TG Sync 12/15/17

s

s
This commit is contained in:
kevinz000
2017-12-15 06:27:57 -08:00
parent b6b0ab69e3
commit 253c819bc1
762 changed files with 13429 additions and 14872 deletions
+3 -1
View File
@@ -48,4 +48,6 @@
newhud.join_hud(current)
/datum/mind/proc/leave_all_antag_huds()
for(var/datum/atom_hud/antag/hud in GLOB.huds)
for(var/datum/atom_hud/antag/hud in GLOB.huds)
if(hud.hudusers[current])
hud.leave_hud(current)
+28 -22
View File
@@ -4,7 +4,7 @@
w_class = WEIGHT_CLASS_TINY
var/used = 0
/obj/item/antag_spawner/proc/spawn_antag(client/C, turf/T, type = "")
/obj/item/antag_spawner/proc/spawn_antag(client/C, turf/T, kind = "", datum/mind/user)
return
/obj/item/antag_spawner/proc/equip_antag(mob/target)
@@ -67,18 +67,16 @@
else
to_chat(H, "Unable to reach your apprentice! You can either attack the spellbook with the contract to refund your points, or wait and try again later.")
/obj/item/antag_spawner/contract/spawn_antag(client/C, turf/T, school,datum/mind/user)
/obj/item/antag_spawner/contract/spawn_antag(client/C, turf/T, kind ,datum/mind/user)
new /obj/effect/particle_effect/smoke(T)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
C.prefs.copy_to(M)
M.key = C.key
var/datum/mind/app_mind = M.mind
var/datum/antagonist/wizard/apprentice/app = new(app_mind)
app.master = user
app.school = school
app.school = kind
var/datum/antagonist/wizard/master_wizard = user.has_antag_datum(/datum/antagonist/wizard)
if(master_wizard)
@@ -107,7 +105,7 @@
if(used)
to_chat(user, "<span class='warning'>[src] is out of power!</span>")
return FALSE
if(!(user.mind in SSticker.mode.syndicates))
if(!user.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
to_chat(user, "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>")
return FALSE
if(user.z != ZLEVEL_CENTCOM)
@@ -133,19 +131,19 @@
else
to_chat(user, "<span class='warning'>Unable to connect to Syndicate command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>")
/obj/item/antag_spawner/nuke_ops/spawn_antag(client/C, turf/T)
/obj/item/antag_spawner/nuke_ops/spawn_antag(client/C, turf/T, kind, datum/mind/user)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
C.prefs.copy_to(M)
M.key = C.key
var/code = "BOMB-NOT-FOUND"
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
if(nuke)
code = nuke.r_code
M.mind.make_Nuke(null, code, 0, FALSE)
var/newname = M.dna.species.random_name(M.gender,0,SSticker.mode.nukeops_lastname)
M.mind.name = newname
M.real_name = newname
M.name = newname
var/datum/antagonist/nukeop/new_op = new(M.mind)
new_op.send_to_spawnpoint = FALSE
new_op.nukeop_outfit = /datum/outfit/syndicate/no_crystals
var/datum/antagonist/nukeop/creator_op = user.has_antag_datum(/datum/antagonist/nukeop,TRUE)
if(creator_op)
M.mind.add_antag_datum(new_op,creator_op.nuke_team)
M.mind.special_role = "Nuclear Operative"
//////SYNDICATE BORG
/obj/item/antag_spawner/nuke_ops/borg_tele
@@ -162,8 +160,12 @@
name = "syndicate medical teleporter"
borg_to_spawn = "Medical"
/obj/item/antag_spawner/nuke_ops/borg_tele/spawn_antag(client/C, turf/T)
/obj/item/antag_spawner/nuke_ops/borg_tele/spawn_antag(client/C, turf/T, kind, datum/mind/user)
var/mob/living/silicon/robot/R
var/datum/antagonist/nukeop/creator_op = user.has_antag_datum(/datum/antagonist/nukeop,TRUE)
if(!creator_op)
return
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/modules/syndicate/medical(T)
@@ -174,8 +176,8 @@
if(prob(50))
brainfirstname = pick(GLOB.first_names_female)
var/brainopslastname = pick(GLOB.last_names)
if(SSticker.mode.nukeops_lastname) //the brain inside the syndiborg has the same last name as the other ops.
brainopslastname = SSticker.mode.nukeops_lastname
if(creator_op.nuke_team.syndicate_name) //the brain inside the syndiborg has the same last name as the other ops.
brainopslastname = creator_op.nuke_team.syndicate_name
var/brainopsname = "[brainfirstname] [brainopslastname]"
R.mmi.name = "Man-Machine Interface: [brainopsname]"
@@ -185,7 +187,11 @@
R.real_name = R.name
R.key = C.key
R.mind.make_Nuke(null, nuke_code = null,leader=0, telecrystals = TRUE)
var/datum/antagonist/nukeop/new_borg = new(R.mind)
new_borg.send_to_spawnpoint = FALSE
R.mind.add_antag_datum(new_borg,creator_op.nuke_team)
R.mind.special_role = "Syndicate Cyborg"
///////////SLAUGHTER DEMON
@@ -222,8 +228,7 @@
to_chat(user, "<span class='notice'>You can't seem to work up the nerve to shatter the bottle. Perhaps you should try again later.</span>")
/obj/item/antag_spawner/slaughter_demon/spawn_antag(client/C, turf/T, type = "", datum/mind/user)
/obj/item/antag_spawner/slaughter_demon/spawn_antag(client/C, turf/T, kind = "", datum/mind/user)
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(T)
var/mob/living/simple_animal/slaughter/S = new demon_type(holder)
S.holder = holder
@@ -242,6 +247,7 @@
new_objective2.owner = S.mind
new_objective2.explanation_text = "[objective_verb] everyone[user ? " else while you're at it":""]."
S.mind.objectives += new_objective2
S.mind.add_antag_datum(/datum/antagonist/auto_custom)
to_chat(S, S.playstyle_string)
to_chat(S, "<B>You are currently not currently in the same plane of existence as the station. \
Ctrl+Click a blood pool to manifest.</B>")
+1 -1
View File
@@ -30,4 +30,4 @@
name = initial(name)
desc = initial(desc)
atmosblock = TRUE
air_update_turf(1)
air_update_turf(1)
+28 -5
View File
@@ -4,6 +4,7 @@ GLOBAL_LIST_EMPTY(blob_cores)
GLOBAL_LIST_EMPTY(overminds)
GLOBAL_LIST_EMPTY(blob_nodes)
/mob/camera/blob
name = "Blob Overmind"
real_name = "Blob Overmind"
@@ -33,10 +34,12 @@ GLOBAL_LIST_EMPTY(blob_nodes)
var/manualplace_min_time = 600 //in deciseconds //a minute, to get bearings
var/autoplace_max_time = 3600 //six minutes, as long as should be needed
var/list/blobs_legit = list()
var/max_count = 0 //The biggest it got before death
var/blobwincount = 400
var/victory_in_progress = FALSE
/mob/camera/blob/Initialize(mapload, starting_points = 60)
validate_location()
blob_points = starting_points
manualplace_min_time += world.time
autoplace_max_time += world.time
@@ -50,11 +53,18 @@ GLOBAL_LIST_EMPTY(blob_nodes)
color = blob_reagent_datum.complementary_color
if(blob_core)
blob_core.update_icon()
SSshuttle.registerHostileEnvironment(src)
.= ..()
/mob/camera/blob/proc/validate_location()
var/turf/T = get_turf(src)
var/area/A = get_area(T)
if(((A && !A.blob_allowed) || !T || !(T.z in GLOB.station_z_levels)) && LAZYLEN(GLOB.blobstart))
T = get_turf(pick(GLOB.blobstart))
if(!T)
CRASH("No blobspawnpoints and blob spawned in nullspace.")
forceMove(T)
/mob/camera/blob/Life()
if(!blob_core)
if(!placed)
@@ -73,6 +83,9 @@ GLOBAL_LIST_EMPTY(blob_nodes)
max_blob_points = INFINITY
blob_points = INFINITY
addtimer(CALLBACK(src, .proc/victory), 450)
if(!victory_in_progress && max_count < blobs_legit.len)
max_count = blobs_legit.len
..()
@@ -111,6 +124,11 @@ GLOBAL_LIST_EMPTY(blob_nodes)
A.layer = BELOW_MOB_LAYER
A.invisibility = 0
A.blend_mode = 0
var/datum/antagonist/blob/B = mind.has_antag_datum(/datum/antagonist/blob)
if(B)
var/datum/objective/blob_takeover/main_objective = locate() in B.objectives
if(main_objective)
main_objective.completed = TRUE
to_chat(world, "<B>[real_name] consumed the station in an unstoppable tide!</B>")
SSticker.news_report = BLOB_WIN
SSticker.force_ending = 1
@@ -134,7 +152,6 @@ GLOBAL_LIST_EMPTY(blob_nodes)
/mob/camera/blob/Login()
..()
sync_mind()
to_chat(src, "<span class='notice'>You are the overmind!</span>")
blob_help()
update_health_hud()
@@ -215,12 +232,18 @@ GLOBAL_LIST_EMPTY(blob_nodes)
if(placed)
var/obj/structure/blob/B = locate() in range("3x3", NewLoc)
if(B)
loc = NewLoc
forceMove(NewLoc)
else
return 0
else
var/area/A = get_area(NewLoc)
if(isspaceturf(NewLoc) || istype(A, /area/shuttle)) //if unplaced, can't go on shuttles or space tiles
return 0
loc = NewLoc
forceMove(NewLoc)
return 1
/mob/camera/blob/mind_initialize()
. = ..()
var/datum/antagonist/blob/B = mind.has_antag_datum(/datum/antagonist/blob)
if(!B)
mind.add_antag_datum(/datum/antagonist/blob)
+17 -16
View File
@@ -7,22 +7,23 @@
// Power verbs
/mob/camera/blob/proc/place_blob_core(point_rate, placement_override)
/mob/camera/blob/proc/place_blob_core(point_rate, placement_override , pop_override = FALSE)
if(placed && placement_override != -1)
return 1
if(!placement_override)
for(var/mob/living/M in range(7, src))
if("blob" in M.faction)
continue
if(M.client)
to_chat(src, "<span class='warning'>There is someone too close to place your blob core!</span>")
return 0
for(var/mob/living/M in view(13, src))
if("blob" in M.faction)
continue
if(M.client)
to_chat(src, "<span class='warning'>Someone could see your blob core from here!</span>")
return 0
if(!pop_override)
for(var/mob/living/M in range(7, src))
if("blob" in M.faction)
continue
if(M.client)
to_chat(src, "<span class='warning'>There is someone too close to place your blob core!</span>")
return 0
for(var/mob/living/M in view(13, src))
if("blob" in M.faction)
continue
if(M.client)
to_chat(src, "<span class='warning'>Someone could see your blob core from here!</span>")
return 0
var/turf/T = get_turf(src)
if(T.density)
to_chat(src, "<span class='warning'>This spot is too dense to place a blob core on!</span>")
@@ -37,12 +38,12 @@
else if(O.density)
to_chat(src, "<span class='warning'>This spot is too dense to place a blob core on!</span>")
return 0
if(world.time <= manualplace_min_time && world.time <= autoplace_max_time)
if(!pop_override && world.time <= manualplace_min_time && world.time <= autoplace_max_time)
to_chat(src, "<span class='warning'>It is too early to place your blob core!</span>")
return 0
else if(placement_override == 1)
var/turf/T = pick(GLOB.blobstart)
loc = T //got overrided? you're somewhere random, motherfucker
forceMove(T) //got overrided? you're somewhere random, motherfucker
if(placed && blob_core)
blob_core.forceMove(loc)
else
@@ -74,7 +75,7 @@
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/structure/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
loc = chosen_node.loc
forceMove(chosen_node.loc)
/mob/camera/blob/proc/createSpecial(price, blobType, nearEquals, needsNode, turf/T)
if(!T)
+1 -1
View File
@@ -348,4 +348,4 @@
icon_state = "blob"
name = "blob"
desc = "A thick wall of writhing tendrils."
