizard)
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update_wizard_icons_added(wizard)
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update_all_wizard_icons()
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if(!mixed)
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spawn (rand(waittime_l, waittime_h))
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if(!mixed)
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send_intercept()
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..()
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return
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/datum/game_mode/proc/forge_wizard_objectives(var/datum/mind/wizard)
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switch(rand(1,100))
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if(1 to 30)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = wizard
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kill_objective.find_target()
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wizard.objectives += kill_objective
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if (!(locate(/datum/objective/escape) in wizard.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = wizard
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wizard.objectives += escape_objective
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if(31 to 60)
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = wizard
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steal_objective.find_target()
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wizard.objectives += steal_objective
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if (!(locate(/datum/objective/escape) in wizard.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = wizard
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wizard.objectives += escape_objective
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if(61 to 100)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = wizard
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kill_objective.find_target()
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wizard.objectives += kill_objective
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = wizard
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steal_objective.find_target()
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wizard.objectives += steal_objective
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if (!(locate(/datum/objective/survive) in wizard.objectives))
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = wizard
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wizard.objectives += survive_objective
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else
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if (!(locate(/datum/objective/hijack) in wizard.objectives))
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = wizard
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wizard.objectives += hijack_objective
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return
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/datum/game_mode/proc/name_wizard(mob/living/carbon/human/wizard_mob)
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//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
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if(wizard_mob.species && wizard_mob.species.name != "Human")
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wizard_mob.set_species("Human", 1)
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var/wizard_name_first = pick(wizard_first)
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var/wizard_name_second = pick(wizard_second)
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var/randomname = "[wizard_name_first] [wizard_name_second]"
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spawn(0)
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var/newname = copytext(sanitize(input(wizard_mob, "You are the Space Wizard. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
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if (!newname)
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newname = randomname
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wizard_mob.real_name = newname
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wizard_mob.name = newname
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if(wizard_mob.mind)
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wizard_mob.mind.name = newname
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return
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/datum/game_mode/proc/greet_wizard(var/datum/mind/wizard, var/you_are=1)
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if (you_are)
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var/wikiroute = role_wiki[ROLE_WIZARD]
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to_chat(wizard.current, "<span class='danger'>You are the Space Wizard!</span> <span class='info'><a HREF='?src=\ref[wizard.current];getwiki=[wikiroute]'>(Wiki Guide)</a></span>")
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to_chat(wizard.current, "<B>The Space Wizards Federation has given you the following tasks:</B>")
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var/obj_count = 1
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for(var/datum/objective/objective in wizard.objectives)
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to_chat(wizard.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
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obj_count++
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return
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/*/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
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if (!istype(wizard_mob))
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return
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if(!config.feature_object_spell_system)
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wizard_mob.verbs += /client/proc/jaunt
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wizard_mob.mind.special_verbs += /client/proc/jaunt
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else
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wizard_mob.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(usr)
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*/
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/datum/game_mode/proc/equip_wizard(mob/living/carbon/human/wizard_mob)
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if (!istype(wizard_mob))
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return
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//So zards properly get their items when they are admin-made.
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qdel(wizard_mob.wear_suit)
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qdel(wizard_mob.head)
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qdel(wizard_mob.shoes)
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qdel(wizard_mob.r_store)
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qdel(wizard_mob.l_store)
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if(!wizard_mob.find_empty_hand_index())
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wizard_mob.u_equip(wizard_mob.held_items[GRASP_LEFT_HAND])
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wizard_mob.equip_to_slot_or_del(new /obj/item/device/radio/headset(wizard_mob), slot_ears)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/under/lightpurple(wizard_mob), slot_w_uniform)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(wizard_mob), slot_shoes)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe(wizard_mob), slot_wear_suit)
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wizard_mob.equip_to_slot_or_del(new /obj/item/clothing/head/wizard(wizard_mob), slot_head)
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if(wizard_mob.backbag == 2)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack(wizard_mob), slot_back)
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if(wizard_mob.backbag == 3)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel_norm(wizard_mob), slot_back)
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if(wizard_mob.backbag == 4)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(wizard_mob), slot_back)
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(wizard_mob), slot_in_backpack)
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// wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/scrying_gem(wizard_mob), slot_l_store) For scrying gem.
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wizard_mob.equip_to_slot_or_del(new /obj/item/weapon/teleportation_scroll(wizard_mob), slot_r_store)
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wizard_mob.put_in_hands(new /obj/item/weapon/spellbook(wizard_mob))
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wizard_mob.make_all_robot_parts_organic()
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// For Vox and plasmadudes.
