Merge branch 'master' into NeuroFix
This commit is contained in:
@@ -98,6 +98,13 @@
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#define DRINKSBLOOD 15
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#define NOEYES 16
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#define MARKINGS 17
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#define MUTCOLORS2 18
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#define MUTCOLORS3 19
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#define NOAROUSAL 20 //Stops all arousal effects
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#define NOGENITALS 21 //Cannot create, use, or otherwise have genitals
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#define MATRIXED 22 //if icon is color matrix'd
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#define SKINTONE 23 //uses skin tones
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#define HORNCOLOR 24
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#define ORGAN_SLOT_BRAIN "brain"
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#define ORGAN_SLOT_APPENDIX "appendix"
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@@ -81,3 +81,10 @@
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#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
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#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
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///Max length of a keypress command before it's considered to be a forged packet/bogus command
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#define MAX_KEYPRESS_COMMANDLENGTH 16
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///Max amount of keypress messages per second over two seconds before client is autokicked
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#define MAX_KEYPRESS_AUTOKICK 100
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///Length of held key rolling buffer
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#define HELD_KEY_BUFFER_LENGTH 15
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@@ -89,17 +89,6 @@
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//Damage stuffs
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#define AROUSAL "arousal"
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//DNA stuffs. Remember to change this if upstream adds more snowflake options
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//Species stuffs. Remember to change this if upstream updates species flags
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#define MUTCOLORS2 35
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#define MUTCOLORS3 36
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#define NOAROUSAL 37 //Stops all arousal effects
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#define NOGENITALS 38 //Cannot create, use, or otherwise have genitals
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#define MATRIXED 39 //if icon is color matrix'd
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#define SKINTONE 40 //uses skin tones
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//Citadel istypes
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#define isgenital(A) (istype(A, /obj/item/organ/genital))
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@@ -56,7 +56,7 @@
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#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
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#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
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#define iszombie(A) (is_species(A, /datum/species/zombie))
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#define ismoth(A) (is_species(A, /datum/species/moth))
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#define ismoth(A) (is_species(A, /datum/species/insect))
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#define ishumanbasic(A) (is_species(A, /datum/species/human))
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#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
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@@ -48,3 +48,41 @@
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#define JOB_UNAVAILABLE_PLAYTIME 3
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#define JOB_UNAVAILABLE_ACCOUNTAGE 4
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#define JOB_UNAVAILABLE_SLOTFULL 5
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#define DEFAULT_RELIGION "Christianity"
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#define DEFAULT_DEITY "Space Jesus"
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#define JOB_DISPLAY_ORDER_DEFAULT 0
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#define JOB_DISPLAY_ORDER_ASSISTANT 1
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#define JOB_DISPLAY_ORDER_CAPTAIN 2
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#define JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL 3
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#define JOB_DISPLAY_ORDER_BARTENDER 4
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#define JOB_DISPLAY_ORDER_COOK 5
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#define JOB_DISPLAY_ORDER_BOTANIST 6
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#define JOB_DISPLAY_ORDER_JANITOR 7
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#define JOB_DISPLAY_ORDER_CLOWN 8
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#define JOB_DISPLAY_ORDER_MIME 9
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#define JOB_DISPLAY_ORDER_CURATOR 10
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#define JOB_DISPLAY_ORDER_LAWYER 11
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#define JOB_DISPLAY_ORDER_CHAPLAIN 12
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#define JOB_DISPLAY_ORDER_QUARTERMASTER 13
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#define JOB_DISPLAY_ORDER_CARGO_TECHNICIAN 14
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#define JOB_DISPLAY_ORDER_SHAFT_MINER 15
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#define JOB_DISPLAY_ORDER_CHIEF_ENGINEER 16
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#define JOB_DISPLAY_ORDER_STATION_ENGINEER 17
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#define JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN 18
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#define JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER 19
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#define JOB_DISPLAY_ORDER_MEDICAL_DOCTOR 20
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#define JOB_DISPLAY_ORDER_CHEMIST 21
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#define JOB_DISPLAY_ORDER_GENETICIST 22
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#define JOB_DISPLAY_ORDER_VIROLOGIST 23
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#define JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR 24
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#define JOB_DISPLAY_ORDER_SCIENTIST 25
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#define JOB_DISPLAY_ORDER_ROBOTICIST 26
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#define JOB_DISPLAY_ORDER_HEAD_OF_SECURITY 27
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#define JOB_DISPLAY_ORDER_WARDEN 28
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#define JOB_DISPLAY_ORDER_DETECTIVE 29
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#define JOB_DISPLAY_ORDER_SECURITY_OFFICER 30
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#define JOB_DISPLAY_ORDER_AI 31
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#define JOB_DISPLAY_ORDER_CYBORG 32
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@@ -201,4 +201,10 @@
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return list(region_x1 & region_x2, region_y1 & region_y2)
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#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
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#define LORENTZ_DISTRIBUTION(x, s) ( s*TAN(TODEGREES(PI*(rand()-0.5))) + x )
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#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
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#define RULE_OF_THREE(a, b, x) ((a*x)/b)
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// )
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@@ -472,6 +472,9 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.")
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// list of all null rod weapons
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#define HOLY_WEAPONS /obj/item/nullrod, /obj/item/twohanded/dualsaber/hypereutactic/chaplain, /obj/item/gun/energy/laser/redtag/hitscan/chaplain, /obj/item/multitool/chaplain, /obj/item/melee/baseball_bat/chaplain
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// Used by PDA and cartridge code to reduce repetitiveness of spritesheets
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#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
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@@ -69,4 +69,9 @@
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//Flags in the players table in the db
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#define DB_FLAG_EXEMPT 1
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#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
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#define DEFAULT_CYBORG_NAME "Default Cyborg Name"
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//Job preferences levels
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#define JP_LOW 1
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#define JP_MEDIUM 2
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#define JP_HIGH 3
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@@ -94,6 +94,12 @@ GLOBAL_LIST_INIT(dildo_colors, list(//mostly neon colors
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"Purple" = "#e300ff"//purple
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))
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GLOBAL_LIST_INIT(meat_types, list(
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"Mammalian" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/mammal,
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"Aquatic" = /obj/item/reagent_containers/food/snacks/carpmeat/aquatic,
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"Avian" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/avian,
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"Inesct" = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect))
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//Crew objective and miscreants stuff
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GLOBAL_VAR_INIT(miscreants_allowed, FALSE)
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@@ -81,3 +81,6 @@ GLOBAL_VAR_INIT(cmp_field, "name")
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/proc/cmp_advdisease_resistance_asc(datum/disease/advance/A, datum/disease/advance/B)
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return A.totalResistance() - B.totalResistance()
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/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
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return A.display_order - B.display_order
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@@ -30,7 +30,8 @@
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init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.r_wings_list,roundstart = TRUE)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/caps, GLOB.caps_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_wings, GLOB.insect_wings_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_fluff, GLOB.insect_fluffs_list)
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//CIT CHANGES START HERE, ADDS SNOWFLAKE BODYPARTS AND MORE
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//mammal bodyparts (fucking furries)
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@@ -44,6 +45,9 @@
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init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_head, GLOB.xeno_head_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_tail, GLOB.xeno_tail_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_dorsal, GLOB.xeno_dorsal_list)
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//ipcs
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init_sprite_accessory_subtypes(/datum/sprite_accessory/screen, GLOB.ipc_screens_list, roundstart = TRUE)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/antenna, GLOB.ipc_antennas_list, roundstart = TRUE)
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//genitals
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init_sprite_accessory_subtypes(/datum/sprite_accessory/penis, GLOB.cock_shapes_list)
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for(var/K in GLOB.cock_shapes_list)
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@@ -53,7 +57,11 @@
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init_sprite_accessory_subtypes(/datum/sprite_accessory/vagina, GLOB.vagina_shapes_list)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/breasts, GLOB.breasts_shapes_list)
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GLOB.breasts_size_list = list ("a", "b", "c", "d", "e") //We need the list to choose from initialized, but it's no longer a sprite_accessory thing.
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GLOB.gentlemans_organ_names = list("phallus", "willy", "dick", "prick", "member", "tool", "gentleman's organ", "cock", "wang", "knob", "dong", "joystick", "pecker", "johnson", "weenie", "tadger", "schlong", "thirsty ferret", "baloney pony", "schlanger")
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GLOB.gentlemans_organ_names = list("phallus", "willy", "dick", "prick", "member", "tool", "gentleman's organ",
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"cock", "wang", "knob", "dong", "joystick", "pecker", "johnson", "weenie", "tadger", "schlong", "thirsty ferret",
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"baloney pony", "schlanger", "Mutton dagger", "old blind bob","Hanging Johnny", "fishing rod", "Tally whacker", "polly rocket",
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"One eyed trouser trout", "Ding dong", "ankle spanker", "Pork sword", "engine cranker", "Harry hot dog", "Davy Crockett",
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"Kidney cracker", "Heat seeking moisture missile", "Giggle stick", "love whistle", "Tube steak", "Uncle Dick", "Purple helmet warrior")
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for(var/K in GLOB.breasts_shapes_list)
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var/datum/sprite_accessory/breasts/value = GLOB.breasts_shapes_list[K]
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GLOB.breasts_shapes_icons[K] = value.icon_state
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@@ -62,6 +70,7 @@
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for(var/K in GLOB.balls_shapes_list)
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var/datum/sprite_accessory/testicles/value = GLOB.balls_shapes_list[K]
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GLOB.balls_shapes_icons[K] = value.icon_state
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//END OF CIT CHANGES
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//Species
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+27
-22
@@ -59,7 +59,7 @@
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if(!GLOB.horns_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, GLOB.horns_list)
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if(!GLOB.ears_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.horns_list)
|
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init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.ears_list)
|
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if(!GLOB.frills_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, GLOB.frills_list)
|
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if(!GLOB.spines_list.len)
|
||||
@@ -70,8 +70,10 @@
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
|
||||
if(!GLOB.wings_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
|
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if(!GLOB.moth_wings_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
|
||||
if(!GLOB.insect_wings_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_wings, GLOB.insect_wings_list)
|
||||
if(!GLOB.insect_fluffs_list.len)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/insect_fluff, GLOB.insect_fluffs_list)
|
||||
|
||||
//CIT CHANGES - genitals and such
|
||||
if(!GLOB.cock_shapes_list.len)
|
||||
@@ -130,22 +132,23 @@
|
||||
|
||||
//CIT CHANGE - changes this entire return to support cit's snowflake parts
|
||||
return(list(
|
||||
"mcolor" = color1,
|
||||
"mcolor2" = color2,
|
||||
"mcolor3" = color3,
|
||||
"tail_lizard" = pick(GLOB.tails_list_lizard),
|
||||
"tail_human" = "None",
|
||||
"wings" = "None",
|
||||
"snout" = pick(GLOB.snouts_list),
|
||||
"horns" = pick(GLOB.horns_list),
|
||||
"ears" = "None",
|
||||
"frills" = pick(GLOB.frills_list),
|
||||
"spines" = pick(GLOB.spines_list),
|
||||
"body_markings" = pick(GLOB.body_markings_list),
|
||||
"legs" = pick("Normal Legs","Digitigrade Legs"),
|
||||
"caps" = pick(GLOB.caps_list),
|
||||
"moth_wings" = pick(GLOB.moth_wings_list),
|
||||
"taur" = "None",
|
||||
"mcolor" = color1,
|
||||
"mcolor2" = color2,
|
||||
"mcolor3" = color3,
|
||||
"tail_lizard" = pick(GLOB.tails_list_lizard),
|
||||
"tail_human" = "None",
|
||||
"wings" = "None",
|
||||
"snout" = pick(GLOB.snouts_list),
|
||||
"horns" = pick(GLOB.horns_list),
|
||||
"ears" = "None",
|
||||
"frills" = pick(GLOB.frills_list),
|
||||
"spines" = pick(GLOB.spines_list),
|
||||
"body_markings" = pick(GLOB.body_markings_list),
|
||||
"legs" = pick("Plantigrade","Digitigrade"),
|
||||
"caps" = pick(GLOB.caps_list),
|
||||
"insect_wings" = pick(GLOB.insect_wings_list),
|
||||
"insect_fluff" = "None",
|
||||
"taur" = "None",
|
||||
"mam_body_markings" = pick(snowflake_markings_list),
|
||||
"mam_ears" = pick(snowflake_ears_list),
|
||||
"mam_snouts" = pick(snowflake_mam_snouts_list),
|
||||
@@ -201,9 +204,11 @@
|
||||
"womb_cum_mult" = CUM_RATE_MULT,
|
||||
"womb_efficiency" = CUM_EFFICIENCY,
|
||||
"womb_fluid" = "femcum",
|
||||
"ipc_screen" = "Sunburst",
|
||||
"ipc_antenna" = "None",
|
||||
"flavor_text" = ""))
|
||||
"ipc_screen" = "Sunburst",
|
||||
"ipc_antenna" = "None",
|
||||
"flavor_text" = "",
|
||||
"meat_type" = "Mammalian"
|
||||
))
|
||||
|
||||
/proc/random_hair_style(gender)
|
||||
switch(gender)
|
||||
|
||||
@@ -308,6 +308,13 @@
|
||||
//ignore this comment, it fixes the broken sytax parsing caused by the " above
|
||||
else
|
||||
parts += "[GLOB.TAB]<i>Nobody died this shift!</i>"
|
||||
if(istype(SSticker.mode, /datum/game_mode/dynamic))
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
parts += "[GLOB.TAB]Threat level: [mode.threat_level]"
|
||||
parts += "[GLOB.TAB]Threat left: [mode.threat]"
|
||||
parts += "[GLOB.TAB]Executed rules:"
|
||||
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
|
||||
parts += "[GLOB.TAB][GLOB.TAB][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost] threat"
|
||||
return parts.Join("<br>")
|
||||
|
||||
/client/proc/roundend_report_file()
|
||||
|
||||
@@ -73,3 +73,11 @@ GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
|
||||
|
||||
/proc/daysSince(realtimev)
|
||||
return round((world.realtime - realtimev) / (24 HOURS))
|
||||
|
||||
/proc/worldtime2text()
|
||||
return gameTimestamp("hh:mm:ss", world.time)
|
||||
|
||||
/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
|
||||
if(!wtime)
|
||||
wtime = world.time
|
||||
return time2text(wtime - GLOB.timezoneOffset, format)
|
||||
|
||||
@@ -34,7 +34,8 @@ GLOBAL_LIST_EMPTY(ears_list)
|
||||
GLOBAL_LIST_EMPTY(wings_list)
|
||||
GLOBAL_LIST_EMPTY(wings_open_list)
|
||||
GLOBAL_LIST_EMPTY(r_wings_list)
|
||||
GLOBAL_LIST_EMPTY(moth_wings_list)
|
||||
GLOBAL_LIST_EMPTY(insect_wings_list)
|
||||
GLOBAL_LIST_EMPTY(insect_fluffs_list)
|
||||
GLOBAL_LIST_EMPTY(caps_list)
|
||||
|
||||
GLOBAL_LIST_INIT(ghost_forms_with_directions_list, list("ghost")) //stores the ghost forms that support directional sprites
|
||||
|
||||
@@ -6,7 +6,17 @@ SUBSYSTEM_DEF(assets)
|
||||
var/list/preload = list()
|
||||
|
||||
/datum/controller/subsystem/assets/Initialize(timeofday)
|
||||
for(var/type in typesof(/datum/asset))
|
||||
|
||||
var/list/priority_assets = list(
|
||||
/datum/asset/simple/oui_theme_nano,
|
||||
/datum/asset/simple/goonchat
|
||||
)
|
||||
|
||||
for(var/type in priority_assets)
|
||||
var/datum/asset/A = new type()
|
||||
A.register()
|
||||
|
||||
for(var/type in typesof(/datum/asset) - (priority_assets | list(/datum/asset, /datum/asset/simple)))
|
||||
var/datum/asset/A = type
|
||||
if (type != initial(A._abstract))
|
||||
get_asset_datum(type)
|
||||
|
||||
@@ -116,7 +116,7 @@ SUBSYSTEM_DEF(job)
|
||||
if(player.mind && job.title in player.mind.restricted_roles)
|
||||
JobDebug("FOC incompatible with antagonist role, Player: [player]")
|
||||
continue
|
||||
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
|
||||
if(player.client.prefs.job_preferences["[job.title]"] == level)
|
||||
JobDebug("FOC pass, Player: [player], Level:[level]")
|
||||
candidates += player
|
||||
return candidates
|
||||
@@ -182,7 +182,7 @@ SUBSYSTEM_DEF(job)
|
||||
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
|
||||
continue
|
||||
var/list/candidates = FindOccupationCandidates(job, level)
|
||||
if(!candidates.len)
|
||||
if(!candidates?.len)
|
||||
continue
|
||||
var/mob/dead/new_player/candidate = pick(candidates)
|
||||
if(AssignRole(candidate, command_position))
|
||||
@@ -200,7 +200,7 @@ SUBSYSTEM_DEF(job)
|
||||
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
|
||||
continue
|
||||
var/list/candidates = FindOccupationCandidates(job, level)
|
||||
if(!candidates.len)
|
||||
if(!candidates?.len)
|
||||
continue
|
||||
var/mob/dead/new_player/candidate = pick(candidates)
|
||||
AssignRole(candidate, command_position)
|
||||
@@ -228,7 +228,7 @@ SUBSYSTEM_DEF(job)
|
||||
* fills var "assigned_role" for all ready players.
|
||||
* This proc must not have any side effect besides of modifying "assigned_role".
|
||||
**/
|
||||
/datum/controller/subsystem/job/proc/DivideOccupations()
|
||||
/datum/controller/subsystem/job/proc/DivideOccupations(list/required_jobs)
|
||||
//Setup new player list and get the jobs list
|
||||
JobDebug("Running DO")
|
||||
|
||||
@@ -241,14 +241,14 @@ SUBSYSTEM_DEF(job)
|
||||
|
||||
//Get the players who are ready
|
||||
for(var/mob/dead/new_player/player in GLOB.player_list)
|
||||
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && !player.mind.assigned_role)
|
||||
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && !player.mind.assigned_role)
|
||||
unassigned += player
|
||||
|
||||
initial_players_to_assign = unassigned.len
|
||||
|
||||
JobDebug("DO, Len: [unassigned.len]")
|
||||
JobDebug("DO, Len: [unassigned?.len]")
|
||||
if(unassigned.len == 0)
|
||||
return 0
|
||||
return validate_required_jobs(required_jobs)
|
||||
|
||||
//Scale number of open security officer slots to population
|
||||
setup_officer_positions()
|
||||
@@ -269,8 +269,8 @@ SUBSYSTEM_DEF(job)
|
||||
//People who wants to be the overflow role, sure, go on.
|
||||
JobDebug("DO, Running Overflow Check 1")
|
||||
var/datum/job/overflow = GetJob(SSjob.overflow_role)
|
||||
var/list/overflow_candidates = FindOccupationCandidates(overflow, 3)
|
||||
JobDebug("AC1, Candidates: [overflow_candidates.len]")
|
||||
var/list/overflow_candidates = FindOccupationCandidates(overflow, JP_LOW)
|
||||
JobDebug("AC1, Candidates: [overflow_candidates?.len]")
|
||||
for(var/mob/dead/new_player/player in overflow_candidates)
|
||||
JobDebug("AC1 pass, Player: [player]")
|
||||
AssignRole(player, SSjob.overflow_role)
|
||||
@@ -297,7 +297,8 @@ SUBSYSTEM_DEF(job)
|
||||
|
||||
// Loop through all levels from high to low
|
||||
var/list/shuffledoccupations = shuffle(occupations)
|
||||
for(var/level = 1 to 3)
|
||||
var/list/levels = list(JP_HIGH,JP_MEDIUM,JP_LOW)
|
||||
for(var/level in levels)
|
||||
//Check the head jobs first each level
|
||||
CheckHeadPositions(level)
|
||||
|
||||
@@ -332,7 +333,7 @@ SUBSYSTEM_DEF(job)
|
||||
continue
|
||||
|
||||
// If the player wants that job on this level, then try give it to him.
|
||||
if(player.client.prefs.GetJobDepartment(job, level) & job.flag)
|
||||
if(player.client.prefs.job_preferences["[job.title]"] == level)
|
||||
// If the job isn't filled
|
||||
if((job.current_positions < job.spawn_positions) || job.spawn_positions == -1)
|
||||
JobDebug("DO pass, Player: [player], Level:[level], Job:[job.title]")
|
||||
@@ -351,9 +352,28 @@ SUBSYSTEM_DEF(job)
|
||||
//Mop up people who can't leave.
|
||||
for(var/mob/dead/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
|
||||
if(!GiveRandomJob(player))
|
||||
AssignRole(player, SSjob.overflow_role) //If everything is already filled, make them an assistant
|
||||
if(!AssignRole(player, SSjob.overflow_role)) //If everything is already filled, make them an assistant
|
||||
return FALSE //Living on the edge, the forced antagonist couldn't be assigned to overflow role (bans, client age) - just reroll
|
||||
|
||||
return 1
|
||||
return validate_required_jobs(required_jobs)
|
||||
|
||||
/datum/controller/subsystem/job/proc/validate_required_jobs(list/required_jobs)
|
||||
if(!required_jobs.len)
|
||||
return TRUE
|
||||
for(var/required_group in required_jobs)
|
||||
var/group_ok = TRUE
|
||||
for(var/rank in required_group)
|
||||
var/datum/job/J = GetJob(rank)
|
||||
if(!J)
|
||||
SSticker.mode.setup_error = "Invalid job [rank] in gamemode required jobs."
|
||||
return FALSE
|
||||
if(J.current_positions < required_group[rank])
|
||||
group_ok = FALSE
|
||||
break
|
||||
if(group_ok)
|
||||
return TRUE
|
||||
SSticker.mode.setup_error = "Required jobs not present."
|
||||
return FALSE
|
||||
|
||||
//We couldn't find a job from prefs for this guy.
|
||||
/datum/controller/subsystem/job/proc/HandleUnassigned(mob/dead/new_player/player)
|
||||
@@ -406,7 +426,7 @@ SUBSYSTEM_DEF(job)
|
||||
if(length(GLOB.jobspawn_overrides[rank]))
|
||||
S = pick(GLOB.jobspawn_overrides[rank])
|
||||
if(S)
|
||||
SendToAtom(H, S, buckle = FALSE)
|
||||
S.JoinPlayerHere(H, FALSE)
|
||||
if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
|
||||
log_world("Couldn't find a round start spawn point for [rank]")
|
||||
SendToLateJoin(H)
|
||||
@@ -418,7 +438,7 @@ SUBSYSTEM_DEF(job)
|
||||
if(job)
|
||||
if(!job.dresscodecompliant)// CIT CHANGE - dress code compliance
|
||||
equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
|
||||
var/new_mob = job.equip(H, null, null, joined_late)
|
||||
var/new_mob = job.equip(H, null, null, joined_late , null, M.client)
|
||||
if(ismob(new_mob))
|
||||
H = new_mob
|
||||
if(!joined_late)
|
||||
@@ -428,12 +448,18 @@ SUBSYSTEM_DEF(job)
|
||||
|
||||
SSpersistence.antag_rep_change[M.client.ckey] += job.GetAntagRep()
|
||||
|
||||
/* if(M.client.holder)
|
||||
if(CONFIG_GET(flag/auto_deadmin_players) || (M.client.prefs?.toggles & DEADMIN_ALWAYS))
|
||||
M.client.holder.auto_deadmin()
|
||||
else
|
||||
handle_auto_deadmin_roles(M.client, rank) */
|
||||
|
||||
to_chat(M, "<b>You are the [rank].</b>")
|
||||
if(job)
|
||||
to_chat(M, "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>")
|
||||
to_chat(M, "<b>To speak on your departments radio, use the :h button. To see others, look closely at your headset.</b>")
|
||||
job.radio_help_message(M)
|
||||
if(job.req_admin_notify)
|
||||
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>")
|
||||
to_chat(M, "<b>You are playing a job that is important for Game Progression. If you have to disconnect immediately, please notify the admins via adminhelp. Otherwise put your locker gear back into the locker and cryo out.</b>")
|
||||
if(job.custom_spawn_text)
|
||||
to_chat(M, "<b>[job.custom_spawn_text]</b>")
|
||||
if(CONFIG_GET(number/minimal_access_threshold))
|
||||
@@ -446,12 +472,24 @@ SUBSYSTEM_DEF(job)
|
||||
equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works
|
||||
|
||||
return H
|
||||
|
||||
/*
|
||||
/datum/controller/subsystem/job/proc/handle_auto_deadmin_roles(client/C, rank)
|
||||
if(!C?.holder)
|
||||
return TRUE
|
||||
var/datum/job/job = GetJob(rank)
|
||||
if(!job)
|
||||
return
|
||||
if((job.auto_deadmin_role_flags & DEADMIN_POSITION_HEAD) && (CONFIG_GET(flag/auto_deadmin_heads) || (C.prefs?.toggles & DEADMIN_POSITION_HEAD)))
|
||||
return C.holder.auto_deadmin()
|
||||
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SECURITY) && (CONFIG_GET(flag/auto_deadmin_security) || (C.prefs?.toggles & DEADMIN_POSITION_SECURITY)))
|
||||
return C.holder.auto_deadmin()
|
||||
else if((job.auto_deadmin_role_flags & DEADMIN_POSITION_SILICON) && (CONFIG_GET(flag/auto_deadmin_silicons) || (C.prefs?.toggles & DEADMIN_POSITION_SILICON))) //in the event there's ever psuedo-silicon roles added, ie synths.
|
||||
return C.holder.auto_deadmin()*/
|
||||
|
||||
/datum/controller/subsystem/job/proc/setup_officer_positions()
|
||||
var/datum/job/J = SSjob.GetJob("Security Officer")
|
||||
if(!J)
|
||||
throw EXCEPTION("setup_officer_positions(): Security officer job is missing")
|
||||
CRASH("setup_officer_positions(): Security officer job is missing")
|
||||
|
||||
var/ssc = CONFIG_GET(number/security_scaling_coeff)
|
||||
if(ssc > 0)
|
||||
@@ -502,13 +540,15 @@ SUBSYSTEM_DEF(job)
|
||||
if(job.required_playtime_remaining(player.client))
|
||||
young++
|
||||
continue
|
||||
if(player.client.prefs.GetJobDepartment(job, 1) & job.flag)
|
||||
high++
|
||||
else if(player.client.prefs.GetJobDepartment(job, 2) & job.flag)
|
||||
medium++
|
||||
else if(player.client.prefs.GetJobDepartment(job, 3) & job.flag)
|
||||
low++
|
||||
else never++ //not selected
|
||||
switch(player.client.prefs.job_preferences["[job.title]"])
|
||||
if(JP_HIGH)
|
||||
high++
|
||||
if(JP_MEDIUM)
|
||||
medium++
|
||||
if(JP_LOW)
|
||||
low++
|
||||
else
|
||||
never++
|
||||
SSblackbox.record_feedback("nested tally", "job_preferences", high, list("[job.title]", "high"))
|
||||
SSblackbox.record_feedback("nested tally", "job_preferences", medium, list("[job.title]", "medium"))
|
||||
SSblackbox.record_feedback("nested tally", "job_preferences", low, list("[job.title]", "low"))
|
||||
@@ -551,51 +591,61 @@ SUBSYSTEM_DEF(job)
|
||||
newjob.spawn_positions = J.spawn_positions
|
||||
newjob.current_positions = J.current_positions
|
||||
|
||||
/datum/controller/subsystem/job/proc/SendToAtom(mob/M, atom/A, buckle)
|
||||
if(buckle && isliving(M) && istype(A, /obj/structure/chair))
|
||||
var/obj/structure/chair/C = A
|
||||
if(C.buckle_mob(M, FALSE, FALSE))
|
||||
return
|
||||
M.forceMove(get_turf(A))
|
||||
/atom/proc/JoinPlayerHere(mob/M, buckle)
|
||||
// By default, just place the mob on the same turf as the marker or whatever.
|
||||
M.forceMove(get_turf(src))
|
||||
|
||||
/obj/structure/chair/JoinPlayerHere(mob/M, buckle)
|
||||
// Placing a mob in a chair will attempt to buckle it, or else fall back to default.
|
||||
if (buckle && isliving(M) && buckle_mob(M, FALSE, FALSE))
|
||||
return
|
||||
..()
|
||||
|
||||
/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE)
|
||||
var/atom/destination
|
||||
if(M.mind && M.mind.assigned_role && length(GLOB.jobspawn_overrides[M.mind.assigned_role])) //We're doing something special today.
|
||||
SendToAtom(M,pick(GLOB.jobspawn_overrides[M.mind.assigned_role]),FALSE)
|
||||
destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role])
|
||||
destination.JoinPlayerHere(M, FALSE)
|
||||
return
|
||||
|
||||
if(latejoin_trackers.len)
|
||||
SendToAtom(M, pick(latejoin_trackers), buckle)
|
||||
else
|
||||
//bad mojo
|
||||
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
|
||||
if(A)
|
||||
//first check if we can find a chair
|
||||
var/obj/structure/chair/C = locate() in A
|
||||
if(C)
|
||||
SendToAtom(M, C, buckle)
|
||||
return
|
||||
else //last hurrah
|
||||
var/list/avail = list()
|
||||
for(var/turf/T in A)
|
||||
if(!is_blocked_turf(T, TRUE))
|
||||
avail += T
|
||||
if(avail.len)
|
||||
SendToAtom(M, pick(avail), FALSE)
|
||||
return
|
||||
destination = pick(latejoin_trackers)
|
||||
destination.JoinPlayerHere(M, buckle)
|
||||
return
|
||||
|
||||
//pick an open spot on arrivals and dump em
|
||||
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
|
||||
if(arrivals_turfs.len)
|
||||
for(var/turf/T in arrivals_turfs)
|
||||
if(!is_blocked_turf(T, TRUE))
|
||||
SendToAtom(M, T, FALSE)
|
||||
return
|
||||
//last chance, pick ANY spot on arrivals and dump em
|
||||
SendToAtom(M, arrivals_turfs[1], FALSE)
|
||||
else
|
||||
var/msg = "Unable to send mob [M] to late join!"
|
||||
message_admins(msg)
|
||||
CRASH(msg)
|
||||
//bad mojo
|
||||
var/area/shuttle/arrival/A = GLOB.areas_by_type[/area/shuttle/arrival]
|
||||
if(A)
|
||||
//first check if we can find a chair
|
||||
var/obj/structure/chair/C = locate() in A
|
||||
if(C)
|
||||
C.JoinPlayerHere(M, buckle)
|
||||
return
|
||||
|
||||
//last hurrah
|
||||
var/list/avail = list()
|
||||
for(var/turf/T in A)
|
||||
if(!is_blocked_turf(T, TRUE))
|
||||
avail += T
|
||||
if(avail.len)
|
||||
destination = pick(avail)
|
||||
destination.JoinPlayerHere(M, FALSE)
|
||||
return
|
||||
|
||||
//pick an open spot on arrivals and dump em
|
||||
var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
|
||||
if(arrivals_turfs.len)
|
||||
for(var/turf/T in arrivals_turfs)
|
||||
if(!is_blocked_turf(T, TRUE))
|
||||
T.JoinPlayerHere(M, FALSE)
|
||||
return
|
||||
//last chance, pick ANY spot on arrivals and dump em
|
||||
destination = arrivals_turfs[1]
|
||||
destination.JoinPlayerHere(M, FALSE)
|
||||
else
|
||||
var/msg = "Unable to send mob [M] to late join!"
|
||||
message_admins(msg)
|
||||
CRASH(msg)
|
||||
|
||||
|
||||
///////////////////////////////////
|
||||
@@ -637,4 +687,4 @@ SUBSYSTEM_DEF(job)
|
||||
. |= player.mind
|
||||
|
||||
/datum/controller/subsystem/job/proc/JobDebug(message)
|
||||
log_job_debug(message)
|
||||
log_job_debug(message)
|
||||
|
||||
@@ -255,7 +255,7 @@ SUBSYSTEM_DEF(ticker)
|
||||
var/can_continue = 0
|
||||
can_continue = src.mode.pre_setup() //Choose antagonists
|
||||
CHECK_TICK
|
||||
SSjob.DivideOccupations() //Distribute jobs
|
||||
can_continue = can_continue && SSjob.DivideOccupations(mode.required_jobs) //Distribute jobs
|
||||
CHECK_TICK
|
||||
|
||||
if(!GLOB.Debug2)
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
var/l_hand = null
|
||||
var/internals_slot = null //ID of slot containing a gas tank
|
||||
var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
|
||||
var/box // Internals box. Will be inserted at the start of backpack_contents
|
||||
var/list/implants = null
|
||||
var/accessory = null
|
||||
|
||||
@@ -83,6 +84,13 @@
|
||||
H.equip_to_slot_or_del(new l_pocket(H),SLOT_L_STORE)
|
||||
if(r_pocket)
|
||||
H.equip_to_slot_or_del(new r_pocket(H),SLOT_R_STORE)
|
||||
|
||||
if(box)
|
||||
if(!backpack_contents)
|
||||
backpack_contents = list()
|
||||
backpack_contents.Insert(1, box)
|
||||
backpack_contents[box] = 1
|
||||
|
||||
if(backpack_contents)
|
||||
for(var/path in backpack_contents)
|
||||
var/number = backpack_contents[path]
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
name = "traitor+brothers"
|
||||
config_tag = "traitorbro"
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Research Director")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
|
||||
announce_span = "danger"
|
||||
announce_text = "There are Syndicate agents and Blood Brothers on the station!\n\
|
||||
|
||||
@@ -135,7 +135,7 @@ Credit where due:
|
||||
required_enemies = 3
|
||||
recommended_enemies = 5
|
||||
enemy_minimum_age = 7
|
||||
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain") //Silicons can eventually be converted
|
||||
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster") //Silicons can eventually be converted
|
||||
restricted_jobs = list("Chaplain", "Captain")
|
||||
announce_span = "brass"
|
||||
announce_text = "Servants of Ratvar are trying to summon the Justiciar!\n\
|
||||
|
||||
@@ -35,8 +35,8 @@
|
||||
config_tag = "cult"
|
||||
antag_flag = ROLE_CULTIST
|
||||
false_report_weight = 10
|
||||
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
|
||||
protected_jobs = list()
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_players = 30
|
||||
required_enemies = 3
|
||||
recommended_enemies = 5
|
||||
|
||||
@@ -0,0 +1,750 @@
|
||||
#define CURRENT_LIVING_PLAYERS 1
|
||||
#define CURRENT_LIVING_ANTAGS 2
|
||||
#define CURRENT_DEAD_PLAYERS 3
|
||||
#define CURRENT_OBSERVERS 4
|
||||
|
||||
#define ONLY_RULESET 1
|
||||
#define HIGHLANDER_RULESET 2
|
||||
#define TRAITOR_RULESET 4
|
||||
#define MINOR_RULESET 8
|
||||
|
||||
#define RULESET_STOP_PROCESSING 1
|
||||
|
||||
// -- Injection delays
|
||||
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES))
|
||||
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES))
|
||||
|
||||
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES))
|
||||
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES))
|
||||
|
||||
// Are HIGHLANDER_RULESETs allowed to stack?
|
||||
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
|
||||
// A number between -5 and +5.
|
||||
// A negative value will give a more peaceful round and
|
||||
// a positive value will give a round with higher threat.
|
||||
GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
|
||||
// A number between 0.5 and 4.
|
||||
// Higher value will favour extreme rounds and
|
||||
// lower value rounds closer to the average.
|
||||
GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
|
||||
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
|
||||
GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
|
||||
// How many roundstart players required for high population override to take effect.
|
||||
GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
|
||||
// If enabled does not accept or execute any rulesets.
|
||||
GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
|
||||
// How high threat is required for HIGHLANDER_RULESETs stacking.
|
||||
// This is independent of dynamic_no_stacking.
|
||||
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
|
||||
// List of forced roundstart rulesets.
|
||||
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
|
||||
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
|
||||
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
|
||||
/datum/game_mode/dynamic
|
||||
name = "dynamic mode"
|
||||
config_tag = "dynamic"
|
||||
|
||||
announce_span = "danger"
|
||||
announce_text = "Dynamic mode!" // This needs to be changed maybe
|
||||
|
||||
reroll_friendly = FALSE;
|
||||
|
||||
// Threat logging vars
|
||||
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
|
||||
var/threat_level = 0
|
||||
/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
|
||||
var/threat = 0
|
||||
/// Running information about the threat. Can store text or datum entries.
|
||||
var/list/threat_log = list()
|
||||
/// List of roundstart rules used for selecting the rules.
|
||||
var/list/roundstart_rules = list()
|
||||
/// List of latejoin rules used for selecting the rules.
|
||||
var/list/latejoin_rules = list()
|
||||
/// List of midround rules used for selecting the rules.
|
||||
var/list/midround_rules = list()
|
||||
/** # Pop range per requirement.
|
||||
* If the value is five the range is:
|
||||
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
|
||||
* If it is six the range is:
|
||||
* 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
|
||||
* If it is seven the range is:
|
||||
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
|
||||
*/
|
||||
var/pop_per_requirement = 6
|
||||
/// The requirement used for checking if a second rule should be selected.
|
||||
var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
|
||||
/// The requirement used for checking if a third rule should be selected.
|
||||
var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
|
||||
/// Threat requirement for a second ruleset when high pop override is in effect.
|
||||
var/high_pop_second_rule_req = 40
|
||||
/// Threat requirement for a third ruleset when high pop override is in effect.
|
||||
var/high_pop_third_rule_req = 60
|
||||
/// Number of players who were ready on roundstart.
|
||||
var/roundstart_pop_ready = 0
|
||||
/// List of candidates used on roundstart rulesets.
|
||||
var/list/candidates = list()
|
||||
/// Rules that are processed, rule_process is called on the rules in this list.
|
||||
var/list/current_rules = list()
|
||||
/// List of executed rulesets.
|
||||
var/list/executed_rules = list()
|
||||
/// Associative list of current players, in order: living players, living antagonists, dead players and observers.
|
||||
var/list/list/current_players = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
|
||||
/// When world.time is over this number the mode tries to inject a latejoin ruleset.
|
||||
var/latejoin_injection_cooldown = 0
|
||||
/// When world.time is over this number the mode tries to inject a midround ruleset.
|
||||
var/midround_injection_cooldown = 0
|
||||
/// When TRUE GetInjectionChance returns 100.
|
||||
var/forced_injection = FALSE
|
||||
/// Forced ruleset to be executed for the next latejoin.
|
||||
var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null
|
||||
/// When current_players was updated last time.
|
||||
var/pop_last_updated = 0
|
||||
/// How many percent of the rounds are more peaceful.
|
||||
var/peaceful_percentage = 50
|
||||
/// If a highlander executed.
|
||||
var/highlander_executed = FALSE
|
||||
/// If a only ruleset has been executed.
|
||||
var/only_ruleset_executed = FALSE
|
||||
|
||||
/datum/game_mode/dynamic/admin_panel()
|
||||
var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
|
||||
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
|
||||
dat += "Threat Level: <b>[threat_level]</b><br/>"
|
||||
|
||||
dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
|
||||
dat += "<br/>"
|
||||
dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
|
||||
dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
|
||||
dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
|
||||
dat += "Classic secret (only autotraitor): <a href='?src=\ref[src];[HrefToken()];classic_secret=1'><b>[GLOB.dynamic_classic_secret ? "On" : "Off"]</b></a><br/>"
|
||||
dat += "No stacking (only one round-ender): <a href='?src=\ref[src];[HrefToken()];no_stacking=1'><b>[GLOB.dynamic_no_stacking ? "On" : "Off"]</b></a><br/>"
|
||||
dat += "Stacking limit: [GLOB.dynamic_stacking_limit] <a href='?src=\ref[src];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
|
||||
dat += "<br/>"
|
||||
dat += "Executed rulesets: "
|
||||
if (executed_rules.len > 0)
|
||||
dat += "<br/>"
|
||||
for (var/datum/dynamic_ruleset/DR in executed_rules)
|
||||
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
|
||||
else
|
||||
dat += "none.<br>"
|
||||
dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
|
||||
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
|
||||
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
|
||||
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
|
||||
|
||||
/datum/game_mode/dynamic/Topic(href, href_list)
|
||||
if (..()) // Sanity, maybe ?
