merge from master

This commit is contained in:
silicons
2020-07-20 10:18:44 -07:00
1206 changed files with 35732 additions and 41410 deletions
@@ -23,6 +23,7 @@ GLOBAL_LIST_EMPTY(antagonists)
var/show_name_in_check_antagonists = FALSE //Will append antagonist name in admin listings - use for categories that share more than one antag type
var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
var/threat = 0 // Amount of threat this antag poses, for dynamic mode
var/show_to_ghosts = FALSE // Should this antagonist be shown as antag to ghosts? Shouldn't be used for stealthy antagonists like traitors
var/list/skill_modifiers
@@ -7,6 +7,7 @@
job_rank = ROLE_ABDUCTOR
show_in_antagpanel = FALSE //should only show subtypes
threat = 5
show_to_ghosts = TRUE
var/datum/team/abductor_team/team
var/sub_role
var/outfit
@@ -24,7 +24,7 @@
var/obj/machinery/computer/camera_advanced/abductor/camera
var/list/datum/icon_snapshot/disguises = list()
/obj/machinery/abductor/console/attack_hand(mob/user)
/obj/machinery/abductor/console/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -22,7 +22,7 @@
gland_colors[i] = random_color()
amounts[i] = rand(1,5)
/obj/machinery/abductor/gland_dispenser/attack_hand(mob/user)
/obj/machinery/abductor/gland_dispenser/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -21,7 +21,7 @@
return
close_machine(target)
/obj/machinery/abductor/experiment/attack_hand(mob/user)
/obj/machinery/abductor/experiment/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
+1
View File
@@ -2,6 +2,7 @@
name = "Blob"
roundend_category = "blobs"
antagpanel_category = "Blob"
show_to_ghosts = TRUE
job_rank = ROLE_BLOB
threat = 20
var/datum/action/innate/blobpop/pop_action
@@ -217,7 +217,7 @@
return FALSE
return ..()
/obj/structure/bloodsucker/vassalrack/attack_hand(mob/user)
/obj/structure/bloodsucker/vassalrack/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
//. = ..() // Taken from sacrificial altar in divine.dm
//if(.)
// return
@@ -469,7 +469,7 @@
. += {"<span class='cult'>This is a magical candle which drains at the sanity of the fools who havent yet accepted your master, as long as it is active.\n
You can turn it on and off by clicking on it while you are next to it</span>"} */
/obj/structure/bloodsucker/candelabrum/attack_hand(mob/user)
/obj/structure/bloodsucker/candelabrum/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
var/datum/antagonist/vassal/T = user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if(AmBloodsucker(user) || istype(T))
toggle()
@@ -16,7 +16,7 @@
/datum/cellular_emporium/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "cellular_emporium", name, 900, 480, master_ui, state)
ui = new(user, src, ui_key, "CellularEmporium", name, 900, 480, master_ui, state)
ui.open()
/datum/cellular_emporium/ui_data(mob/user)
@@ -18,7 +18,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/glasses/changeling/attack_hand(mob/user)
/obj/item/clothing/glasses/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -34,7 +34,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/under/changeling/attack_hand(mob/user)
/obj/item/clothing/under/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -51,7 +51,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/suit/changeling/attack_hand(mob/user)
/obj/item/clothing/suit/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -66,7 +66,7 @@
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/head/changeling/attack_hand(mob/user)
/obj/item/clothing/head/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -82,7 +82,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/shoes/changeling/attack_hand(mob/user)
/obj/item/clothing/shoes/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -98,7 +98,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/gloves/changeling/attack_hand(mob/user)
/obj/item/clothing/gloves/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -114,7 +114,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clothing/mask/changeling/attack_hand(mob/user)
/obj/item/clothing/mask/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -132,7 +132,7 @@
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/changeling/attack_hand(mob/user)
/obj/item/changeling/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(loc == user && user.mind && user.mind.has_antag_datum(/datum/antagonist/changeling))
to_chat(user, "<span class='notice'>You reabsorb [src] into your body.</span>")
qdel(src)
@@ -28,7 +28,7 @@
return //you can't tk stomp sigils, but you can hit them with something
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/clockwork/sigil/attack_hand(mob/user)
/obj/effect/clockwork/sigil/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
if(iscarbon(user) && !user.stat)
if(is_servant_of_ratvar(user) && user.a_intent != INTENT_HARM)
return ..()
@@ -64,7 +64,7 @@
..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/effect/clockwork/spatial_gateway/attack_hand(mob/living/user)
/obj/effect/clockwork/spatial_gateway/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!uses)
return FALSE
if(user.pulling && user.a_intent == INTENT_GRAB && isliving(user.pulling))
@@ -38,10 +38,11 @@
set_slab.update_quickbind()
/proc/generate_all_scripture()
if(!GLOB.all_scripture.len)
for(var/V in sortList(subtypesof(/datum/clockwork_scripture), /proc/cmp_clockscripture_priority))
var/datum/clockwork_scripture/S = new V
GLOB.all_scripture[S.type] = S
if(GLOB.all_scripture.len)
return
for(var/V in sortList(subtypesof(/datum/clockwork_scripture) - list(/datum/clockwork_scripture/channeled, /datum/clockwork_scripture/create_object, /datum/clockwork_scripture/create_object/construct), /proc/cmp_clockscripture_priority))
var/datum/clockwork_scripture/S = new V
GLOB.all_scripture[S.type] = S
//changes construction value
/proc/change_construction_value(amount)
@@ -1,7 +1,7 @@
/obj/item/clockwork/slab //Clockwork slab: The most important tool in Ratvar's arsenal. Allows scripture recital, tutorials, and generates components.
name = "clockwork slab"
desc = "A strange metal tablet. A clock in the center turns around and around."
clockwork_desc = "A link between you and the Celestial Derelict. It contains information, recites scripture, and is your most vital tool as a Servant.<br>\
clockwork_desc = "A link between you and the Celestial Derelict. It contains information, recites scripture, and is your most vital tool as a Servant.\
It can be used to link traps and triggers by attacking them with the slab. Keep in mind that traps linked with one another will activate in tandem!"
icon_state = "dread_ipad"
@@ -15,16 +15,19 @@
var/busy //If the slab is currently being used by something
var/no_cost = FALSE //If the slab is admin-only and needs no components and has no scripture locks
var/speed_multiplier = 1 //multiples how fast this slab recites scripture
var/selected_scripture = SCRIPTURE_DRIVER
// var/selected_scripture = SCRIPTURE_DRIVER //handled UI side
var/obj/effect/proc_holder/slab/slab_ability //the slab's current bound ability, for certain scripture
var/recollecting = FALSE //if we're looking at fancy recollection
var/recollecting = TRUE //if we're looking at fancy recollection. tutorial enabled by default
var/recollection_category = "Default"
var/list/quickbound = list(/datum/clockwork_scripture/abscond, \
/datum/clockwork_scripture/ranged_ability/kindle, /datum/clockwork_scripture/ranged_ability/hateful_manacles) //quickbound scripture, accessed by index
var/maximum_quickbound = 5 //how many quickbound scriptures we can have
var/ui_x = 800
var/ui_z = 420
var/obj/structure/destructible/clockwork/trap/linking //If we're linking traps together, which ones we're doing
/obj/item/clockwork/slab/internal //an internal motor for mobs running scripture
@@ -55,7 +58,7 @@
return ..()
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clockwork/slab/debug/attack_hand(mob/living/user)
/obj/item/clockwork/slab/debug/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
if(!is_servant_of_ratvar(user))
add_servant_of_ratvar(user)
return ..()
@@ -146,8 +149,8 @@
if(!quickbound[i])
continue
var/datum/clockwork_scripture/quickbind_slot = quickbound[i]
. += "<b>Quickbind</b> button: <span class='[get_component_span(initial(quickbind_slot.primary_component))]'>[initial(quickbind_slot.name)]</span>."
