[READY] Gang Points Refactor - Now stored in the gang datum

This commit is contained in:
CitadelStationBot
2017-06-08 14:46:07 -05:00
parent 00790c0fdd
commit 1658e48bc1
11 changed files with 145 additions and 65 deletions

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@@ -429,4 +429,8 @@ GLOBAL_LIST_INIT(ghost_others_options, list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
#define GIBTONITE_UNSTRUCK 0
#define GIBTONITE_ACTIVE 1
#define GIBTONITE_STABLE 2
#define GIBTONITE_DETONATE 3
#define GIBTONITE_DETONATE 3
//Gangster starting influences
#define GANGSTER_SOLDIER_STARTING_INFLUENCE 5
#define GANGSTER_BOSS_STARTING_INFLUENCE 20

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@@ -989,7 +989,7 @@
if(!G || (src in G.bosses))
return
SSticker.mode.remove_gangster(src,0,2,1)
G.bosses += src
G.bosses[src] = GANGSTER_BOSS_STARTING_INFLUENCE
gang_datum = G
special_role = "[G.name] Gang Boss"
G.add_gang_hud(src)

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@@ -62,7 +62,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
for(var/n in 1 to 3)
var/datum/mind/boss = pick(antag_candidates)
antag_candidates -= boss
G.bosses += boss
G.bosses[boss] = GANGSTER_BOSS_STARTING_INFLUENCE
boss.gang_datum = G
var/title
if(n == 1)
@@ -85,6 +85,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
sleep(rand(10,100))
for(var/datum/gang/G in gangs)
for(var/datum/mind/boss_mind in G.bosses)
G.bosses[boss_mind] = GANGSTER_BOSS_STARTING_INFLUENCE //Force influence to be put on it.
G.add_gang_hud(boss_mind)
forge_gang_objectives(boss_mind)
greet_gang(boss_mind)
@@ -170,7 +171,7 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
G.gangsters += gangster_mind
G.gangsters[gangster_mind] = GANGSTER_SOLDIER_STARTING_INFLUENCE
gangster_mind.gang_datum = G
if(check)
if(iscarbon(gangster_mind.current))
@@ -209,15 +210,24 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
if(!G.is_deconvertible && !remove_bosses)
return 0
if(gangster_mind in G.gangsters)
G.reclaim_points(G.gangsters[gangster_mind])
G.gangsters -= gangster_mind
removed = 1
if(remove_bosses && (gangster_mind in G.bosses))
G.reclaim_points(G.bosses[gangster_mind])
G.bosses -= gangster_mind
removed = 1
if(G.tags_by_mind[gangster_mind] && islist(G.tags_by_mind[gangster_mind]))
var/list/tags_cache = G.tags_by_mind[gangster_mind]
for(var/v in tags_cache)
var/obj/effect/decal/cleanable/crayon/gang/c = v
c.set_mind_owner(null)
G.tags_by_mind -= gangster_mind
if(!removed)
return 0
gangster_mind.special_role = null
gangster_mind.gang_datum = null

