Merge branch 'master' into upstream-merge-29741
This commit is contained in:
@@ -203,9 +203,9 @@
|
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var/mob/living/silicon/robot/R
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||||
switch(borg_to_spawn)
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||||
if("Medical")
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||||
R = new /mob/living/silicon/robot/syndicate/medical(T)
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R = new /mob/living/silicon/robot/modules/syndicate/medical(T)
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else
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||||
R = new /mob/living/silicon/robot/syndicate(T) //Assault borg by default
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R = new /mob/living/silicon/robot/modules/syndicate(T) //Assault borg by default
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var/brainfirstname = pick(GLOB.first_names_male)
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if(prob(50))
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||||
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@@ -57,7 +57,7 @@
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if(!placed)
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||||
if(manualplace_min_time && world.time >= manualplace_min_time)
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||||
to_chat(src, "<b><span class='big'><font color=\"#EE4000\">You may now place your blob core.</font></span></b>")
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to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>")
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to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [DisplayTimeText(autoplace_max_time - world.time)].</font></span>")
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manualplace_min_time = 0
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if(autoplace_max_time && world.time >= autoplace_max_time)
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place_blob_core(base_point_rate, 1)
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||||
@@ -365,5 +365,5 @@
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||||
to_chat(src, "<b>Shortcuts:</b> Click = Expand Blob <b>|</b> Middle Mouse Click = Rally Spores <b>|</b> Ctrl Click = Create Shield Blob <b>|</b> Alt Click = Remove Blob")
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to_chat(src, "Attempting to talk will send a message to all other overminds, allowing you to coordinate with them.")
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if(!placed && autoplace_max_time <= world.time)
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to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>")
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to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [DisplayTimeText(autoplace_max_time - world.time)].</font></span>")
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||||
to_chat(src, "<span class='big'><font color=\"#EE4000\">You [manualplace_min_time ? "will be able to":"can"] manually place your blob core by pressing the Place Blob Core button in the bottom right corner of the screen.</font></span>")
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@@ -207,7 +207,7 @@
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time_duration = round(time_duration * (2 * efficiency), 1)
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CO.active = TRUE //you'd be active in a second but you should update immediately
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invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</span>", \
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"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [time_duration / 10] seconds and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
|
||||
"<span class='brass'>With a word, you rip open a [two_way ? "two-way":"one-way"] rift to [input_target_key]. It will last for [DisplayTimeText(time_duration)] and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
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var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
|
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var/obj/effect/clockwork/spatial_gateway/S2 = new(istargetobelisk ? get_turf(target) : get_step(get_turf(target), target.dir))
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||||
|
||||
|
||||
@@ -195,6 +195,19 @@
|
||||
textlist += "HONOR RATVAR "
|
||||
textlist += "</b></font>"
|
||||
else
|
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var/servants = 0
|
||||
var/production_time = SLAB_PRODUCTION_TIME
|
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for(var/mob/living/M in GLOB.living_mob_list)
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if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
|
||||
servants++
|
||||
if(servants > SCRIPT_SERVANT_REQ)
|
||||
servants -= SCRIPT_SERVANT_REQ
|
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production_time += min(SLAB_SERVANT_SLOWDOWN * servants, SLAB_SLOWDOWN_MAXIMUM)
|
||||
if(production_time != SLAB_PRODUCTION_TIME+SLAB_SLOWDOWN_MAXIMUM)
|
||||
production_time = "<b>[DisplayTimeText(production_time)]</b>, which increases for each human or silicon Servant above <b>[SCRIPT_SERVANT_REQ]</b>"
|
||||
else
|
||||
production_time = "<b>[DisplayTimeText(production_time)]</b>"
|
||||
|
||||
textlist = list("<font color=#BE8700 size=3><b><center>[text2ratvar("Purge all untruths and honor Engine.")]</center></b></font><br>\
|
||||
\
|
||||
<b><i>NOTICE:</b> This information is out of date. Read the Ark & You primer in your backpack or read the wiki page for current info.</i><br>\
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||||
@@ -287,12 +300,24 @@
|
||||
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
|
||||
if("Components")
|
||||
var/servants = 0 //Calculate the current production time for slab components
|
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var/production_time = SLAB_PRODUCTION_TIME
|
||||
for(var/mob/living/M in GLOB.living_mob_list)
|
||||
if(is_servant_of_ratvar(M) && (ishuman(M) || issilicon(M)))
|
||||
servants++
|
||||
if(servants > SCRIPT_SERVANT_REQ)
|
||||
servants -= SCRIPT_SERVANT_REQ
|
||||
production_time += min(SLAB_SERVANT_SLOWDOWN * servants, SLAB_SLOWDOWN_MAXIMUM)
|
||||
if(production_time != SLAB_PRODUCTION_TIME+SLAB_SLOWDOWN_MAXIMUM)
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||||
production_time = "<b>[DisplayTimeText(production_time)]</b>, which increases for each human or silicon Servant above <b>[SCRIPT_SERVANT_REQ]</b>"
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else
|
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production_time = "<b>[DisplayTimeText(production_time)]</b>"
|
||||
dat += "<font color=#BE8700 size=3>Components & Their Uses</font><br><br>"
|
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dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
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dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
|
||||
vanguard cogwheels as construction requirements, because it defends its allies by harming its enemies.<br><br>"
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||||
dat += "Components' primary use is fueling <b>scripture</b> (covered in its own section), and they can be created through various ways. This clockwork slab, for instance, \
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will make a random component of every type - or a specific one, if you choose a target component from the interface - every <b>remove me already</b>. This number will increase \