. += "<b>Available power:</b> <span class='bold brass'>[DisplayPower(get_clockwork_power())].</span>"
. += "Quickbind button: <span class='[get_component_span(initial(quickbind_slot.primary_component))]'>[initial(quickbind_slot.name)]</span>."
. += "Available power: <span class='bold brass'>[DisplayPower(get_clockwork_power())].</span>"
//Slab actions; Hierophant, Quickbind
/obj/item/clockwork/slab/ui_action_click(mob/user, action)
@@ -165,18 +168,19 @@
user.emote("scream")
user.apply_damage(5, BURN, BODY_ZONE_L_ARM)
user.apply_damage(5, BURN, BODY_ZONE_R_ARM)
return 0
return FALSE
if(!is_servant_of_ratvar(user))
to_chat(user, "<span class='warning'>The information on [src]'s display shifts rapidly. After a moment, your head begins to pound, and you tear your eyes away.</span>")
user.confused += 5
user.dizziness += 5
return 0
if(user.confused || user.dizziness)
user.confused += 5
user.dizziness += 5
return FALSE
if(busy)
to_chat(user, "<span class='warning'>[src] refuses to work, displaying the message: \"[busy]!\"</span>")
return 0
return FALSE
if(!no_cost && !can_recite_scripture(user))
to_chat(user, "<span class='nezbere'>[src] hums fitfully in your hands, but doesn't seem to do anything...</span>")
return 0
return FALSE
access_display(user)
/obj/item/clockwork/slab/AltClick(mob/living/user)
@@ -195,9 +199,7 @@
/obj/item/clockwork/slab/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "clockwork_slab", name, 800, 420, master_ui, state)
ui.set_autoupdate(FALSE) //we'll update this occasionally, but not as often as possible
ui.set_style("clockwork")
ui = new(user, src, ui_key, "ClockworkSlab", name, ui_x, ui_z, master_ui, state)
ui.open()
/obj/item/clockwork/slab/proc/recite_scripture(datum/clockwork_scripture/scripture, mob/living/user)
@@ -207,10 +209,12 @@
to_chat(user, "<span class='warning'>You need to hold the slab in your active hand to recite scripture!</span>")
return FALSE
var/initial_tier = initial(scripture.tier)
if(initial_tier != SCRIPTURE_PERIPHERAL)
if(!GLOB.ratvar_awakens && !no_cost && !SSticker.scripture_states[initial_tier])
to_chat(user, "<span class='warning'>That scripture is not unlocked, and cannot be recited!</span>")
return FALSE
if(initial_tier == SCRIPTURE_PERIPHERAL)
to_chat(user, "<span class='warning'>Nice try using href exploits</span>")
return
if(!GLOB.ratvar_awakens && !no_cost && !SSticker.scripture_states[initial_tier])
to_chat(user, "<span class='warning'>That scripture is not unlocked, and cannot be recited!</span>")
return FALSE
var/datum/clockwork_scripture/scripture_to_recite = new scripture
scripture_to_recite.slab = src
scripture_to_recite.invoker = user
@@ -218,26 +222,6 @@
return TRUE
//Guide to Serving Ratvar
/obj/item/clockwork/slab/proc/recollection()
var/list/textlist = list("If you're seeing this, file a bug report.")
if(GLOB.ratvar_awakens)
textlist = list("<font color=#BE8700 size=3><b>")
for(var/i in 1 to 100)
textlist += "HONOR RATVAR "
textlist += "</b></font>"
else
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>\
<hr><br>\
These pages serve as the archives of Ratvar, the Clockwork Justiciar. This section of your slab has information on being as a Servant, advice for what to do next, and \
pointers for serving the master well. You should recommended that you check this area for help if you get stuck or need guidance on what to do next.<br><br>\
\
<i>Disclaimer: Many objects, terms, and phrases, such as Servant, Cache, and Slab, are capitalized like proper nouns. This is a quirk of the Ratvarian language; \
do not let it confuse you! You are free to use the names in pronoun form when speaking in normal languages.<br>")
return textlist.Join()
//Gets text for a certain section. "Default" is used for when you first open Recollection.
//Current sections (make sure to update this if you add one:
//- Basics
@@ -246,255 +230,93 @@
//- Scripture
//- Power
//- Conversion
/obj/item/clockwork/slab/proc/get_recollection_text(section)
var/list/dat = list()
switch(section)
if("Default")
dat += "You can browse the above sections as you please. They're designed to be read in order, but feel free to pick and choose between them."
if("Getting Started")
dat += "<font color=#BE8700 size=3>Getting Started</font><br><br>"
dat += "Welcome, Servant! This section houses the utmost basics of being a Servant of Ratvar, and is much more informal than the other sections. Being a Servant of \
Ratvar is a very complex role, with many systems, objects, and resources to use effectively and creatively.<br><br>"
dat += "This section of your clockwork slab covers everything that Servants have to be aware of, but is a long read because of how in-depth the systems are. Knowing \
how to use the tools at your disposal makes all the difference between a clueless Servant and a great one.<br><br>"
dat += "If this is your first time being a Servant, relax. It's very much possible that you'll fail, but it's impossible to learn without making mistakes. For the time \
being, use the Hierophant Network button in the top left-hand corner of your screen to try and get in touch with your fellow Servants; ignore the others for now. This button \
will let you send messages across space and time to all other Servants. This makes it great for coordinating, and you should use it often! <i>Note:</i> Using \
this will cause you to whisper your message aloud, so doing so in a public place is very suspicious and you should try to restrict it to private use.<br><br>"
dat += "If you aren't willing or don't have the time to read through every section, you can still help your teammates! Ask if they've set up a base. If they have, head there \
and ask however you can help; chances are there's always something. If not, it's your job as a Servant to get one up and running! Try to find a secluded, low-traffic area, \
like the auxiliary base or somewhere deep in maintenance. You'll want to go into the Drivers section of the slab and look for <i>Tinkerer's Cache.</i> Find a nice spot and \
create one. This serves as a storage for <i>components,</i> the cult's primary resource. (Your slab's probably produced a few by now.) By attacking that cache with this \
slab, you'll offload all your components into it, and all Servants will be able to use those components from any distance - all Tinkerer's Caches are linked!<br><br>"
dat += "Once you have a base up and running, contact your fellows and let them know. You should come back here often to drop off the slab's components, and your fellows \
should do the same, either in this cache or in ones of their own.<br><br>"
dat += "If you think you're confident in taking further steps to help the cult, feel free to move onto the other sections. If not, let your allies know that you're new and \
would appreciate the help they might offer you. Most experienced Servants would be happy to help; if everyone is inexperienced, then you'll have to step out of your comfort \
zone and read onto the other sections. It's very likely that you might fail, but don't worry too much about it; you can't learn effectively without making mistakes.<br><br>"
dat += "For now, welcome! If you're looking to learn, you should start with the <b>Basics</b> section, then move onto <b>Components</b> and <b>Scripture</b>. At the very \
least, you should read the <b><i>Conversion</i></b> section, as it outlines the most important aspects of being a Servant. Good luck!<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Basics")
dat += "<font color=#BE8700 size=3>Servant Basics</font><br><br>"
dat += "The first thing any Servant should know is their slab, inside and out. The clockwork slab is by far your most important tool. It allows you to speak with your \
fellow Servants, create components that fuel many of your abilities, use those abilities, and should be kept safe and hidden on your person at all times. If you have not \
done so already, it's a good idea to check for any fellow Servants using the Hierophant Network button in the top-left corner of your screen; due to the cult's nature, \
teamwork is an instrumental component of your success.<br><br>" //get it? component? ha!
