Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into storytellers
This commit is contained in:
@@ -0,0 +1,292 @@
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/datum/game_mode
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var/list/datum/mind/bloodsuckers = list() // List of minds belonging to this game mode.
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var/list/datum/mind/vassals = list() // List of minds that have been turned into Vassals.
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//var/list/datum/mind/vamphunters = list() // List of minds hunting vampires. Disabled at the moment
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var/obj/effect/sunlight/bloodsucker_sunlight // Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker.
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// LISTS //
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var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
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/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee)
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// The antags you're allowed to be if turning Vassal.
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/datum/game_mode/bloodsucker
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name = "bloodsucker"
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config_tag = "bloodsucker"
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traitor_name = "Bloodsucker"
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antag_flag = ROLE_BLOODSUCKER
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false_report_weight = 1
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restricted_jobs = list("AI","Cyborg")
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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required_players = 20
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required_enemies = 2
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recommended_enemies = 4
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reroll_friendly = FALSE
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enemy_minimum_age = 7
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round_ends_with_antag_death = FALSE
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announce_span = "danger"
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announce_text = "Filthy, bloodsucking vampires are crawling around disguised as crewmembers!\n\
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<span class='danger'>Bloodsuckers</span>: The crew are cattle, while you are both shepherd and slaughterhouse.\n\
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<span class='notice'>Crew</span>: Put an end to the undead infestation before the station is overcome!"
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/datum/game_mode/bloodsucker/generate_report()
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return "Reports indicate that some of your crew may have toppled statues in the past week, angering the gods and becoming cursed with undeath and a desire for blood. Watch out for crewmembers that seem to shun the light or are found pale and delirious."
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// Seems to be run by game ONCE, and finds all potential players to be antag.
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/datum/game_mode/bloodsucker/pre_setup()
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// Set Restricted Jobs
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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restricted_jobs += protected_jobs
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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restricted_jobs += "Assistant"
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// Set number of Vamps
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recommended_enemies = CLAMP(round(num_players()/10), 1, 6);
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// Select Antags
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for(var/i = 0, i < recommended_enemies, i++)
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if (!antag_candidates.len)
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break
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var/datum/mind/bloodsucker = pick(antag_candidates)
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// Can we even BE a bloodsucker?
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//if (can_make_bloodsucker(bloodsucker, display_warning=FALSE))
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bloodsuckers += bloodsucker
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bloodsucker.restricted_roles = restricted_jobs
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log_game("[bloodsucker.key] (ckey) has been selected as a Bloodsucker.")
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antag_candidates.Remove(bloodsucker) // Apparently you can also write antag_candidates -= bloodsucker
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// Assign Hunters (as many as monsters, plus one)
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//assign_monster_hunters(bloodsuckers.len, TRUE, bloodsuckers) // Disabled for now
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// Do we have enough vamps to continue?
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return bloodsuckers.len >= required_enemies
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// Gamemode is all done being set up. We have all our Vamps. We now pick objectives and let them know what's happening.
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/datum/game_mode/bloodsucker/post_setup()
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// Sunlight (Creating Bloodsuckers manually will check to create this, too)
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check_start_sunlight()
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// Vamps
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for(var/datum/mind/bloodsucker in bloodsuckers)
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// spawn() --> Run block of code but game continues on past it.
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// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
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//Clean Bloodsucker Species (racist?)
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//clean_invalid_species(bloodsucker)
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// TO-DO !!!
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// Add Bloodsucker Antag Datum (or remove from list on Fail)
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if (!make_bloodsucker(bloodsucker))
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bloodsuckers -= bloodsucker
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// NOTE: Hunters are done in ..() parent proc
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return ..()
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// Checking for ACTUALLY Dead Vamps
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/datum/game_mode/bloodsucker/are_special_antags_dead()
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// Bloodsucker not Final Dead
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for(var/datum/mind/bloodsucker in bloodsuckers)
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if(!bloodsucker.AmFinalDeath())
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return FALSE
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return TRUE
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// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
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/datum/game_mode/proc/check_start_sunlight()
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// Already Sunlight (and not about to cancel)
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if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
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return
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bloodsucker_sunlight = new ()
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// End Sun (last bloodsucker removed)
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/datum/game_mode/proc/check_cancel_sunlight()
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// No Sunlight
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if (!istype(bloodsucker_sunlight))
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return
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if (bloodsuckers.len <= 0)
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bloodsucker_sunlight.cancel_me = TRUE
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qdel(bloodsucker_sunlight)
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bloodsucker_sunlight = null
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/datum/game_mode/proc/is_daylight()
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return istype(bloodsucker_sunlight) && bloodsucker_sunlight.amDay
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//////////////////////////////////////////////////////////////////////////////
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/datum/game_mode/proc/can_make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator, display_warning=TRUE) // Creator is just here so we can display fail messages to whoever is turning us.
