Merge pull request #11618 from Arturlang/Garlic

Adds garlic, and tweaks bloodsuckers a bunch.
This commit is contained in:
Ghom
2020-04-14 12:38:34 +02:00
committed by GitHub
44 changed files with 435 additions and 325 deletions
+34 -55
View File
@@ -9,8 +9,14 @@
var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee, /datum/antagonist/valentine, /datum/antagonist/heartbreaker,)
// The antags you're allowed to be if turning Vassal.
/proc/isvamp(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/bloodsucker)
/proc/AmBloodsucker(mob/living/M, falseIfInDisguise = FALSE)
if(!M.mind)
return FALSE
// No Datum
if(!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
return FALSE
return TRUE
/datum/game_mode/bloodsucker
name = "bloodsucker"
@@ -70,49 +76,27 @@
// Gamemode is all done being set up. We have all our Vamps. We now pick objectives and let them know what's happening.
/datum/game_mode/bloodsucker/post_setup()
// Sunlight (Creating Bloodsuckers manually will check to create this, too)
check_start_sunlight()
// Vamps
for(var/datum/mind/bloodsucker in bloodsuckers)
// spawn() --> Run block of code but game continues on past it.
// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
//Clean Bloodsucker Species (racist?)
//clean_invalid_species(bloodsucker)
// TO-DO !!!
// Add Bloodsucker Antag Datum (or remove from list on Fail)
if (!make_bloodsucker(bloodsucker))
if(!make_bloodsucker(bloodsucker))
bloodsuckers -= bloodsucker
// NOTE: Hunters are done in ..() parent proc
return ..()
// Checking for ACTUALLY Dead Vamps
/datum/game_mode/bloodsucker/are_special_antags_dead()
// Bloodsucker not Final Dead
for(var/datum/mind/bloodsucker in bloodsuckers)
if(!bloodsucker.AmFinalDeath())
return FALSE
return TRUE
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
return
bloodsucker_sunlight = new ()
// End Sun (last bloodsucker removed)
/datum/game_mode/proc/check_cancel_sunlight()
// No Sunlight
if (!istype(bloodsucker_sunlight))
if(!istype(bloodsucker_sunlight))
return
if (bloodsuckers.len <= 0)
if(bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
@@ -151,43 +135,37 @@
// Not High Enough
if(creator)
var/datum/antagonist/bloodsucker/creator_bloodsucker = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(creator_bloodsucker) || creator_bloodsucker.vamplevel < BLOODSUCKER_LEVEL_TO_EMBRACE)
if(!istype(creator_bloodsucker) || creator_bloodsucker.bloodsucker_level < BLOODSUCKER_LEVEL_TO_EMBRACE)
to_chat(creator, "<span class='danger'>Your blood is too thin to turn this corpse!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
if (!can_make_bloodsucker(bloodsucker))
if(!can_make_bloodsucker(bloodsucker))
return FALSE
// Create Datum: Fledgling
var/datum/antagonist/bloodsucker/A
// [FLEDGLING]
if (creator)
if(creator)
A = new (bloodsucker)
A.creator = creator
bloodsucker.add_antag_datum(A)
// Log
message_admins("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
log_admin("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
// [MASTER]
else
A = bloodsucker.add_antag_datum(ANTAG_DATUM_BLOODSUCKER)
return TRUE
/datum/game_mode/proc/remove_bloodsucker(datum/mind/bloodsucker)
bloodsucker.remove_antag_datum(ANTAG_DATUM_BLOODSUCKER)
/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
// Only checking for Humans here
if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
if(!ishuman(bloodsucker.current) || !bloodsucker.current.client)
return
var/am_valid = TRUE
var/mob/living/carbon/human/H = bloodsucker.current
@@ -202,7 +180,7 @@
// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
// Convert to HUMAN (along with ID and PDA)
if (!am_valid)
if(!am_valid)
H.set_species(/datum/species/human)
H.real_name = H.client.prefs.custom_names["human"]
var/obj/item/card/id/ID = H.wear_id?.GetID()
@@ -211,12 +189,13 @@
ID.update_label()
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning = TRUE)//, check_antag_or_loyal=FALSE)
// Not Correct Type: Abort
if (!iscarbon(target) || !creator)
if(!iscarbon(target) || !creator)
return FALSE
if (target.stat > UNCONSCIOUS)
if(target.stat > UNCONSCIOUS)
return FALSE
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
@@ -233,23 +212,23 @@
//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
// return 0
// No Mind!
if (!target.mind || !target.mind.key)
if (display_warning)
if(!target.mind || !target.mind.key)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
return FALSE
// Already MY Vassal
var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if (istype(V) && V.master)
if (V.master.owner == creator)
if (display_warning)
if(istype(V) && V.master)
if(V.master.owner == creator)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
else
if (display_warning)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
return FALSE
// Already Antag or Loyal (Vamp Hunters count as antags)
if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if (display_warning)
if(target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if(display_warning)
to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
return FALSE
return TRUE
@@ -268,24 +247,24 @@
return FALSE
// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
for(var/datum/antagonist/antag_datum in M.antag_datums)
if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
if(!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
return TRUE
//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
return FALSE
/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
if (!can_make_vassal(target,creator))
/datum/game_mode/proc/make_vassal(var/mob/living/target, var/datum/mind/creator)
if(!can_make_vassal(target, creator))
return FALSE
// Make Vassal
var/datum/antagonist/vassal/V = new (target.mind)
var/datum/antagonist/vassal/V = new(target.mind)
var/datum/antagonist/bloodsucker/B = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
V.master = B
target.mind.add_antag_datum(V, V.master.get_team())
// Update Bloodsucker Title (we're a daddy now)
B.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
// Log
// Log it
message_admins("[target] has become a Vassal, and is enslaved to [creator].")
log_admin("[target] has become a Vassal, and is enslaved to [creator].")
return TRUE
+2 -2
View File
@@ -144,6 +144,8 @@
return FALSE
if(clonemind.current.suiciding) // Mind is associated with a body that is suiciding.
return FALSE
if(AmBloodsucker(clonemind.current)) //If the mind is a bloodsucker
return FALSE
if(clonemind.active) //somebody is using that mind
if( ckey(clonemind.key)!=ckey )
return FALSE
@@ -159,8 +161,6 @@
mess = TRUE
update_icon()
return FALSE
if(isvamp(clonemind)) //If the mind is a bloodsucker
return FALSE
attempting = TRUE //One at a time!!
countdown.start()
@@ -72,6 +72,8 @@
to_chat(user, "<span class='notice'> [M] is at full health.</span>")
return FALSE
user.visible_message("<span class='green'>[user] applies \the [src] on [M].</span>", "<span class='green'>You apply \the [src] on [M].</span>")
if(AmBloodsucker(M))
return
M.heal_bodypart_damage((heal_brute/2))
return TRUE
if(iscarbon(M))
@@ -148,6 +150,8 @@
return
if(iscarbon(M))
return heal_carbon(M, user, 0, heal_burn)
if(AmBloodsucker(M))
return
to_chat(user, "<span class='notice'>You can't heal [M] with the \the [src]!</span>")
/obj/item/stack/medical/ointment/suicide_act(mob/living/user)