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||||
will make a random component of every type - or a specific one, if you choose a target component from the interface - every [production_time]. This number will increase \
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as the amount of Servants in the covenant increase; additionally, slabs can only produce components when held by a Servant, and holding more than one slab will cause both \
|
||||
of them to halt progress until one of them is removed from their person.<br><br>"
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||||
dat += "Your slab has an internal storage of components, but it isn't meant to be the main one. Instead, there's a <b>global storage</b> of components that can be \
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@@ -23,6 +23,7 @@
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||||
autoping = FALSE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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force_replace_ai_name = TRUE
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overrides_aicore_laws = TRUE
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||||
|
||||
/obj/item/device/mmi/posibrain/soul_vessel/Initialize()
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. = ..()
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||||
@@ -105,7 +105,7 @@
|
||||
..()
|
||||
if(is_servant_of_ratvar(user) || isobserver(user))
|
||||
if(linkedwall)
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||||
to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[round(get_production_time() * 0.1, 0.1)]</b> seconds!</span>")
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to_chat(user, "<span class='brass'>It is linked to a Clockwork Wall and will generate a component every <b>[DisplayTimeText(get_production_time())]</b>!</span>")
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else
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to_chat(user, "<span class='alloy'>It is unlinked! Construct a Clockwork Wall nearby to generate components!</span>")
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to_chat(user, "<b>Stored components:</b>")
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||||
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||||
@@ -96,7 +96,7 @@
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||||
|
||||
/proc/pollCultists(var/mob/living/Nominee) //Cult Master Poll
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||||
if(world.time < CULT_POLL_WAIT)
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||||
to_chat(Nominee, "It would be premature to select a leader while everyone is still settling in, try again in [round((CULT_POLL_WAIT-world.time)/10)] seconds.")
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||||
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)].")
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||||
return
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GLOB.cult_vote_called = TRUE //somebody's trying to be a master, make sure we don't let anyone else try
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for(var/datum/mind/B in SSticker.mode.cult)
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||||
@@ -232,7 +232,7 @@
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||||
return FALSE
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||||
if(cooldown > world.time)
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||||
if(!CM.active)
|
||||
to_chat(owner, "<span class='cultlarge'><b>You need to wait [round((cooldown - world.time) * 0.1)] seconds before you can mark another target!</b></span>")
|
||||
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can mark another target!</b></span>")
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||||
return FALSE
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||||
return ..()
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||||
@@ -324,7 +324,7 @@
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||||
return FALSE
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||||
if(cooldown > world.time)
|
||||
if(!PM.active)
|
||||
to_chat(owner, "<span class='cultlarge'><b>You need to wait [round((cooldown - world.time) * 0.1)] seconds before you can pulse again!</b></span>")
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||||
to_chat(owner, "<span class='cultlarge'><b>You need to wait [DisplayTimeText(cooldown - world.time)] before you can pulse again!</b></span>")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>\The [src] is [anchored ? "":"not "]secured to the floor.</span>")
|
||||
if((iscultist(user) || isobserver(user)) && cooldowntime > world.time)
|
||||
to_chat(user, "<span class='cultitalic'>The magic in [src] is too weak, [p_they()] will be ready to use again in [getETA()].</span>")
|
||||
to_chat(user, "<span class='cultitalic'>The magic in [src] is too weak, [p_they()] will be ready to use again in [DisplayTimeText(cooldowntime - world.time)].</span>")
|
||||
|
||||
/obj/structure/destructible/cult/examine_status(mob/user)
|
||||
if(iscultist(user) || isobserver(user))
|
||||
@@ -50,13 +50,6 @@
|
||||
animate(src, color = previouscolor, time = 8)
|
||||
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
|
||||
|
||||
/obj/structure/destructible/cult/proc/getETA()
|
||||
var/time = (cooldowntime - world.time)/600
|
||||
var/eta = "[round(time, 1)] minutes"
|
||||
if(time <= 1)
|
||||
time = (cooldowntime - world.time)*0.1
|
||||
eta = "[round(time, 1)] seconds"
|
||||
return eta
|
||||
|
||||
/obj/structure/destructible/cult/talisman
|
||||
name = "altar"
|
||||
@@ -72,7 +65,7 @@
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||||
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
|
||||
return
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||||
if(cooldowntime > world.time)
|
||||
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
|
||||
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
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||||
var/choice = alert(user,"You study the schematics etched into the forge...",,"Eldritch Whetstone","Zealot's Blindfold","Flask of Unholy Water")
|
||||
var/pickedtype
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||||
@@ -105,7 +98,7 @@
|
||||
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
|
||||
return
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||||
if(cooldowntime > world.time)
|
||||
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
|
||||
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/choice = alert(user,"You study the schematics etched into the forge...",,"Shielded Robe","Flagellant's Robe","Nar-Sien Hardsuit")
|
||||
var/pickedtype
|
||||
@@ -212,7 +205,7 @@
|
||||
to_chat(user, "<span class='cultitalic'>You need to anchor [src] to the floor with a tome first.</span>")
|
||||
return
|
||||
if(cooldowntime > world.time)
|
||||
to_chat(user, "<span class='cultitalic'>The magic in [src] is weak, it will be ready to use again in [getETA()].</span>")
|
||||
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/choice = alert(user,"You flip through the black pages of the archives...",,"Supply Talisman","Shuttle Curse","Veil Walker Set")
|
||||
var/list/pickedtype = list()
|
||||
|
||||
@@ -19,7 +19,6 @@
|
||||
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/explosion_in_progress = 0 //sit back and relax
|
||||
var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
|
||||
var/list/datum/mind/modePlayer = new
|
||||
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
|
||||
@@ -562,3 +561,8 @@
|
||||
|
||||
/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)
|
||||
if(off_station < 2)
|
||||
station_was_nuked = TRUE //Will end the round on next check.