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// No Mind
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if(!bloodsucker || !bloodsucker.key) // KEY is client login?
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//if(creator) // REMOVED. You wouldn't see their name if there is no mind, so why say anything?
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// to_chat(creator, "<span class='danger'>[bloodsucker] isn't self-aware enough to be raised as a Bloodsucker!</span>")
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return FALSE
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// Current body is invalid
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if(!ishuman(bloodsucker.current))// && !ismonkey(bloodsucker.current))
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if(display_warning && creator)
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to_chat(creator, "<span class='danger'>[bloodsucker] isn't evolved enough to be raised as a Bloodsucker!</span>")
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return FALSE
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// Species Must have a HEART (Sorry Plasmabois)
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var/mob/living/carbon/human/H = bloodsucker.current
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if(NOBLOOD in H.dna.species.species_traits)
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if(display_warning && creator)
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to_chat(creator, "<span class='danger'>[bloodsucker]'s DNA isn't compatible!</span>")
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return FALSE
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// Already a Non-Human Antag
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if(bloodsucker.has_antag_datum(/datum/antagonist/abductor) || bloodsucker.has_antag_datum(/datum/antagonist/devil) || bloodsucker.has_antag_datum(/datum/antagonist/changeling))
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return FALSE
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// Already a vamp
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if(bloodsucker.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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if(display_warning && creator)
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to_chat(creator, "<span class='danger'>[bloodsucker] is already a Bloodsucker!</span>")
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return FALSE
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// Not High Enough
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if(creator)
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var/datum/antagonist/bloodsucker/creator_bloodsucker = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(!istype(creator_bloodsucker) || creator_bloodsucker.vamplevel < BLOODSUCKER_LEVEL_TO_EMBRACE)
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to_chat(creator, "<span class='danger'>Your blood is too thin to turn this corpse!</span>")
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return FALSE
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return TRUE
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/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
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if (!can_make_bloodsucker(bloodsucker))
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return FALSE
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// Create Datum: Fledgling
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var/datum/antagonist/bloodsucker/A
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// [FLEDGLING]
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if (creator)
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A = new (bloodsucker)
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A.creator = creator
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bloodsucker.add_antag_datum(A)
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// Log
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message_admins("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
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log_admin("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
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// [MASTER]
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else
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A = bloodsucker.add_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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return TRUE
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/datum/game_mode/proc/remove_bloodsucker(datum/mind/bloodsucker)
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bloodsucker.remove_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
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// Only checking for Humans here
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if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
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return
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var/am_valid = TRUE
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var/mob/living/carbon/human/H = bloodsucker.current
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// Check if PLASMAMAN?
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if(NOBLOOD in H.dna.species.species_traits)
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am_valid = FALSE
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// PROBLEM:
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//
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// Setting species leaves clothes on. If you were a plasmaman, we need to reassign your entire outfit. Otherwise
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// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
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// Convert to HUMAN (along with ID and PDA)
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if (!am_valid)
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H.set_species(/datum/species/human)
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H.real_name = H.client.prefs.custom_names["human"]
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var/obj/item/card/id/ID = H.wear_id?.GetID()
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if(ID)
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ID.registered_name = H.real_name
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ID.update_label()
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/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
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// Not Correct Type: Abort
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if (!iscarbon(target) || !creator)
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return FALSE
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if (target.stat > UNCONSCIOUS)
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return FALSE
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// Check Overdose: Am I even addicted to blood? Do I even have any in me?
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//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
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//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
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// return 0
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// Check Overdose: Did my current volume go over the Overdose threshold?
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//var/am_addicted = 0
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//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
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//message_admins("DEBUG3: can_make_vassal() Found Blood! [blood] [blood.overdose]")
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//if (blood.overdosed)
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// am_addicted = 1 // Blood is present in addiction? That's all we need.
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// break
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//if (!am_addicted)
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//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
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// return 0
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// No Mind!
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if (!target.mind || !target.mind.key)
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if (display_warning)
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to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
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return FALSE
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// Already MY Vassal
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var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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if (istype(V) && V.master)
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if (V.master.owner == creator)
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if (display_warning)
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to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
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else
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if (display_warning)
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to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
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return FALSE
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// Already Antag or Loyal (Vamp Hunters count as antags)
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if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
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if (display_warning)
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to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
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return FALSE
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return TRUE
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/datum/game_mode/proc/AmValidAntag(datum/mind/M)
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// No List?
