Merge branch 'master' into hijack
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@@ -9,9 +9,10 @@ GLOBAL_LIST_EMPTY(objectives)
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var/explanation_text = "Nothing" //What that person is supposed to do.
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var/team_explanation_text //For when there are multiple owners.
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var/datum/mind/target = null //If they are focused on a particular person.
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var/target_amount = 0 //If they are focused on a particular number. Steal objectives have their own counter.
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var/completed = 0 //currently only used for custom objectives.
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var/martyr_compatible = 0 //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
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var/target_amount = FALSE //If they are focused on a particular number. Steal objectives have their own counter.
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var/completed = FALSE //currently only used for custom objectives.
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var/completable = TRUE //Whether this objective shows greentext when completed
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var/martyr_compatible = FALSE //If the objective is compatible with martyr objective, i.e. if you can still do it while dead.
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/datum/objective/New(var/text)
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GLOB.objectives += src // CITADEL EDIT FOR CRYOPODS
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@@ -172,6 +173,26 @@ GLOBAL_LIST_EMPTY(objectives)
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/datum/objective/assassinate/admin_edit(mob/admin)
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admin_simple_target_pick(admin)
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/datum/objective/assassinate/once
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name = "kill once"
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var/won = FALSE
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/datum/objective/assassinate/once/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Kill [target.name], the [!target_role_type ? target.assigned_role : target.special_role]. You only need to kill them once; if they come back, you've still succeeded."
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START_PROCESSING(SSprocessing,src)
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else
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explanation_text = "Free Objective"
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/datum/objective/assassinate/once/check_completion()
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return won || ..()
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/datum/objective/assassinate/once/process()
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won = check_completion()
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if(won)
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STOP_PROCESSING(SSprocessing,src)
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/datum/objective/assassinate/internal
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var/stolen = 0 //Have we already eliminated this target?
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@@ -367,6 +388,28 @@ GLOBAL_LIST_EMPTY(objectives)
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return FALSE
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return TRUE
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/datum/objective/breakout
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name = "breakout"
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martyr_compatible = 1
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var/target_role_type = 0
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var/human_check = TRUE
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/datum/objective/breakout/check_completion()
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return !target || considered_escaped(target)
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/datum/objective/breakout/find_target_by_role(role, role_type=0, invert=0)
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if(!invert)
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target_role_type = role_type
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..()
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return target
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/datum/objective/breakout/update_explanation_text()
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..()
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if(target && target.current)
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explanation_text = "Make sure [target.name], the [!target_role_type ? target.assigned_role : target.special_role] escapes on the shuttle or an escape pod alive and without being in custody."
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else
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explanation_text = "Free Objective"
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/datum/objective/escape/escape_with_identity
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name = "escape with identity"
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var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
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@@ -529,7 +572,7 @@ GLOBAL_LIST_EMPTY(possible_items)
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else if(targetinfo.check_special_completion(I))//Returns 1 by default. Items with special checks will return 1 if the conditions are fulfilled.
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return TRUE
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if(targetinfo && I.type in targetinfo.altitems) //Ok, so you don't have the item. Do you have an alternative, at least?
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if(targetinfo && (I.type in targetinfo.altitems)) //Ok, so you don't have the item. Do you have an alternative, at least?
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if(targetinfo.check_special_completion(I))//Yeah, we do! Don't return 0 if we don't though - then you could fail if you had 1 item that didn't pass and got checked first!
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return TRUE
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return FALSE
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@@ -584,7 +627,6 @@ GLOBAL_LIST_EMPTY(possible_items_special)
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explanation_text = "Do not give up or lose [targetinfo.name]."
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steal_target = targetinfo.targetitem
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/datum/objective/download
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name = "download"
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@@ -788,40 +830,10 @@ GLOBAL_LIST_EMPTY(possible_items_special)
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/datum/objective/destroy/internal
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var/stolen = FALSE //Have we already eliminated this target?
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/datum/objective/steal_five_of_type
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name = "steal five of"
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explanation_text = "Steal at least five items!"
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var/list/wanted_items = list(/obj/item)
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/datum/objective/steal_five_of_type/New()
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..()
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wanted_items = typecacheof(wanted_items)
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/datum/objective/steal_five_of_type/summon_guns
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name = "steal guns"
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explanation_text = "Steal at least five guns!"
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wanted_items = list(/obj/item/gun)
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/datum/objective/steal_five_of_type/summon_magic
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name = "steal magic"
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explanation_text = "Steal at least five magical artefacts!"
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wanted_items = list(/obj/item/spellbook, /obj/item/gun/magic, /obj/item/clothing/suit/space/hardsuit/wizard, /obj/item/scrying, /obj/item/antag_spawner/contract, /obj/item/necromantic_stone)
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/datum/objective/steal_five_of_type/check_completion()
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var/list/datum/mind/owners = get_owners()
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var/stolen_count = 0
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for(var/datum/mind/M in owners)
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if(!isliving(M.current))
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continue
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var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
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for(var/obj/I in all_items) //Check for wanted items
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if(is_type_in_typecache(I, wanted_items))
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stolen_count++
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return stolen_count >= 5
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//Created by admin tools
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/datum/objective/custom
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name = "custom"
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completable = FALSE
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/datum/objective/custom/admin_edit(mob/admin)
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var/expl = stripped_input(admin, "Custom objective:", "Objective", explanation_text)
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@@ -999,4 +1011,147 @@ GLOBAL_LIST_EMPTY(possible_items_special)
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command_staff_only = TRUE
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/datum/objective/hoard
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name = "hoard"
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var/obj/item/hoarded_item = null
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/datum/objective/hoard/get_target()
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return hoarded_item
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/datum/objective/hoard/proc/set_target(obj/item/I)
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if(I)
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hoarded_item = I
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explanation_text = "Keep [I] on your person at all times."