|
||||
return
|
||||
if(!check_rights(R_ADMIN))
|
||||
message_admins("[usr.key] has attempted to override the game mode panel!")
|
||||
log_admin("[key_name(usr)] tried to use the game mode panel without authorization.")
|
||||
return
|
||||
if (href_list["forced_extended"])
|
||||
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
|
||||
else if (href_list["no_stacking"])
|
||||
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
|
||||
else if (href_list["classic_secret"])
|
||||
GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret
|
||||
else if (href_list["adjustthreat"])
|
||||
var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num
|
||||
if(!threatadd)
|
||||
return
|
||||
if(threatadd > 0)
|
||||
create_threat(threatadd)
|
||||
else
|
||||
spend_threat(-threatadd)
|
||||
else if (href_list["injectlate"])
|
||||
latejoin_injection_cooldown = 0
|
||||
forced_injection = TRUE
|
||||
message_admins("[key_name(usr)] forced a latejoin injection.", 1)
|
||||
else if (href_list["injectmid"])
|
||||
midround_injection_cooldown = 0
|
||||
forced_injection = TRUE
|
||||
message_admins("[key_name(usr)] forced a midround injection.", 1)
|
||||
else if (href_list["threatlog"])
|
||||
show_threatlog(usr)
|
||||
else if (href_list["stacking_limit"])
|
||||
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
|
||||
|
||||
admin_panel() // Refreshes the window
|
||||
|
||||
// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
|
||||
/datum/game_mode/dynamic/set_round_result()
|
||||
for(var/datum/dynamic_ruleset/rule in executed_rules)
|
||||
if(rule.flags & HIGHLANDER_RULESET)
|
||||
if(rule.check_finished()) // Only the rule that actually finished the round sets round result.
|
||||
return rule.round_result()
|
||||
// If it got to this part, just pick one highlander if it exists
|
||||
for(var/datum/dynamic_ruleset/rule in executed_rules)
|
||||
if(rule.flags & HIGHLANDER_RULESET)
|
||||
return rule.round_result()
|
||||
return ..()
|
||||
|
||||
/datum/game_mode/dynamic/send_intercept()
|
||||
. = "<b><i>Central Command Status Summary</i></b><hr>"
|
||||
switch(round(threat_level))
|
||||
if(0 to 19)
|
||||
update_playercounts()
|
||||
if(!current_players[CURRENT_LIVING_ANTAGS].len)
|
||||
. += "<b>Peaceful Waypoint</b></center><BR>"
|
||||
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
|
||||
else
|
||||
. += "<b>Core Territory</b></center><BR>"
|
||||
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
|
||||
if(20 to 39)
|
||||
. += "<b>Anomalous Exogeology</b></center><BR>"
|
||||
. += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution."
|
||||
if(40 to 65)
|
||||
. += "<b>Contested System</b></center><BR>"
|
||||
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
|
||||
if(66 to 79)
|
||||
. += "<b>Uncharted Space</b></center><BR>"
|
||||
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
|
||||
if(80 to 99)
|
||||
. += "<b>Black Orbit</b></center><BR>"
|
||||
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
|
||||
if(100)
|
||||
. += "<b>Impending Doom</b></center><BR>"
|
||||
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
|
||||
. += "Good luck."
|
||||
|
||||
if(station_goals.len)
|
||||
. += "<hr><b>Special Orders for [station_name()]:</b>"
|
||||
for(var/datum/station_goal/G in station_goals)
|
||||
G.on_report()
|
||||
. += G.get_report()
|
||||
|
||||
print_command_report(., "Central Command Status Summary", announce=FALSE)
|
||||
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", 'sound/ai/intercept.ogg')
|
||||
if(GLOB.security_level < SEC_LEVEL_BLUE)
|
||||
set_security_level(SEC_LEVEL_BLUE)
|
||||
|
||||
// Yes, this is copy pasted from game_mode
|
||||
/datum/game_mode/dynamic/check_finished(force_ending)
|
||||
if(!SSticker.setup_done || !gamemode_ready)
|
||||
return FALSE
|
||||
if(replacementmode && round_converted == 2)
|
||||
return replacementmode.check_finished()
|
||||
if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
|
||||
return TRUE
|
||||
if(station_was_nuked)
|
||||
return TRUE
|
||||
if(force_ending)
|
||||
return TRUE
|
||||
for(var/datum/dynamic_ruleset/rule in executed_rules)
|
||||
if(rule.flags & HIGHLANDER_RULESET)
|
||||
return rule.check_finished()
|
||||
|
||||
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
|
||||
if(!SSticker.HasRoundStarted())
|
||||
alert("The round hasn't started yet!")
|
||||
return
|
||||
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
|
||||
|
||||
for(var/entry in threat_log)
|
||||
if(istext(entry))
|
||||
out += "[entry]<BR>"
|
||||
|
||||
out += "<B>Remaining threat/threat_level:</B> [threat]/[threat_level]"
|
||||
|
||||
usr << browse(out.Join(), "window=threatlog;size=700x500")
|
||||
|
||||
/// Generates the threat level using lorentz distribution and assigns peaceful_percentage.
|
||||
/datum/game_mode/dynamic/proc/generate_threat()
|
||||
var/relative_threat = LORENTZ_DISTRIBUTION(GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width)
|
||||
threat_level = round(lorentz_to_threat(relative_threat), 0.1)
|
||||
|
||||
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100
|
||||
|
||||
threat = threat_level
|
||||
|
||||
/datum/game_mode/dynamic/can_start()
|
||||
/* Disabled for now, had some changes that need to be tested and this might interfere with that.
|
||||
if(GLOB.dynamic_curve_centre == 0)
|
||||
// 10 is when the centre starts to decrease
|
||||
// 6 is just 1 + 5 (from the maximum value and the one decreased)
|
||||
// 1 just makes the curve look better, I don't know.
|
||||
// Limited between 1 and 5 then inverted and rounded
|
||||
// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
|
||||
GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
|
||||
*/
|
||||
message_admins("Dynamic mode parameters for the round:")
|
||||
message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
|
||||
message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
|
||||
log_game("DYNAMIC: Dynamic mode parameters for the round:")
|
||||
log_game("DYNAMIC: Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
|
||||
log_game("DYNAMIC: Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
|
||||
if(GLOB.dynamic_forced_threat_level >= 0)
|
||||
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
|
||||
threat = threat_level
|
||||
else
|
||||
generate_threat()
|
||||
|
||||
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
|
||||
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
|
||||
|
||||
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
|
||||
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time
|
||||
message_admins("Dynamic Mode initialized with a Threat Level of... [threat_level]!")
|
||||
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
|
||||
return TRUE
|
||||
|
||||
/datum/game_mode/dynamic/pre_setup()
|
||||
for (var/rule in subtypesof(/datum/dynamic_ruleset))
|
||||
var/datum/dynamic_ruleset/ruleset = new rule()
|
||||
// Simple check if the ruleset should be added to the lists.
|
||||
if(ruleset.name == "")
|
||||
continue
|
||||
switch(ruleset.ruletype)
|
||||
if("Roundstart")
|
||||
roundstart_rules += ruleset
|
||||
if ("Latejoin")
|
||||
latejoin_rules += ruleset
|
||||
if ("Midround")
|
||||
if (ruleset.weight)
|
||||
midround_rules += ruleset
|
||||
for(var/mob/dead/new_player/player in GLOB.player_list)
|
||||
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
|
||||
roundstart_pop_ready++
|
||||
candidates.Add(player)
|
||||
log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
|
||||
if (candidates.len <= 0)
|
||||
return TRUE
|
||||
if (roundstart_rules.len <= 0)
|
||||
return TRUE
|
||||
|
||||
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
|
||||
rigged_roundstart()
|
||||
else
|
||||
roundstart()
|
||||
|
||||
var/starting_rulesets = ""
|
||||
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
|
||||
starting_rulesets += "[DR.name], "
|
||||
candidates.Cut()
|
||||
return TRUE
|
||||
|
||||
/datum/game_mode/dynamic/post_setup(report)
|
||||
update_playercounts()
|
||||
|
||||
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
|
||||
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
|
||||
if(!rule.execute())
|
||||
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
|
||||
..()
|
||||
|
||||
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
|
||||
/datum/game_mode/dynamic/proc/rigged_roundstart()
|
||||
message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
|
||||
log_game("DYNAMIC: [GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
|
||||
message_admins("Drafting players for forced ruleset [rule.name].")
|
||||
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
|
||||
rule.mode = src
|
||||
rule.candidates = candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready(TRUE))
|
||||
picking_roundstart_rule(list(rule), forced = TRUE)
|
||||
|
||||
/datum/game_mode/dynamic/proc/roundstart()
|
||||
if (GLOB.dynamic_forced_extended)
|
||||
log_game("DYNAMIC: Starting a round of forced extended.")
|
||||
return TRUE
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
|
||||
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
|
||||
rule.candidates = candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
drafted_rules[rule] = rule.weight
|
||||
|
||||
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
|
||||
var/extra_rulesets_amount = 0
|
||||
if (GLOB.dynamic_classic_secret)
|
||||
extra_rulesets_amount = 0
|
||||
else
|
||||
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
|
||||
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
|
||||
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
|
||||
if (threat_level > high_pop_second_rule_req)
|
||||
extra_rulesets_amount++
|
||||
if (threat_level > high_pop_third_rule_req)
|
||||
extra_rulesets_amount++
|
||||
else
|
||||
if (threat_level >= second_rule_req[indice_pop])
|
||||
extra_rulesets_amount++
|
||||
if (threat_level >= third_rule_req[indice_pop])
|
||||
extra_rulesets_amount++
|
||||
|
||||
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
|
||||
if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
|
||||
if (rule.cost > threat)
|
||||
drafted_rules -= rule
|
||||
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
|
||||
if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
|
||||
if (rule.cost > threat)
|
||||
drafted_rules -= rule
|
||||
picking_roundstart_rule(drafted_rules)
|
||||
else
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/// Picks a random roundstart rule from the list given as an argument and executes it.
|
||||
/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
|
||||
var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
|
||||
if(!starting_rule)
|
||||
return FALSE
|
||||
|
||||
if(!forced)
|
||||
if(only_ruleset_executed)
|
||||
return FALSE
|
||||
// Check if a blocking ruleset has been executed.
|
||||
else if(check_blocking(starting_rule.blocking_rules, executed_rules))
|
||||
drafted_rules -= starting_rule
|
||||
if(drafted_rules.len <= 0)
|
||||
return FALSE
|
||||
starting_rule = pickweight(drafted_rules)
|
||||
// Check if the ruleset is highlander and if a highlander ruleset has been executed
|
||||
else if(starting_rule.flags & HIGHLANDER_RULESET)
|
||||
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(highlander_executed)
|
||||
drafted_rules -= starting_rule
|
||||
if(drafted_rules.len <= 0)
|
||||
return FALSE
|
||||
starting_rule = pickweight(drafted_rules)
|
||||
|
||||
message_admins("Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
|
||||
log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
|
||||
|
||||
roundstart_rules -= starting_rule
|
||||
drafted_rules -= starting_rule
|
||||
|
||||
if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
|
||||
var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
|
||||
addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
|
||||
|
||||
starting_rule.trim_candidates()
|
||||
if (starting_rule.pre_execute())
|
||||
spend_threat(starting_rule.cost)
|
||||
threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]"
|
||||
if(starting_rule.flags & HIGHLANDER_RULESET)
|
||||
highlander_executed = TRUE
|
||||
else if(starting_rule.flags & ONLY_RULESET)
|
||||
only_ruleset_executed = TRUE
|
||||
executed_rules += starting_rule
|
||||
if (starting_rule.persistent)
|
||||
current_rules += starting_rule
|
||||
for(var/mob/M in starting_rule.assigned)
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
|
||||
if (!rule.ready())
|
||||
drafted_rules -= rule // And removing rules that are no longer elligible
|
||||
return TRUE
|
||||
else
|
||||
stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
|
||||
return FALSE
|
||||
|
||||
/// Executes delayed roundstart rules and has a hack in it.
|
||||
/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
|
||||
update_playercounts()
|
||||
rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
|
||||
rule.trim_candidates()
|
||||
if(rule.execute())
|
||||
executed_rules += rule
|
||||
if (rule.persistent)
|
||||
current_rules += rule
|
||||
return TRUE
|
||||
else
|
||||
stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
|
||||
return FALSE
|
||||
|
||||
/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
|
||||
/// Also this could be named better.
|
||||
/datum/game_mode/dynamic/proc/picking_midround_latejoin_rule(list/drafted_rules = list(), forced = FALSE)
|
||||
var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
|
||||
if(!rule)
|
||||
return FALSE
|
||||
|
||||
if(!forced)
|
||||
if(only_ruleset_executed)
|
||||
return FALSE
|
||||
// Check if a blocking ruleset has been executed.
|
||||
else if(check_blocking(rule.blocking_rules, executed_rules))
|
||||
drafted_rules -= rule
|
||||
if(drafted_rules.len <= 0)
|
||||
return FALSE
|
||||
rule = pickweight(drafted_rules)
|
||||
// Check if the ruleset is highlander and if a highlander ruleset has been executed
|
||||
else if(rule.flags & HIGHLANDER_RULESET)
|
||||
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(highlander_executed)
|
||||
drafted_rules -= rule
|
||||
if(drafted_rules.len <= 0)
|
||||
return FALSE
|
||||
rule = pickweight(drafted_rules)
|
||||
|
||||
if(!rule.repeatable)
|
||||
if(rule.ruletype == "Latejoin")
|
||||
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
|
||||
else if(rule.type == "Midround")
|
||||
midround_rules = remove_from_list(midround_rules, rule.type)
|
||||
|
||||
if (rule.execute())
|
||||
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
|
||||
spend_threat(rule.cost)
|
||||
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
|
||||
if(rule.flags & HIGHLANDER_RULESET)
|
||||
highlander_executed = TRUE
|
||||
else if(rule.flags & ONLY_RULESET)
|
||||
only_ruleset_executed = TRUE
|
||||
if(rule.ruletype == "Latejoin")
|
||||
var/mob/M = pick(rule.candidates)
|
||||
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
|
||||
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
|
||||
executed_rules += rule
|
||||
rule.candidates.Cut()
|
||||
if (rule.persistent)
|
||||
current_rules += rule
|
||||
return TRUE
|
||||
else
|
||||
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
|
||||
return FALSE
|
||||
|
||||
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
|
||||
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
|
||||
var/datum/dynamic_ruleset/midround/new_rule
|
||||
if(ispath(ruletype))
|
||||
new_rule = new ruletype() // You should only use it to call midround rules though.
|
||||
else if(istype(ruletype, /datum/dynamic_ruleset))
|
||||
new_rule = ruletype
|
||||
else
|
||||
return FALSE
|
||||
|
||||
if(!new_rule)
|
||||
return FALSE
|
||||
|
||||
if(!forced)
|
||||
if(only_ruleset_executed)
|
||||
return FALSE
|
||||
// Check if a blocking ruleset has been executed.
|
||||
else if(check_blocking(new_rule.blocking_rules, executed_rules))
|
||||
return FALSE
|
||||
// Check if the ruleset is highlander and if a highlander ruleset has been executed
|
||||
else if(new_rule.flags & HIGHLANDER_RULESET)
|
||||
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(highlander_executed)
|
||||
return FALSE
|
||||
|
||||
update_playercounts()
|
||||
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
|
||||
new_rule.candidates = current_players.Copy()
|
||||
new_rule.trim_candidates()
|
||||
if (new_rule.ready(forced))
|
||||
spend_threat(new_rule.cost)
|
||||
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
|
||||
if (new_rule.execute()) // This should never fail since ready() returned 1
|
||||
if(new_rule.flags & HIGHLANDER_RULESET)
|
||||
highlander_executed = TRUE
|
||||
else if(new_rule.flags & ONLY_RULESET)
|
||||
only_ruleset_executed = TRUE
|
||||
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
|
||||
executed_rules += new_rule
|
||||
if (new_rule.persistent)
|
||||
current_rules += new_rule
|
||||
return TRUE
|
||||
else if (forced)
|
||||
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
|
||||
return FALSE
|
||||
|
||||
/datum/game_mode/dynamic/process()
|
||||
if (pop_last_updated < world.time - (60 SECONDS))
|
||||
pop_last_updated = world.time
|
||||
update_playercounts()
|
||||
|
||||
for (var/datum/dynamic_ruleset/rule in current_rules)
|
||||
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
|
||||
current_rules -= rule
|
||||
|
||||
if (midround_injection_cooldown < world.time)
|
||||
if (GLOB.dynamic_forced_extended)
|
||||
return
|
||||
|
||||
// Somehow it manages to trigger midround multiple times so this was moved here.
|
||||
// There is no way this should be able to trigger an injection twice now.
|
||||
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
|
||||
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
|
||||
|
||||
// Time to inject some threat into the round
|
||||
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
|
||||
return
|
||||
|
||||
log_game("DYNAMIC: Checking state of the round.")
|
||||
|
||||
update_playercounts()
|
||||
|
||||
if (prob(get_injection_chance()))
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
|
||||
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
continue
|
||||
rule.candidates = list()
|
||||
rule.candidates = current_players.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
drafted_rules[rule] = rule.get_weight()
|
||||
if (drafted_rules.len > 0)
|
||||
picking_midround_latejoin_rule(drafted_rules)
|
||||
|
||||
/// Updates current_players.
|
||||
/datum/game_mode/dynamic/proc/update_playercounts()
|
||||
current_players[CURRENT_LIVING_PLAYERS] = list()
|
||||
current_players[CURRENT_LIVING_ANTAGS] = list()
|
||||
current_players[CURRENT_DEAD_PLAYERS] = list()
|
||||
current_players[CURRENT_OBSERVERS] = list()
|
||||
for (var/mob/M in GLOB.player_list)
|
||||
if (istype(M, /mob/dead/new_player))
|
||||
continue
|
||||
if (M.stat != DEAD)
|
||||
current_players[CURRENT_LIVING_PLAYERS].Add(M)
|
||||
if (M.mind && (M.mind.special_role || M.mind.antag_datums?.len > 0))
|
||||
current_players[CURRENT_LIVING_ANTAGS].Add(M)
|
||||
else
|
||||
if (istype(M,/mob/dead/observer))
|
||||
var/mob/dead/observer/O = M
|
||||
if (O.started_as_observer) // Observers
|
||||
current_players[CURRENT_OBSERVERS].Add(M)
|
||||
continue
|
||||
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
|
||||
|
||||
/// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection.
|
||||
/datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE)
|
||||
if(forced_injection)
|
||||
forced_injection = !dry_run
|
||||
return 100
|
||||
var/chance = 0
|
||||
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
|
||||
var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
|
||||
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
|
||||
if (!current_players[CURRENT_LIVING_ANTAGS].len)
|
||||
chance += 50 // No antags at all? let's boost those odds!
|
||||
else
|
||||
var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
|
||||
if (current_pop_per_antag > max_pop_per_antag)
|
||||
chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
|
||||
else
|
||||
chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
|
||||
if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
|
||||
chance -= 30 // More than half the crew died? ew, let's calm down on antags
|
||||
if (threat > 70)
|
||||
chance += 15
|
||||
if (threat < 30)
|
||||
chance -= 15
|
||||
return round(max(0,chance))
|
||||
|
||||
/// Removes type from the list
|
||||
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
|
||||
for(var/I in type_list)
|
||||
if(istype(I, type))
|
||||
type_list -= I
|
||||
return type_list
|
||||
|
||||
/// Checks if a type in blocking_list is in rule_list.
|
||||
/datum/game_mode/dynamic/proc/check_blocking(list/blocking_list, list/rule_list)
|
||||
if(blocking_list.len > 0)
|
||||
for(var/blocking in blocking_list)
|
||||
for(var/datum/executed in rule_list)
|
||||
if(blocking == executed.type)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/// Checks if client age is age or older.
|
||||
/datum/game_mode/dynamic/proc/check_age(client/C, age)
|
||||
enemy_minimum_age = age
|
||||
if(get_remaining_days(C) == 0)
|
||||
enemy_minimum_age = initial(enemy_minimum_age)
|
||||
return TRUE // Available in 0 days = available right now = player is old enough to play.
|
||||
enemy_minimum_age = initial(enemy_minimum_age)
|
||||
return FALSE
|
||||
|
||||
/datum/game_mode/dynamic/make_antag_chance(mob/living/carbon/human/newPlayer)
|
||||
if (GLOB.dynamic_forced_extended)
|
||||
return
|
||||
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left
|
||||
return
|
||||
|
||||
update_playercounts()
|
||||
|
||||
if (forced_latejoin_rule)
|
||||
forced_latejoin_rule.candidates = list(newPlayer)
|
||||
forced_latejoin_rule.trim_candidates()
|
||||
log_game("DYNAMIC: Forcing ruleset [forced_latejoin_rule]")
|
||||
if (forced_latejoin_rule.ready(TRUE))
|
||||
picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
|
||||
forced_latejoin_rule = null
|
||||
|
||||
else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
|
||||
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
continue
|
||||
// No stacking : only one round-enter, unless > stacking_limit threat.
|
||||
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
|
||||
continue
|
||||
|
||||
rule.candidates = list(newPlayer)
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
drafted_rules[rule] = rule.get_weight()
|
||||
|
||||
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
|
||||
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
|
||||
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
|
||||
|
||||
/// Refund threat, but no more than threat_level.
|
||||
/datum/game_mode/dynamic/proc/refund_threat(regain)
|
||||
threat = min(threat_level,threat+regain)
|
||||
|
||||
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
|
||||
/datum/game_mode/dynamic/proc/create_threat(gain)
|
||||
threat = min(100, threat+gain)
|
||||
if(threat > threat_level)
|
||||
threat_level = threat
|
||||
|
||||
/// Expend threat, can't fall under 0.
|
||||
/datum/game_mode/dynamic/proc/spend_threat(cost)
|
||||
threat = max(threat-cost,0)
|
||||
|
||||
/// Turns the value generated by lorentz distribution to threat value between 0 and 100.
|
||||
/datum/game_mode/dynamic/proc/lorentz_to_threat(x)
|
||||
switch (x)
|
||||
if (-INFINITY to -20)
|
||||
return rand(0, 10)
|
||||
if (-20 to -10)
|
||||
return RULE_OF_THREE(-40, -20, x) + 50
|
||||
if (-10 to -5)
|
||||
return RULE_OF_THREE(-30, -10, x) + 50
|
||||
if (-5 to -2.5)
|
||||
return RULE_OF_THREE(-20, -5, x) + 50
|
||||
if (-2.5 to -0)
|
||||
return RULE_OF_THREE(-10, -2.5, x) + 50
|
||||
if (0 to 2.5)
|
||||
return RULE_OF_THREE(10, 2.5, x) + 50
|
||||
if (2.5 to 5)
|
||||
return RULE_OF_THREE(20, 5, x) + 50
|
||||
if (5 to 10)
|
||||
return RULE_OF_THREE(30, 10, x) + 50
|
||||
if (10 to 20)
|
||||
return RULE_OF_THREE(40, 20, x) + 50
|
||||
if (20 to INFINITY)
|
||||
return rand(90, 100)
|
||||
@@ -0,0 +1,211 @@
|
||||
/datum/dynamic_ruleset
|
||||
/// For admin logging and round end screen.
|
||||
var/name = ""
|
||||
/// For admin logging and round end screen, do not change this unless making a new rule type.
|
||||
var/ruletype = ""
|
||||
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
|
||||
var/persistent = FALSE
|
||||
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
|
||||
var/repeatable = FALSE
|
||||
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
|
||||
var/repeatable_weight_decrease = 2
|
||||
/// List of players that are being drafted for this rule
|
||||
var/list/mob/candidates = list()
|
||||
/// List of players that were selected for this rule
|
||||
var/list/datum/mind/assigned = list()
|
||||
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
|
||||
var/antag_flag = null
|
||||
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
|
||||
var/datum/antagonist/antag_datum = null
|
||||
/// The required minimum account age for this ruleset.
|
||||
var/minimum_required_age = 7
|
||||
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
|
||||
var/list/protected_roles = list()
|
||||
/// If set, rule will deny candidates from those roles always.
|
||||
var/list/restricted_roles = list()
|
||||
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
|
||||
var/list/exclusive_roles = list()
|
||||
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
|
||||
var/list/enemy_roles = list()
|
||||
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
|
||||
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
|
||||
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
|
||||
var/required_candidates = 0
|
||||
/// 1 -> 9, probability for this rule to be picked against other rules
|
||||
var/weight = 5
|
||||
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
|
||||
var/cost = 0
|
||||
/// A flag that determines how the ruleset is handled
|
||||
/// HIGHLANDER_RULESET are rulesets can end the round.
|
||||
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
|
||||
var/flags = 0
|
||||
/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
|
||||
var/pop_per_requirement = 0
|
||||
/// Requirements are the threat level requirements per pop range.
|
||||
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
|
||||
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
|
||||
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
|
||||
var/high_population_requirement = 10
|
||||
/// Reference to the mode, use this instead of SSticker.mode.
|
||||
var/datum/game_mode/dynamic/mode = null
|
||||
/// If a role is to be considered another for the purpose of banning.
|
||||
var/antag_flag_override = null
|
||||
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
|
||||
var/list/blocking_rules = list()
|
||||
/// The minimum amount of players required for the rule to be considered.
|
||||
var/minimum_players = 0
|
||||
/// The maximum amount of players required for the rule to be considered.
|
||||
/// Anything below zero or exactly zero is ignored.
|
||||
var/maximum_players = 0
|
||||
|
||||
|
||||
/datum/dynamic_ruleset/New()
|
||||
..()
|
||||
if(CONFIG_GET(flag/protect_roles_from_antagonist))
|
||||
restricted_roles += protected_roles
|
||||
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
|
||||
restricted_roles += "Assistant"
|
||||
|
||||
if (istype(SSticker.mode, /datum/game_mode/dynamic))
|
||||
mode = SSticker.mode
|
||||
else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
|
||||
qdel(src)
|
||||
|
||||
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
|
||||
ruletype = "Roundstart"
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/ // Executed with a 30 seconds delay
|
||||
var/delay = 30 SECONDS
|
||||
var/required_type = /mob/living/carbon/human // No ghosts, new players or silicons allowed.
|
||||
|
||||
// Can be drafted when a player joins the server
|
||||
/datum/dynamic_ruleset/latejoin
|
||||
ruletype = "Latejoin"
|
||||
|
||||
/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
|
||||
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
|
||||
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
|
||||
if(minimum_players > population)
|
||||
return FALSE
|
||||
if(maximum_players > 0 && population > maximum_players)
|
||||
return FALSE
|
||||
if (population >= GLOB.dynamic_high_pop_limit)
|
||||
return (threat_level >= high_population_requirement)
|
||||
else
|
||||
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
|
||||
var/indice_pop = min(10,round(population/pop_per_requirement)+1)
|
||||
return (threat_level >= requirements[indice_pop])
|
||||
|
||||
/// This is called if persistent variable is true everytime SSTicker ticks.
|
||||
/datum/dynamic_ruleset/proc/rule_process()
|
||||
return
|
||||
|
||||
/// Called on game mode pre_setup, used for non-delayed roundstart rulesets only.
|
||||
/// Do everything you need to do before job is assigned here.
|
||||
/// IMPORTANT: ASSIGN special_role HERE
|
||||
/datum/dynamic_ruleset/proc/pre_execute()
|
||||
return TRUE
|
||||
|
||||
/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
|
||||
/// Give your candidates or assignees equipment and antag datum here.
|
||||
/datum/dynamic_ruleset/proc/execute()
|
||||
for(var/datum/mind/M in assigned)
|
||||
M.add_antag_datum(antag_datum)
|
||||
return TRUE
|
||||
|
||||
/// Called after delay set in ruleset.
|
||||
/// Give your candidates or assignees equipment and antag datum here.
|
||||
/datum/dynamic_ruleset/roundstart/delayed/execute()
|
||||
if (SSticker && SSticker.current_state < GAME_STATE_PLAYING)
|
||||
CRASH("The delayed ruleset [name] executed before the round started.")
|
||||
|
||||
/// Here you can perform any additional checks you want. (such as checking the map etc)
|
||||
/// Remember that on roundstart no one knows what their job is at this point.
|
||||
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
|
||||
/datum/dynamic_ruleset/proc/ready(forced = 0)
|
||||
if (required_candidates > candidates.len)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/// Gets weight of the ruleset
|
||||
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
|
||||
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
|
||||
/datum/dynamic_ruleset/proc/get_weight()
|
||||
if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
|
||||
for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
|
||||
if(istype(DR, type))
|
||||
weight = max(weight-repeatable_weight_decrease,1)
|
||||
return weight
|
||||
|
||||
/// Here you can remove candidates that do not meet your requirements.
|
||||
/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
|
||||
/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
|
||||
/datum/dynamic_ruleset/proc/trim_candidates()
|
||||
return
|
||||
|
||||
/// Counts how many players are ready at roundstart.
|
||||
/// Used only by non-delayed roundstart rulesets.
|
||||
/datum/dynamic_ruleset/proc/num_players()
|
||||
. = 0
|
||||
for(var/mob/dead/new_player/P in GLOB.player_list)
|
||||
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
|
||||
. ++
|
||||
|
||||
/// Set mode result and news report here.
|
||||
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
|
||||
/datum/dynamic_ruleset/proc/round_result()
|
||||
|
||||
/// Checks if round is finished, return true to end the round.
|
||||
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
|
||||
/datum/dynamic_ruleset/proc/check_finished()
|
||||
return FALSE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// ROUNDSTART RULESETS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
|
||||
/datum/dynamic_ruleset/roundstart/trim_candidates()
|
||||
for(var/mob/dead/new_player/P in candidates)
|
||||
if (!P.client || !P.mind) // Are they connected?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if(!mode.check_age(P.client, minimum_required_age))
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if(P.mind.special_role) // We really don't want to give antag to an antag.
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
|
||||
/// Checks if candidates are required mob type, connected, banned and if the job is exclusive to the role.
|
||||
/datum/dynamic_ruleset/roundstart/delayed/trim_candidates()
|
||||
. = ..()
|
||||
for (var/mob/P in candidates)
|
||||
if (!istype(P, required_type))
|
||||
candidates.Remove(P) // Can be a new_player, etc.
|
||||
continue
|
||||
if(!mode.check_age(P.client, minimum_required_age))
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if(P.mind.special_role || P.mind.antag_datums?.len > 0) // Are they an antag already?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
|
||||
/// Do your checks if the ruleset is ready to be executed here.
|
||||
/// Should ignore certain checks if forced is TRUE
|
||||
/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
|
||||
return ..()
|
||||
@@ -0,0 +1,110 @@
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// LATEJOIN RULESETS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/trim_candidates()
|
||||
for(var/mob/P in candidates)
|
||||
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if(!mode.check_age(P.client, minimum_required_age))
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override))))//are they willing and not antag-banned?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
|
||||
candidates.Remove(P)
|
||||
continue
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/ready(forced = 0)
|
||||
if (!forced)
|
||||
var/job_check = 0
|
||||
if (enemy_roles.len > 0)
|
||||
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
|
||||
if (M.stat == DEAD)
|
||||
continue // Dead players cannot count as opponents
|
||||
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
|
||||
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
|
||||
|
||||
var/threat = round(mode.threat_level/10)
|
||||
if (job_check < required_enemies[threat])
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/execute()
|
||||
var/mob/M = pick(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = antag_flag
|
||||
M.mind.add_antag_datum(antag_datum)
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// SYNDICATE TRAITORS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/infiltrator
|
||||
name = "Syndicate Infiltrator"
|
||||
antag_datum = /datum/antagonist/traitor
|
||||
antag_flag = ROLE_TRAITOR
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 7
|
||||
cost = 5
|
||||
requirements = list(40,30,20,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
flags = TRAITOR_RULESET
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// REVOLUTIONARY PROVOCATEUR //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/provocateur
|
||||
name = "Provocateur"
|
||||
antag_datum = /datum/antagonist/rev/head
|
||||
antag_flag = ROLE_REV_HEAD
|
||||
antag_flag_override = ROLE_REV
|
||||
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
|
||||
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
||||
required_candidates = 1
|
||||
weight = 2
|
||||
cost = 20
|
||||
requirements = list(101,101,70,40,30,20,20,20,20,20)
|
||||
high_population_requirement = 50
|
||||
flags = HIGHLANDER_RULESET
|
||||
var/required_heads = 3
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
|
||||
if (forced)
|
||||
required_heads = 1
|
||||
if(!..())
|
||||
return FALSE
|
||||
var/head_check = 0
|
||||
for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
|
||||
if (player.mind.assigned_role in GLOB.command_positions)
|
||||
head_check++
|
||||
return (head_check >= required_heads)
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/provocateur/execute()
|
||||
var/mob/M = pick(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = antag_flag
|
||||
var/datum/antagonist/rev/head/new_head = new()
|
||||
new_head.give_flash = TRUE
|
||||
new_head.give_hud = TRUE
|
||||
new_head.remove_clumsy = TRUE
|
||||
new_head = M.mind.add_antag_datum(new_head)
|
||||
new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
|
||||
return TRUE
|
||||
@@ -0,0 +1,460 @@
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// MIDROUND RULESETS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround // Can be drafted once in a while during a round
|
||||
ruletype = "Midround"
|
||||
/// If the ruleset should be restricted from ghost roles.
|
||||
var/restrict_ghost_roles = TRUE
|
||||
/// What type the ruleset is restricted to.
|
||||
var/required_type = /mob/living/carbon/human
|
||||
var/list/living_players = list()
|
||||
var/list/living_antags = list()
|
||||
var/list/dead_players = list()
|
||||
var/list/list_observers = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts
|
||||
weight = 0
|
||||
/// Whether the ruleset should call generate_ruleset_body or not.
|
||||
var/makeBody = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/trim_candidates()
|
||||
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
|
||||
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
|
||||
//
|
||||
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
|
||||
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
|
||||
// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
|
||||
// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
|
||||
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
|
||||
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
|
||||
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
|
||||
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
|
||||
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
|
||||
|
||||
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
|
||||
var/list/trimmed_list = L.Copy()
|
||||
var/antag_name = initial(antag_flag)
|
||||
for(var/mob/M in trimmed_list)
|
||||
if (!istype(M, required_type))
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if (!M.client) // Are they connected?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if(!mode.check_age(M.client, minimum_required_age))
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if (M.mind)
|
||||
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if (M.mind.assigned_role in restricted_roles || HAS_TRAIT(M, TRAIT_MINDSHIELD)) // Does their job allow it or are they mindshielded?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
return trimmed_list
|
||||
|
||||
// You can then for example prompt dead players in execute() to join as strike teams or whatever
|
||||
// Or autotator someone
|
||||
|
||||
// IMPORTANT, since /datum/dynamic_ruleset/midround may accept candidates from both living, dead, and even antag players, you need to manually check whether there are enough candidates
|
||||
// (see /datum/dynamic_ruleset/midround/autotraitor/ready(var/forced = FALSE) for example)
|
||||
/datum/dynamic_ruleset/midround/ready(forced = FALSE)
|
||||
if (!forced)
|
||||
var/job_check = 0
|
||||
if (enemy_roles.len > 0)
|
||||
for (var/mob/M in living_players)
|
||||
if (M.stat == DEAD)
|
||||
continue // Dead players cannot count as opponents
|
||||
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
|
||||
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
|
||||
|
||||
var/threat = round(mode.threat_level/10)
|
||||
if (job_check < required_enemies[threat])
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/execute()
|
||||
var/list/possible_candidates = list()
|
||||
possible_candidates.Add(dead_players)
|
||||
possible_candidates.Add(list_observers)
|
||||
send_applications(possible_candidates)
|
||||
if(assigned.len > 0)
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
|
||||
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
|
||||
if (possible_volunteers.len <= 0) // This shouldn't happen, as ready() should return FALSE if there is not a single valid candidate
|
||||
message_admins("Possible volunteers was 0. This shouldn't appear, because of ready(), unless you forced it!")
|
||||
return
|
||||
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
|
||||
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
|
||||
|
||||
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
|
||||
|
||||
if(!candidates || candidates.len <= 0)
|
||||
message_admins("The ruleset [name] received no applications.")
|
||||
log_game("DYNAMIC: The ruleset [name] received no applications.")
|
||||
mode.refund_threat(cost)
|
||||
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (no applications)"
|
||||
mode.executed_rules -= src
|
||||
return
|
||||
|
||||
message_admins("[candidates.len] players volunteered for the ruleset [name].")
|
||||
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
|
||||
review_applications()
|
||||
|
||||
/// Here is where you can check if your ghost applicants are valid for the ruleset.
|
||||
/// Called by send_applications().
