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vgstation13/code/datums/helper_datums/tension.dm
elly1989@rocketmail.com fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00

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#define PLAYER_WEIGHT 5
#define HUMAN_DEATH -5000
#define OTHER_DEATH -5000
#define EXPLO_SCORE -10000 //boum
#define COOLDOWN_TIME 12000 // Twenty minutes
#define MIN_ROUND_TIME 18000
#define FLAT_PERCENT 0
//estimated stats
//80 minute round
//60 player server
//48k player-ticks
//60 deaths (ideally)
//20 explosions
var/global/datum/tension/tension_master
/datum/tension
var/score
var/deaths
var/human_deaths
var/explosions
var/adminhelps
var/air_alarms
var/nuketeam = 0
var/malfAI = 0
var/wizard = 0
var/forcenexttick = 0
var/supress = 0
var/eversupressed = 0
var/cooldown = 0
var/round1 = 0
var/round2 = 0
var/round3 = 0
var/round4 = 0
var/list/antagonistmodes = null
var/list/potentialgames = list()
New()
score = 0
deaths=0
human_deaths=0
explosions=0
adminhelps=0
air_alarms=0
if(FLAT_PERCENT) // I cannot into balance
antagonistmodes = list (
"POINTS_FOR_TRATIOR" = 6,
"POINTS_FOR_CHANGLING" = 6,
"POINTS_FOR_REVS" = 3,
"POINTS_FOR_MALF" = 1,
"POINTS_FOR_WIZARD" = 2,
"POINTS_FOR_CULT" = 3,
"POINTS_FOR_NUKETEAM" = 2,
"POINTS_FOR_ALIEN" = 5,
"POINTS_FOR_NINJA" = 3,
"POINTS_FOR_DEATHSQUAD" = 2,
"POINTS_FOR_BORGDEATHSQUAD" = 2
)
else
antagonistmodes = list (
"POINTS_FOR_TRATIOR" = 100000,
"POINTS_FOR_CHANGLING" = 120000,
"POINTS_FOR_REVS" = 150000,
"POINTS_FOR_MALF" = 250000,
"POINTS_FOR_WIZARD" = 150000,
"POINTS_FOR_CULT" = 150000,
"POINTS_FOR_NUKETEAM" = 250000,
"POINTS_FOR_ALIEN" = 200000,
"POINTS_FOR_NINJA" = 200000,
"POINTS_FOR_DEATHSQUAD" = 500000,
"POINTS_FOR_BORGDEATHSQUAD" = 500000
)
proc/process()
score += get_num_players()*PLAYER_WEIGHT
if(config.Tensioner_Active)
if(world.time > MIN_ROUND_TIME)
round1++
if(!supress && !cooldown)
if(prob(1) || forcenexttick)
round2++
if(prob(10) || forcenexttick)
round3++
if(forcenexttick)
forcenexttick = 0
for (var/client/C in admin_list)
C << "<font color='red' size='3'><b> The tensioner wishes to create additional antagonists! Press (<a href='?src=\ref[tension_master];Supress=1'>this</a>) in 60 seconds to abort!</b></font>"
spawn(600)
if(!supress)
cooldown = 1
spawn(COOLDOWN_TIME)
cooldown = 0
round4++
if(!antagonistmodes.len)
return
var/thegame = null
if(FLAT_PERCENT)
thegame = pickweight(antagonistmodes)
antagonistmodes.Remove(thegame)
else
for(var/V in antagonistmodes) // OH SHIT SOMETHING IS GOING TO HAPPEN NOW
if(antagonistmodes[V] < score)
potentialgames.Add(V)
antagonistmodes.Remove(V)
if(potentialgames.len)
thegame = pick(potentialgames)
if(thegame)
log_admin("The tensioner fired, and decided on [thegame]")
switch(thegame)
if("POINTS_FOR_TRATIOR")
if(!makeTratiors())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_CHANGLING")
if(!makeChanglings())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_REVS")
if(!makeRevs())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_MALF")
if(!makeMalfAImode())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_WIZARD")
if(!makeWizard())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_CULT")
if(!makeCult())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_NUKETEAM")
if(!makeNukeTeam())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_ALIEN")
if(!makeAliens())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_NINJA")
if(!makeSpaceNinja())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_DEATHSQUAD")
if(!makeDeathsquad())
forcenexttick = 1
else
potentialgames.Remove(thegame)
if("POINTS_FOR_BORG_DEATHSQUAD")
if(!makeBorgDeathsquad())
forcenexttick = 1
else
potentialgames.Remove(thegame)
proc/get_num_players()
var/peeps = 0
for (var/mob/M in player_list)
if (!M.client)
continue
peeps += 1
return peeps
proc/death(var/mob/M)
if (!M) return
deaths++
if (istype(M,/mob/living/carbon/human))
score += HUMAN_DEATH
human_deaths++
else
score += OTHER_DEATH
proc/explosion()
score += EXPLO_SCORE
explosions++
proc/new_adminhelp()
adminhelps++
proc/new_air_alarm()
air_alarms++
Topic(href, href_list)
if(!usr || !usr.client)
return //This shouldnt happen
if(!usr.client.holder)
message_admins("\red [key_name(usr)] tried to use the tensioner without authorization.")