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if(!islist(M.antag_datums) || M.antag_datums.len == 0)
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return FALSE
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// Am I NOT an invalid Antag? NOTE: We already excluded non-antags above. Don't worry about the "No List?" check in AmInvalidIntag()
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return !AmInvalidAntag(M)
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/datum/game_mode/proc/AmInvalidAntag(datum/mind/M)
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// No List?
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if(!islist(M.antag_datums) || M.antag_datums.len == 0)
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return FALSE
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// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
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for(var/datum/antagonist/antag_datum in M.antag_datums)
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if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
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//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
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return TRUE
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//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
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// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
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return FALSE
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/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
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if (!can_make_vassal(target,creator))
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return FALSE
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// Make Vassal
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var/datum/antagonist/vassal/V = new (target.mind)
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var/datum/antagonist/bloodsucker/B = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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V.master = B
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target.mind.add_antag_datum(V, V.master.get_team())
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// Update Bloodsucker Title (we're a daddy now)
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B.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
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// Log
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message_admins("[target] has become a Vassal, and is enslaved to [creator].")
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log_admin("[target] has become a Vassal, and is enslaved to [creator].")
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return TRUE
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/datum/game_mode/proc/remove_vassal(datum/mind/vassal)
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||||
vassal.remove_antag_datum(ANTAG_DATUM_VASSAL)
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@@ -0,0 +1,50 @@
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|
||||
|
||||
/*
|
||||
// Called from game mode pre_setup()
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/datum/game_mode/proc/assign_monster_hunters(monster_count = 4, guaranteed_hunters = FALSE, list/datum/mind/exclude_from_hunter)
|
||||
|
||||
// Not all game modes GUARANTEE a hunter
|
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if (rand(0,2) == 0) // 50% of the time, we get fewer or NO Hunters
|
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if (!guaranteed_hunters)
|
||||
return
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||||
else
|
||||
monster_count /= 2
|
||||
|
||||
var/list/no_hunter_jobs = list("AI","Cyborg")
|
||||
|
||||
// Set Restricted Jobs
|
||||
if(CONFIG_GET(flag/protect_roles_from_antagonist))
|
||||
no_hunter_jobs += list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
|
||||
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
|
||||
no_hunter_jobs += "Assistant"
|
||||
|
||||
// Find Valid Hunters
|
||||
var/list/datum/mind/hunter_candidates = get_players_for_role(ROLE_MONSTERHUNTER)
|
||||
|
||||
// Assign Hunters (as many as vamps, plus one)
|
||||
for(var/i = 1, i < monster_count, i++) // Start at 1 so we skip Hunters if there's only one sucker.
|
||||
if (!hunter_candidates.len)
|
||||
break
|
||||
// Assign Hunter
|
||||
var/datum/mind/hunter = pick(hunter_candidates)
|
||||
hunter_candidates.Remove(hunter) // Remove Either Way
|
||||
// Already Antag? Skip
|
||||
if (islist(exclude_from_hunter) && (locate(hunter) in exclude_from_hunter)) //if (islist(hunter.antag_datums) && hunter.antag_datums.len)
|
||||
i --
|
||||
continue
|
||||
// NOTE:
|
||||
vamphunters += hunter
|
||||
hunter.restricted_roles = no_hunter_jobs
|
||||
log_game("[hunter.key] (ckey) has been selected as a Hunter.")
|
||||
|
||||
// Called from game mode post_setup()
|
||||
/datum/game_mode/proc/finalize_monster_hunters(monster_count = 4)
|
||||
var/amEvil = TRUE // First hunter is always an evil boi
|
||||
for(var/datum/mind/hunter in vamphunters)
|
||||
var/datum/antagonist/vamphunter/A = new (hunter)
|
||||
A.bad_dude = amEvil
|
||||
hunter.add_antag_datum(A)
|
||||
amEvil = FALSE // Every other hunter is just a boring greytider
|
||||
*/
|
||||
@@ -239,6 +239,9 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
|
||||
return rule.round_result()
|
||||
return ..()
|
||||
|
||||
/datum/game_mode/dynamic/generate_report()
|
||||
return "Mysterious signals that demonstrate strange dynamics have been detected in your sector. Watch out for oddities."