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
|
||||
for (var/i = 1, i <= required_candidates, i++)
|
||||
if(candidates.len <= 0)
|
||||
if(i == 1)
|
||||
// We have found no candidates so far and we are out of applicants.
|
||||
mode.refund_threat(cost)
|
||||
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (all applications invalid)"
|
||||
mode.executed_rules -= src
|
||||
break
|
||||
var/mob/applicant = pick(candidates)
|
||||
candidates -= applicant
|
||||
if(!isobserver(applicant))
|
||||
if(applicant.stat == DEAD) // Not an observer? If they're dead, make them one.
|
||||
applicant = applicant.ghostize(FALSE)
|
||||
else // Not dead? Disregard them, pick a new applicant
|
||||
i--
|
||||
continue
|
||||
|
||||
if(!applicant)
|
||||
i--
|
||||
continue
|
||||
|
||||
var/mob/new_character = applicant
|
||||
|
||||
if (makeBody)
|
||||
new_character = generate_ruleset_body(applicant)
|
||||
|
||||
finish_setup(new_character, i)
|
||||
assigned += applicant
|
||||
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
|
||||
var/mob/living/carbon/human/new_character = makeBody(applicant)
|
||||
new_character.dna.remove_all_mutations()
|
||||
return new_character
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/finish_setup(mob/new_character, index)
|
||||
var/datum/antagonist/new_role = new antag_datum()
|
||||
setup_role(new_role)
|
||||
new_character.mind.add_antag_datum(new_role)
|
||||
new_character.mind.special_role = antag_flag
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
|
||||
return
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// SYNDICATE TRAITORS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor
|
||||
name = "Syndicate Sleeper Agent"
|
||||
antag_datum = /datum/antagonist/traitor
|
||||
antag_flag = ROLE_TRAITOR
|
||||
restricted_roles = list("AI", "Cyborg", "Positronic Brain")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 7
|
||||
cost = 10
|
||||
requirements = list(50,40,30,20,10,10,10,10,10,10)
|
||||
repeatable = TRUE
|
||||
high_population_requirement = 10
|
||||
flags = TRAITOR_RULESET
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
|
||||
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
|
||||
var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
|
||||
var/max_traitors = round(player_count / 10) + 1
|
||||
if ((antag_count < max_traitors) && prob(mode.threat_level))//adding traitors if the antag population is getting low
|
||||
return ..()
|
||||
else
|
||||
return FALSE
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor/trim_candidates()
|
||||
..()
|
||||
for(var/mob/living/player in living_players)
|
||||
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
|
||||
living_players -= player
|
||||
continue
|
||||
if(is_centcom_level(player.z))
|
||||
living_players -= player // We don't autotator people in CentCom
|
||||
continue
|
||||
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
|
||||
living_players -= player // We don't autotator people with roles already
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor/ready(forced = FALSE)
|
||||
if (required_candidates > living_players.len)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor/execute()
|
||||
var/mob/M = pick(living_players)
|
||||
assigned += M
|
||||
living_players -= M
|
||||
var/datum/antagonist/traitor/newTraitor = new
|
||||
M.mind.add_antag_datum(newTraitor)
|
||||
return TRUE
|
||||
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// Malfunctioning AI //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/malf
|
||||
name = "Malfunctioning AI"
|
||||
antag_datum = /datum/antagonist/traitor
|
||||
antag_flag = ROLE_MALF
|
||||
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
|
||||
exclusive_roles = list("AI")
|
||||
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 35
|
||||
requirements = list(101,101,80,70,60,60,50,50,40,40)
|
||||
high_population_requirement = 35
|
||||
required_type = /mob/living/silicon/ai
|
||||
var/ion_announce = 33
|
||||
var/removeDontImproveChance = 10
|
||||
|
||||
/datum/dynamic_ruleset/midround/malf/trim_candidates()
|
||||
..()
|
||||
candidates = candidates[CURRENT_LIVING_PLAYERS]
|
||||
for(var/mob/living/player in candidates)
|
||||
if(!isAI(player))
|
||||
candidates -= player
|
||||
continue
|
||||
if(is_centcom_level(player.z))
|
||||
candidates -= player
|
||||
continue
|
||||
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
|
||||
candidates -= player
|
||||
|
||||
/datum/dynamic_ruleset/midround/malf/execute()
|
||||
if(!candidates || !candidates.len)
|
||||
return FALSE
|
||||
var/mob/living/silicon/ai/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
var/datum/antagonist/traitor/AI = new
|
||||
M.mind.special_role = antag_flag
|
||||
M.mind.add_antag_datum(AI)
|
||||
if(prob(ion_announce))
|
||||
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", 'sound/ai/ionstorm.ogg')
|
||||
if(prob(removeDontImproveChance))
|
||||
M.replace_random_law(generate_ion_law(), list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
|
||||
else
|
||||
M.add_ion_law(generate_ion_law())
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// WIZARD (GHOST) //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/wizard
|
||||
name = "Wizard"
|
||||
antag_datum = /datum/antagonist/wizard
|
||||
antag_flag = ROLE_WIZARD
|
||||
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
|
||||
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
||||
required_candidates = 1
|
||||
weight = 1
|
||||
cost = 20
|
||||
requirements = list(90,90,70,40,30,20,10,10,10,10)
|
||||
high_population_requirement = 50
|
||||
repeatable = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
return FALSE
|
||||
if(GLOB.wizardstart.len == 0)
|
||||
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
|
||||
..()
|
||||
new_character.forceMove(pick(GLOB.wizardstart))
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// NUCLEAR OPERATIVES (MIDROUND) //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear
|
||||
name = "Nuclear Assault"
|
||||
antag_flag = ROLE_OPERATIVE
|
||||
antag_datum = /datum/antagonist/nukeop
|
||||
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
|
||||
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
|
||||
required_candidates = 5
|
||||
weight = 5
|
||||
cost = 35
|
||||
requirements = list(90,90,90,80,60,40,30,20,10,10)
|
||||
high_population_requirement = 10
|
||||
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
|
||||
var/datum/team/nuclear/nuke_team
|
||||
flags = HIGHLANDER_RULESET
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
|
||||
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
|
||||
return FALSE // Unavailable if nuke ops were already sent at roundstart
|
||||
var/indice_pop = min(10,round(living_players.len/5)+1)
|
||||
required_candidates = operative_cap[indice_pop]
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
|
||||
new_character.mind.special_role = "Nuclear Operative"
|
||||
new_character.mind.assigned_role = "Nuclear Operative"
|
||||
if (index == 1) // Our first guy is the leader
|
||||
var/datum/antagonist/nukeop/leader/new_role = new
|
||||
nuke_team = new_role.nuke_team
|
||||
new_character.mind.add_antag_datum(new_role)
|
||||
else
|
||||
return ..()
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOB (GHOST) //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/blob
|
||||
name = "Blob"
|
||||
antag_datum = /datum/antagonist/blob
|
||||
antag_flag = ROLE_BLOB
|
||||
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
|
||||
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
||||
required_candidates = 1
|
||||
weight = 4
|
||||
cost = 10
|
||||
requirements = list(101,101,101,80,60,50,30,20,10,10)
|
||||
high_population_requirement = 50
|
||||
repeatable = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
|
||||
var/body = applicant.become_overmind()
|
||||
return body
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// XENOMORPH (GHOST) //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph
|
||||
name = "Alien Infestation"
|
||||
antag_datum = /datum/antagonist/xeno
|
||||
antag_flag = ROLE_ALIEN
|
||||
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
|
||||
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 10
|
||||
requirements = list(101,101,101,70,50,40,20,15,10,10)
|
||||
high_population_requirement = 50
|
||||
repeatable = TRUE
|
||||
var/list/vents = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
|
||||
// 50% chance of being incremented by one
|
||||
required_candidates += prob(50)
|
||||
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
|
||||
if(QDELETED(temp_vent))
|
||||
continue
|
||||
if(is_station_level(temp_vent.loc.z) && !temp_vent.welded)
|
||||
var/datum/pipeline/temp_vent_parent = temp_vent.parents[1]
|
||||
if(!temp_vent_parent)
|
||||
continue // No parent vent
|
||||
// Stops Aliens getting stuck in small networks.
|
||||
// See: Security, Virology
|
||||
if(temp_vent_parent.other_atmosmch.len > 20)
|
||||
vents += temp_vent
|
||||
if(!vents.len)
|
||||
return FALSE
|
||||
. = ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
|
||||
var/obj/vent = pick_n_take(vents)
|
||||
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
|
||||
new_xeno.key = applicant.key
|
||||
message_admins("[ADMIN_LOOKUPFLW(new_xeno)] has been made into an alien by the midround ruleset.")
|
||||
log_game("DYNAMIC: [key_name(new_xeno)] was spawned as an alien by the midround ruleset.")
|
||||
return new_xeno
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// NIGHTMARE (GHOST) //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nightmare
|
||||
name = "Nightmare"
|
||||
antag_datum = /datum/antagonist/nightmare
|
||||
antag_flag = "Nightmare"
|
||||
antag_flag_override = ROLE_ALIEN
|
||||
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
|
||||
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 10
|
||||
requirements = list(101,101,101,70,50,40,20,15,10,10)
|
||||
high_population_requirement = 50
|
||||
repeatable = TRUE
|
||||
var/list/spawn_locs = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
|
||||
for(var/X in GLOB.xeno_spawn)
|
||||
var/turf/T = X
|
||||
var/light_amount = T.get_lumcount()
|
||||
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
|
||||
spawn_locs += T
|
||||
if(!spawn_locs.len)
|
||||
return FALSE
|
||||
. = ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
|
||||
var/datum/mind/player_mind = new /datum/mind(applicant.key)
|
||||
player_mind.active = TRUE
|
||||
|
||||
var/mob/living/carbon/human/S = new (pick(spawn_locs))
|
||||
player_mind.transfer_to(S)
|
||||
player_mind.assigned_role = "Nightmare"
|
||||
player_mind.special_role = "Nightmare"
|
||||
player_mind.add_antag_datum(/datum/antagonist/nightmare)
|
||||
S.set_species(/datum/species/shadow/nightmare)
|
||||
|
||||
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
|
||||
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
|
||||
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
|
||||
return S
|
||||
@@ -0,0 +1,732 @@
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// SYNDICATE TRAITORS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitor
|
||||
name = "Traitors"
|
||||
persistent = TRUE
|
||||
antag_flag = ROLE_TRAITOR
|
||||
antag_datum = /datum/antagonist/traitor/
|
||||
minimum_required_age = 0
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
|
||||
restricted_roles = list("Cyborg")
|
||||
required_candidates = 1
|
||||
weight = 5
|
||||
cost = 10
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
|
||||
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5) // Above 50 threat level, coeff goes down by 1 for every 10 levels
|
||||
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
|
||||
for (var/i = 1 to num_traitors)
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.special_role = ROLE_TRAITOR
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitor/rule_process()
|
||||
if (autotraitor_cooldown > 0)
|
||||
autotraitor_cooldown--
|
||||
else
|
||||
autotraitor_cooldown = 450 // 15 minutes
|
||||
message_admins("Checking if we can turn someone into a traitor.")
|
||||
log_game("DYNAMIC: Checking if we can turn someone into a traitor.")
|
||||
mode.picking_specific_rule(/datum/dynamic_ruleset/midround/autotraitor)
|
||||
|
||||
//////////////////////////////////////////
|
||||
// //
|
||||
// BLOOD BROTHERS //
|
||||
// //
|
||||
//////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitorbro
|
||||
name = "Blood Brothers"
|
||||
antag_flag = ROLE_BROTHER
|
||||
antag_datum = /datum/antagonist/brother/
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 2
|
||||
weight = 4
|
||||
cost = 10
|
||||
requirements = list(40,30,30,20,20,15,15,15,10,10)
|
||||
high_population_requirement = 15
|
||||
var/list/datum/team/brother_team/pre_brother_teams = list()
|
||||
var/const/team_amount = 2 // Hard limit on brother teams if scaling is turned off
|
||||
var/const/min_team_size = 2
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
|
||||
var/num_teams = team_amount
|
||||
var/bsc = CONFIG_GET(number/brother_scaling_coeff)
|
||||
if(bsc)
|
||||
num_teams = max(1, round(num_players() / bsc))
|
||||
|
||||
for(var/j = 1 to num_teams)
|
||||
if(candidates.len < min_team_size || candidates.len < required_candidates)
|
||||
break
|
||||
var/datum/team/brother_team/team = new
|
||||
var/team_size = prob(10) ? min(3, candidates.len) : 2
|
||||
for(var/k = 1 to team_size)
|
||||
var/mob/bro = pick(candidates)
|
||||
candidates -= bro
|
||||
assigned += bro.mind
|
||||
team.add_member(bro.mind)
|
||||
bro.mind.special_role = "brother"
|
||||
bro.mind.restricted_roles = restricted_roles
|
||||
pre_brother_teams += team
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
|
||||
for(var/datum/team/brother_team/team in pre_brother_teams)
|
||||
team.pick_meeting_area()
|
||||
team.forge_brother_objectives()
|
||||
for(var/datum/mind/M in team.members)
|
||||
M.add_antag_datum(/datum/antagonist/brother, team)
|
||||
team.update_name()
|
||||
mode.brother_teams += pre_brother_teams
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// CHANGELINGS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/changeling
|
||||
name = "Changelings"
|
||||
antag_flag = ROLE_CHANGELING
|
||||
antag_datum = /datum/antagonist/changeling
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 30
|
||||
requirements = list(80,70,60,50,40,20,20,10,10,10)
|
||||
high_population_requirement = 10
|
||||
var/team_mode_probability = 30
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
|
||||
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
|
||||
for (var/i = 1 to num_changelings)
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
M.mind.special_role = ROLE_CHANGELING
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/changeling/execute()
|
||||
var/team_mode = FALSE
|
||||
if(prob(team_mode_probability))
|
||||
team_mode = TRUE
|
||||
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
|
||||
var/list/possible_team_objectives = list()
|
||||
for(var/T in team_objectives)
|
||||
var/datum/objective/changeling_team_objective/CTO = T
|
||||
if(assigned.len >= initial(CTO.min_lings))
|
||||
possible_team_objectives += T
|
||||
|
||||
if(possible_team_objectives.len && prob(20*assigned.len))
|
||||
GLOB.changeling_team_objective_type = pick(possible_team_objectives)
|
||||
for(var/datum/mind/changeling in assigned)
|
||||
var/datum/antagonist/changeling/new_antag = new antag_datum()
|
||||
new_antag.team_mode = team_mode
|
||||
changeling.add_antag_datum(new_antag)
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// WIZARDS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
|
||||
/datum/dynamic_ruleset/roundstart/wizard
|
||||
name = "Wizard"
|
||||
antag_flag = ROLE_WIZARD
|
||||
antag_datum = /datum/antagonist/wizard
|
||||
minimum_required_age = 14
|
||||
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
|
||||
required_candidates = 1
|
||||
weight = 1
|
||||
cost = 30
|
||||
requirements = list(90,90,70,40,30,20,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
var/list/roundstart_wizards = list()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
|
||||
if(GLOB.wizardstart.len == 0)
|
||||
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
|
||||
if(GLOB.wizardstart.len == 0)
|
||||
return FALSE
|
||||
|
||||
var/mob/M = pick(candidates)
|
||||
if (M)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.assigned_role = ROLE_WIZARD
|
||||
M.mind.special_role = ROLE_WIZARD
|
||||
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/wizard/execute()
|
||||
for(var/datum/mind/M in assigned)
|
||||
M.current.forceMove(pick(GLOB.wizardstart))
|
||||
M.add_antag_datum(new antag_datum())
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOOD CULT //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodcult
|
||||
name = "Blood Cult"
|
||||
antag_flag = ROLE_CULTIST
|
||||
antag_datum = /datum/antagonist/cult
|
||||
minimum_required_age = 14
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 2
|
||||
weight = 3
|
||||
cost = 30
|
||||
requirements = list(100,90,80,60,40,30,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
pop_per_requirement = 5
|
||||
flags = HIGHLANDER_RULESET
|
||||
var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
|
||||
var/datum/team/cult/main_cult
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
|
||||
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
|
||||
required_candidates = cultist_cap[indice_pop]
|
||||
. = ..()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
|
||||
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
|
||||
var/cultists = cultist_cap[indice_pop]
|
||||
for(var/cultists_number = 1 to cultists)
|
||||
if(candidates.len <= 0)
|
||||
break
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.special_role = ROLE_CULTIST
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
|
||||
main_cult = new
|
||||
for(var/datum/mind/M in assigned)
|
||||
var/datum/antagonist/cult/new_cultist = new antag_datum()
|
||||
new_cultist.cult_team = main_cult
|
||||
new_cultist.give_equipment = TRUE
|
||||
M.add_antag_datum(new_cultist)
|
||||
main_cult.setup_objectives()
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
|
||||
..()
|
||||
if(main_cult.check_cult_victory())
|
||||
SSticker.mode_result = "win - cult win"
|
||||
SSticker.news_report = CULT_SUMMON
|
||||
else
|
||||
SSticker.mode_result = "loss - staff stopped the cult"
|
||||
SSticker.news_report = CULT_FAILURE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// NUCLEAR OPERATIVES //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear
|
||||
name = "Nuclear Emergency"
|
||||
antag_flag = ROLE_OPERATIVE
|
||||
antag_datum = /datum/antagonist/nukeop
|
||||
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
|
||||
minimum_required_age = 14
|
||||
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
|
||||
required_candidates = 5
|
||||
weight = 3
|
||||
cost = 40
|
||||
requirements = list(90,90,90,80,60,40,30,20,10,10)
|
||||
high_population_requirement = 10
|
||||
pop_per_requirement = 5
|
||||
flags = HIGHLANDER_RULESET
|
||||
var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
|
||||
var/datum/team/nuclear/nuke_team
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
|
||||
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
|
||||
required_candidates = operative_cap[indice_pop]
|
||||
. = ..()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
|
||||
// If ready() did its job, candidates should have 5 or more members in it
|
||||
|
||||
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
|
||||
var/operatives = operative_cap[indice_pop]
|
||||
for(var/operatives_number = 1 to operatives)
|
||||
if(candidates.len <= 0)
|
||||
break
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.assigned_role = "Nuclear Operative"
|
||||
M.mind.special_role = "Nuclear Operative"
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/execute()
|
||||
var/leader = TRUE
|
||||
for(var/datum/mind/M in assigned)
|
||||
if (leader)
|
||||
leader = FALSE
|
||||
var/datum/antagonist/nukeop/leader/new_op = M.add_antag_datum(antag_leader_datum)
|
||||
nuke_team = new_op.nuke_team
|
||||
else
|
||||
var/datum/antagonist/nukeop/new_op = new antag_datum()
|
||||
M.add_antag_datum(new_op)
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
|
||||
var result = nuke_team.get_result()
|
||||
switch(result)
|
||||
if(NUKE_RESULT_FLUKE)
|
||||
SSticker.mode_result = "loss - syndicate nuked - disk secured"
|
||||
SSticker.news_report = NUKE_SYNDICATE_BASE
|
||||
if(NUKE_RESULT_NUKE_WIN)
|
||||
SSticker.mode_result = "win - syndicate nuke"
|
||||
SSticker.news_report = STATION_NUKED
|
||||
if(NUKE_RESULT_NOSURVIVORS)
|
||||
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
|
||||
SSticker.news_report = STATION_NUKED
|
||||
if(NUKE_RESULT_WRONG_STATION)
|
||||
SSticker.mode_result = "halfwin - blew wrong station"
|
||||
SSticker.news_report = NUKE_MISS
|
||||
if(NUKE_RESULT_WRONG_STATION_DEAD)
|
||||
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
|
||||
SSticker.news_report = NUKE_MISS
|
||||
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
|
||||
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
|
||||
SSticker.news_report = OPERATIVES_KILLED
|
||||
if(NUKE_RESULT_CREW_WIN)
|
||||
SSticker.mode_result = "loss - evacuation - disk secured"
|
||||
SSticker.news_report = OPERATIVES_KILLED
|
||||
if(NUKE_RESULT_DISK_LOST)
|
||||
SSticker.mode_result = "halfwin - evacuation - disk not secured"
|
||||
SSticker.news_report = OPERATIVE_SKIRMISH
|
||||
if(NUKE_RESULT_DISK_STOLEN)
|
||||
SSticker.mode_result = "halfwin - detonation averted"
|
||||
SSticker.news_report = OPERATIVE_SKIRMISH
|
||||
else
|
||||
SSticker.mode_result = "halfwin - interrupted"
|
||||
SSticker.news_report = OPERATIVE_SKIRMISH
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// REVS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs
|
||||
name = "Revolution"
|
||||
persistent = TRUE
|
||||
antag_flag = ROLE_REV_HEAD
|
||||
antag_flag_override = ROLE_REV
|
||||
antag_datum = /datum/antagonist/rev/head
|
||||
minimum_required_age = 14
|
||||
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 3
|
||||
weight = 2
|
||||
cost = 35
|
||||
requirements = list(101,101,70,40,30,20,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
delay = 5 MINUTES
|
||||
flags = HIGHLANDER_RULESET
|
||||
// I give up, just there should be enough heads with 35 players...
|
||||
minimum_players = 35
|
||||
var/datum/team/revolution/revolution
|
||||
var/finished = 0
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/execute()
|
||||
var/max_canditates = 4
|
||||
revolution = new()
|
||||
for(var/i = 1 to max_canditates)
|
||||
if(candidates.len <= 0)
|
||||
break
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
M.mind.special_role = antag_flag
|
||||
var/datum/antagonist/rev/head/new_head = new antag_datum()
|
||||
new_head.give_flash = TRUE
|
||||
new_head.give_hud = TRUE
|
||||
new_head.remove_clumsy = TRUE
|
||||
M.mind.add_antag_datum(new_head,revolution)
|
||||
|
||||
revolution.update_objectives()
|
||||
revolution.update_heads()
|
||||
SSshuttle.registerHostileEnvironment(src)
|
||||
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
|
||||
if(check_rev_victory())
|
||||
finished = 1
|
||||
else if(check_heads_victory())
|
||||
finished = 2
|
||||
return
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/check_finished()
|
||||
if(CONFIG_GET(keyed_list/continuous)["revolution"])
|
||||
if(finished)
|
||||
SSshuttle.clearHostileEnvironment(src)
|
||||
return ..()
|
||||
if(finished != 0)
|
||||
return TRUE
|
||||
else
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_rev_victory()
|
||||
for(var/datum/objective/mutiny/objective in revolution.objectives)
|
||||
if(!(objective.check_completion()))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_heads_victory()
|
||||
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
|
||||
var/turf/T = get_turf(rev_mind.current)
|
||||
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
|
||||
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/delayed/revs/round_result()
|
||||
if(finished == 1)
|
||||
SSticker.mode_result = "win - heads killed"
|
||||
SSticker.news_report = REVS_WIN
|
||||
else if(finished == 2)
|
||||
SSticker.mode_result = "loss - rev heads killed"
|
||||
SSticker.news_report = REVS_LOSE
|
||||
|
||||
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// EXTENDED //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/extended
|
||||
name = "Extended"
|
||||
antag_flag = null
|
||||
antag_datum = null
|
||||
restricted_roles = list()
|
||||
required_candidates = 0
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
|
||||
message_admins("Starting a round of extended.")
|
||||
log_game("Starting a round of extended.")
|
||||
mode.spend_threat(mode.threat)
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// CLOCKCULT //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult
|
||||
name = "Clockcult"
|
||||
antag_flag = ROLE_SERVANT_OF_RATVAR
|
||||
antag_datum = /datum/antagonist/clockcult
|
||||
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 4
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
flags = HIGHLANDER_RULESET
|
||||
var/ark_time
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
|
||||
var/list/errorList = list()
|
||||
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
|
||||
if(errorList.len)
|
||||
message_admins("Reebe failed to load!")
|
||||
log_game("Reebe failed to load!")
|
||||
return FALSE
|
||||
for(var/datum/parsed_map/PM in reebes)
|
||||
PM.initTemplateBounds()
|
||||
|
||||
var/starter_servants = 4
|
||||
var/number_players = num_players()
|
||||
if(number_players > 30)
|
||||
number_players -= 30
|
||||
starter_servants += round(number_players / 10)
|
||||
starter_servants = min(starter_servants, 8)
|
||||
for (var/i in 1 to starter_servants)
|
||||
var/mob/servant = pick(candidates)
|
||||
candidates -= servant
|
||||
assigned += servant.mind
|
||||
servant.mind.assigned_role = ROLE_SERVANT_OF_RATVAR
|
||||
servant.mind.special_role = ROLE_SERVANT_OF_RATVAR
|
||||
ark_time = 30 + round((number_players / 5))
|
||||
ark_time = min(ark_time, 35)
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/execute()
|
||||
var/list/spread_out_spawns = GLOB.servant_spawns.Copy()
|
||||
for(var/datum/mind/servant in assigned)
|
||||
var/mob/S = servant.current
|
||||
if(!spread_out_spawns.len)
|
||||
spread_out_spawns = GLOB.servant_spawns.Copy()
|
||||
log_game("[key_name(servant)] was made an initial servant of Ratvar")
|
||||
var/turf/T = pick_n_take(spread_out_spawns)
|
||||
S.forceMove(T)
|
||||
greet_servant(S)
|
||||
equip_servant(S)
|
||||
add_servant_of_ratvar(S, TRUE)
|
||||
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
|
||||
G.final_countdown(ark_time)
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/proc/greet_servant(mob/M) //Description of their role
|
||||
if(!M)
|
||||
return 0
|
||||
to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
|
||||
to_chat(M, "<span class='brass'>You have approximately <b>[ark_time]</b> minutes until the Ark activates.</span>")
|
||||
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant.</span>")
|
||||
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked halfway until the Ark's activation.</span>")
|
||||
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
|
||||
return 1
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
|
||||
if(!M || !ishuman(M))
|
||||
return FALSE
|
||||
var/mob/living/carbon/human/L = M
|
||||
L.equipOutfit(/datum/outfit/servant_of_ratvar)
|
||||
var/obj/item/clockwork/slab/S = new
|
||||
var/slot = "At your feet"
|
||||
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
slot = H.equip_in_one_of_slots(S, slots)
|
||||
if(slot == "In your backpack")
|
||||
slot = "In your [H.back.name]"
|
||||
if(slot == "At your feet")
|
||||
if(!S.forceMove(get_turf(L)))
|
||||
qdel(S)
|
||||
if(S && !QDELETED(S))
|
||||
to_chat(L, "<span class='bold large_brass'>There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.</span>")
|
||||
to_chat(L, "<span class='alloy'>[slot] is a <b>clockwork slab</b>, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
|
||||
as a servant, you can find a concise tutorial in the Recollection category of its interface.</span>")
|
||||
to_chat(L, "<span class='alloy italics'>If you want more information, you can read <a href=\"https://tgstation13.org/wiki/Clockwork_Cult\">the wiki page</a> to learn more.</span>")
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/round_result()
|
||||
if(GLOB.clockwork_gateway_activated)
|
||||
SSticker.news_report = CLOCK_SUMMON
|
||||
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
|
||||
else
|
||||
SSticker.news_report = CULT_FAILURE
|
||||
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// CLOWN OPS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
|
||||
name = "Clown Ops"
|
||||
antag_datum = /datum/antagonist/nukeop/clownop
|
||||
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
|
||||
. = ..()
|
||||
if(.)
|
||||
for(var/obj/machinery/nuclearbomb/syndicate/S in GLOB.nuke_list)
|
||||
var/turf/T = get_turf(S)
|
||||
if(T)
|
||||
qdel(S)
|
||||
new /obj/machinery/nuclearbomb/syndicate/bananium(T)
|
||||
for(var/datum/mind/V in assigned)
|
||||
V.assigned_role = "Clown Operative"
|
||||
V.special_role = "Clown Operative"
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// DEVIL //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/devil
|
||||
name = "Devil"
|
||||
antag_flag = ROLE_DEVIL
|
||||
antag_datum = /datum/antagonist/devil
|
||||
restricted_roles = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
|
||||
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
|
||||
var/num_devils = 1
|
||||
|
||||
if(tsc)
|
||||
num_devils = max(required_candidates, min(round(num_players() / (tsc * 3)) + 2, round(num_players() / (tsc * 1.5))))
|
||||
else
|
||||
num_devils = max(required_candidates, min(num_players(), devil_limit))
|
||||
|
||||
for(var/j = 0, j < num_devils, j++)
|
||||
if (!candidates.len)
|
||||
break
|
||||
var/mob/devil = pick(candidates)
|
||||
assigned += devil
|
||||
candidates -= devil
|
||||
devil.mind.special_role = ROLE_DEVIL
|
||||
devil.mind.restricted_roles = restricted_roles
|
||||
|
||||
log_game("[key_name(devil)] has been selected as a devil")
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/devil/execute()
|
||||
for(var/datum/mind/devil in assigned)
|
||||
add_devil(devil.current, ascendable = TRUE)
|
||||
add_devil_objectives(devil,2)
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/devil/proc/add_devil_objectives(datum/mind/devil_mind, quantity)
|
||||
var/list/validtypes = list(/datum/objective/devil/soulquantity, /datum/objective/devil/soulquality, /datum/objective/devil/sintouch, /datum/objective/devil/buy_target)
|
||||
var/datum/antagonist/devil/D = devil_mind.has_antag_datum(/datum/antagonist/devil)
|
||||
for(var/i = 1 to quantity)
|
||||
var/type = pick(validtypes)
|
||||
var/datum/objective/devil/objective = new type(null)
|
||||
objective.owner = devil_mind
|
||||
D.objectives += objective
|
||||
if(!istype(objective, /datum/objective/devil/buy_target))
|
||||
validtypes -= type
|
||||
else
|
||||
objective.find_target()
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// MONKEY //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/monkey
|
||||
name = "Monkey"
|
||||
antag_flag = ROLE_MONKEY
|
||||
antag_datum = /datum/antagonist/monkey/leader
|
||||
restricted_roles = list("Cyborg", "AI")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
var/players_per_carrier = 30
|
||||
var/monkeys_to_win = 1
|
||||
var/escaped_monkeys = 0
|
||||
var/datum/team/monkey/monkey_team
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
|
||||
var/carriers_to_make = max(round(num_players()/players_per_carrier, 1), 1)
|
||||
|
||||
for(var/j = 0, j < carriers_to_make, j++)
|
||||
if (!candidates.len)
|
||||
break
|
||||
var/mob/carrier = pick(candidates)
|
||||
candidates -= carrier
|
||||
assigned += carrier.mind
|
||||
carrier.mind.special_role = "Monkey Leader"
|
||||
carrier.mind.restricted_roles = restricted_roles
|
||||
log_game("[key_name(carrier)] has been selected as a Jungle Fever carrier")
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/monkey/execute()
|
||||
for(var/datum/mind/carrier in assigned)
|
||||
var/datum/antagonist/monkey/M = add_monkey_leader(carrier)
|
||||
if(M)
|
||||
monkey_team = M.monkey_team
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/monkey/proc/check_monkey_victory()
|
||||
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
|
||||
return FALSE
|
||||
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
|
||||
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
|
||||
if (M.HasDisease(D))
|
||||
if(M.onCentCom() || M.onSyndieBase())
|
||||
escaped_monkeys++
|
||||
if(escaped_monkeys >= monkeys_to_win)
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
|
||||
// This does not get called. Look into making it work.
|
||||
/datum/dynamic_ruleset/roundstart/monkey/round_result()
|
||||
if(check_monkey_victory())
|
||||
SSticker.mode_result = "win - monkey win"
|
||||
else
|
||||
SSticker.mode_result = "loss - staff stopped the monkeys"
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// METEOR //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/meteor
|
||||
name = "Meteor"
|
||||
persistent = TRUE
|
||||
required_candidates = 0
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
var/meteordelay = 2000
|
||||
var/nometeors = 0
|
||||
var/rampupdelta = 5
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
|
||||
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
|
||||
return
|
||||
|
||||
var/list/wavetype = GLOB.meteors_normal
|
||||
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
|
||||
|
||||
if (prob(meteorminutes))
|
||||
wavetype = GLOB.meteors_threatening
|
||||
|
||||
if (prob(meteorminutes/2))
|
||||
wavetype = GLOB.meteors_catastrophic
|
||||
|
||||
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
|
||||
|
||||
spawn_meteors(ramp_up_final, wavetype)
|
||||
@@ -0,0 +1,57 @@
|
||||
# DYNAMIC
|
||||
|
||||
## ROUNDSTART
|
||||
|
||||
Dynamic rolls threat based on a special sauce formula:
|
||||
"dynamic_curve_width \* tan((3.1416 \* (rand() - 0.5) \* 57.2957795)) + dynamic_curve_centre"
|
||||
|
||||
Latejoin and midround injection cooldowns are set using exponential distribution between
|
||||
5 minutes and 25 for latejoin
|
||||
15 minutes and 35 for midround
|
||||
this value is then added to world.time and assigned to the injection cooldown variables.
|
||||
|
||||
rigged_roundstart() is called instead if there are forced rules (an admin set the mode)
|
||||
|
||||
can_start() -> pre_setup() -> roundstart() OR rigged_roundstart() -> picking_roundstart_rule(drafted_rules) -> post_setup()
|
||||
|
||||
## PROCESS
|
||||
|
||||
Calls rule_process on every rule which is in the current_rules list.
|
||||
Every sixty seconds, update_playercounts()
|
||||
Midround injection time is checked against world.time to see if an injection should happen.
|
||||
If midround injection time is lower than world.time, it updates playercounts again, then tries to inject and generates a new cooldown regardless of whether a rule is picked.
|
||||
|
||||
## LATEJOIN
|
||||
|
||||
make_antag_chance(newPlayer) -> [For each latespawn rule...]
|
||||
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
|
||||
**If true, add to drafted rules
|
||||
**NOTE that acceptable uses threat_level not threat!
|
||||
**NOTE Latejoin timer is ONLY reset if at least one rule was drafted.
|
||||
**NOTE the new_player.dm AttemptLateSpawn() calls OnPostSetup for all roles (unless assigned role is MODE)
|
||||
[After collecting all draftble rules...]
|
||||
-> picking_latejoin_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
|
||||
## MIDROUND
|
||||
process() -> [For each midround rule...]
|
||||
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
|
||||
[After collecting all draftble rules...]
|
||||
-> picking_midround_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
|
||||
## FORCED
|
||||
For latejoin, it simply sets forced_latejoin_rule
|
||||
make_antag_chance(newPlayer) -> trim_candidates() -> ready(forced=TRUE) **NOTE no acceptable() call
|
||||
For midround, calls the below proc with forced = TRUE
|
||||
picking_specific_rule(ruletype,forced) -> forced OR acceptable(living_players, threat_level) -> trim_candidates() -> ready(forced) -> spend threat -> execute()
|
||||
**NOTE specific rule can be called by RS traitor->MR autotraitor w/ forced=FALSE
|
||||
**NOTE that due to short circuiting acceptable() need not be called if forced.
|
||||
## RULESET
|
||||
acceptable(population,threat) just checks if enough threat_level for population indice.
|
||||
**NOTE that we currently only send threat_level as the second arg, not threat.
|
||||
ready(forced) checks if enough candidates and calls the map's map_ruleset(dynamic_ruleset) at the parent level
|
||||
trim_candidates() varies significantly according to the ruleset type
|
||||
Roundstart: All candidates are new_player mobs. Check them for standard stuff: connected, desire role, not banned, etc.
|
||||
**NOTE Roundstart deals with both candidates (trimmed list of valid players) and mode.candidates (everyone readied up). Don't confuse them!
|
||||
Latejoin: Only one candidate, the latejoiner. Standard checks.
|
||||
Midround: Instead of building a single list candidates, candidates contains four lists: living, dead, observing, and living antags. Standard checks in trim_list(list).
|
||||
Midround - Rulesets have additional types
|
||||
/from_ghosts: execute() -> send_applications() -> review_applications() -> finish_setup(mob/newcharacter, index) -> setup_role(role)
|
||||
**NOTE: execute() here adds dead players and observers to candidates list
|
||||
@@ -24,6 +24,7 @@
|
||||
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
|
||||
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
|
||||
var/list/protected_jobs = list() // Jobs that can't be traitors because
|
||||
var/list/required_jobs = list() // alternative required job groups eg list(list(cap=1),list(hos=1,sec=2)) translates to one captain OR one hos and two secmans
|
||||
var/required_players = 0
|
||||
var/maximum_players = -1 // -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations
|
||||
var/required_enemies = 0
|
||||
@@ -355,7 +356,7 @@
|
||||
|
||||
// Ultimate randomizing code right here
|
||||
for(var/mob/dead/new_player/player in GLOB.player_list)
|
||||
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
|
||||
if(player.client && player.ready == PLAYER_READY_TO_PLAY && player.check_preferences())
|
||||
players += player
|
||||
|
||||
// Shuffling, the players list is now ping-independent!!!
|
||||
@@ -558,3 +559,7 @@
|
||||
SSticker.news_report = STATION_EVACUATED
|
||||
if(SSshuttle.emergency.is_hijacked())
|
||||
SSticker.news_report = SHUTTLE_HIJACK
|
||||
|
||||
/// Mode specific admin panel.
|
||||
/datum/game_mode/proc/admin_panel()
|
||||
return
|
||||
|
||||
@@ -3,7 +3,8 @@
|
||||
name = "overthrow"
|
||||
config_tag = "overthrow"
|
||||
antag_flag = ROLE_OVERTHROW
|
||||
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_players = 20 // the core idea is of a swift, bloodless coup, so it shouldn't be as chaotic as revs.
|
||||
required_enemies = 2 // minimum two teams, otherwise it's just nerfed revs.
|
||||
recommended_enemies = 4
|
||||
|
||||
@@ -12,7 +12,8 @@
|
||||
config_tag = "revolution"
|
||||
antag_flag = ROLE_REV
|
||||
false_report_weight = 10
|
||||
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
|
||||
restricted_jobs = list("AI", "Cyborg")
|
||||
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_players = 30
|
||||
required_enemies = 2
|
||||
recommended_enemies = 3
|
||||
|
||||
@@ -96,4 +96,4 @@
|
||||
|
||||
/datum/game_mode/traitor/generate_report()
|
||||
return "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
|
||||
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
|
||||
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
|
||||
|
||||
@@ -27,8 +27,10 @@
|
||||
"human",
|
||||
"lizard",
|
||||
"fly",
|
||||
"moth",
|
||||
"insect",
|
||||
"plasmaman",
|
||||
"mammal",
|
||||
"xeno",
|
||||
"other"
|
||||
)
|
||||
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
/obj/effect/spawner/bundle/costume/holiday_priest
|
||||
name = "holiday priest costume spawner"
|
||||
items = list(
|
||||
/obj/item/clothing/suit/holidaypriest)
|
||||
/obj/item/clothing/suit/chaplain/holidaypriest)
|
||||
|
||||
/obj/effect/spawner/bundle/costume/marisawizard
|
||||
name = "marisa wizard costume spawner"
|
||||
|
||||
@@ -34,6 +34,7 @@
|
||||
desc = "God wills it!"