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return hoarded_item
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else
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explanation_text = "Free objective"
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return
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/datum/objective/hoard/check_completion()
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var/list/datum/mind/owners = get_owners()
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if(!hoarded_item)
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return TRUE
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for(var/datum/mind/M in owners)
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if(!isliving(M.current))
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continue
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var/list/all_items = M.current.GetAllContents() //this should get things in cheesewheels, books, etc.
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for(var/obj/I in all_items) //Check for items
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if(I == hoarded_item)
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return TRUE
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return FALSE
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/datum/objective/hoard/heirloom
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name = "steal heirloom"
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/datum/objective/hoard/heirloom/find_target()
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set_target(pick(GLOB.family_heirlooms))
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GLOBAL_LIST_EMPTY(traitor_contraband)
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GLOBAL_LIST_EMPTY(cult_contraband)
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/datum/objective/hoard/collector
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name = "Hoard contraband"
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/datum/objective/collector/New()
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..()
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if(!GLOB.traitor_contraband.len)//Only need to fill the list when it's needed.
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GLOB.traitor_contraband = list(/obj/item/card/emag/empty,/obj/item/clothing/glasses/phantomthief,/obj/item/clothing/gloves/chameleon/broken)
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if(!GLOB.cult_contraband.len)
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GLOB.cult_contraband = list(/obj/item/clockwork/slab,/obj/item/clockwork/component/belligerent_eye,/obj/item/clockwork/component/belligerent_eye/lens_gem,/obj/item/shuttle_curse,/obj/item/cult_shift)
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/datum/objective/hoard/collector/find_target()
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var/obj/item/I
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var/I_type
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if(prob(50))
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I_type = pick_n_take(GLOB.traitor_contraband) // always unique unless it's run out, in which case we refill it anyway
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else
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I_type = pick_n_take(GLOB.cult_contraband)
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I = new I_type
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I.forceMove(get_turf(owner))
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.equip_in_one_of_slots(I, list("backpack" = SLOT_IN_BACKPACK))
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hoarded_item = I
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GLOBAL_LIST_EMPTY(possible_sabotages)
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// For saboteurs. Go in and cause some trouble somewhere. Not necessarily breaking things, just sufficiently troublemaking.
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/datum/objective/sabotage
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name = "sabotage"
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var/datum/sabotage_objective/targetinfo = null //composition > inheritance.
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/datum/objective/sabotage/get_target()
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return targetinfo.sabotage_type
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/datum/objective/sabotage/New()
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..()
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if(!GLOB.possible_sabotages.len)//Only need to fill the list when it's needed.
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for(var/I in subtypesof(/datum/sabotage_objective))
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new I
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/datum/objective/sabotage/find_target()
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var/list/datum/mind/owners = get_owners()
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var/approved_targets = list()
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check_sabotages:
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for(var/datum/sabotage_objective/possible_sabotage in GLOB.possible_sabotages)
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if(!is_unique_objective(possible_sabotage.sabotage_type) || possible_sabotage.check_conditions() || !possible_sabotage.can_run())
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continue
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for(var/datum/mind/M in owners)
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if(M.current.mind.assigned_role in possible_sabotage.excludefromjob)
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continue check_sabotages
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approved_targets += possible_sabotage
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return set_target(safepick(approved_targets))
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/datum/objective/sabotage/proc/set_target(datum/sabotage_objective/sabo)
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if(sabo)
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targetinfo = sabo
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explanation_text = "[targetinfo.name]"
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give_special_equipment(targetinfo.special_equipment)
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return sabo
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else
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explanation_text = "Free objective"
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return
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/datum/objective/sabotage/check_completion()
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return targetinfo.check_conditions()
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/datum/objective/flavor
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name = "flavor"
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completable = FALSE
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var/flavor_file
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/datum/objective/flavor/proc/get_flavor_list()
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return world.file2list(flavor_file)
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/datum/objective/flavor/proc/forge_objective()
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var/flavor_list = get_flavor_list()
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explanation_text = pick(flavor_list)
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/datum/objective/flavor/traitor
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name = "traitor flavor"
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flavor_file = "strings/flavor_objectives/traitor.txt"
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/datum/objective/flavor/traitor/get_flavor_list()
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. = ..()
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switch(owner.assigned_role)
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if("Station Engineer", "Atmospheric Technician")
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. += world.file2list("strings/flavor_objectives/traitor/engineering.txt")
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if("Medical Doctor","Chemist","Virologist","Geneticist")
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. += world.file2list("strings/flavor_objectives/traitor/medical.txt")
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if("Scientist","Roboticist","Geneticist")
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. += world.file2list("strings/flavor_objectives/traitor/science.txt")
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if("Assistant")
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. += world.file2list("strings/flavor_objectives/traitor/assistant.txt")
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/datum/objective/flavor/ninja_helping
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flavor_file = "strings/flavor_objectives/ninja_helping.txt"
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/datum/objective/flavor/ninja_syndie
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flavor_file = "strings/flavor_objectives/ninja_syndie.txt"
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/datum/objective/flavor/wizard
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flavor_file = "strings/flavor_objectives/wizard.txt"
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