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//wizard_mob.species.handle_post_spawn(wizard_mob)
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to_chat(wizard_mob, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
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to_chat(wizard_mob, "In your pockets you will find a teleport scroll. Use it as needed.")
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wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
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wizard_mob.update_icons()
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return 1
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/datum/game_mode/wizard/check_finished()
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return ..()
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/*
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if(istype(ticker.mode, /datum/game_mode/mixed))
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mixed = 1
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if(config.continous_rounds || mixed)
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return ..()
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var/wizards_alive = 0
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var/traitors_alive = 0
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for(var/datum/mind/wizard in wizards)
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if(!istype(wizard.current,/mob/living/carbon))
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continue
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if(wizard.current.stat==2)
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continue
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wizards_alive++
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if(!wizards_alive)
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for(var/datum/mind/traitor in traitors)
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if(!istype(traitor.current,/mob/living/carbon))
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continue
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if(traitor.current.stat==2)
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continue
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traitors_alive++
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if (wizards_alive || traitors_alive || (rage && src:making_mage))
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return ..()
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else
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finished = 1
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return 1
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*/
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/datum/game_mode/wizard/declare_completion(var/ragin = 0)
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if(finished && !ragin)
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feedback_set_details("round_end_result","loss - wizard killed")
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completion_text += "<br><span class='warning'><FONT size = 3><B> The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</B></FONT></span>"
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..()
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return 1
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/datum/game_mode/proc/auto_declare_completion_wizard()
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var/text = ""
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if(wizards.len)
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var/icon/logo = icon('icons/mob/mob.dmi', "wizard-logo")
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end_icons += logo
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var/tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <font size=2><b>the wizards/witches were:</b></font> <img src="logo_[tempstate].png">"}
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for(var/datum/mind/wizard in wizards)
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if(wizard.current)
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var/icon/flat = getFlatIcon(wizard.current, SOUTH, 1, 1)
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end_icons += flat
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <b>[wizard.key]</b> was <b>[wizard.name]</b> ("}
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if(wizard.current.stat == DEAD)
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text += "died"
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flat.Turn(90)
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end_icons[tempstate] = flat
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else
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text += "survived"
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if(wizard.current.real_name != wizard.name)
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text += " as <b>[wizard.current.real_name]</b>"
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else
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var/icon/sprotch = icon('icons/effects/blood.dmi', "floor1-old")
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end_icons += sprotch
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <b>[wizard.key]</b> was <b>[wizard.name]</b> ("}
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text += "body destroyed"
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text += ")"
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var/count = 1
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var/wizardwin = 1
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for(var/datum/objective/objective in wizard.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("wizard_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("wizard_objective","[objective.type]|FAIL")
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wizardwin = 0
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count++
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if(wizard.current && wizard.current.stat!=2 && wizardwin)
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text += "<br><font color='green'><B>The wizard was successful!</B></font>"
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feedback_add_details("wizard_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The wizard has failed!</B></font>"