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
// CITADEL CHANGES: More variants
|
||||
/obj/item/clothing/suit/armor/riot/chaplain/teutonic
|
||||
@@ -122,7 +123,6 @@
|
||||
icon_state = "studentuni"
|
||||
item_state = "studentuni"
|
||||
body_parts_covered = ARMS|CHEST
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/head/helmet/chaplain/cage
|
||||
name = "cage"
|
||||
@@ -166,7 +166,6 @@
|
||||
icon_state = "witchhunter"
|
||||
item_state = "witchhunter"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/head/helmet/chaplain/witchunter_hat
|
||||
name = "witchunter hat"
|
||||
@@ -191,7 +190,7 @@
|
||||
icon_state = "chaplain_hoodie"
|
||||
item_state = "chaplain_hoodie"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
|
||||
|
||||
/obj/item/clothing/head/hooded/chaplain_hood
|
||||
@@ -248,12 +247,7 @@
|
||||
if(GLOB.holy_weapon_type)
|
||||
return
|
||||
var/obj/item/holy_weapon
|
||||
var/list/holy_weapons_list = typesof(/obj/item/nullrod) + list(
|
||||
/obj/item/twohanded/dualsaber/hypereutactic/chaplain,
|
||||
/obj/item/gun/energy/laser/redtag/hitscan/chaplain,
|
||||
/obj/item/multitool/chaplain,
|
||||
/obj/item/melee/baseball_bat/chaplain
|
||||
)
|
||||
var/list/holy_weapons_list = subtypesof(/obj/item/nullrod) + list(HOLY_WEAPONS)
|
||||
var/list/display_names = list()
|
||||
for(var/V in holy_weapons_list)
|
||||
var/obj/item/nullrod/rodtype = V
|
||||
|
||||
@@ -180,8 +180,13 @@
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
force = 12 //9 hit crit
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
var/cooldown = 0
|
||||
var/cooldown = 13
|
||||
var/on = TRUE
|
||||
var/last_hit = 0
|
||||
var/stun_stam_cost_coeff = 1.25
|
||||
var/hardstun_ds = 1
|
||||
var/softstun_ds = 0
|
||||
var/stam_dmg = 30
|
||||
|
||||
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
|
||||
if(!on)
|
||||
@@ -207,12 +212,10 @@
|
||||
if(!isliving(target))
|
||||
return
|
||||
if (user.a_intent == INTENT_HARM)
|
||||
if(!..())
|
||||
return
|
||||
if(!iscyborg(target))
|
||||
if(!..() || !iscyborg(target))
|
||||
return
|
||||
else
|
||||
if(cooldown <= world.time)
|
||||
if(last_hit < world.time)
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
|
||||
@@ -220,7 +223,7 @@
|
||||
if(check_martial_counter(H, user))
|
||||
return
|
||||
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
|
||||
target.Knockdown(60)
|
||||
target.Knockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
|
||||
log_combat(user, target, "stunned", src)
|
||||
src.add_fingerprint(user)
|
||||
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
|
||||
@@ -229,7 +232,7 @@
|
||||
target.LAssailant = null
|
||||
else
|
||||
target.LAssailant = user
|
||||
cooldown = world.time
|
||||
last_hit = world.time + cooldown
|
||||
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic
|
||||
@@ -245,7 +248,7 @@
|
||||
item_flags = NONE
|
||||
force = 0
|
||||
on = FALSE
|
||||
total_mass = TOTAL_MASS_SMALL_ITEM
|
||||
total_mass = TOTAL_MASS_NORMAL_ITEM
|
||||
|
||||
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
@@ -111,9 +111,9 @@
|
||||
new /obj/item/clothing/accessory/pocketprotector/cosmetology(src)
|
||||
new /obj/item/clothing/under/rank/chaplain(src)
|
||||
new /obj/item/clothing/shoes/sneakers/black(src)
|
||||
new /obj/item/clothing/suit/nun(src)
|
||||
new /obj/item/clothing/suit/chaplain/nun(src)
|
||||
new /obj/item/clothing/head/nun_hood(src)
|
||||
new /obj/item/clothing/suit/holidaypriest(src)
|
||||
new /obj/item/clothing/suit/chaplain/holidaypriest(src)
|
||||
new /obj/item/storage/backpack/cultpack(src)
|
||||
new /obj/item/storage/fancy/candle_box(src)
|
||||
new /obj/item/storage/fancy/candle_box(src)
|
||||
|
||||
@@ -79,4 +79,4 @@
|
||||
var/n_color = input(H, "Choose your [garment_type]'\s color.", "Character Preference", default_color) as color|null
|
||||
if(!n_color || !H.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
|
||||
return default_color
|
||||
return sanitize_hexcolor(n_color)
|
||||
return sanitize_hexcolor(n_color, 3, FALSE, default_color)
|
||||
|
||||
@@ -423,6 +423,25 @@
|
||||
if(GLOB.master_mode == "secret")
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_secret=1'>(Force Secret Mode)</A><br>"
|
||||
|
||||
if(GLOB.master_mode == "dynamic")
|
||||
if(SSticker.current_state <= GAME_STATE_PREGAME)
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart=1'>(Force Roundstart Rulesets)</A><br>"
|
||||
if (GLOB.dynamic_forced_roundstart_ruleset.len > 0)
|
||||
for(var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
|
||||
dat += {"<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_remove=\ref[rule]'>-> [rule.name] <-</A><br>"}
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_clear=1'>(Clear Rulesets)</A><br>"
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_options=1'>(Dynamic mode options)</A><br>"
|
||||
else if (SSticker.IsRoundInProgress())
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_latejoin=1'>(Force Next Latejoin Ruleset)</A><br>"
|
||||
if (SSticker && SSticker.mode && istype(SSticker.mode,/datum/game_mode/dynamic))
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
if (mode.forced_latejoin_rule)
|
||||
dat += {"<A href='?src=[REF(src)];[HrefToken()];f_dynamic_latejoin_clear=1'>-> [mode.forced_latejoin_rule.name] <-</A><br>"}
|
||||
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_midround=1'>(Execute Midround Ruleset!)</A><br>"
|
||||
dat += "<hr/>"
|
||||
if(SSticker.IsRoundInProgress())
|
||||
dat += "<a href='?src=[REF(src)];[HrefToken()];gamemode_panel=1'>(Game Mode Panel)</a><BR>"
|
||||
|
||||
dat += {"
|
||||
<BR>
|
||||
<A href='?src=[REF(src)];[HrefToken()];create_object=1'>Create Object</A><br>
|
||||
@@ -839,6 +858,44 @@
|
||||
browser.set_content(dat.Join())
|
||||
browser.open()
|
||||
|
||||
/datum/admins/proc/dynamic_mode_options(mob/user)
|
||||
var/dat = {"
|
||||
<center><B><h2>Dynamic Mode Options</h2></B></center><hr>
|
||||
<br/>
|
||||
<h3>Common options</h3>
|
||||
<i>All these options can be changed midround.</i> <br/>
|
||||
<br/>
|
||||
<b>Force extended:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_force_extended=1'> <b>[GLOB.dynamic_forced_extended ? "ON" : "OFF"]</a></b>.
|
||||
<br/>This will force the round to be extended. No rulesets will be drafted. <br/>
|
||||
<br/>
|
||||
<b>No stacking:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_no_stacking=1'> <b>[GLOB.dynamic_no_stacking ? "ON" : "OFF"]</b></a>.
|
||||
<br/>Unless the threat goes above [GLOB.dynamic_stacking_limit], only one "round-ender" ruleset will be drafted. <br/>
|
||||
<br/>
|
||||
<b>Classic secret mode:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_classic_secret=1'> <b>[GLOB.dynamic_classic_secret ? "ON" : "OFF"]</b></a>.
|
||||
<br/>Only one roundstart ruleset will be drafted. Only traitors and minor roles will latespawn. <br/>
|
||||
<br/>
|
||||
<br/>
|
||||
<b>Forced threat level:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_forced_threat=1'><b>[GLOB.dynamic_forced_threat_level]</b></a>.
|
||||
<br/>The value threat is set to if it is higher than -1.<br/>
|
||||
<br/>
|
||||
<b>High population limit:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_high_pop_limit=1'><b>[GLOB.dynamic_high_pop_limit]</b></a>.
|
||||
<br/>The threshold at which "high population override" will be in effect. <br/>
|
||||
<br/>
|
||||
<b>Stacking threeshold:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_stacking_limit=1'><b>[GLOB.dynamic_stacking_limit]</b></a>.
|
||||
<br/>The threshold at which "round-ender" rulesets will stack. A value higher than 100 ensure this never happens. <br/>
|
||||
<h3>Advanced parameters</h3>
|
||||
Curve centre: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_centre=1'>-> [GLOB.dynamic_curve_centre] <-</A><br>
|
||||
Curve width: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_width=1'>-> [GLOB.dynamic_curve_width] <-</A><br>
|
||||
Latejoin injection delay:<br>
|
||||
Minimum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_latejoin_min=1'>-> [GLOB.dynamic_latejoin_delay_min / 60 / 10] <-</A> Minutes<br>
|
||||
Maximum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_latejoin_max=1'>-> [GLOB.dynamic_latejoin_delay_max / 60 / 10] <-</A> Minutes<br>
|
||||
Midround injection delay:<br>
|
||||
Minimum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_midround_min=1'>-> [GLOB.dynamic_midround_delay_min / 60 / 10] <-</A> Minutes<br>
|
||||
Maximum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_midround_max=1'>-> [GLOB.dynamic_midround_delay_max / 60 / 10] <-</A> Minutes<br>
|
||||
"}
|
||||
|
||||
user << browse(dat, "window=dyn_mode_options;size=900x650")
|
||||
|
||||
/datum/admins/proc/create_or_modify_area()
|
||||
set category = "Debug"
|
||||
set name = "Create or modify area"
|
||||
|
||||
@@ -34,7 +34,8 @@
|
||||
H.dna.features["frills"] = pick(GLOB.frills_list)
|
||||
H.dna.features["spines"] = pick(GLOB.spines_list)
|
||||
H.dna.features["body_markings"] = pick(GLOB.body_markings_list)
|
||||
H.dna.features["moth_wings"] = pick(GLOB.moth_wings_list)
|
||||
H.dna.features["insect_wings"] = pick(GLOB.insect_wings_list)
|
||||
H.dna.features["insect_fluff"] = pick(GLOB.insect_fluffs_list)
|
||||
|
||||
H.update_body()
|
||||
H.update_hair()
|
||||
|
||||
@@ -291,6 +291,11 @@
|
||||
else if(href_list["editrights"])
|
||||
edit_rights_topic(href_list)
|
||||
|
||||
else if(href_list["gamemode_panel"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
SSticker.mode.admin_panel()
|
||||
|
||||
else if(href_list["call_shuttle"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
@@ -1342,6 +1347,291 @@
|
||||
|
||||
else if(href_list["f_secret"])
|
||||
return HandleFSecret()
|
||||
|
||||
else if(href_list["f_dynamic_roundstart"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode.", null, null, null, null)
|
||||
var/roundstart_rules = list()
|
||||
for (var/rule in subtypesof(/datum/dynamic_ruleset/roundstart))
|
||||
var/datum/dynamic_ruleset/roundstart/newrule = new rule()
|
||||
roundstart_rules[newrule.name] = newrule
|
||||
var/added_rule = input(usr,"What ruleset do you want to force? This will bypass threat level and population restrictions.", "Rigging Roundstart", null) as null|anything in roundstart_rules
|
||||
if (added_rule)
|
||||
GLOB.dynamic_forced_roundstart_ruleset += roundstart_rules[added_rule]
|
||||
log_admin("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.")
|
||||
message_admins("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.", 1)
|
||||
Game()
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_clear"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
GLOB.dynamic_forced_roundstart_ruleset = list()
|
||||
Game()
|
||||
log_admin("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.")
|
||||
message_admins("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.", 1)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_remove"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
var/datum/dynamic_ruleset/roundstart/rule = locate(href_list["f_dynamic_roundstart_remove"])
|
||||
GLOB.dynamic_forced_roundstart_ruleset -= rule
|
||||
Game()
|
||||
log_admin("[key_name(usr)] removed [rule] from the forced roundstart rulesets.")
|
||||
message_admins("[key_name(usr)] removed [rule] from the forced roundstart rulesets.", 1)
|
||||
|
||||
else if(href_list["f_dynamic_latejoin"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(!SSticker || !SSticker.mode)
|
||||
return alert(usr, "The game must start first.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/latejoin_rules = list()
|
||||
for (var/rule in subtypesof(/datum/dynamic_ruleset/latejoin))
|
||||
var/datum/dynamic_ruleset/latejoin/newrule = new rule()
|
||||
latejoin_rules[newrule.name] = newrule
|
||||
var/added_rule = input(usr,"What ruleset do you want to force upon the next latejoiner? This will bypass threat level and population restrictions.", "Rigging Latejoin", null) as null|anything in latejoin_rules
|
||||
if (added_rule)
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
mode.forced_latejoin_rule = latejoin_rules[added_rule]
|
||||
log_admin("[key_name(usr)] set [added_rule] to proc on the next latejoin.")
|
||||
message_admins("[key_name(usr)] set [added_rule] to proc on the next latejoin.", 1)
|
||||
Game()
|
||||
|
||||
else if(href_list["f_dynamic_latejoin_clear"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if (SSticker && SSticker.mode && istype(SSticker.mode,/datum/game_mode/dynamic))
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
mode.forced_latejoin_rule = null
|
||||
Game()
|
||||
log_admin("[key_name(usr)] cleared the forced latejoin ruleset.")
|
||||
message_admins("[key_name(usr)] cleared the forced latejoin ruleset.", 1)
|
||||
|
||||
else if(href_list["f_dynamic_midround"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(!SSticker || !SSticker.mode)
|
||||
return alert(usr, "The game must start first.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/midround_rules = list()
|
||||
for (var/rule in subtypesof(/datum/dynamic_ruleset/midround))
|
||||
var/datum/dynamic_ruleset/midround/newrule = new rule()
|
||||
midround_rules[newrule.name] = rule
|
||||
var/added_rule = input(usr,"What ruleset do you want to force right now? This will bypass threat level and population restrictions.", "Execute Ruleset", null) as null|anything in midround_rules
|
||||
if (added_rule)
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
log_admin("[key_name(usr)] executed the [added_rule] ruleset.")
|
||||
message_admins("[key_name(usr)] executed the [added_rule] ruleset.", 1)
|
||||
mode.picking_specific_rule(midround_rules[added_rule],1)
|
||||
|
||||
else if (href_list["f_dynamic_options"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_centre"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
var/new_centre = input(usr,"Change the centre of the dynamic mode threat curve. A negative value will give a more peaceful round ; a positive value, a round with higher threat. Any number between -5 and +5 is allowed.", "Change curve centre", null) as num
|
||||
if (new_centre < -5 || new_centre > 5)
|
||||
return alert(usr, "Only values between -5 and +5 are allowed.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the distribution curve center to [new_centre].")
|
||||
message_admins("[key_name(usr)] changed the distribution curve center to [new_centre]", 1)
|
||||
GLOB.dynamic_curve_centre = new_centre
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_width"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
var/new_width = input(usr,"Change the width of the dynamic mode threat curve. A higher value will favour extreme rounds ; a lower value, a round closer to the average. Any Number between 0.5 and 4 are allowed.", "Change curve width", null) as num
|
||||
if (new_width < 0.5 || new_width > 4)
|
||||
return alert(usr, "Only values between 0.5 and +2.5 are allowed.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the distribution curve width to [new_width].")
|
||||
message_admins("[key_name(usr)] changed the distribution curve width to [new_width]", 1)
|
||||
GLOB.dynamic_curve_width = new_width
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_latejoin_min"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/new_min = input(usr,"Change the minimum delay of latejoin injection in minutes.", "Change latejoin injection delay minimum", null) as num
|
||||
if(new_min <= 0)
|
||||
return alert(usr, "The minimum can't be zero or lower.", null, null, null, null)
|
||||
if((new_min MINUTES) > GLOB.dynamic_latejoin_delay_max)
|
||||
return alert(usr, "The minimum must be lower than the maximum.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the latejoin injection minimum delay to [new_min] minutes.")
|
||||
message_admins("[key_name(usr)] changed the latejoin injection minimum delay to [new_min] minutes", 1)
|
||||
GLOB.dynamic_latejoin_delay_min = (new_min MINUTES)
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_latejoin_max"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/new_max = input(usr,"Change the maximum delay of latejoin injection in minutes.", "Change latejoin injection delay maximum", null) as num
|
||||
if(new_max <= 0)
|
||||
return alert(usr, "The maximum can't be zero or lower.", null, null, null, null)
|
||||
if((new_max MINUTES) < GLOB.dynamic_latejoin_delay_min)
|
||||
return alert(usr, "The maximum must be higher than the minimum.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the latejoin injection maximum delay to [new_max] minutes.")
|
||||
message_admins("[key_name(usr)] changed the latejoin injection maximum delay to [new_max] minutes", 1)
|
||||
GLOB.dynamic_latejoin_delay_max = (new_max MINUTES)
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_midround_min"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/new_min = input(usr,"Change the minimum delay of midround injection in minutes.", "Change midround injection delay minimum", null) as num
|
||||
if(new_min <= 0)
|
||||
return alert(usr, "The minimum can't be zero or lower.", null, null, null, null)
|
||||
if((new_min MINUTES) > GLOB.dynamic_midround_delay_max)
|
||||
return alert(usr, "The minimum must be lower than the maximum.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the midround injection minimum delay to [new_min] minutes.")
|
||||
message_admins("[key_name(usr)] changed the midround injection minimum delay to [new_min] minutes", 1)
|
||||
GLOB.dynamic_midround_delay_min = (new_min MINUTES)
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_roundstart_midround_max"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
var/new_max = input(usr,"Change the maximum delay of midround injection in minutes.", "Change midround injection delay maximum", null) as num
|
||||
if(new_max <= 0)
|
||||
return alert(usr, "The maximum can't be zero or lower.", null, null, null, null)
|
||||
if((new_max MINUTES) > GLOB.dynamic_midround_delay_max)
|
||||
return alert(usr, "The maximum must be higher than the minimum.", null, null, null, null)
|
||||
|
||||
log_admin("[key_name(usr)] changed the midround injection maximum delay to [new_max] minutes.")
|
||||
message_admins("[key_name(usr)] changed the midround injection maximum delay to [new_max] minutes", 1)
|
||||
GLOB.dynamic_midround_delay_max = (new_max MINUTES)
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_force_extended"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
|
||||
log_admin("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
|
||||
message_admins("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_no_stacking"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
|
||||
log_admin("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
|
||||
message_admins("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_classic_secret"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret
|
||||
log_admin("[key_name(usr)] set 'classic_secret' to [GLOB.dynamic_classic_secret].")
|
||||
message_admins("[key_name(usr)] set 'classic_secret' to [GLOB.dynamic_classic_secret].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_stacking_limit"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
|
||||
log_admin("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
|
||||
message_admins("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_high_pop_limit"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
var/new_value = input(usr, "Enter the high-pop override threshold for dynamic mode.", "High pop override") as num
|
||||
if (new_value < 0)
|
||||
return alert(usr, "Only positive values allowed!", null, null, null, null)
|
||||
GLOB.dynamic_high_pop_limit = new_value
|
||||
|
||||
log_admin("[key_name(usr)] set 'high_pop_limit' to [GLOB.dynamic_high_pop_limit].")
|
||||
message_admins("[key_name(usr)] set 'high_pop_limit' to [GLOB.dynamic_high_pop_limit].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["f_dynamic_forced_threat"])
|
||||
if(!check_rights(R_ADMIN))
|
||||
return
|
||||
|
||||
if(SSticker && SSticker.mode)
|
||||
return alert(usr, "The game has already started.", null, null, null, null)
|
||||
|
||||
if(GLOB.master_mode != "dynamic")
|
||||
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
|
||||
|
||||
var/new_value = input(usr, "Enter the forced threat level for dynamic mode.", "Forced threat level") as num
|
||||
if (new_value > 100)
|
||||
return alert(usr, "The value must be be under 100.", null, null, null, null)
|
||||
GLOB.dynamic_forced_threat_level = new_value
|
||||
|
||||
log_admin("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
|
||||
message_admins("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
|
||||
dynamic_mode_options(usr)
|
||||
|
||||
else if(href_list["c_mode2"])
|
||||
if(!check_rights(R_ADMIN|R_SERVER))
|
||||
|
||||
@@ -167,7 +167,7 @@
|
||||
/obj/item/organ/heart/gland/pop/activate()
|
||||
to_chat(owner, "<span class='notice'>You feel unlike yourself.</span>")
|
||||
randomize_human(owner)
|
||||
var/species = pick(list(/datum/species/human, /datum/species/lizard, /datum/species/moth, /datum/species/fly))
|
||||
var/species = pick(list(/datum/species/human, /datum/species/lizard, /datum/species/insect, /datum/species/fly))
|
||||
owner.set_species(species)
|
||||
|
||||
/obj/item/organ/heart/gland/ventcrawling
|
||||
|
||||
@@ -34,6 +34,7 @@
|
||||
return TRUE
|
||||
|
||||
/obj/effect/proc_holder/changeling/strained_muscles/proc/muscle_loop(mob/living/carbon/user)
|
||||
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
|
||||
while(active)
|
||||
ADD_TRAIT(user, TRAIT_GOTTAGOFAST, "changeling_muscles")
|
||||
if(user.stat != CONSCIOUS || user.staminaloss >= 90)
|
||||
@@ -41,6 +42,7 @@
|
||||
to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
|
||||
user.Knockdown(40)
|
||||
REMOVE_TRAIT(user, TRAIT_GOTTAGOFAST, "changeling_muscles")
|
||||
changeling.chem_recharge_slowdown -= 0.5
|
||||
break
|
||||
|
||||
stacks++
|
||||
|
||||
@@ -75,3 +75,8 @@
|
||||
var/datum/player_details/player_details //these persist between logins/logouts during the same round.
|
||||
|
||||
var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
|
||||
|
||||
var/client_keysend_amount = 0
|
||||
var/next_keysend_reset = 0
|
||||
var/next_keysend_trip_reset = 0
|
||||
var/keysend_tripped = FALSE
|
||||
+123
-163
@@ -85,6 +85,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/facial_hair_color = "000" //Facial hair color
|
||||
var/skin_tone = "caucasian1" //Skin color
|
||||
var/eye_color = "000" //Eye color
|
||||
var/horn_color = "85615a" //Horn color
|
||||
var/datum/species/pref_species = new /datum/species/human() //Mutant race
|
||||
var/list/features = list("mcolor" = "FFF",
|
||||
"tail_lizard" = "Smooth",
|
||||
@@ -96,8 +97,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
"frills" = "None",
|
||||
"spines" = "None",
|
||||
"body_markings" = "None",
|
||||
"legs" = "Normal Legs",
|
||||
"moth_wings" = "Plain",
|
||||
"legs" = "Plantigrade",
|
||||
"insect_wings" = "Plain",
|
||||
"insect_fluff" = "None",
|
||||
"mcolor2" = "FFF",
|
||||
"mcolor3" = "FFF",
|
||||
"mam_body_markings" = "Plain",
|
||||
@@ -157,7 +159,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
"womb_fluid" = "femcum",
|
||||
"ipc_screen" = "Sunburst",
|
||||
"ipc_antenna" = "None",
|
||||
"flavor_text" = ""
|
||||
"flavor_text" = "",
|
||||
"meat_type" = "Mammalian"
|
||||
)
|
||||
|
||||
var/list/custom_names = list()
|
||||
@@ -172,18 +175,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/list/all_quirks = list()
|
||||
var/list/character_quirks = list()
|
||||
|
||||
//Jobs, uses bitflags
|
||||
var/job_civilian_high = 0
|
||||
var/job_civilian_med = 0
|
||||
var/job_civilian_low = 0
|
||||
|
||||
var/job_medsci_high = 0
|
||||
var/job_medsci_med = 0
|
||||
var/job_medsci_low = 0
|
||||
|
||||
var/job_engsec_high = 0
|
||||
var/job_engsec_med = 0
|
||||
var/job_engsec_low = 0
|
||||
//Job preferences 2.0 - indexed by job title , no key or value implies never
|
||||
var/list/job_preferences = list()
|
||||
|
||||
// Want randomjob if preferences already filled - Donkie
|
||||
var/joblessrole = BERANDOMJOB //defaults to 1 for fewer assistants
|
||||
@@ -241,7 +234,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
return
|
||||
|
||||
#define APPEARANCE_CATEGORY_COLUMN "<td valign='top' width='17%'>"
|
||||
#define MAX_MUTANT_ROWS 4
|
||||
#define MAX_MUTANT_ROWS 5
|
||||
|
||||
/datum/preferences/proc/ShowChoices(mob/user)
|
||||
if(!user || !user.client)
|
||||
@@ -351,9 +344,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
dat += "[TextPreview(features["flavor_text"])]...<BR>"
|
||||
dat += "<h2>Body</h2>"
|
||||
dat += "<b>Gender:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : (gender == FEMALE ? "Female" : (gender == PLURAL ? "Non-binary" : "Object"))]</a><BR>"
|
||||
dat += "<b>Species:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=species;task=input'>[pref_species.id]</a><BR>"
|
||||
dat += "<b>Species:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=species;task=input'>[pref_species.name]</a><BR>"
|
||||
dat += "<b>Custom Species Name:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=custom_species;task=input'>[custom_species ? custom_species : "None"]</a><BR>"
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=all;task=random'>Random Body</A><BR>"
|
||||
dat += "<b>Random Body:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=all;task=random'>Randomize!</A><BR>"
|
||||
dat += "<b>Always Random Body:</b><a href='?_src_=prefs;preference=all'>[be_random_body ? "Yes" : "No"]</A><BR>"
|
||||
dat += "<br><b>Cycle background:</b><a style='display:block;width:100px' href='?_src_=prefs;preference=cycle_bg;task=input'>[bgstate]</a><BR>"
|
||||
|
||||
@@ -448,6 +441,19 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=tail_human;task=input'>[features["tail_human"]]</a>"
|
||||
|
||||
mutant_category++
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
mutant_category = 0
|
||||
|
||||
if("meat_type" in pref_species.default_features)
|
||||
if(!mutant_category)
|
||||
dat += APPEARANCE_CATEGORY_COLUMN
|
||||
|
||||
dat += "<h3>Meat Type</h3>"
|
||||
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=meats;task=input'>[features["meat_type"]]</a>"
|
||||
|
||||
mutant_category++
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
@@ -471,6 +477,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
dat += "<h3>Horns</h3>"
|
||||
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=horns;task=input'>[features["horns"]]</a>"
|
||||
dat += "<span style='border:1px solid #161616; background-color: #[horn_color];'> </span> <a href='?_src_=prefs;preference=horns_color;task=input'>Change</a><BR>"
|
||||
|
||||
|
||||
mutant_category++
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
@@ -537,6 +545,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
mutant_category = 0
|
||||
|
||||
if("ears" in pref_species.default_features)
|
||||
if(!mutant_category)
|
||||
dat += APPEARANCE_CATEGORY_COLUMN
|
||||
@@ -549,6 +558,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
mutant_category = 0
|
||||
|
||||
if("mam_snouts" in pref_species.default_features)
|
||||
if(!mutant_category)
|
||||
dat += APPEARANCE_CATEGORY_COLUMN
|
||||
@@ -573,14 +583,24 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
mutant_category = 0
|
||||
if("moth_wings" in pref_species.default_features)
|
||||
if("insect_wings" in pref_species.default_features)
|
||||
if(!mutant_category)
|
||||
dat += APPEARANCE_CATEGORY_COLUMN
|
||||
|
||||
dat += "<h3>Moth wings</h3>"
|
||||
dat += "<h3>Insect wings</h3>"
|
||||
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=moth_wings;task=input'>[features["moth_wings"]]</a>"
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=insect_wings;task=input'>[features["insect_wings"]]</a>"
|
||||
mutant_category++
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
mutant_category = 0
|
||||
if("insect_fluff" in pref_species.default_features)
|
||||
if(!mutant_category)
|
||||
dat += APPEARANCE_CATEGORY_COLUMN
|
||||
|
||||
dat += "<h3>Insect Fluff</h3>"
|
||||
|
||||
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=insect_fluffs;task=input'>[features["insect_fluff"]]</a>"
|
||||
mutant_category++
|
||||
if(mutant_category >= MAX_MUTANT_ROWS)
|
||||
dat += "</td>"
|
||||
@@ -681,13 +701,13 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
dat += "<h2>Clothing & Equipment</h2>"
|
||||
dat += "<b>Underwear:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=underwear;task=input'>[underwear]</a>"
|
||||
if(UNDIE_COLORABLE(GLOB.underwear_list[underwear]))
|
||||
dat += "<b>Underwear Color:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=undie_color;task=input'>[undie_color]</a>"
|
||||
dat += "<b>Underwear Color:</b> <span style='border:1px solid #161616; background-color: #[undie_color];'> </span> <a href='?_src_=prefs;preference=undie_color;task=input'>Change</a><BR>"
|
||||
dat += "<b>Undershirt:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=undershirt;task=input'>[undershirt]</a>"
|
||||
if(UNDIE_COLORABLE(GLOB.undershirt_list[undershirt]))
|
||||
dat += "<b>Undershirt Color:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=shirt_color;task=input'>[shirt_color]</a>"
|
||||
dat += "<b>Undershirt Color:</b> <span style='border:1px solid #161616; background-color: #[shirt_color];'> </span> <a href='?_src_=prefs;preference=shirt_color;task=input'>Change</a><BR>"
|
||||
dat += "<b>Socks:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=socks;task=input'>[socks]</a>"
|
||||
if(UNDIE_COLORABLE(GLOB.socks_list[socks]))
|
||||
dat += "<b>Socks Color:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=socks_color;task=input'>[socks_color]</a>"
|
||||
dat += "<b>Socks Color:</b> <span style='border:1px solid #161616; background-color: #[socks_color];'> </span> <a href='?_src_=prefs;preference=socks_color;task=input'>Change</a><BR>"
|
||||
dat += "<b>Backpack:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=bag;task=input'>[backbag]</a>"
|
||||
dat += "<b>Jumpsuit:</b><BR><a href ='?_src_=prefs;preference=suit;task=input'>[jumpsuit_style]</a><BR>"
|
||||
dat += "<b>Uplink Location:</b><a style='display:block;width:100px' href ='?_src_=prefs;preference=uplink_loc;task=input'>[uplink_spawn_loc]</a>"
|
||||
@@ -992,9 +1012,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
|
||||
var/datum/job/lastJob
|
||||
|
||||
var/datum/job/overflow = SSjob.GetJob(SSjob.overflow_role)
|
||||
|
||||
for(var/datum/job/job in SSjob.occupations)
|
||||
for(var/datum/job/job in sortList(SSjob.occupations, /proc/cmp_job_display_asc))
|
||||
|
||||
index += 1
|
||||
if((index >= limit) || (job.title in splitJobs))
|
||||
@@ -1011,7 +1029,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/rank = job.title
|
||||
lastJob = job
|
||||
if(jobban_isbanned(user, rank))
|
||||
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;jobbancheck=[rank]'> BANNED</a></td></tr>"
|
||||
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;bancheck=[rank]'> BANNED</a></td></tr>"
|
||||
continue
|
||||
var/required_playtime_remaining = job.required_playtime_remaining(user.client)
|
||||
if(required_playtime_remaining)
|
||||
@@ -1021,7 +1039,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/available_in_days = job.available_in_days(user.client)
|
||||
HTML += "<font color=red>[rank]</font></td><td><font color=red> \[IN [(available_in_days)] DAYS\]</font></td></tr>"
|
||||
continue
|
||||
if((job_civilian_low & overflow.flag) && (rank != SSjob.overflow_role) && !jobban_isbanned(user, SSjob.overflow_role))
|
||||
if((job_preferences["[SSjob.overflow_role]"] == JP_LOW) && (rank != SSjob.overflow_role) && !jobban_isbanned(user, SSjob.overflow_role))
|
||||
HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
|
||||
continue
|
||||
if((rank in GLOB.command_positions) || (rank == "AI"))//Bold head jobs
|
||||
@@ -1036,32 +1054,32 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
var/prefUpperLevel = -1 // level to assign on left click
|
||||
var/prefLowerLevel = -1 // level to assign on right click
|
||||
|
||||
if(GetJobDepartment(job, 1) & job.flag)
|
||||
prefLevelLabel = "High"
|
||||
prefLevelColor = "slateblue"
|
||||
prefUpperLevel = 4
|
||||
prefLowerLevel = 2
|
||||
else if(GetJobDepartment(job, 2) & job.flag)
|
||||
prefLevelLabel = "Medium"
|
||||
prefLevelColor = "green"
|
||||
prefUpperLevel = 1
|
||||
prefLowerLevel = 3
|
||||
else if(GetJobDepartment(job, 3) & job.flag)
|
||||
prefLevelLabel = "Low"
|
||||
prefLevelColor = "orange"
|
||||
prefUpperLevel = 2
|
||||
prefLowerLevel = 4
|
||||
else
|
||||
prefLevelLabel = "NEVER"
|
||||
prefLevelColor = "red"
|
||||
prefUpperLevel = 3
|
||||
prefLowerLevel = 1
|
||||
|
||||
switch(job_preferences["[job.title]"])
|
||||
if(JP_HIGH)
|
||||
prefLevelLabel = "High"
|
||||
prefLevelColor = "slateblue"
|
||||
prefUpperLevel = 4
|
||||
prefLowerLevel = 2
|
||||
if(JP_MEDIUM)
|
||||
prefLevelLabel = "Medium"
|
||||
prefLevelColor = "green"
|
||||
prefUpperLevel = 1
|
||||
prefLowerLevel = 3
|
||||
if(JP_LOW)
|
||||
prefLevelLabel = "Low"
|
||||
prefLevelColor = "orange"
|
||||
prefUpperLevel = 2
|
||||
prefLowerLevel = 4
|
||||
else
|
||||
prefLevelLabel = "NEVER"
|
||||
prefLevelColor = "red"
|
||||
prefUpperLevel = 3
|
||||
prefLowerLevel = 1
|
||||
|
||||
HTML += "<a class='white' href='?_src_=prefs;preference=job;task=setJobLevel;level=[prefUpperLevel];text=[rank]' oncontextmenu='javascript:return setJobPrefRedirect([prefLowerLevel], \"[rank]\");'>"
|
||||
|
||||
if(rank == SSjob.overflow_role)//Overflow is special
|
||||
if(job_civilian_low & overflow.flag)
|
||||
if(job_preferences["[SSjob.overflow_role]"] == JP_LOW)
|
||||
HTML += "<font color=green>Yes</font>"
|
||||
else
|
||||
HTML += "<font color=red>No</font>"
|
||||
@@ -1092,61 +1110,17 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
|
||||
/datum/preferences/proc/SetJobPreferenceLevel(datum/job/job, level)
|
||||
if (!job)
|
||||
return 0
|
||||
return FALSE
|
||||
|
||||
if (level == 1) // to high
|
||||
// remove any other job(s) set to high
|
||||
job_civilian_med |= job_civilian_high
|
||||
job_engsec_med |= job_engsec_high
|
||||
job_medsci_med |= job_medsci_high
|
||||
job_civilian_high = 0
|
||||
job_engsec_high = 0
|
||||
job_medsci_high = 0
|
||||
if (level == JP_HIGH) // to high
|
||||
//Set all other high to medium
|
||||
for(var/j in job_preferences)
|
||||
if(job_preferences["[j]"] == JP_HIGH)
|
||||
job_preferences["[j]"] = JP_MEDIUM
|
||||
//technically break here
|
||||
|
||||
if (job.department_flag == CIVILIAN)
|
||||
job_civilian_low &= ~job.flag
|
||||
job_civilian_med &= ~job.flag
|
||||
job_civilian_high &= ~job.flag
|
||||
|
||||
switch(level)
|
||||
if (1)
|
||||
job_civilian_high |= job.flag
|
||||
if (2)
|
||||
job_civilian_med |= job.flag
|
||||
if (3)
|
||||
job_civilian_low |= job.flag
|
||||
|
||||
return 1
|
||||
else if (job.department_flag == ENGSEC)
|
||||
job_engsec_low &= ~job.flag
|
||||
job_engsec_med &= ~job.flag
|
||||
job_engsec_high &= ~job.flag
|
||||
|
||||
switch(level)
|
||||
if (1)
|
||||
job_engsec_high |= job.flag
|
||||
if (2)
|
||||
job_engsec_med |= job.flag
|
||||
if (3)
|
||||
job_engsec_low |= job.flag
|
||||
|
||||
return 1
|
||||
else if (job.department_flag == MEDSCI)
|
||||
job_medsci_low &= ~job.flag
|
||||
job_medsci_med &= ~job.flag
|
||||
job_medsci_high &= ~job.flag
|
||||
|
||||
switch(level)
|
||||
if (1)
|
||||
job_medsci_high |= job.flag
|
||||
if (2)
|
||||
job_medsci_med |= job.flag
|
||||
if (3)
|
||||
job_medsci_low |= job.flag
|
||||
|
||||
return 1
|
||||
|
||||
return 0
|
||||
job_preferences["[job.title]"] = level
|
||||
return TRUE
|
||||
|
||||
/datum/preferences/proc/UpdateJobPreference(mob/user, role, desiredLvl)
|
||||
if(!SSjob || SSjob.occupations.len <= 0)
|
||||
@@ -1163,64 +1137,29 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
ShowChoices(user)
|
||||
return
|
||||
|
||||
if(role == SSjob.overflow_role)
|
||||
if(job_civilian_low & job.flag)
|
||||
job_civilian_low &= ~job.flag
|
||||
else
|
||||
job_civilian_low |= job.flag
|
||||
SetChoices(user)
|
||||
return 1
|
||||
var/jpval = null
|
||||
switch(desiredLvl)
|
||||
if(3)
|
||||
jpval = JP_LOW
|
||||
if(2)
|
||||
jpval = JP_MEDIUM
|
||||
if(1)
|
||||
jpval = JP_HIGH
|
||||
|
||||
SetJobPreferenceLevel(job, desiredLvl)
|
||||
if(role == SSjob.overflow_role)
|
||||
if(job_preferences["[job.title]"] == JP_LOW)
|
||||
jpval = null
|
||||
else
|
||||
jpval = JP_LOW
|
||||
|
||||
SetJobPreferenceLevel(job, jpval)
|
||||
SetChoices(user)
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
/datum/preferences/proc/ResetJobs()
|
||||
|
||||
job_civilian_high = 0
|
||||
job_civilian_med = 0
|
||||
job_civilian_low = 0
|
||||
|
||||
job_medsci_high = 0
|
||||
job_medsci_med = 0
|
||||
job_medsci_low = 0
|
||||
|
||||
job_engsec_high = 0
|
||||
job_engsec_med = 0
|
||||
job_engsec_low = 0
|
||||
|
||||
|
||||
/datum/preferences/proc/GetJobDepartment(datum/job/job, level)
|
||||
if(!job || !level)
|
||||
return 0
|
||||
switch(job.department_flag)
|
||||
if(CIVILIAN)
|
||||
switch(level)
|
||||
if(1)
|
||||
return job_civilian_high
|
||||
if(2)
|
||||
return job_civilian_med
|
||||
if(3)
|
||||
return job_civilian_low
|
||||
if(MEDSCI)
|
||||
switch(level)
|
||||
if(1)
|
||||
return job_medsci_high
|
||||
if(2)
|
||||
return job_medsci_med
|
||||
if(3)
|
||||
return job_medsci_low
|
||||
if(ENGSEC)
|
||||
switch(level)
|
||||
if(1)
|
||||
return job_engsec_high
|
||||
if(2)
|
||||
return job_engsec_med
|
||||
if(3)
|
||||
return job_engsec_low
|
||||
return 0
|
||||
job_preferences = list()
|
||||
|
||||
/datum/preferences/proc/SetQuirks(mob/user)
|
||||
if(!SSquirks)
|
||||
@@ -1562,9 +1501,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
eye_color = sanitize_hexcolor(new_eyes)
|
||||
|
||||
if("species")
|
||||
var/result = input(user, "Select a species", "Species Selection") as null|anything in GLOB.roundstart_races
|
||||
var/result = input(user, "Select a species", "Species Selection") as null|anything in GLOB.roundstart_race_names
|
||||
if(result)
|
||||
var/newtype = GLOB.species_list[result]
|
||||
var/newtype = GLOB.species_list[GLOB.roundstart_race_names[result]]
|
||||
pref_species = new newtype()
|
||||
//let's ensure that no weird shit happens on species swapping.
|
||||
custom_species = null
|
||||
@@ -1692,6 +1631,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
features["tail_human"] = "None"
|
||||
features["tail_lizard"] = "None"
|
||||
|
||||
if("meats")
|
||||
var/new_meat
|
||||
new_meat = input(user, "Choose your character's meat type:", "Character Preference") as null|anything in GLOB.meat_types
|
||||
if(new_meat)
|
||||
features["meat_type"] = new_meat
|
||||
|
||||
if("snout")
|
||||
var/list/snowflake_snouts_list = list()
|
||||
for(var/path in GLOB.snouts_list)
|
||||
@@ -1727,6 +1672,11 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
if(new_horns)
|
||||
features["horns"] = new_horns
|
||||
|
||||
if("horns_color")
|
||||
var/new_horn_color = input(user, "Choose your character's horn colour:", "Character Preference","#"+horn_color) as color|null
|
||||
if(new_horn_color)
|
||||
horn_color = sanitize_hexcolor(new_horn_color)
|
||||
|
||||
if("wings")
|
||||
var/new_wings
|
||||
new_wings = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.r_wings_list
|
||||
@@ -1761,11 +1711,17 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
features["legs"] = new_legs
|
||||
update_preview_icon()
|
||||
|
||||
if("moth_wings")
|
||||
var/new_moth_wings
|
||||
new_moth_wings = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.moth_wings_list
|
||||
if(new_moth_wings)
|
||||
features["moth_wings"] = new_moth_wings
|
||||
if("insect_wings")
|
||||
var/new_insect_wings
|
||||
new_insect_wings = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.insect_wings_list
|
||||
if(new_insect_wings)
|
||||
features["insect_wings"] = new_insect_wings
|
||||
|
||||
if("insect_fluffs")
|
||||
var/new_insect_fluff
|
||||
new_insect_fluff = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.insect_fluffs_list
|
||||
if(new_insect_fluff)
|
||||
features["insect_fluff"] = new_insect_fluff
|
||||
|
||||
if("s_tone")
|
||||
var/new_s_tone = input(user, "Choose your character's skin-tone:", "Character Preference") as null|anything in GLOB.skin_tones
|
||||
@@ -2285,6 +2241,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
organ_eyes.old_eye_color = eye_color
|
||||
character.hair_color = hair_color
|
||||
character.facial_hair_color = facial_hair_color
|
||||
character.horn_color = horn_color
|
||||
|
||||
character.skin_tone = skin_tone
|
||||
character.hair_style = hair_style
|
||||
@@ -2325,7 +2282,10 @@ GLOBAL_LIST_EMPTY(preferences_datums)
|
||||
if("xenotail" in pref_species.default_features)
|
||||
character.dna.species.mutant_bodyparts |= "xenotail"
|
||||
|
||||
if(("legs" in character.dna.species.mutant_bodyparts) && character.dna.features["legs"] == "Digitigrade Legs")
|
||||
if("meat_type" in pref_species.default_features)
|
||||
character.type_of_meat = GLOB.meat_types[features["meat_type"]]
|
||||
|
||||
if(("legs" in character.dna.species.mutant_bodyparts) && (character.dna.features["legs"] == "Digitigrade" || character.dna.features["legs"] == "Avian"))
|
||||
pref_species.species_traits |= DIGITIGRADE
|
||||
else
|
||||
pref_species.species_traits -= DIGITIGRADE
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
// You do not need to raise this if you are adding new values that have sane defaults.