brute_resist = 0.25
brute_resist = 0.25
+2 -70
View File
@@ -1,41 +1,3 @@
/datum/objective_team/brother_team
name = "brotherhood"
member_name = "blood brother"
var/list/objectives = list()
var/meeting_area
/datum/objective_team/brother_team/is_solo()
return FALSE
/datum/objective_team/brother_team/proc/add_objective(datum/objective/O, needs_target = FALSE)
O.team = src
if(needs_target)
O.find_target()
O.update_explanation_text()
objectives += O
/datum/objective_team/brother_team/proc/forge_brother_objectives()
objectives = list()
var/is_hijacker = prob(10)
for(var/i = 1 to max(1, CONFIG_GET(number/brother_objectives_amount) + (members.len > 2) - is_hijacker))
forge_single_objective()
if(is_hijacker)
if(!locate(/datum/objective/hijack) in objectives)
add_objective(new/datum/objective/hijack)
else if(!locate(/datum/objective/escape) in objectives)
add_objective(new/datum/objective/escape)
/datum/objective_team/brother_team/proc/forge_single_objective()
if(prob(50))
if(LAZYLEN(active_ais()) && prob(100/GLOB.joined_player_list.len))
add_objective(new/datum/objective/destroy, TRUE)
else if(prob(30))
add_objective(new/datum/objective/maroon, TRUE)
else
add_objective(new/datum/objective/assassinate, TRUE)
else
add_objective(new/datum/objective/steal, TRUE)
/datum/game_mode
var/list/datum/mind/brothers = list()
var/list/datum/objective_team/brother_team/brother_teams = list()
@@ -54,6 +16,7 @@
var/list/datum/objective_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
traitors_required = FALSE //Only teams are possible
var/meeting_areas = list("The Bar", "Dorms", "Escape Dock", "Arrivals", "Holodeck", "Primary Tool Storage", "Recreation Area", "Chapel", "Library")
@@ -92,44 +55,13 @@
team.forge_brother_objectives()
for(var/datum/mind/M in team.members)
M.add_antag_datum(ANTAG_DATUM_BROTHER, team)
team.update_name()
brother_teams += pre_brother_teams
return ..()
/datum/game_mode/traitor/bros/generate_report()
return "It's Syndicate recruiting season. Be alert for potential Syndicate infiltrators, but also watch out for disgruntled employees trying to defect. Unlike Nanotrasen, the Syndicate prides itself in teamwork and will only recruit pairs that share a brotherly trust."
/datum/game_mode/proc/auto_declare_completion_brother()
if(!LAZYLEN(brother_teams))
return
var/text = "<br><font size=4><b>The blood brothers were:</b></font>"
var/teamnumber = 1
for(var/datum/objective_team/brother_team/team in brother_teams)
if(!team.members.len)
continue
text += "<br><font size=3><b>Team #[teamnumber++]</b></font>"
for(var/datum/mind/M in team.members)
text += printplayer(M)
var/win = TRUE
var/objective_count = 1
for(var/datum/objective/objective in team.objectives)
if(objective.check_completion())
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>" : ""]"
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
else
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>" : ""]"
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
if(!(istype(objective, /datum/objective/crew)))
win = FALSE
objective_count++
if(win)
text += "<br><font color='green'><B>The blood brothers were successful!</B></font>"
SSblackbox.record_feedback("tally", "brother_success", 1, "SUCCESS")
else
text += "<br><font color='red'><B>The blood brothers have failed!</B></font>"
SSblackbox.record_feedback("tally", "brother_success", 1, "FAIL")
text += "<br>"
to_chat(world, text)
/datum/game_mode/proc/update_brother_icons_added(datum/mind/brother_mind)
var/datum/atom_hud/antag/brotherhud = GLOB.huds[ANTAG_HUD_BROTHER]
brotherhud.join_hud(brother_mind.current)
@@ -94,47 +94,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
of the Thing being sent to a station in this sector is highly likely. It may be in the guise of any crew member. Trust nobody - suspect everybody. Do not announce this to the crew, \
as paranoia may spread and inhibit workplace efficiency."
/datum/game_mode/proc/auto_declare_completion_changeling()
var/list/changelings = get_antagonists(/datum/antagonist/changeling,TRUE) //Only real lings get a mention
if(changelings.len)
var/text = "<br><font size=3><b>The changelings were:</b></font>"
for(var/datum/mind/changeling in changelings)
var/datum/antagonist/changeling/ling = changeling.has_antag_datum(/datum/antagonist/changeling)
var/changelingwin = 1
if(!changeling.current)
changelingwin = 0
text += printplayer(changeling)
//Removed sanity if(changeling) because we -want- a runtime to inform us that the changelings list is incorrect and needs to be fixed.
text += "<br><b>Changeling ID:</b> [ling.changelingID]."
text += "<br><b>Genomes Extracted:</b> [ling.absorbedcount]"
if(changeling.objectives.len)
var/count = 1
for(var/datum/objective/objective in changeling.objectives)
if(objective.check_completion())
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>" : ""]"
SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "SUCCESS"))
else
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='danger'>Fail.</span> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
SSblackbox.record_feedback("nested tally", "changeling_objective", 1, list("[objective.type]", "FAIL"))
if(!(istype(objective, /datum/objective/crew)))
changelingwin = 0
count++
if(changelingwin)
text += "<br><font color='green'><b>The changeling was successful!</b></font>"
SSblackbox.record_feedback("tally", "changeling_success", 1, "SUCCESS")
else
text += "<br><span class='boldannounce'>The changeling has failed.</span>"
SSblackbox.record_feedback("tally", "changeling_success", 1, "FAIL")
text += "<br>"
to_chat(world, text)
return 1
/proc/changeling_transform(mob/living/carbon/human/user, datum/changelingprofile/chosen_prof)
var/datum/dna/chosen_dna = chosen_prof.dna
user.real_name = chosen_prof.name
+15 -36
View File
@@ -65,13 +65,16 @@ Credit where due:
return TRUE
return FALSE
/proc/add_servant_of_ratvar(mob/L, silent = FALSE)
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
if(!L || !L.mind)
return
var/update_type = ANTAG_DATUM_CLOCKCULT
if(silent)
update_type = ANTAG_DATUM_CLOCKCULT_SILENT
. = L.mind.add_antag_datum(update_type)
var/datum/antagonist/clockcult/C = new update_type(L.mind)
C.make_team = create_team
C.show_in_roundend = create_team //tutorial scarabs begone
. = L.mind.add_antag_datum(C)
/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
if(!L || !L.mind)
@@ -88,7 +91,6 @@ Credit where due:
///////////////
/datum/game_mode
var/datum/mind/eminence //The clockwork Eminence
var/list/servants_of_ratvar = list() //The Enlightened servants of Ratvar
var/clockwork_explanation = "Defend the Ark of the Clockwork Justiciar and free Ratvar." //The description of the current objective
@@ -110,6 +112,8 @@ Credit where due:
var/servants_to_serve = list()
var/roundstart_player_count
var/ark_time //In minutes, how long the Ark waits before activation; this is equal to 30 + (number of players / 5) (max 40 mins.)
var/datum/objective_team/clockcult/main_clockcult
/datum/game_mode/clockwork_cult/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
@@ -185,22 +189,21 @@ Credit where due:
return FALSE
/datum/game_mode/clockwork_cult/check_finished()
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
if(G && !GLOB.ratvar_awakens) // Doesn't end until the Ark is destroyed or completed
if(GLOB.ark_of_the_clockwork_justiciar && !GLOB.ratvar_awakens) // Doesn't end until the Ark is destroyed or completed
return FALSE
. = ..()
return ..()
/datum/game_mode/clockwork_cult/proc/check_clockwork_victory()
return main_clockcult.check_clockwork_victory()
/datum/game_mode/clockwork_cult/set_round_result()
..()
if(GLOB.clockwork_gateway_activated)
SSticker.news_report = CLOCK_SUMMON
return TRUE
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
else
SSticker.news_report = CULT_FAILURE
return FALSE
/datum/game_mode/clockwork_cult/declare_completion()
..()
return //Doesn't end until the round does
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
/datum/game_mode/clockwork_cult/generate_report()
return "Bluespace monitors near your sector have detected a continuous stream of patterned fluctuations since the station was completed. It is most probable that a powerful entity \
@@ -210,30 +213,6 @@ Credit where due:
working for this entity and utilizing highly-advanced technology to cross the great distance at will. If they should turn out to be a credible threat, the task falls on you and \
your crew to dispatch it in a timely manner."
/datum/game_mode/proc/auto_declare_completion_clockwork_cult()
var/text = ""
if(istype(SSticker.mode, /datum/game_mode/clockwork_cult)) //Possibly hacky?
var/datum/game_mode/clockwork_cult/C = SSticker.mode
if(C.check_clockwork_victory())
text += "<span class='bold large_brass'>Ratvar's servants defended the Ark until its activation!</span>"
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
else
text += "<span class='userdanger'>The Ark was destroyed! Ratvar will rust away for all eternity!</span>"
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
text += "<br><b>The servants' objective was:</b> [CLOCKCULT_OBJECTIVE]."
text += "<br>Ratvar's servants had <b>[GLOB.clockwork_caches]</b> Tinkerer's Caches."