dat += "As a Servant of Ratvar, the tools you are given focus around building and maintaining bases and outposts. A great deal of your power comes from stationary \
structures, and without constructing a base somewhere, it's essentially impossible to succeed. Finding a good spot to build a base can be difficult, and it's recommended \
that you choose an area in low-traffic part of the station (such as the auxiliary base). Make sure to disconnect any cameras in the area beforehand.<br><br>"
dat += "Because of how complex being a Servant is, it isn't possible to fit much information into this section. It's highly recommended that you read the <b>Components</b> \
and <b>Scripture</b> sections next. Not knowing how these two systems work will cripple both you and your fellows, and lead to a frustrating experience for everyone.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Terminology")
dat += "<font color=#BE8700 size=3>Common Servant Terminology</font><br>"
dat += "<i>This isn't intended to be read all at once; you are advised to treat it moreso as a glossary.</i><br><br>"
dat += "<font color=#BE8700 size=3>General</font><br>"
dat += "<font color=#BE8700><b>Servant:</b></font> A person or robot who serves Ratvar. You are one of these.<br>"
dat += "<font color=#BE8700><b>Cache:</b></font> A <i>Tinkerer's Cache</i>, which is a structure that stores and creates components.<br>"
dat += "<font color=#BE8700><b>CV:</b></font> Construction Value. All clockwork structures, floors, and walls increase this number.<br>"
dat += "<font color=#BE8700><b>Vitality:</b></font> Used for healing effects, produced by Ratvarian spear attacks and Vitality Matrices.<br>"
dat += "<font color=#BE8700><b>Geis:</b></font> An important scripture used to make normal crew and robots into Servants of Ratvar.<br>"
dat += "<font color=#BE8700><b>Ark:</b></font> The cult's win condition, a huge structure that needs to be defended.<br><br>"
dat += "<font color=#BE8700 size=3>Items</font><br>"
dat += "<font color=#BE8700><b>Slab:</b></font> A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.<br>"
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can smite an area for a brief stun and delayed explosion.<br>"
dat += "<font color=#BE8700><b>Wraith Specs:</b></font> Wraith spectacles, which provide true sight (X-ray, night vision) but damage the wearer's eyes.<br>"
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon that produces Vitality.<br>"
dat += "<font color=#BE8700><b>Fabricator:</b></font> A replica fabricator, which converts objects into clockwork versions.<br><br>"
dat += "<font color=#BE8700 size=3>Constructs</font><br>"
dat += "<font color=#BE8700><b>Marauder:</b></font> A clockwork marauder, which is a powerful bodyguard that hides in its owner.<br><br>"
dat += "<font color=#BE8700 size=3>Structures (* = requires power)</font><br>"
dat += "<font color=#BE8700><b>Warden:</b></font> An ocular warden, which is a ranged turret that damages non-Servants that see it.<br>"
dat += "<font color=#BE8700><b>Prism*:</b></font> A prolonging prism, which delays the shuttle for two minutes at a huge power cost.<br><br>"
dat += "<font color=#BE8700><b>Motor*:</b></font> A mania motor, which serves as area-denial through negative effects and eventual conversion.<br>"
dat += "<font color=#BE8700><b>Daemon*:</b></font> A tinkerer's daemon, which quickly creates components.<br>"
dat += "<font color=#BE8700><b>Obelisk*:</b></font> A clockwork obelisk, which can broadcast large messages and allows limited teleportation.<br>"
dat += "<font color=#BE8700 size=3>Sigils</font><br>"
dat += "<i>Note: Sigils can be stacked on top of one another, making certain sigils very effective when paired!</i><br>"
dat += "<font color=#BE8700><b>Transgression:</b></font> Stuns the first non-Servant to cross it for ten seconds and blinds others nearby. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Submission:</b></font> Converts the first non-Servant to stand on the sigil for seven seconds. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Matrix:</b></font> Drains health from non-Servants, producing Vitality. Can heal and revive Servants.<br>"
dat += "<font color=#BE8700><b>Accession:</b></font> Identical to the Sigil of Submission, but doesn't disappear on use. It can also convert a single mindshielded target, but will disappear after doing this.<br>"
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")
dat += "<font color=#BE8700 size=3>Components & Their Uses</font><br><br>"
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>"
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>"
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, \
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 \
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>"
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 \
added to through various ways. Anything that needs components will first draw them from the global storage before attempting to draw them from the slab. Most methods of \
component production add to the global storage. You can also offload components from your slab into the global storage by using it on a Tinkerer's Cache, a structure whose \
primary purpose is to do just that (although it will also slowly produce components when placed near a brass wall.)<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Scripture")
dat += "<font color=#BE8700 size=3>The Ancient Scripture</font><br><br>"
dat += "If you have experience with the Nar'Sian cult (or the \"blood cult\") then you will know of runes. They are the manifestations of the Geometer's power, and where most \
of the cult's supernatural ability comes from. The Servant equivalent of runes is called <b>scripture</b>, and unlike runes, scripture is loaded into your clockwork slab.<br><br>"
dat += "Each piece of scripture has widely-varying effects. Your most important scripture, <i>Geis</i>, is obvious and suspicious, but charges your slab with energy and allows \
you to attack a non-Servant in melee range to restrain them and begin converting them into a Servant. This is just one example; each piece of scripture can be simple or \
complex, be obvious or have hidden mechanics that can only be found through trial and error.<br><br>"
dat += "Any given piece of scripture has a component cost listed in its \"Recite\" button. The acronyms for the components should be obvious if you've read about components \
already; reciting this piece of scripture will consume the listed components, first from the global storage and then from your slab. Note that failing to recite a piece of \
scripture will <i>not</i> consume the components required to recite it.<br><br>"
dat += "It should also be noted that some scripture cannot be recited alone. Especially with more powerful scripture, you may need multiple Servants to recite a piece of \
scripture; both of you will need to stand still until the recital completes. <i>Only human and silicon Servants are valid for scripture recital!</i> Constructs cannot help \
in reciting scripture.<br><br>"
dat += "Finally, scripture is separated into three \"tiers\" based on power: Drivers, Scripts, and Applications.[prob(1) ? " (The Revenant tier was removed a long time ago. \
Get with the times.)" : ""] You can view the requirements to unlock each tier in its scripture list. Once a tier is unlocked, it's unlocked permanently; the cult only needs to fill the \
requirement for unlocking a tier once!<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Power")
dat += "<font color=#BE8700 size=3>Power! Unlimited Power!</font><br><br>"
dat += "In the early stages of the cult, the only resource that must be actively worried about is components. However, as new scripture is unlocked, a new resource \
