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As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251 Changeling power proc_holders are now datums rather than objects. Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag. Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked. TODO: changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
511 lines
16 KiB
Plaintext
511 lines
16 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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datum/objective
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var/datum/mind/owner = null //Who owns the objective.
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var/explanation_text = "Nothing" //What that person is supposed to do.
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var/datum/mind/target = null //If they are focused on a particular person.
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var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
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New(var/text)
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if(text)
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explanation_text = text
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proc/check_completion()
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return 1
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proc/find_target()
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var/list/possible_targets = list()
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for(var/datum/mind/possible_target in ticker.minds)
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if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2))
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possible_targets += possible_target
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if(possible_targets.len > 0)
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target = pick(possible_targets)
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proc/find_target_by_role(role, role_type=0)//Option sets either to check assigned role or special role. Default to assigned.
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for(var/datum/mind/possible_target in ticker.minds)
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if((possible_target != owner) && ishuman(possible_target.current) && ((role_type ? possible_target.special_role : possible_target.assigned_role) == role) )
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target = possible_target
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break
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datum/objective/assassinate
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find_target()
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..()
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if(target && target.current)
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explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
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else
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explanation_text = "Free Objective"
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return target
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find_target_by_role(role, role_type=0)
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..(role, role_type)
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if(target && target.current)
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explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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return target
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check_completion()
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if(target && target.current)
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if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current)) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
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return 1
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return 0
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return 1
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datum/objective/mutiny
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find_target()
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..()
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if(target && target.current)
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explanation_text = "Assassinate [target.current.real_name], the [target.assigned_role]."
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else
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explanation_text = "Free Objective"
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return target
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find_target_by_role(role, role_type=0)
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..(role, role_type)
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if(target && target.current)
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explanation_text = "Assassinate [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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return target
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check_completion()
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if(target && target.current)
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if(target.current.stat == DEAD)
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return 1
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var/turf/T = get_turf(target.current)
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if(T && (T.z != 1)) //If they leave the station they count as dead for this
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return 2
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return 0
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return 1
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datum/objective/debrain//I want braaaainssss
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find_target()
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..()
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if(target && target.current)
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explanation_text = "Steal the brain of [target.current.real_name]."
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else
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explanation_text = "Free Objective"
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return target
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find_target_by_role(role, role_type=0)
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..(role, role_type)
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if(target && target.current)
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explanation_text = "Steal the brain of [target.current.real_name] the [!role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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return target
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check_completion()
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if(!target)//If it's a free objective.
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return 1
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if( !owner.current || owner.current.stat==DEAD )//If you're otherwise dead.
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return 0
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if( !target.current || !isbrain(target.current) )
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return 0
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var/atom/A = target.current
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while(A.loc) //check to see if the brainmob is on our person
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A = A.loc
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if(A == owner.current)
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return 1
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return 0
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datum/objective/protect//The opposite of killing a dude.
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find_target()
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..()
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if(target && target.current)
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explanation_text = "Protect [target.current.real_name], the [target.assigned_role]."
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else
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explanation_text = "Free Objective"
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return target
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find_target_by_role(role, role_type=0)
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..(role, role_type)
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if(target && target.current)
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explanation_text = "Protect [target.current.real_name], the [!role_type ? target.assigned_role : target.special_role]."
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else
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explanation_text = "Free Objective"
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return target
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check_completion()
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if(!target) //If it's a free objective.
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return 1
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if(target.current)
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if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current))
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return 0
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return 1
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return 0
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datum/objective/hijack
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explanation_text = "Hijack the emergency shuttle by escaping alone."
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check_completion()
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if(!owner.current || owner.current.stat)
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return 0
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if(emergency_shuttle.location<2)
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return 0
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if(issilicon(owner.current))
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return 0
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var/area/shuttle = locate(/area/shuttle/escape/centcom)
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var/list/protected_mobs = list(/mob/living/silicon/ai, /mob/living/silicon/pai)
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for(var/mob/living/player in player_list)
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if(player.type in protected_mobs) continue
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if (player.mind && (player.mind != owner))
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if(player.stat != DEAD) //they're not dead!
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if(get_turf(player) in shuttle)
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return 0
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return 1
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datum/objective/block
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explanation_text = "Do not allow any humans to escape on the shuttle alive."
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check_completion()
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if(!istype(owner.current, /mob/living/silicon))
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return 0
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if(emergency_shuttle.location<2)
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return 0
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if(!owner.current)
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return 0
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var/area/shuttle = locate(/area/shuttle/escape/centcom)
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var/protected_mobs[] = list(/mob/living/silicon/ai, /mob/living/silicon/pai, /mob/living/silicon/robot)
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for(var/mob/living/player in player_list)
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if(player.type in protected_mobs) continue
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if (player.mind)
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if (player.stat != 2)
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if (get_turf(player) in shuttle)
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return 0
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return 1
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datum/objective/silence
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explanation_text = "Do not allow anyone to escape the station. Only allow the shuttle to be called when everyone is dead and your story is the only one left."
