Game info verb for ghosts (#11935)
* Some ghost QoL stuff * DNR/observer only
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@@ -839,3 +839,11 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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return RULE_OF_THREE(40, 20, x) + 50
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if (20 to INFINITY)
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return rand(90, 100)
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/datum/game_mode/dynamic/ghost_info()
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. = list()
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. += "Current threat: [threat]"
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. += "Target threat: [threat_level]"
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. += "Storyteller: <b>[storyteller.name]</b><br/>"
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. += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
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. += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
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@@ -604,3 +604,7 @@
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/// Mode specific admin panel.
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/datum/game_mode/proc/admin_panel()
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return
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/// Mode specific info for ghost game_info
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/datum/game_mode/proc/ghost_info()
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return
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@@ -937,3 +937,20 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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spawners_menu = new(src)
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spawners_menu.ui_interact(src)
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/mob/dead/observer/verb/game_info()
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set name = "Game info"
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set desc = "Shows various info relating to the game mode, antagonists etc."
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set category = "Ghost"
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if(!started_as_observer && can_reenter_corpse)
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to_chat(src, "You cannot see this info unless you are an observer or you've chosen Do Not Resuscitate!")
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return
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var/list/stuff = list("[SSticker.mode.name]")
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stuff += "Antagonists:\n"
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for(var/datum/antagonist/A in GLOB.antagonists)
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if(A.owner)
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stuff += "[A.owner] the [A.name]"
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var/ghost_info = SSticker.mode.ghost_info()
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if(ghost_info)
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stuff += ghost_info
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to_chat(src,stuff.Join("\n"))
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