|
||||
@@ -1,5 +1,17 @@
|
||||
/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/abductor_teams = 0
|
||||
var/list/datum/mind/abductors = list()
|
||||
var/list/datum/mind/abductees = list()
|
||||
|
||||
@@ -12,12 +24,8 @@
|
||||
required_players = 15
|
||||
maximum_players = 50
|
||||
var/max_teams = 4
|
||||
abductor_teams = 1
|
||||
var/list/datum/mind/scientists = list()
|
||||
var/list/datum/mind/agents = list()
|
||||
var/list/datum/objective/team_objectives = list()
|
||||
var/list/team_names = list()
|
||||
var/finished = 0
|
||||
var/list/datum/objective_team/abductor_team/abductor_teams = list()
|
||||
var/finished = FALSE
|
||||
|
||||
/datum/game_mode/abduction/announce()
|
||||
to_chat(world, "<B>The current game mode is - Abduction!</B>")
|
||||
@@ -26,163 +34,78 @@
|
||||
to_chat(world, "<b>Crew</b> - don't get abducted and stop the abductors.")
|
||||
|
||||
/datum/game_mode/abduction/pre_setup()
|
||||
abductor_teams = max(1, min(max_teams,round(num_players()/config.abductor_scaling_coeff)))
|
||||
var/possible_teams = max(1,round(antag_candidates.len / 2))
|
||||
abductor_teams = min(abductor_teams,possible_teams)
|
||||
var/num_teams = max(1, min(max_teams, round(num_players() / config.abductor_scaling_coeff)))
|
||||
var/possible_teams = max(1, round(antag_candidates.len / 2))
|
||||
num_teams = min(num_teams, possible_teams)
|
||||
|
||||
abductors.len = 2*abductor_teams
|
||||
scientists.len = abductor_teams
|
||||
agents.len = abductor_teams
|
||||
team_objectives.len = abductor_teams
|
||||
team_names.len = abductor_teams
|
||||
for(var/i = 1 to num_teams)
|
||||
if(!make_abductor_team())
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
for(var/i=1,i<=abductor_teams,i++)
|
||||
if(!make_abductor_team(i))
|
||||
return 0
|
||||
/datum/game_mode/abduction/proc/make_abductor_team(datum/mind/agent, datum/mind/scientist)
|
||||
var/team_number = abductor_teams.len+1
|
||||
|
||||
return 1
|
||||
var/datum/objective_team/abductor_team/team = new
|
||||
team.team_number = team_number
|
||||
team.name = "Mothership [pick(GLOB.possible_changeling_IDs)]" //TODO Ensure unique and actual alieny names
|
||||
team.add_objective(new/datum/objective/experiment)
|
||||
|
||||
/datum/game_mode/abduction/proc/make_abductor_team(team_number,preset_agent=null,preset_scientist=null)
|
||||
//Team Name
|
||||
team_names[team_number] = "Mothership [pick(GLOB.possible_changeling_IDs)]" //TODO Ensure unique and actual alieny names
|
||||
//Team Objective
|
||||
var/datum/objective/experiment/team_objective = new
|
||||
team_objective.team_number = team_number
|
||||
team_objectives[team_number] = team_objective
|
||||
//Team Members
|
||||
if(antag_candidates.len < (!agent + !scientist))
|
||||
return
|
||||
|
||||
if(!preset_agent || !preset_scientist)
|
||||
if(antag_candidates.len <=2)
|
||||
return 0
|
||||
|
||||
var/datum/mind/scientist
|
||||
var/datum/mind/agent
|
||||
|
||||
if(!preset_scientist)
|
||||
if(!scientist)
|
||||
scientist = pick(antag_candidates)
|
||||
antag_candidates -= scientist
|
||||
else
|
||||
scientist = preset_scientist
|
||||
antag_candidates -= scientist
|
||||
team.members |= scientist
|
||||
scientist.assigned_role = "Abductor Scientist"
|
||||
log_game("[scientist.key] (ckey) has been selected as [team.name] abductor scientist.")