|
||||
// Only raise this value when changing the meaning/format/name/layout of an existing value
|
||||
// where you would want the updater procs below to run
|
||||
#define SAVEFILE_VERSION_MAX 20
|
||||
#define SAVEFILE_VERSION_MAX 23
|
||||
|
||||
/*
|
||||
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
|
||||
@@ -49,6 +49,65 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
pda_style = "mono"
|
||||
if(current_version < 20)
|
||||
pda_color = "#808000"
|
||||
if((current_version < 21) && features["meat_type"] && (features["meat_type"] == null))
|
||||
features["meat_type"] = "Mammalian"
|
||||
if(current_version < 22)
|
||||
|
||||
job_preferences = list() //It loaded null from nonexistant savefile field.
|
||||
|
||||
var/job_civilian_high = 0
|
||||
var/job_civilian_med = 0
|
||||
var/job_civilian_low = 0
|
||||
|
||||
var/job_medsci_high = 0
|
||||
var/job_medsci_med = 0
|
||||
var/job_medsci_low = 0
|
||||
|
||||
var/job_engsec_high = 0
|
||||
var/job_engsec_med = 0
|
||||
var/job_engsec_low = 0
|
||||
|
||||
S["job_civilian_high"] >> job_civilian_high
|
||||
S["job_civilian_med"] >> job_civilian_med
|
||||
S["job_civilian_low"] >> job_civilian_low
|
||||
S["job_medsci_high"] >> job_medsci_high
|
||||
S["job_medsci_med"] >> job_medsci_med
|
||||
S["job_medsci_low"] >> job_medsci_low
|
||||
S["job_engsec_high"] >> job_engsec_high
|
||||
S["job_engsec_med"] >> job_engsec_med
|
||||
S["job_engsec_low"] >> job_engsec_low
|
||||
|
||||
//Can't use SSjob here since this happens right away on login
|
||||
for(var/job in subtypesof(/datum/job))
|
||||
var/datum/job/J = job
|
||||
var/new_value
|
||||
var/fval = initial(J.flag)
|
||||
switch(initial(J.department_flag))
|
||||
if(CIVILIAN)
|
||||
if(job_civilian_high & fval)
|
||||
new_value = JP_HIGH
|
||||
else if(job_civilian_med & fval)
|
||||
new_value = JP_MEDIUM
|
||||
else if(job_civilian_low & fval)
|
||||
new_value = JP_LOW
|
||||
if(MEDSCI)
|
||||
if(job_medsci_high & fval)
|
||||
new_value = JP_HIGH
|
||||
else if(job_medsci_med & fval)
|
||||
new_value = JP_MEDIUM
|
||||
else if(job_medsci_low & fval)
|
||||
new_value = JP_LOW
|
||||
if(ENGSEC)
|
||||
if(job_engsec_high & fval)
|
||||
new_value = JP_HIGH
|
||||
else if(job_engsec_med & fval)
|
||||
new_value = JP_MEDIUM
|
||||
else if(job_engsec_low & fval)
|
||||
new_value = JP_LOW
|
||||
if(new_value)
|
||||
job_preferences["[initial(J.title)]"] = new_value
|
||||
else if(current_version < 23) // we are fixing a gamebreaking bug.
|
||||
job_preferences = list() //It loaded null from nonexistant savefile field.
|
||||
|
||||
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
|
||||
if(!ckey)
|
||||
@@ -246,6 +305,11 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
var/species_id
|
||||
S["species"] >> species_id
|
||||
if(species_id)
|
||||
if(species_id == "avian" || species_id == "aquatic")
|
||||
species_id = "mammal"
|
||||
else if(species_id == "moth")
|
||||
species_id = "insect"
|
||||
|
||||
var/newtype = GLOB.species_list[species_id]
|
||||
if(newtype)
|
||||
pref_species = new newtype
|
||||
@@ -254,28 +318,29 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
WRITE_FILE(S["features["mcolor"]"] , "#FFF")
|
||||
|
||||
//Character
|
||||
S["real_name"] >> real_name
|
||||
S["nameless"] >> nameless
|
||||
S["custom_species"] >> custom_species
|
||||
S["name_is_always_random"] >> be_random_name
|
||||
S["body_is_always_random"] >> be_random_body
|
||||
S["gender"] >> gender
|
||||
S["age"] >> age
|
||||
S["hair_color"] >> hair_color
|
||||
S["facial_hair_color"] >> facial_hair_color
|
||||
S["eye_color"] >> eye_color
|
||||
S["skin_tone"] >> skin_tone
|
||||
S["hair_style_name"] >> hair_style
|
||||
S["facial_style_name"] >> facial_hair_style
|
||||
S["underwear"] >> underwear
|
||||
S["undie_color"] >> undie_color
|
||||
S["undershirt"] >> undershirt
|
||||
S["shirt_color"] >> shirt_color
|
||||
S["socks"] >> socks
|
||||
S["socks_color"] >> socks_color
|
||||
S["backbag"] >> backbag
|
||||
S["jumpsuit_style"] >> jumpsuit_style
|
||||
S["uplink_loc"] >> uplink_spawn_loc
|
||||
S["real_name"] >> real_name
|
||||
S["nameless"] >> nameless
|
||||
S["custom_species"] >> custom_species
|
||||
S["name_is_always_random"] >> be_random_name
|
||||
S["body_is_always_random"] >> be_random_body
|
||||
S["gender"] >> gender
|
||||
S["age"] >> age
|
||||
S["hair_color"] >> hair_color
|
||||
S["facial_hair_color"] >> facial_hair_color
|
||||
S["eye_color"] >> eye_color
|
||||
S["skin_tone"] >> skin_tone
|
||||
S["hair_style_name"] >> hair_style
|
||||
S["facial_style_name"] >> facial_hair_style
|
||||
S["underwear"] >> underwear
|
||||
S["undie_color"] >> undie_color
|
||||
S["undershirt"] >> undershirt
|
||||
S["shirt_color"] >> shirt_color
|
||||
S["socks"] >> socks
|
||||
S["socks_color"] >> socks_color
|
||||
S["horn_color"] >> horn_color
|
||||
S["backbag"] >> backbag
|
||||
S["jumpsuit_style"] >> jumpsuit_style
|
||||
S["uplink_loc"] >> uplink_spawn_loc
|
||||
S["feature_mcolor"] >> features["mcolor"]
|
||||
S["feature_lizard_tail"] >> features["tail_lizard"]
|
||||
S["feature_lizard_snout"] >> features["snout"]
|
||||
@@ -284,29 +349,23 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
S["feature_lizard_spines"] >> features["spines"]
|
||||
S["feature_lizard_body_markings"] >> features["body_markings"]
|
||||
S["feature_lizard_legs"] >> features["legs"]
|
||||
S["feature_moth_wings"] >> features["moth_wings"]
|
||||
S["feature_human_tail"] >> features["tail_human"]
|
||||
S["feature_human_ears"] >> features["ears"]
|
||||
S["feature_insect_wings"] >> features["insect_wings"]
|
||||
S["feature_insect_fluff"] >> features["insect_fluff"]
|
||||
|
||||
//Custom names
|
||||
for(var/custom_name_id in GLOB.preferences_custom_names)
|
||||
var/savefile_slot_name = custom_name_id + "_name" //TODO remove this
|
||||
S[savefile_slot_name] >> custom_names[custom_name_id]
|
||||
|
||||
S["preferred_ai_core_display"] >> preferred_ai_core_display
|
||||
S["prefered_security_department"] >> prefered_security_department
|
||||
S["preferred_ai_core_display"] >> preferred_ai_core_display
|
||||
S["prefered_security_department"] >> prefered_security_department
|
||||
|
||||
//Jobs
|
||||
S["joblessrole"] >> joblessrole
|
||||
S["job_civilian_high"] >> job_civilian_high
|
||||
S["job_civilian_med"] >> job_civilian_med
|
||||
S["job_civilian_low"] >> job_civilian_low
|
||||
S["job_medsci_high"] >> job_medsci_high
|
||||
S["job_medsci_med"] >> job_medsci_med
|
||||
S["job_medsci_low"] >> job_medsci_low
|
||||
S["job_engsec_high"] >> job_engsec_high
|
||||
S["job_engsec_med"] >> job_engsec_med
|
||||
S["job_engsec_low"] >> job_engsec_low
|
||||
//Load prefs
|
||||
S["job_preferences"] >> job_preferences
|
||||
|
||||
//Quirks
|
||||
S["all_quirks"] >> all_quirks
|
||||
@@ -325,6 +384,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
S["feature_mam_tail_animated"] >> features["mam_tail_animated"]
|
||||
S["feature_taur"] >> features["taur"]
|
||||
S["feature_mam_snouts"] >> features["mam_snouts"]
|
||||
S["feature_meat"] >> features["meat_type"]
|
||||
//Xeno features
|
||||
S["feature_xeno_tail"] >> features["xenotail"]
|
||||
S["feature_xeno_dors"] >> features["xenodorsal"]
|
||||
@@ -374,11 +434,11 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
|
||||
//Sanitize
|
||||
|
||||
real_name = reject_bad_name(real_name)
|
||||
gender = sanitize_gender(gender, TRUE, TRUE)
|
||||
real_name = reject_bad_name(real_name)
|
||||
gender = sanitize_gender(gender, TRUE, TRUE)
|
||||
if(!real_name)
|
||||
real_name = random_unique_name(gender)
|
||||
custom_species = reject_bad_name(custom_species)
|
||||
real_name = random_unique_name(gender)
|
||||
custom_species = reject_bad_name(custom_species)
|
||||
for(var/custom_name_id in GLOB.preferences_custom_names)
|
||||
var/namedata = GLOB.preferences_custom_names[custom_name_id]
|
||||
custom_names[custom_name_id] = reject_bad_name(custom_names[custom_name_id],namedata["allow_numbers"])
|
||||
@@ -388,57 +448,55 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
if(!features["mcolor"] || features["mcolor"] == "#000")
|
||||
features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
|
||||
|
||||
nameless = sanitize_integer(nameless, 0, 1, initial(nameless))
|
||||
nameless = sanitize_integer(nameless, 0, 1, initial(nameless))
|
||||
be_random_name = sanitize_integer(be_random_name, 0, 1, initial(be_random_name))
|
||||
be_random_body = sanitize_integer(be_random_body, 0, 1, initial(be_random_body))
|
||||
|
||||
if(gender == MALE)
|
||||
hair_style = sanitize_inlist(hair_style, GLOB.hair_styles_male_list)
|
||||
hair_style = sanitize_inlist(hair_style, GLOB.hair_styles_male_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, GLOB.facial_hair_styles_male_list)
|
||||
else
|
||||
hair_style = sanitize_inlist(hair_style, GLOB.hair_styles_female_list)
|
||||
hair_style = sanitize_inlist(hair_style, GLOB.hair_styles_female_list)
|
||||
facial_hair_style = sanitize_inlist(facial_hair_style, GLOB.facial_hair_styles_female_list)
|
||||
underwear = sanitize_inlist(underwear, GLOB.underwear_list)
|
||||
undie_color = sanitize_hexcolor(undie_color, 6, 1, initial(undie_color))
|
||||
undershirt = sanitize_inlist(undershirt, GLOB.undershirt_list)
|
||||
shirt_color = sanitize_hexcolor(shirt_color, 6, 1, initial(shirt_color))
|
||||
socks = sanitize_inlist(socks, GLOB.socks_list)
|
||||
socks_color = sanitize_hexcolor(socks_color, 6, 1, initial(socks_color))
|
||||
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
|
||||
hair_color = sanitize_hexcolor(hair_color, 3, 0)
|
||||
facial_hair_color = sanitize_hexcolor(facial_hair_color, 3, 0)
|
||||
eye_color = sanitize_hexcolor(eye_color, 3, 0)
|
||||
skin_tone = sanitize_inlist(skin_tone, GLOB.skin_tones)
|
||||
backbag = sanitize_inlist(backbag, GLOB.backbaglist, initial(backbag))
|
||||
jumpsuit_style = sanitize_inlist(jumpsuit_style, GLOB.jumpsuitlist, initial(jumpsuit_style))
|
||||
uplink_spawn_loc = sanitize_inlist(uplink_spawn_loc, GLOB.uplink_spawn_loc_list, initial(uplink_spawn_loc))
|
||||
features["mcolor"] = sanitize_hexcolor(features["mcolor"], 3, 0)
|
||||
features["tail_lizard"] = sanitize_inlist(features["tail_lizard"], GLOB.tails_list_lizard)
|
||||
features["tail_human"] = sanitize_inlist(features["tail_human"], GLOB.tails_list_human)
|
||||
features["snout"] = sanitize_inlist(features["snout"], GLOB.snouts_list)
|
||||
features["horns"] = sanitize_inlist(features["horns"], GLOB.horns_list)
|
||||
features["ears"] = sanitize_inlist(features["ears"], GLOB.ears_list)
|
||||
features["frills"] = sanitize_inlist(features["frills"], GLOB.frills_list)
|
||||
features["spines"] = sanitize_inlist(features["spines"], GLOB.spines_list)
|
||||
features["body_markings"] = sanitize_inlist(features["body_markings"], GLOB.body_markings_list)
|
||||
underwear = sanitize_inlist(underwear, GLOB.underwear_list)
|
||||
undie_color = sanitize_hexcolor(undie_color, 3, FALSE, initial(undie_color))
|
||||
undershirt = sanitize_inlist(undershirt, GLOB.undershirt_list)
|
||||
shirt_color = sanitize_hexcolor(shirt_color, 6, FALSE, initial(shirt_color))
|
||||
socks = sanitize_inlist(socks, GLOB.socks_list)
|
||||
socks_color = sanitize_hexcolor(socks_color, 6, FALSE, initial(socks_color))
|
||||
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
|
||||
hair_color = sanitize_hexcolor(hair_color, 3, 0)
|
||||
facial_hair_color = sanitize_hexcolor(facial_hair_color, 3, 0)
|
||||
eye_color = sanitize_hexcolor(eye_color, 3, 0)
|
||||
skin_tone = sanitize_inlist(skin_tone, GLOB.skin_tones)
|
||||
horn_color = sanitize_hexcolor(horn_color, 3, FALSE)
|
||||
backbag = sanitize_inlist(backbag, GLOB.backbaglist, initial(backbag))
|
||||
jumpsuit_style = sanitize_inlist(jumpsuit_style, GLOB.jumpsuitlist, initial(jumpsuit_style))
|
||||
uplink_spawn_loc = sanitize_inlist(uplink_spawn_loc, GLOB.uplink_spawn_loc_list, initial(uplink_spawn_loc))
|
||||
features["mcolor"] = sanitize_hexcolor(features["mcolor"], 3, 0)
|
||||
features["tail_lizard"] = sanitize_inlist(features["tail_lizard"], GLOB.tails_list_lizard)
|
||||
features["tail_human"] = sanitize_inlist(features["tail_human"], GLOB.tails_list_human)
|
||||
features["snout"] = sanitize_inlist(features["snout"], GLOB.snouts_list)
|
||||
features["horns"] = sanitize_inlist(features["horns"], GLOB.horns_list)
|
||||
features["ears"] = sanitize_inlist(features["ears"], GLOB.ears_list)
|
||||
features["frills"] = sanitize_inlist(features["frills"], GLOB.frills_list)
|
||||
features["spines"] = sanitize_inlist(features["spines"], GLOB.spines_list)
|
||||
features["body_markings"] = sanitize_inlist(features["body_markings"], GLOB.body_markings_list)
|
||||
features["feature_lizard_legs"] = sanitize_inlist(features["legs"], GLOB.legs_list)
|
||||
features["moth_wings"] = sanitize_inlist(features["moth_wings"], GLOB.moth_wings_list)
|
||||
features["insect_wings"] = sanitize_inlist(features["insect_wings"], GLOB.insect_wings_list)
|
||||
features["insect_fluff"] = sanitize_inlist(features["insect_fluff"], GLOB.insect_fluffs_list)
|
||||
|
||||
joblessrole = sanitize_integer(joblessrole, 1, 3, initial(joblessrole))
|
||||
job_civilian_high = sanitize_integer(job_civilian_high, 0, 65535, initial(job_civilian_high))
|
||||
job_civilian_med = sanitize_integer(job_civilian_med, 0, 65535, initial(job_civilian_med))
|
||||
job_civilian_low = sanitize_integer(job_civilian_low, 0, 65535, initial(job_civilian_low))
|
||||
job_medsci_high = sanitize_integer(job_medsci_high, 0, 65535, initial(job_medsci_high))
|
||||
job_medsci_med = sanitize_integer(job_medsci_med, 0, 65535, initial(job_medsci_med))
|
||||
job_medsci_low = sanitize_integer(job_medsci_low, 0, 65535, initial(job_medsci_low))
|
||||
job_engsec_high = sanitize_integer(job_engsec_high, 0, 65535, initial(job_engsec_high))
|
||||
job_engsec_med = sanitize_integer(job_engsec_med, 0, 65535, initial(job_engsec_med))
|
||||
job_engsec_low = sanitize_integer(job_engsec_low, 0, 65535, initial(job_engsec_low))
|
||||
//Validate job prefs
|
||||
for(var/j in job_preferences)
|
||||
if(job_preferences["[j]"] != JP_LOW && job_preferences["[j]"] != JP_MEDIUM && job_preferences["[j]"] != JP_HIGH)
|
||||
job_preferences -= j
|
||||
|
||||
all_quirks = SANITIZE_LIST(all_quirks)
|
||||
|
||||
positive_quirks = SANITIZE_LIST(positive_quirks)
|
||||
negative_quirks = SANITIZE_LIST(negative_quirks)
|
||||
neutral_quirks = SANITIZE_LIST(neutral_quirks)
|
||||
neutral_quirks = SANITIZE_LIST(neutral_quirks)
|
||||
|
||||
cit_character_pref_load(S)
|
||||
|
||||
@@ -460,31 +518,32 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
WRITE_FILE(S["version"] , SAVEFILE_VERSION_MAX) //load_character will sanitize any bad data, so assume up-to-date.)
|
||||
|
||||
//Character
|
||||
WRITE_FILE(S["real_name"] , real_name)
|
||||
WRITE_FILE(S["nameless"] , nameless)
|
||||
WRITE_FILE(S["custom_species"] , custom_species)
|
||||
WRITE_FILE(S["name_is_always_random"] , be_random_name)
|
||||
WRITE_FILE(S["body_is_always_random"] , be_random_body)
|
||||
WRITE_FILE(S["gender"] , gender)
|
||||
WRITE_FILE(S["age"] , age)
|
||||
WRITE_FILE(S["hair_color"] , hair_color)
|
||||
WRITE_FILE(S["facial_hair_color"] , facial_hair_color)
|
||||
WRITE_FILE(S["eye_color"] , eye_color)
|
||||
WRITE_FILE(S["skin_tone"] , skin_tone)
|
||||
WRITE_FILE(S["hair_style_name"] , hair_style)
|
||||
WRITE_FILE(S["facial_style_name"] , facial_hair_style)
|
||||
WRITE_FILE(S["underwear"] , underwear)
|
||||
WRITE_FILE(S["undie_color"] , undie_color)
|
||||
WRITE_FILE(S["undershirt"] , undershirt)
|
||||
WRITE_FILE(S["shirt_color"] , shirt_color)
|
||||
WRITE_FILE(S["socks"] , socks)
|
||||
WRITE_FILE(S["socks_color"] , socks_color)
|
||||
WRITE_FILE(S["backbag"] , backbag)
|
||||
WRITE_FILE(S["jumpsuit_style"] , jumpsuit_style)
|
||||
WRITE_FILE(S["uplink_loc"] , uplink_spawn_loc)
|
||||
WRITE_FILE(S["species"] , pref_species.id)
|
||||
WRITE_FILE(S["real_name"] , real_name)
|
||||
WRITE_FILE(S["nameless"] , nameless)
|
||||
WRITE_FILE(S["custom_species"] , custom_species)
|
||||
WRITE_FILE(S["name_is_always_random"] , be_random_name)
|
||||
WRITE_FILE(S["body_is_always_random"] , be_random_body)
|
||||
WRITE_FILE(S["gender"] , gender)
|
||||
WRITE_FILE(S["age"] , age)
|
||||
WRITE_FILE(S["hair_color"] , hair_color)
|
||||
WRITE_FILE(S["facial_hair_color"] , facial_hair_color)
|
||||
WRITE_FILE(S["eye_color"] , eye_color)
|
||||
WRITE_FILE(S["skin_tone"] , skin_tone)
|
||||
WRITE_FILE(S["hair_style_name"] , hair_style)
|
||||
WRITE_FILE(S["facial_style_name"] , facial_hair_style)
|
||||
WRITE_FILE(S["underwear"] , underwear)
|
||||
WRITE_FILE(S["undie_color"] , undie_color)
|
||||
WRITE_FILE(S["undershirt"] , undershirt)
|
||||
WRITE_FILE(S["shirt_color"] , shirt_color)
|
||||
WRITE_FILE(S["socks"] , socks)
|
||||
WRITE_FILE(S["socks_color"] , socks_color)
|
||||
WRITE_FILE(S["horn_color"] , horn_color)
|
||||
WRITE_FILE(S["backbag"] , backbag)
|
||||
WRITE_FILE(S["jumpsuit_style"] , jumpsuit_style)
|
||||
WRITE_FILE(S["uplink_loc"] , uplink_spawn_loc)
|
||||
WRITE_FILE(S["species"] , pref_species.id)
|
||||
WRITE_FILE(S["feature_mcolor"] , features["mcolor"])
|
||||
WRITE_FILE(S["feature_lizard_tail"] , features["tail_lizard"])
|
||||
WRITE_FILE(S["feature_lizard_tail"] , features["tail_lizard"])
|
||||
WRITE_FILE(S["feature_human_tail"] , features["tail_human"])
|
||||
WRITE_FILE(S["feature_lizard_snout"] , features["snout"])
|
||||
WRITE_FILE(S["feature_lizard_horns"] , features["horns"])
|
||||
@@ -492,28 +551,23 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
|
||||
WRITE_FILE(S["feature_lizard_frills"] , features["frills"])
|
||||
WRITE_FILE(S["feature_lizard_spines"] , features["spines"])
|
||||
WRITE_FILE(S["feature_lizard_body_markings"] , features["body_markings"])
|
||||
WRITE_FILE(S["feature_lizard_legs"] , features["legs"])
|
||||
WRITE_FILE(S["feature_moth_wings"] , features["moth_wings"])
|
||||
WRITE_FILE(S["feature_lizard_legs"] , features["legs"])
|
||||
WRITE_FILE(S["feature_insect_wings"] , features["insect_wings"])
|
||||
WRITE_FILE(S["feature_insect_fluff"] , features["insect_fluff"])
|
||||
WRITE_FILE(S["feature_meat"] , features["meat_type"])
|
||||
|
||||
//Custom names
|
||||
for(var/custom_name_id in GLOB.preferences_custom_names)
|
||||
var/savefile_slot_name = custom_name_id + "_name" //TODO remove this
|
||||
WRITE_FILE(S[savefile_slot_name],custom_names[custom_name_id])
|
||||
|
||||
WRITE_FILE(S["preferred_ai_core_display"] , preferred_ai_core_display)
|
||||
WRITE_FILE(S["prefered_security_department"] , prefered_security_department)
|
||||
WRITE_FILE(S["preferred_ai_core_display"] , preferred_ai_core_display)
|
||||
WRITE_FILE(S["prefered_security_department"] , prefered_security_department)
|
||||
|
||||
//Jobs
|
||||
WRITE_FILE(S["joblessrole"] , joblessrole)
|
||||
WRITE_FILE(S["job_civilian_high"] , job_civilian_high)
|
||||
WRITE_FILE(S["job_civilian_med"] , job_civilian_med)
|
||||
WRITE_FILE(S["job_civilian_low"] , job_civilian_low)
|
||||
WRITE_FILE(S["job_medsci_high"] , job_medsci_high)
|
||||
WRITE_FILE(S["job_medsci_med"] , job_medsci_med)
|
||||
WRITE_FILE(S["job_medsci_low"] , job_medsci_low)
|
||||
WRITE_FILE(S["job_engsec_high"] , job_engsec_high)
|
||||
WRITE_FILE(S["job_engsec_med"] , job_engsec_med)
|
||||
WRITE_FILE(S["job_engsec_low"] , job_engsec_low)
|
||||
//Write prefs
|
||||
WRITE_FILE(S["job_preferences"] , job_preferences)
|
||||
|
||||
//Quirks
|
||||
WRITE_FILE(S["all_quirks"] , all_quirks)
|
||||
|
||||
@@ -23,30 +23,48 @@
|
||||
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/assembly/flash/handheld, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/nun
|
||||
/obj/item/clothing/suit/chaplain
|
||||
name = "chaplain suit"
|
||||
desc = "A piece of clothing adorned by the gods of Coding. Should never exist in this mortal realm."
|
||||
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/chaplain/nun
|
||||
name = "nun robe"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun"
|
||||
item_state = "nun"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/studentuni
|
||||
/obj/item/clothing/suit/chaplain/studentuni
|
||||
name = "student robe"
|
||||
desc = "The uniform of a bygone institute of learning."
|
||||
icon_state = "studentuni"
|
||||
item_state = "studentuni"
|
||||
body_parts_covered = ARMS|CHEST
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/witchhunter
|
||||
/obj/item/clothing/suit/chaplain/witchhunter
|
||||
name = "witchunter garb"
|
||||
desc = "This worn outfit saw much use back in the day."
|
||||
icon_state = "witchhunter"
|
||||
item_state = "witchhunter"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/chaplain/pharaoh
|
||||
name = "pharaoh tunic"
|
||||
desc = "Lavish space tomb not included."
|
||||
icon_state = "pharaoh"
|
||||
icon_state = "pharaoh"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
|
||||
/obj/item/clothing/suit/chaplain/holidaypriest
|
||||
name = "holiday priest"
|
||||
desc = "This is a nice holiday, my son."
|
||||
icon_state = "holidaypriest"
|
||||
item_state = "w_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
//Chef
|
||||
/obj/item/clothing/suit/toggle/chef
|
||||
|
||||
@@ -167,16 +167,6 @@
|
||||
icon_state = "griffin_wings"
|
||||
item_state = "griffin_wings"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/holidaypriest
|
||||
name = "holiday priest"
|
||||
desc = "This is a nice holiday, my son."
|
||||
icon_state = "holidaypriest"
|
||||
item_state = "w_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/cardborg
|
||||
name = "cardborg suit"
|
||||
desc = "An ordinary cardboard box with holes cut in the sides."
|
||||
@@ -468,13 +458,6 @@
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/clothing/mask/facehugger/toy)
|
||||
|
||||
/obj/item/clothing/suit/pharaoh
|
||||
name = "pharaoh tunic"
|
||||
desc = "Lavish space tomb not included."
|
||||
icon_state = "pharaoh"
|
||||
icon_state = "pharaoh"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
|
||||
|
||||
|
||||
// WINTER COATS
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/clothing/accessory //Ties moved to neck slot items, but as there are still things like medals and armbands, this accessory system is being kept as-is
|
||||
/obj/item/clothing/accessory //Ties moved to neck slot items, but as there are still things like medals, pokadots, and armbands, this accessory system is being kept as-is
|
||||
name = "Accessory"
|
||||
desc = "Something has gone wrong!"
|
||||
icon = 'icons/obj/clothing/accessories.dmi'
|
||||
@@ -368,7 +368,7 @@
|
||||
|
||||
/obj/item/clothing/accessory/kevlar
|
||||
name = "kevlar sheets"
|
||||
desc = "Long thin sheets of kevlar to help resist bullets and some physical attacks.."
|
||||
desc = "Long thin sheets of kevlar to help resist bullets and some physical attacks."
|
||||
icon_state = "padding"
|
||||
item_color = "nothing"
|
||||
armor = list("melee" = 10, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 25)
|
||||
@@ -379,3 +379,35 @@
|
||||
icon_state = "plastics"
|
||||
item_color = "nothing"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = -40)
|
||||
|
||||
/////////////////////
|
||||
//Pokadots On Pants//
|
||||
/////////////////////
|
||||
|
||||
/obj/item/clothing/accessory/attrocious_pokadots
|
||||
name = "atrocious pokadots"
|
||||
desc = "They look like something out of a thrift store. Attaches to clothing not to be worn by itself."
|
||||
icon_state = "attrocious_pokadots"
|
||||
item_color = "attrocious_pokadots"
|
||||
attack_verb = list("horrifed", "eye bleeded")
|
||||
|
||||
/obj/item/clothing/accessory/black_white_pokadots
|
||||
name = "checkered pokadots"
|
||||
desc = "You can play a game of chess on these! Attaches to clothing not to be worn by itself."
|
||||
icon_state = "black_white_pokadots"
|
||||
item_color = "black_white_pokadots"
|
||||
attack_verb = list("check", "mate")
|
||||
|
||||
/obj/item/clothing/accessory/nt_pokadots
|
||||
name = "blue and white pokadots"
|
||||
desc = "To show your pride in your workplace, in the most annoying possable way. Attaches to clothing not to be worn by itself."
|
||||
icon_state = "nt_pokadots"
|
||||
item_color = "nt_pokadots"
|
||||
attack_verb = list("eye bleeded", "annoyed")
|
||||
|
||||
/obj/item/clothing/accessory/syndi_pokadots
|
||||
name = "black and red pokadots"
|
||||
desc = "King me. Attaches to clothing not to be worn by itself." //checkers!
|
||||
icon_state = "syndi_pokadots"
|
||||
item_color = "syndi_pokadots"
|
||||
attack_verb = list("jumped", "taken")
|
||||
@@ -108,7 +108,7 @@
|
||||
tastes = list("maggots" = 1, "the inside of a reactor" = 1)
|
||||
foodtype = MEAT | RAW | GROSS
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/moth
|
||||
/obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
|
||||
icon_state = "mothmeat"
|
||||
desc = "Unpleasantly powdery and dry. Kind of pretty, though."
|
||||
filling_color = "#BF896B"
|
||||
|
||||
@@ -822,6 +822,12 @@
|
||||
id = "red_queen"
|
||||
results = list("red_queen" = 10)
|
||||
required_reagents = list("tea" = 6, "mercury" = 2, "blackpepper" = 1, "growthserum" = 1)
|
||||
|
||||
/datum/chemical_reaction/catnip_tea
|
||||
name = "Catnip Tea"
|
||||
id = "catnip_tea"
|
||||
results = list("catnip_tea" = 3)
|
||||
required_reagents = list("tea" = 5, "catnip" = 2)
|
||||
|
||||
/datum/chemical_reaction/commander_and_chief
|
||||
name = "Commander and Chief"
|
||||
@@ -829,4 +835,3 @@
|
||||
results = list("commander_and_chief" = 50)
|
||||
required_reagents = list("alliescocktail" = 50, "champagne" = 20, "doctorsdelight" = 10, "quintuple_sec" = 10, "screwdrivercocktail" = 10)
|
||||
mix_message = "When your powers combine, I am Captain Pl-..."
|
||||
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
result = /obj/item/reagent_containers/food/snacks/donut
|
||||
subcategory = CAT_PASTRY
|
||||
|
||||
/datum/crafting_recipe/food/donut
|
||||
/datum/crafting_recipe/food/donut/semen
|
||||
time = 15
|
||||
name = "Semen donut"
|
||||
reqs = list(
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
species = "teaastra"
|
||||
plantname = "Tea Astra Plant"
|
||||
product = /obj/item/reagent_containers/food/snacks/grown/tea/astra
|
||||
mutatelist = list()
|
||||
mutatelist = list(/obj/item/seeds/tea/catnip)
|
||||
reagents_add = list("synaptizine" = 0.1, "vitamin" = 0.04, "teapowder" = 0.1)
|
||||
rarity = 20
|
||||
|
||||
@@ -44,6 +44,24 @@
|
||||
filling_color = "#4582B4"
|
||||
grind_results = list("teapowder" = 0, "salglu_solution" = 0)
|
||||
|
||||
// Kitty drugs
|
||||
/obj/item/seeds/tea/catnip
|
||||
name = "pack of catnip seeds"
|
||||
icon_state = "seed-catnip"
|
||||
desc = "Long stocks with flowering tips that has a chemical to make feline attracted to it."
|
||||
species = "catnip"
|
||||
plantname = "Catnip Plant"
|
||||
growthstages = 3
|
||||
product = /obj/item/reagent_containers/food/snacks/grown/tea/catnip
|
||||
reagents_add = list("catnip" = 0.1, "vitamin" = 0.06, "teapowder" = 0.3)
|
||||
rarity = 50
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/grown/tea/catnip
|
||||
seed = /obj/item/seeds/tea/catnip
|
||||
name = "Catnip buds"
|
||||
icon_state = "catnip_leaves"
|
||||
filling_color = "#4582B4"
|
||||
grind_results = list("catnp" = 2, "water" = 1)
|
||||
|
||||
// Coffee
|
||||
/obj/item/seeds/coffee
|
||||
|
||||
@@ -8,6 +8,8 @@ GLOBAL_PROTECT(exp_to_update)
|
||||
return 0
|
||||
if(!CONFIG_GET(flag/use_exp_tracking))
|
||||
return 0
|
||||
if(!SSdbcore.Connect())
|
||||
return 0
|
||||
if(!exp_requirements || !exp_type)
|
||||
return 0
|
||||
if(!job_is_xp_locked(src.title))
|
||||
|
||||
@@ -1,240 +1,245 @@
|
||||
/datum/job
|
||||
//The name of the job
|
||||
var/title = "NOPE"
|
||||
|
||||
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
|
||||
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
|
||||
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
|
||||
|
||||
//Determines who can demote this position
|
||||
var/department_head = list()
|
||||
|
||||
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
|
||||
var/list/head_announce = null
|
||||
|
||||
//Bitflags for the job
|
||||
var/flag = 0
|
||||
var/department_flag = 0
|
||||
|
||||
//Players will be allowed to spawn in as jobs that are set to "Station"
|
||||
var/faction = "None"
|
||||
|
||||
//How many players can be this job
|
||||
var/total_positions = 0
|
||||
|
||||
//How many players can spawn in as this job
|
||||
var/spawn_positions = 0
|
||||
|
||||
//How many players have this job
|
||||
var/current_positions = 0
|
||||
|
||||
//Supervisors, who this person answers to directly
|
||||
var/supervisors = ""
|
||||
|
||||
//Sellection screen color
|
||||
var/selection_color = "#ffffff"
|
||||
|
||||
|
||||
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
|
||||
var/req_admin_notify
|
||||
|
||||
var/custom_spawn_text
|
||||
|
||||
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
|
||||
var/minimal_player_age = 0
|
||||
|
||||
var/outfit = null
|
||||
|
||||
var/exp_requirements = 0
|
||||
|
||||
var/exp_type = ""
|
||||
var/exp_type_department = ""
|
||||
|
||||
//The amount of good boy points playing this role will earn you towards a higher chance to roll antagonist next round
|
||||
//can be overridden by antag_rep.txt config
|
||||
var/antag_rep = 10
|
||||
|
||||
var/list/mind_traits // Traits added to the mind of the mob assigned this job
|
||||
|
||||
var/list/blacklisted_quirks //list of quirk typepaths blacklisted.
|
||||
|
||||
//Only override this proc
|
||||
//H is usually a human unless an /equip override transformed it
|
||||
/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
|
||||
//do actions on H but send messages to M as the key may not have been transferred_yet
|
||||
if(mind_traits)
|
||||
for(var/t in mind_traits)
|
||||
ADD_TRAIT(H.mind, t, JOB_TRAIT)
|
||||
|
||||
/datum/job/proc/announce(mob/living/carbon/human/H)
|
||||
if(head_announce)
|
||||
announce_head(H, head_announce)
|
||||
|
||||
/datum/job/proc/override_latejoin_spawn(mob/living/carbon/human/H) //Return TRUE to force latejoining to not automatically place the person in latejoin shuttle/whatever.
|
||||
return FALSE
|
||||
|
||||
//Used for a special check of whether to allow a client to latejoin as this job.
|
||||
/datum/job/proc/special_check_latejoin(client/C)
|
||||
return TRUE
|
||||
|
||||
/datum/job/proc/GetAntagRep()
|
||||
. = CONFIG_GET(keyed_list/antag_rep)[lowertext(title)]
|
||||
if(. == null)
|
||||
return antag_rep
|
||||
|
||||
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
|
||||
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null)
|
||||
if(!H)
|
||||
return FALSE
|
||||
|
||||
if(CONFIG_GET(flag/enforce_human_authority) && (title in GLOB.command_positions))
|
||||
if(H.dna.species.id != "human")
|
||||
H.set_species(/datum/species/human)
|
||||
H.apply_pref_name("human", H.client)
|
||||
|
||||
//Equip the rest of the gear
|
||||
H.dna.species.before_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(outfit_override || outfit)
|
||||
H.equipOutfit(outfit_override ? outfit_override : outfit, visualsOnly)
|
||||
|
||||
H.dna.species.after_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(!visualsOnly && announce)
|
||||
announce(H)
|
||||
|
||||
/datum/job/proc/get_access()
|
||||
if(!config) //Needed for robots.
|
||||
return src.minimal_access.Copy()
|
||||
|
||||
. = list()
|
||||
|
||||
if(CONFIG_GET(flag/jobs_have_minimal_access))
|
||||
. = src.minimal_access.Copy()
|
||||
else
|
||||
. = src.access.Copy()
|
||||
|
||||
if(CONFIG_GET(flag/everyone_has_maint_access)) //Config has global maint access set
|
||||
. |= list(ACCESS_MAINT_TUNNELS)
|
||||
|
||||
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
|
||||
if(H && GLOB.announcement_systems.len)
|
||||
//timer because these should come after the captain announcement
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
|
||||
|
||||
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
|
||||
/datum/job/proc/player_old_enough(client/C)
|
||||
if(available_in_days(C) == 0)
|
||||
return TRUE //Available in 0 days = available right now = player is old enough to play.