becomes necessary: <b>power</b>. Almost all clockwork structures require power to function in some way. There is nothing special about this power; it's mere electricity, \
and can be harnessed in several ways.<br><br>"
dat += "To begin with, if there is no other source of power nearby, structures will draw from the area's APC, assuming it has one. This is inefficient and ill-advised as \
anything but a last resort. Instead, it is recommended that a <b>Sigil of Transmission</b> is created. This sigil serves as both battery and power generator for nearby clockwork \
structures, and those structures will happily draw power from the sigil before they resort to APCs.<br><br>"
dat += "Generating power is less easy. The most reliable and efficient way is using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
to power, at a rate of <b>[DisplayPower(POWER_FLOOR)]</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
Activating a sigil of transmission will also cause it to drain power from the nearby area, which, while effective, serves as an obvious tell that there is something wrong.<br><br>"
dat += "Without power, many structures will not function, making a base vulnerable to attack. For this reason, it is critical that you keep an eye on your power reserves and \
ensure that they remain comfortably high.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Conversion")
dat += "<font color=#BE8700 size=3>Growing the Ranks</font><br><br>"
dat += "Because the Servants of Ratvar are a cult, the main method to gain more power is to \"enlighten\" normal crew into new Servants. When a crewmember is converted, \
they become a full-fledged Servant, ready and willing to serve the cause of Ratvar. It should also be noted that <i>silicon crew, such as cyborgs and the AI, can be \
converted just like normal crew</i> and will gain special abilities; this is covered later. This section will also cover converting the station's structure itself; walls, \
floors, windows, tables, and other objects can all be converted into clockwork versions, and serve an important purpose.<br><br>"
dat += "<font color=#BE8700><b>A Note on Geis:</b></font> There are several ways to convert humans and silicons. However, the most important tool to making them work is \
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly and charges your slab with power. In addition to <i>making the slab visible in your hand,</i> \
you can now use it on a target within melee range to bind and mute them. It is by far your most reliable tool for capturing potential converts and targets, though it is incredibly \
obvious. In addition, you are unable to take any actions other than moving while your target is bound. The binding will last for 25 seconds and mute for about 13 seconds, though \
allies can use Geis to refresh these effects.<br><br>"
dat += "<font color=#BE8700><b>Converting:</b></font> The two methods of conversion are the <b>sigil of submission</b>, whose purpose is to do so, and the <b>mania motor.</b> \
The sigil of submission is a sigil that, when stood on by a non-Servant for eight seconds, will convert that non-Servant. This is the only practical way to convert targets. \
Sigils of submission are cheap, early, and permanent! Make sure sigils of submission are placed only in bases or otherwise hidden spots, or with a sigil of transgression on them. \
The mania motor, however, is generally unreliable and unlocked later, only converting those who stand near it for an extended period.<br><br>"
dat += "<font color=#BE8700><b>Converting Humans:</b></font> For obvious reasons, humans are the most common conversion target. Because every crew member is different, and \
may be armed with different equipment, you should take precautions to ensure that they aren't able to resist. If able, removing a headset is essential, as is restraining \
them through handcuffs, cable ties, or other restraints. Some crew, like security, are also implanted with mindshield implants; these will prevent conversion and must be \
surgically removed before they are an eligible convert. <i>Note:</i> The captain is <i>never</i> an eligible convert and should instead be killed or imprisoned. If security \
begins administering mindshield implants, this will greatly inhibit conversion. Also note that mindshield implants can be broken by a sigil of accession automatically, but \
the sigil will disappear.<br><br>"
dat += "<font color=#BE8700><b>Converting Silicons:</b></font> Due to their robotic nature, silicons are generally more predictable than humans in terms of conversion. \
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using Geis to restrain them, then dragging them to a sigil \
of submission. If you stack a sigil of transgression and a sigil of submission, a crossing cyborg will be stunned and helpless to escape before they are converted.<br><br>"
dat += "Converting AIs is very often the hardest task of the cult, and has been the downfall of countless successful Servants. Their omnipresence across the station, \
coupled with their secure location and ability to lock themselves securely, makes them a powerful target. However, once the AI itself is reached, it is usually completely \
helpless to resist its own conversion. A very common tactic is to take advantage of a converted cyborg to rush the AI before it is able to react.<br><br>"
dat += "Even once an AI is converted, care must be taken to ensure that it remains hidden. Not only does the AI's core become brassy and thus obvious to an outside \
observer, but <i>the AI loses the ability to speak in anything but Ratvarian.</i> For this reason, it has to remain completely silent over common radio channels if stealth \
is at all a priority. This is suspicious and will rapidly lead to the crew checking on it, which usually results in the cult's outing. It is, however, necessary to convert \
all AIs present on the station before the Ark becomes invokable, so this must be done at some point.<br><br>"
dat += "<font color=#BE8700><b>Converting the Station:</b></font> Converted objects all serve a purpose and are important to the cult's success. To convert objects, \
a Servant needs to use a <b>replica fabricator,</b> a handheld tool that uses power to replace objects with clockwork versions. Different clockwork objects have different \
effects and are often crucial. The most noteworthy are <b>clockwork walls,</b> which automatically \"link\" to any nearby Tinkerer's Caches, causing them to <b>slowly \
generate components.</b> This is incredibly useful for obvious reasons, and creating a clockwork wall near every Tinkerer's Cache should be prioritized. Clockwork floors \
will slowly heal any toxin damage suffered by Servants standing on them, and clockwork airlocks can only be opened by Servants.<br><br>"
dat += "The replica fabricator itself is also worth noting. In addition to replacing objects, it can also create brass sheets at the cost of power by using the \
fabricator in-hand. It can also be used to repair any damaged clockwork structures.<br><br>"
dat += "Replacing objects is almost as, if not as important as, converting new Servants. A base is impossible to manage without clockwork walls at the very least, and \
once the cult has been outed and the crew are actively searching, there is little reason not to use as many as possible.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
else
dat += "<font color=#BE8700 size=3>404: [section ? section : "Section"] Not Found!</font><br><br>\
One of the cogscarabs must've misplaced this section, because the game wasn't able to find any info regarding it. Report this to the coders!"