|
||||
|
||||
if(!preset_agent)
|
||||
if(!agent)
|
||||
agent = pick(antag_candidates)
|
||||
antag_candidates -= agent
|
||||
else
|
||||
agent = preset_agent
|
||||
antag_candidates -= agent
|
||||
team.members |= agent
|
||||
agent.assigned_role = "Abductor Agent"
|
||||
log_game("[agent.key] (ckey) has been selected as [team.name] abductor agent.")
|
||||
|
||||
|
||||
scientist.assigned_role = "abductor scientist"
|
||||
scientist.special_role = "abductor scientist"
|
||||
log_game("[scientist.key] (ckey) has been selected as an abductor team [team_number] scientist.")
|
||||
|
||||
agent.assigned_role = "abductor agent"
|
||||
agent.special_role = "abductor agent"
|
||||
log_game("[agent.key] (ckey) has been selected as an abductor team [team_number] agent.")
|
||||
|
||||
abductors |= agent
|
||||
abductors |= scientist
|
||||
scientists[team_number] = scientist
|
||||
agents[team_number] = agent
|
||||
return 1
|
||||
abductor_teams += team
|
||||
return team
|
||||
|
||||
/datum/game_mode/abduction/post_setup()
|
||||
for(var/team_number=1,team_number<=abductor_teams,team_number++)
|
||||
post_setup_team(team_number)
|
||||
for(var/datum/objective_team/abductor_team/team in abductor_teams)
|
||||
post_setup_team(team)
|
||||
return ..()
|
||||
|
||||
//Used for create antag buttons
|
||||
/datum/game_mode/abduction/proc/post_setup_team(team_number)
|
||||
var/list/obj/effect/landmark/abductor/agent_landmarks = list()
|
||||
var/list/obj/effect/landmark/abductor/scientist_landmarks = list()
|
||||
agent_landmarks.len = max_teams
|
||||
scientist_landmarks.len = max_teams
|
||||
for(var/obj/effect/landmark/abductor/A in GLOB.landmarks_list)
|
||||
if(istype(A, /obj/effect/landmark/abductor/agent))
|
||||
agent_landmarks[text2num(A.team)] = A
|
||||
else if(istype(A, /obj/effect/landmark/abductor/scientist))
|
||||
scientist_landmarks[text2num(A.team)] = A
|
||||
|
||||
var/team_name = team_names[team_number]
|
||||
|
||||
var/datum/mind/agent
|
||||
var/obj/effect/landmark/L
|
||||
var/datum/mind/scientist
|
||||
var/mob/living/carbon/human/H
|
||||
var/datum/species/abductor/S
|
||||
|
||||
agent = agents[team_number]
|
||||
H = agent.current
|
||||
L = agent_landmarks[team_number]
|
||||
H.forceMove(L.loc)
|
||||
H.set_species(/datum/species/abductor)
|
||||
S = H.dna.species
|
||||
S.team = team_number
|
||||
H.real_name = team_name + " Agent"
|
||||
H.equipOutfit(/datum/outfit/abductor/agent)
|
||||
greet_agent(agent,team_number)
|
||||
|
||||
|
||||
scientist = scientists[team_number]
|
||||
H = scientist.current
|
||||
L = scientist_landmarks[team_number]
|
||||
H.forceMove(L.loc)
|
||||
H.set_species(/datum/species/abductor)
|
||||
S = H.dna.species
|
||||
S.scientist = TRUE
|
||||
S.team = team_number
|
||||
H.real_name = team_name + " Scientist"
|
||||
H.equipOutfit(/datum/outfit/abductor/scientist)
|
||||
greet_scientist(scientist,team_number)
|
||||
|
||||
|
||||
|
||||
/datum/game_mode/abduction/proc/greet_agent(datum/mind/abductor,team_number)
|
||||
abductor.objectives += team_objectives[team_number]
|
||||
var/team_name = team_names[team_number]
|
||||
|
||||
to_chat(abductor.current, "<span class='notice'>You are an agent of [team_name]!</span>")
|
||||
to_chat(abductor.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
|
||||
to_chat(abductor.current, "<span class='notice'>Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve.</span>")
|
||||
|
||||
abductor.announce_objectives()
|
||||
|
||||
/datum/game_mode/abduction/proc/greet_scientist(datum/mind/abductor,team_number)
|
||||
abductor.objectives += team_objectives[team_number]
|
||||
var/team_name = team_names[team_number]
|
||||
|
||||
to_chat(abductor.current, "<span class='notice'>You are a scientist of [team_name]!</span>")
|
||||
to_chat(abductor.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
|
||||
to_chat(abductor.current, "<span class='notice'>Use your tool and ship consoles to support the agent and retrieve human specimens.</span>")