text += "<br><b>Construction Value(CV)</b> was: <b>[GLOB.clockwork_construction_value]</b>"
for(var/i in SSticker.scripture_states)
if(i != SCRIPTURE_DRIVER)
text += "<br><b>[i] scripture</b> was: <b>[SSticker.scripture_states[i] ? "UN":""]LOCKED</b>"
if(SSticker.mode.eminence)
text += "<br><b>The Eminence was:</b> [printplayer(SSticker.mode.eminence)]"
if(servants_of_ratvar.len)
text += "<br><b>Ratvar's servants were:</b>"
for(var/datum/mind/M in servants_of_ratvar - SSticker.mode.eminence)
text += printplayer(M)
to_chat(world, text)
/datum/game_mode/proc/update_servant_icons_added(datum/mind/M)
var/datum/atom_hud/antag/A = GLOB.huds[ANTAG_HUD_CLOCKWORK]
A.join_hud(M.current)
@@ -98,12 +98,12 @@
if(severity == 1 && uses)
uses = 0
visible_message("<span class='warning'>[src] is disrupted!</span>")
animate(src, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
animate(src, alpha = 0, transform = matrix()*2, time = 10, flags = ANIMATION_END_NOW)
deltimer(timerid)
timerid = QDEL_IN(src, 10)
linked_gateway.uses = 0
linked_gateway.visible_message("<span class='warning'>[linked_gateway] is disrupted!</span>")
animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 10, flags_1 = ANIMATION_END_NOW)
animate(linked_gateway, alpha = 0, transform = matrix()*2, time = 10, flags = ANIMATION_END_NOW)
deltimer(linked_gateway.timerid)
linked_gateway.timerid = QDEL_IN(linked_gateway, 10)
return TRUE
@@ -144,13 +144,13 @@
uses = max(0, uses - 1)
linked_gateway.uses = max(0, linked_gateway.uses - 1)
if(!uses)
animate(src, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
animate(linked_gateway, transform = matrix() * 0.1, time = 10, flags_1 = ANIMATION_END_NOW)
animate(src, transform = matrix() * 0.1, time = 10, flags = ANIMATION_END_NOW)
animate(linked_gateway, transform = matrix() * 0.1, time = 10, flags = ANIMATION_END_NOW)
density = FALSE
linked_gateway.density = FALSE
else
animate(src, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags_1 = ANIMATION_END_NOW)
animate(src, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
animate(linked_gateway, transform = matrix() / 1.5, time = 10, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, .proc/check_uses), 10)
return TRUE
@@ -132,7 +132,7 @@
var/doortype = /obj/machinery/door/airlock/clockwork
if(glass)
doortype = /obj/machinery/door/airlock/clockwork/brass
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir)
return list("operation_time" = 60, "new_obj_type" = doortype, "power_cost" = POWER_WALL_TOTAL, "spawn_dir" = dir, "transfer_name" = TRUE)
/obj/machinery/door/airlock/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
return FALSE
@@ -188,7 +188,7 @@
//Windoor conversion
/obj/machinery/door/window/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE)
return list("operation_time" = 30, "new_obj_type" = /obj/machinery/door/window/clockwork, "power_cost" = POWER_STANDARD, "spawn_dir" = dir, "dir_in_new" = TRUE, "transfer_name" = TRUE)
/obj/machinery/door/window/clockwork/fabrication_vals(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator, silent)
return FALSE
@@ -91,7 +91,8 @@
/obj/item/clockwork/construct_chassis/cogscarab/pre_spawn()
if(infinite_resources)
construct_type = /mob/living/simple_animal/drone/cogscarab/ratvar //During rounds where they can't interact with the station, let them experiment with builds
//During rounds where they can't interact with the station, let them experiment with builds
construct_type = /mob/living/simple_animal/drone/cogscarab/ratvar
/obj/item/clockwork/construct_chassis/cogscarab/post_spawn(mob/living/construct)
if(infinite_resources) //Allow them to build stuff and recite scripture
@@ -144,10 +144,14 @@
else
if(new_thing_type)
if(fabrication_values["dir_in_new"])
new new_thing_type(get_turf(target), fabrication_values["spawn_dir"]) //please verify that your new object actually wants to get a dir in New()
var/atom/A = new new_thing_type(get_turf(target), fabrication_values["spawn_dir"]) //please verify that your new object actually wants to get a dir in New()
if(fabrication_values["transfer_name"])
A.name = target.name
else
var/atom/A = new new_thing_type(get_turf(target))
A.setDir(fabrication_values["spawn_dir"])
if(fabrication_values["transfer_name"])
A.name = target.name
if(!fabrication_values["no_target_deletion"]) //for some cases where fabrication_vals() modifies the object but doesn't want it deleted
qdel(target)
adjust_clockwork_power(-fabrication_values["power_cost"])
@@ -14,16 +14,6 @@
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
var/static/superheated_walls = 0
/mob/camera/eminence/Initialize()
if(SSticker.mode.eminence)
return INITIALIZE_HINT_QDEL
. = ..()
/mob/camera/eminence/Destroy(force)
if(!force && mind && SSticker.mode.eminence == mind)
return QDEL_HINT_LETMELIVE
return ..()
/mob/camera/eminence/CanPass(atom/movable/mover, turf/target)
return TRUE
@@ -39,12 +29,20 @@
/mob/camera/eminence/Login()
..()
add_servant_of_ratvar(src, TRUE)
var/datum/antagonist/clockcult/C = mind.has_antag_datum(/datum/antagonist/clockcult,TRUE)
if(!C)
add_servant_of_ratvar(src, TRUE)
C = mind.has_antag_datum(/datum/antagonist/clockcult,TRUE)
if(C && C.clock_team)
if(C.clock_team.eminence)
remove_servant_of_ratvar(src,TRUE)
qdel(src)
else
C.clock_team.eminence = src
to_chat(src, "<span class='bold large_brass'>You have been selected as the Eminence!</span>")
to_chat(src, "<span class='brass'>As the Eminence, you lead the servants. Anything you say will be heard by the entire cult.</span>")
to_chat(src, "<span class='brass'>Though you can move through walls, you're also incorporeal, and largely can't interact with the world except for a few ways.</span>")
to_chat(src, "<span class='brass'>Additionally, unless the herald's beacon is activated, you can't understand any speech while away from Reebe.</span>")
SSticker.mode.eminence = mind
eminence_help()
for(var/V in actions)
var/datum/action/A = V
@@ -17,7 +17,11 @@
return
if(kingmaking)
return
if(SSticker.mode.eminence)
var/datum/antagonist/clockcult/C = user.mind.has_antag_datum(/datum/antagonist/clockcult)
if(!C || !C.clock_team)
return
if(C.clock_team.eminence)
to_chat(user, "<span class='warning'>There's already an Eminence!</span>")
return
if(!GLOB.servants_active)
@@ -34,7 +38,9 @@
/obj/structure/destructible/clockwork/eminence_spire/attack_ghost(mob/user)
if(!IsAdminGhost(user))
return
if(SSticker.mode.eminence)
var/datum/antagonist/clockcult/random_cultist = locate() in GLOB.antagonists //if theres no cultists new team without eminence will be created anyway.
if(random_cultist && random_cultist.clock_team && random_cultist.clock_team.eminence)
to_chat(user, "<span class='warning'>There's already an Eminence - too late!</span>")
return
if(!GLOB.servants_active)
+26 -184
View File
@@ -2,24 +2,23 @@
/datum/game_mode
var/list/datum/mind/cult = list()
var/list/cult_objectives = list()
var/eldergod = 1 //for the summon god objective
/proc/iscultist(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(ANTAG_DATUM_CULT)
/proc/is_sacrifice_target(datum/mind/mind)
if(mind == GLOB.sac_mind)
return TRUE
/datum/objective_team/cult/proc/is_sacrifice_target(datum/mind/mind)
for(var/datum/objective/sacrifice/sac_objective in objectives)
if(mind == sac_objective.target)
return TRUE
return FALSE
/proc/is_convertable_to_cult(mob/living/M)
/proc/is_convertable_to_cult(mob/living/M,datum/objective_team/cult/specific_cult)
if(!istype(M))
return FALSE
if(M.mind)
if(ishuman(M) && (M.mind.assigned_role in list("Captain", "Chaplain")))
return FALSE
if(is_sacrifice_target(M.mind))
if(specific_cult && specific_cult.is_sacrifice_target(M.mind))
return FALSE
if(M.mind.enslaved_to && !iscultist(M.mind.enslaved_to))
return FALSE
@@ -55,10 +54,10 @@
var/list/cultists_to_cult = list() //the cultists we'll convert
var/datum/objective_team/cult/main_cult
/datum/game_mode/cult/pre_setup()
cult_objectives += "sacrifice"
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
@@ -86,82 +85,19 @@
/datum/game_mode/cult/post_setup()
if("sacrifice" in cult_objectives)
var/list/possible_targets = get_unconvertables()
if(!possible_targets.len)
message_admins("Cult Sacrifice: Could not find unconvertable target, checking for convertable target.")
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(player.mind && !(player.mind in cultists_to_cult))
possible_targets += player.mind
if(possible_targets.len > 0)
GLOB.sac_mind = pick(possible_targets)
if(!GLOB.sac_mind)
message_admins("Cult Sacrifice: ERROR - Null target chosen!")
else
var/datum/job/sacjob = SSjob.GetJob(GLOB.sac_mind.assigned_role)
var/datum/preferences/sacface = GLOB.sac_mind.current.client.prefs
var/icon/reshape = get_flat_human_icon(null, sacjob, sacface)
reshape.Shift(SOUTH, 4)
reshape.Shift(EAST, 1)
reshape.Crop(7,4,26,31)
reshape.Crop(-5,-3,26,30)
GLOB.sac_image = reshape
else
message_admins("Cult Sacrifice: Could not find unconvertable or convertable target. WELP!")
if(!GLOB.summon_spots.len)
while(GLOB.summon_spots.len < SUMMON_POSSIBILITIES)
var/area/summon = pick(GLOB.sortedAreas - GLOB.summon_spots)
if((summon.z in GLOB.station_z_levels) && summon.valid_territory)
GLOB.summon_spots += summon
cult_objectives += "eldergod"
for(var/datum/mind/cult_mind in cultists_to_cult)
equip_cultist(cult_mind.current)
update_cult_icons_added(cult_mind)
to_chat(cult_mind.current, "<span class='userdanger'>You are a member of the cult!</span>")
cult_mind.current.playsound_local(get_turf(cult_mind.current), 'sound/ambience/antag/bloodcult.ogg', 100, FALSE, pressure_affected = FALSE)//subject to change
add_cultist(cult_mind, 0)
add_cultist(cult_mind, 0, equip=TRUE)
..()
/datum/game_mode/proc/equip_cultist(mob/living/carbon/human/mob,tome = 0)
if(!istype(mob))
return
if (mob.mind)
if (mob.mind.assigned_role == "Clown")
to_chat(mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
mob.dna.remove_mutation(CLOWNMUT)
if(tome)
. += cult_give_item(/obj/item/tome, mob)
else
. += cult_give_item(/obj/item/paper/talisman/supply, mob)
to_chat(mob, "These will help you start the cult on this station. Use them well, and remember - you are not the only one.</span>")
/datum/game_mode/proc/cult_give_item(obj/item/item_path, mob/living/carbon/human/mob)
var/list/slots = list(
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
)
var/T = new item_path(mob)
var/item_name = initial(item_path.name)
var/where = mob.equip_in_one_of_slots(T, slots)
if(!where)
to_chat(mob, "<span class='userdanger'>Unfortunately, you weren't able to get a [item_name]. This is very bad and you should adminhelp immediately (press F1).</span>")
return 0
else
to_chat(mob, "<span class='danger'>You have a [item_name] in your [where].</span>")
if(where == "backpack")
var/obj/item/storage/B = mob.back
B.orient2hud(mob)
B.show_to(mob)
return 1
/datum/game_mode/proc/add_cultist(datum/mind/cult_mind, stun) //BASE
/datum/game_mode/proc/add_cultist(datum/mind/cult_mind, stun , equip = FALSE) //BASE
if (!istype(cult_mind))
return 0
if(cult_mind.add_antag_datum(ANTAG_DATUM_CULT))
var/datum/antagonist/cult/new_cultist = new(cult_mind)
new_cultist.give_equipment = equip
if(cult_mind.add_antag_datum(new_cultist))
if(stun)
cult_mind.current.Unconscious(100)
return 1
@@ -187,25 +123,19 @@
culthud.leave_hud(cult_mind.current)
set_antag_hud(cult_mind.current, null)
/datum/game_mode/cult/proc/get_unconvertables()
var/list/ucs = list()
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(player.mind && !is_convertable_to_cult(player) && !(player.mind in cultists_to_cult))
ucs += player.mind
return ucs
/datum/game_mode/cult/proc/check_cult_victory()
var/cult_fail = 0
if(cult_objectives.Find("survive"))
cult_fail += check_survive() //the proc returns 1 if there are not enough cultists on the shuttle, 0 otherwise
if(cult_objectives.Find("eldergod"))
cult_fail += eldergod //1 by default, 0 if the elder god has been summoned at least once
if(cult_objectives.Find("sacrifice"))
if(GLOB.sac_mind && !GLOB.sac_complete) //if the target has been GLOB.sacrificed, ignore this step. otherwise, add 1 to cult_fail
cult_fail++
return cult_fail //if any objectives aren't met, failure
return main_cult.check_cult_victory()
/datum/game_mode/cult/set_round_result()
..()
if(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
/datum/game_mode/cult/proc/check_survive()
var/acolytes_survived = 0
for(var/datum/mind/cult_mind in cult)
@@ -218,57 +148,6 @@
return 1
/datum/game_mode/cult/declare_completion()
if(!check_cult_victory())
SSticker.mode_result = "win - cult win"
to_chat(world, "<span class='greentext'>The cult has succeeded! Nar-sie has snuffed out another torch in the void!</span>")
else
SSticker.mode_result = "loss - staff stopped the cult"
to_chat(world, "<span class='redtext'>The staff managed to stop the cult! Dark words and heresy are no match for Nanotrasen's finest!</span>")
var/text = ""
if(cult_objectives.len)
text += "<br><b>The cultists' objectives were:</b>"
for(var/obj_count=1, obj_count <= cult_objectives.len, obj_count++)
var/explanation
switch(cult_objectives[obj_count])
if("survive")
if(!check_survive())
explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. ([acolytes_survived] escaped) <span class='greenannounce'>Success!</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_survive", "SUCCESS"))
SSticker.news_report = CULT_ESCAPE
else
explanation = "Make sure at least [acolytes_needed] acolytes escape on the shuttle. ([acolytes_survived] escaped) <span class='boldannounce'>Fail.</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_survive", "FAIL"))
SSticker.news_report = CULT_FAILURE
if("sacrifice")
if(GLOB.sac_complete)
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='greenannounce'>Success!</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_sacrifice", "SUCCESS"))
else
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='boldannounce'>Fail.</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_sacrifice", "FAIL"))
if("eldergod")
if(!eldergod)
explanation = "Summon Nar-Sie. The summoning can only be accomplished in [english_list(GLOB.summon_spots)].<span class='greenannounce'>Success!</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_narsie", "SUCCESS"))
SSticker.news_report = CULT_SUMMON
else
explanation = "Summon Nar-Sie. The summoning can only be accomplished in [english_list(GLOB.summon_spots)]<span class='boldannounce'>Fail.</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_narsie", "FAIL"))
SSticker.news_report = CULT_FAILURE
text += "<br><B>Objective #[obj_count]</B>: [explanation]"
if(cult.len)
text += "<br><b>The cultists were:</b>"
for(var/datum/mind/M in cult)
text += printplayer(M)
to_chat(world, text)
..()
return 1
/datum/game_mode/cult/generate_report()
return "Some stations in your sector have reported evidence of blood sacrifice and strange magic. Ties to the Wizards' Federation have been proven not to exist, and many employees \
have disappeared; even Central Command employees light-years away have felt strange presences and at times hysterical compulsions. Interrogations point towards this being the work of \
@@ -276,41 +155,4 @@
devoted to stopping this cult. Note that holy water seems to weaken and eventually return the minds of cultists that ingest it, and mindshield implants will prevent conversion \
altogether."