log_admin("[key_name(usr)] tried to use the tensioner without authorization.")
return
log_admin("[key_name(usr)] used a tensioner override. The override was [href]")
message_admins("[key_name(usr)] used a tensioner override. The override was [href]")
if(href_list["addScore"])
score += 50000
if (href_list["makeTratior"])
makeTratiors()
else if (href_list["makeChanglings"])
makeChanglings()
else if (href_list["makeRevs"])
makeRevs()
else if (href_list["makeWizard"])
makeWizard()
else if (href_list["makeCult"])
makeCult()
else if (href_list["makeMalf"])
makeMalfAImode()
else if (href_list["makeNukeTeam"])
makeNukeTeam()
else if (href_list["makeAliens"])
makeAliens()
else if (href_list["makeSpaceNinja"])
makeSpaceNinja()
else if (href_list["makeDeathsquad"])
makeDeathsquad()
else if (href_list["makeBorgDeathsquad"])
makeBorgDeathsquad()
else if (href_list["Supress"])
supress = 1
eversupressed++
spawn(6000)
supress = 0
else if (href_list["ToggleStatus"])
config.Tensioner_Active = !config.Tensioner_Active
proc/makeMalfAImode()
var/list/mob/living/silicon/AIs = list()
var/mob/living/silicon/malfAI = null
var/datum/mind/themind = null
for(var/mob/living/silicon/ai/ai in player_list)
if(ai.client)
AIs += ai
if(AIs.len)
malfAI = pick(AIs)
else
return 0
if(malfAI)
themind = malfAI.mind
themind.make_AI_Malf()
return 1
/*
if(BE_CHANGELING) roletext="changeling"
if(BE_TRAITOR) roletext="traitor"
if(BE_OPERATIVE) roletext="operative"
if(BE_WIZARD) roletext="wizard"
if(BE_REV) roletext="revolutionary"
if(BE_CULTIST) roletext="cultist"
for(var/mob/new_player/player in world)
if(player.client && player.ready)
if(player.preferences.be_special & role)
*/
proc/makeTratiors()
var/datum/game_mode/traitor/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "traitor") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_TRAITOR)
candidates += applicant
if(candidates.len)
var/numTratiors = min(candidates.len, 3)
for(var/i = 0, i<numTratiors, i++)
H = pick(candidates)
H.mind.make_Tratior()
candidates.Remove(H)
return 1
else
return 0
proc/makeChanglings()
var/datum/game_mode/changeling/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "changeling") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CHANGELING)
candidates += applicant
if(candidates.len)
var/numChanglings = min(candidates.len, 3)
for(var/i = 0, i<numChanglings, i++)
H = pick(candidates)
H.mind.make_Changling()
candidates.Remove(H)
return 1
else
return 0
proc/makeRevs()
var/datum/game_mode/revolution/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "revolutionary") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_REV)
candidates += applicant
if(candidates.len)
var/numRevs = min(candidates.len, 3)
for(var/i = 0, i<numRevs, i++)
H = pick(candidates)
H.mind.make_Rev()
candidates.Remove(H)
return 1
else
return 0
proc/makeWizard()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "wizard") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G, "Do you wish to be considered for the position of Space Wizard Foundation 'diplomat'?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client)
candidates.Remove(G)
spawn(0)
if(candidates.len)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
return 0
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Wizard()
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeCult()