|
||||
|
||||
abductor.announce_objectives()
|
||||
|
||||
/datum/game_mode/abduction/proc/get_team_console(team_number)
|
||||
for(var/obj/machinery/abductor/console/C in GLOB.machines)
|
||||
if(C.team == team_number)
|
||||
return C
|
||||
/datum/game_mode/abduction/proc/post_setup_team(datum/objective_team/abductor_team/team)
|
||||
for(var/datum/mind/M in team.members)
|
||||
if(M.assigned_role == "Abductor Scientist")
|
||||
M.add_antag_datum(ANTAG_DATUM_ABDUCTOR_SCIENTIST, team)
|
||||
else
|
||||
M.add_antag_datum(ANTAG_DATUM_ABDUCTOR_AGENT, team)
|
||||
|
||||
/datum/game_mode/abduction/check_finished()
|
||||
if(!finished)
|
||||
for(var/team_number=1,team_number<=abductor_teams,team_number++)
|
||||
var/obj/machinery/abductor/console/con = get_team_console(team_number)
|
||||
var/datum/objective/objective = team_objectives[team_number]
|
||||
if (con.experiment.points >= objective.target_amount)
|
||||
SSshuttle.emergency.request(null, set_coefficient = 0.5)
|
||||
finished = 1
|
||||
return ..()
|
||||
for(var/datum/objective_team/abductor_team/team in abductor_teams)
|
||||
for(var/datum/objective/O in team.objectives)
|
||||
if(O.check_completion())
|
||||
SSshuttle.emergency.request(null, set_coefficient = 0.5)
|
||||
finished = TRUE
|
||||
return ..()
|
||||
return ..()
|
||||
|
||||
/datum/game_mode/abduction/declare_completion()
|
||||
for(var/team_number=1,team_number<=abductor_teams,team_number++)
|
||||
var/obj/machinery/abductor/console/console = get_team_console(team_number)
|
||||
var/datum/objective/objective = team_objectives[team_number]
|
||||
var/team_name = team_names[team_number]
|
||||
if(console.experiment.points >= objective.target_amount)
|
||||
to_chat(world, "<span class='greenannounce'>[team_name] team fulfilled its mission!</span>")
|
||||
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>")
|
||||
to_chat(world, "<span class='boldannounce'>[team.name] team failed its mission.</span>")
|
||||
..()
|
||||
return 1
|
||||
return TRUE
|
||||
|
||||
/datum/game_mode/proc/auto_declare_completion_abduction()
|
||||
var/text = ""
|
||||
@@ -200,40 +123,28 @@
|
||||
text += "<br>"
|
||||
to_chat(world, text)
|
||||
|
||||
//Landmarks
|
||||
// TODO: Split into separate landmarks for prettier ships
|
||||
// LANDMARKS
|
||||
/obj/effect/landmark/abductor
|
||||
var/team = 1
|
||||
var/team_number = 1
|
||||
|
||||
/obj/effect/landmark/abductor/agent
|
||||
/obj/effect/landmark/abductor/scientist
|
||||
|
||||
|
||||
// OBJECTIVES
|
||||
/datum/objective/experiment
|
||||
target_amount = 6
|
||||
var/team_number
|
||||
|
||||
/datum/objective/experiment/New()
|
||||
explanation_text = "Experiment on [target_amount] humans."
|
||||
|
||||
/datum/objective/experiment/check_completion()
|
||||
var/ab_team = team_number
|
||||
if(owner)
|
||||
if(!owner.current || !ishuman(owner.current))
|
||||
return 0
|
||||
var/mob/living/carbon/human/H = owner.current
|
||||
if(H.dna.species.id != "abductor")
|
||||
return 0
|
||||
var/datum/species/abductor/S = H.dna.species
|
||||
ab_team = S.team
|
||||
for(var/obj/machinery/abductor/experiment/E in GLOB.machines)
|
||||
if(E.team == ab_team)
|
||||
if(E.points >= target_amount)
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
return 0
|
||||
if(!istype(team, /datum/objective_team/abductor_team))
|
||||
return FALSE
|
||||
var/datum/objective_team/abductor_team/T = team
|
||||
if(E.team_number == T.team_number)
|
||||
return E.points >= target_amount
|
||||
return FALSE
|
||||
|
||||
/datum/game_mode/proc/update_abductor_icons_added(datum/mind/alien_mind)
|
||||
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
|
||||
|
||||
@@ -328,7 +328,7 @@ Congratulations! You are now trained for invasive xenobiology research!"}
|
||||
return
|
||||
|
||||
/obj/item/paper/guides/antag/abductor/AltClick()
|
||||
return
|
||||
return //otherwise it would fold into a paperplane.