|
||||
|
||||
/datum/game_mode/dynamic/send_intercept()
|
||||
. = "<b><i>Central Command Status Summary</i></b><hr>"
|
||||
switch(round(threat_level))
|
||||
|
||||
@@ -94,11 +94,8 @@
|
||||
var/list/possible_candidates = list()
|
||||
possible_candidates.Add(dead_players)
|
||||
possible_candidates.Add(list_observers)
|
||||
send_applications(possible_candidates)
|
||||
if(assigned.len > 0)
|
||||
return TRUE
|
||||
else
|
||||
return FALSE
|
||||
var/application_successful = send_applications(possible_candidates)
|
||||
return assigned.len > 0 && application_successful
|
||||
|
||||
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
|
||||
@@ -113,25 +110,18 @@
|
||||
if(!candidates || candidates.len <= required_candidates)
|
||||
message_admins("The ruleset [name] did not receive enough applications.")
|
||||
log_game("DYNAMIC: The ruleset [name] did not receive enough applications.")
|
||||
mode.refund_threat(cost)
|
||||
mode.log_threat("Rule [name] refunded [cost] (not receive enough applications)",verbose=TRUE)
|
||||
mode.executed_rules -= src
|
||||
return
|
||||
return FALSE
|
||||
|
||||
message_admins("[candidates.len] players volunteered for the ruleset [name].")
|
||||
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
|
||||
review_applications()
|
||||
return TRUE
|
||||
|
||||
/// Here is where you can check if your ghost applicants are valid for the ruleset.
|
||||
/// Called by send_applications().
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
|
||||
for (var/i = 1, i <= required_candidates, i++)
|
||||
if(candidates.len <= 0)
|
||||
if(i == 1)
|
||||
// We have found no candidates so far and we are out of applicants.
|
||||
mode.refund_threat(cost)
|
||||
mode.log_threat("Rule [name] refunded [cost] (all applications invalid)",verbose=TRUE)
|
||||
mode.executed_rules -= src
|
||||
break
|
||||
var/mob/applicant = pick(candidates)
|
||||
candidates -= applicant
|
||||
@@ -756,3 +746,31 @@
|
||||
|
||||
#undef ABDUCTOR_MAX_TEAMS
|
||||
#undef REVENANT_SPAWN_THRESHOLD
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOODSUCKERS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker
|
||||
name = "Bloodsucker Infiltrator"
|
||||
config_tag = "latejoin_bloodsucker"
|
||||
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
||||
antag_flag = ROLE_TRAITOR
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 10
|
||||
requirements = list(90,80,70,60,55,50,45,40,35,30)
|
||||
high_population_requirement = 30
|
||||
repeatable = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
|
||||
var/mob/M = pick(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = antag_flag
|
||||
if(mode.make_bloodsucker(M.mind))
|
||||
mode.bloodsuckers += M
|
||||
return TRUE
|
||||
|
||||
@@ -792,3 +792,42 @@
|
||||
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
|
||||
|
||||
spawn_meteors(ramp_up_final, wavetype)
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOODSUCKERS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodsucker
|
||||
name = "Bloodsuckers"
|
||||
config_tag = "bloodsucker"
|
||||
persistent = TRUE
|
||||
antag_flag = ROLE_BLOODSUCKER
|
||||
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
||||
minimum_required_age = 0
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
restricted_roles = list("Cyborg", "AI")
|
||||
required_candidates = 1
|
||||
weight = 2
|
||||
cost = 15
|
||||
scaling_cost = 10
|
||||
requirements = list(90,80,70,60,50,50,50,50,50,50)
|
||||
high_population_requirement = 50
|
||||
antag_cap = list(1,1,1,1,1,2,2,2,2,2)
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodsucker/pre_execute()
|
||||
var/num_bloodsuckers = antag_cap[indice_pop] * (scaled_times + 1)
|
||||
for (var/i = 1 to num_bloodsuckers)
|
||||
var/mob/M = pick_n_take(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = ROLE_BLOODSUCKER
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/bloodsucker/execute()
|
||||
mode.check_start_sunlight()
|
||||
for(var/datum/mind/M in assigned)
|
||||
if(mode.make_bloodsucker(M))
|
||||
mode.bloodsuckers += M
|
||||
return TRUE
|
||||
|
||||
@@ -81,6 +81,7 @@
|
||||
|
||||
///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.
|
||||
//finalize_monster_hunters() Disabled for now
|
||||
if(!report)
|
||||
report = !CONFIG_GET(flag/no_intercept_report)
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME)
|
||||
|
||||
Reference in New Issue
Block a user