var/datum/game_mode/cult/temp = new
if(config.protect_roles_from_antagonist)
temp.restricted_jobs += temp.protected_jobs
var/list/mob/living/carbon/human/candidates = list()
var/mob/living/carbon/human/H = null
for(var/mob/living/carbon/human/applicant in player_list)
var/datum/preferences/preferences = new
if(applicant.stat < 2)
if(applicant.mind)
if (!applicant.mind.special_role)
if(!jobban_isbanned(applicant, "cultist") && !jobban_isbanned(applicant, "Syndicate"))
if(!(applicant.job in temp.restricted_jobs))
if(applicant.client)
if(preferences.savefile_load(applicant, 0))
if(preferences.be_special & BE_CULTIST)
candidates += applicant
if(candidates.len)
var/numCultists = min(candidates.len, 4)
// var/list/runeWords = list()
for(var/i = 0, i<numCultists, i++)
H = pick(candidates)
H.mind.make_Cultist()
candidates.Remove(H)
temp.grant_runeword(H)
// runeWords.Add(H)
// for(var/i = 0, i < 4, i++) // Four rune words
return 1
else
return 0
proc/makeNukeTeam()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
for(var/mob/dead/observer/G in player_list)
if(!jobban_isbanned(G, "operative") && !jobban_isbanned(G, "Syndicate"))
spawn(0)
switch(alert(G,"Do you wish to be considered for a nuke team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client)
candidates.Remove(G)
spawn(0)
if(candidates.len)
var/numagents = 5
syndicate_begin()
for(var/i = 0, i<numagents,i++)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
break
var/mob/living/carbon/human/new_character=makeBody(theghost)
new_character.mind.make_Nuke()
var/obj/effect/landmark/nuke_spawn = locate("landmark*Nuclear-Bomb")
var/obj/effect/landmark/closet_spawn = locate("landmark*Nuclear-Closet")
var/nuke_code = "[rand(10000, 99999)]"
if(nuke_spawn)
var/obj/item/weapon/paper/P = new
P.info = "Sadly, the Syndicate could not get you a nuclear bomb. We have, however, acquired the arming code for the station's onboard nuke. The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code and instructions"
P.loc = nuke_spawn.loc
if(closet_spawn)
new /obj/structure/closet/syndicate/nuclear(closet_spawn.loc)
for (var/obj/effect/landmark/A in /area/syndicate_station/start)//Because that's the only place it can BE -Sieve
if (A.name == "Syndicate-Gear-Closet")
new /obj/structure/closet/syndicate/personal(A.loc)
del(A)
continue
if (A.name == "Syndicate-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(A.loc)
del(A)
continue
spawn(0)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/image/I in synd_mind.current.client.images)
if(I.icon_state == "synd")
del(I)
for(var/datum/mind/synd_mind in ticker.mode.syndicates)
if(synd_mind.current)
if(synd_mind.current.client)
for(var/datum/mind/synd_mind_1 in ticker.mode.syndicates)
if(synd_mind_1.current)
var/I = image('icons/mob/mob.dmi', loc = synd_mind_1.current, icon_state = "synd")
synd_mind.current.client.images += I
for (var/obj/machinery/nuclearbomb/bomb in world)
bomb.r_code = nuke_code // All the nukes are set to this code.
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeAliens()
alien_infestation(3)
return 1
proc/makeSpaceNinja()
space_ninja_arrival()
return 1
proc/makeDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/input = "Purify the station."
if(prob(10))
input = "Save Runtime and any other cute things on the station."
