Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-26952

This commit is contained in:
LetterJay
2017-05-17 10:12:36 -05:00
454 changed files with 16010 additions and 8089 deletions
+2 -1
View File
@@ -155,7 +155,8 @@
if(!(check_usability(user)))
return
var/list/nuke_candidates = pollCandidatesForMob("Do you want to play as a syndicate [borg_to_spawn ? "[lowertext(borg_to_spawn)] cyborg":"operative"]?", ROLE_OPERATIVE, null, ROLE_OPERATIVE, 150, src)
to_chat(user, "<span class='notice'>You activate [src] and wait for confirmation.</span>")
var/list/nuke_candidates = pollCandidatesForMob("Do you want to play as a syndicate [borg_to_spawn ? "[lowertext(borg_to_spawn)] cyborg":"operative"]?", ROLE_OPERATIVE, null, ROLE_OPERATIVE, 150, POLL_IGNORE_SYNDICATE, src)
if(nuke_candidates.len)
if(!(check_usability(user)))
return
@@ -57,7 +57,7 @@
alpha = 75
color = "#FAE48C"
light_range = 1.4
light_power = 0.4
light_power = 1
light_color = "#FAE48C"
sigil_name = "Sigil of Transgression"
@@ -96,10 +96,6 @@
sigil_name = "Sigil of Submission"
var/glow_type
/obj/effect/clockwork/sigil/submission/New()
..()
update_light()
/obj/effect/clockwork/sigil/submission/proc/post_channel(mob/living/L)
/obj/effect/clockwork/sigil/submission/sigil_effects(mob/living/L)
@@ -205,6 +201,21 @@
and <b>[structure_number]</b> Clockwork Structure[structure_number == 1 ? "":"s"] [structure_number == 1 ? "is":"are"] in range.</span>")
if(iscyborg(user))
to_chat(user, "<span class='brass'>You can recharge from the [sigil_name] by crossing it.</span>")
else if(!GLOB.ratvar_awakens)
to_chat(user, "<span class='brass'>Hitting the [sigil_name] with brass sheets will convert them to power at a rate of <b>1</b> brass sheet to <b>[POWER_FLOOR]W</b> power.</span>")
if(!GLOB.ratvar_awakens)
to_chat(user, "<span class='brass'>You can recharge Clockwork Proselytizers from the [sigil_name].</span>")
/obj/effect/clockwork/sigil/transmission/attackby(obj/item/I, mob/living/user, params)
if(is_servant_of_ratvar(user) && istype(I, /obj/item/stack/tile/brass) && !GLOB.ratvar_awakens)
var/obj/item/stack/tile/brass/B = I
user.visible_message("<span class='warning'>[user] places [B] on [src], causing it to disintegrate into glowing orange energy!</span>", \
"<span class='brass'>You charge the [sigil_name] with [B], providing it with <b>[B.amount * POWER_FLOOR]W</b> of power.</span>")
modify_charge(-(B.amount * POWER_FLOOR))
playsound(src, 'sound/effects/light_flicker.ogg', (B.amount * POWER_FLOOR) * 0.01, 1)
qdel(B)
return TRUE
return ..()
/obj/effect/clockwork/sigil/transmission/sigil_effects(mob/living/L)
if(is_servant_of_ratvar(L))
@@ -217,9 +228,7 @@
if(!cyborg_checks(cyborg))
return
to_chat(cyborg, "<span class='brass'>You start to charge from the [sigil_name]...</span>")
if(!do_after(cyborg, 50, target = src))
return
if(!cyborg_checks(cyborg))
if(!do_after(cyborg, 50, target = src, extra_checks = CALLBACK(src, .proc/cyborg_checks, cyborg, TRUE)))
return
var/giving_power = min(Floor(cyborg.cell.maxcharge - cyborg.cell.charge, MIN_CLOCKCULT_POWER), power_charge) //give the borg either all our power or their missing power floored to MIN_CLOCKCULT_POWER
if(modify_charge(giving_power))
@@ -231,23 +240,27 @@
animate(cyborg, color = previous_color, time = 100)
addtimer(CALLBACK(cyborg, /atom/proc/update_atom_colour), 100)
/obj/effect/clockwork/sigil/transmission/proc/cyborg_checks(mob/living/silicon/robot/cyborg)
/obj/effect/clockwork/sigil/transmission/proc/cyborg_checks(mob/living/silicon/robot/cyborg, silent)
if(!cyborg.cell)