/datum/game_mode/proc/datum_cult_completion()
var/text = ""
var/cult_fail = 0
cult_fail += eldergod
if(!GLOB.sac_complete)
cult_fail++
if(!cult_fail)
SSticker.mode_result = "win - cult win"
to_chat(world, "<span class='greentext'>The cult has succeeded! Nar-sie has snuffed out another torch in the void!</span>")
else
SSticker.mode_result = "loss - staff stopped the cult"
to_chat(world, "<span class='redtext'>The staff managed to stop the cult! Dark words and heresy are no match for Nanotrasen's finest!</span>")
if(cult_objectives.len)
text += "<br><b>The cultists' objectives were:</b>"
for(var/obj_count in 1 to 2)
var/explanation
switch(cult_objectives[obj_count])
if("sacrifice")
if(GLOB.sac_mind)
if(GLOB.sac_complete)
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='greenannounce'>Success!</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_sacrifice", "SUCCESS"))
else
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='boldannounce'>Fail.</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_sacrifice", "FAIL"))
if("eldergod")
if(!eldergod)
explanation = "Summon Nar-Sie. <span class='greenannounce'>Success!</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_narsie", "SUCCESS"))
SSticker.news_report = CULT_SUMMON
else
explanation = "Summon Nar-Sie. <span class='boldannounce'>Fail.</span>"
SSblackbox.record_feedback("nested tally", "cult_objective", 1, list("cult_narsie", "FAIL"))
SSticker.news_report = CULT_FAILURE
text += "<br><B>Objective #[obj_count]</B>: [explanation]"
to_chat(world, text)
#undef CULT_SCALING_COEFFICIENT
+38 -30
View File
@@ -88,19 +88,21 @@
button_icon_state = "cultvote"
/datum/action/innate/cult/mastervote/IsAvailable()
if(GLOB.cult_vote_called || !ishuman(owner))
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C || C.cult_team.cult_vote_called || !ishuman(owner))
return FALSE
return ..()
/datum/action/innate/cult/mastervote/Activate()
pollCultists(owner)
var/datum/antagonist/cult/C = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
pollCultists(owner,C.cult_team)
/proc/pollCultists(var/mob/living/Nominee) //Cult Master Poll
/proc/pollCultists(var/mob/living/Nominee,datum/objective_team/cult/team) //Cult Master Poll
if(world.time < CULT_POLL_WAIT)
to_chat(Nominee, "It would be premature to select a leader while everyone is still settling in, try again in [DisplayTimeText(CULT_POLL_WAIT-world.time)].")
return
GLOB.cult_vote_called = TRUE //somebody's trying to be a master, make sure we don't let anyone else try
for(var/datum/mind/B in SSticker.mode.cult)
team.cult_vote_called = TRUE //somebody's trying to be a master, make sure we don't let anyone else try
for(var/datum/mind/B in team.members)
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
@@ -108,39 +110,39 @@
to_chat(B.current, "<span class='cultlarge'>Acolyte [Nominee] has asserted that they are worthy of leading the cult. A vote will be called shortly.</span>")
sleep(100)
var/list/asked_cultists = list()
for(var/datum/mind/B in SSticker.mode.cult)
for(var/datum/mind/B in team.members)
if(B.current && B.current != Nominee && !B.current.incapacitated())
SEND_SOUND(B.current, 'sound/magic/exit_blood.ogg')
asked_cultists += B.current
var/list/yes_voters = pollCandidates("[Nominee] seeks to lead your cult, do you support [Nominee.p_them()]?", poll_time = 300, group = asked_cultists)
if(QDELETED(Nominee) || Nominee.incapacitated())
GLOB.cult_vote_called = FALSE
for(var/datum/mind/B in SSticker.mode.cult)
team.cult_vote_called = FALSE
for(var/datum/mind/B in team.members)
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current,"<span class='cultlarge'>[Nominee] has died in the process of attempting to win the cult's support!</span>")
return FALSE
if(!Nominee.mind)
GLOB.cult_vote_called = FALSE
for(var/datum/mind/B in SSticker.mode.cult)
team.cult_vote_called = FALSE
for(var/datum/mind/B in team.members)
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current,"<span class='cultlarge'>[Nominee] has gone catatonic in the process of attempting to win the cult's support!</span>")
return FALSE
if(LAZYLEN(yes_voters) <= LAZYLEN(asked_cultists) * 0.5)
GLOB.cult_vote_called = FALSE
for(var/datum/mind/B in SSticker.mode.cult)
team.cult_vote_called = FALSE
for(var/datum/mind/B in team.members)
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current, "<span class='cultlarge'>[Nominee] could not win the cult's support and shall continue to serve as an acolyte.</span>")
return FALSE
GLOB.cult_mastered = TRUE
team.cult_mastered = TRUE
SSticker.mode.remove_cultist(Nominee.mind, TRUE)
Nominee.mind.add_antag_datum(ANTAG_DATUM_CULT_MASTER)
for(var/datum/mind/B in SSticker.mode.cult)
for(var/datum/mind/B in team.members)
if(B.current)
for(var/datum/action/innate/cult/mastervote/vote in B.current.actions)
vote.Remove(B.current)
@@ -159,6 +161,9 @@
button_icon_state = "sintouch"
/datum/action/innate/cult/master/finalreck/Activate()
var/datum/antagonist/cult/antag = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
return
for(var/i in 1 to 4)
chant(i)
var/list/destinations = list()
@@ -169,7 +174,7 @@
to_chat(owner, "<span class='warning'>You need more space to summon the cult!</span>")
return
if(do_after(owner, 30, target = owner))
for(var/datum/mind/B in SSticker.mode.cult)
for(var/datum/mind/B in antag.cult_team.members)
if(B.current && B.current.stat != DEAD)
var/turf/mobloc = get_turf(B.current)
switch(i)
@@ -194,7 +199,7 @@
addtimer(CALLBACK(B.current, /mob/.proc/reckon, final), 10)
else
return
GLOB.reckoning_complete = TRUE
antag.cult_team.reckoning_complete = TRUE
Remove(owner)
/mob/proc/reckon(turf/final)
@@ -269,34 +274,37 @@
var/turf/T = get_turf(ranged_ability_user)
if(!isturf(T))
return FALSE
var/datum/antagonist/cult/C = caller.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(target in view(7, get_turf(ranged_ability_user)))
GLOB.blood_target = target
C.cult_team.blood_target = target
var/area/A = get_area(target)
attached_action.cooldown = world.time + attached_action.base_cooldown
addtimer(CALLBACK(attached_action.owner, /mob.proc/update_action_buttons_icon), attached_action.base_cooldown)
GLOB.blood_target_image = image('icons/effects/cult_target.dmi', target, "glow", ABOVE_MOB_LAYER)
GLOB.blood_target_image.appearance_flags = RESET_COLOR
GLOB.blood_target_image.pixel_x = -target.pixel_x
GLOB.blood_target_image.pixel_y = -target.pixel_y
C.cult_team.blood_target_image = image('icons/effects/cult_target.dmi', target, "glow", ABOVE_MOB_LAYER)
C.cult_team.blood_target_image.appearance_flags = RESET_COLOR
C.cult_team.blood_target_image.pixel_x = -target.pixel_x
C.cult_team.blood_target_image.pixel_y = -target.pixel_y
for(var/datum/mind/B in SSticker.mode.cult)
if(B.current && B.current.stat != DEAD && B.current.client)
to_chat(B.current, "<span class='cultlarge'><b>Master [ranged_ability_user] has marked [GLOB.blood_target] in the [A.name] as the cult's top priority, get there immediately!</b></span>")
to_chat(B.current, "<span class='cultlarge'><b>Master [ranged_ability_user] has marked [C.cult_team.blood_target] in the [A.name] as the cult's top priority, get there immediately!</b></span>")
SEND_SOUND(B.current, sound(pick('sound/hallucinations/over_here2.ogg','sound/hallucinations/over_here3.ogg'),0,1,75))
B.current.client.images += GLOB.blood_target_image
B.current.client.images += C.cult_team.blood_target_image
attached_action.owner.update_action_buttons_icon()
remove_ranged_ability("<span class='cult'>The marking rite is complete! It will last for 90 seconds.</span>")
GLOB.blood_target_reset_timer = addtimer(CALLBACK(GLOBAL_PROC, .proc/reset_blood_target), 900, TIMER_STOPPABLE)
C.cult_team.blood_target_reset_timer = addtimer(CALLBACK(GLOBAL_PROC, .proc/reset_blood_target,C.cult_team), 900, TIMER_STOPPABLE)
return TRUE
return FALSE
/proc/reset_blood_target()
for(var/datum/mind/B in SSticker.mode.cult)
/proc/reset_blood_target(datum/objective_team/cult/team)
for(var/datum/mind/B in team.members)
if(B.current && B.current.stat != DEAD && B.current.client)
if(GLOB.blood_target)
if(team.blood_target)
to_chat(B.current,"<span class='cultlarge'><b>The blood mark has expired!</b></span>")
B.current.client.images -= GLOB.blood_target_image
QDEL_NULL(GLOB.blood_target_image)
GLOB.blood_target = null
B.current.client.images -= team.blood_target_image
QDEL_NULL(team.blood_target_image)
team.blood_target = null
+1 -1
View File
@@ -163,7 +163,7 @@
/obj/item/twohanded/required/cult_bastard/afterattack(atom/target, mob/user, proximity, click_parameters)
. = ..()
if(dash_toggled && jaunt.IsAvailable())
if(dash_toggled)
jaunt.Teleport(user, target)
return
if(!proximity)
+2 -3
View File
@@ -100,10 +100,9 @@
if(cooldowntime > world.time)
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
return
var/option = "Shielded Robe"
option = input(user, "You study the schematics etched into the forge...", "[src]", option) as null|anything in list("Shielded Robe", "Flagellant's Robe", "Bastard Sword", "Nar-Sien Hardsuit")
var/choice = alert(user,"You study the schematics etched into the forge...",,"Shielded Robe","Flagellant's Robe","Bastard Sword")
var/pickedtype
switch(option)
switch(choice)
if("Shielded Robe")
pickedtype = /obj/item/clothing/suit/hooded/cultrobes/cult_shield
if("Flagellant's Robe")
+18 -7
View File
@@ -179,6 +179,13 @@ This file contains the arcane tome files.
var/list/shields = list()
var/area/A = get_area(src)
var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!user_antag)
return
var/datum/objective/eldergod/summon_objective = locate() in user_antag.cult_team.objectives
var/datum/objective/sacrifice/sac_objective = locate() in user_antag.cult_team.objectives
if(!check_rune_turf(Turf, user))
return
entered_rune_name = input(user, "Choose a rite to scribe.", "Sigils of Power") as null|anything in GLOB.rune_types
@@ -196,18 +203,20 @@ This file contains the arcane tome files.