|
||||
return FALSE
|
||||
|
||||
|
||||
/datum/job/proc/available_in_days(client/C)
|
||||
if(!C)
|
||||
return 0
|
||||
if(!CONFIG_GET(flag/use_age_restriction_for_jobs))
|
||||
return 0
|
||||
if(C.prefs.db_flags & DB_FLAG_EXEMPT)
|
||||
return 0
|
||||
if(!isnum(C.player_age))
|
||||
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
|
||||
if(!isnum(minimal_player_age))
|
||||
return 0
|
||||
|
||||
return max(0, minimal_player_age - C.player_age)
|
||||
|
||||
/datum/job/proc/config_check()
|
||||
return TRUE
|
||||
|
||||
/datum/job/proc/map_check()
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/outfit/job
|
||||
name = "Standard Gear"
|
||||
|
||||
var/jobtype = null
|
||||
|
||||
uniform = /obj/item/clothing/under/color/grey
|
||||
id = /obj/item/card/id
|
||||
ears = /obj/item/radio/headset
|
||||
belt = /obj/item/pda
|
||||
back = /obj/item/storage/backpack
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
|
||||
var/backpack = /obj/item/storage/backpack
|
||||
var/satchel = /obj/item/storage/backpack/satchel
|
||||
var/duffelbag = /obj/item/storage/backpack/duffelbag
|
||||
var/box = /obj/item/storage/box/survival
|
||||
|
||||
var/pda_slot = SLOT_BELT
|
||||
|
||||
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
switch(H.backbag)
|
||||
if(GBACKPACK)
|
||||
back = /obj/item/storage/backpack //Grey backpack
|
||||
if(GSATCHEL)
|
||||
back = /obj/item/storage/backpack/satchel //Grey satchel
|
||||
if(GDUFFELBAG)
|
||||
back = /obj/item/storage/backpack/duffelbag //Grey Duffel bag
|
||||
if(LSATCHEL)
|
||||
back = /obj/item/storage/backpack/satchel/leather //Leather Satchel
|
||||
if(DSATCHEL)
|
||||
back = satchel //Department satchel
|
||||
if(DDUFFELBAG)
|
||||
back = duffelbag //Department duffel bag
|
||||
else
|
||||
back = backpack //Department backpack
|
||||
|
||||
if(box)
|
||||
if(!backpack_contents)
|
||||
backpack_contents = list()
|
||||
backpack_contents.Insert(1, box) // Box always takes a first slot in backpack
|
||||
backpack_contents[box] = 1
|
||||
|
||||
//converts the uniform string into the path we'll wear, whether it's the skirt or regular variant
|
||||
var/holder
|
||||
if(H.jumpsuit_style == PREF_SKIRT)
|
||||
holder = "[uniform]/skirt"
|
||||
if(!text2path(holder))
|
||||
holder = "[uniform]"
|
||||
else
|
||||
holder = "[uniform]"
|
||||
uniform = text2path(holder)
|
||||
|
||||
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/J = SSjob.GetJobType(jobtype)
|
||||
if(!J)
|
||||
J = SSjob.GetJob(H.job)
|
||||
|
||||
if(H.nameless && J.dresscodecompliant)
|
||||
if(J.title in GLOB.command_positions)
|
||||
H.real_name = J.title
|
||||
else
|
||||
H.real_name = "[J.title] #[rand(10000, 99999)]"
|
||||
|
||||
var/obj/item/card/id/C = H.wear_id
|
||||
if(istype(C))
|
||||
C.access = J.get_access()
|
||||
shuffle_inplace(C.access) // Shuffle access list to make NTNet passkeys less predictable
|
||||
C.registered_name = H.real_name
|
||||
C.assignment = J.title
|
||||
C.update_label()
|
||||
H.sec_hud_set_ID()
|
||||
|
||||
var/obj/item/pda/PDA = H.get_item_by_slot(pda_slot)
|
||||
if(istype(PDA))
|
||||
PDA.owner = H.real_name
|
||||
PDA.ownjob = J.title
|
||||
PDA.update_label()
|
||||
|
||||
/datum/outfit/job/get_chameleon_disguise_info()
|
||||
var/list/types = ..()
|
||||
types -= /obj/item/storage/backpack //otherwise this will override the actual backpacks
|
||||
types += backpack
|
||||
types += satchel
|
||||
types += duffelbag
|
||||
return types
|
||||
/datum/job
|
||||
//The name of the job , used for preferences, bans and more. Make sure you know what you're doing before changing this.
|
||||
var/title = "NOPE"
|
||||
|
||||
//Job access. The use of minimal_access or access is determined by a config setting: config.jobs_have_minimal_access
|
||||
var/list/minimal_access = list() //Useful for servers which prefer to only have access given to the places a job absolutely needs (Larger server population)
|
||||
var/list/access = list() //Useful for servers which either have fewer players, so each person needs to fill more than one role, or servers which like to give more access, so players can't hide forever in their super secure departments (I'm looking at you, chemistry!)
|
||||
|
||||
//Determines who can demote this position
|
||||
var/department_head = list()
|
||||
|
||||
//Tells the given channels that the given mob is the new department head. See communications.dm for valid channels.
|
||||
var/list/head_announce = null
|
||||
|
||||
//Bitflags for the job
|
||||
var/flag = NONE //Deprecated
|
||||
var/department_flag = NONE //Deprecated
|
||||
// var/auto_deadmin_role_flags = NONE
|
||||
|
||||
//Players will be allowed to spawn in as jobs that are set to "Station"
|
||||
var/faction = "None"
|
||||
|
||||
//How many players can be this job
|
||||
var/total_positions = 0
|
||||
|
||||
//How many players can spawn in as this job
|
||||
var/spawn_positions = 0
|
||||
|
||||
//How many players have this job
|
||||
var/current_positions = 0
|
||||
|
||||
//Supervisors, who this person answers to directly
|
||||
var/supervisors = ""
|
||||
|
||||
//Sellection screen color
|
||||
var/selection_color = "#ffffff"
|
||||
|
||||
|
||||
//If this is set to 1, a text is printed to the player when jobs are assigned, telling him that he should let admins know that he has to disconnect.
|
||||
var/req_admin_notify
|
||||
|
||||
// This is for Citadel specific tweaks to job notices.
|
||||
var/custom_spawn_text
|
||||
|
||||
//If you have the use_age_restriction_for_jobs config option enabled and the database set up, this option will add a requirement for players to be at least minimal_player_age days old. (meaning they first signed in at least that many days before.)
|
||||
var/minimal_player_age = 0
|
||||
|
||||
var/outfit = null
|
||||
|
||||
var/exp_requirements = 0
|
||||
|
||||
var/exp_type = ""
|
||||
var/exp_type_department = ""
|
||||
|
||||
//The amount of good boy points playing this role will earn you towards a higher chance to roll antagonist next round
|
||||
//can be overridden by antag_rep.txt config
|
||||
var/antag_rep = 10
|
||||
|
||||
var/list/mind_traits // Traits added to the mind of the mob assigned this job
|
||||
var/list/blacklisted_quirks //list of quirk typepaths blacklisted.
|
||||
|
||||
var/display_order = JOB_DISPLAY_ORDER_DEFAULT
|
||||
|
||||
//Only override this proc
|
||||
//H is usually a human unless an /equip override transformed it
|
||||
/datum/job/proc/after_spawn(mob/living/H, mob/M, latejoin = FALSE)
|
||||
//do actions on H but send messages to M as the key may not have been transferred_yet
|
||||
if(mind_traits)
|
||||
for(var/t in mind_traits)
|
||||
ADD_TRAIT(H.mind, t, JOB_TRAIT)
|
||||
|
||||
/datum/job/proc/announce(mob/living/carbon/human/H)
|
||||
if(head_announce)
|
||||
announce_head(H, head_announce)
|
||||
|
||||
/datum/job/proc/override_latejoin_spawn(mob/living/carbon/human/H) //Return TRUE to force latejoining to not automatically place the person in latejoin shuttle/whatever.
|
||||
return FALSE
|
||||
|
||||
//Used for a special check of whether to allow a client to latejoin as this job.
|
||||
/datum/job/proc/special_check_latejoin(client/C)
|
||||
return TRUE
|
||||
|
||||
/datum/job/proc/GetAntagRep()
|
||||
. = CONFIG_GET(keyed_list/antag_rep)[lowertext(title)]
|
||||
if(. == null)
|
||||
return antag_rep
|
||||
|
||||
//Don't override this unless the job transforms into a non-human (Silicons do this for example)
|
||||
/datum/job/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source)
|
||||
if(!H)
|
||||
return FALSE
|
||||
|
||||
if(CONFIG_GET(flag/enforce_human_authority) && (title in GLOB.command_positions))
|
||||
if(H.dna.species.id != "human")
|
||||
H.set_species(/datum/species/human)
|
||||
H.apply_pref_name("human", preference_source)
|
||||
|
||||
//Equip the rest of the gear
|
||||
H.dna.species.before_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(outfit_override || outfit)
|
||||
H.equipOutfit(outfit_override ? outfit_override : outfit, visualsOnly)
|
||||
|
||||
H.dna.species.after_equip_job(src, H, visualsOnly)
|
||||
|
||||
if(!visualsOnly && announce)
|
||||
announce(H)
|
||||
|
||||
/datum/job/proc/get_access()
|
||||
if(!config) //Needed for robots.
|
||||
return src.minimal_access.Copy()
|
||||
|
||||
. = list()
|
||||
|
||||
if(CONFIG_GET(flag/jobs_have_minimal_access))
|
||||
. = src.minimal_access.Copy()
|
||||
else
|
||||
. = src.access.Copy()
|
||||
|
||||
if(CONFIG_GET(flag/everyone_has_maint_access)) //Config has global maint access set
|
||||
. |= list(ACCESS_MAINT_TUNNELS)
|
||||
|
||||
/datum/job/proc/announce_head(var/mob/living/carbon/human/H, var/channels) //tells the given channel that the given mob is the new department head. See communications.dm for valid channels.
|
||||
if(H && GLOB.announcement_systems.len)
|
||||
//timer because these should come after the captain announcement
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/addtimer, CALLBACK(pick(GLOB.announcement_systems), /obj/machinery/announcement_system/proc/announce, "NEWHEAD", H.real_name, H.job, channels), 1))
|
||||
|
||||
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
|
||||
/datum/job/proc/player_old_enough(client/C)
|
||||
if(available_in_days(C) == 0)
|
||||
return TRUE //Available in 0 days = available right now = player is old enough to play.
|
||||
return FALSE
|
||||
|
||||
|
||||
/datum/job/proc/available_in_days(client/C)
|
||||
if(!C)
|
||||
return 0
|
||||
if(!CONFIG_GET(flag/use_age_restriction_for_jobs))
|
||||
return 0
|
||||
if(!SSdbcore.Connect())
|
||||
return 0 //Without a database connection we can't get a player's age so we'll assume they're old enough for all jobs
|
||||
if(C.prefs.db_flags & DB_FLAG_EXEMPT)
|
||||
return 0
|
||||
if(!isnum(minimal_player_age))
|
||||
return 0
|
||||
|
||||
return max(0, minimal_player_age - C.player_age)
|
||||
|
||||
/datum/job/proc/config_check()
|
||||
return TRUE
|
||||
|
||||
/datum/job/proc/map_check()
|
||||
return TRUE
|
||||
|
||||
/datum/job/proc/radio_help_message(mob/M)
|
||||
to_chat(M, "<b>Prefix your message with :h to speak on your department's radio. To see other prefixes, look closely at your headset.</b>")
|
||||
|
||||
/datum/outfit/job
|
||||
name = "Standard Gear"
|
||||
|
||||
var/jobtype = null
|
||||
|
||||
uniform = /obj/item/clothing/under/color/grey
|
||||
id = /obj/item/card/id
|
||||
ears = /obj/item/radio/headset
|
||||
belt = /obj/item/pda
|
||||
back = /obj/item/storage/backpack
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
box = /obj/item/storage/box/survival
|
||||
|
||||
var/backpack = /obj/item/storage/backpack
|
||||
var/satchel = /obj/item/storage/backpack/satchel
|
||||
var/duffelbag = /obj/item/storage/backpack/duffelbag
|
||||
|
||||
var/pda_slot = SLOT_BELT
|
||||
|
||||
/datum/outfit/job/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
switch(H.backbag)
|
||||
if(GBACKPACK)
|
||||
back = /obj/item/storage/backpack //Grey backpack
|
||||
if(GSATCHEL)
|
||||
back = /obj/item/storage/backpack/satchel //Grey satchel
|
||||
if(GDUFFELBAG)
|
||||
back = /obj/item/storage/backpack/duffelbag //Grey Duffel bag
|
||||
if(LSATCHEL)
|
||||
back = /obj/item/storage/backpack/satchel/leather //Leather Satchel
|
||||
if(DSATCHEL)
|
||||
back = satchel //Department satchel
|
||||
if(DDUFFELBAG)
|
||||
back = duffelbag //Department duffel bag
|
||||
else
|
||||
back = backpack //Department backpack
|
||||
|
||||
//converts the uniform string into the path we'll wear, whether it's the skirt or regular variant
|
||||
var/holder
|
||||
if(H.jumpsuit_style == PREF_SKIRT)
|
||||
holder = "[uniform]/skirt"
|
||||
if(!text2path(holder))
|
||||
holder = "[uniform]"
|
||||
else
|
||||
holder = "[uniform]"
|
||||
uniform = text2path(holder)
|
||||
|
||||
/datum/outfit/job/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/J = SSjob.GetJobType(jobtype)
|
||||
if(!J)
|
||||
J = SSjob.GetJob(H.job)
|
||||
|
||||
if(H.nameless && J.dresscodecompliant)
|
||||
if(J.title in GLOB.command_positions)
|
||||
H.real_name = J.title
|
||||
else
|
||||
H.real_name = "[J.title] #[rand(10000, 99999)]"
|
||||
|
||||
var/obj/item/card/id/C = H.wear_id
|
||||
if(istype(C))
|
||||
C.access = J.get_access()
|
||||
shuffle_inplace(C.access) // Shuffle access list to make NTNet passkeys less predictable
|
||||
C.registered_name = H.real_name
|
||||
C.assignment = J.title
|
||||
C.update_label()
|
||||
H.sec_hud_set_ID()
|
||||
|
||||
var/obj/item/pda/PDA = H.get_item_by_slot(pda_slot)
|
||||
if(istype(PDA))
|
||||
PDA.owner = H.real_name
|
||||
PDA.ownjob = J.title
|
||||
PDA.update_label()
|
||||
|
||||
/datum/outfit/job/get_chameleon_disguise_info()
|
||||
var/list/types = ..()
|
||||
types -= /obj/item/storage/backpack //otherwise this will override the actual backpacks
|
||||
types += backpack
|
||||
types += satchel
|
||||
types += duffelbag
|
||||
return types
|
||||
|
||||
//Warden and regular officers add this result to their get_access()
|
||||
/datum/job/proc/check_config_for_sec_maint()
|
||||
if(CONFIG_GET(flag/security_has_maint_access))
|
||||
return list(ACCESS_MAINT_TUNNELS)
|
||||
return list()
|
||||
@@ -1,90 +1,69 @@
|
||||
/*
|
||||
AI
|
||||
*/
|
||||
/datum/job/ai
|
||||
title = "AI"
|
||||
flag = AI_JF
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
selection_color = "#ccffcc"
|
||||
supervisors = "your laws"
|
||||
req_admin_notify = TRUE
|
||||
minimal_player_age = 30
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SILICON
|
||||
var/do_special_check = TRUE
|
||||
|
||||
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, outfit_override)
|
||||
. = H.AIize(latejoin)
|
||||
|
||||
/datum/job/ai/after_spawn(mob/H, mob/M, latejoin)
|
||||
. = ..()
|
||||
if(latejoin)
|
||||
var/obj/structure/AIcore/latejoin_inactive/lateJoinCore
|
||||
for(var/obj/structure/AIcore/latejoin_inactive/P in GLOB.latejoin_ai_cores)
|
||||
if(P.is_available())
|
||||
lateJoinCore = P
|
||||
GLOB.latejoin_ai_cores -= P
|
||||
break
|
||||
if(lateJoinCore)
|
||||
lateJoinCore.available = FALSE
|
||||
H.forceMove(lateJoinCore.loc)
|
||||
qdel(lateJoinCore)
|
||||
var/mob/living/silicon/ai/AI = H
|
||||
AI.apply_pref_name("ai", M.client) //If this runtimes oh well jobcode is fucked.
|
||||
AI.set_core_display_icon(null, M.client)
|
||||
|
||||
//we may have been created after our borg
|
||||
if(SSticker.current_state == GAME_STATE_SETTING_UP)
|
||||
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
|
||||
if(!R.connected_ai)
|
||||
R.TryConnectToAI()
|
||||
|
||||
if(latejoin)
|
||||
announce(AI)
|
||||
|
||||
/datum/job/ai/override_latejoin_spawn()
|
||||
return TRUE
|
||||
|
||||
/datum/job/ai/special_check_latejoin(client/C)
|
||||
if(!do_special_check)
|
||||
return TRUE
|
||||
for(var/i in GLOB.latejoin_ai_cores)
|
||||
var/obj/structure/AIcore/latejoin_inactive/LAI = i
|
||||
if(istype(LAI))
|
||||
if(LAI.is_available())
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/job/ai/announce(mob/living/silicon/ai/AI)
|
||||
. = ..()
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "[AI] has been downloaded to an empty bluespace-networked AI core at [AREACOORD(AI)]."))
|
||||
|
||||
/datum/job/ai/config_check()
|
||||
return CONFIG_GET(flag/allow_ai)
|
||||
|
||||
/*
|
||||
Cyborg
|
||||
*/
|
||||
/datum/job/cyborg
|
||||
title = "Cyborg"
|
||||
flag = CYBORG
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 0
|
||||
spawn_positions = 1
|
||||
supervisors = "your laws and the AI" //Nodrak
|
||||
selection_color = "#ddffdd"
|
||||
minimal_player_age = 21
|
||||
exp_requirements = 120
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, outfit_override = null)
|
||||
return H.Robotize(FALSE, latejoin)
|
||||
|
||||
/datum/job/cyborg/after_spawn(mob/living/silicon/robot/R, mob/M)
|
||||
R.updatename(M.client)
|
||||
R.gender = NEUTER
|
||||
/datum/job/ai
|
||||
title = "AI"
|
||||
flag = AI_JF
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_SILICON
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
selection_color = "#ccffcc"
|
||||
supervisors = "your laws"
|
||||
req_admin_notify = TRUE
|
||||
minimal_player_age = 30
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SILICON
|
||||
display_order = JOB_DISPLAY_ORDER_AI
|
||||
var/do_special_check = TRUE
|
||||
|
||||
/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
|
||||
if(visualsOnly)
|
||||
CRASH("dynamic preview is unsupported")
|
||||
. = H.AIize(latejoin,preference_source)
|
||||
|
||||
/datum/job/ai/after_spawn(mob/H, mob/M, latejoin)
|
||||
. = ..()
|
||||
if(latejoin)
|
||||
var/obj/structure/AIcore/latejoin_inactive/lateJoinCore
|
||||
for(var/obj/structure/AIcore/latejoin_inactive/P in GLOB.latejoin_ai_cores)
|
||||
if(P.is_available())
|
||||
lateJoinCore = P
|
||||
GLOB.latejoin_ai_cores -= P
|
||||
break
|
||||
if(lateJoinCore)
|
||||
lateJoinCore.available = FALSE
|
||||
H.forceMove(lateJoinCore.loc)
|
||||
qdel(lateJoinCore)
|
||||
var/mob/living/silicon/ai/AI = H
|
||||
AI.apply_pref_name("ai", M.client) //If this runtimes oh well jobcode is fucked.
|
||||
AI.set_core_display_icon(null, M.client)
|
||||
|
||||
//we may have been created after our borg
|
||||
if(SSticker.current_state == GAME_STATE_SETTING_UP)
|
||||
for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
|
||||
if(!R.connected_ai)
|
||||
R.TryConnectToAI()
|
||||
|
||||
if(latejoin)
|
||||
announce(AI)
|
||||
|
||||
/datum/job/ai/override_latejoin_spawn()
|
||||
return TRUE
|
||||
|
||||
/datum/job/ai/special_check_latejoin(client/C)
|
||||
if(!do_special_check)
|
||||
return TRUE
|
||||
for(var/i in GLOB.latejoin_ai_cores)
|
||||
var/obj/structure/AIcore/latejoin_inactive/LAI = i
|
||||
if(istype(LAI))
|
||||
if(LAI.is_available())
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/job/ai/announce(mob/living/silicon/ai/AI)
|
||||
. = ..()
|
||||
SSticker.OnRoundstart(CALLBACK(GLOBAL_PROC, .proc/minor_announce, "[AI] has been downloaded to an empty bluespace-networked AI core at [AREACOORD(AI)]."))
|
||||
|
||||
/datum/job/ai/config_check()
|
||||
return CONFIG_GET(flag/allow_ai)
|
||||
|
||||
@@ -14,7 +14,7 @@ Assistant
|
||||
minimal_access = list() //See /datum/job/assistant/get_access()
|
||||
outfit = /datum/outfit/job/assistant
|
||||
antag_rep = 7
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_ASSISTANT
|
||||
|
||||
/datum/job/assistant/get_access()
|
||||
if(CONFIG_GET(flag/assistants_have_maint_access) || !CONFIG_GET(flag/jobs_have_minimal_access)) //Config has assistant maint access set
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
/datum/job/atmos
|
||||
title = "Atmospheric Technician"
|
||||
flag = ATMOSTECH
|
||||
department_head = list("Chief Engineer")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief engineer"
|
||||
selection_color = "#ff9b3d"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/atmos
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_CONSTRUCTION, ACCESS_MINERAL_STOREROOM)
|
||||
display_order = JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN
|
||||
|
||||
/datum/outfit/job/atmos
|
||||
name = "Atmospheric Technician"
|
||||
jobtype = /datum/job/atmos
|
||||
|
||||
belt = /obj/item/storage/belt/utility/atmostech
|
||||
l_pocket = /obj/item/pda/atmos
|
||||
ears = /obj/item/radio/headset/headset_eng
|
||||
uniform = /obj/item/clothing/under/rank/atmospheric_technician
|
||||
r_pocket = /obj/item/analyzer
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
/datum/outfit/job/atmos/rig
|
||||
name = "Atmospheric Technician (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/gas
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine/atmos
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
@@ -0,0 +1,30 @@
|
||||
/datum/job/bartender
|
||||
title = "Bartender"
|
||||
flag = BARTENDER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
exp_type_department = EXP_TYPE_SERVICE // This is so the jobs menu can work properly
|
||||
|
||||
outfit = /datum/outfit/job/bartender
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_BAR, ACCESS_MINERAL_STOREROOM)
|
||||
display_order = JOB_DISPLAY_ORDER_BARTENDER
|
||||
|
||||
/datum/outfit/job/bartender
|
||||
name = "Bartender"
|
||||
jobtype = /datum/job/bartender
|
||||
|
||||
glasses = /obj/item/clothing/glasses/sunglasses/reagent
|
||||
belt = /obj/item/pda/bar
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/bartender
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
backpack_contents = list(/obj/item/storage/box/beanbag=1,/obj/item/book/granter/action/drink_fling=1)
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
/datum/job/hydro
|
||||
title = "Botanist"
|
||||
flag = BOTANIST
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
|
||||
outfit = /datum/outfit/job/botanist
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_HYDROPONICS, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
display_order = JOB_DISPLAY_ORDER_BOTANIST
|
||||
|
||||
/datum/outfit/job/botanist
|
||||
name = "Botanist"
|
||||
jobtype = /datum/job/hydro
|
||||
|
||||
belt = /obj/item/pda/botanist
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/hydroponics
|
||||
suit = /obj/item/clothing/suit/apron
|
||||
gloves =/obj/item/clothing/gloves/botanic_leather
|
||||
suit_store = /obj/item/plant_analyzer
|
||||
|
||||
backpack = /obj/item/storage/backpack/botany
|
||||
satchel = /obj/item/storage/backpack/satchel/hyd
|
||||
|
||||
|
||||
Executable → Regular
+6
-56
@@ -1,20 +1,19 @@
|
||||
/*
|
||||
Captain
|
||||
*/
|
||||
/datum/job/captain
|
||||
title = "Captain"
|
||||
flag = CAPTAIN
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD|DEADMIN_POSITION_SECURITY //:eyes:
|
||||
department_head = list("CentCom")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "Nanotrasen officials and Space law"
|
||||
selection_color = "#ccccff"
|
||||
selection_color = "#aac1ee"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 14
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_COMMAND
|
||||
|
||||
outfit = /datum/outfit/job/captain
|
||||
|
||||
@@ -22,6 +21,9 @@ Captain
|
||||
minimal_access = list() //See get_access()
|
||||
|
||||
mind_traits = list(TRAIT_CAPTAIN_METABOLISM)
|
||||
// mind_traits = list(TRAIT_DISK_VERIFIER)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CAPTAIN
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
@@ -62,55 +64,3 @@ Captain
|
||||
mask = /obj/item/clothing/mask/gas/sechailer
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/captain
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
|
||||
/*
|
||||
Head of Personnel
|
||||
*/
|
||||
/datum/job/hop
|
||||
title = "Head of Personnel"
|
||||
flag = HOP
|
||||
department_head = list("Captain")
|
||||
department_flag = CIVILIAN
|
||||
head_announce = list(RADIO_CHANNEL_SERVICE)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ddddff"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 10
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SUPPLY
|
||||
|
||||
outfit = /datum/outfit/job/hop
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/prosopagnosia, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/hop
|
||||
name = "Head of Personnel"
|
||||
jobtype = /datum/job/hop
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/hop
|
||||
ears = /obj/item/radio/headset/heads/hop
|
||||
uniform = /obj/item/clothing/under/rank/head_of_personnel
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/hopcap
|
||||
backpack_contents = list(/obj/item/storage/box/ids=1,\
|
||||
/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/e_gun, /obj/item/stamp/hop)
|
||||
|
||||
@@ -1,293 +0,0 @@
|
||||
/*
|
||||
Quartermaster
|
||||
*/
|
||||
/datum/job/qm
|
||||
title = "Quartermaster"
|
||||
flag = QUARTERMASTER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
head_announce = list(RADIO_CHANNEL_SUPPLY)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#d7b088"
|
||||
|
||||
outfit = /datum/outfit/job/quartermaster
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
|
||||
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/quartermaster
|
||||
name = "Quartermaster"
|
||||
jobtype = /datum/job/qm
|
||||
|
||||
belt = /obj/item/pda/quartermaster
|
||||
ears = /obj/item/radio/headset/headset_cargo
|
||||
uniform = /obj/item/clothing/under/rank/cargo
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
glasses = /obj/item/clothing/glasses/sunglasses
|
||||
l_hand = /obj/item/clipboard
|
||||
|
||||
chameleon_extras = /obj/item/stamp/qm
|
||||
|
||||
/*
|
||||
Cargo Technician
|
||||
*/
|
||||
/datum/job/cargo_tech
|
||||
title = "Cargo Technician"
|
||||
flag = CARGOTECH
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the quartermaster and the head of personnel"
|
||||
selection_color = "#dcba97"
|
||||
|
||||
outfit = /datum/outfit/job/cargo_tech
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/cargo_tech
|
||||
name = "Cargo Technician"
|
||||
jobtype = /datum/job/cargo_tech
|
||||
|
||||
belt = /obj/item/pda/cargo
|
||||
ears = /obj/item/radio/headset/headset_cargo
|
||||
uniform = /obj/item/clothing/under/rank/cargotech
|
||||
l_hand = /obj/item/export_scanner
|
||||
|
||||
/*
|
||||
Shaft Miner
|
||||
*/
|
||||
/datum/job/mining
|
||||
title = "Shaft Miner"
|
||||
flag = MINER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 3
|
||||
supervisors = "the quartermaster and the head of personnel"
|
||||
selection_color = "#dcba97"
|
||||
custom_spawn_text = "Remember, you are a miner, not a hunter. Hunting monsters is not a requirement of your job, the only requirement of your job is to provide materials for the station. Don't be afraid to run away if you're inexperienced with fighting the mining area's locals."
|
||||
|
||||
outfit = /datum/outfit/job/miner
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_CARGO_BOT, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/miner
|
||||
name = "Shaft Miner (Lavaland)"
|
||||
jobtype = /datum/job/mining
|
||||
|
||||
belt = /obj/item/pda/shaftminer
|
||||
ears = /obj/item/radio/headset/headset_cargo/mining
|
||||
shoes = /obj/item/clothing/shoes/workboots/mining
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
uniform = /obj/item/clothing/under/rank/miner/lavaland
|
||||
l_pocket = /obj/item/reagent_containers/hypospray/medipen/survival
|
||||
r_pocket = /obj/item/storage/bag/ore //causes issues if spawned in backpack
|
||||
backpack_contents = list(
|
||||
/obj/item/flashlight/seclite=1,\
|
||||
/obj/item/kitchen/knife/combat/survival=1,\
|
||||
/obj/item/mining_voucher=1,\
|
||||
/obj/item/suit_voucher=1,\
|
||||
/obj/item/stack/marker_beacon/ten=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/explorer
|
||||
satchel = /obj/item/storage/backpack/satchel/explorer
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag
|
||||
box = /obj/item/storage/box/survival_mining
|
||||
|
||||
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
|
||||
|
||||
/datum/outfit/job/miner/asteroid
|
||||
name = "Shaft Miner (Asteroid)"
|
||||
uniform = /obj/item/clothing/under/rank/miner
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
|
||||
/datum/outfit/job/miner/equipped
|
||||
name = "Shaft Miner (Lavaland + Equipment)"
|
||||
suit = /obj/item/clothing/suit/hooded/explorer/standard
|
||||
mask = /obj/item/clothing/mask/gas/explorer
|
||||
glasses = /obj/item/clothing/glasses/meson
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
backpack_contents = list(
|
||||
/obj/item/flashlight/seclite=1,\
|
||||
/obj/item/kitchen/knife/combat/survival=1,
|
||||
/obj/item/mining_voucher=1,
|
||||
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
|
||||
/obj/item/gun/energy/kinetic_accelerator=1,\
|
||||
/obj/item/stack/marker_beacon/ten=1)
|
||||
|
||||
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
if(istype(H.wear_suit, /obj/item/clothing/suit/hooded))
|
||||
var/obj/item/clothing/suit/hooded/S = H.wear_suit
|
||||
S.ToggleHood()
|
||||
|
||||
/datum/outfit/job/miner/equipped/hardsuit
|
||||
name = "Shaft Miner (Equipment + Hardsuit)"
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/mining
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
|
||||
|
||||
/*
|
||||
Bartender
|
||||
*/
|
||||
/datum/job/bartender
|
||||
title = "Bartender"
|
||||
flag = BARTENDER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
|
||||
outfit = /datum/outfit/job/bartender
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_BAR, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
|
||||
/datum/outfit/job/bartender
|
||||
name = "Bartender"
|
||||
jobtype = /datum/job/bartender
|
||||
|
||||
glasses = /obj/item/clothing/glasses/sunglasses/reagent
|
||||
belt = /obj/item/pda/bar
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/bartender
|
||||
suit = /obj/item/clothing/suit/armor/vest
|
||||
backpack_contents = list(/obj/item/storage/box/beanbag=1,/obj/item/book/granter/action/drink_fling=1)
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
|
||||
/*
|
||||
Cook
|
||||
*/
|
||||
/datum/job/cook
|
||||
title = "Cook"
|
||||
flag = COOK
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
var/cooks = 0 //Counts cooks amount
|
||||
|
||||
outfit = /datum/outfit/job/cook
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/cook
|
||||
name = "Cook"
|
||||
jobtype = /datum/job/cook
|
||||
|
||||
belt = /obj/item/pda/cook
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/chef
|
||||
suit = /obj/item/clothing/suit/toggle/chef
|
||||
head = /obj/item/clothing/head/chefhat
|
||||
mask = /obj/item/clothing/mask/fakemoustache/italian
|
||||
backpack_contents = list(/obj/item/sharpener = 1)
|
||||
|
||||
/datum/outfit/job/cook/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
var/datum/job/cook/J = SSjob.GetJobType(jobtype)
|
||||
if(J) // Fix for runtime caused by invalid job being passed
|
||||
if(J.cooks>0)//Cooks
|
||||
suit = /obj/item/clothing/suit/apron/chef
|
||||
head = /obj/item/clothing/head/soft/mime
|
||||
if(!visualsOnly)
|
||||
J.cooks++
|
||||
|
||||
/datum/outfit/job/cook/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
var/list/possible_boxes = subtypesof(/obj/item/storage/box/ingredients)
|
||||
var/chosen_box = pick(possible_boxes)
|
||||
var/obj/item/storage/box/I = new chosen_box(src)
|
||||
H.equip_to_slot_or_del(I,SLOT_IN_BACKPACK)
|
||||
var/datum/martial_art/cqc/under_siege/justacook = new
|
||||
justacook.teach(H)
|
||||
|
||||
/*
|
||||
Botanist
|
||||
*/
|
||||
/datum/job/hydro
|
||||
title = "Botanist"
|
||||
flag = BOTANIST
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
|
||||
outfit = /datum/outfit/job/botanist
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_HYDROPONICS, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
// Removed tox and chem access because STOP PISSING OFF THE CHEMIST GUYS
|
||||
// Removed medical access because WHAT THE FUCK YOU AREN'T A DOCTOR YOU GROW WHEAT
|
||||
// Given Morgue access because they have a viable means of cloning.
|
||||
|
||||
|
||||
/datum/outfit/job/botanist
|
||||
name = "Botanist"
|
||||
jobtype = /datum/job/hydro
|
||||
|
||||
belt = /obj/item/pda/botanist
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/hydroponics
|
||||
suit = /obj/item/clothing/suit/apron
|
||||
gloves =/obj/item/clothing/gloves/botanic_leather
|
||||
suit_store = /obj/item/plant_analyzer
|
||||
|
||||
backpack = /obj/item/storage/backpack/botany
|
||||
satchel = /obj/item/storage/backpack/satchel/hyd
|
||||
|
||||
|
||||
/*
|
||||
Janitor
|
||||
*/
|
||||
/datum/job/janitor
|
||||
title = "Janitor"
|
||||
flag = JANITOR
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
var/global/janitors = 0
|
||||
|
||||
outfit = /datum/outfit/job/janitor
|
||||
|
||||
access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/janitor
|
||||
name = "Janitor"
|
||||
jobtype = /datum/job/janitor
|
||||
|
||||
belt = /obj/item/pda/janitor
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/janitor
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
@@ -0,0 +1,27 @@
|
||||
/datum/job/cargo_tech
|
||||
title = "Cargo Technician"
|
||||
flag = CARGOTECH
|
||||
department_head = list("Quartermaster")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the quartermaster"
|
||||
selection_color = "#ca8f55"
|
||||
|
||||
outfit = /datum/outfit/job/cargo_tech
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CARGO_TECHNICIAN
|
||||
|
||||
/datum/outfit/job/cargo_tech
|
||||
name = "Cargo Technician"
|
||||
jobtype = /datum/job/cargo_tech
|
||||
|
||||
belt = /obj/item/pda/cargo
|
||||
ears = /obj/item/radio/headset/headset_cargo
|
||||
uniform = /obj/item/clothing/under/rank/cargotech
|
||||
l_hand = /obj/item/export_scanner
|
||||
|
||||
+121
-95
@@ -1,95 +1,121 @@
|
||||
//Due to how large this one is it gets its own file
|
||||
/*
|
||||
Chaplain
|
||||
*/
|
||||
/datum/job/chaplain
|
||||
title = "Chaplain"
|
||||
flag = CHAPLAIN
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/chaplain
|
||||
|
||||
access = list(ACCESS_MORGUE, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_MORGUE, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_THEATRE)
|
||||
|
||||
/datum/job/chaplain/after_spawn(mob/living/H, mob/M)
|
||||
. = ..()
|
||||
if(H.mind)
|
||||
H.mind.isholy = TRUE
|
||||
|
||||
var/obj/item/storage/book/bible/booze/B = new
|
||||
|
||||
if(GLOB.religion)
|
||||
B.deity_name = GLOB.deity
|
||||
B.name = GLOB.bible_name
|
||||
B.icon_state = GLOB.bible_icon_state
|
||||
B.item_state = GLOB.bible_item_state
|
||||
to_chat(H, "There is already an established religion onboard the station. You are an acolyte of [GLOB.deity]. Defer to the Chaplain.")
|
||||
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
|
||||
var/nrt = GLOB.holy_weapon_type || /obj/item/nullrod
|
||||
var/obj/item/nullrod/N = new nrt(H)
|
||||
H.put_in_hands(N)
|
||||
return
|
||||
|
||||
var/new_religion = "Christianity"
|
||||
if(M.client && M.client.prefs.custom_names["religion"])
|
||||
new_religion = M.client.prefs.custom_names["religion"]
|
||||
|
||||
var/new_deity = "Space Jesus"
|
||||
if(M.client && M.client.prefs.custom_names["deity"])
|
||||
new_deity = M.client.prefs.custom_names["deity"]
|
||||
|
||||
B.deity_name = new_deity
|
||||
|
||||
|
||||
switch(lowertext(new_religion))
|
||||
if("christianity")
|
||||
B.name = pick("The Holy Bible","The Dead Sea Scrolls")
|
||||
if("satanism")
|
||||
B.name = "The Unholy Bible"
|
||||
if("cthulhu")
|
||||
B.name = "The Necronomicon"
|
||||
if("islam")
|
||||
B.name = "Quran"
|
||||
if("scientology")
|
||||
B.name = pick("The Biography of L. Ron Hubbard","Dianetics")
|
||||
if("chaos")
|
||||
B.name = "The Book of Lorgar"
|
||||
if("imperium")
|
||||
B.name = "Uplifting Primer"
|
||||
if("toolboxia")
|
||||
B.name = "Toolbox Manifesto"
|
||||
if("homosexuality")
|
||||
B.name = "Guys Gone Wild"
|
||||
if("lol", "wtf", "gay", "penis", "ass", "poo", "badmin", "shitmin", "deadmin", "cock", "cocks", "meme", "memes")
|
||||
B.name = pick("Woodys Got Wood: The Aftermath", "War of the Cocks", "Sweet Bro and Hella Jef: Expanded Edition")
|
||||
H.adjustBrainLoss(100) // starts off retarded as fuck
|
||||
if("science")
|
||||
B.name = pick("Principle of Relativity", "Quantum Enigma: Physics Encounters Consciousness", "Programming the Universe", "Quantum Physics and Theology", "String Theory for Dummies", "How To: Build Your Own Warp Drive", "The Mysteries of Bluespace", "Playing God: Collector's Edition")
|
||||
else
|
||||
B.name = "The Holy Book of [new_religion]"
|
||||
|
||||
GLOB.religion = new_religion
|
||||
GLOB.bible_name = B.name
|
||||
GLOB.deity = B.deity_name
|
||||
|
||||
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
|
||||
|
||||
SSblackbox.record_feedback("text", "religion_name", 1, "[new_religion]", 1)
|
||||
SSblackbox.record_feedback("text", "religion_deity", 1, "[new_deity]", 1)
|
||||
|
||||
/datum/outfit/job/chaplain
|
||||
name = "Chaplain"
|
||||
jobtype = /datum/job/chaplain
|
||||
|
||||
belt = /obj/item/pda/chaplain
|
||||
uniform = /obj/item/clothing/under/rank/chaplain
|
||||
backpack_contents = list(/obj/item/camera/spooky = 1)
|
||||
backpack = /obj/item/storage/backpack/cultpack
|
||||
satchel = /obj/item/storage/backpack/cultpack
|
||||
/datum/job/chaplain
|
||||
title = "Chaplain"
|
||||
flag = CHAPLAIN
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/chaplain
|
||||
|
||||
access = list(ACCESS_MORGUE, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_MORGUE, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_THEATRE)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CHAPLAIN
|
||||
|
||||
|
||||
/datum/job/chaplain/after_spawn(mob/living/H, mob/M)
|
||||
. = ..()
|
||||
if(H.mind)
|
||||
H.mind.isholy = TRUE
|
||||
|
||||
var/obj/item/storage/book/bible/booze/B = new
|
||||
|
||||
if(GLOB.religion)
|
||||
B.deity_name = GLOB.deity
|
||||
B.name = GLOB.bible_name
|
||||
B.icon_state = GLOB.bible_icon_state
|
||||
B.item_state = GLOB.bible_item_state
|
||||
to_chat(H, "There is already an established religion onboard the station. You are an acolyte of [GLOB.deity]. Defer to the Chaplain.")