return "<br><br>[dat.Join()]<br><br>"
//Gets the quickbound scripture as a text block.
/obj/item/clockwork/slab/proc/get_recollection_quickbinds()
var/list/dat = list()
dat += "<font color=#BE8700 size=3>Quickbound Scripture</font><br>\
<i>You can have up to five scriptures bound to action buttons for easy use.</i><br><br>"
if(LAZYLEN(quickbound))
for(var/i in 1 to maximum_quickbound)
if(LAZYLEN(quickbound) < i || !quickbound[i])
dat += "A <b>Quickbind</b> slot, currently set to <b><font color=#BE8700>Nothing</font></b>.<br>"
else
var/datum/clockwork_scripture/quickbind_slot = quickbound[i]
dat += "A <b>Quickbind</b> slot, currently set to <b><font color=[get_component_color_bright(initial(quickbind_slot.primary_component))]>[initial(quickbind_slot.name)]</font></b>.<br>"
return dat.Join()
/obj/item/clockwork/slab/ui_data(mob/user) //we display a lot of data via TGUI
var/list/data = list()
data["power"] = "<b><font color=#B18B25>[DisplayPower(get_clockwork_power())]</b> power is available for scripture and other consumers.</font>"
switch(selected_scripture) //display info based on selected scripture tier
if(SCRIPTURE_DRIVER)
data["tier_info"] = "<font color=#B18B25><b>These scriptures are permanently unlocked.</b></font>"
if(SCRIPTURE_SCRIPT)
if(SSticker.scripture_states[SCRIPTURE_SCRIPT])
data["tier_info"] = "<font color=#B18B25><b>These scriptures are permanently unlocked.</b></font>"
else
data["tier_info"] = "<font color=#B18B25><i>These scriptures will automatically unlock when the Ark is halfway ready or if [DisplayPower(SCRIPT_UNLOCK_THRESHOLD)] of power is reached.</i></font>"
if(SCRIPTURE_APPLICATION)
if(SSticker.scripture_states[SCRIPTURE_APPLICATION])
data["tier_info"] = "<font color=#B18B25><b>These scriptures are permanently unlocked.</b></font>"
else
data["tier_info"] = "<font color=#B18B25><i>Unlock these optional scriptures by converting another servant or if [DisplayPower(APPLICATION_UNLOCK_THRESHOLD)] of power is reached..</i></font>"
data["selected"] = selected_scripture
data["scripturecolors"] = "<font color=#DAAA18>Scriptures in <b>yellow</b> are related to construction and building.</font><br>\
<font color=#6E001A>Scriptures in <b>red</b> are related to attacking and offense.</font><br>\
<font color=#1E8CE1>Scriptures in <b>blue</b> are related to healing and defense.</font><br>\
<font color=#AF0AAF>Scriptures in <b>purple</b> are niche but still important!</font><br>\
<font color=#DAAA18><i>Scriptures with italicized names are important to success.</i></font>"
generate_all_scripture()
data["scripture"] = list()
. = list()
.["recollection"] = recollecting
.["power"] = DisplayPower(get_clockwork_power())
.["power_unformatted"] = get_clockwork_power()
// .["rec_text"] = recollection() handled TGUI side
.["HONOR_RATVAR"] = GLOB.ratvar_awakens
.["scripture"] = list()
for(var/s in GLOB.all_scripture)
var/datum/clockwork_scripture/S = GLOB.all_scripture[s]
if(S.tier == selected_scripture) //display only scriptures of the selected tier
var/scripture_color = get_component_color_bright(S.primary_component)
var/list/temp_info = list("name" = "<font color=[scripture_color]><b>[S.name]</b></font>",
"descname" = "<font color=[scripture_color]>([S.descname])</font>",
"tip" = "[S.desc]\n[S.usage_tip]",
"required" = "([DisplayPower(S.power_cost)][S.special_power_text ? "+ [replacetext(S.special_power_text, "POWERCOST", "[DisplayPower(S.special_power_cost)]")]" : ""])",
"type" = "[S.type]",
"quickbind" = S.quickbind)
if(S.important)
temp_info["name"] = "<i>[temp_info["name"]]</i>"
var/found = quickbound.Find(S.type)
if(found)
temp_info["bound"] = "<b>[found]</b>"
if(S.invokers_required > 1)
temp_info["invokers"] = "<font color=#B18B25>Invokers: <b>[S.invokers_required]</b></font>"
data["scripture"] += list(temp_info)
data["recollection"] = recollecting
if(recollecting)
data["recollection_categories"] = GLOB.ratvar_awakens ? list() : list(\
list("name" = "Getting Started", "desc" = "First-time servant? Read this first."), \
list("name" = "Basics", "desc" = "A primer on how to play as a servant."), \
list("name" = "Terminology", "desc" = "Common acronyms, words, and terms."), \
list("name" = "Components", "desc" = "Information on components, your primary resource."), \
list("name" = "Scripture", "desc" = "Information on scripture, ancient tools used by the cult."), \
list("name" = "Power", "desc" = "The power system that certain objects use to function."), \
list("name" = "Conversion", "desc" = "Converting the crew, cyborgs, and very walls to your cause."), \
)
data["rec_text"] = recollection()
data["rec_section"] = GLOB.ratvar_awakens ? "" : get_recollection_text(recollection_category)
data["rec_binds"] = GLOB.ratvar_awakens ? "" : get_recollection_quickbinds()
return data
if(S.tier == SCRIPTURE_PERIPHERAL) //yes, tiers are the tabs.
continue
var/list/data = list()
data["name"] = S.name
data["descname"] = S.descname
data["tip"] = "[S.desc]\n[S.usage_tip]"
data["required"] = "([DisplayPower(S.power_cost)][S.special_power_text ? "+ [replacetext(S.special_power_text, "POWERCOST", "[DisplayPower(S.special_power_cost)]")]" : ""])"
data["required_unformatted"] = S.power_cost
data["type"] = "[S.type]"
data["quickbind"] = S.quickbind //this is if it cant quickbind
data["fontcolor"] = get_component_color_bright(S.primary_component)
data["important"] = S.important //italic!
var/found = quickbound.Find(S.type)
if(found)
data["bound"] = found //number (pos) on where is it on the list
if(S.invokers_required > 1)
data["invokers"] = "Invokers: [S.invokers_required]"
.["rec_binds"] = list()
for(var/i in 1 to maximum_quickbound)
if(GLOB.ratvar_awakens)
return
if(LAZYLEN(quickbound) < i || !quickbound[i])
.["rec_binds"] += list(list())
else
var/datum/clockwork_scripture/quickbind_slot = quickbound[i]
.["rec_binds"] += list(list(
"name" = initial(quickbind_slot.name),
"color" = get_component_color_bright(initial(quickbind_slot.primary_component))
))
.["scripture"][S.tier] += list(data)
/obj/item/clockwork/slab/ui_static_data(mob/user)
. = list()
.["tier_infos"] = list()
.["tier_infos"][SCRIPTURE_DRIVER] = list(
"requirement" = "None, this is already unlocked",
"ready" = TRUE //to bold it on JS side, and to say "These scriptures are permanently unlocked."
)
.["tier_infos"][SCRIPTURE_SCRIPT] = list(
"requirement" = "These scriptures will automatically unlock when the Ark is halfway ready or if [DisplayPower(SCRIPT_UNLOCK_THRESHOLD)] of power is reached.",
"ready" = SSticker.scripture_states[SCRIPTURE_SCRIPT] //huh, on the gamemode ticker? okay...
)
.["tier_infos"][SCRIPTURE_APPLICATION] = list(
"requirement" = "Unlock these optional scriptures by converting another servant or if [DisplayPower(APPLICATION_UNLOCK_THRESHOLD)] of power is reached..",
"ready" = SSticker.scripture_states[SCRIPTURE_APPLICATION]
)
// .["selected"] = selected_scripture
generate_all_scripture()
.["recollection_categories"] = GLOB.ratvar_awakens ? list() : list(
list("name" = "Getting Started", "desc" = "First-time servant? Read this first."),
list("name" = "Basics", "desc" = "A primer on how to play as a servant."),
list("name" = "Terminology", "desc" = "Common acronyms, words, and terms."),
list("name" = "Components", "desc" = "Information on components, your primary resource."),
list("name" = "Scripture", "desc" = "Information on scripture, ancient tools used by the cult."),
list("name" = "Power", "desc" = "The power system that certain objects use to function."),
list("name" = "Conversion", "desc" = "Converting the crew, cyborgs, and very walls to your cause.")
)
// .["rec_section"]["title"] //this is here if ever we decided to return these back.