to_chat(cyborg, "<span class='warning'>You have no cell!</span>")
if(!silent)
to_chat(cyborg, "<span class='warning'>You have no cell!</span>")
return FALSE
if(!power_charge)
to_chat(cyborg, "<span class='warning'>The [sigil_name] has no stored power!</span>")
if(!silent)
to_chat(cyborg, "<span class='warning'>The [sigil_name] has no stored power!</span>")
return FALSE
if(cyborg.cell.charge > cyborg.cell.maxcharge - MIN_CLOCKCULT_POWER)
to_chat(cyborg, "<span class='warning'>You are already at maximum charge!</span>")
if(!silent)
to_chat(cyborg, "<span class='warning'>You are already at maximum charge!</span>")
return FALSE
if(cyborg.has_status_effect(STATUS_EFFECT_POWERREGEN))
to_chat(cyborg, "<span class='warning'>You are already regenerating power!</span>")
if(!silent)
to_chat(cyborg, "<span class='warning'>You are already regenerating power!</span>")
return FALSE
return TRUE
/obj/effect/clockwork/sigil/transmission/New()
..()
/obj/effect/clockwork/sigil/transmission/Initialize()
. = ..()
update_glow()
/obj/effect/clockwork/sigil/transmission/proc/modify_charge(amount)
@@ -268,7 +281,7 @@
if(!power_charge)
set_light(0)
else
set_light(round(alpha*0.02, 1), round(alpha*0.005, 1))
set_light(max(alpha*0.02, 1.4), max(alpha*0.01, 0.1))
//Vitality Matrix: Drains health from non-servants to heal or even revive servants.
/obj/effect/clockwork/sigil/vitality
@@ -302,8 +315,7 @@
if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
return
visible_message("<span class='warning'>[src] begins to glow bright blue!</span>")
animate(src, alpha = 255, time = 10)
addtimer(CALLBACK(src, .proc/update_alpha), 10)
animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
sleep(10)
//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
@@ -372,12 +384,4 @@
animation_number = initial(animation_number)
sigil_active = FALSE
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
if(sigil_active || alpha == 255)
animate(src, alpha = initial(alpha), time = 10)
addtimer(CALLBACK(src, .proc/update_alpha), 10)
/obj/effect/clockwork/sigil/vitality/proc/update_alpha()
if(sigil_active)
alpha = 255
else
alpha = initial(alpha)
animate(src, alpha = initial(alpha), time = 10, flags = ANIMATION_END_NOW)
@@ -180,17 +180,26 @@
return procure_gateway(invoker, time_duration, gateway_uses, two_way)
var/istargetobelisk = istype(target, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
var/issrcobelisk = istype(src, /obj/structure/destructible/clockwork/powered/clockwork_obelisk)
if(issrcobelisk && !anchored)
to_chat(invoker, "<span class='warning'>[src] is no longer secured!</span>")
return FALSE
if(issrcobelisk)
if(!anchored)
to_chat(invoker, "<span class='warning'>[src] is no longer secured!</span>")
return FALSE
var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/CO = src //foolish as I am, how I set this proc up makes substypes unfeasible
if(CO.active)
to_chat(invoker, "<span class='warning'>[src] is now sustaining a gateway!</span>")
return FALSE
if(istargetobelisk)
if(!target.anchored)
to_chat(invoker, "<span class='warning'>That [target.name] is no longer secured!</span>")
return procure_gateway(invoker, time_duration, gateway_uses, two_way)
var/obj/structure/destructible/clockwork/powered/clockwork_obelisk/CO = target
if(CO.active)
to_chat(invoker, "<span class='warning'>That [target.name] is sustaining a gateway, and cannot recieve another!</span>")
return procure_gateway(invoker, time_duration, gateway_uses, two_way)
var/efficiency = CO.get_efficiency_mod()
gateway_uses = round(gateway_uses * (2 * efficiency), 1)