|
||||
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
|
||||
var/nrt = GLOB.holy_weapon_type || /obj/item/nullrod
|
||||
var/obj/item/nullrod/N = new nrt(H)
|
||||
H.put_in_hands(N)
|
||||
return
|
||||
|
||||
var/new_religion = DEFAULT_RELIGION
|
||||
if(M.client && M.client.prefs.custom_names["religion"])
|
||||
new_religion = M.client.prefs.custom_names["religion"]
|
||||
|
||||
var/new_deity = DEFAULT_DEITY
|
||||
if(M.client && M.client.prefs.custom_names["deity"])
|
||||
new_deity = M.client.prefs.custom_names["deity"]
|
||||
|
||||
B.deity_name = new_deity
|
||||
|
||||
|
||||
switch(lowertext(new_religion))
|
||||
if("christianity") // DEFAULT_RELIGION
|
||||
B.name = pick("The Holy Bible","The Dead Sea Scrolls")
|
||||
if("buddhism")
|
||||
B.name = "The Sutras"
|
||||
if("clownism","honkmother","honk","honkism","comedy")
|
||||
B.name = pick("The Holy Joke Book", "Just a Prank", "Hymns to the Honkmother")
|
||||
if("chaos")
|
||||
B.name = "The Book of Lorgar"
|
||||
if("cthulhu")
|
||||
B.name = "The Necronomicon"
|
||||
if("hinduism")
|
||||
B.name = "The Vedas"
|
||||
if("homosexuality")
|
||||
B.name = pick("Guys Gone Wild","Coming Out of The Closet")
|
||||
if("imperium")
|
||||
B.name = "Uplifting Primer"
|
||||
if("islam")
|
||||
B.name = "Quran"
|
||||
if("judaism")
|
||||
B.name = "The Torah"
|
||||
if("lampism")
|
||||
B.name = "Fluorescent Incandescence"
|
||||
if("lol", "wtf", "gay", "penis", "ass", "poo", "badmin", "shitmin", "deadmin", "cock", "cocks", "meme", "memes")
|
||||
B.name = pick("Woodys Got Wood: The Aftermath", "War of the Cocks", "Sweet Bro and Hella Jef: Expanded Edition","F.A.T.A.L. Rulebook")
|
||||
H.adjustBrainLoss(100) // starts off retarded as fuck
|
||||
if("monkeyism","apism","gorillism","primatism")
|
||||
B.name = pick("Going Bananas", "Bananas Out For Harambe")
|
||||
if("mormonism")
|
||||
B.name = "The Book of Mormon"
|
||||
if("pastafarianism")
|
||||
B.name = "The Gospel of the Flying Spaghetti Monster"
|
||||
if("rastafarianism","rasta")
|
||||
B.name = "The Holy Piby"
|
||||
if("satanism")
|
||||
B.name = "The Unholy Bible"
|
||||
if("science")
|
||||
B.name = pick("Principle of Relativity", "Quantum Enigma: Physics Encounters Consciousness", "Programming the Universe", "Quantum Physics and Theology", "String Theory for Dummies", "How To: Build Your Own Warp Drive", "The Mysteries of Bluespace", "Playing God: Collector's Edition")
|
||||
if("scientology")
|
||||
B.name = pick("The Biography of L. Ron Hubbard","Dianetics")
|
||||
if("servicianism", "partying")
|
||||
B.name = "The Tenets of Servicia"
|
||||
B.deity_name = pick("Servicia", "Space Bacchus", "Space Dionysus")
|
||||
B.desc = "Happy, Full, Clean. Live it and give it."
|
||||
if("subgenius")
|
||||
B.name = "Book of the SubGenius"
|
||||
if("toolboxia","greytide")
|
||||
B.name = pick("Toolbox Manifesto","iGlove Assistants")
|
||||
if("weeaboo","kawaii")
|
||||
B.name = pick("Fanfiction Compendium","Japanese for Dummies","The Manganomicon","Establishing Your O.T.P")
|
||||
else
|
||||
B.name = "The Holy Book of [new_religion]"
|
||||
|
||||
GLOB.religion = new_religion
|
||||
GLOB.bible_name = B.name
|
||||
GLOB.deity = B.deity_name
|
||||
|
||||
H.equip_to_slot_or_del(B, SLOT_IN_BACKPACK)
|
||||
|
||||
SSblackbox.record_feedback("text", "religion_name", 1, "[new_religion]", 1)
|
||||
SSblackbox.record_feedback("text", "religion_deity", 1, "[new_deity]", 1)
|
||||
|
||||
/datum/outfit/job/chaplain
|
||||
name = "Chaplain"
|
||||
jobtype = /datum/job/chaplain
|
||||
|
||||
belt = /obj/item/pda/chaplain
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/chaplain
|
||||
backpack_contents = list(/obj/item/camera/spooky = 1)
|
||||
backpack = /obj/item/storage/backpack/cultpack
|
||||
satchel = /obj/item/storage/backpack/cultpack
|
||||
@@ -0,0 +1,36 @@
|
||||
/datum/job/chemist
|
||||
title = "Chemist"
|
||||
flag = CHEMIST
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#74b5e0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/chemist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CHEMIST
|
||||
|
||||
/datum/outfit/job/chemist
|
||||
name = "Chemist"
|
||||
jobtype = /datum/job/chemist
|
||||
|
||||
glasses = /obj/item/clothing/glasses/science
|
||||
belt = /obj/item/pda/chemist
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/chemist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/chemist
|
||||
backpack = /obj/item/storage/backpack/chemistry
|
||||
satchel = /obj/item/storage/backpack/satchel/chem
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = /obj/item/gun/syringe
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
/datum/job/chief_engineer
|
||||
title = "Chief Engineer"
|
||||
flag = CHIEF
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD
|
||||
department_head = list("Captain")
|
||||
department_flag = ENGSEC
|
||||
head_announce = list(RADIO_CHANNEL_ENGINEERING)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ee7400"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_ENGINEERING
|
||||
|
||||
outfit = /datum/outfit/job/ce
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
|
||||
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
|
||||
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EVA,
|
||||
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
|
||||
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CHIEF_ENGINEER
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/paraplegic, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/ce
|
||||
name = "Chief Engineer"
|
||||
jobtype = /datum/job/chief_engineer
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/storage/belt/utility/chief/full
|
||||
l_pocket = /obj/item/pda/heads/ce
|
||||
ears = /obj/item/radio/headset/heads/ce
|
||||
uniform = /obj/item/clothing/under/rank/chief_engineer
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/hardhat/white
|
||||
gloves = /obj/item/clothing/gloves/color/black/ce
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
chameleon_extras = /obj/item/stamp/ce
|
||||
|
||||
/datum/outfit/job/ce/rig
|
||||
name = "Chief Engineer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine/elite
|
||||
shoes = /obj/item/clothing/shoes/magboots/advance
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
glasses = /obj/item/clothing/glasses/meson/engine
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
head = null
|
||||
internals_slot = SLOT_S_STORE
|
||||
@@ -0,0 +1,59 @@
|
||||
/datum/job/cmo
|
||||
title = "Chief Medical Officer"
|
||||
flag = CMO_JF
|
||||
department_head = list("Captain")
|
||||
department_flag = MEDSCI
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD
|
||||
head_announce = list(RADIO_CHANNEL_MEDICAL)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#509ed1"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_MEDICAL
|
||||
|
||||
outfit = /datum/outfit/job/cmo
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CHIEF_MEDICAL_OFFICER
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/cmo
|
||||
name = "Chief Medical Officer"
|
||||
jobtype = /datum/job/cmo
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/cmo
|
||||
l_pocket = /obj/item/pinpointer/crew
|
||||
ears = /obj/item/radio/headset/heads/cmo
|
||||
uniform = /obj/item/clothing/under/rank/chief_medical_officer
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/cmo
|
||||
l_hand = /obj/item/storage/firstaid/regular
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/medic
|
||||
satchel = /obj/item/storage/backpack/satchel/med
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/syringe, /obj/item/stamp/cmo)
|
||||
|
||||
/datum/outfit/job/cmo/hardsuit
|
||||
name = "Chief Medical Officer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/medical
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
r_pocket = /obj/item/flashlight/pen
|
||||
|
||||
@@ -1,206 +0,0 @@
|
||||
/*
|
||||
Clown
|
||||
*/
|
||||
/datum/job/clown
|
||||
title = "Clown"
|
||||
flag = CLOWN
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/clown
|
||||
|
||||
access = list(ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_THEATRE)
|
||||
|
||||
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
. = ..()
|
||||
H.apply_pref_name("clown", M.client)
|
||||
|
||||
/datum/outfit/job/clown
|
||||
name = "Clown"
|
||||
jobtype = /datum/job/clown
|
||||
|
||||
belt = /obj/item/pda/clown
|
||||
uniform = /obj/item/clothing/under/rank/clown
|
||||
shoes = /obj/item/clothing/shoes/clown_shoes
|
||||
mask = /obj/item/clothing/mask/gas/clown_hat
|
||||
l_pocket = /obj/item/bikehorn
|
||||
backpack_contents = list(
|
||||
/obj/item/stamp/clown = 1,
|
||||
/obj/item/reagent_containers/spray/waterflower = 1,
|
||||
/obj/item/reagent_containers/food/snacks/grown/banana = 1,
|
||||
/obj/item/instrument/bikehorn = 1,
|
||||
)
|
||||
|
||||
implants = list(/obj/item/implant/sad_trombone)
|
||||
|
||||
backpack = /obj/item/storage/backpack/clown
|
||||
satchel = /obj/item/storage/backpack/clown
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/clown //strangely has a duffel
|
||||
|
||||
box = /obj/item/storage/box/hug/survival
|
||||
|
||||
chameleon_extras = /obj/item/stamp/clown
|
||||
|
||||
|
||||
/datum/outfit/job/clown/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names))
|
||||
|
||||
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
H.dna.add_mutation(CLOWNMUT)
|
||||
H.dna.add_mutation(SMILE)
|
||||
|
||||
/*
|
||||
Mime
|
||||
*/
|
||||
/datum/job/mime
|
||||
title = "Mime"
|
||||
flag = MIME
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/mime
|
||||
|
||||
access = list(ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_THEATRE)
|
||||
|
||||
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
H.apply_pref_name("mime", M.client)
|
||||
|
||||
/datum/outfit/job/mime
|
||||
name = "Mime"
|
||||
jobtype = /datum/job/mime
|
||||
|
||||
belt = /obj/item/pda/mime
|
||||
uniform = /obj/item/clothing/under/rank/mime
|
||||
mask = /obj/item/clothing/mask/gas/mime
|
||||
gloves = /obj/item/clothing/gloves/color/white
|
||||
head = /obj/item/clothing/head/frenchberet
|
||||
suit = /obj/item/clothing/suit/suspenders
|
||||
backpack_contents = list(/obj/item/reagent_containers/food/drinks/bottle/bottleofnothing=1)
|
||||
|
||||
accessory = /obj/item/clothing/accessory/pocketprotector/cosmetology
|
||||
backpack = /obj/item/storage/backpack/mime
|
||||
satchel = /obj/item/storage/backpack/mime
|
||||
|
||||
|
||||
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
if(H.mind)
|
||||
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
|
||||
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
|
||||
H.mind.miming = 1
|
||||
|
||||
/*
|
||||
Curator
|
||||
*/
|
||||
/datum/job/curator
|
||||
title = "Curator"
|
||||
flag = CURATOR
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/curator
|
||||
|
||||
access = list(ACCESS_LIBRARY)
|
||||
minimal_access = list(ACCESS_LIBRARY, ACCESS_CONSTRUCTION,ACCESS_MINING_STATION)
|
||||
|
||||
/datum/outfit/job/curator
|
||||
name = "Curator"
|
||||
jobtype = /datum/job/curator
|
||||
|
||||
belt = /obj/item/pda/curator
|
||||
uniform = /obj/item/clothing/under/rank/curator
|
||||
l_hand = /obj/item/storage/bag/books
|
||||
r_pocket = /obj/item/key/displaycase
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
accessory = /obj/item/clothing/accessory/pocketprotector/full
|
||||
backpack_contents = list(
|
||||
/obj/item/melee/curator_whip = 1,
|
||||
/obj/item/soapstone = 1,
|
||||
/obj/item/barcodescanner = 1
|
||||
)
|
||||
|
||||
|
||||
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
H.grant_all_languages(omnitongue=TRUE)
|
||||
/*
|
||||
Lawyer
|
||||
*/
|
||||
/datum/job/lawyer
|
||||
title = "Lawyer"
|
||||
flag = LAWYER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
var/lawyers = 0 //Counts lawyer amount
|
||||
|
||||
outfit = /datum/outfit/job/lawyer
|
||||
|
||||
access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
|
||||
minimal_access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
/datum/outfit/job/lawyer
|
||||
name = "Lawyer"
|
||||
jobtype = /datum/job/lawyer
|
||||
|
||||
belt = /obj/item/pda/lawyer
|
||||
ears = /obj/item/radio/headset/headset_sec
|
||||
uniform = /obj/item/clothing/under/lawyer/bluesuit
|
||||
suit = /obj/item/clothing/suit/toggle/lawyer
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
l_hand = /obj/item/storage/briefcase/lawyer
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
r_pocket = /obj/item/clothing/accessory/lawyers_badge
|
||||
|
||||
chameleon_extras = /obj/item/stamp/law
|
||||
|
||||
|
||||
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
|
||||
J.lawyers++
|
||||
if(J.lawyers>1)
|
||||
uniform = /obj/item/clothing/under/lawyer/purpsuit
|
||||
suit = /obj/item/clothing/suit/toggle/lawyer/purple
|
||||
@@ -0,0 +1,58 @@
|
||||
/datum/job/clown
|
||||
title = "Clown"
|
||||
flag = CLOWN
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/clown
|
||||
|
||||
access = list(ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_THEATRE)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CLOWN
|
||||
|
||||
|
||||
/datum/job/clown/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
. = ..()
|
||||
H.apply_pref_name("clown", M.client)
|
||||
|
||||
/datum/outfit/job/clown
|
||||
name = "Clown"
|
||||
jobtype = /datum/job/clown
|
||||
|
||||
belt = /obj/item/pda/clown
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/clown
|
||||
shoes = /obj/item/clothing/shoes/clown_shoes
|
||||
mask = /obj/item/clothing/mask/gas/clown_hat
|
||||
l_pocket = /obj/item/bikehorn
|
||||
backpack_contents = list(
|
||||
/obj/item/stamp/clown = 1,
|
||||
/obj/item/reagent_containers/spray/waterflower = 1,
|
||||
/obj/item/reagent_containers/food/snacks/grown/banana = 1,
|
||||
/obj/item/instrument/bikehorn = 1,
|
||||
)
|
||||
|
||||
implants = list(/obj/item/implant/sad_trombone)
|
||||
|
||||
backpack = /obj/item/storage/backpack/clown
|
||||
satchel = /obj/item/storage/backpack/clown
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/clown //strangely has a duffel
|
||||
|
||||
box = /obj/item/storage/box/hug/survival
|
||||
|
||||
chameleon_extras = /obj/item/stamp/clown
|
||||
|
||||
/datum/outfit/job/clown/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names)) //rename the mob AFTER they're equipped so their ID gets updated properly.
|
||||
H.dna.add_mutation(CLOWNMUT)
|
||||
H.dna.add_mutation(SMILE)
|
||||
@@ -0,0 +1,52 @@
|
||||
/datum/job/cook
|
||||
title = "Cook"
|
||||
flag = COOK
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
var/cooks = 0 //Counts cooks amount
|
||||
|
||||
outfit = /datum/outfit/job/cook
|
||||
|
||||
access = list(ACCESS_HYDROPONICS, ACCESS_BAR, ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_KITCHEN, ACCESS_MORGUE, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_COOK
|
||||
|
||||
/datum/outfit/job/cook
|
||||
name = "Cook"
|
||||
jobtype = /datum/job/cook
|
||||
|
||||
belt = /obj/item/pda/cook
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/chef
|
||||
suit = /obj/item/clothing/suit/toggle/chef
|
||||
head = /obj/item/clothing/head/chefhat
|
||||
mask = /obj/item/clothing/mask/fakemoustache/italian
|
||||
backpack_contents = list(/obj/item/sharpener = 1)
|
||||
|
||||
/datum/outfit/job/cook/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
var/datum/job/cook/J = SSjob.GetJobType(jobtype)
|
||||
if(J) // Fix for runtime caused by invalid job being passed
|
||||
if(J.cooks>0)//Cooks
|
||||
suit = /obj/item/clothing/suit/apron/chef
|
||||
head = /obj/item/clothing/head/soft/mime
|
||||
if(!visualsOnly)
|
||||
J.cooks++
|
||||
|
||||
/datum/outfit/job/cook/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
var/list/possible_boxes = subtypesof(/obj/item/storage/box/ingredients)
|
||||
var/chosen_box = pick(possible_boxes)
|
||||
var/obj/item/storage/box/I = new chosen_box(src)
|
||||
H.equip_to_slot_or_del(I,SLOT_IN_BACKPACK)
|
||||
var/datum/martial_art/cqc/under_siege/justacook = new
|
||||
justacook.teach(H)
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
/datum/job/curator
|
||||
title = "Curator"
|
||||
flag = CURATOR
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/curator
|
||||
|
||||
access = list(ACCESS_LIBRARY)
|
||||
minimal_access = list(ACCESS_LIBRARY, ACCESS_CONSTRUCTION, ACCESS_MINING_STATION)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CURATOR
|
||||
|
||||
/datum/outfit/job/curator
|
||||
name = "Curator"
|
||||
jobtype = /datum/job/curator
|
||||
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
belt = /obj/item/pda/curator
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/curator
|
||||
l_hand = /obj/item/storage/bag/books
|
||||
r_pocket = /obj/item/key/displaycase
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
accessory = /obj/item/clothing/accessory/pocketprotector/full
|
||||
backpack_contents = list(
|
||||
/obj/item/melee/curator_whip = 1,
|
||||
/obj/item/soapstone = 1,
|
||||
/obj/item/barcodescanner = 1
|
||||
)
|
||||
|
||||
/datum/outfit/job/curator/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
H.grant_all_languages(omnitongue=TRUE)
|
||||
@@ -0,0 +1,27 @@
|
||||
/datum/job/cyborg
|
||||
title = "Cyborg"
|
||||
flag = CYBORG
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_SILICON
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 0
|
||||
spawn_positions = 1
|
||||
supervisors = "your laws and the AI" //Nodrak
|
||||
selection_color = "#ddffdd"
|
||||
minimal_player_age = 21
|
||||
exp_requirements = 120
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_CYBORG
|
||||
|
||||
/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
|
||||
if(visualsOnly)
|
||||
CRASH("dynamic preview is unsupported")
|
||||
return H.Robotize(FALSE, latejoin)
|
||||
|
||||
/datum/job/cyborg/after_spawn(mob/living/silicon/robot/R, mob/M)
|
||||
R.updatename(M.client)
|
||||
R.gender = NEUTER
|
||||
|
||||
/datum/job/cyborg/radio_help_message(mob/M)
|
||||
to_chat(M, "<b>Prefix your message with :b to speak with other cyborgs and AI.</b>")
|
||||
@@ -0,0 +1,57 @@
|
||||
/datum/job/detective
|
||||
title = "Detective"
|
||||
flag = DETECTIVE
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of security"
|
||||
selection_color = "#c02f2f"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/detective
|
||||
|
||||
access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_DETECTIVE
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/outfit/job/detective
|
||||
name = "Detective"
|
||||
jobtype = /datum/job/detective
|
||||
|
||||
belt = /obj/item/pda/detective
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/det
|
||||
neck = /obj/item/clothing/neck/tie/black
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/det_suit
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/fedora/det_hat
|
||||
l_pocket = /obj/item/toy/crayon/white
|
||||
r_pocket = /obj/item/lighter
|
||||
backpack_contents = list(/obj/item/storage/box/evidence=1,\
|
||||
/obj/item/detective_scanner=1,\
|
||||
/obj/item/melee/classic_baton=1)
|
||||
mask = /obj/item/clothing/mask/cigarette
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/ballistic/revolver/detective, /obj/item/clothing/glasses/sunglasses)
|
||||
|
||||
/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
|
||||
if(istype(cig)) //Some species specfic changes can mess this up (plasmamen)
|
||||
cig.light("")
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
@@ -1,169 +0,0 @@
|
||||
/*
|
||||
Chief Engineer
|
||||
*/
|
||||
/datum/job/chief_engineer
|
||||
title = "Chief Engineer"
|
||||
flag = CHIEF
|
||||
department_head = list("Captain")
|
||||
department_flag = ENGSEC
|
||||
head_announce = list(RADIO_CHANNEL_ENGINEERING)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ffeeaa"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_ENGINEERING
|
||||
|
||||
outfit = /datum/outfit/job/ce
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EMERGENCY_STORAGE, ACCESS_EVA,
|
||||
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
|
||||
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ATMOSPHERICS, ACCESS_EMERGENCY_STORAGE, ACCESS_EVA,
|
||||
ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
|
||||
ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/paraplegic, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/ce
|
||||
name = "Chief Engineer"
|
||||
jobtype = /datum/job/chief_engineer
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/storage/belt/utility/chief/full
|
||||
l_pocket = /obj/item/pda/heads/ce
|
||||
ears = /obj/item/radio/headset/heads/ce
|
||||
uniform = /obj/item/clothing/under/rank/chief_engineer
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/hardhat/white
|
||||
gloves = /obj/item/clothing/gloves/color/black/ce
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
chameleon_extras = /obj/item/stamp/ce
|
||||
|
||||
/datum/outfit/job/ce/rig
|
||||
name = "Chief Engineer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine/elite
|
||||
shoes = /obj/item/clothing/shoes/magboots/advance
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
glasses = /obj/item/clothing/glasses/meson/engine
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
head = null
|
||||
internals_slot = SLOT_S_STORE
|
||||
|
||||
|
||||
/*
|
||||
Station Engineer
|
||||
*/
|
||||
/datum/job/engineer
|
||||
title = "Station Engineer"
|
||||
flag = ENGINEER
|
||||
department_head = list("Chief Engineer")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 5
|
||||
supervisors = "the chief engineer"
|
||||
selection_color = "#fff5cc"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/engineer
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/engineer
|
||||
name = "Station Engineer"
|
||||
jobtype = /datum/job/engineer
|
||||
|
||||
belt = /obj/item/storage/belt/utility/full/engi
|
||||
l_pocket = /obj/item/pda/engineering
|
||||
ears = /obj/item/radio/headset/headset_eng
|
||||
uniform = /obj/item/clothing/under/rank/engineer
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
head = /obj/item/clothing/head/hardhat
|
||||
r_pocket = /obj/item/t_scanner
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
/datum/outfit/job/engineer/gloved
|
||||
name = "Station Engineer (Gloves)"
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
|
||||
/datum/outfit/job/engineer/gloved/rig
|
||||
name = "Station Engineer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
head = null
|
||||
internals_slot = SLOT_S_STORE
|
||||
|
||||
|
||||
/*
|
||||
Atmospheric Technician
|
||||
*/
|
||||
/datum/job/atmos
|
||||
title = "Atmospheric Technician"
|
||||
flag = ATMOSTECH
|
||||
department_head = list("Chief Engineer")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief engineer"
|
||||
selection_color = "#fff5cc"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/atmos
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_EMERGENCY_STORAGE, ACCESS_CONSTRUCTION, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/atmos
|
||||
name = "Atmospheric Technician"
|
||||
jobtype = /datum/job/atmos
|
||||
|
||||
belt = /obj/item/storage/belt/utility/atmostech
|
||||
l_pocket = /obj/item/pda/atmos
|
||||
ears = /obj/item/radio/headset/headset_eng
|
||||
uniform = /obj/item/clothing/under/rank/atmospheric_technician
|
||||
r_pocket = /obj/item/analyzer
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
/datum/outfit/job/atmos/rig
|
||||
name = "Atmospheric Technician (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/gas
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine/atmos
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
@@ -0,0 +1,35 @@
|
||||
/datum/job/geneticist
|
||||
title = "Geneticist"
|
||||
flag = GENETICIST
|
||||
department_head = list("Chief Medical Officer", "Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief medical officer and research director"
|
||||
selection_color = "#74b5e0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/geneticist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_ROBOTICS, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_GENETICIST
|
||||
|
||||
/datum/outfit/job/geneticist
|
||||
name = "Geneticist"
|
||||
jobtype = /datum/job/geneticist
|
||||
|
||||
belt = /obj/item/pda/geneticist
|
||||
ears = /obj/item/radio/headset/headset_medsci
|
||||
uniform = /obj/item/clothing/under/rank/geneticist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/genetics
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/genetics
|
||||
satchel = /obj/item/storage/backpack/satchel/gen
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
/datum/job/hop
|
||||
title = "Head of Personnel"
|
||||
flag = HOP
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD
|
||||
department_head = list("Captain")
|
||||
department_flag = CIVILIAN
|
||||
head_announce = list(RADIO_CHANNEL_SERVICE)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#3a8529"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 10
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SERVICE
|
||||
|
||||
outfit = /datum/outfit/job/hop
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_MEDICAL, ACCESS_ENGINE, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD, ACCESS_EVA, ACCESS_HEADS,
|
||||
ACCESS_ALL_PERSONAL_LOCKERS, ACCESS_MAINT_TUNNELS, ACCESS_BAR, ACCESS_JANITOR, ACCESS_CONSTRUCTION, ACCESS_MORGUE,
|
||||
ACCESS_CREMATORIUM, ACCESS_KITCHEN, ACCESS_CARGO, ACCESS_MAILSORTING, ACCESS_QM, ACCESS_HYDROPONICS, ACCESS_LAWYER,
|
||||
ACCESS_THEATRE, ACCESS_CHAPEL_OFFICE, ACCESS_LIBRARY, ACCESS_RESEARCH, ACCESS_MINING, ACCESS_VAULT, ACCESS_MINING_STATION,
|
||||
ACCESS_HOP, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_HEAD_OF_PERSONNEL
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/prosopagnosia, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/hop
|
||||
name = "Head of Personnel"
|
||||
jobtype = /datum/job/hop
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/hop
|
||||
ears = /obj/item/radio/headset/heads/hop
|
||||
uniform = /obj/item/clothing/under/rank/head_of_personnel
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/hopcap
|
||||
backpack_contents = list(/obj/item/storage/box/ids=1,\
|
||||
/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced = 1)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/e_gun, /obj/item/stamp/hop)
|
||||
@@ -0,0 +1,68 @@
|
||||
/datum/job/hos
|
||||
title = "Head of Security"
|
||||
flag = HOS
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD|DEADMIN_POSITION_SECURITY
|
||||
department_head = list("Captain")
|
||||
department_flag = ENGSEC
|
||||
head_announce = list(RADIO_CHANNEL_SECURITY)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#b90000"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 14
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SECURITY
|
||||
|
||||
outfit = /datum/outfit/job/hos
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
|
||||
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
|
||||
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
|
||||
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
|
||||
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_HEAD_OF_SECURITY
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/hos
|
||||
name = "Head of Security"
|
||||
jobtype = /datum/job/hos
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/hos
|
||||
ears = /obj/item/radio/headset/heads/hos/alt
|
||||
uniform = /obj/item/clothing/under/rank/head_of_security
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
|
||||
gloves = /obj/item/clothing/gloves/color/black/hos
|
||||
head = /obj/item/clothing/head/HoS/beret
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
suit_store = /obj/item/gun/energy/e_gun
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/e_gun/hos, /obj/item/stamp/hos)
|
||||
|
||||
/datum/outfit/job/hos/hardsuit
|
||||
name = "Head of Security (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/gas/sechailer
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/security/hos
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/gun/energy/e_gun=1)
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
/datum/job/janitor
|
||||
title = "Janitor"
|
||||
flag = JANITOR
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#bbe291"
|
||||
var/global/janitors = 0
|
||||
|
||||
outfit = /datum/outfit/job/janitor
|
||||
|
||||
access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_JANITOR, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_JANITOR
|
||||
|
||||
/datum/outfit/job/janitor
|
||||
name = "Janitor"
|
||||
jobtype = /datum/job/janitor
|
||||
|
||||
belt = /obj/item/pda/janitor
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/janitor
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
@@ -0,0 +1,47 @@
|
||||
/datum/job/lawyer
|
||||
title = "Lawyer"
|
||||
flag = LAWYER
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
var/lawyers = 0 //Counts lawyer amount
|
||||
|
||||
outfit = /datum/outfit/job/lawyer
|
||||
|
||||
access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
|
||||
minimal_access = list(ACCESS_LAWYER, ACCESS_COURT, ACCESS_SEC_DOORS)
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_LAWYER
|
||||
|
||||
/datum/outfit/job/lawyer
|
||||
name = "Lawyer"
|
||||
jobtype = /datum/job/lawyer
|
||||
|
||||
belt = /obj/item/pda/lawyer
|
||||
ears = /obj/item/radio/headset/headset_sec
|
||||
uniform = /obj/item/clothing/under/lawyer/bluesuit
|
||||
suit = /obj/item/clothing/suit/toggle/lawyer
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
l_hand = /obj/item/storage/briefcase/lawyer
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
r_pocket = /obj/item/clothing/accessory/lawyers_badge
|
||||
|
||||
chameleon_extras = /obj/item/stamp/law
|
||||
|
||||
|
||||
/datum/outfit/job/lawyer/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
var/datum/job/lawyer/J = SSjob.GetJobType(jobtype)
|
||||
J.lawyers++
|
||||
if(J.lawyers>1)
|
||||
uniform = /obj/item/clothing/under/lawyer/purpsuit
|
||||
suit = /obj/item/clothing/suit/toggle/lawyer/purple
|
||||
@@ -1,207 +0,0 @@
|
||||
/*
|
||||
Chief Medical Officer
|
||||
*/
|
||||
/datum/job/cmo
|
||||
title = "Chief Medical Officer"
|
||||
flag = CMO_JF
|
||||
department_head = list("Captain")
|
||||
department_flag = MEDSCI
|
||||
head_announce = list(RADIO_CHANNEL_MEDICAL)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ffddf0"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_MEDICAL
|
||||
|
||||
outfit = /datum/outfit/job/cmo
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_HEADS, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_CMO, ACCESS_SURGERY, ACCESS_RC_ANNOUNCE,
|
||||
ACCESS_KEYCARD_AUTH, ACCESS_SEC_DOORS, ACCESS_MAINT_TUNNELS)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/cmo
|
||||
name = "Chief Medical Officer"
|
||||
jobtype = /datum/job/cmo
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/cmo
|
||||
l_pocket = /obj/item/pinpointer/crew
|
||||
ears = /obj/item/radio/headset/heads/cmo
|
||||
uniform = /obj/item/clothing/under/rank/chief_medical_officer
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/cmo
|
||||
l_hand = /obj/item/storage/firstaid/regular
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/medic
|
||||
satchel = /obj/item/storage/backpack/satchel/med
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/syringe, /obj/item/stamp/cmo)
|
||||
|
||||
/datum/outfit/job/cmo/hardsuit
|
||||
name = "Chief Medical Officer (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/medical
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
r_pocket = /obj/item/flashlight/pen
|
||||
|
||||
/*
|
||||
Medical Doctor
|
||||
*/
|
||||
/datum/job/doctor
|
||||
title = "Medical Doctor"
|
||||
flag = DOCTOR
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 3
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#ffeef0"
|
||||
|
||||
outfit = /datum/outfit/job/doctor
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/doctor
|
||||
name = "Medical Doctor"
|
||||
jobtype = /datum/job/doctor
|
||||
|
||||
belt = /obj/item/pda/medical
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/medical
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
l_hand = /obj/item/storage/firstaid/regular
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/medic
|
||||
satchel = /obj/item/storage/backpack/satchel/med
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = /obj/item/gun/syringe
|
||||
|
||||
/*
|
||||
Chemist
|
||||
*/
|
||||
/datum/job/chemist
|
||||
title = "Chemist"
|
||||
flag = CHEMIST
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#ffeef0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/chemist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_CHEMISTRY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/chemist
|
||||
name = "Chemist"
|
||||
jobtype = /datum/job/chemist
|
||||
|
||||
glasses = /obj/item/clothing/glasses/science
|
||||
belt = /obj/item/pda/chemist
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/chemist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/chemist
|
||||
backpack = /obj/item/storage/backpack/chemistry
|
||||
satchel = /obj/item/storage/backpack/satchel/chem
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
l_hand = /obj/item/fermichem/pHbooklet
|
||||
|
||||
chameleon_extras = /obj/item/gun/syringe
|
||||
|
||||
/*
|
||||
Geneticist
|
||||
*/
|
||||
/datum/job/geneticist
|
||||
title = "Geneticist"
|
||||
flag = GENETICIST
|
||||
department_head = list("Chief Medical Officer", "Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the chief medical officer and research director"
|
||||
selection_color = "#ffeef0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/geneticist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_ROBOTICS, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/geneticist
|
||||
name = "Geneticist"
|
||||
jobtype = /datum/job/geneticist
|
||||
|
||||
belt = /obj/item/pda/geneticist
|
||||
ears = /obj/item/radio/headset/headset_medsci
|
||||
uniform = /obj/item/clothing/under/rank/geneticist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/genetics
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/genetics
|
||||
satchel = /obj/item/storage/backpack/satchel/gen
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
/*
|
||||
Virologist
|
||||
*/
|
||||
/datum/job/virologist
|
||||
title = "Virologist"
|
||||
flag = VIROLOGIST
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#ffeef0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/virologist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_VIROLOGY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/virologist
|
||||
name = "Virologist"
|
||||
jobtype = /datum/job/virologist
|
||||
|
||||
belt = /obj/item/pda/viro
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/virologist
|
||||
mask = /obj/item/clothing/mask/surgical
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/virologist
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/virology
|
||||
satchel = /obj/item/storage/backpack/satchel/vir
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
@@ -0,0 +1,35 @@
|
||||
/datum/job/doctor
|
||||
title = "Medical Doctor"
|
||||
flag = DOCTOR
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 3
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#74b5e0"
|
||||
|
||||
outfit = /datum/outfit/job/doctor
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_VIROLOGY, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_MEDICAL_DOCTOR
|
||||
|
||||
/datum/outfit/job/doctor
|
||||
name = "Medical Doctor"
|
||||
jobtype = /datum/job/doctor
|
||||
|
||||
belt = /obj/item/pda/medical
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/medical
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
l_hand = /obj/item/storage/firstaid/regular
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/medic
|
||||
satchel = /obj/item/storage/backpack/satchel/med
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
|
||||
chameleon_extras = /obj/item/gun/syringe
|
||||
@@ -0,0 +1,49 @@
|
||||
/datum/job/mime
|
||||
title = "Mime"
|
||||
flag = MIME
|
||||
department_head = list("Head of Personnel")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of personnel"
|
||||
selection_color = "#dddddd"
|
||||
|
||||
outfit = /datum/outfit/job/mime
|
||||
|
||||
access = list(ACCESS_THEATRE)
|
||||
minimal_access = list(ACCESS_THEATRE)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_MIME
|
||||
|
||||
/datum/job/mime/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
H.apply_pref_name("mime", M.client)
|
||||
|
||||
/datum/outfit/job/mime
|
||||
name = "Mime"
|
||||
jobtype = /datum/job/mime
|
||||
|
||||
belt = /obj/item/pda/mime
|
||||
ears = /obj/item/radio/headset/headset_srv
|
||||
uniform = /obj/item/clothing/under/rank/mime
|
||||
mask = /obj/item/clothing/mask/gas/mime
|
||||
gloves = /obj/item/clothing/gloves/color/white
|
||||
head = /obj/item/clothing/head/frenchberet
|
||||
suit = /obj/item/clothing/suit/suspenders
|
||||
backpack_contents = list(/obj/item/reagent_containers/food/drinks/bottle/bottleofnothing=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/mime
|
||||
satchel = /obj/item/storage/backpack/mime
|
||||
|
||||
|
||||
/datum/outfit/job/mime/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
if(H.mind)
|
||||
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall(null))
|
||||
H.mind.AddSpell(new /obj/effect/proc_holder/spell/targeted/mime/speak(null))
|
||||
H.mind.miming = 1
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
/datum/job/qm
|
||||
title = "Quartermaster"
|
||||
flag = QUARTERMASTER
|
||||
department_head = list("Captain")
|
||||
department_flag = CIVILIAN
|
||||
head_announce = list(RADIO_CHANNEL_SUPPLY)
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#a06121"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SUPPLY
|
||||
|
||||
outfit = /datum/outfit/job/quartermaster
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION,
|
||||
ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
|
||||
minimal_access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING,
|
||||
ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM, ACCESS_VAULT)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_QUARTERMASTER
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/quartermaster
|
||||
name = "Quartermaster"
|
||||
jobtype = /datum/job/qm
|
||||
|
||||
belt = /obj/item/pda/quartermaster
|
||||
ears = /obj/item/radio/headset/headset_cargo
|
||||
uniform = /obj/item/clothing/under/rank/cargo
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
glasses = /obj/item/clothing/glasses/sunglasses
|
||||
l_hand = /obj/item/clipboard
|
||||
|
||||
chameleon_extras = /obj/item/stamp/qm
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
/datum/job/rd
|
||||
title = "Research Director"
|
||||
flag = RD_JF
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_HEAD
|
||||
department_head = list("Captain")
|
||||
department_flag = MEDSCI
|
||||
head_announce = list(RADIO_CHANNEL_SCIENCE)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#7544cc"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_type_department = EXP_TYPE_SCIENCE
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/rd
|
||||
|
||||
access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
|
||||
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS,
|
||||
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
|
||||
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
|
||||
minimal_access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
|
||||
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS,
|
||||
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
|
||||
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_RESEARCH_DIRECTOR
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/rd
|
||||
name = "Research Director"
|
||||
jobtype = /datum/job/rd
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/rd
|
||||
ears = /obj/item/radio/headset/heads/rd
|
||||
uniform = /obj/item/clothing/under/rank/research_director
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
l_hand = /obj/item/clipboard
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
chameleon_extras = /obj/item/stamp/rd
|
||||
|
||||
/datum/outfit/job/rd/rig
|
||||
name = "Research Director (Hardsuit)"
|
||||
|
||||
l_hand = null
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/rd
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
@@ -0,0 +1,34 @@
|
||||
/datum/job/roboticist
|
||||
title = "Roboticist"
|
||||
flag = ROBOTICIST
|
||||
department_head = list("Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the research director"
|
||||
selection_color = "#9574cd"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/roboticist