// .["rec_section"]["info"]// wall of info for the thing
/obj/item/clockwork/slab/ui_act(action, params)
switch(action)
if("toggle")
recollecting = !recollecting
if("recite")
INVOKE_ASYNC(src, .proc/recite_scripture, text2path(params["category"]), usr, FALSE)
if("select")
selected_scripture = params["category"]
INVOKE_ASYNC(src, .proc/recite_scripture, text2path(params["script"]), usr, FALSE)
if("bind")
var/datum/clockwork_scripture/path = text2path(params["category"]) //we need a path and not a string
var/datum/clockwork_scripture/path = text2path(params["script"]) //we need a path and not a string
if(!ispath(path, /datum/clockwork_scripture) || !initial(path.quickbind) || initial(path.tier) == SCRIPTURE_PERIPHERAL) //fuck you href bus
to_chat(usr, "<span class='warning'>Nice try using href exploits</span>")
return
var/found_index = quickbound.Find(path)
if(found_index) //hey, we already HAVE this bound
if(LAZYLEN(quickbound) == found_index) //if it's the last scripture, remove it instead of leaving a null
@@ -512,8 +334,8 @@
quickbind_to_slot(path, target_index)
if("rec_category")
recollection_category = params["category"]
ui_interact(usr)
return 1
update_static_data()
return TRUE
/obj/item/clockwork/slab/proc/quickbind_to_slot(datum/clockwork_scripture/scripture, index) //takes a typepath(typecast for initial()) and binds it to a slot
if(!ispath(scripture) || !scripture || (scripture in quickbound))
@@ -32,7 +32,7 @@
clockwork_desc = initial(clockwork_desc)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/clockwork/construct_chassis/attack_hand(mob/living/user)
/obj/item/clockwork/construct_chassis/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
if(w_class >= WEIGHT_CLASS_HUGE)
to_chat(user, "<span class='warning'>[src] is too cumbersome to carry! Drag it around instead!</span>")
return
@@ -41,7 +41,7 @@
affected += try_use_power(MIN_CLOCKCULT_POWER*4)
return affected
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -11,7 +11,7 @@
var/selection_timer //Timer ID; this is canceled if the vote is canceled
var/kingmaking
/obj/structure/destructible/clockwork/eminence_spire/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/eminence_spire/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -58,7 +58,7 @@
. += "<span class='brass'>There are <b>[time_remaining]</b> second[time_remaining != 1 ? "s" : ""] remaining to vote.</span>"
. += "<span class='big brass'>There are <b>[voters.len]/[votes_needed]</b> votes to activate the beacon!</span>"
/obj/structure/destructible/clockwork/heralds_beacon/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/heralds_beacon/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -30,7 +30,7 @@
toggle()
return TRUE
/obj/structure/destructible/clockwork/powered/mania_motor/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/powered/mania_motor/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -6,7 +6,7 @@
max_integrity = 75
icon_state = "lever"
/obj/structure/destructible/clockwork/trap/trigger/lever/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/trap/trigger/lever/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -6,7 +6,7 @@
max_integrity = 15 //Fragile!
icon_state = "repeater"
/obj/structure/destructible/clockwork/trap/trigger/repeater/attack_hand(mob/living/user)
/obj/structure/destructible/clockwork/trap/trigger/repeater/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
+1 -1
View File
@@ -67,7 +67,7 @@ Runes can either be invoked by one's self or with many different cultists. Each
to_chat(user, "<span class='danger'>You disrupt the magic of [src] with [I].</span>")
qdel(src)
/obj/effect/rune/attack_hand(mob/living/user)
/obj/effect/rune/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
+1
View File
@@ -92,6 +92,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
//Don't delete upon mind destruction, otherwise soul re-selling will break.
delete_on_mind_deletion = FALSE
threat = 5
show_to_ghosts = TRUE
var/obligation
var/ban
var/bane
@@ -2,6 +2,7 @@
name = "Sentient Disease"
roundend_category = "diseases"
antagpanel_category = "Disease"
show_to_ghosts = TRUE
var/disease_name = ""
/datum/antagonist/disease/on_gain()
+1
View File
@@ -12,6 +12,7 @@
var/list/name_source
threat = -5
show_in_antagpanel = FALSE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
/datum/antagonist/ert/on_gain()
@@ -9,6 +9,7 @@
roundend_category = "monkeys"
antagpanel_category = "Monkey"
threat = 3
show_to_ghosts = TRUE
var/datum/team/monkey/monkey_team
var/monkey_only = TRUE
@@ -3,3 +3,4 @@
show_in_antagpanel = FALSE
show_name_in_check_antagonists = TRUE
threat = 5
show_to_ghosts = TRUE
+1
View File
@@ -3,6 +3,7 @@
antagpanel_category = "Ninja"
job_rank = ROLE_NINJA
show_name_in_check_antagonists = TRUE
show_to_ghosts = TRUE
antag_moodlet = /datum/mood_event/focused
threat = 8
var/helping_station = FALSE
@@ -7,6 +7,9 @@
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
ui_x = 350
ui_y = 442
var/timer_set = 90
var/default_timer_set = 90
var/minimum_timer_set = 90
@@ -262,8 +265,7 @@
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "nuclear_bomb", name, 350, 442, master_ui, state)
ui.set_style(ui_style)
ui = new(user, src, ui_key, "NuclearBomb", name, ui_x, ui_y, master_ui, state)
ui.open()
/obj/machinery/nuclearbomb/ui_data(mob/user)
@@ -6,6 +6,7 @@
antag_moodlet = /datum/mood_event/focused
threat = 10
skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
show_to_ghosts = TRUE
var/datum/team/nuclear/nuke_team
var/always_new_team = FALSE //If not assigned a team by default ops will try to join existing ones, set this to TRUE to always create new team.
var/send_to_spawnpoint = TRUE //Should the user be moved to default spawnpoint.
@@ -4,6 +4,7 @@
show_in_antagpanel = FALSE
var/datum/objective/mission
var/datum/team/ert/ert_team
show_to_ghosts = TRUE
/datum/antagonist/official/greet()
to_chat(owner, "<B><font size=3 color=red>You are a CentCom Official.</font></B>")
@@ -4,6 +4,7 @@
roundend_category = "space pirates"
antagpanel_category = "Pirate"
threat = 5
show_to_ghosts = TRUE
var/datum/team/pirate/crew
/datum/antagonist/pirate/greet()
@@ -3,6 +3,7 @@
show_in_antagpanel = FALSE
show_name_in_check_antagonists = TRUE
threat = 5
show_to_ghosts = TRUE
/datum/antagonist/revenant/greet()
owner.announce_objectives()
+2
View File
@@ -1,6 +1,8 @@
/datum/antagonist/santa
name = "Santa"
show_in_antagpanel = FALSE
show_name_in_check_antagonists = TRUE
show_to_ghosts = TRUE
/datum/antagonist/santa/on_gain()
. = ..()
@@ -6,6 +6,7 @@
threat = 10
job_rank = ROLE_ALIEN
show_in_antagpanel = FALSE
show_to_ghosts = TRUE
/datum/antagonist/slaughter/on_gain()
forge_objectives()
+2 -2
View File
@@ -36,7 +36,7 @@
if(A)
notify_ghosts("A swarmer shell has been created in [A.name].", 'sound/effects/bin_close.ogg', source = src, action = NOTIFY_ATTACK, flashwindow = FALSE, ignore_dnr_observers = TRUE)
/obj/effect/mob_spawn/swarmer/attack_hand(mob/living/user)
/obj/effect/mob_spawn/swarmer/attack_hand(mob/living/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
@@ -400,13 +400,13 @@
return FALSE
/obj/structure/lattice/catwalk/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
. = ..()
var/turf/here = get_turf(src)
for(var/A in here.contents)
var/obj/structure/cable/C = A
if(istype(C))
to_chat(S, "<span class='warning'>Disrupting the power grid would bring no benefit to us. Aborting.</span>")
return FALSE
return ..()
/obj/item/deactivated_swarmer/IntegrateAmount()
return 50
@@ -1,4 +1,4 @@
// Support unit gets it's own very basic antag datum for admin logging.
/// Support unit gets it's own very basic antag datum for admin logging.
/datum/antagonist/traitor/contractor_support
name = "Contractor Support Unit"
antag_moodlet = /datum/mood_event/focused
@@ -8,11 +8,13 @@
should_equip = FALSE /// Don't give them an uplink.
var/datum/team/contractor_team/contractor_team
/datum/team/contractor_team // Team for storing both the contractor and their support unit - only really for the HUD and admin logging.
/// Team for storing both the contractor and their support unit - only really for the HUD and admin logging.
/datum/team/contractor_team
show_roundend_report = FALSE
/datum/antagonist/traitor/contractor_support/forge_traitor_objectives()
var/datum/objective/generic_objective = new
generic_objective.name = "Follow Contractor's Orders"
generic_objective.explanation_text = "Follow your orders. Assist agents in this mission area."
generic_objective.completed = TRUE
@@ -25,7 +27,9 @@
var/static/list/contractor_items = typecacheof(/datum/contractor_item/, TRUE)
var/datum/syndicate_contract/current_contract
var/list/datum/syndicate_contract/assigned_contracts = list()
var/list/assigned_targets = list() // used as a blacklist to make sure we're not assigning targets already assigned
var/contracts_completed = 0
var/contract_TC_payed_out = 0 // Keeping track for roundend reporting
var/contract_TC_to_redeem = 0 // Used internally and roundend reporting - what TC we have available to cashout.
