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vgstation13/code/modules/admin/verbs/striketeam.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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//STRIKE TEAMS
var/const/commandos_possible = 6 //if more Commandos are needed in the future
var/global/sent_strike_team = 0
/client/proc/strike_team()
set category = "Fun"
set name = "Spawn Death Squad"
set desc = "Spawns a squad of commandos in CentCom if you want to run an admin event."
if(!src.holder)
src << "Only administrators may use this command."
return
if(!ticker)
alert("The game hasn't started yet!")
return
if(world.time < 6000)
alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.")
return
if(sent_strike_team == 1)
alert("CentCom is already sending a team, Mr. Dumbass.")
return
if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")=="No")
return
alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
var/input = null
while(!input)
input = copytext(sanitize(input(src, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")),1,MAX_MESSAGE_LEN)
if(!input)
if(alert("Error, no mission set. Do you want to exit the setup process?",,"Yes","No")=="Yes")
return
if(sent_strike_team)
src << "Looks like someone beat you to it."
return
sent_strike_team = 1
if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
emergency_shuttle.recall()
var/commando_number = commandos_possible //for selecting a leader
var/leader_selected = 0 //when the leader is chosen. The last person spawned.
//Code for spawning a nuke auth code.
var/nuke_code
var/temp_code
for(var/obj/machinery/nuclearbomb/N in world)
temp_code = text2num(N.r_code)
if(temp_code)//if it's actually a number. It won't convert any non-numericals.
nuke_code = N.r_code
break
//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
var/mob/dead/observer/G//Basic variable to search for later.
var/candidates_list[] = list()//candidates for being a commando out of all the active ghosts in world.
var/commandos_list[] = list()//actual commando ghosts as picked by the user.
for(G in dead_mob_list)
if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
candidates_list += G//Add their client to list.
for(var/i=commandos_possible,(i>0&&candidates_list.len),i--)//Decrease with every commando selected.
var/client/G_client = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players") as null|anything in candidates_list//It will auto-pick a person when there is only one candidate.
if(G_client)//They may have logged out when the admin was choosing people. Or were not chosen. Would run time error otherwise.
candidates_list -= G_client//Subtract from candidates.
commandos_list += G_client.mob//Add their ghost to commandos.
//Spawns commandos and equips them.
for (var/obj/effect/landmark/L in world)
if(commando_number<=0) break
if (L.name == "Commando")
leader_selected = commando_number == 1?1:0
var/mob/living/carbon/human/new_commando = create_death_commando(L, leader_selected)
if(commandos_list.len)
G = pick(commandos_list)
commandos_list -= G
new_commando.mind.key = G.key//For mind stuff.
new_commando.key = G.key
new_commando.internal = new_commando.s_store
new_commando.internals.icon_state = "internal1"
//So they don't forget their code or mission.
if(nuke_code)
new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")
new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
new_commando << "\blue You are a Special Ops. [!leader_selected?"commando":"<B>LEADER</B>"] in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
commando_number--
//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 world)
if (L.name == "Commando-Bomb")
new /obj/effect/spawner/newbomb/timer/syndicate(L.loc)
del(L)
message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
log_admin("[key_name(usr)] used Spawn Death Squad.")
feedback_add_details("admin_verb","DTHS") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/create_death_commando(obj/spawn_location, leader_selected = 0)
var/mob/living/carbon/human/new_commando = new(spawn_location.loc)
var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
var/commando_name = pick(last_names)
new_commando.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(new_commando)
new_commando.real_name = "[!leader_selected ? commando_rank : commando_leader_rank] [commando_name]"
new_commando.age = !leader_selected ? rand(23,35) : rand(35,45)
new_commando.dna.ready_dna(new_commando)//Creates DNA.
//Creates mind stuff.
new_commando.mind = new
new_commando.mind.current = new_commando
new_commando.mind.original = new_commando
new_commando.mind.assigned_role = "MODE"
new_commando.mind.special_role = "Death Commando"
if(!(new_commando.mind in ticker.minds))
ticker.minds += new_commando.mind//Adds them to regular mind list.
if(!(new_commando.mind in ticker.mode.traitors))//If they weren't already an extra traitor.
ticker.mode.traitors += new_commando.mind//Adds them to current traitor list. Which is really the extra antagonist list.
new_commando.equip_death_commando(leader_selected)
// del(spawn_location)
return new_commando
/mob/living/carbon/human/proc/equip_death_commando(leader_selected = 0)
var/obj/machinery/camera/camera = new /obj/machinery/camera(src) //Gives all the commandos internals cameras.
camera.network = "CREED"
camera.c_tag = real_name
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
R.set_frequency(1441)
equip_if_possible(R, slot_ears)
if (leader_selected == 0)
equip_if_possible(new /obj/item/clothing/under/color/green(src), slot_w_uniform)
else
equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(src), slot_w_uniform)
equip_if_possible(new /obj/item/clothing/shoes/swat(src), slot_shoes)
equip_if_possible(new /obj/item/clothing/suit/armor/swat(src), slot_wear_suit)
equip_if_possible(new /obj/item/clothing/gloves/swat(src), slot_gloves)
equip_if_possible(new /obj/item/clothing/head/helmet/space/deathsquad(src), slot_head)
equip_if_possible(new /obj/item/clothing/mask/gas/swat(src), slot_wear_mask)
equip_if_possible(new /obj/item/clothing/glasses/thermal(src), slot_glasses)
equip_if_possible(new /obj/item/weapon/storage/backpack/security(src), slot_back)
equip_if_possible(new /obj/item/weapon/storage/box(src), slot_in_backpack)
equip_if_possible(new /obj/item/ammo_magazine/a357(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack)
equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack)
if (!leader_selected)
equip_if_possible(new /obj/item/weapon/plastique(src), slot_in_backpack)
else
equip_if_possible(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_if_possible(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_if_possible(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(src)//Here you go Deuryn
L.imp_in = src
L.implanted = 1
var/obj/item/weapon/card/id/W = new(src)
W.name = "[real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()//They get full station access.
W.access += list(access_cent_general, access_cent_specops, access_cent_living, access_cent_storage)//Let's add their alloted CentCom access.
W.assignment = "Death Commando"
W.registered_name = real_name
equip_if_possible(W, slot_wear_id)
resistances += "alien_embryo"
return 1