|
||||
|
||||
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
|
||||
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_ROBOTICIST
|
||||
|
||||
/datum/outfit/job/roboticist
|
||||
name = "Roboticist"
|
||||
jobtype = /datum/job/roboticist
|
||||
|
||||
belt = /obj/item/storage/belt/utility/full
|
||||
l_pocket = /obj/item/pda/roboticist
|
||||
ears = /obj/item/radio/headset/headset_sci
|
||||
uniform = /obj/item/clothing/under/rank/roboticist
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
pda_slot = SLOT_L_STORE
|
||||
@@ -1,133 +0,0 @@
|
||||
/*
|
||||
Research Director
|
||||
*/
|
||||
/datum/job/rd
|
||||
title = "Research Director"
|
||||
flag = RD_JF
|
||||
department_head = list("Captain")
|
||||
department_flag = MEDSCI
|
||||
head_announce = list(RADIO_CHANNEL_SCIENCE)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ffddff"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 7
|
||||
exp_type_department = EXP_TYPE_SCIENCE
|
||||
exp_requirements = 180
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/rd
|
||||
|
||||
access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
|
||||
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS,
|
||||
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
|
||||
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
|
||||
minimal_access = list(ACCESS_RD, ACCESS_HEADS, ACCESS_TOX, ACCESS_GENETICS, ACCESS_MORGUE,
|
||||
ACCESS_TOX_STORAGE, ACCESS_TELEPORTER, ACCESS_SEC_DOORS,
|
||||
ACCESS_RESEARCH, ACCESS_ROBOTICS, ACCESS_XENOBIOLOGY, ACCESS_AI_UPLOAD,
|
||||
ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MINERAL_STOREROOM,
|
||||
ACCESS_TECH_STORAGE, ACCESS_MINISAT, ACCESS_MAINT_TUNNELS, ACCESS_NETWORK)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/rd
|
||||
name = "Research Director"
|
||||
jobtype = /datum/job/rd
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/rd
|
||||
ears = /obj/item/radio/headset/heads/rd
|
||||
uniform = /obj/item/clothing/under/rank/research_director
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
l_hand = /obj/item/clipboard
|
||||
l_pocket = /obj/item/laser_pointer
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1, /obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
chameleon_extras = /obj/item/stamp/rd
|
||||
|
||||
/datum/outfit/job/rd/rig
|
||||
name = "Research Director (Hardsuit)"
|
||||
|
||||
l_hand = null
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/rd
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
|
||||
/*
|
||||
Scientist
|
||||
*/
|
||||
/datum/job/scientist
|
||||
title = "Scientist"
|
||||
flag = SCIENTIST
|
||||
department_head = list("Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 3
|
||||
supervisors = "the research director"
|
||||
selection_color = "#ffeeff"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
|
||||
outfit = /datum/outfit/job/scientist
|
||||
|
||||
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE, ACCESS_GENETICS)
|
||||
minimal_access = list(ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/scientist
|
||||
name = "Scientist"
|
||||
jobtype = /datum/job/scientist
|
||||
|
||||
belt = /obj/item/pda/toxins
|
||||
ears = /obj/item/radio/headset/headset_sci
|
||||
uniform = /obj/item/clothing/under/rank/scientist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/science
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
/*
|
||||
Roboticist
|
||||
*/
|
||||
/datum/job/roboticist
|
||||
title = "Roboticist"
|
||||
flag = ROBOTICIST
|
||||
department_head = list("Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 2
|
||||
spawn_positions = 2
|
||||
supervisors = "the research director"
|
||||
selection_color = "#ffeeff"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/roboticist
|
||||
|
||||
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
|
||||
minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
/datum/outfit/job/roboticist
|
||||
name = "Roboticist"
|
||||
jobtype = /datum/job/roboticist
|
||||
|
||||
belt = /obj/item/storage/belt/utility/full
|
||||
l_pocket = /obj/item/pda/roboticist
|
||||
ears = /obj/item/radio/headset/headset_sci
|
||||
uniform = /obj/item/clothing/under/rank/roboticist
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
pda_slot = SLOT_L_STORE
|
||||
@@ -0,0 +1,33 @@
|
||||
/datum/job/scientist
|
||||
title = "Scientist"
|
||||
flag = SCIENTIST
|
||||
department_head = list("Research Director")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 3
|
||||
supervisors = "the research director"
|
||||
selection_color = "#9574cd"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/scientist
|
||||
|
||||
access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MINERAL_STOREROOM, ACCESS_TECH_STORAGE, ACCESS_GENETICS)
|
||||
minimal_access = list(ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_RESEARCH, ACCESS_XENOBIOLOGY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_SCIENTIST
|
||||
|
||||
/datum/outfit/job/scientist
|
||||
name = "Scientist"
|
||||
jobtype = /datum/job/scientist
|
||||
|
||||
belt = /obj/item/pda/toxins
|
||||
ears = /obj/item/radio/headset/headset_sci
|
||||
uniform = /obj/item/clothing/under/rank/scientist
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/science
|
||||
|
||||
backpack = /obj/item/storage/backpack/science
|
||||
satchel = /obj/item/storage/backpack/satchel/tox
|
||||
|
||||
@@ -1,346 +0,0 @@
|
||||
//Warden and regular officers add this result to their get_access()
|
||||
/datum/job/proc/check_config_for_sec_maint()
|
||||
if(CONFIG_GET(flag/security_has_maint_access))
|
||||
return list(ACCESS_MAINT_TUNNELS)
|
||||
return list()
|
||||
|
||||
/*
|
||||
Head of Security
|
||||
*/
|
||||
/datum/job/hos
|
||||
title = "Head of Security"
|
||||
flag = HOS
|
||||
department_head = list("Captain")
|
||||
department_flag = ENGSEC
|
||||
head_announce = list(RADIO_CHANNEL_SECURITY)
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the captain"
|
||||
selection_color = "#ffdddd"
|
||||
req_admin_notify = 1
|
||||
minimal_player_age = 14
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_type_department = EXP_TYPE_SECURITY
|
||||
|
||||
outfit = /datum/outfit/job/hos
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
|
||||
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
|
||||
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
|
||||
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
|
||||
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
|
||||
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/nonviolent, /datum/quirk/paraplegic, /datum/quirk/insanity)
|
||||
|
||||
/datum/outfit/job/hos
|
||||
name = "Head of Security"
|
||||
jobtype = /datum/job/hos
|
||||
|
||||
id = /obj/item/card/id/silver
|
||||
belt = /obj/item/pda/heads/hos
|
||||
ears = /obj/item/radio/headset/heads/hos/alt
|
||||
uniform = /obj/item/clothing/under/rank/head_of_security
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
|
||||
gloves = /obj/item/clothing/gloves/color/black/hos
|
||||
head = /obj/item/clothing/head/HoS/beret
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
suit_store = /obj/item/gun/energy/e_gun
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
backpack_contents = list(/obj/item/melee/classic_baton/telescopic=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/e_gun/hos, /obj/item/stamp/hos)
|
||||
|
||||
/datum/outfit/job/hos/hardsuit
|
||||
name = "Head of Security (Hardsuit)"
|
||||
|
||||
mask = /obj/item/clothing/mask/gas/sechailer
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/security/hos
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1, /obj/item/gun/energy/e_gun=1)
|
||||
|
||||
/*
|
||||
Warden
|
||||
*/
|
||||
/datum/job/warden
|
||||
title = "Warden"
|
||||
flag = WARDEN
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of security"
|
||||
selection_color = "#ffeeee"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/warden
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) //SEE /DATUM/JOB/WARDEN/GET_ACCESS()
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/job/warden/get_access()
|
||||
var/list/L = list()
|
||||
L = ..() | check_config_for_sec_maint()
|
||||
return L
|
||||
|
||||
/datum/outfit/job/warden
|
||||
name = "Warden"
|
||||
jobtype = /datum/job/warden
|
||||
|
||||
belt = /obj/item/pda/warden
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/warden
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
suit = /obj/item/clothing/suit/armor/vest/warden/alt
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/warden
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
suit_store = /obj/item/gun/energy/e_gun/advtaser
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = /obj/item/gun/ballistic/shotgun/automatic/combat/compact
|
||||
|
||||
/*
|
||||
Detective
|
||||
*/
|
||||
/datum/job/detective
|
||||
title = "Detective"
|
||||
flag = DETECTIVE
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of security"
|
||||
selection_color = "#ffeeee"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/detective
|
||||
|
||||
access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SEC_DOORS, ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_COURT, ACCESS_BRIG, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/outfit/job/detective
|
||||
name = "Detective"
|
||||
jobtype = /datum/job/detective
|
||||
|
||||
belt = /obj/item/pda/detective
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/det
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/det_suit
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/fedora/det_hat
|
||||
l_pocket = /obj/item/toy/crayon/white
|
||||
r_pocket = /obj/item/lighter
|
||||
backpack_contents = list(/obj/item/storage/box/evidence=1,\
|
||||
/obj/item/detective_scanner=1,\
|
||||
/obj/item/melee/classic_baton=1)
|
||||
mask = /obj/item/clothing/mask/cigarette
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/ballistic/revolver/detective, /obj/item/clothing/glasses/sunglasses)
|
||||
|
||||
/datum/outfit/job/detective/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
var/obj/item/clothing/mask/cigarette/cig = H.wear_mask
|
||||
if(istype(cig)) //Some species specfic changes can mess this up (plasmamen)
|
||||
cig.light("")
|
||||
|
||||
if(visualsOnly)
|
||||
return
|
||||
|
||||
/*
|
||||
Security Officer
|
||||
*/
|
||||
/datum/job/officer
|
||||
title = "Security Officer"
|
||||
flag = OFFICER
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
|
||||
spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
|
||||
supervisors = "the head of security, and the head of your assigned department (if applicable)"
|
||||
selection_color = "#ffeeee"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/security
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) //BUT SEE /DATUM/JOB/WARDEN/GET_ACCESS()
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/job/officer/get_access()
|
||||
var/list/L = list()
|
||||
L |= ..() | check_config_for_sec_maint()
|
||||
return L
|
||||
|
||||
GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
|
||||
|
||||
/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
// Assign department security
|
||||
var/department
|
||||
if(M && M.client && M.client.prefs)
|
||||
department = M.client.prefs.prefered_security_department
|
||||
if(!LAZYLEN(GLOB.available_depts) || department == "None")
|
||||
return
|
||||
else if(department in GLOB.available_depts)
|
||||
LAZYREMOVE(GLOB.available_depts, department)
|
||||
else
|
||||
department = pick_n_take(GLOB.available_depts)
|
||||
var/ears = null
|
||||
var/accessory = null
|
||||
var/list/dep_access = null
|
||||
var/destination = null
|
||||
var/spawn_point = null
|
||||
switch(department)
|
||||
if(SEC_DEPT_SUPPLY)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/supply
|
||||
dep_access = list(ACCESS_MAILSORTING, ACCESS_MINING, ACCESS_MINING_STATION)
|
||||
destination = /area/security/checkpoint/supply
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/cargo
|
||||
if(SEC_DEPT_ENGINEERING)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/engi
|
||||
dep_access = list(ACCESS_CONSTRUCTION, ACCESS_ENGINE)
|
||||
destination = /area/security/checkpoint/engineering
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/engine
|
||||
if(SEC_DEPT_MEDICAL)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/med
|
||||
dep_access = list(ACCESS_MEDICAL)
|
||||
destination = /area/security/checkpoint/medical
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/medblue
|
||||
if(SEC_DEPT_SCIENCE)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/sci
|
||||
dep_access = list(ACCESS_RESEARCH)
|
||||
destination = /area/security/checkpoint/science
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/science
|
||||
|
||||
if(accessory)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
U.attach_accessory(new accessory)
|
||||
if(ears)
|
||||
if(H.ears)
|
||||
qdel(H.ears)
|
||||
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
|
||||
|
||||
var/obj/item/card/id/W = H.wear_id
|
||||
W.access |= dep_access
|
||||
|
||||
var/teleport = 0
|
||||
if(!CONFIG_GET(flag/sec_start_brig))
|
||||
if(destination || spawn_point)
|
||||
teleport = 1
|
||||
if(teleport)
|
||||
var/turf/T
|
||||
if(spawn_point)
|
||||
T = get_turf(spawn_point)
|
||||
H.Move(T)
|
||||
else
|
||||
var/safety = 0
|
||||
while(safety < 25)
|
||||
T = safepick(get_area_turfs(destination))
|
||||
if(T && !H.Move(T))
|
||||
safety += 1
|
||||
continue
|
||||
else
|
||||
break
|
||||
if(department)
|
||||
to_chat(M, "<b>You have been assigned to [department]!</b>")
|
||||
else
|
||||
to_chat(M, "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>")
|
||||
|
||||
|
||||
|
||||
/datum/outfit/job/security
|
||||
name = "Security Officer"
|
||||
jobtype = /datum/job/officer
|
||||
|
||||
belt = /obj/item/pda/security
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/security
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/helmet/sec
|
||||
suit = /obj/item/clothing/suit/armor/vest/alt
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
suit_store = /obj/item/gun/energy/e_gun/advtaser
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/e_gun/advtaser, /obj/item/clothing/glasses/hud/security/sunglasses, /obj/item/clothing/head/helmet)
|
||||
//The helmet is necessary because /obj/item/clothing/head/helmet/sec is overwritten in the chameleon list by the standard helmet, which has the same name and icon state
|
||||
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/Initialize()
|
||||
. = ..()
|
||||
wires = new/datum/wires/radio(src)
|
||||
secure_radio_connections = new
|
||||
recalculateChannels()
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/engi
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_eng
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/supply
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_cargo
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/med
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_med
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/sci
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_sci
|
||||
@@ -0,0 +1,159 @@
|
||||
/datum/job/officer
|
||||
title = "Security Officer"
|
||||
flag = OFFICER
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
|
||||
spawn_positions = 5 //Handled in /datum/controller/occupations/proc/setup_officer_positions()
|
||||
supervisors = "the head of security, and the head of your assigned department (if applicable)"
|
||||
selection_color = "#c02f2f"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/security
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) // See /datum/job/officer/get_access()
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_SECURITY_OFFICER
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/job/officer/get_access()
|
||||
var/list/L = list()
|
||||
L |= ..() | check_config_for_sec_maint()
|
||||
return L
|
||||
|
||||
GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
|
||||
|
||||
/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
|
||||
. = ..()
|
||||
// Assign department security
|
||||
var/department
|
||||
if(M && M.client && M.client.prefs)
|
||||
department = M.client.prefs.prefered_security_department
|
||||
if(!LAZYLEN(GLOB.available_depts) || department == "None")
|
||||
return
|
||||
else if(department in GLOB.available_depts)
|
||||
LAZYREMOVE(GLOB.available_depts, department)
|
||||
else
|
||||
department = pick_n_take(GLOB.available_depts)
|
||||
var/ears = null
|
||||
var/accessory = null
|
||||
var/list/dep_access = null
|
||||
var/destination = null
|
||||
var/spawn_point = null
|
||||
switch(department)
|
||||
if(SEC_DEPT_SUPPLY)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/supply
|
||||
dep_access = list(ACCESS_MAILSORTING, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_CARGO)
|
||||
destination = /area/security/checkpoint/supply
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/supply) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/cargo
|
||||
if(SEC_DEPT_ENGINEERING)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/engi
|
||||
dep_access = list(ACCESS_CONSTRUCTION, ACCESS_ENGINE, ACCESS_ATMOSPHERICS)
|
||||
destination = /area/security/checkpoint/engineering
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/engineering) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/engine
|
||||
if(SEC_DEPT_MEDICAL)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/med
|
||||
dep_access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CLONING)
|
||||
destination = /area/security/checkpoint/medical
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/medical) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/medblue
|
||||
if(SEC_DEPT_SCIENCE)
|
||||
ears = /obj/item/radio/headset/headset_sec/alt/department/sci
|
||||
dep_access = list(ACCESS_RESEARCH, ACCESS_TOX)
|
||||
destination = /area/security/checkpoint/science
|
||||
spawn_point = locate(/obj/effect/landmark/start/depsec/science) in GLOB.department_security_spawns
|
||||
accessory = /obj/item/clothing/accessory/armband/science
|
||||
|
||||
if(accessory)
|
||||
var/obj/item/clothing/under/U = H.w_uniform
|
||||
U.attach_accessory(new accessory)
|
||||
if(ears)
|
||||
if(H.ears)
|
||||
qdel(H.ears)
|
||||
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
|
||||
|
||||
var/obj/item/card/id/W = H.wear_id
|
||||
W.access |= dep_access
|
||||
|
||||
var/teleport = 0
|
||||
if(!CONFIG_GET(flag/sec_start_brig))
|
||||
if(destination || spawn_point)
|
||||
teleport = 1
|
||||
if(teleport)
|
||||
var/turf/T
|
||||
if(spawn_point)
|
||||
T = get_turf(spawn_point)
|
||||
H.Move(T)
|
||||
else
|
||||
var/safety = 0
|
||||
while(safety < 25)
|
||||
T = safepick(get_area_turfs(destination))
|
||||
if(T && !H.Move(T))
|
||||
safety += 1
|
||||
continue
|
||||
else
|
||||
break
|
||||
if(department)
|
||||
to_chat(M, "<b>You have been assigned to [department]!</b>")
|
||||
else
|
||||
to_chat(M, "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>")
|
||||
|
||||
|
||||
|
||||
/datum/outfit/job/security
|
||||
name = "Security Officer"
|
||||
jobtype = /datum/job/officer
|
||||
|
||||
belt = /obj/item/pda/security
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/security
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/helmet/sec
|
||||
suit = /obj/item/clothing/suit/armor/vest/alt
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
suit_store = /obj/item/gun/energy/e_gun/advtaser
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = list(/obj/item/gun/energy/disabler, /obj/item/clothing/glasses/hud/security/sunglasses, /obj/item/clothing/head/helmet)
|
||||
//The helmet is necessary because /obj/item/clothing/head/helmet/sec is overwritten in the chameleon list by the standard helmet, which has the same name and icon state
|
||||
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/Initialize()
|
||||
. = ..()
|
||||
wires = new/datum/wires/radio(src)
|
||||
secure_radio_connections = new
|
||||
recalculateChannels()
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/engi
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_eng
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/supply
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_cargo
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/med
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_med
|
||||
|
||||
/obj/item/radio/headset/headset_sec/alt/department/sci
|
||||
keyslot = new /obj/item/encryptionkey/headset_sec
|
||||
keyslot2 = new /obj/item/encryptionkey/headset_sci
|
||||
@@ -0,0 +1,77 @@
|
||||
/datum/job/mining
|
||||
title = "Shaft Miner"
|
||||
flag = MINER
|
||||
department_head = list("Quartermaster")
|
||||
department_flag = CIVILIAN
|
||||
faction = "Station"
|
||||
total_positions = 3
|
||||
spawn_positions = 3
|
||||
supervisors = "the quartermaster"
|
||||
selection_color = "#ca8f55"
|
||||
custom_spawn_text = "Remember, you are a miner, not a hunter. Hunting monsters is not a requirement of your job, the only requirement of your job is to provide materials for the station. Don't be afraid to run away if you're inexperienced with fighting the mining area's locals."
|
||||
|
||||
|
||||
outfit = /datum/outfit/job/miner
|
||||
|
||||
access = list(ACCESS_MAINT_TUNNELS, ACCESS_MAILSORTING, ACCESS_CARGO, ACCESS_QM, ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MINING, ACCESS_MINING_STATION, ACCESS_MAILSORTING, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_SHAFT_MINER
|
||||
|
||||
/datum/outfit/job/miner
|
||||
name = "Shaft Miner (Lavaland)"
|
||||
jobtype = /datum/job/mining
|
||||
|
||||
belt = /obj/item/pda/shaftminer
|
||||
ears = /obj/item/radio/headset/headset_cargo/mining
|
||||
shoes = /obj/item/clothing/shoes/workboots/mining
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
uniform = /obj/item/clothing/under/rank/miner/lavaland
|
||||
l_pocket = /obj/item/reagent_containers/hypospray/medipen/survival
|
||||
r_pocket = /obj/item/storage/bag/ore //causes issues if spawned in backpack
|
||||
backpack_contents = list(
|
||||
/obj/item/flashlight/seclite=1,\
|
||||
/obj/item/kitchen/knife/combat/survival=1,\
|
||||
/obj/item/mining_voucher=1,\
|
||||
/obj/item/suit_voucher=1,\
|
||||
/obj/item/stack/marker_beacon/ten=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/explorer
|
||||
satchel = /obj/item/storage/backpack/satchel/explorer
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag
|
||||
box = /obj/item/storage/box/survival_mining
|
||||
|
||||
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
|
||||
|
||||
/datum/outfit/job/miner/asteroid
|
||||
name = "Shaft Miner (Asteroid)"
|
||||
uniform = /obj/item/clothing/under/rank/miner
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
|
||||
/datum/outfit/job/miner/equipped
|
||||
name = "Shaft Miner (Lavaland + Equipment)"
|
||||
suit = /obj/item/clothing/suit/hooded/explorer/standard
|
||||
mask = /obj/item/clothing/mask/gas/explorer
|
||||
glasses = /obj/item/clothing/glasses/meson
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
internals_slot = SLOT_S_STORE
|
||||
backpack_contents = list(
|
||||
/obj/item/flashlight/seclite=1,\
|
||||
/obj/item/kitchen/knife/combat/survival=1,
|
||||
/obj/item/mining_voucher=1,
|
||||
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
|
||||
/obj/item/gun/energy/kinetic_accelerator=1,\
|
||||
/obj/item/stack/marker_beacon/ten=1)
|
||||
|
||||
/datum/outfit/job/miner/equipped/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
||||
..()
|
||||
if(visualsOnly)
|
||||
return
|
||||
if(istype(H.wear_suit, /obj/item/clothing/suit/hooded))
|
||||
var/obj/item/clothing/suit/hooded/S = H.wear_suit
|
||||
S.ToggleHood()
|
||||
|
||||
/datum/outfit/job/miner/equipped/hardsuit
|
||||
name = "Shaft Miner (Equipment + Hardsuit)"
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/mining
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
@@ -0,0 +1,54 @@
|
||||
/datum/job/engineer
|
||||
title = "Station Engineer"
|
||||
flag = ENGINEER
|
||||
department_head = list("Chief Engineer")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 5
|
||||
spawn_positions = 5
|
||||
supervisors = "the chief engineer"
|
||||
selection_color = "#ff9b3d"
|
||||
exp_requirements = 60
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/engineer
|
||||
|
||||
access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
|
||||
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_STATION_ENGINEER
|
||||
|
||||
/datum/outfit/job/engineer
|
||||
name = "Station Engineer"
|
||||
jobtype = /datum/job/engineer
|
||||
|
||||
belt = /obj/item/storage/belt/utility/full/engi
|
||||
l_pocket = /obj/item/pda/engineering
|
||||
ears = /obj/item/radio/headset/headset_eng
|
||||
uniform = /obj/item/clothing/under/rank/engineer
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
head = /obj/item/clothing/head/hardhat
|
||||
r_pocket = /obj/item/t_scanner
|
||||
|
||||
backpack = /obj/item/storage/backpack/industrial
|
||||
satchel = /obj/item/storage/backpack/satchel/eng
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
|
||||
box = /obj/item/storage/box/engineer
|
||||
pda_slot = SLOT_L_STORE
|
||||
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
|
||||
|
||||
/datum/outfit/job/engineer/gloved
|
||||
name = "Station Engineer (Gloves)"
|
||||
gloves = /obj/item/clothing/gloves/color/yellow
|
||||
|
||||
/datum/outfit/job/engineer/gloved/rig
|
||||
name = "Station Engineer (Hardsuit)"
|
||||
mask = /obj/item/clothing/mask/breath
|
||||
suit = /obj/item/clothing/suit/space/hardsuit/engine
|
||||
suit_store = /obj/item/tank/internals/oxygen
|
||||
head = null
|
||||
internals_slot = SLOT_S_STORE
|
||||
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
/datum/job/virologist
|
||||
title = "Virologist"
|
||||
flag = VIROLOGIST
|
||||
department_head = list("Chief Medical Officer")
|
||||
department_flag = MEDSCI
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the chief medical officer"
|
||||
selection_color = "#74b5e0"
|
||||
exp_type = EXP_TYPE_CREW
|
||||
exp_requirements = 60
|
||||
|
||||
outfit = /datum/outfit/job/virologist
|
||||
|
||||
access = list(ACCESS_MEDICAL, ACCESS_MORGUE, ACCESS_SURGERY, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_MEDICAL, ACCESS_VIROLOGY, ACCESS_MINERAL_STOREROOM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_VIROLOGIST
|
||||
|
||||
/datum/outfit/job/virologist
|
||||
name = "Virologist"
|
||||
jobtype = /datum/job/virologist
|
||||
|
||||
belt = /obj/item/pda/viro
|
||||
ears = /obj/item/radio/headset/headset_med
|
||||
uniform = /obj/item/clothing/under/rank/virologist
|
||||
mask = /obj/item/clothing/mask/surgical
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat/virologist
|
||||
suit_store = /obj/item/flashlight/pen
|
||||
|
||||
backpack = /obj/item/storage/backpack/virology
|
||||
satchel = /obj/item/storage/backpack/satchel/vir
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/med
|
||||
@@ -0,0 +1,56 @@
|
||||
/datum/job/warden
|
||||
title = "Warden"
|
||||
flag = WARDEN
|
||||
// auto_deadmin_role_flags = DEADMIN_POSITION_SECURITY
|
||||
department_head = list("Head of Security")
|
||||
department_flag = ENGSEC
|
||||
faction = "Station"
|
||||
total_positions = 1
|
||||
spawn_positions = 1
|
||||
supervisors = "the head of security"
|
||||
selection_color = "#c02f2f"
|
||||
minimal_player_age = 7
|
||||
exp_requirements = 300
|
||||
exp_type = EXP_TYPE_CREW
|
||||
|
||||
outfit = /datum/outfit/job/warden
|
||||
|
||||
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
|
||||
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) // See /datum/job/warden/get_access()
|
||||
|
||||
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
|
||||
|
||||
display_order = JOB_DISPLAY_ORDER_WARDEN
|
||||
blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/nonviolent, /datum/quirk/paraplegic)
|
||||
|
||||
/datum/job/warden/get_access()
|
||||
var/list/L = list()
|
||||
L = ..() | check_config_for_sec_maint()
|
||||
return L
|
||||
|
||||
/datum/outfit/job/warden
|
||||
name = "Warden"
|
||||
jobtype = /datum/job/warden
|
||||
|
||||
belt = /obj/item/pda/warden
|
||||
ears = /obj/item/radio/headset/headset_sec/alt
|
||||
uniform = /obj/item/clothing/under/rank/warden
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
suit = /obj/item/clothing/suit/armor/vest/warden/alt
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/warden
|
||||
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
|
||||
r_pocket = /obj/item/assembly/flash/handheld
|
||||
l_pocket = /obj/item/restraints/handcuffs
|
||||
suit_store = /obj/item/gun/energy/e_gun/advtaser
|
||||
backpack_contents = list(/obj/item/melee/baton/loaded=1)
|
||||
|
||||
backpack = /obj/item/storage/backpack/security
|
||||
satchel = /obj/item/storage/backpack/satchel/sec
|
||||
duffelbag = /obj/item/storage/backpack/duffelbag/sec
|
||||
box = /obj/item/storage/box/security
|
||||
|
||||
implants = list(/obj/item/implant/mindshield)
|
||||
|
||||
chameleon_extras = /obj/item/gun/ballistic/shotgun/automatic/combat/compact
|
||||
|
||||
@@ -4,7 +4,42 @@
|
||||
set instant = TRUE
|
||||
set hidden = TRUE
|
||||
|
||||
client_keysend_amount += 1
|
||||
|
||||
var/cache = client_keysend_amount
|
||||
|
||||
if(keysend_tripped && next_keysend_trip_reset <= world.time)
|
||||
keysend_tripped = FALSE
|
||||
|
||||
if(next_keysend_reset <= world.time)
|
||||
client_keysend_amount = 0
|
||||
next_keysend_reset = world.time + (1 SECONDS)
|
||||
|
||||
//The "tripped" system is to confirm that flooding is still happening after one spike
|
||||
//not entirely sure how byond commands interact in relation to lag
|
||||
//don't want to kick people if a lag spike results in a huge flood of commands being sent
|
||||
if(cache >= MAX_KEYPRESS_AUTOKICK)
|
||||
if(!keysend_tripped)
|
||||
keysend_tripped = TRUE
|
||||
next_keysend_trip_reset = world.time + (2 SECONDS)
|
||||
else
|
||||
log_admin("Client [ckey] was just autokicked for flooding keysends; likely abuse but potentially lagspike.")
|
||||
message_admins("Client [ckey] was just autokicked for flooding keysends; likely abuse but potentially lagspike.")
|
||||
QDEL_IN(src, 1)
|
||||
return
|
||||
|
||||
///Check if the key is short enough to even be a real key
|
||||
if(LAZYLEN(_key) > MAX_KEYPRESS_COMMANDLENGTH)
|
||||
to_chat(src, "<span class='userdanger'>Invalid KeyDown detected! You have been disconnected from the server automatically.</span>")
|
||||
log_admin("Client [ckey] just attempted to send an invalid keypress. Keymessage was over [MAX_KEYPRESS_COMMANDLENGTH] characters, autokicking due to likely abuse.")
|
||||
message_admins("Client [ckey] just attempted to send an invalid keypress. Keymessage was over [MAX_KEYPRESS_COMMANDLENGTH] characters, autokicking due to likely abuse.")
|
||||
QDEL_IN(src, 1)
|
||||
return
|
||||
//offset by 1 because the buffer address is 0 indexed because the math was simpler
|
||||
keys_held[current_key_address + 1] = _key
|
||||
//the time a key was pressed isn't actually used anywhere (as of 2019-9-10) but this allows easier access usage/checking
|
||||
keys_held[_key] = world.time
|
||||
current_key_address = ((current_key_address + 1) % HELD_KEY_BUFFER_LENGTH)
|
||||
var/movement = SSinput.movement_keys[_key]
|
||||
if(!(next_move_dir_sub & movement) && !keys_held["Ctrl"])
|
||||
next_move_dir_add |= movement
|
||||
@@ -35,7 +70,11 @@
|
||||
set instant = TRUE
|
||||
set hidden = TRUE
|
||||
|
||||
keys_held -= _key
|
||||
//Can't just do a remove because it would alter the length of the rolling buffer, instead search for the key then null it out if it exists
|
||||
for(var/i in 1 to HELD_KEY_BUFFER_LENGTH)
|
||||
if(keys_held[i] == _key)
|
||||
keys_held[i] = null
|
||||
break
|
||||
var/movement = SSinput.movement_keys[_key]
|
||||
if(!(next_move_dir_add & movement))
|
||||
next_move_dir_sub |= movement
|
||||
|
||||
@@ -1,9 +1,14 @@
|
||||
/client
|
||||
var/list/keys_held = list() // A list of any keys held currently
|
||||
// These next two vars are to apply movement for keypresses and releases made while move delayed.
|
||||
// Because discarding that input makes the game less responsive.
|
||||
var/next_move_dir_add // On next move, add this dir to the move that would otherwise be done
|
||||
var/next_move_dir_sub // On next move, subtract this dir from the move that would otherwise be done
|
||||
/// A rolling buffer of any keys held currently
|
||||
var/list/keys_held = list()
|
||||
///used to keep track of the current rolling buffer position
|
||||
var/current_key_address = 0
|
||||
/// These next two vars are to apply movement for keypresses and releases made while move delayed.
|
||||
/// Because discarding that input makes the game less responsive.
|
||||
/// On next move, add this dir to the move that would otherwise be done
|
||||
var/next_move_dir_add
|
||||
/// On next move, subtract this dir from the move that would otherwise be done
|
||||
var/next_move_dir_sub
|
||||
|
||||
// Set a client's focus to an object and override these procs on that object to let it handle keypresses
|
||||
|
||||
@@ -31,6 +36,11 @@
|
||||
/client/proc/set_macros()
|
||||
set waitfor = FALSE
|
||||
|
||||
//Reset and populate the rolling buffer
|
||||
keys_held.Cut()
|
||||
for(var/i in 1 to HELD_KEY_BUFFER_LENGTH)
|
||||
keys_held += null
|
||||
|
||||
erase_all_macros()
|
||||
|
||||
var/list/macro_sets = SSinput.macro_sets
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -24,50 +24,35 @@
|
||||
age = rand(AGE_MIN,AGE_MAX)
|
||||
|
||||
/datum/preferences/proc/update_preview_icon()
|
||||
// Silicons only need a very basic preview since there is no customization for them.
|
||||
// var/wide_icon = FALSE //CITDEL THINGS
|
||||
// if(features["taur"] != "None")
|
||||
// wide_icon = TRUE
|
||||
if(job_engsec_high)
|
||||
switch(job_engsec_high)
|
||||
if(AI_JF)
|
||||
parent.show_character_previews(image('icons/mob/ai.dmi', resolve_ai_icon(preferred_ai_core_display), dir = SOUTH))
|
||||
return
|
||||
if(CYBORG)
|
||||
parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
|
||||
return
|
||||
// Determine what job is marked as 'High' priority, and dress them up as such.
|
||||
var/datum/job/previewJob
|
||||
var/highest_pref = 0
|
||||
for(var/job in job_preferences)
|
||||
if(job_preferences["[job]"] > highest_pref)
|
||||
previewJob = SSjob.GetJob(job)
|
||||
highest_pref = job_preferences["[job]"]
|
||||
|
||||
if(previewJob)
|
||||
// Silicons only need a very basic preview since there is no customization for them.
|
||||
if(istype(previewJob,/datum/job/ai))
|
||||
parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = resolve_ai_icon(preferred_ai_core_display), dir = SOUTH))
|
||||
return
|
||||
if(istype(previewJob,/datum/job/cyborg))
|
||||
parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
|
||||
return
|
||||
|
||||
// Set up the dummy for its photoshoot
|
||||
var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
|
||||
mannequin.cut_overlays()
|
||||
// Apply the Dummy's preview background first so we properly layer everything else on top of it.
|
||||
mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
|
||||
copy_to(mannequin)
|
||||
|
||||
// Determine what job is marked as 'High' priority, and dress them up as such.
|
||||
var/datum/job/previewJob
|
||||
var/highRankFlag = job_civilian_high | job_medsci_high | job_engsec_high
|
||||
|
||||
if(job_civilian_low & ASSISTANT)
|
||||
previewJob = SSjob.GetJob("Assistant")
|
||||
else if(highRankFlag)
|
||||
var/highDeptFlag
|
||||
if(job_civilian_high)
|
||||
highDeptFlag = CIVILIAN
|
||||
else if(job_medsci_high)
|
||||
highDeptFlag = MEDSCI
|
||||
else if(job_engsec_high)
|
||||
highDeptFlag = ENGSEC
|
||||
|
||||
for(var/datum/job/job in SSjob.occupations)
|
||||
if(job.flag == highRankFlag && job.department_flag == highDeptFlag)
|
||||
previewJob = job
|
||||
break
|
||||
|
||||
if(previewJob)
|
||||
if(current_tab != 2)
|
||||
mannequin.job = previewJob.title
|
||||
previewJob.equip(mannequin, TRUE)
|
||||
mannequin.job = previewJob.title
|
||||
previewJob.equip(mannequin, TRUE, preference_source = parent)
|
||||
|
||||
COMPILE_OVERLAYS(mannequin)
|
||||
parent.show_character_previews(new /mutable_appearance(mannequin))
|
||||
unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
|
||||
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
/datum/sprite_accessory/mam_tails/shark/datashark
|
||||
name = "DataShark"
|
||||
icon_state = "datashark"
|
||||
ckeys_allowed = list("rubyflamewing")
|
||||
|
||||
/datum/sprite_accessory/mam_tails_animated/shark/datashark
|
||||
name = "DataShark"
|
||||
icon_state = "datashark"
|
||||
ckeys_allowed = list("rubyflamewing")
|
||||
|
||||
/datum/sprite_accessory/mam_body_markings/shark/datashark
|
||||
name = "DataShark"
|
||||
icon_state = "datashark"
|
||||
ckeys_allowed = list("rubyflamewing")
|
||||
|
||||
//Sabresune
|
||||
/datum/sprite_accessory/mam_ears/sabresune
|
||||
name = "Sabresune"
|
||||
icon_state = "sabresune"
|
||||
ckeys_allowed = list("poojawa")
|
||||
extra = TRUE
|
||||
extra_color_src = MUTCOLORS3
|
||||
|
||||
/datum/sprite_accessory/mam_tails/sabresune
|
||||
name = "Sabresune"
|
||||
icon_state = "sabresune"
|
||||
ckeys_allowed = list("poojawa")
|
||||
|
||||
/datum/sprite_accessory/mam_tails_animated/sabresune
|
||||
name = "Sabresune"
|
||||
icon_state = "sabresune"
|
||||
ckeys_allowed = list("poojawa")
|
||||
|
||||
/datum/sprite_accessory/mam_body_markings/sabresune
|
||||
name = "Sabresune"
|
||||
icon_state = "sabresune"
|
||||
ckeys_allowed = list("poojawa")
|
||||
|
||||
//Lunasune
|
||||
/datum/sprite_accessory/mam_ears/lunasune
|
||||
name = "lunasune"
|
||||
icon_state = "lunasune"
|
||||
ckeys_allowed = list("invader4352")
|
||||
|
||||
/datum/sprite_accessory/mam_tails/lunasune
|
||||
name = "lunasune"
|
||||
icon_state = "lunasune"
|
||||
ckeys_allowed = list("invader4352")
|
||||
|
||||
/datum/sprite_accessory/mam_tails_animated/lunasune
|
||||
name = "lunasune"
|
||||
icon_state = "lunasune"
|
||||
ckeys_allowed = list("invader4352")
|
||||
@@ -61,6 +61,17 @@
|
||||
var/dimension_y = 32
|
||||
var/center = FALSE //Should we center the sprite?
|
||||
|
||||
//Special / holdover traits for Citadel specific sprites.
|
||||
var/extra = FALSE
|
||||
var/extra_color_src = MUTCOLORS2 //The color source for the extra overlay.
|
||||
var/extra_icon = 'modular_citadel/icons/mob/mam_tails.dmi'
|
||||
var/extra2 = FALSE
|
||||
var/extra2_color_src = MUTCOLORS3
|
||||
var/extra2_icon = 'modular_citadel/icons/mob/mam_tails.dmi'
|
||||
|
||||
//for snowflake/donor specific sprites
|
||||
var/list/ckeys_allowed
|
||||
|
||||
/datum/sprite_accessory/underwear
|
||||
icon = 'icons/mob/underwear.dmi'
|
||||
var/has_color = FALSE
|
||||
@@ -0,0 +1,53 @@
|
||||
|
||||
/******************************************
|
||||
*********** Xeno Dorsal Tubes *************
|
||||
*******************************************/
|
||||
/datum/sprite_accessory/xeno_dorsal
|
||||
icon = 'modular_citadel/icons/mob/xeno_parts_greyscale.dmi'
|
||||
|
||||
/datum/sprite_accessory/xeno_dorsal/standard
|
||||
name = "Standard"
|
||||
icon_state = "standard"
|
||||
|
||||
/datum/sprite_accessory/xeno_dorsal/royal
|
||||
name = "Royal"
|
||||
icon_state = "royal"
|
||||
|
||||
/datum/sprite_accessory/xeno_dorsal/down
|
||||
name = "Dorsal Down"
|
||||
icon_state = "down"
|
||||
|
||||
/******************************************
|
||||
************* Xeno Tails ******************
|
||||
*******************************************/
|
||||
/datum/sprite_accessory/xeno_tail
|
||||
icon = 'modular_citadel/icons/mob/xeno_parts_greyscale.dmi'
|
||||
|
||||
/datum/sprite_accessory/xeno_tail/none
|
||||
name = "None"
|
||||
|
||||
/datum/sprite_accessory/xeno_tail/standard
|
||||
name = "Xenomorph Tail"
|
||||
icon_state = "xeno"
|
||||
|
||||
/******************************************
|
||||
************* Xeno Heads ******************
|
||||
*******************************************/
|
||||
/datum/sprite_accessory/xeno_head
|
||||
icon = 'modular_citadel/icons/mob/xeno_parts_greyscale.dmi'
|
||||
|
||||
/datum/sprite_accessory/xeno_head/standard
|
||||
name = "Standard"
|
||||
icon_state = "standard"
|
||||
|
||||
/datum/sprite_accessory/xeno_head/royal
|
||||
name = "royal"
|
||||
icon_state = "royal"
|
||||
|
||||
/datum/sprite_accessory/xeno_head/hollywood
|
||||
name = "hollywood"
|
||||
icon_state = "hollywood"
|
||||
|
||||
/datum/sprite_accessory/xeno_head/warrior
|
||||
name = "warrior"
|
||||
icon_state = "warrior"
|
||||
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Reference in New Issue
Block a user