time_duration = round(time_duration * (2 * efficiency), 1)
CO.active = TRUE //you'd be active in a second but you should update immediately
invoker.visible_message("<span class='warning'>The air in front of [invoker] ripples before suddenly tearing open!</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 [time_duration / 10] seconds and has [gateway_uses] use[gateway_uses > 1 ? "s" : ""].</span>")
var/obj/effect/clockwork/spatial_gateway/S1 = new(issrcobelisk ? get_turf(src) : get_step(get_turf(invoker), invoker.dir))
@@ -22,6 +22,12 @@
else
for(var/i in GLOB.clockwork_component_cache)
.[i] = max(MAX_COMPONENTS_BEFORE_RAND - LOWER_PROB_PER_COMPONENT*GLOB.clockwork_component_cache[i], 1)
for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
if(G.still_needs_components())
for(var/i in G.required_components)
if(!G.required_components[i])
. -= i
break
. = pickweight(.)
//returns a component name from a component id
@@ -37,6 +43,8 @@
return "Replicant Alloy"
if(HIEROPHANT_ANSIBLE)
return "Hierophant Ansible"
else
return null
//returns a component acronym from a component id
/proc/get_component_acronym(id)
@@ -51,6 +59,8 @@
return "RA"
if(HIEROPHANT_ANSIBLE)
return "HA"
else
return null
//returns a component id from a component name
/proc/get_component_id(name)
@@ -65,6 +75,8 @@
return REPLICANT_ALLOY
if("Hierophant Ansible")
return HIEROPHANT_ANSIBLE
else
return null
//returns a component spanclass from a component id
/proc/get_component_span(id)
@@ -121,6 +133,8 @@
return /obj/effect/overlay/temp/ratvar/component/alloy
if(HIEROPHANT_ANSIBLE)
return /obj/effect/overlay/temp/ratvar/component/ansible
else
return null
//returns a type for a component from a component id
/proc/get_component_type(id)
@@ -134,4 +148,6 @@
if(REPLICANT_ALLOY)
return /obj/item/clockwork/component/replicant_alloy
if(HIEROPHANT_ANSIBLE)
return /obj/item/clockwork/component/hierophant_ansible
return /obj/item/clockwork/component/hierophant_ansible
else
return null
@@ -286,6 +286,28 @@
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops covering [src] with glowing orange energy.</span>", \
"<span class='alloy'>You finish repairing [src]. It is now at <b>[obj_integrity]/[max_integrity]</b> integrity.</span>")
//Hitting a sigil of transmission will try to charge from it.
/obj/effect/clockwork/sigil/transmission/proselytize_vals(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
. = TRUE
var/list/charge_values = list()
if(!proselytizer.sigil_charge_checks(charge_values, src, user))
return
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] starts draining glowing orange energy from [src]...</span>", \
"<span class='alloy'>You start recharging your [proselytizer.name]...</span>")
proselytizer.recharging = src
while(proselytizer && user && src)
if(!do_after(user, 10, target = src, extra_checks = CALLBACK(proselytizer, /obj/item/clockwork/clockwork_proselytizer.proc/sigil_charge_checks, charge_values, src, user, TRUE)))
break
modify_charge(charge_values["power_gain"])
proselytizer.modify_stored_power(charge_values["power_gain"])
playsound(src, 'sound/effects/light_flicker.ogg', charge_values["power_gain"] * 0.1, 1)
if(proselytizer)
proselytizer.recharging = null
if(user)
user.visible_message("<span class='notice'>[user]'s [proselytizer.name] stops draining glowing orange energy from [src].</span>", \
"<span class='alloy'>You finish recharging your [proselytizer.name]. It now contains <b>[proselytizer.get_power()]W/[proselytizer.get_max_power()]W</b> power.</span>")
//Proselytizer mob heal proc, to avoid as much copypaste as possible.