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feedback_add_details("wizard_success","FAIL")
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if(wizard.current && wizard.current.spell_list)
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text += "<br><B>[wizard.name] used the following spells: </B>"
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var/i = 1
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for(var/spell/S in wizard.current.spell_list)
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var/icon/spellicon = icon('icons/mob/screen_spells.dmi', S.hud_state)
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end_icons += spellicon
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> [S.name][S.get_scoreboard_suffix()]"}
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if(wizard.current.spell_list.len > i)
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text += ", "
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i++
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text += "<br>"
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text += "<HR>"
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if(apprentices.len)
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var/icon/logo = icon('icons/mob/mob.dmi', "apprentice-logo")
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end_icons += logo
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var/tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <font size=2><b>the wizard's apprentices were:</b></font> <img src="logo_[tempstate].png">"}
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for(var/datum/mind/apprentice in apprentices)
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if(apprentice.current)
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var/icon/flat = getFlatIcon(apprentice.current, SOUTH, 1, 1)
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end_icons += flat
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <b>[apprentice.key]</b> was <b>[apprentice.name]</b> ("}
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if(apprentice.current.stat == DEAD)
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text += "died"
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flat.Turn(90)
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end_icons[tempstate] = flat
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else
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text += "survived"
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if(apprentice.current.real_name != apprentice.name)
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text += " as <b>[apprentice.current.real_name]</b>"
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else
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var/icon/sprotch = icon('icons/effects/blood.dmi', "floor1-old")
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end_icons += sprotch
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> <b>[apprentice.key]</b> was <b>[apprentice.name]</b> ("}
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text += "body destroyed"
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text += ")"
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var/count = 1
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var/apprenticewin = 1
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for(var/datum/objective/objective in apprentice.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("wizard_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("wizard_objective","[objective.type]|FAIL")
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apprenticewin = 0
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count++
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if(apprentice.current && apprentice.current.stat!=2 && apprenticewin)
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text += "<br><font color='green'><B>The apprentice was successful!</B></font>"
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feedback_add_details("wizard_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The apprentice has failed!</B></font>"
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feedback_add_details("wizard_success","FAIL")
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if(apprentice.current && apprentice.current.spell_list)
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text += "<br><B>[apprentice.name] used the following spells: </B>"
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var/i = 1
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for(var/spell/S in apprentice.current.spell_list)
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var/icon/spellicon = icon('icons/mob/screen_spells.dmi', S.hud_state)
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end_icons += spellicon
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tempstate = end_icons.len
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text += {"<br><img src="logo_[tempstate].png"> [S.name]"}
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if(apprentice.current.spell_list.len > i)
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text += ", "
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i++
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text += "<br>"
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text += "<HR>"
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return text
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//OTHER PROCS
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//To batch-remove wizard spells. Linked to mind.dm.
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/mob/proc/spellremove(var/mob/M as mob)
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for(var/spell/spell_to_remove in src.spell_list)
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remove_spell(spell_to_remove)
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// Does this clothing slot count as wizard garb? (Combines a few checks)
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/proc/is_wiz_garb(var/obj/item/clothing/C)
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return C && C.wizard_garb
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/*Checks if the wizard is wearing the proper attire.