A = get_area(src)
if(!src || QDELETED(src) || !Adjacent(user) || user.incapacitated() || !check_rune_turf(Turf, user))
return
//AAAAAAAAAAAAAAAH, i'm rewriting enough for now so TODO: remove this shit
if(ispath(rune_to_scribe, /obj/effect/rune/narsie))
if(!("eldergod" in SSticker.mode.cult_objectives))
if(!summon_objective)
to_chat(user, "<span class='warning'>Nar-Sie does not wish to be summoned!</span>")
return
if(!GLOB.sac_complete)
if(sac_objective && !sac_objective.check_completion())
to_chat(user, "<span class='warning'>The sacrifice is not complete. The portal would lack the power to open if you tried!</span>")
return
if(!SSticker.mode.eldergod)
if(summon_objective.check_completion())
to_chat(user, "<span class='cultlarge'>\"I am already here. There is no need to try to summon me now.\"</span>")
return
if(!(A in GLOB.summon_spots))
to_chat(user, "<span class='cultlarge'>The Geometer can only be summoned where the veil is weak - in [english_list(GLOB.summon_spots)]!</span>")
if(!(A in summon_objective.summon_spots))
to_chat(user, "<span class='cultlarge'>The Geometer can only be summoned where the veil is weak - in [english_list(summon_objective.summon_spots)]!</span>")
return
var/confirm_final = alert(user, "This is the FINAL step to summon Nar-Sie; it is a long, painful ritual and the crew will be alerted to your presence", "Are you prepared for the final battle?", "My life for Nar-Sie!", "No")
if(confirm_final == "No")
@@ -215,8 +224,8 @@ This file contains the arcane tome files.
return
Turf = get_turf(user)
A = get_area(src)
if(!(A in GLOB.summon_spots)) // Check again to make sure they didn't move
to_chat(user, "<span class='cultlarge'>The Geometer can only be summoned where the veil is weak - in [english_list(GLOB.summon_spots)]!</span>")
if(!(A in summon_objective.summon_spots)) // Check again to make sure they didn't move
to_chat(user, "<span class='cultlarge'>The Geometer can only be summoned where the veil is weak - in [english_list(summon_objective.summon_spots)]!</span>")
return
priority_announce("Figments from an eldritch god are being summoned by [user] into [A.map_name] from an unknown dimension. Disrupt the ritual at all costs!","Central Command Higher Dimensional Affairs", 'sound/ai/spanomalies.ogg')
for(var/B in spiral_range_turfs(1, user, 1))
@@ -257,8 +266,10 @@ This file contains the arcane tome files.
to_chat(user, "<span class='cult'>There is already a rune here.</span>")
return FALSE
if(!(T.z in GLOB.station_z_levels) && T.z != ZLEVEL_MINING)
to_chat(user, "<span class='warning'>The veil is not weak enough here.</span>")
return FALSE
return TRUE
+19 -6
View File
@@ -349,7 +349,11 @@ structure_check() searches for nearby cultist structures required for the invoca
color = RUNE_COLOR_DARKRED
var/mob/living/L = pick(myriad_targets)
var/is_clock = is_servant_of_ratvar(L)
var/is_convertable = is_convertable_to_cult(L)
var/mob/living/F = invokers[1]
var/datum/antagonist/cult/C = F.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
var/is_convertable = is_convertable_to_cult(L,C.cult_team)
if(L.stat != DEAD && (is_clock || is_convertable))
invocation = "Mah'weyh pleggh at e'ntrath!"
..()
@@ -397,17 +401,27 @@ structure_check() searches for nearby cultist structures required for the invoca
return 1
/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers)
var/mob/living/first_invoker = invokers[1]
if(!first_invoker)
return FALSE
var/datum/antagonist/cult/C = first_invoker.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!C)
return
var/big_sac = FALSE
if((((ishuman(sacrificial) || iscyborg(sacrificial)) && sacrificial.stat != DEAD) || is_sacrifice_target(sacrificial.mind)) && invokers.len < 3)
if((((ishuman(sacrificial) || iscyborg(sacrificial)) && sacrificial.stat != DEAD) || C.cult_team.is_sacrifice_target(sacrificial.mind)) && invokers.len < 3)
for(var/M in invokers)
to_chat(M, "<span class='cultitalic'>[sacrificial] is too greatly linked to the world! You need three acolytes!</span>")
log_game("Offer rune failed - not enough acolytes and target is living or sac target")
return FALSE
if(sacrificial.mind)
GLOB.sacrificed += sacrificial.mind
if(is_sacrifice_target(sacrificial.mind))
GLOB.sac_complete = TRUE
big_sac = TRUE
for(var/datum/objective/sacrifice/sac_objective in C.cult_team.objectives)
if(sac_objective.target == sacrificial.mind)
sac_objective.sacced = TRUE
sac_objective.update_explanation_text()
big_sac = TRUE
else
GLOB.sacrificed += sacrificial
@@ -481,7 +495,6 @@ structure_check() searches for nearby cultist structures required for the invoca
sleep(40)
if(src)
color = RUNE_COLOR_RED
SSticker.mode.eldergod = FALSE
new /obj/singularity/narsie/large/cult(T) //Causes Nar-Sie to spawn even if the rune has been removed
/obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal.
-38
View File
@@ -3,32 +3,6 @@
var/list/datum/mind/devils = list()
var/devil_ascended = 0 // Number of arch devils on station
/datum/game_mode/proc/auto_declare_completion_sintouched()
var/text = ""
if(sintouched.len)
text += "<br><span class='big'><b>The sintouched were:</b></span>"
var/list/sintouchedUnique = uniqueList(sintouched)
for(var/S in sintouchedUnique)
var/datum/mind/sintouched_mind = S
text += printplayer(sintouched_mind)
text += printobjectives(sintouched_mind)
text += "<br>"
text += "<br>"
to_chat(world, text)
/datum/game_mode/proc/auto_declare_completion_devils()
/var/text = ""
if(devils.len)
text += "<br><span class='big'><b>The devils were:</b></span>"
for(var/D in devils)
var/datum/mind/devil = D
text += printplayer(devil)
text += printdevilinfo(devil.current)
text += printobjectives(devil)
text += "<br>"
text += "<br>"
to_chat(world, text)
/datum/game_mode/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)
for(var/i = 1 to quantity)
@@ -41,18 +15,6 @@
else
objective.find_target()
/datum/game_mode/proc/printdevilinfo(mob/living/ply)
var/datum/antagonist/devil/devilinfo = is_devil(ply)
if(!devilinfo)
return "Target is not a devil."
var/text = "</br>The devil's true name is: [devilinfo.truename]</br>"
text += "The devil's bans were:</br>"
text += " [GLOB.lawlorify[LORE][devilinfo.ban]]</br>"
text += " [GLOB.lawlorify[LORE][devilinfo.bane]]</br>"
text += " [GLOB.lawlorify[LORE][devilinfo.obligation]]</br>"
text += " [GLOB.lawlorify[LORE][devilinfo.banish]]</br></br>"
return text
/datum/game_mode/proc/update_devil_icons_added(datum/mind/devil_mind)
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_DEVIL]
hud.join_hud(devil_mind.current)
+16 -80
View File
@@ -19,6 +19,7 @@
var/probability = 0
var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/nuke_off_station = 0 //Used for tracking where the nuke hit
var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
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
@@ -73,7 +74,6 @@
/datum/game_mode/proc/pre_setup()
return 1
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
if(!report)
@@ -241,55 +241,9 @@
return 0
/datum/game_mode/proc/declare_completion()
var/clients = 0
var/surviving_humans = 0
var/surviving_total = 0
var/ghosts = 0
var/escaped_humans = 0
var/escaped_total = 0
for(var/mob/M in GLOB.player_list)
if(M.client)
clients++
if(ishuman(M))
if(!M.stat)
surviving_humans++
if(M.z == ZLEVEL_CENTCOM)
escaped_humans++
if(!M.stat)
surviving_total++
if(M.z == ZLEVEL_CENTCOM)
escaped_total++
if(isobserver(M))
ghosts++
if(clients)
SSblackbox.record_feedback("nested tally", "round_end_stats", clients, list("clients"))
if(ghosts)
SSblackbox.record_feedback("nested tally", "round_end_stats", ghosts, list("ghosts"))
if(surviving_humans)
SSblackbox.record_feedback("nested tally", "round_end_stats", surviving_humans, list("survivors", "human"))
if(surviving_total)
SSblackbox.record_feedback("nested tally", "round_end_stats", surviving_total, list("survivors", "total"))
if(escaped_humans)
SSblackbox.record_feedback("nested tally", "round_end_stats", escaped_humans, list("escapees", "human"))
if(escaped_total)
SSblackbox.record_feedback("nested tally", "round_end_stats", escaped_total, list("escapees", "total"))
send2irc("Server", "Round just ended.")
if(cult.len && !istype(SSticker.mode, /datum/game_mode/cult))
datum_cult_completion()
return 0
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
return 0
/datum/game_mode/proc/send_intercept()
var/intercepttext = "<b><i>Central Command Status Summary</i></b><hr>"
intercepttext += "<b>Central Command has intercepted and partially decoded a Syndicate transmission with vital information regarding their movements. The following report outlines the most \
@@ -451,34 +405,6 @@
for (var/C in GLOB.admins)
to_chat(C, msg)
/datum/game_mode/proc/printplayer(datum/mind/ply, fleecheck)
var/text = "<br><b>[ply.key]</b> was <b>[ply.name]</b> the <b>[ply.assigned_role]</b> and"
if(ply.current)
if(ply.current.stat == DEAD)
text += " <span class='boldannounce'>died</span>"
else
text += " <span class='greenannounce'>survived</span>"
if(fleecheck)
var/turf/T = get_turf(ply.current)
if(!T || !(T.z in GLOB.station_z_levels))
text += " while <span class='boldannounce'>fleeing the station</span>"
if(ply.current.real_name != ply.name)
text += " as <b>[ply.current.real_name]</b>"
else
text += " <span class='boldannounce'>had their body destroyed</span>"
return text
/datum/game_mode/proc/printobjectives(datum/mind/ply)
var/text = ""
var/count = 1
for(var/datum/objective/objective in ply.objectives)
if(objective.check_completion())
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='greenannounce'>Success!</span>"
else
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='boldannounce'>Fail.</span>"
count++
return text
//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/game_mode/proc/age_check(client/C)
if(get_remaining_days(C) == 0)
@@ -518,15 +444,25 @@
station_goals += new picked
/datum/game_mode/proc/declare_station_goal_completion()
for(var/V in station_goals)
var/datum/station_goal/G = V
G.print_result()
/datum/game_mode/proc/generate_report() //Generates a small text blurb for the gamemode in centcom report
return "Gamemode report for [name] not set. Contact a coder."
//By default nuke just ends the round
/datum/game_mode/proc/OnNukeExplosion(off_station)
nuke_off_station = off_station
if(off_station < 2)
station_was_nuked = TRUE //Will end the round on next check.