/mob/living/proc/proselytizer_heal(mob/living/user, obj/item/clockwork/clockwork_proselytizer/proselytizer)
var/list/repair_values = list()
@@ -12,6 +12,7 @@
var/uses_power = TRUE
var/metal_to_power = FALSE
var/repairing = null //what we're currently repairing, if anything
var/obj/effect/clockwork/sigil/transmission/recharging = null //the sigil we're charging from, if any
var/speed_multiplier = 1 //how fast this proselytizer works
var/charge_rate = MIN_CLOCKCULT_POWER //how much power we gain every two seconds
var/charge_delay = 2 //how many proccess ticks remain before we can start to charge
@@ -140,10 +141,11 @@
/obj/item/clockwork/clockwork_proselytizer/attack_self(mob/living/user)
if(is_servant_of_ratvar(user))
if(!can_use_power(POWER_WALL_TOTAL))
to_chat(user, "<span class='warning'>[src] requires <b>[POWER_WALL_TOTAL]W</b> of power to produce brass sheets!</span>")
return
modify_stored_power(-POWER_WALL_TOTAL)
if(uses_power)
if(!can_use_power(POWER_WALL_TOTAL))
to_chat(user, "<span class='warning'>[src] requires <b>[POWER_WALL_TOTAL]W</b> of power to produce brass sheets!</span>")
return
modify_stored_power(-POWER_WALL_TOTAL)
playsound(src, 'sound/items/Deconstruct.ogg', 50, 1)
new/obj/item/stack/tile/brass(user.loc, 5)
to_chat(user, "<span class='brass'>You user [stored_power ? "some":"all"] of [src]'s power to produce some brass sheets. It now stores <b>[get_power()]W/[get_max_power()]W</b> of power.</span>")
@@ -182,6 +184,9 @@
if(repairing)
to_chat(user, "<span class='warning'>You are currently repairing [repairing] with [src]!</span>")
return FALSE
if(recharging)
to_chat(user, "<span class='warning'>You are currently recharging [src] from the [recharging.sigil_name]!</span>")
return FALSE
var/list/proselytize_values = target.proselytize_vals(user, src) //relevant values for proselytizing stuff, given as an associated list
if(!islist(proselytize_values))
if(proselytize_values != TRUE) //if we get true, fail, but don't send a message for whatever reason
@@ -237,7 +242,7 @@
/obj/item/clockwork/clockwork_proselytizer/proc/proselytize_checks(list/proselytize_values, atom/target, expected_type, mob/user, silent) //checked constantly while proselytizing
if(!islist(proselytize_values) || !target || QDELETED(target) || !user)
return FALSE
if(repairing)
if(repairing || recharging)
return FALSE
if(target.type != expected_type)
return FALSE
@@ -296,3 +301,20 @@
<b>[round(repair_values["amount_to_heal"]*MIN_CLOCKCULT_POWER, MIN_CLOCKCULT_POWER)]W</b> to fully repair [target == user ? "yourself" : "[target.p_them()]"]!</span>")
return FALSE
return TRUE
//checked constantly while charging from a sigil
/obj/item/clockwork/clockwork_proselytizer/proc/sigil_charge_checks(list/charge_values, obj/effect/clockwork/sigil/transmission/sigil, mob/user, silent)
if(!islist(charge_values) || !sigil || QDELETED(sigil) || !user)
return FALSE
if(can_use_power(RATVAR_POWER_CHECK))
return FALSE
charge_values["power_gain"] = Clamp(sigil.power_charge, 0, POWER_WALL_MINUS_FLOOR)
if(!charge_values["power_gain"])
if(!silent)
to_chat(user, "<span class='warning'>The [sigil.sigil_name] contains no power!</span>")
return FALSE
if(stored_power + charge_values["power_gain"] > max_power)
if(!silent)
to_chat(user, "<span class='warning'>Your [name] contains too much power to charge from the [sigil.sigil_name]!</span>")
return FALSE
return TRUE
@@ -129,6 +129,7 @@
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
apply_eye_damage(H)
return ..()
/datum/status_effect/wraith_spectacles/tick()
if(!ishuman(owner))
+1 -3
View File
@@ -13,10 +13,8 @@
speak_emote = list("clanks", "clinks", "clunks", "clangs")
verb_ask = "requests"
verb_exclaim = "proclaims"
verb_whisper = "imparts"
verb_yell = "harangues"
initial_languages = list(/datum/language/common, /datum/language/ratvar)
only_speaks_language = /datum/language/ratvar
initial_language_holder = /datum/language_holder/clockmob
bubble_icon = "clock"
light_color = "#E42742"
death_sound = 'sound/magic/clockwork/anima_fragment_death.ogg'
@@ -135,7 +135,7 @@
if(!check_special_requirements())