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check_completion()
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if(emergency_shuttle.location<2)
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return 0
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for(var/mob/living/player in player_list)
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if(player == owner.current)
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continue
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if(player.mind)
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if(player.stat != DEAD)
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var/turf/T = get_turf(player)
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if(!T) continue
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switch(T.loc.type)
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if(/area/shuttle/escape/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
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return 0
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return 1
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datum/objective/escape
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explanation_text = "Escape on the shuttle or an escape pod alive."
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check_completion()
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if(issilicon(owner.current))
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return 0
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if(isbrain(owner.current))
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return 0
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if(emergency_shuttle.location<2)
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return 0
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if(!owner.current || owner.current.stat ==2)
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return 0
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var/turf/location = get_turf(owner.current.loc)
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if(!location)
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return 0
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if(istype(location, /turf/simulated/shuttle/floor4)) // Fails tratiors if they are in the shuttle brig -- Polymorph
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return 0
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var/area/check_area = location.loc
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if(istype(check_area, /area/shuttle/escape/centcom))
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return 1
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if(istype(check_area, /area/shuttle/escape_pod1/centcom))
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return 1
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if(istype(check_area, /area/shuttle/escape_pod2/centcom))
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return 1
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if(istype(check_area, /area/shuttle/escape_pod3/centcom))
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return 1
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if(istype(check_area, /area/shuttle/escape_pod5/centcom))
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return 1
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else
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return 0
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datum/objective/survive
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explanation_text = "Stay alive until the end."
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check_completion()
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if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
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return 0 //Brains no longer win survive objectives. --NEO
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if(issilicon(owner.current) && owner.current != owner.original)
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return 0
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return 1
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datum/objective/nuclear
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explanation_text = "Destroy the station with a nuclear device."
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datum/objective/steal
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var/obj/item/steal_target
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var/target_name
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var/global/possible_items[] = list(
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"the captain's antique laser gun" = /obj/item/weapon/gun/energy/laser/captain,
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"a hand teleporter" = /obj/item/weapon/hand_tele,
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"an RCD" = /obj/item/weapon/rcd,
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"a jetpack" = /obj/item/weapon/tank/jetpack,
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"a captains jumpsuit" = /obj/item/clothing/under/rank/captain,
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"a functional AI" = /obj/item/device/aicard,
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"a pair of magboots" = /obj/item/clothing/shoes/magboots,
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"the station blueprints" = /obj/item/blueprints,
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"a nasa voidsuit" = /obj/item/clothing/suit/space/nasavoid,
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"28 moles of plasma (full tank)" = /obj/item/weapon/tank,
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)
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var/global/possible_items_special[] = list(
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"nuclear authentication disk" = /obj/item/weapon/disk/nuclear,
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"nuclear gun" = /obj/item/weapon/gun/energy/gun/nuclear,
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"diamond drill" = /obj/item/weapon/pickaxe/diamonddrill,
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"bag of holding" = /obj/item/weapon/storage/backpack/holding,
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"hyper-capacity cell" = /obj/item/weapon/cell/hyper,
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"10 diamonds" = /obj/item/stack/sheet/diamond,
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"50 gold bars" = /obj/item/stack/sheet/gold,
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"25 refined uranium bars" = /obj/item/stack/sheet/uranium,
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)
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proc/set_target(item_name)
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target_name = item_name
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steal_target = possible_items[target_name]
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if (!steal_target )
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steal_target = possible_items_special[target_name]
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explanation_text = "Steal [target_name]."
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return steal_target
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find_target()
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return set_target(pick(possible_items))
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proc/select_target()
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var/list/possible_items_all = possible_items+possible_items_special+"custom"
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var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
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if (!new_target) return
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if (new_target == "custom")
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var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
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if (!custom_target) return
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var/tmp_obj = new custom_target
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var/custom_name = tmp_obj:name
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del(tmp_obj)
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custom_name = copytext(sanitize(input("Enter target name:", "Objective target", custom_name) as text|null),1,MAX_MESSAGE_LEN)
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if (!custom_name) return
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target_name = custom_name
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steal_target = custom_target
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explanation_text = "Steal [target_name]."
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else
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set_target(new_target)
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return steal_target
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check_completion()
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if(!steal_target || !owner.current) return 0
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if(!isliving(owner.current)) return 0
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var/list/all_items = owner.current.get_contents()
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switch (target_name)
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if("28 moles of plasma (full tank)","10 diamonds","50 gold bars","25 refined uranium bars")
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var/target_amount = text2num(target_name)//Non-numbers are ignored.
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var/found_amount = 0.0//Always starts as zero.
