Merge branch 'Citadel-Station-13:master' into wingport
This commit is contained in:
@@ -382,6 +382,70 @@
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else
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return ..()
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//////////////////////////////////////////////
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// //
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// Clock Cult (MID) //
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// //
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//////////////////////////////////////////////
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//changes two people midround into clockwork cultists
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/datum/dynamic_ruleset/midround/ratvar_awakening
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name = "Ratvar Awakening"
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antag_datum = /datum/antagonist/clockcult
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antag_flag = "clock mid"
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antag_flag_override = ROLE_SERVANT_OF_RATVAR
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protected_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
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restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
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enemy_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Chief Medical Officer", "Research Director")
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required_enemies = list(1,1,1,1,1,1,0,0,0,0)
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required_candidates = 2
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weight = 3
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cost = 20
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requirements = list(101,101,101,101,50,40,30,20,10,10)
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var/list/clock_cap = list(1,1,1,1,2,3,4,5,5,5)
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flags = HIGH_IMPACT_RULESET
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/datum/dynamic_ruleset/midround/ratvar_awakening/acceptable(population=0, threat=0)
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if (locate(/datum/dynamic_ruleset/roundstart/clockcult) in mode.executed_rules)
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return FALSE // Unavailable if clockies exist at round start
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indice_pop = min(clock_cap.len, round(living_players.len/5)+1)
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required_candidates = clock_cap[indice_pop]
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return ..()
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/datum/dynamic_ruleset/midround/ratvar_awakening/trim_candidates()
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..()
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candidates = living_players
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for(var/mob/living/player as anything in candidates)
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var/turf/player_turf = get_turf(player)
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if(!player_turf || !is_station_level(player_turf.z))
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candidates -= player //no ghost roles
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continue
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if(!is_eligible_servant(player))
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candidates -= player
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continue
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if(player.mind && (player.mind.special_role || length(player.mind.antag_datums) > 0))
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candidates -= player //no double dipping
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/datum/dynamic_ruleset/midround/ratvar_awakening/execute()
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if(!candidates || !candidates.len)
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return FALSE
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for(var/i = 0; i < required_candidates; i++)
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if(!candidates.len)
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break
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var/mob/living/clock_antag = pick_n_take(candidates)
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assigned += clock_antag.mind
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for(var/datum/mind/M in assigned) //add them to the clockwork team
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add_servant_of_ratvar(M.current)
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SSticker.mode.equip_servant(M.current)
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SSticker.mode.greet_servant(M.current)
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message_admins("[ADMIN_LOOKUPFLW(M.current)] was selected by the [name] ruleset and has been made into a midround clock cultist.")
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log_game("DYNAMIC: [key_name(M.current)] was selected by the [name] ruleset and has been made into a midround clock cultist.")
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load_reebe()
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return ..()
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//////////////////////////////////////////////
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// //
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// BLOB (GHOST) //
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@@ -271,18 +271,7 @@
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if(resin_cooldown)
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to_chat(user, "<span class='warning'>Resin launcher is still recharging...</span>")
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return
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resin_cooldown = TRUE
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R.remove_any(100)
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var/obj/effect/resin_container/A = new (get_turf(src))
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log_game("[key_name(user)] used Resin Launcher at [AREACOORD(user)].")
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playsound(src,'sound/items/syringeproj.ogg',40,1)
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for(var/a=0, a<5, a++)
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step_towards(A, target)
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sleep(2)
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A.Smoke()
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spawn(100)
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if(src)
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resin_cooldown = FALSE
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launch_resin(target, user)
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return
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if(nozzle_mode == RESIN_FOAM)
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if(!Adj|| !isturf(target))
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@@ -301,6 +290,21 @@
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to_chat(user, "<span class='warning'>Resin foam mix is still being synthesized...</span>")
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return
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/obj/item/extinguisher/mini/nozzle/proc/launch_resin(atom/target, mob/user)
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set waitfor = FALSE
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resin_cooldown = TRUE
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reagents.remove_any(100)
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var/obj/effect/resin_container/A = new (get_turf(src))
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log_game("[key_name(user)] used Resin Launcher at [AREACOORD(user)].")
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playsound(src,'sound/items/syringeproj.ogg',40,1)
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for(var/a=0, a<5, a++)
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step_towards(A, target)
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sleep(2)
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A.Smoke()
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spawn(100)
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if(src)
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resin_cooldown = FALSE
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/obj/effect/resin_container
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name = "resin container"
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desc = "A compacted ball of expansive resin, used to repair the atmosphere in a room, or seal off breaches."
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