Merge branch 'master' into upstream-merge-32188
This commit is contained in:
@@ -154,33 +154,34 @@
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return
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if(!can_buy(40))
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return
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B.max_integrity = initial(B.max_integrity) * 0.25 //factories that produced a blobbernaut have much lower health
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B.obj_integrity = min(B.obj_integrity, B.max_integrity)
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B.update_icon()
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B.visible_message("<span class='warning'><b>The blobbernaut [pick("rips", "tears", "shreds")] its way out of the factory blob!</b></span>")
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playsound(B.loc, 'sound/effects/splat.ogg', 50, 1)
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var/mob/living/simple_animal/hostile/blob/blobbernaut/blobber = new /mob/living/simple_animal/hostile/blob/blobbernaut(get_turf(B))
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flick("blobbernaut_produce", blobber)
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B.naut = blobber
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blobber.factory = B
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blobber.overmind = src
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blobber.update_icons()
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blobber.notransform = 1 //stop the naut from moving around
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blobber.adjustHealth(blobber.maxHealth * 0.5)
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blob_mobs += blobber
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [blob_reagent_datum.name] blobbernaut?", ROLE_BLOB, null, ROLE_BLOB, 50, blobber) //players must answer rapidly
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var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [blob_reagent_datum.name] blobbernaut?", ROLE_BLOB, null, ROLE_BLOB, 50) //players must answer rapidly
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if(candidates.len) //if we got at least one candidate, they're a blobbernaut now.
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B.max_integrity = initial(B.max_integrity) * 0.25 //factories that produced a blobbernaut have much lower health
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B.obj_integrity = min(B.obj_integrity, B.max_integrity)
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B.update_icon()
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B.visible_message("<span class='warning'><b>The blobbernaut [pick("rips", "tears", "shreds")] its way out of the factory blob!</b></span>")
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playsound(B.loc, 'sound/effects/splat.ogg', 50, 1)
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var/mob/living/simple_animal/hostile/blob/blobbernaut/blobber = new /mob/living/simple_animal/hostile/blob/blobbernaut(get_turf(B))
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flick("blobbernaut_produce", blobber)
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B.naut = blobber
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blobber.factory = B
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blobber.overmind = src
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blobber.update_icons()
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blobber.adjustHealth(blobber.maxHealth * 0.5)
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blob_mobs += blobber
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var/client/C = pick(candidates)
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blobber.key = C.key
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SEND_SOUND(blobber, sound('sound/effects/blobattack.ogg'))
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SEND_SOUND(blobber, sound('sound/effects/attackblob.ogg'))
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to_chat(blobber, "<b>You are a blobbernaut!</b>")
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to_chat(blobber, "You are powerful, hard to kill, and slowly regenerate near nodes and cores, but will slowly die if not near the blob or if the factory that made you is killed.")
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to_chat(blobber, "You are powerful, hard to kill, and slowly regenerate near nodes and cores, <span class='cultlarge'>but will slowly die if not near the blob</span> or if the factory that made you is killed.")
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to_chat(blobber, "You can communicate with other blobbernauts and overminds via <b>:b</b>")
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to_chat(blobber, "Your overmind's blob reagent is: <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font>!")
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to_chat(blobber, "The <b><font color=\"[blob_reagent_datum.color]\">[blob_reagent_datum.name]</b></font> reagent [blob_reagent_datum.shortdesc ? "[blob_reagent_datum.shortdesc]" : "[blob_reagent_datum.description]"]")
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if(blobber)
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blobber.notransform = 0
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else
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to_chat(src, "<span class='warning'>You could not conjure a sentience for your blobbernaut. Your points have been refunded. Try again later.</span>")
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add_points(40)
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/mob/camera/blob/verb/relocate_core()
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set category = "Blob"
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@@ -113,19 +113,14 @@
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var/objective_count = 1
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for(var/datum/objective/objective in team.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[objective_count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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text += "<br><B>Objective #[objective_count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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text += "<br><B>Objective #[objective_count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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text += "<br><B>Objective #[objective_count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
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win = FALSE
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if(!(istype(objective, /datum/objective/crew)))
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win = FALSE
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objective_count++
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if(win)
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text += "<br><font color='green'><B>The blood brothers were successful!</B></font>"
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SSblackbox.record_feedback("tally", "brother_success", 1, "SUCCESS")
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else
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text += "<br><font color='red'><B>The blood brothers have failed!</B></font>"
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SSblackbox.record_feedback("tally", "brother_success", 1, "FAIL")
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text += "<br>"
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to_chat(world, text)
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@@ -113,20 +113,13 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
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if(changeling.objectives.len)
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var/count = 1
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for(var/datum/objective/objective in changeling.objectives)
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if(istype(objective, /datum/objective/crew))
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if(objective.check_completion())
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <font color='green'><b>Success!</b></font> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='danger'>Fail.</span> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "FAIL"))
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if(objective.check_completion())
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <font color='green'><b>Success!</b></font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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if(objective.check_completion())
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <font color='green'><b>Success!</b></font>"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='danger'>Fail.</span>"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "FAIL"))
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text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='danger'>Fail.</span> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "FAIL"))
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if(!(istype(objective, /datum/objective/crew)))
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changelingwin = 0
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count++
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@@ -44,8 +44,6 @@
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contractName = "of revival"
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if(CONTRACT_KNOWLEDGE)
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contractName = "for knowledge"
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//if(CONTRACT_UNWILLING) //Makes round unfun.