return FALSE
to_chat(invoker, "<span class='warning'>The tendril shivers slightly as it selects a marauder...</span>")
var/list/marauder_candidates = pollCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50, POLL_IGNORE_CLOCKWORK_MARAUDER)
var/list/marauder_candidates = pollGhostCandidates("Do you want to play as the clockwork marauder of [invoker.real_name]?", ROLE_SERVANT_OF_RATVAR, null, FALSE, 50, POLL_IGNORE_CLOCKWORK_MARAUDER)
if(!check_special_requirements())
return FALSE
if(!marauder_candidates.len)
@@ -218,22 +218,22 @@
/datum/clockwork_scripture/create_object/mania_motor
descname = "Powered Structure, Area Denial"
name = "Mania Motor"
desc = "Creates a mania motor which will cause brain damage and hallucinations in nearby non-Servant humans. It will also try to convert humans directly adjecent to the motor."
desc = "Creates a mania motor which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion."
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
channel_time = 80
consumed_components = list(GEIS_CAPACITOR = 5, REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 2)
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
creator_message = "<span class='brass'>You form a mania motor which will cause brain damage and hallucinations in nearby humans while active.</span>"
creator_message = "<span class='brass'>You form a mania motor, which causes minor damage and negative mental effects in non-Servants.</span>"
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Eligible non-Servant humans next to the motor will be converted at an additional power cost. It will also cure hallucinations and brain damage in nearby Servants."
usage_tip = "It will also cure hallucinations and brain damage in nearby Servants."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = GEIS_CAPACITOR
sort_priority = 8
quickbind = TRUE
quickbind_desc = "Creates a Mania Motor, which can convert adjacent non-Servants with power."
quickbind_desc = "Creates a Mania Motor, which causes minor damage and negative mental effects in non-Servants."
//Tinkerer's Daemon: Creates an efficient machine that rapidly produces components at a power cost.
@@ -17,23 +17,10 @@
sort_priority = 1
quickbind = TRUE
quickbind_desc = "Forces nearby non-Servants to walk, doing minor damage with each chant.<br><b>Maximum 15 chants.</b>"
var/noncultist_damage = 2 //damage per chant to noncultists
var/cultist_damage = 8 //damage per chant to non-walking cultists
/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
for(var/mob/living/carbon/C in hearers(7, invoker))
var/number_legs = C.get_num_legs()
if(!is_servant_of_ratvar(C) && !C.null_rod_check() && number_legs) //you have legs right
C.apply_damage(noncultist_damage * 0.5, BURN, "l_leg")
C.apply_damage(noncultist_damage * 0.5, BURN, "r_leg")
if(C.m_intent != MOVE_INTENT_WALK)
if(!iscultist(C))
to_chat(C, "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>")
else //Cultists take extra burn damage
to_chat(C, "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>")
C.apply_damage(cultist_damage * 0.5, BURN, "l_leg")
C.apply_damage(cultist_damage * 0.5, BURN, "r_leg")
C.toggle_move_intent()
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
return TRUE
@@ -177,6 +177,7 @@
new /obj/effect/overlay/temp/heal(T, "#1E8CE1")
else
break
new /obj/effect/overlay/temp/ratvar/mending_mantra(get_turf(invoker))
return TRUE
@@ -58,7 +58,7 @@
var/input = stripped_input(usr, "Please choose a message to send over the Hierophant Network.", "Hierophant Broadcast", "")
if(!is_servant_of_ratvar(user) || !input || !user.canUseTopic(src, !issilicon(user)))
return
if(anchored)
if(!anchored)
to_chat(user, "<span class='warning'>[src] is no longer secured!</span>")
return FALSE
if(active)
@@ -84,7 +84,8 @@
return
if(procure_gateway(user, round(100 * get_efficiency_mod(), 1), round(5 * get_efficiency_mod(), 1), 1))
process()
if(!active)
if(!active) //we won't be active if nobody has sent a gateway to us
active = TRUE
clockwork_say(user, text2ratvar("Spatial Gateway, activate!"))