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@@ -8,6 +8,7 @@
var/list/datum/mind/gangsters = list() //gang B Members
var/list/datum/mind/bosses = list() //gang A Bosses
var/list/obj/item/device/gangtool/gangtools = list()
var/list/tags_by_mind = list() //Assoc list in format of tags_by_mind[mind_of_gangster] = list(tag1, tag2, tag3) where tags are the actual object decals.
var/style
var/fighting_style = "normal"
var/list/territory = list()
@@ -202,9 +203,9 @@
return
var/added_names = ""
var/lost_names = ""
SSticker.mode.shuttle_check() // See if its time to start wrapping things up
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = territory_new & territory_lost
territory |= reclaimed_territories
@@ -245,47 +246,90 @@
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
for(var/obj/item/device/gangtool/G in gangtools)
var/pmessage = message
var/points_new = 0
if(istype(G, /obj/item/device/gangtool/soldier))
points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.<BR>"
else
points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories<BR>"
G.points += points_new
var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
var/points_newer = 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
for(var/obj/C in ganger.contents)
if(C.type == inner_outfit)
points_newer += 2
continue
if(C.type == outer_outfit)
points_newer += 2
continue
switch(C.type)
if(/obj/item/clothing/neck/necklace/dope)
points_newer += 2
if(/obj/item/clothing/head/collectable/petehat/gang)
points_newer += 4
if(/obj/item/clothing/shoes/gang)
points_newer += 6
if(/obj/item/clothing/mask/gskull)
points_newer += 5
if(/obj/item/clothing/gloves/gang)
points_newer += 3
if(/obj/item/weapon/storage/belt/military/gang)
points_newer += 4
if(points_newer)
G.points += points_newer
pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.<BR>"
pmessage += "You now have <b>[G.points] influence</b>.<BR>"
to_chat(ganger, "<span class='notice'>\icon[G] [pmessage]</span>")
pay_territory_income_to_bosses()
pay_territory_income_to_soldiers(sbonus)
pay_all_clothing_bonuses()
announce_all_influence()
/datum/gang/proc/pay_all_clothing_bonuses()
for(var/datum/mind/mind in gangsters|bosses)
pay_clothing_bonus(mind)
/datum/gang/proc/pay_clothing_bonus(var/datum/mind/gangsta)
var/mob/living/carbon/human/gangbanger = gangsta.current
. = 0
if(!istype(gangbanger) || gangbanger.stat == DEAD) //Dead gangsters aren't influential at all!
return 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
for(var/obj/item/C in gangbanger.contents)
if(C.type == inner_outfit)
. += 2
continue
else if(C.type == outer_outfit)
. += 2
continue
. += C.gang_contraband_value()
adjust_influence(gangsta, .)
if(.)
announce_to_mind(gangsta, "<span class='notice'>Your influential choice of clothing has increased your influence by [.] points!</span>")
else
announce_to_mind(gangsta, "<span class='warning'>Unfortunately, you have not gained any additional influence from your drab, old, boring clothing. Learn to dress like a gangsta, bro!</span>") //Kek
/datum/gang/proc/pay_soldier_territory_income(datum/mind/soldier, sbonus = 0)
. = 0
. = max(0,round(3 - gangsters[soldier]/10)) + (sbonus) + (get_soldier_territories(soldier)/2)
adjust_influence(soldier, .)
/datum/gang/proc/get_soldier_territories(datum/mind/soldier)
if(!islist(tags_by_mind[soldier])) //They have no tagged territories!
return 0
var/list/tags = tags_by_mind[soldier]
return tags.len
/datum/gang/proc/pay_territory_income_to_soldiers(sbonus = 0)
for(var/datum/mind/soldier in gangsters)
var/returned = pay_soldier_territory_income(soldier)
if(!returned)
announce_to_mind(soldier, "<span class='warning'>You have not gained any influence from territories you personally tagged. Get to work, soldier!</span>")
else
announce_to_mind(soldier, "<span class='notice'>You have gained [returned] influence from [get_soldier_territories(soldier)] territories you have personally tagged.</span>")
/datum/gang/proc/announce_all_influence()
for(var/datum/mind/MG in bosses|gangsters)
announce_total_influence(MG)
/datum/gang/proc/pay_territory_income_to_bosses()
. = 0
for(var/datum/mind/boss_mind in bosses)
var/inc = max(0,round(5 - bosses[boss_mind]/10)) + LAZYLEN(territory)
. += inc
adjust_influence(boss_mind, inc)
announce_to_mind(boss_mind, "<span class='boldnotice'>Your influence has increased by [inc] from your gang holding [LAZYLEN(territory)] territories!</span>")
/datum/gang/proc/get_influence(datum/mind/gangster_mind)
if(gangster_mind in gangsters)
return gangsters[gangster_mind]
if(gangster_mind in bosses)
return bosses[gangster_mind]
/datum/gang/proc/adjust_influence(datum/mind/gangster_mind, amount)
if(gangster_mind in gangsters)
gangsters[gangster_mind] += amount
if(gangster_mind in bosses)
bosses[gangster_mind] += amount
/datum/gang/proc/announce_to_mind(datum/mind/gangster_mind, message)
if(gangster_mind.current && gangster_mind.current.stat != DEAD)
to_chat(gangster_mind.current, message)
/datum/gang/proc/announce_total_influence(datum/mind/gangster_mind)
announce_to_mind(gangster_mind, "<span class='boldnotice'>[name] Gang: You now have a total of [get_influence(gangster_mind)] influence!</span>")
/datum/gang/proc/reclaim_points(amount)
for(var/datum/mind/bawss in bosses)
adjust_influence(bawss, amount/bosses.len)
announce_to_mind(bawss, "<span class='notice'>[name] Gang: [amount/bosses.len] influence given from internal automatic restructuring.</span>")
//Multiverse