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// contractName = "against their will"
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update_explanation_text()
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/datum/objective/devil/soulquality/update_explanation_text()
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@@ -26,6 +26,7 @@
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var/max_teams = 4
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var/list/datum/objective_team/abductor_team/abductor_teams = list()
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var/finished = FALSE
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var/static/team_count = 0
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/datum/game_mode/abduction/announce()
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to_chat(world, "<B>The current game mode is - Abduction!</B>")
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@@ -44,7 +45,11 @@
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return TRUE
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/datum/game_mode/abduction/proc/make_abductor_team(datum/mind/agent, datum/mind/scientist)
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var/team_number = abductor_teams.len+1
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team_count++ //TODO: Fix the edge case of abductor game mode rolling twice+ and failing to setup on first time.
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var/team_number = team_count
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if(team_number > max_teams)
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return //or should it try to stuff them in anway ?
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var/datum/objective_team/abductor_team/team = new
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team.team_number = team_number
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@@ -1,16 +1,6 @@
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/datum/objective/sintouched
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completed = 1
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/* NO ERP OBJECTIVE FOR YOU.
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/datum/objective/sintouched/lust
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/datum/objective/sintouched/lust/New()
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var/mob/dead/D = pick(dead_mob_list)
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if(prob(50) && D)
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explanation_text = "You know that [D] has perished.... and you think [D] is kinda cute. Make sure everyone knows how HOT [D]'s lifeless body is."
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else
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explanation_text = "Go get married, then immediately cheat on your new spouse." */
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/datum/objective/sintouched/gluttony
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explanation_text = "Everything is so delicious. Go eat everything."
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@@ -178,14 +178,6 @@
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disk_rescued = 0
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break
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var/crew_evacuated = (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)
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//var/operatives_are_dead = is_operatives_are_dead()
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//nukes_left
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//station_was_nuked
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//derp //Used for tracking if the syndies actually haul the nuke to the station //no
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//herp //Used for tracking if the syndies got the shuttle off of the z-level //NO, DON'T FUCKING NAME VARS LIKE THIS
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if(nuke_off_station == NUKE_SYNDICATE_BASE)
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SSticker.mode_result = "loss - syndicate nuked - disk secured"
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@@ -113,20 +113,13 @@
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if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
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var/count = 1
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for(var/datum/objective/objective in traitor.objectives)
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if(istype(objective, /datum/objective/crew))
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if(objective.check_completion())
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
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if(objective.check_completion())
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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if(objective.check_completion())
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
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objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
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if(!(istype(objective, /datum/objective/crew)))
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traitorwin = FALSE
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count++
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@@ -47,7 +47,7 @@
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for(var/datum/mind/wizard in wizards)
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if(isliving(wizard.current) && wizard.current.stat!=DEAD)
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return FALSE
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for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
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if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
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return FALSE
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@@ -55,7 +55,7 @@
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if(SSevents.wizardmode) //If summon events was active, turn it off
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SSevents.toggleWizardmode()
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SSevents.resetFrequency()
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return TRUE
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/datum/game_mode/wizard/declare_completion()
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@@ -89,20 +89,13 @@
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var/count = 1
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var/wizardwin = 1
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for(var/datum/objective/objective in wizard.objectives)
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if(istype(objective, /datum/objective/crew))
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> <font color='grey'>(Optional)</font>"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "FAIL"))
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "SUCCESS"))
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "FAIL"))
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
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SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "FAIL"))
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if(!(istype(objective, /datum/objective/crew)))
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wizardwin = 0
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count++
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Reference in New Issue
Block a user