/*
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
world << "\blue <B>Alert: The shuttle is going back!</B>"
var/syndicate_commando_number = syndicate_commandos_possible //for selecting a leader
*/
var/syndicate_leader_selected = 0 //when the leader is chosen. The last person spawned.
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for an elite syndicate strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client || !G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 6
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/syndicate_mothership/elite_squad)
if(numagents<=0)
break
if (L.name == "Syndicate-Commando")
syndicate_leader_selected = numagents == 1?1:0
var/mob/living/carbon/human/new_syndicate_commando = create_syndicate_death_commando(L, syndicate_leader_selected)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_syndicate_commando)
break
new_syndicate_commando.mind.key = theghost.key//For mind stuff.
new_syndicate_commando.key = theghost.key
new_syndicate_commando.internal = new_syndicate_commando.s_store
new_syndicate_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
new_syndicate_commando << "\blue You are an Elite Syndicate. [!syndicate_leader_selected?"commando":"<B>LEADER</B>"] in the service of the Syndicate. \nYour current mission is: \red<B> [input]</B>"
numagents--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
for (var/obj/effect/landmark/L in /area/shuttle/syndicate_elite)
if (L.name == "Syndicate-Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
// del(L)
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBorgDeathsquad()
var/list/mob/dead/observer/candidates = list()
var/mob/dead/observer/theghost = null
var/time_passed = world.time
var/list/namelist = list("Tyr","Fenrir","Lachesis","Clotho","Atropos","Nyx")
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
for(var/mob/dead/observer/G in player_list)
spawn(0)
switch(alert(G,"Do you wish to be considered for a cyborg strike team being sent in?","Please answer in 30 seconds!","Yes","No"))
if("Yes")
if((world.time-time_passed)>300)//If more than 30 game seconds passed.
return
candidates += G
if("No")
return
sleep(300)
for(var/mob/dead/observer/G in candidates)
if(!G.client || !G.key)
candidates.Remove(G)
if(candidates.len)
var/numagents = 3
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in /area/borg_deathsquad)
if(numagents<=0)
break
if (L.name == "Borg-Deathsquad")
var/name = pick(namelist)
namelist.Remove(name)
var/mob/living/silicon/robot/new_borg_deathsquad = create_borg_death_commando(L, name)
while((!theghost || !theghost.client) && candidates.len)
theghost = pick(candidates)
candidates.Remove(theghost)
if(!theghost)
del(new_borg_deathsquad)
break
new_borg_deathsquad.mind.key = theghost.key//For mind stuff.
new_borg_deathsquad.key = theghost.key
//So they don't forget their code or mission.
new_borg_deathsquad << "You are a borg deathsquad operative. Follow your laws."
numagents--
//Spawns the rest of the commando gear.
// for (var/obj/effect/landmark/L)
// if (L.name == "Commando_Manual")
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
// var/obj/item/weapon/paper/P = new(L.loc)
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
// P.name = "Spec. Ops. Manual"
return 1 // Has to return one before it knows if there's a wizard to prevent the parent from automatically selecting another game mode.
proc/makeBody(var/mob/dead/observer/G_found) // Uses stripped down and bastardized code from respawn character
if(!G_found)
return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new(src)//The mob being spawned.
//Second, we check if they are an alien or monkey.
G_found.mind=null//Null their mind so we don't screw things up ahead.
G_found.real_name="[pick(pick(first_names_male,first_names_female))] [pick(last_names)]"//Give them a random real name.
new_character.mind = new()
ticker.minds += new_character.mind//And we'll add it to the minds database.
new_character.mind.original = new_character//If they are respawning with a new character.
new_character.mind.assigned_role = "Assistant"//Defaults to assistant.
new_character.mind.key = G_found.key//In case it's someone else playing as that character.
new_character.mind.current = new_character//So that it can properly reference later if needed.
new_character.mind.memory = ""//Memory erased so it doesn't get clunkered up with useless info. This means they may forget their previous mission--this is usually handled through objective code and recalling memory.
var/datum/data/record/record_found//Referenced to later to either randomize or not randomize the character.
if(G_found.mind)//They must have a mind to reference the record. Here we also double check for aliens.
var/id = md5("[G_found.real_name][G_found.mind.assigned_role]")
for(var/datum/data/record/t in data_core.locked)
if(t.fields["id"]==id)
record_found = t//We shall now reference the record.
break
//Here we either load their saved appearance or randomize it.
var/datum/preferences/A = new()
if(A.savefile_load(G_found))//If they have a save file. This will automatically load their parameters.