//Additional report section in roundend report
/datum/game_mode/proc/special_report()
return
//Set result and news report here
/datum/game_mode/proc/set_round_result()
SSticker.mode_result = "undefined"
if(station_was_nuked)
SSticker.news_report = STATION_DESTROYED_NUKE
if(EMERGENCY_ESCAPED_OR_ENDGAMED)
SSticker.news_report = STATION_EVACUATED
if(SSshuttle.emergency.is_hijacked())
SSticker.news_report = SHUTTLE_HIJACK
@@ -367,12 +367,12 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
var/sec_left = seconds_remaining()
if(!sec_left)
timing = FALSE
detonate(T.z)
detonate()
else if(world.time >= next_announce)
minor_announce("[sec_left] SECONDS UNTIL DOOMSDAY DEVICE ACTIVATION!", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
next_announce += DOOMSDAY_ANNOUNCE_INTERVAL
/obj/machinery/doomsday_device/proc/detonate(z_level = ZLEVEL_STATION_PRIMARY)
/obj/machinery/doomsday_device/proc/detonate()
sound_to_playing_players('sound/machines/alarm.ogg')
sleep(100)
for(var/i in GLOB.mob_living_list)
+9 -10
View File
@@ -30,30 +30,29 @@
spawn_meteors(ramp_up_final, wavetype)
/datum/game_mode/meteor/declare_completion()
var/text
/datum/game_mode/meteor/special_report()
var/survivors = 0
var/list/survivor_list = list()
for(var/mob/living/player in GLOB.player_list)
if(player.stat != DEAD)
++survivors
if(player.onCentCom())
text += "<br><b><font size=2>[player.real_name] escaped to the safety of CentCom.</font></b>"
survivor_list += "<span class='greentext'>[player.real_name] escaped to the safety of CentCom.</span>"
else if(player.onSyndieBase())
text += "<br><b><font size=2>[player.real_name] escaped to the (relative) safety of Syndicate Space.</font></b>"
survivor_list += "<span class='greentext'>[player.real_name] escaped to the (relative) safety of Syndicate Space.</span>"
else
text += "<br><font size=1>[player.real_name] survived but is stranded without any hope of rescue.</font>"
survivor_list += "<span class='neutraltext'>[player.real_name] survived but is stranded without any hope of rescue.</span>"
if(survivors)
to_chat(world, "<span class='boldnotice'>The following survived the meteor storm</span>:[text]")
return "<span class='header'>The following survived the meteor storm:</span><br>[survivor_list.Join("<br>")]"
else
to_chat(world, "<span class='boldnotice'>Nobody survived the meteor storm!</span>")
return "<span class='redtext big'>Nobody survived the meteor storm!</span>"
SSticker.mode_result = "end - evacuation"
/datum/game_mode/meteor/set_round_result()
..()
return 1
SSticker.mode_result = "end - evacuation"
/datum/game_mode/meteor/generate_report()
return "[pick("Asteroids have", "Meteors have", "Large rocks have", "Stellar minerals have", "Space hail has", "Debris has")] been detected near your station, and a collision is possible, \
+1 -1
View File
@@ -105,7 +105,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
qdel(src)
return
return FALSE
. = ..() //process movement...
@@ -1,19 +1,5 @@
/datum/objective_team/abductor_team
member_name = "abductor"
var/list/objectives = list()
var/team_number
/datum/objective_team/abductor_team/is_solo()
return FALSE
/datum/objective_team/abductor_team/proc/add_objective(datum/objective/O)
O.team = src
O.update_explanation_text()
objectives += O
/datum/game_mode
var/list/datum/mind/abductors = list()
var/list/datum/mind/abductees = list()
/datum/game_mode/abduction
name = "abduction"
@@ -64,6 +50,7 @@
antag_candidates -= scientist
team.members |= scientist
scientist.assigned_role = "Abductor Scientist"
scientist.special_role = "Abductor Scientist"
log_game("[scientist.key] (ckey) has been selected as [team.name] abductor scientist.")
if(!agent)
@@ -71,6 +58,7 @@
antag_candidates -= agent
team.members |= agent
agent.assigned_role = "Abductor Agent"
agent.special_role = "Abductor Agent"
log_game("[agent.key] (ckey) has been selected as [team.name] abductor agent.")
abductor_teams += team
@@ -99,35 +87,6 @@
return ..()
return ..()
/datum/game_mode/abduction/declare_completion()
for(var/datum/objective_team/abductor_team/team in abductor_teams)
var/won = TRUE
for(var/datum/objective/O in team.objectives)
if(!O.check_completion())
won = FALSE
if(won)
to_chat(world, "<span class='greenannounce'>[team.name] team fulfilled its mission!</span>")
else
to_chat(world, "<span class='boldannounce'>[team.name] team failed its mission.</span>")
..()
return TRUE
/datum/game_mode/proc/auto_declare_completion_abduction()
var/text = ""
if(abductors.len)
text += "<br><span class='big'><b>The abductors were:</b></span>"
for(var/datum/mind/abductor_mind in abductors)
text += printplayer(abductor_mind)
text += printobjectives(abductor_mind)
text += "<br>"
if(abductees.len)
text += "<br><span class='big'><b>The abductees were:</b></span>"
for(var/datum/mind/abductee_mind in abductees)
text += printplayer(abductee_mind)
text += printobjectives(abductee_mind)
text += "<br>"
to_chat(world, text)
// LANDMARKS
/obj/effect/landmark/abductor
var/team_number = 1
@@ -236,11 +236,10 @@
/obj/item/organ/heart/gland/plasma/activate()
to_chat(owner, "<span class='warning'>You feel bloated.</span>")
sleep(150)
if(!owner)
return
to_chat(owner, "<span class='userdanger'>A massive stomachache overcomes you.</span>")
sleep(50)
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, owner, "<span class='userdanger'>A massive stomachache overcomes you.</span>"), 150)
addtimer(CALLBACK(src, .proc/vomit_plasma), 200)
/obj/item/organ/heart/gland/plasma/proc/vomit_plasma()
if(!owner)
return
owner.visible_message("<span class='danger'>[owner] vomits a cloud of plasma!</span>")
@@ -151,13 +151,18 @@
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat != DEAD)
if(href_list["experiment"])
flash = Experiment(occupant,href_list["experiment"])
flash = Experiment(occupant,href_list["experiment"],usr)
updateUsrDialog()
add_fingerprint(usr)
/obj/machinery/abductor/experiment/proc/Experiment(mob/occupant,type)
/obj/machinery/abductor/experiment/proc/Experiment(mob/occupant,type,mob/user)
LAZYINITLIST(history)
var/mob/living/carbon/human/H = occupant
var/datum/antagonist/abductor/user_abductor = user.mind.has_antag_datum(/datum/antagonist/abductor)
if(!user_abductor)
return "<span class='bad'>Authorization failure. Contact mothership immidiately.</span>"
var/point_reward = 0
if(H in history)
return "<span class='bad'>Specimen already in database.</span>"
@@ -182,15 +187,8 @@
if(3)
to_chat(H, "<span class='warning'>You feel intensely watched.</span>")
sleep(5)
to_chat(H, "<span class='warning'><b>Your mind snaps!</b></span>")
H.gain_trauma_type(BRAIN_TRAUMA_MILD)
to_chat(H, "<big><span class='warning'><b>You can't remember how you got here...</b></span></big>")
var/objtype = (prob(75) ? /datum/objective/abductee/random : pick(subtypesof(/datum/objective/abductee/) - /datum/objective/abductee/random))
var/datum/objective/abductee/O = new objtype()
SSticker.mode.abductees += H.mind
H.mind.objectives += O
H.mind.announce_objectives()
SSticker.mode.update_abductor_icons_added(H.mind)
user_abductor.team.abductees += H.mind
H.mind.add_antag_datum(/datum/antagonist/abductee)
for(var/obj/item/organ/heart/gland/G in H.internal_organs)
G.Start()
@@ -1,8 +1,8 @@
/datum/round_event_control/spawn_swarmer
name = "Spawn Swarmer Shell"
typepath = /datum/round_event/spawn_swarmer
weight = 0
max_occurrences = 0 //Only once okay fam
weight = 7
max_occurrences = 1 //Only once okay fam
earliest_start = 18000 //30 minutes
min_players = 15
@@ -105,13 +105,18 @@
monkey_mind.special_role = null
/datum/game_mode/monkey/declare_completion()
/datum/game_mode/monkey/set_round_result()
..()
if(check_monkey_victory())
SSticker.mode_result = "win - monkey win"
to_chat(world, "<span class='userdanger'>The monkeys have overthrown their captors! Eeek eeeek!!</span>")
else
SSticker.mode_result = "loss - staff stopped the monkeys"
to_chat(world, "<span class='userdanger'>The staff managed to contain the monkey infestation!</span>")
/datum/game_mode/monkey/special_report()
if(check_monkey_victory())
return "<span class='redtext big'>The monkeys have overthrown their captors! Eeek eeeek!!</span>"
else
return "<span class='redtext big'>The staff managed to contain the monkey infestation!</span>"
/datum/game_mode/monkey/generate_report()
return "Reports of an ancient [pick("retrovirus", "flesh eating bacteria", "disease", "magical curse blamed on viruses", "banana blight")] outbreak that turn humans into monkeys has been reported in your quadrant. Any such infections may be treated with banana juice. If an outbreak occurs, ensure the station is quarantined to prevent a largescale outbreak at CentCom."
@@ -227,6 +227,7 @@
player_mind.assigned_role = "Morph"
player_mind.special_role = "Morph"
SSticker.mode.traitors |= player_mind
player_mind.add_antag_datum(/datum/antagonist/auto_custom)
to_chat(S, S.playstyle_string)
SEND_SOUND(S, sound('sound/magic/mutate.ogg'))
message_admins("[key_name_admin(S)] has been made into a morph by an event.")
@@ -87,6 +87,7 @@
mind.assigned_role = "revenant"
mind.special_role = "Revenant"
SSticker.mode.traitors |= mind //Necessary for announcing
mind.add_antag_datum(/datum/antagonist/auto_custom)
AddSpell(new /obj/effect/proc_holder/spell/targeted/night_vision/revenant(null))
AddSpell(new /obj/effect/proc_holder/spell/targeted/revenant_transmit(null))
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/revenant/defile(null))
@@ -374,7 +375,7 @@
return
var/key_of_revenant
message_admins("Revenant ectoplasm was left undestroyed for 1 minute and is reforming into a new revenant.")
loc = get_turf(src) //In case it's in a backpack or someone's hand
forceMove(drop_location()) //In case it's in a backpack or someone's hand
revenant.forceMove(loc)
if(client_to_revive)
for(var/mob/M in GLOB.dead_mob_list)
@@ -38,6 +38,7 @@
player_mind.assigned_role = "Slaughter Demon"
player_mind.special_role = "Slaughter Demon"
SSticker.mode.traitors |= player_mind
player_mind.add_antag_datum(/datum/antagonist/auto_custom)
to_chat(S, S.playstyle_string)
to_chat(S, "<B>You are currently not currently in the same plane of existence as the station. Blood Crawl near a blood pool to manifest.</B>")
SEND_SOUND(S, 'sound/magic/demon_dies.ogg')
+63 -241
View File
@@ -1,7 +1,3 @@
/datum/game_mode
var/list/datum/mind/syndicates = list()
var/nukeops_lastname = ""
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
@@ -18,12 +14,11 @@
<span class='notice'>Crew</span>: Defend the nuclear authentication disk and ensure that it leaves with you on the emergency shuttle."
