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-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc... Lists are as follows: -mob_list : Contains all atom/mobs by ref -player_list : Like mob_list, but only contains mobs with clients attached -admin_list : Like player_list, but holds all mobs with clients attached and admin status -living_mob_list : Contains all mobs that ARE alive, regardless of client status -dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts -cable_list : A list containing every obj/structure/cable in existence Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful) These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick. Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else. If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on. Mob related in worlds before this commit: 1262 After: 4 I'm helping git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
367 lines
13 KiB
Plaintext
367 lines
13 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/datum/game_mode
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var/list/datum/mind/cult = list()
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var/list/allwords = list("travel","self","see","hell","blood","join","tech","destroy", "other", "hide")
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/proc/iscultist(mob/living/M as mob)
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return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.cult)
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/proc/is_convertable_to_cult(datum/mind/mind)
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if(!istype(mind)) return 0
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if(istype(mind.current, /mob/living/carbon/human) && (mind.assigned_role in list("Captain", "Chaplain"))) return 0
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for(var/obj/item/weapon/implant/loyalty/L in mind.current)
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if(L && (L.imp_in == mind.current))//Checks to see if the person contains an implant, then checks that the implant is actually inside of them
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return 0
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return 1
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/datum/game_mode/cult
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name = "cult"
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config_tag = "cult"
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restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
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protected_jobs = list()
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required_players = 15
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required_enemies = 3
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recommended_enemies = 4
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uplink_welcome = "Nar-Sie Uplink Console:"
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uplink_uses = 10
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var/datum/mind/sacrifice_target = null
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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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var/list/startwords = list("blood","join","self","hell")
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var/list/objectives = list()
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var/eldergod = 1 //for the summon god objective
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var/const/acolytes_needed = 5 //for the survive objective
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var/const/min_cultists_to_start = 3
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var/const/max_cultists_to_start = 4
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var/acolytes_survived = 0
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/datum/game_mode/cult/announce()
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world << "<B>The current game mode is - Cult!</B>"
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world << "<B>Some crewmembers are attempting to start a cult!<BR>\nCultists - complete your objectives. Convert crewmembers to your cause by using the convert rune. Remember - there is no you, there is only the cult.<BR>\nPersonnel - Do not let the cult succeed in its mission. Brainwashing them with the chaplain's bible reverts them to whatever CentCom-allowed faith they had.</B>"
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/datum/game_mode/cult/pre_setup()
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if(prob(50))
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objectives += "survive"
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objectives += "sacrifice"
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else
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objectives += "eldergod"
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objectives += "sacrifice"
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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var/list/cultists_possible = get_players_for_role(BE_CULTIST)
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for(var/datum/mind/player in cultists_possible)
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for(var/job in restricted_jobs)//Removing heads and such from the list
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if(player.assigned_role == job)
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cultists_possible -= player
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for(var/cultists_number = 1 to max_cultists_to_start)
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if(!cultists_possible.len)
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break
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var/datum/mind/cultist = pick(cultists_possible)
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cultists_possible -= cultist
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cult += cultist
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return (cult.len>0)
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/datum/game_mode/cult/post_setup()
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modePlayer += cult
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if("sacrifice" in objectives)
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var/list/possible_targets = get_unconvertables()
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if(!possible_targets.len)
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for(var/mob/living/carbon/human/player in player_list)
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if(player.mind && !(player.mind in cult))
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possible_targets += player.mind
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if(possible_targets.len > 0)
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sacrifice_target = pick(possible_targets)
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for(var/datum/mind/cult_mind in cult)
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equip_cultist(cult_mind.current)
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grant_runeword(cult_mind.current)
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update_cult_icons_added(cult_mind)
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cult_mind.current << "\blue You are a member of the cult!"
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memoize_cult_objectives(cult_mind)
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cult_mind.special_role = "Cultist"
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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/datum/game_mode/cult/proc/memoize_cult_objectives(var/datum/mind/cult_mind)
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for(var/obj_count = 1,obj_count <= objectives.len,obj_count++)
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var/explanation
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switch(objectives[obj_count])
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if("survive")
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explanation = "Our knowledge must live on. Make sure at least [acolytes_needed] acolytes escape on the shuttle to spread their work on an another station."
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if("sacrifice")
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if(sacrifice_target && sacrifice_target.current)
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explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell blood join) and three acolytes to do so."
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else
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explanation = "Free objective."
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if("eldergod")
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explanation = "Summon Nar-Sie via the use of the appropriate rune (Hell join self). It will only work if nine cultists stand on and around it."