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@@ -11,7 +11,7 @@
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
gangtool.points -= real_cost
gang.adjust_influence(user.mind, -real_cost)
spawn_item(user, gang, gangtool)
return TRUE
@@ -23,7 +23,7 @@
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
return gang && (gang.get_influence(user.mind) >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
@@ -118,6 +118,9 @@
name = "pimpin' hat"
desc = "The undisputed king of style."
/obj/item/clothing/head/collectable/petehat/gang/gang_contraband_value()
return 4
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
@@ -129,6 +132,8 @@
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/obj/item/clothing/mask/gskull/gang_contraband_value()
return 5
/datum/gang_item/clothing/shoes
name = "Bling Boots"
@@ -141,13 +146,15 @@
desc = "Stand aside peasants."
icon_state = "bling"
/obj/item/clothing/shoes/gang/gang_contraband_value()
return 6
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
@@ -160,6 +167,9 @@
icon_state = "knuckles"
w_class = 3
/obj/item/clothing/gloves/gang/gang_contraband_value()
return 3
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
@@ -173,7 +183,8 @@
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
/obj/item/weapon/storage/belt/military/gang/gang_contraband_value()
return 4
///////////////////
//WEAPONS

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@@ -15,7 +15,6 @@
var/outfits = 2
var/free_pen = 0
var/promotable = 0
var/points = 15
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
@@ -50,7 +49,7 @@
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
@@ -147,8 +146,9 @@
gang.gangtools += src
icon_state = "gangtool-[gang.color]"
if(!(user.mind in gang.bosses))
var/cached_influence = gang.gangsters[user.mind]
SSticker.mode.remove_gangster(user.mind, 0, 2)
gang.bosses += user.mind
gang.bosses[user.mind] = cached_influence
user.mind.gang_datum = gang
user.mind.special_role = "[gang.name] Gang Lieutenant"
gang.add_gang_hud(user.mind)
@@ -246,9 +246,6 @@
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier
points = 5
/obj/item/device/gangtool/soldier/New(mob/user)
. = ..()
gang = user.mind.gang_datum
@@ -264,7 +261,7 @@
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Your Influence: <B>[gang.get_influence(user.mind)]</B><br>"
if(LAZYLEN(tags))
dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)

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@@ -243,7 +243,7 @@
if(!is_gangster(user))
var/datum/gang/multiverse/G = new(src, "[user.real_name]")
SSticker.mode.gangs += G
G.bosses += user.mind
G.bosses[user.mind] = 0
G.add_gang_hud(user.mind)
user.mind.gang_datum = G
to_chat(user, "<span class='warning'><B>With your new found power you could easily conquer the station!</B></span>")

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@@ -30,27 +30,35 @@
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
var/obj/item/device/gangtool/linked_tool
var/datum/mind/user_mind
var/area/territory
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
if(!type || !G)
qdel(src)
user_mind = user.mind
territory = get_area(src)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
linked_tool = locate(/obj/item/device/gangtool) in user.contents
if(linked_tool)
linked_tool.tags += src
//If this isn't tagged by a specific gangster there's no bonus income.
set_mind_owner(user_mind)
..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/proc/set_mind_owner(datum/mind/mind)
if(istype(user_mind) && istype(gang) && islist(gang.tags_by_mind[user_mind])) //Clear us out of old ownership
gang.tags_by_mind[user_mind] -= src
if(istype(mind))
if(!islist(gang.tags_by_mind[mind]))
gang.tags_by_mind[mind] = list()
gang.tags_by_mind[mind] += src
user_mind = mind
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(linked_tool)
linked_tool.tags -= src
if(gang)
gang.territory -= territory.type
set_mind_owner(null)
gang.territory_new -= territory.type
gang.territory_lost |= list(territory.type = territory.name)
return ..()

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@@ -193,3 +193,6 @@
..()
if(unique_rename)
to_chat(user, "<span class='notice'>Use a pen on it to rename it or change its description.</span>")
/obj/proc/gang_contraband_value()
return 0

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@@ -99,7 +99,7 @@ GLOBAL_VAR_INIT(highlander, FALSE)
var/datum/gang/multiverse/G = new(src, "[H.real_name]")
SSticker.mode.gangs += G
G.bosses += H.mind
G.bosses[H.mind] = 0 //No they don't use influence but this prevents runtimes.
G.add_gang_hud(H.mind)
H.mind.gang_datum = G

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@@ -164,6 +164,9 @@
icon_state = "bling"
item_color = "bling"
/obj/item/clothing/neck/necklace/dope/gang_contraband_value()
return 2
////////////////
//OONGA BOONGA//
////////////////