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Made a proc so this is not repeated 14 (or more) times.*/
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/mob/proc/wearing_wiz_garb()
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to_chat(src, "Silly creature, you're not a human. Only humans can cast this spell.")
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return 0
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// Humans can wear clothes.
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/mob/living/carbon/human/wearing_wiz_garb()
|
|
if(!is_wiz_garb(src.wear_suit))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my robe.</span>")
|
|
return 0
|
|
if(!is_wiz_garb(src.shoes))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my sandals.</span>")
|
|
return 0
|
|
if(!is_wiz_garb(src.head))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my hat.</span>")
|
|
return 0
|
|
return 1
|
|
|
|
// So can monkeys (FIXME)
|
|
/*
|
|
/mob/living/carbon/monkey/wearing_wiz_garb()
|
|
if(!is_wiz_garb(src.wear_suit))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my robe.</span>")
|
|
return 0
|
|
if(!is_wiz_garb(src.shoes))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my sandals.</span>")
|
|
return 0
|
|
if(!is_wiz_garb(src.head))
|
|
to_chat(src, "<span class='warning'>I don't feel strong enough without my hat.</span>")
|
|
return 0
|
|
return 1
|
|
*/
|
|
|
|
/datum/game_mode/proc/update_all_wizard_icons()
|
|
spawn(0)
|
|
for(var/datum/mind/wizard_mind in wizards)
|
|
if(wizard_mind.current)
|
|
if(wizard_mind.current.client)
|
|
for(var/image/I in wizard_mind.current.client.images)
|
|
if(I.icon_state == "wizard")
|
|
wizard_mind.current.client.images -= I
|
|
|
|
for(var/datum/mind/apprentice_mind in apprentices)
|
|
if(apprentice_mind.current)
|
|
if(apprentice_mind.current.client)
|
|
for(var/image/I in apprentice_mind.current.client.images)
|
|
if(I.icon_state == "wizard" || I.icon_state == "apprentice")
|
|
apprentice_mind.current.client.images -= I
|
|
|
|
for(var/datum/mind/wizard_mind in wizards)
|
|
if(wizard_mind.current)
|
|
if(wizard_mind.current.client)
|
|
for(var/datum/mind/apprentice in apprentices)
|
|
if(apprentice.current)
|
|
var/imageloc = apprentice.current
|
|
if(istype(apprentice.current.loc,/obj/mecha))
|
|
imageloc = apprentice.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "apprentice")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
wizard_mind.current.client.images += I
|
|
for(var/datum/mind/wizard_mind_1 in wizards)
|
|
if(wizard_mind_1.current)
|
|
var/imageloc = wizard_mind_1.current
|
|
if(istype(wizard_mind_1.current.loc,/obj/mecha))
|
|
imageloc = wizard_mind_1.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "wizard")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
wizard_mind.current.client.images += I
|
|
|
|
for(var/datum/mind/apprentice_mind in apprentices)
|
|
if(apprentice_mind.current)
|
|
if(apprentice_mind.current.client)
|
|
for(var/datum/mind/wizard in wizards)
|
|
if(wizard.current)
|
|
var/imageloc = wizard.current
|
|
if(istype(wizard.current.loc,/obj/mecha))
|
|
imageloc = wizard.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "wizard")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
apprentice_mind.current.client.images += I
|
|
for(var/datum/mind/apprentice_1 in apprentices)
|
|
if(apprentice_1.current)
|
|
var/imageloc = apprentice_1.current
|
|
if(istype(apprentice_1.current.loc,/obj/mecha))
|
|
imageloc = apprentice_1.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "apprentice")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
apprentice_mind.current.client.images += I
|
|
|
|
/datum/game_mode/proc/update_wizard_icons_added(datum/mind/wizard_mind)
|
|
spawn(0)
|
|
for(var/datum/mind/wizard_mind_1 in wizards)
|
|
if(wizard_mind_1.current)
|
|
if(wizard_mind_1.current.client)
|
|
var/imageloc = wizard_mind.current
|
|
if(istype(wizard_mind.current.loc,/obj/mecha))
|
|
imageloc = wizard_mind.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "apprentice")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
wizard_mind_1.current.client.images += I
|
|
if(wizard_mind.current)
|
|
if(wizard_mind.current.client)
|
|
var/imageloc = wizard_mind_1.current
|
|
if(istype(wizard_mind_1.current.loc,/obj/mecha))
|
|
imageloc = wizard_mind_1.current.loc
|
|
var/image/J = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "wizard")
|
|
J.plane = WIZ_ANTAG_HUD_PLANE
|
|
wizard_mind.current.client.images += J
|
|
|
|
for(var/datum/mind/apprentice_mind in apprentices)
|
|
if(apprentice_mind.current)
|
|
if(apprentice_mind.current.client)
|
|
var/imageloc = wizard_mind.current
|
|
if(istype(wizard_mind.current.loc,/obj/mecha))
|
|
imageloc = wizard_mind.current.loc
|
|
var/image/I = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "apprentice")
|
|
I.plane = WIZ_ANTAG_HUD_PLANE
|
|
apprentice_mind.current.client.images += I
|
|
if(wizard_mind.current)
|
|
if(wizard_mind.current.client)
|
|
var/imageloc = apprentice_mind.current
|
|
if(istype(apprentice_mind.current.loc,/obj/mecha))
|
|
imageloc = apprentice_mind.current.loc
|
|
var/image/J = image('icons/mob/mob.dmi', loc = imageloc, icon_state = "apprentice")
|
|
J.plane = WIZ_ANTAG_HUD_PLANE
|
|
wizard_mind.current.client.images += J
|
|
|
|
/datum/game_mode/proc/update_wizard_icons_removed(datum/mind/wizard_mind)
|
|
spawn(0)
|
|
for(var/datum/mind/wizard in wizards)
|
|
if(wizard.current)
|
|
if(wizard.current.client)
|
|
for(var/image/I in wizard.current.client.images)
|
|
if((I.icon_state == "wizard" || I.icon_state == "apprentice") && ((I.loc == wizard_mind.current) || (I.loc == wizard_mind.current.loc)))
|
|
//del(I)
|
|
wizard.current.client.images -= I
|
|
|
|
for(var/datum/mind/apprentice_mind in apprentices)
|
|
if(apprentice_mind.current)
|
|
if(apprentice_mind.current.client)
|
|
for(var/image/I in apprentice_mind.current.client.images)
|
|
if((I.icon_state == "wizard" || I.icon_state == "apprentice") && ((I.loc == wizard_mind.current) || (I.loc == wizard_mind.current.loc)))
|
|
//del(I)
|
|
apprentice_mind.current.client.images -= I
|
|
|
|
if(wizard_mind.current)
|
|
if(wizard_mind.current.client)
|
|
for(var/image/I in wizard_mind.current.client.images)
|
|
if(I.icon_state == "wizard" || I.icon_state == "apprentice")
|
|
//del(I)
|
|
wizard_mind.current.client.images -= I
|