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cult_mind.current << "<B>Objective #[obj_count]</B>: [explanation]"
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cult_mind.memory += "<B>Objective #[obj_count]</B>: [explanation]<BR>"
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cult_mind.current << "The convert rune is join blood self"
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cult_mind.memory += "The convert rune is join blood self<BR>"
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/datum/game_mode/proc/equip_cultist(mob/living/carbon/human/mob)
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if(!istype(mob))
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return
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if (mob.mind)
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if (mob.mind.assigned_role == "Clown")
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mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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mob.mutations.Remove(CLUMSY)
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var/obj/item/weapon/paper/talisman/supply/T = new(mob)
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var/list/slots = list (
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"backpack" = mob.slot_in_backpack,
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"left pocket" = mob.slot_l_store,
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"right pocket" = mob.slot_r_store,
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"left hand" = mob.slot_l_hand,
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"right hand" = mob.slot_r_hand,
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)
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var/where = mob.equip_in_one_of_slots(T, slots)
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if (!where)
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mob << "Unfortunately, you weren't able to get a talisman. This is very bad and you should adminhelp immediately."
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else
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mob << "You have a talisman in your [where], one that will help you start the cult on this station. Use it well and remember - there are others."
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return 1
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/datum/game_mode/cult/grant_runeword(mob/living/carbon/human/cult_mob, var/word)
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if (!word)
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if(startwords.len > 0)
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word=pick(startwords)
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startwords -= word
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return ..(cult_mob,word)
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/datum/game_mode/proc/grant_runeword(mob/living/carbon/human/cult_mob, var/word)
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if(!wordtravel)
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runerandom()
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if (!word)
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word=pick(allwords)
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var/wordexp
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switch(word)
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if("travel")
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wordexp = "[wordtravel] is travel..."
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if("blood")
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wordexp = "[wordblood] is blood..."
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if("join")
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wordexp = "[wordjoin] is join..."
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if("hell")
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wordexp = "[wordhell] is Hell..."
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if("self")
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wordexp = "[wordself] is self..."
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if("see")
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wordexp = "[wordsee] is see..."
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if("tech")
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wordexp = "[wordtech] is technology..."
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if("destroy")
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wordexp = "[worddestr] is destroy..."
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if("other")
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wordexp = "[wordother] is other..."
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// if("hear")
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// wordexp = "[wordhear] is hear..."
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// if("free")
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// wordexp = "[wordfree] is free..."
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if("hide")
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wordexp = "[wordhide] is hide..."
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cult_mob << "\red You remember one thing from the dark teachings of your master... [wordexp]"
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cult_mob.mind.store_memory("<B>You remember that</B> [wordexp]", 0, 0)
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/datum/game_mode/proc/add_cultist(datum/mind/cult_mind) //BASE
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if (!istype(cult_mind))
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return 0
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if(!(cult_mind in cult) && is_convertable_to_cult(cult_mind))
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cult += cult_mind
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update_cult_icons_added(cult_mind)
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return 1
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/datum/game_mode/cult/add_cultist(datum/mind/cult_mind) //INHERIT
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if (!..(cult_mind))
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return
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memoize_cult_objectives(cult_mind)
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/datum/game_mode/proc/remove_cultist(datum/mind/cult_mind, show_message = 1)
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if(cult_mind in cult)
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cult -= cult_mind
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cult_mind.current << "\red <FONT size = 3><B>An unfamiliar white light flashes through your mind, cleansing the taint of the dark-one and the memories of your time as his servant with it.</B></FONT>"
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cult_mind.memory = ""
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update_cult_icons_removed(cult_mind)
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if(show_message)
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for(var/mob/M in viewers(cult_mind.current))
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M << "<FONT size = 3>[cult_mind.current] looks like they just reverted to their old faith!</FONT>"
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/datum/game_mode/proc/update_all_cult_icons()
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spawn(0)
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for(var/datum/mind/cultist in cult)
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if(cultist.current)
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if(cultist.current.client)
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for(var/image/I in cultist.current.client.images)
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if(I.icon_state == "cult")
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del(I)
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for(var/datum/mind/cultist in cult)
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if(cultist.current)
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if(cultist.current.client)
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for(var/datum/mind/cultist_1 in cult)
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if(cultist_1.current)
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var/I = image('icons/mob/mob.dmi', loc = cultist_1.current, icon_state = "cult")
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cultist.current.client.images += I
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/datum/game_mode/proc/update_cult_icons_added(datum/mind/cult_mind)
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spawn(0)
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for(var/datum/mind/cultist in cult)
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if(cultist.current)
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if(cultist.current.client)
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var/I = image('icons/mob/mob.dmi', loc = cult_mind.current, icon_state = "cult")
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cultist.current.client.images += I
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if(cult_mind.current)