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
var/list/pre_nukeops = list()
var/datum/objective_team/nuclear/nuke_team
/datum/game_mode/nuclear/pre_setup()
var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible)
for(var/i = 0, i < n_agents, ++i)
@@ -33,120 +28,23 @@
new_op.special_role = "Nuclear Operative"
log_game("[new_op.key] (ckey) has been selected as a nuclear operative")
return TRUE
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.join_hud(synd_mind.current)
set_antag_hud(synd_mind.current, "synd")
/datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.leave_hud(synd_mind.current)
set_antag_hud(synd_mind.current, null)
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/nuclear/post_setup()
var/nuke_code = random_nukecode()
var/agent_number = 1
var/datum/mind/leader = pick(pre_nukeops)
syndicates += pre_nukeops
for(var/i = 1 to pre_nukeops.len)
var/datum/mind/op = pre_nukeops[i]
forge_syndicate_objectives(op)
greet_syndicate(op)
equip_syndicate(op.current)
if(nuke_code)
op.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
to_chat(op.current, "The nuclear authorization code is: <B>[nuke_code]</B>")
if(op == leader)
op.current.forceMove(pick(GLOB.nukeop_leader_start))
prepare_syndicate_leader(op, nuke_code)
else
op.current.forceMove(GLOB.nukeop_start[((i - 1) % GLOB.nukeop_start.len) + 1])
op.current.real_name = "[syndicate_name()] Operative #[agent_number++]"
update_synd_icons_added(op)
op.current.playsound_local(get_turf(op.current), 'sound/ambience/antag/ops.ogg',100,0)
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
if(nuke)
nuke.r_code = nuke_code
//Assign leader
var/datum/mind/leader_mind = pre_nukeops[1]
var/datum/antagonist/nukeop/L = leader_mind.add_antag_datum(/datum/antagonist/nukeop/leader)
nuke_team = L.nuke_team
//Assign the remaining operatives
for(var/i = 2 to pre_nukeops.len)
var/datum/mind/nuke_mind = pre_nukeops[i]
nuke_mind.add_antag_datum(/datum/antagonist/nukeop,nuke_team)
return ..()
/datum/game_mode/proc/prepare_syndicate_leader(datum/mind/synd_mind, nuke_code)
var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
addtimer(CALLBACK(src, .proc/nuketeam_name_assign, synd_mind), 1)
synd_mind.current.real_name = "[syndicate_name()] [leader_title]"
to_chat(synd_mind.current, "<B>You are the Syndicate [leader_title] for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>")
to_chat(synd_mind.current, "<B>If you feel you are not up to this task, give your ID to another operative.</B>")
to_chat(synd_mind.current, "<B>In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.</B>")
var/obj/item/device/nuclear_challenge/challenge = new /obj/item/device/nuclear_challenge
synd_mind.current.put_in_hands(challenge, TRUE)
var/static/id_cache = typecacheof(/obj/item/card/id)
var/list/foundIDs = typecache_filter_list(synd_mind.current.GetAllContents(), id_cache)
if(foundIDs.len)
for(var/i in 1 to foundIDs.len)
var/obj/item/card/id/ID = foundIDs[i]
ID.name = "lead agent card"
ID.access += ACCESS_SYNDICATE_LEADER
else
message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!")
var/obj/item/device/radio/headset/syndicate/alt/A = locate() in synd_mind.current
if(A)
A.command = TRUE
if(nuke_code)
var/obj/item/paper/P = new
P.info = "The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code"
var/mob/living/carbon/human/H = synd_mind.current
H.put_in_hands(P, TRUE)
H.update_icons()
else
nuke_code = "code will be provided later"
return
/datum/game_mode/proc/nuketeam_name_assign(datum/mind/synd_mind)
nukeops_lastname = nukelastname(synd_mind.current)
NukeNameAssign(nukeops_lastname, syndicates)
/datum/game_mode/proc/forge_syndicate_objectives(datum/mind/syndicate)
var/datum/objective/nuclear/syndobj = new
syndobj.owner = syndicate
syndicate.objectives += syndobj
/datum/game_mode/proc/greet_syndicate(datum/mind/syndicate, you_are=1)
if(you_are)
to_chat(syndicate.current, "<span class='notice'>You are a [syndicate_name()] agent!</span>")
syndicate.announce_objectives()
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob, telecrystals = TRUE)
synd_mob.set_species(/datum/species/human) //Plasamen burn up otherwise, and lizards are vulnerable to asimov AIs
if(telecrystals)
synd_mob.equipOutfit(/datum/outfit/syndicate)
else
synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
return TRUE
/datum/game_mode/nuclear/OnNukeExplosion(off_station)
..()
nukes_left--
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
nuke_off_station = off_station
/datum/game_mode/nuclear/check_win()
if (nukes_left == 0)
@@ -154,8 +52,8 @@
return ..()
/datum/game_mode/proc/are_operatives_dead()
for(var/datum/mind/operative_mind in syndicates)
if(ishuman(operative_mind.current) && (operative_mind.current.stat!=2))
for(var/datum/mind/operative_mind in get_antagonists(/datum/antagonist/nukeop))
if(ishuman(operative_mind.current) && (operative_mind.current.stat != DEAD))
return FALSE
return TRUE
@@ -164,142 +62,55 @@
return replacementmode.check_finished()
if((SSshuttle.emergency.mode == SHUTTLE_ENDGAME) || station_was_nuked)
return TRUE
if(are_operatives_dead())
if(nuke_team.operatives_dead())
var/obj/machinery/nuclearbomb/N
pass(N) //suppress unused warning
if(N.bomb_set) //snaaaaaaaaaake! It's not over yet!
return FALSE //its a static var btw
..()
/datum/game_mode/nuclear/declare_completion()
var/disk_rescued = 1
for(var/obj/item/disk/nuclear/D in GLOB.poi_list)
if(!D.onCentCom())
disk_rescued = 0
break
var/crew_evacuated = (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)
if(nuke_off_station == NUKE_SYNDICATE_BASE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
to_chat(world, "<FONT size = 3><B>Humiliating Syndicate Defeat</B></FONT>")
to_chat(world, "<B>The crew of [station_name()] gave [syndicate_name()] operatives back their bomb! The syndicate base was destroyed!</B> Next time, don't lose the nuke!")
SSticker.news_report = NUKE_SYNDICATE_BASE
else if(!disk_rescued && station_was_nuked && !syndies_didnt_escape)
SSticker.mode_result = "win - syndicate nuke"
to_chat(world, "<FONT size = 3><B>Syndicate Major Victory!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives have destroyed [station_name()]!</B>")
SSticker.news_report = STATION_NUKED
else if (!disk_rescued && station_was_nuked && syndies_didnt_escape)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
to_chat(world, "<FONT size = 3><B>Total Annihilation</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion.</B> Next time, don't lose the disk!")
SSticker.news_report = STATION_NUKED
else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape)
SSticker.mode_result = "halfwin - blew wrong station"
to_chat(world, "<FONT size = 3><B>Crew Minor Victory</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't do that!")
SSticker.news_report = NUKE_MISS
else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
to_chat(world, "<FONT size = 3><B>[syndicate_name()] operatives have earned Darwin Award!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't do that!")
SSticker.news_report = NUKE_MISS
else if ((disk_rescued || SSshuttle.emergency.mode != SHUTTLE_ENDGAME) && are_operatives_dead())
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
to_chat(world, "<FONT size = 3><B>Crew Major Victory!</B></FONT>")
to_chat(world, "<B>The Research Staff has saved the disk and killed the [syndicate_name()] Operatives</B>")
SSticker.news_report = OPERATIVES_KILLED
else if (disk_rescued)
SSticker.mode_result = "loss - evacuation - disk secured"
to_chat(world, "<FONT size = 3><B>Crew Major Victory</B></FONT>")
to_chat(world, "<B>The Research Staff has saved the disk and stopped the [syndicate_name()] Operatives!</B>")
SSticker.news_report = OPERATIVES_KILLED
else if (!disk_rescued && are_operatives_dead())
SSticker.mode_result = "halfwin - evacuation - disk not secured"
to_chat(world, "<FONT size = 3><B>Neutral Victory!</B></FONT>")
to_chat(world, "<B>The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!</B>")
SSticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && crew_evacuated)
SSticker.mode_result = "halfwin - detonation averted"
to_chat(world, "<FONT size = 3><B>Syndicate Minor Victory!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives survived the assault but did not achieve the destruction of [station_name()].</B> Next time, don't lose the disk!")
SSticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && !crew_evacuated)
SSticker.mode_result = "halfwin - interrupted"
to_chat(world, "<FONT size = 3><B>Neutral Victory</B></FONT>")
to_chat(world, "<B>Round was mysteriously interrupted!</B>")
SSticker.news_report = OPERATIVE_SKIRMISH
/datum/game_mode/nuclear/set_round_result()
..()
return
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
/datum/game_mode/nuclear/generate_report()
return "One of Central Command's trading routes was recently disrupted by a raid carried out by the Gorlex Marauders. They seemed to only be after one ship - a highly-sensitive \
transport containing a nuclear fission explosive, although it is useless without the proper code and authorization disk. While the code was likely found in minutes, the only disk that \
can activate this explosive is on your station. Ensure that it is protected at all times, and remain alert for possible intruders."
/datum/game_mode/proc/auto_declare_completion_nuclear()
if( syndicates.len || (SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) )
var/text = "<br><FONT size=3><B>The syndicate operatives were:</B></FONT>"
var/purchases = ""
var/TC_uses = 0
for(var/datum/mind/syndicate in syndicates)
text += printplayer(syndicate)
for(var/datum/component/uplink/H in GLOB.uplinks)
if(H.purchase_log)
purchases += H.purchase_log.generate_render()
else
stack_trace("WARNING: Uplink with no purchase_log in nuclear mode! Owner: [H.owner]")
text += "<br>"
text += "(Syndicates used [TC_uses] TC) [purchases]"
if(TC_uses == 0 && station_was_nuked && !are_operatives_dead())
text += "<BIG>[icon2html('icons/badass.dmi', world, "badass")]</BIG>"
to_chat(world, text)
return TRUE
/proc/nukelastname(mob/M) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho.
var/randomname = pick(GLOB.last_names)
var/newname = copytext(sanitize(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname)),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
else
if (newname == "Unknown" || newname == "floor" || newname == "wall" || newname == "rwall" || newname == "_")
to_chat(M, "That name is reserved.")
return nukelastname(M)
return capitalize(newname)
/proc/NukeNameAssign(lastname,list/syndicates)
for(var/datum/mind/synd_mind in syndicates)
var/mob/living/carbon/human/H = synd_mind.current
synd_mind.name = H.dna.species.random_name(H.gender,0,lastname)
synd_mind.current.real_name = synd_mind.name
return
/proc/is_nuclear_operative(mob/M)
return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.syndicates
return M && istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/nukeop)
/datum/outfit/syndicate
name = "Syndicate Operative - Basic"
@@ -312,18 +123,28 @@
l_pocket = /obj/item/pinpointer/nuke/syndicate
id = /obj/item/card/id/syndicate
belt = /obj/item/gun/ballistic/automatic/pistol
backpack_contents = list(/obj/item/storage/box/syndie=1)
backpack_contents = list(/obj/item/storage/box/syndie=1,\
/obj/item/kitchen/knife/combat/survival)
var/tc = 25
var/command_radio = FALSE
/datum/outfit/syndicate/leader
name = "Syndicate Leader - Basic"
id = /obj/item/card/id/syndicate/nuke_leader
r_hand = /obj/item/device/nuclear_challenge
command_radio = TRUE
/datum/outfit/syndicate/no_crystals
tc = 0
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H)
var/obj/item/device/radio/R = H.ears
R.set_frequency(GLOB.SYND_FREQ)
R.freqlock = 1
R.set_frequency(FREQ_SYNDICATE)
R.freqlock = TRUE
if(command_radio)
R.command = TRUE
if(tc)
var/obj/item/device/radio/uplink/nuclear/U = new(H, H.key, tc)
@@ -348,4 +169,5 @@
r_hand = /obj/item/gun/ballistic/automatic/shotgun/bulldog
backpack_contents = list(/obj/item/storage/box/syndie=1,\
/obj/item/tank/jetpack/oxygen/harness=1,\
/obj/item/gun/ballistic/automatic/pistol=1)
/obj/item/gun/ballistic/automatic/pistol=1,\
/obj/item/kitchen/knife/combat/survival)
+2 -2
View File
@@ -77,16 +77,16 @@
icon = 'icons/obj/machines/nuke_terminal.dmi'
icon_state = "nuclearbomb_base"
anchored = TRUE //stops it being moved
use_tag = TRUE
/obj/machinery/nuclearbomb/syndicate
use_tag = TRUE
//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
var/datum/game_mode/nuclear/NM = SSticker.mode
switch(off_station)
if(0)
if(istype(NM) && NM.syndies_didnt_escape)
if(istype(NM) && !NM.nuke_team.syndies_escaped())
return CINEMATIC_ANNIHILATION
else
return CINEMATIC_NUKE_WIN
+2 -2
View File
@@ -71,9 +71,9 @@
target = null
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in SSticker.mode.syndicates)
for(var/V in get_antagonists(/datum/antagonist/nukeop))
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current) && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
+7 -7
View File
@@ -47,9 +47,9 @@
. = list()
for(var/V in GLOB.data_core.locked)
var/datum/data/record/R = V
var/mob/M = R.fields["reference"]
if(M && M.mind)
. += M.mind
var/datum/mind/M = R.fields["mindref"]
if(M)
. += M
/datum/objective/proc/find_target()
var/list/datum/mind/owners = get_owners()
@@ -537,25 +537,25 @@ GLOBAL_LIST_EMPTY(possible_items_special)
var/captured_amount = 0
var/area/centcom/holding/A = locate() in GLOB.sortedAreas
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
if(M.stat == DEAD)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
if(M.stat == DEAD)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/royal/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
if(M.stat == DEAD)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
if(M.stat == DEAD)
captured_amount+=1
continue
captured_amount+=2
+12 -2
View File
@@ -3,6 +3,7 @@
var/list/datum/mind/members = list()
var/name = "team"
var/member_name = "member"
var/list/objectives = list() //common objectives, these won't be added or removed automatically, subtypes handle this, this is here for bookkeeping purposes.