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for(var/obj/item/I in all_items) //Check for plasma tanks
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if(istype(I, steal_target))
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found_amount += (target_name=="28 moles of plasma (full tank)" ? (I:air_contents:toxins) : (I:amount))
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return found_amount>=target_amount
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if("50 coins (in bag)")
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var/obj/item/weapon/moneybag/B = locate() in all_items
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if(B)
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var/target = text2num(target_name)
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var/found_amount = 0.0
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for(var/obj/item/weapon/coin/C in B)
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found_amount++
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return found_amount>=target
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if("a functional AI")
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for(var/obj/item/device/aicard/C in all_items) //Check for ai card
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for(var/mob/living/silicon/ai/M in C)
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if(istype(M, /mob/living/silicon/ai) && M.stat != 2) //See if any AI's are alive inside that card.
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return 1
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else
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for(var/obj/I in all_items) //Check for items
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if(istype(I, steal_target))
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return 1
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return 0
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datum/objective/download
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proc/gen_amount_goal()
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target_amount = rand(10,20)
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explanation_text = "Download [target_amount] research levels."
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return target_amount
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check_completion()
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if(!ishuman(owner.current))
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return 0
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if(!owner.current || owner.current.stat == 2)
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return 0
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if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
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return 0
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var/current_amount
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var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
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if(!S.stored_research.len)
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return 0
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else
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for(var/datum/tech/current_data in S.stored_research)
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if(current_data.level>1) current_amount+=(current_data.level-1)
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if(current_amount<target_amount) return 0
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return 1
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datum/objective/capture
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proc/gen_amount_goal()
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target_amount = rand(5,10)
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explanation_text = "Accumulate [target_amount] capture points."
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return target_amount
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check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
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var/captured_amount = 0
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var/area/centcom/holding/A = locate()
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for(var/mob/living/carbon/human/M in A)//Humans.
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if(M.stat==2)//Dead folks are worth less.
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captured_amount+=0.5
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continue
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captured_amount+=1
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for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
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captured_amount+=0.1
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for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
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if(M.stat==2)
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captured_amount+=0.5
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continue
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captured_amount+=1
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for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
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if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
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if(M.stat==2)
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captured_amount+=1.5
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else
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captured_amount+=3
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continue
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if(M.stat==2)
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captured_amount+=1
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continue
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captured_amount+=2
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if(captured_amount<target_amount)
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return 0
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return 1
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datum/objective/absorb
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proc/gen_amount_goal(var/lowbound = 4, var/highbound = 6)
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target_amount = rand (lowbound,highbound)
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if (ticker)
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var/n_p = 1 //autowin
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if (ticker.current_state == GAME_STATE_SETTING_UP)
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for(var/mob/new_player/P in player_list)
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if(P.client && P.ready && P.mind!=owner)
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n_p ++
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else if (ticker.current_state == GAME_STATE_PLAYING)
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for(var/mob/living/carbon/human/P in player_list)
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if(P.client && !(P.mind in ticker.mode.changelings) && P.mind!=owner)
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n_p ++
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target_amount = min(target_amount, n_p)
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explanation_text = "Absorb [target_amount] compatible genomes."
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return target_amount
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check_completion()
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if(owner && owner.changeling && owner.changeling.absorbed_dna && (owner.changeling.absorbedcount >= target_amount))
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return 1
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else
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return 0
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/* Isn't suited for global objectives
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/*---------CULTIST----------*/
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eldergod
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explanation_text = "Summon Nar-Sie via the use of an appropriate rune. It will only work if nine cultists stand on and around it."
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check_completion()
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if(eldergod) //global var, defined in rune4.dm
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return 1
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return 0
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survivecult
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var/num_cult
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explanation_text = "Our knowledge must live on. Make sure at least 5 acolytes escape on the shuttle to spread their work on an another station."
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check_completion()
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if(emergency_shuttle.location<2)
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return 0
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var/cultists_escaped = 0
|
|
|
|
var/area/shuttle/escape/centcom/C = /area/shuttle/escape/centcom
|
|
for(var/turf/T in get_area_turfs(C.type))
|
|
for(var/mob/living/carbon/H in T)
|
|
if(iscultist(H))
|
|
cultists_escaped++
|
|
|
|
if(cultists_escaped>=5)
|
|
return 1
|
|
|
|
return 0
|
|
|
|
sacrifice //stolen from traitor target objective
|
|
|
|
proc/find_target() //I don't know how to make it work with the rune otherwise, so I'll do it via a global var, sacrifice_target, defined in rune15.dm
|
|
var/list/possible_targets = call(/datum/game_mode/cult/proc/get_unconvertables)()
|
|
|
|
if(possible_targets.len > 0)
|
|
sacrifice_target = pick(possible_targets)
|
|
|
|
if(sacrifice_target && sacrifice_target.current)
|
|
explanation_text = "Sacrifice [sacrifice_target.current.real_name], the [sacrifice_target.assigned_role]. You will need the sacrifice rune (Hell join blood) and three acolytes to do so."
|
|
else
|
|
explanation_text = "Free Objective"
|
|
|
|
return sacrifice_target
|
|
|
|
check_completion() //again, calling on a global list defined in rune15.dm
|
|
if(sacrifice_target.current in sacrificed)
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/*-------ENDOF CULTIST------*/
|
|
*/
|