m o r e traitor objectives
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@@ -47,7 +47,7 @@ GLOBAL_VAR(antag_prototypes)
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else
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var/obj_count = 1
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for(var/datum/objective/objective in objectives)
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result += "<B>[obj_count]</B>: [objective.explanation_text] <a href='?src=[REF(owner)];obj_edit=[REF(objective)]'>Edit</a> <a href='?src=[REF(owner)];obj_delete=[REF(objective)]'>Delete</a> <a href='?src=[REF(owner)];obj_completable=[REF(objective)]'><font color=[objective.completed ? "green" : "red"]>[objective.completed ? "Mark as incomplete" : "Mark as complete"]</font></a><br>"
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result += "<B>[obj_count]</B>: [objective.explanation_text] <a href='?src=[REF(owner)];obj_edit=[REF(objective)]'>Edit</a> <a href='?src=[REF(owner)];obj_delete=[REF(objective)]'>Delete</a> <a href='?src=[REF(owner)];obj_completed=[REF(objective)]'><font color=[objective.completed ? "green" : "red"]>[objective.completed ? "Mark as incomplete" : "Mark as complete"]</font></a><br>"
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obj_count++
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result += "<a href='?src=[REF(owner)];obj_add=1;target_antag=[REF(src)]'>Add objective</a><br>"
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result += "<a href='?src=[REF(owner)];obj_announce=1'>Announce objectives</a><br>"
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@@ -77,19 +77,23 @@
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var/is_hijacker = FALSE
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var/datum/game_mode/dynamic/mode
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var/is_dynamic = FALSE
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var/hijack_prob = 0
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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if(mode.storyteller.flags & NO_ASSASSIN)
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is_hijacker = FALSE
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if(mode.threat >= CONFIG_GET(number/dynamic_hijack_cost))
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hijack_prob = CLAMP(mode.threat_level-50,0,20)
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if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
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is_hijacker = (prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
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is_hijacker = (prob(hijack_prob) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
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else
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var/indice_pop = min(10,round(GLOB.joined_player_list.len/mode.pop_per_requirement)+1)
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is_hijacker = (prob(10) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
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is_hijacker = (prob(hijack_prob) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
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if(mode.storyteller.flags & NO_ASSASSIN)
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is_hijacker = FALSE
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else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
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hijack_prob = 10
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is_hijacker = prob(10)
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var/martyr_chance = prob(20)
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var/martyr_chance = prob(hijack_prob*2)
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var/objective_count = is_hijacker //Hijacking counts towards number of objectives
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if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
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if(!SSticker.mode.exchange_red)
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@@ -170,7 +174,7 @@
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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assassin_prob = mode.threat_level*(2/3)
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assassin_prob = max(0,mode.threat_level-20)
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if(prob(assassin_prob))
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if(is_dynamic)
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var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
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@@ -198,11 +202,21 @@
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download_objective.owner = owner
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download_objective.gen_amount_goal()
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add_objective(download_objective)
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else
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else if(prob(40))
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = owner
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steal_objective.find_target()
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add_objective(steal_objective)
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else if(prob(40))
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var/datum/objective/sabotage/sabotage_objective = new
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sabotage_objective.owner = owner
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sabotage_objective.find_target()
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add_objective(sabotage_objective)
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else
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var/datum/objective/flavor/traitor/flavor_objective = new
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flavor_objective.owner = owner
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flavor_objective.forge_objective()
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add_objective(flavor_objective)
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/datum/antagonist/traitor/proc/forge_single_AI_objective()
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.=1
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