|
||||
|
||||
#define BATON_STUN 0
|
||||
#define BATON_SLEEP 1
|
||||
|
||||
@@ -5,20 +5,14 @@
|
||||
back = /obj/item/storage/backpack
|
||||
ears = /obj/item/device/radio/headset/abductor
|
||||
|
||||
/datum/outfit/abductor/proc/get_team_console(team_number)
|
||||
for(var/obj/machinery/abductor/console/C in GLOB.machines)
|
||||
if(C.team == team_number)
|
||||
return C
|
||||
|
||||
/datum/outfit/abductor/proc/link_to_console(mob/living/carbon/human/H, team_number)
|
||||
if(!team_number && isabductor(H))
|
||||
var/datum/species/abductor/S = H.dna.species
|
||||
team_number = S.team
|
||||
|
||||
var/datum/antagonist/abductor/A = H.mind.has_antag_datum(ANTAG_DATUM_ABDUCTOR)
|
||||
if(!team_number && A)
|
||||
team_number = A.team.team_number
|
||||
if(!team_number)
|
||||
team_number = 1
|
||||
|
||||
var/obj/machinery/abductor/console/console = get_team_console(team_number)
|
||||
var/obj/machinery/abductor/console/console = get_abductor_console(team_number)
|
||||
if(console)
|
||||
var/obj/item/clothing/suit/armor/abductor/vest/V = locate() in H
|
||||
if(V)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/machinery/computer/camera_advanced/abductor
|
||||
name = "Human Observation Console"
|
||||
var/team = 0
|
||||
var/team_number = 0
|
||||
networks = list("SS13","Abductor")
|
||||
var/datum/action/innate/teleport_in/tele_in_action = new
|
||||
var/datum/action/innate/teleport_out/tele_out_action = new
|
||||
@@ -9,7 +9,7 @@
|
||||
var/datum/action/innate/vest_disguise_swap/vest_disguise_action = new
|
||||
var/datum/action/innate/set_droppoint/set_droppoint_action = new
|
||||
var/obj/machinery/abductor/console/console
|
||||
z_lock = ZLEVEL_STATION_PRIMARY
|
||||
station_lock_override = TRUE
|
||||
|
||||
icon = 'icons/obj/abductor.dmi'
|
||||
icon_state = "camera"
|
||||
|
||||
@@ -1,8 +1,13 @@
|
||||
/proc/get_abductor_console(team_number)
|
||||
for(var/obj/machinery/abductor/console/C in GLOB.machines)
|
||||
if(C.team_number == team_number)
|
||||
return C
|
||||
|
||||
//Common
|
||||
|
||||
/obj/machinery/abductor
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
var/team = 0
|
||||
var/team_number = 0
|
||||
|
||||
//Console
|
||||
|
||||
@@ -139,21 +144,21 @@
|
||||
return INITIALIZE_HINT_LATELOAD
|
||||
|
||||
/obj/machinery/abductor/console/LateInitialize()
|
||||
if(!team)
|
||||
if(!team_number)
|
||||
return
|
||||
|
||||
for(var/obj/machinery/abductor/pad/p in GLOB.machines)
|
||||
if(p.team == team)
|
||||
if(p.team_number == team_number)
|
||||
pad = p
|
||||
break
|
||||
|
||||
for(var/obj/machinery/abductor/experiment/e in GLOB.machines)
|
||||
if(e.team == team)
|
||||
if(e.team_number == team_number)
|
||||
experiment = e
|
||||
e.console = src
|
||||
|
||||
for(var/obj/machinery/computer/camera_advanced/abductor/c in GLOB.machines)
|
||||
if(c.team == team)
|
||||
if(c.team_number == team_number)
|
||||
camera = c
|
||||
c.console = src
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
var/flash = " - || - "
|
||||
var/obj/machinery/abductor/console/console
|
||||
var/message_cooldown = 0
|
||||
var/breakout_time = 0.75
|
||||
var/breakout_time = 450
|
||||
|
||||
/obj/machinery/abductor/experiment/MouseDrop_T(mob/target, mob/user)
|
||||
if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
|
||||
@@ -50,9 +50,9 @@
|
||||
user.changeNext_move(CLICK_CD_BREAKOUT)
|
||||
user.last_special = world.time + CLICK_CD_BREAKOUT
|
||||
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
|
||||
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
|
||||
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
|
||||
"<span class='italics'>You hear a metallic creaking from [src].</span>")
|
||||
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
|
||||
if(do_after(user,(breakout_time), target = src))
|
||||
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
|
||||
return
|
||||
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
|
||||
|
||||
@@ -22,27 +22,17 @@
|
||||
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()
|
||||
|
||||
/datum/game_mode/nuclear/pre_setup()
|
||||
var/n_players = num_players()
|
||||
var/n_agents = min(round(n_players / 10, 1), agents_possible)
|
||||
|
||||
if(antag_candidates.len < n_agents) //In the case of having less candidates than the selected number of agents
|
||||
n_agents = antag_candidates.len
|
||||
|
||||
while(n_agents > 0)
|
||||
var/datum/mind/new_syndicate = pick(antag_candidates)
|
||||
syndicates += new_syndicate
|
||||
antag_candidates -= new_syndicate //So it doesn't pick the same guy each time.