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if(cult_mind.current.client)
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var/image/J = image('icons/mob/mob.dmi', loc = cultist.current, icon_state = "cult")
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cult_mind.current.client.images += J
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/datum/game_mode/proc/update_cult_icons_removed(datum/mind/cult_mind)
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spawn(0)
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for(var/datum/mind/cultist in cult)
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if(cultist.current)
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if(cultist.current.client)
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for(var/image/I in cultist.current.client.images)
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if(I.icon_state == "cult" && I.loc == cult_mind.current)
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del(I)
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if(cult_mind.current)
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if(cult_mind.current.client)
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for(var/image/I in cult_mind.current.client.images)
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if(I.icon_state == "cult")
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del(I)
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/datum/game_mode/cult/proc/get_unconvertables()
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var/list/ucs = list()
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for(var/mob/living/carbon/human/player in mob_list)
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if(!is_convertable_to_cult(player.mind))
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ucs += player.mind
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return ucs
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/datum/game_mode/cult/proc/check_cult_victory()
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var/cult_fail = 0
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if(objectives.Find("survive"))
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cult_fail += check_survive() //the proc returns 1 if there are not enough cultists on the shuttle, 0 otherwise
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if(objectives.Find("eldergod"))
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cult_fail += eldergod //1 by default, 0 if the elder god has been summoned at least once
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if(objectives.Find("sacrifice"))
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if(!sacrificed.Find(sacrifice_target)) //if the target has been sacrificed, ignore this step. otherwise, add 1 to cult_fail
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cult_fail++
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return cult_fail //if any objectives aren't met, failure
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/datum/game_mode/cult/proc/check_survive()
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acolytes_survived = 0
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for(var/datum/mind/cult_mind in cult)
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if (cult_mind.current && cult_mind.current.stat!=2)
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var/area/A = get_area(cult_mind.current )
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if ( is_type_in_list(A, centcom_areas))
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acolytes_survived++
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if(acolytes_survived>=acolytes_needed)
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return 0
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else
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return 1
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/datum/game_mode/cult/declare_completion()
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if(!check_cult_victory())
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feedback_set_details("round_end_result","win - cult win")
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feedback_set("round_end_result",acolytes_survived)
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world << "\red <FONT size = 3><B> The cult wins! It has succeeded in serving its dark masters!</B></FONT>"
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else
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feedback_set_details("round_end_result","loss - staff stopped the cult")
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feedback_set("round_end_result",acolytes_survived)
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world << "\red <FONT size = 3><B> The staff managed to stop the cult!</B></FONT>"
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world << "\b Cultists escaped: [acolytes_survived]"
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world << "The cultists' objectives were:"
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for(var/obj_count=1,obj_count <= objectives.len,obj_count++)
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var/explanation
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switch(objectives[obj_count])
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if("survive")
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if(!check_survive())
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explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. \green <b>Success!</b>"
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feedback_add_details("cult_objective","cult_survive|SUCCESS|[acolytes_needed]")
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else
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explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. \red Failed."
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feedback_add_details("cult_objective","cult_survive|FAIL|[acolytes_needed]")
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if("sacrifice")
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if(!sacrifice_target)
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explanation = "Free objective"
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else
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if(sacrificed.Find(sacrifice_target))
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explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. \green <b>Success!</b>"
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feedback_add_details("cult_objective","cult_sacrifice|SUCCESS")
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else if(sacrifice_target && sacrifice_target.current)
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explanation = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. \red Failed."
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feedback_add_details("cult_objective","cult_sacrifice|FAIL")
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else
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explanation = "Sacrifice Unknown, the Unknown whos body was likely gibbed. \red Failed."
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feedback_add_details("cult_objective","cult_sacrifice|FAIL|GIBBED")
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if("eldergod")
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if(!eldergod)
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explanation = "Summon Nar-Sie. \green <b>Success!</b>"
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feedback_add_details("cult_objective","cult_narsie|SUCCESS")
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else
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explanation = "Summon Nar-Sie. \red Failed."
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feedback_add_details("cult_objective","cult_narsie|FAIL")
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world << "<B>Objective #[obj_count]</B>: [explanation]"
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..()
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return 1
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/datum/game_mode/proc/auto_declare_completion_cult()
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if (cult.len!=0 || (ticker && istype(ticker.mode,/datum/game_mode/cult)))
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world << "<FONT size = 2><B>The cultists were: </B></FONT>"
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var/text = ""
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for(var/datum/mind/cult_nh_mind in cult)
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if(cult_nh_mind.current)
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text += "[cult_nh_mind.current.real_name]"
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if(cult_nh_mind.current.stat == 2)
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text += " (Dead)"
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else
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text += " (Survived!)"
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else
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text += "[cult_nh_mind.key] (character destroyed)"
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text += ", "
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world << text
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