//Note: savefile appearances are overwritten later on if the character has a data_core entry. By appearance, I mean the physical appearance.
var/name_safety = G_found.real_name//Their saved parameters may include a random name. Also a safety in case they are playing a character that got their name after round start.
A.copy_to(new_character)
new_character.real_name = name_safety
new_character.name = name_safety
else
if(record_found)//If they have a record we can determine a few things.
new_character.real_name = record_found.fields["name"]//Not necessary to reference the record but I like to keep things uniform.
new_character.name = record_found.fields["name"]
new_character.gender = record_found.fields["sex"]//Sex
new_character.age = record_found.fields["age"]//Age
new_character.b_type = record_found.fields["b_type"]//Blood type
//We will update their appearance when determining DNA.
else
new_character.gender = FEMALE
var/name_safety = G_found.real_name//Default is a random name so we want to save this.
A.randomize_appearance_for(new_character)//Now we will randomize their appearance since we have no way of knowing what they look/looked like.
new_character.real_name = name_safety
new_character.name = name_safety
//After everything above, it's time to initialize their DNA.
if(record_found)//Pull up their name from database records if they did have a mind.
new_character.dna = new()//Let's first give them a new DNA.
new_character.dna.unique_enzymes = record_found.fields["b_dna"]//Enzymes are based on real name but we'll use the record for conformity.
new_character.dna.struc_enzymes = record_found.fields["enzymes"]//This is the default of enzymes so I think it's safe to go with.
new_character.dna.uni_identity = record_found.fields["identity"]//DNA identity is carried over.
updateappearance(new_character,new_character.dna.uni_identity)//Now we configure their appearance based on their unique identity, same as with a DNA machine or somesuch.
else//If they have no records, we just do a random DNA for them, based on their random appearance/savefile.
new_character.dna.ready_dna(new_character)
var/player_key = G_found.key
//Here we need to find where to spawn them.
var/spawn_here = pick(latejoin)//"JoinLate" is a landmark which is deleted on round start. So, latejoin has to be used instead.
new_character.loc = spawn_here
//If they need to spawn elsewhere, they will be transferred there momentarily.
/*
The code below functions with the assumption that the mob is already a traitor if they have a special role.
So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
If they don't have a mind, they obviously don't have a special role.
*/
new_character.key = player_key//Throw them into the mob.
/*
//Now for special roles and equipment.
switch(new_character.mind.special_role)
if("Changeling")
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
new_character.make_changeling()
if("traitor")
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)
ticker.mode.equip_traitor(new_character)
if("Wizard")
new_character.loc = pick(wizardstart)
//ticker.mode.learn_basic_spells(new_character)
ticker.mode.equip_wizard(new_character)
if("Syndicate")
var/obj/effect/landmark/synd_spawn = locate("landmark*Syndicate-Spawn")
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Space Ninja")
var/ninja_spawn[] = list()
for(var/obj/effect/landmark/L in world)
if(L.name=="carpspawn")
ninja_spawn += L
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninja_spawn.len)
var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn)
new_character.loc = ninja_spawn_here.loc
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
else//They may also be a cyborg or AI.
switch(new_character.mind.assigned_role)
if("Cyborg")//More rigging to make em' work and check if they're traitor.
new_character = new_character.Robotize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
if("AI")
new_character = new_character.AIize()
if(new_character.mind.special_role=="traitor")
call(/datum/game_mode/proc/add_law_zero)(new_character)
//Add aliens.
else
job_master.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.
if(!record_found&&new_character.mind.assigned_role!="MODE")//If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
//Power to the user!