/datum/objective_team/New(starting_members)
. = ..()
@@ -12,7 +13,6 @@
add_member(M)
else
add_member(starting_members)
members += starting_members
/datum/objective_team/proc/is_solo()
return members.len == 1
@@ -21,4 +21,14 @@
members |= new_member
/datum/objective_team/proc/remove_member(datum/mind/member)
members -= member
members -= member
//Display members/victory/failure/objectives for the team
/datum/objective_team/proc/roundend_report()
var/list/report = list()
report += "<b>[name]:</b>"
report += "The [member_name]s were:"
report += printplayerlist(members)
return report.Join("<br>")
+9 -49
View File
@@ -169,62 +169,22 @@
return FALSE
return TRUE
//////////////////////////////////////////////////////////////////////
//Announces the end of the game with all relavent information stated//
//////////////////////////////////////////////////////////////////////
/datum/game_mode/revolution/declare_completion()
/datum/game_mode/revolution/set_round_result()
..()
if(finished == 1)
SSticker.mode_result = "win - heads killed"
to_chat(world, "<span class='redtext'>The heads of staff were killed or exiled! The revolutionaries win!</span>")
SSticker.news_report = REVS_WIN
else if(finished == 2)
SSticker.mode_result = "loss - rev heads killed"
to_chat(world, "<span class='redtext'>The heads of staff managed to stop the revolution!</span>")
SSticker.news_report = REVS_LOSE
..()
return TRUE
/datum/game_mode/proc/auto_declare_completion_revolution()
var/list/targets = list()
var/list/datum/mind/headrevs = get_antagonists(/datum/antagonist/rev/head)
var/list/datum/mind/revs = get_antagonists(/datum/antagonist/rev,TRUE)
if(headrevs.len)
var/num_revs = 0
var/num_survivors = 0
for(var/mob/living/carbon/survivor in GLOB.alive_mob_list)
if(survivor.ckey)
num_survivors++
if(survivor.mind)
if(is_revolutionary(survivor))
num_revs++
if(num_survivors)
to_chat(world, "[GLOB.TAB]Command's Approval Rating: <B>[100 - round((num_revs/num_survivors)*100, 0.1)]%</B>" )
var/text = "<br><font size=3><b>The head revolutionaries were:</b></font>"
for(var/datum/mind/headrev in headrevs)
text += printplayer(headrev, 1)
text += "<br>"
to_chat(world, text)
if(revs.len)
var/text = "<br><font size=3><b>The revolutionaries were:</b></font>"
for(var/datum/mind/rev in revs)
text += printplayer(rev, 1)
text += "<br>"
to_chat(world, text)
if(revs.len || headrevs.len)
var/text = "<br><font size=3><b>The heads of staff were:</b></font>"
var/list/heads = SSjob.get_all_heads()
for(var/datum/mind/head in heads)
var/target = (head in targets)
if(target)
text += "<span class='boldannounce'>Target</span>"
text += printplayer(head, 1)
text += "<br>"
to_chat(world, text)
//TODO What should be displayed for revs in non-rev rounds
/datum/game_mode/revolution/special_report()
if(finished == 1)
return "<span class='redtext big'>The heads of staff were killed or exiled! The revolutionaries win!</span>"
else if(finished == 2)
return "<span class='redtext big'>The heads of staff managed to stop the revolution!</span>"
/datum/game_mode/revolution/generate_report()
return "Employee unrest has spiked in recent weeks, with several attempted mutinies on heads of staff. Some crew have been observed using flashbulb devices to blind their colleagues, \
+1 -1
View File
@@ -27,7 +27,7 @@ GLOBAL_VAR_INIT(hsboxspawn, TRUE)
//items that shouldn't spawn on the floor because they would bug or act weird
var/global/list/spawn_forbidden = list(
/obj/item/tk_grab, /obj/item/implant, // not implanter, the actual thing that is inside you
/obj/item/assembly, /obj/item/device/onetankbomb, /obj/item/radio, /obj/item/device/pda/ai,
/obj/item/assembly, /obj/item/device/onetankbomb, /obj/item/device/pda/ai,
/obj/item/smallDelivery, /obj/item/projectile,
/obj/item/borg/sight, /obj/item/borg/stun, /obj/item/robot_module)
+2 -71
View File
@@ -27,6 +27,7 @@
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
var/antag_datum = ANTAG_DATUM_TRAITOR //what type of antag to create
var/traitors_required = TRUE //Will allow no traitors
/datum/game_mode/traitor/pre_setup()
@@ -55,7 +56,7 @@
log_game("[traitor.key] (ckey) has been selected as a [traitor_name]")
antag_candidates.Remove(traitor)
return pre_traitors.len > 0
return !traitors_required || pre_traitors.len > 0
/datum/game_mode/traitor/post_setup()
@@ -85,80 +86,10 @@
new_antag.should_specialise = TRUE
character.add_antag_datum(new_antag)
/datum/game_mode/traitor/declare_completion()
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
var/text = "<br><font size=3><b>The [traitor_name]s were:</b></font>"
for(var/datum/mind/traitor in traitors)
var/traitorwin = TRUE
text += printplayer(traitor)
var/TC_uses = 0
var/uplink_true = FALSE
var/purchases = ""
for(var/datum/component/uplink/H in GLOB.uplinks)
if(H && H.owner && H.owner == traitor.key)
TC_uses += H.spent_telecrystals
uplink_true = TRUE
purchases += H.purchase_log.generate_render(FALSE)
var/objectives = ""
if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
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>" : ""]"
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "SUCCESS"))
else
objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
SSblackbox.record_feedback("nested tally", "traitor_objective", 1, list("[objective.type]", "FAIL"))
if(!(istype(objective, /datum/objective/crew)))
traitorwin = FALSE
count++
if(uplink_true)
text += " (used [TC_uses] TC) [purchases]"
if(TC_uses==0 && traitorwin)
var/static/icon/badass = icon('icons/badass.dmi', "badass")
text += "<BIG>[icon2html(badass, world)]</BIG>"
text += objectives
var/special_role_text
if(traitor.special_role)
special_role_text = lowertext(traitor.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
SSblackbox.record_feedback("tally", "traitor_success", 1, "SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
SSblackbox.record_feedback("tally", "traitor_success", 1, "FAIL")
SEND_SOUND(traitor.current, 'sound/ambience/ambifailure.ogg')
text += "<br>"
text += "<br><b>The code phrases were:</b> <font color='red'>[GLOB.syndicate_code_phrase]</font><br>\
<b>The code responses were:</b> <font color='red'>[GLOB.syndicate_code_response]</font><br>"
to_chat(world, text)
return TRUE
/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."
/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = GLOB.huds[ANTAG_HUD_TRAITOR]
traitorhud.join_hud(traitor_mind.current)
+9 -9
View File
@@ -213,7 +213,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/mob/living/carbon/human/target = null
var/list/mob/living/carbon/human/possible = list()
var/obj/item/link = null
var/obj/item/linked_item = null
var/cooldown_time = 30 //3s
var/cooldown = 0
max_integrity = 10
@@ -237,10 +237,10 @@
cooldown = world.time +cooldown_time
return
if(!link)
if(!linked_item)
if(I.loc == user && istype(I) && I.w_class <= WEIGHT_CLASS_SMALL)
if (user.transferItemToLoc(I,src))
link = I
linked_item = I
to_chat(user, "You attach [I] to the doll.")
update_targets()
@@ -255,11 +255,11 @@
return
if(user.zone_selected == "chest")
if(link)
if(linked_item)
target = null
link.loc = get_turf(src)
to_chat(user, "<span class='notice'>You remove the [link] from the doll.</span>")
link = null
linked_item.forceMove(drop_location())
to_chat(user, "<span class='notice'>You remove the [linked_item] from the doll.</span>")
linked_item = null
update_targets()
return
@@ -291,10 +291,10 @@
/obj/item/voodoo/proc/update_targets()
possible = list()
if(!link)
if(!linked_item)
return
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(md5(H.dna.uni_identity) in link.fingerprints)
if(md5(H.dna.uni_identity) in linked_item.fingerprints)
possible |= H
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)
+2 -2
View File
@@ -64,7 +64,6 @@
to_chat(user, "<span class='cultlarge'>\"Come now, do not capture your bretheren's soul.\"</span>")
return
add_logs(user, M, "captured [M.name]'s soul", src)
transfer_soul("VICTIM", M, user)
///////////////////Options for using captured souls///////////////////////////////////////
@@ -142,7 +141,8 @@
if("VICTIM")
var/mob/living/carbon/human/T = target
if(is_sacrifice_target(T.mind))
var/datum/antagonist/cult/C = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team.is_sacrifice_target(T.mind))
if(iscultist(user))
to_chat(user, "<span class='cult'><b>\"This soul is mine.</b></span> <span class='cultlarge'>SACRIFICE THEM!\"</span>")
else
+7 -56
View File
@@ -47,7 +47,7 @@
for(var/datum/mind/wizard in wizards)
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
@@ -55,68 +55,19 @@
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return TRUE
/datum/game_mode/wizard/declare_completion()
/datum/game_mode/wizard/set_round_result()
..()
if(finished)
SSticker.mode_result = "loss - wizard killed"
to_chat(world, "<span class='userdanger'>The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</span>")
SSticker.news_report = WIZARD_KILLED
..()
return 1
/datum/game_mode/wizard/special_report()
if(finished)
return "<span class='redtext big'>The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</span>"
/datum/game_mode/proc/auto_declare_completion_wizard()
if(wizards.len)
var/text = "<br><font size=3><b>the wizards/witches were:</b></font>"
for(var/datum/mind/wizard in wizards)
text += "<br><b>[wizard.key]</b> was <b>[wizard.name]</b> ("
if(wizard.current)
if(wizard.current.stat == DEAD)
text += "died"
else
text += "survived"
if(wizard.current.real_name != wizard.name)
text += " as <b>[wizard.current.real_name]</b>"
else
text += "body destroyed"
text += ")"
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in wizard.objectives)
if(objective.check_completion())
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>" : ""]"
SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "SUCCESS"))
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font> [istype(objective, /datum/objective/crew) ? "<font color='grey'>(Optional)</font>" : ""]"
SSblackbox.record_feedback("nested tally", "wizard_objective", 1, list("[objective.type]", "FAIL"))
if(!(istype(objective, /datum/objective/crew)))
wizardwin = 0
count++
if(wizard.current && wizardwin)
text += "<br><font color='green'><B>The wizard was successful!</B></font>"
SSblackbox.record_feedback("tally", "wizard_success", 1, "SUCCESS")
else
text += "<br><font color='red'><B>The wizard has failed!</B></font>"
SSblackbox.record_feedback("tally", "wizard_success", 1, "FAIL")
if(wizard.spell_list.len>0)
text += "<br><B>[wizard.name] used the following spells: </B>"
var/i = 1
for(var/obj/effect/proc_holder/spell/S in wizard.spell_list)
text += "[S.name]"
if(wizard.spell_list.len > i)
text += ", "
i++
text += "<br>"
to_chat(world, text)
return 1
//returns whether the mob is a wizard (or apprentice)
/proc/iswizard(mob/living/M)
return M.mind && M.mind.has_antag_datum(/datum/antagonist/wizard,TRUE)