@@ -34,7 +38,8 @@
var/datum/contractor_item/contractor_item = new path
hub_items.Add(contractor_item)
/datum/contractor_hub/proc/create_contracts(datum/mind/owner) // 6 initial contracts
/datum/contractor_hub/proc/create_contracts(datum/mind/owner)
// 6 initial contracts
var/list/to_generate = list(
CONTRACT_PAYOUT_LARGE,
CONTRACT_PAYOUT_MEDIUM,
@@ -44,61 +49,74 @@
CONTRACT_PAYOUT_SMALL
)
var/lowest_TC_threshold = 30 // We don't want the sum of all the payouts to be under this amount
//What the fuck
if(length(to_generate) > length(GLOB.data_core.locked))
to_generate.Cut(1, length(GLOB.data_core.locked))
// We don't want the sum of all the payouts to be under this amount
var/lowest_TC_threshold = 30
var/total = 0
var/lowest_paying_sum = 0
var/datum/syndicate_contract/lowest_paying_contract
to_generate = shuffle(to_generate) // Randomise order, so we don't have contracts always in payout order.
var/start_index = 1 // Support contract generation happening multiple times
if(assigned_contracts.len != 0)
// Randomise order, so we don't have contracts always in payout order.
to_generate = shuffle(to_generate)
// Support contract generation happening multiple times
var/start_index = 1
if (assigned_contracts.len != 0)
start_index = assigned_contracts.len + 1
for(var/i = 1; i <= to_generate.len; i++) // Generate contracts, and find the lowest paying.
// Generate contracts, and find the lowest paying.
for (var/i = 1; i <= to_generate.len; i++)
var/datum/syndicate_contract/contract_to_add = new(owner, assigned_targets, to_generate[i])
var/contract_payout_total = contract_to_add.contract.payout + contract_to_add.contract.payout_bonus
assigned_targets.Add(contract_to_add.contract.target)
if(!lowest_paying_contract || (contract_payout_total < lowest_paying_sum))
if (!lowest_paying_contract || (contract_payout_total < lowest_paying_sum))
lowest_paying_sum = contract_payout_total
lowest_paying_contract = contract_to_add
total += contract_payout_total
contract_to_add.id = start_index
assigned_contracts.Add(contract_to_add)
start_index++
if(total < lowest_TC_threshold) // If the threshold for TC payouts isn't reached, boost the lowest paying contract
// If the threshold for TC payouts isn't reached, boost the lowest paying contract
if (total < lowest_TC_threshold)
lowest_paying_contract.contract.payout_bonus += (lowest_TC_threshold - total)
/datum/contractor_item
var/name // Name of item
var/desc // description of item
var/item // item path, no item path means the purchase needs it's own handle_purchase()
var/item_icon = "fa-broadcast-tower" // fontawesome icon to use inside the hub - https://fontawesome.com/icons/
var/item_icon = "broadcast-tower" // fontawesome icon to use inside the hub - https://fontawesome.com/icons/
var/limited = -1 // Any number above 0 for how many times it can be bought in a round for a single traitor. -1 is unlimited.
var/cost // Cost of the item in contract rep.
/datum/contractor_item/contract_reroll
name = "Contract Reroll"
desc = "Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available."
item_icon = "fa-dice"
item_icon = "dice"
limited = 2
cost = 0
/datum/contractor_item/contract_reroll/handle_purchase(var/datum/contractor_hub/hub)
. = ..()
if (.)
var/list/new_target_list = list() // We're not regenerating already completed/aborted/extracting contracts, but we don't want to repeat their targets.
/// We're not regenerating already completed/aborted/extracting contracts, but we don't want to repeat their targets.
var/list/new_target_list = list()
for(var/datum/syndicate_contract/contract_check in hub.assigned_contracts)
if (contract_check.status != CONTRACT_STATUS_ACTIVE && contract_check.status != CONTRACT_STATUS_INACTIVE)
if (contract_check.contract.target)
new_target_list.Add(contract_check.contract.target)
continue
for(var/datum/syndicate_contract/rerolling_contract in hub.assigned_contracts) // Reroll contracts without duplicates
/// Reroll contracts without duplicates
for(var/datum/syndicate_contract/rerolling_contract in hub.assigned_contracts)
if (rerolling_contract.status != CONTRACT_STATUS_ACTIVE && rerolling_contract.status != CONTRACT_STATUS_INACTIVE)
continue
rerolling_contract.generate(new_target_list)
new_target_list.Add(rerolling_contract.contract.target)
hub.assigned_targets = new_target_list // Set our target list with the new set we've generated.
/// Set our target list with the new set we've generated.
hub.assigned_targets = new_target_list
/datum/contractor_item/contractor_pinpointer
name = "Contractor Pinpointer"
desc = "A pinpointer that finds targets even without active suit sensors. Due to taking advantage of an exploit within the system, it can't pinpoint to the same accuracy as the traditional models. Becomes permanently locked to the user that first activates it."
@@ -125,20 +143,25 @@
/datum/contractor_item/contractor_partner/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
. = ..()
if (.)
to_chat(user, "<span class='notice'>The uplink vibrates quietly, connecting to nearby agents...</span>")
var/list/mob/candidates = pollGhostCandidates("Do you want to play as the Contractor Support Unit for [user.real_name]?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_CONTRACTOR_SUPPORT)
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to play as the Contractor Support Unit for [user.real_name]?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_CONTRACTOR_SUPPORT)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
spawn_contractor_partner(user, C.key)
else
to_chat(user, "<span class='notice'>No available agents at this time, please try again later.</span>")
limited += 1 // refund and add the limit back.
// refund and add the limit back.
limited += 1
hub.contract_rep += cost
hub.purchased_items -= src
/datum/outfit/contractor_partner
name = "Contractor Support Unit"
uniform = /obj/item/clothing/under/chameleon
suit = /obj/item/clothing/suit/chameleon
back = /obj/item/storage/backpack
@@ -148,28 +171,35 @@
ears = /obj/item/radio/headset/chameleon
id = /obj/item/card/id/syndicate
r_hand = /obj/item/storage/toolbox/syndicate
backpack_contents = list(/obj/item/storage/box/survival, /obj/item/implanter/uplink, /obj/item/clothing/mask/chameleon,
/obj/item/storage/fancy/cigarettes/cigpack_syndicate, /obj/item/lighter)
/datum/outfit/contractor_partner/post_equip(mob/living/carbon/human/H, visualsOnly)
. = ..()
var/obj/item/clothing/mask/cigarette/syndicate/cig = H.get_item_by_slot(SLOT_WEAR_MASK)
cig.light() // pre-light their cig for extra badass
var/obj/item/clothing/mask/cigarette/syndicate/cig = H.get_item_by_slot(ITEM_SLOT_MASK)
// pre-light their cig
cig.light()
/datum/contractor_item/contractor_partner/proc/spawn_contractor_partner(mob/living/user, key)
var/mob/living/carbon/human/partner = new()
var/datum/outfit/contractor_partner/partner_outfit = new()
partner_outfit.equip(partner)
var/obj/structure/closet/supplypod/arrival_pod = new()
arrival_pod.style = STYLE_SYNDICATE
arrival_pod.explosionSize = list(0,0,0,1)
arrival_pod.bluespace = TRUE
var/turf/free_location = find_obstruction_free_location(2, user)
if (!free_location) // We really want to send them - if we can't find a nice location just land it on top of them.