if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
call(/mob/new_player/proc/ManifestLateSpawn)(new_character)
if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
call(/mob/new_player/proc/AnnounceArrival)(new_character, new_character.mind.assigned_role)
*/
del(G_found)//Don't want to leave ghosts around.
return new_character
/proc/create_syndicate_death_commando(obj/spawn_location, syndicate_leader_selected = 0)
var/mob/living/carbon/human/new_syndicate_commando = new(spawn_location.loc)
var/syndicate_commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/syndicate_commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/syndicate_commando_name = pick(last_names)
new_syndicate_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_syndicate_commando)
new_syndicate_commando.real_name = "[!syndicate_leader_selected ? syndicate_commando_rank : syndicate_commando_leader_rank] [syndicate_commando_name]"
new_syndicate_commando.age = !syndicate_leader_selected ? rand(23,35) : rand(35,45)
new_syndicate_commando.dna.ready_dna(new_syndicate_commando)//Creates DNA.
//Creates mind stuff.
new_syndicate_commando.mind = new
new_syndicate_commando.mind.current = new_syndicate_commando
new_syndicate_commando.mind.original = new_syndicate_commando
new_syndicate_commando.mind.assigned_role = "MODE"
new_syndicate_commando.mind.special_role = "Syndicate Commando"
if(!(new_syndicate_commando.mind in ticker.minds))
ticker.minds += new_syndicate_commando.mind//Adds them to regular mind list.
if(!(new_syndicate_commando.mind in ticker.mode.traitors))//If they weren't already an extra traitor.
ticker.mode.traitors += new_syndicate_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
new_syndicate_commando.equip_syndicate_commando(syndicate_leader_selected)
//del(spawn_location) // Commenting this out for multiple commando teams.
return new_syndicate_commando
/proc/create_borg_death_commando(obj/spawn_location, name)
var/mob/living/silicon/robot/new_borg_deathsquad = new(spawn_location.loc, 1)
new_borg_deathsquad.real_name = name
new_borg_deathsquad.name = name
//Creates mind stuff.
new_borg_deathsquad.mind = new
new_borg_deathsquad.mind.current = new_borg_deathsquad
new_borg_deathsquad.mind.original = new_borg_deathsquad
new_borg_deathsquad.mind.assigned_role = "MODE"
new_borg_deathsquad.mind.special_role = "Borg Commando"
if(!(new_borg_deathsquad.mind in ticker.minds))
ticker.minds += new_borg_deathsquad.mind//Adds them to regular mind list.
if(!(new_borg_deathsquad.mind in ticker.mode.traitors))//If they weren't already an extra traitor.
ticker.mode.traitors += new_borg_deathsquad.mind//Adds them to current traitor list. Which is really the extra antagonist list.
//del(spawn_location) // Commenting this out for multiple commando teams.
return new_borg_deathsquad
/obj/machinery/computer/Borg_station
name = "Cyborg Station Terminal"
icon = 'icons/obj/computer.dmi'
icon_state = "syndishuttle"
req_access = list()
var/temp = null
var/hacked = 0
var/jumpcomplete = 0
/obj/machinery/computer/Borg_station/attack_hand()
if(jumpcomplete)
return
if(alert(usr, "Are you sure you want to send a cyborg deathsquad?", "Confirmation", "Yes", "No") == "Yes")
var/area/start_location = locate(/area/borg_deathsquad/start)
var/area/end_location = locate(/area/borg_deathsquad/station)
var/list/dstturfs = list()
var/throwy = world.maxy
for(var/turf/T in end_location)
dstturfs += T
if(T.y < throwy)
throwy = T.y
// hey you, get out of the way!
for(var/turf/T in dstturfs)
// find the turf to move things to
var/turf/D = locate(T.x, throwy - 1, 1)
//var/turf/E = get_step(D, SOUTH)
for(var/atom/movable/AM as mob|obj in T)
AM.Move(D)
if(istype(T, /turf/simulated))
del(T)
start_location.move_contents_to(end_location)
for(var/obj/machinery/door/poddoor/P in end_location)
P.open()
jumpcomplete = 1
command_alert("DRADIS contact! Set condition one throughout the station!")