|
||||
n_agents--
|
||||
|
||||
for(var/datum/mind/synd_mind in syndicates)
|
||||
synd_mind.assigned_role = "Syndicate"
|
||||
synd_mind.special_role = "Syndicate"//So they actually have a special role/N
|
||||
log_game("[synd_mind.key] (ckey) has been selected as a nuclear operative")
|
||||
|
||||
return 1
|
||||
|
||||
var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible)
|
||||
for(var/i = 0, i < n_agents, ++i)
|
||||
var/datum/mind/new_op = pick_n_take(antag_candidates)
|
||||
pre_nukeops += new_op
|
||||
new_op.assigned_role = "Nuclear Operative"
|
||||
new_op.special_role = "Nuclear Operative"
|
||||
log_game("[new_op.key] (ckey) has been selected as a nuclear operative")
|
||||
return TRUE
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
@@ -60,48 +50,36 @@
|
||||
////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/datum/game_mode/nuclear/post_setup()
|
||||
|
||||
var/list/turf/synd_spawn = list()
|
||||
|
||||
for(var/obj/effect/landmark/A in GLOB.landmarks_list)
|
||||
if(A.name == "Syndicate-Spawn")
|
||||
synd_spawn += get_turf(A)
|
||||
continue
|
||||
|
||||
var/nuke_code = random_nukecode()
|
||||
var/leader_selected = 0
|
||||
var/agent_number = 1
|
||||
var/spawnpos = 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]
|
||||
|
||||
for(var/datum/mind/synd_mind in syndicates)
|
||||
if(spawnpos > synd_spawn.len)
|
||||
spawnpos = 2
|
||||
synd_mind.current.loc = synd_spawn[spawnpos]
|
||||
|
||||
forge_syndicate_objectives(synd_mind)
|
||||
greet_syndicate(synd_mind)
|
||||
equip_syndicate(synd_mind.current)
|
||||
forge_syndicate_objectives(op)
|
||||
greet_syndicate(op)
|
||||
equip_syndicate(op.current)
|
||||
|
||||
if(nuke_code)
|
||||
synd_mind.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
|
||||
to_chat(synd_mind.current, "The nuclear authorization code is: <B>[nuke_code]</B>")
|
||||
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(!leader_selected)
|
||||
prepare_syndicate_leader(synd_mind, nuke_code)
|
||||
leader_selected = 1
|
||||
if(op == leader)
|
||||
op.current.forceMove(pick(GLOB.nukeop_leader_start))
|
||||
prepare_syndicate_leader(op, nuke_code)
|
||||
else
|
||||
synd_mind.current.real_name = "[syndicate_name()] Operative #[agent_number]"
|
||||
agent_number++
|
||||
spawnpos++
|
||||
update_synd_icons_added(synd_mind)
|
||||
synd_mind.current.playsound_local(get_turf(synd_mind.current), 'sound/ambience/antag/ops.ogg',100,0)
|
||||
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
|
||||
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
|
||||
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")
|
||||
spawn(1)
|
||||
@@ -161,6 +139,12 @@
|
||||
synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
|
||||
return 1
|
||||
|
||||
/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)
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
return
|
||||
|
||||
declaring_war = TRUE
|
||||
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew? You have [-round((world.time-SSticker.round_start_time - CHALLENGE_TIME_LIMIT)/10)] seconds to decide", "Declare war?", "Yes", "No")
|
||||
var/are_you_sure = alert(user, "Consult your team carefully before you declare war on [station_name()]]. Are you sure you want to alert the enemy crew? You have [DisplayTimeText(world.time-SSticker.round_start_time - CHALLENGE_TIME_LIMIT)] to decide", "Declare war?", "Yes", "No")
|
||||
declaring_war = FALSE
|
||||
|
||||
if(!check_allowed(user))
|
||||
|
||||
@@ -81,6 +81,20 @@
|
||||
/obj/machinery/nuclearbomb/syndicate
|
||||
//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)
|
||||
return CINEMATIC_ANNIHILATION
|
||||
else
|
||||
return CINEMATIC_NUKE_WIN
|
||||
if(1)
|
||||
return CINEMATIC_NUKE_MISS
|
||||
if(2)
|
||||
return CINEMATIC_NUKE_FAR
|
||||
return CINEMATIC_NUKE_FAR
|
||||
|
||||
/obj/machinery/nuclearbomb/syndicate/Initialize()
|
||||
. = ..()
|
||||
var/obj/machinery/nuclearbomb/existing = locate("syndienuke") in GLOB.nuke_list
|
||||
@@ -422,12 +436,12 @@
|
||||
update_icon()
|
||||
sound_to_playing_players('sound/machines/alarm.ogg')
|
||||
if(SSticker && SSticker.mode)
|
||||
SSticker.mode.explosion_in_progress = 1
|
||||
SSticker.roundend_check_paused = TRUE
|
||||
sleep(100)
|
||||
|
||||
if(!core)
|
||||
SSticker.station_explosion_cinematic(3,"no_core",src)
|
||||
SSticker.mode.explosion_in_progress = 0
|
||||
Cinematic(CINEMATIC_NUKE_NO_CORE,world)