// We really want to send them - if we can't find a nice location just land it on top of them.
if (!free_location)
free_location = get_turf(user)
partner.forceMove(arrival_pod)
partner.ckey = key
partner_mind = partner.mind // We give a reference to the mind that'll be the support unit
/// We give a reference to the mind that'll be the support unit
partner_mind = partner.mind
partner_mind.make_Contractor_Support()
to_chat(partner_mind.current, "\n<span class='alertwarning'>[user.real_name] is your superior. Follow any, and all orders given by them. You're here to support their mission only.</span>")
to_chat(partner_mind.current, "<span class='alertwarning'>Should they perish, or be otherwise unavailable, you're to assist other active agents in this mission area to the best of your ability.</span>\n\n")
@@ -186,7 +216,7 @@
. = ..()
if (.)
power_fail(35, 50)
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", "poweroff")
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", "poweroff.ogg")
// Subtract cost, and spawn if it's an item.
/datum/contractor_item/proc/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
@@ -199,6 +229,7 @@
else if (limited == 0)
return FALSE
hub.purchased_items.Add(src)
user.playsound_local(user, 'sound/machines/uplinkpurchase.ogg', 100)
if (item && ispath(item))
var/atom/item_to_create = new item(get_turf(user))
@@ -4,47 +4,70 @@
var/datum/objective/contract/contract = new()
var/target_rank
var/ransom = 0
var/payout_type = null
var/payout_type
var/wanted_message
var/list/victim_belongings = list()
/datum/syndicate_contract/New(contract_owner, blacklist, type=CONTRACT_PAYOUT_SMALL)
contract.owner = contract_owner
payout_type = type
generate(blacklist)
/datum/syndicate_contract/proc/generate(blacklist)
contract.find_target(null, blacklist)
var/datum/data/record/record = find_record("name", contract.target.name, GLOB.data_core.general)
if(record)
var/datum/data/record/record
if (contract.target)
record = find_record("name", contract.target.name, GLOB.data_core.general)
if (record)
target_rank = record.fields["rank"]
else
target_rank = "Unknown"
if (payout_type == CONTRACT_PAYOUT_LARGE)
contract.payout_bonus = rand(9,13)
else if(payout_type == CONTRACT_PAYOUT_MEDIUM)
else if (payout_type == CONTRACT_PAYOUT_MEDIUM)
contract.payout_bonus = rand(6,8)
else
contract.payout_bonus = rand(2,4)
contract.payout = rand(0, 2)
contract.generate_dropoff()
ransom = 100 * rand(18, 45)
var/base = pick_list(WANTED_FILE, "basemessage")
var/verb_string = pick_list(WANTED_FILE, "verb")
var/noun = pick_list_weighted(WANTED_FILE, "noun")
var/location = pick_list_weighted(WANTED_FILE, "location")
wanted_message = "[base] [verb_string] [noun] [location]."
/datum/syndicate_contract/proc/handle_extraction(var/mob/living/user)
if (contract.target && contract.dropoff_check(user, contract.target.current))
var/turf/free_location = find_obstruction_free_location(3, user, contract.dropoff)
if(free_location) // We've got a valid location, launch.
if (free_location)
// We've got a valid location, launch.
launch_extraction_pod(free_location)
return TRUE
return FALSE
// Launch the pod to collect our victim.
/datum/syndicate_contract/proc/launch_extraction_pod(turf/empty_pod_turf)
var/obj/structure/closet/supplypod/extractionpod/empty_pod = new()
RegisterSignal(empty_pod, COMSIG_ATOM_ENTERED, .proc/enter_check)
empty_pod.stay_after_drop = TRUE
empty_pod.reversing = TRUE
empty_pod.explosionSize = list(0,0,0,1)
empty_pod.leavingSound = 'sound/effects/podwoosh.ogg'
new /obj/effect/abstract/DPtarget(empty_pod_turf, empty_pod)
/datum/syndicate_contract/proc/enter_check(datum/source, sent_mob)
@@ -52,37 +75,55 @@
if(isliving(sent_mob))
var/mob/living/M = sent_mob
var/datum/antagonist/traitor/traitor_data = contract.owner.has_antag_datum(/datum/antagonist/traitor)
if(M == contract.target.current)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout
traitor_data.contractor_hub.contracts_completed += 1
if(M.stat != DEAD)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout_bonus
status = CONTRACT_STATUS_COMPLETE
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
traitor_data.contractor_hub.contract_rep += 2
else
status = CONTRACT_STATUS_ABORTED // Sending a target that wasn't even yours is as good as just aborting it
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
if(iscarbon(M))
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
continue //So all they're left with are shoes and uniform.
if(W == H.w_uniform)
continue //So all they're left with are shoes and uniform.
if(W == H.shoes)
continue
M.transferItemToLoc(W)
victim_belongings.Add(W)
var/obj/structure/closet/supplypod/extractionpod/pod = source
pod.send_up(pod) // Handle the pod returning
// Handle the pod returning
pod.send_up(pod)
if(ishuman(M))
var/mob/living/carbon/human/target = M // After we remove items, at least give them what they need to live.
var/mob/living/carbon/human/target = M
// After we remove items, at least give them what they need to live.
target.dna.species.give_important_for_life(target)
handleVictimExperience(M) // After pod is sent we start the victim narrative/heal.
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_CAR)
var/points_to_check = min(D.account_balance, ransom)
D.adjust_money(min(points_to_check, ransom))
priority_announce("One of your crew was captured by a rival organisation - we've needed to pay their ransom to bring them back. \
As is policy we've taken a portion of the station's funds to offset the overall cost.", null, "attention", null, "Nanotrasen Asset Protection")
As is policy we've taken a portion of the station's funds to offset the overall cost.", null, "attention", null, "Nanotrasen Asset Protection")
sleep(30)
@@ -128,13 +169,18 @@
M.Dizzy(15)
M.confused += 20
/datum/syndicate_contract/proc/returnVictim(var/mob/living/M) // We're returning the victim
// We're returning the victim
/datum/syndicate_contract/proc/returnVictim(var/mob/living/M)
var/list/possible_drop_loc = list()
for(var/turf/possible_drop in contract.dropoff.contents)
if(!is_blocked_turf(possible_drop))
possible_drop_loc.Add(possible_drop)
if(!isspaceturf(possible_drop) && !isclosedturf(possible_drop))
if(!is_blocked_turf(possible_drop))
possible_drop_loc.Add(possible_drop)
if(possible_drop_loc.len > 0)
var/pod_rand_loc = rand(1, possible_drop_loc.len)
var/obj/structure/closet/supplypod/return_pod = new()
return_pod.bluespace = TRUE
return_pod.explosionSize = list(0,0,0,0)
@@ -144,8 +190,10 @@
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
if(W == H.w_uniform)
continue //So all they're left with are shoes and uniform.
if(W == H.shoes)
continue
M.dropItemToGround(W)
for(var/obj/item/W in victim_belongings)
W.forceMove(return_pod)
@@ -13,6 +13,7 @@
var/move_to_lair = TRUE
var/outfit_type = /datum/outfit/wizard
var/wiz_age = WIZARD_AGE_MIN /* Wizards by nature cannot be too young. */
show_to_ghosts = TRUE
/datum/antagonist/wizard/on_gain()
register()
+1
View File
@@ -12,6 +12,7 @@
name = "Xenomorph"
job_rank = ROLE_ALIEN
show_in_antagpanel = FALSE
show_to_ghosts = TRUE
var/datum/team/xeno/xeno_team
threat = 3