|
||||
SSticker.roundend_check_paused = FALSE
|
||||
return
|
||||
|
||||
GLOB.enter_allowed = 0
|
||||
@@ -437,28 +451,37 @@
|
||||
var/area/A = get_area(bomb_location)
|
||||
if(bomb_location && (bomb_location.z in GLOB.station_z_levels))
|
||||
if(istype(A, /area/space))
|
||||
off_station = NUKE_MISS_STATION
|
||||
off_station = NUKE_NEAR_MISS
|
||||
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
|
||||
off_station = NUKE_MISS_STATION
|
||||
off_station = NUKE_NEAR_MISS
|
||||
else if((istype(A, /area/syndicate_mothership) || (istype(A, /area/shuttle/syndicate)) && bomb_location.z == ZLEVEL_CENTCOM))
|
||||
off_station = NUKE_SYNDICATE_BASE
|
||||
else
|
||||
off_station = NUKE_NEAR_MISS
|
||||
off_station = NUKE_MISS_STATION
|
||||
|
||||
if(istype(SSticker.mode, /datum/game_mode/nuclear))
|
||||
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
|
||||
var/datum/game_mode/nuclear/NM = SSticker.mode
|
||||
NM.syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
|
||||
NM.nuke_off_station = off_station
|
||||
if(off_station < 2)
|
||||
SSshuttle.registerHostileEnvironment(src)
|
||||
SSshuttle.lockdown = TRUE
|
||||
|
||||
SSticker.station_explosion_cinematic(off_station,null,src)
|
||||
if(SSticker.mode)
|
||||
if(istype(SSticker.mode, /datum/game_mode/nuclear))
|
||||
var/datum/game_mode/nuclear/NM = SSticker.mode
|
||||
NM.nukes_left --
|
||||
if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
|
||||
SSticker.Reboot("Station destroyed by Nuclear Device.", "nuke - unhandled ending")
|
||||
//Cinematic
|
||||
SSticker.mode.OnNukeExplosion(off_station)
|
||||
var/bombz = z
|
||||
Cinematic(get_cinematic_type(off_station),world,CALLBACK(SSticker,/datum/controller/subsystem/ticker/proc/station_explosion_detonation,src))
|
||||
INVOKE_ASYNC(GLOBAL_PROC,.proc/KillEveryoneOnZLevel,bombz)
|
||||
SSticker.roundend_check_paused = FALSE
|
||||
|
||||
/obj/machinery/nuclearbomb/proc/get_cinematic_type(off_station)
|
||||
if(off_station < 2)
|
||||
return CINEMATIC_SELFDESTRUCT
|
||||
else
|
||||
return CINEMATIC_SELFDESTRUCT_MISS
|
||||
|
||||
/proc/KillEveryoneOnZLevel(z)
|
||||
if(!z)
|
||||
return
|
||||
for(var/mob/M in GLOB.mob_list)
|
||||
if(M.stat != DEAD && M.z == z)
|
||||
M.gib()
|
||||
|
||||
/*
|
||||
This is here to make the tiles around the station mininuke change when it's armed.
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
return target
|
||||
|
||||
/datum/objective/assassinate/check_completion()
|
||||
return !target || !considered_alive(target)
|
||||
return !considered_alive(target) || considered_afk(target)
|
||||
|
||||
/datum/objective/assassinate/update_explanation_text()
|
||||
..()
|
||||
|
||||
@@ -154,8 +154,7 @@
|
||||
|
||||
|
||||
var/obj/item/device/assembly/flash/T = new(mob)
|
||||
var/obj/item/toy/crayon/spraycan/R = new(mob)
|
||||
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(mob)
|
||||
var/obj/item/organ/cyberimp/eyes/hud/security/syndicate/S = new(mob)
|
||||
|
||||
var/list/slots = list (
|
||||
"backpack" = slot_in_backpack,
|
||||
@@ -163,13 +162,8 @@
|
||||
"right pocket" = slot_r_store
|
||||
)
|
||||
var/where = mob.equip_in_one_of_slots(T, slots)
|
||||
var/where2 = mob.equip_in_one_of_slots(C, slots)
|
||||
mob.equip_in_one_of_slots(R,slots)
|
||||
|
||||
if (!where2)
|
||||
to_chat(mob, "The Syndicate were unfortunately unable to get you a chameleon security HUD.")
|
||||
else
|
||||
to_chat(mob, "The chameleon security HUD in your [where2] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
|
||||
S.Insert(mob, special = FALSE, drop_if_replaced = FALSE)
|
||||
to_chat(mob, "Your eyes have been implanted with a cybernetic security HUD which will help you keep track of who is mindshield-implanted, and therefore unable to be recruited.")
|
||||
|
||||
if (!where)
|
||||
to_chat(mob, "The Syndicate were unfortunately unable to get you a flash.")
|
||||
|
||||
@@ -119,7 +119,7 @@
|
||||
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
|
||||
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_soul(choice as text, target, mob/user).
|
||||
/obj/item/device/soulstone/proc/transfer_soul(choice as text, target, mob/user)
|
||||
switch(choice)
|
||||
if("FORCE")
|
||||
if(!iscarbon(target)) //TODO: Add sacrifice stoning for non-organics, just because you have no body doesnt mean you dont have a soul
|
||||
|
||||
Reference in New Issue
Block a user