return
return_power(gateway_cost) //if we didn't return above, ie, successfully create a gateway, we give the power back
@@ -92,7 +93,8 @@
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/process()
if(!anchored)
return
if(locate(/obj/effect/clockwork/spatial_gateway) in loc)
var/obj/effect/clockwork/spatial_gateway/SG = locate(/obj/effect/clockwork/spatial_gateway)
if(SG && SG.timerid) //it's a valid gateway, we're active
icon_state = active_icon
density = 0
active = TRUE
@@ -1,8 +1,8 @@
//Mania Motor: A pair of antenna that, while active, cause braindamage and hallucinations in nearby human mobs.
//Mania Motor: A pair of antenna that, while active, cause a variety of negative mental effects in nearby human mobs.
/obj/structure/destructible/clockwork/powered/mania_motor
name = "mania motor"
desc = "A pair of antenna with what appear to be sockets around the base. It reminds you of an antlion."
clockwork_desc = "A transmitter that allows Sevtug to whisper into the minds of nearby non-servants, causing hallucinations and brain damage as long as it remains powered."
clockwork_desc = "A transmitter that allows Sevtug to whisper into the minds of nearby non-servants, causing a variety of negative mental effects, up to and including conversion."
icon_state = "mania_motor_inactive"
active_icon = "mania_motor"
inactive_icon = "mania_motor_inactive"
@@ -16,22 +16,11 @@
/obj/item/clockwork/alloy_shards/small = 2, \
/obj/item/clockwork/component/geis_capacitor/antennae = 1)
var/mania_cost = 150
var/convert_cost = 150
var/static/list/mania_messages = list("Go nuts.", "Take a crack at crazy.", "Make a bid for insanity.", "Get kooky.", "Move towards mania.", "Become bewildered.", "Wax wild.", \
"Go round the bend.", "Land in lunacy.", "Try dementia.", "Strive to get a screw loose.")
var/static/list/compel_messages = list("Come closer.", "Approach the transmitter.", "Touch the antennae.", "I always have to deal with idiots. Move towards the mania motor.", \
"Advance forward and place your head between the antennae - that's all it's good for.", "If you were smarter, you'd be over here already.", "Move FORWARD, you fool.")
var/static/list/convert_messages = list("You won't do. Go to sleep while I tell these nitwits how to convert you.", "You are insufficient. I must instruct these idiots in the art of conversion.", \
"Oh of course, someone we can't convert. These servants are fools.", "How hard is it to use a Sigil, anyway? All it takes is dragging someone onto it.", \
"How do they fail to use a Sigil of Accession, anyway?", "Why is it that all servants are this inept?", "It's quite likely you'll be stuck here for a while.")
var/static/list/close_messages = list("Well, you can't reach the motor from THERE, you moron.", "Interesting location. I'd prefer if you went somewhere you could ACTUALLY TOUCH THE ANTENNAE!", \
"Amazing. You somehow managed to wedge yourself somewhere you can't actually reach the motor from.", "Such a show of idiocy is unparalleled. Perhaps I should put you on display?", \
"Did you do this on purpose? I can't imagine you doing so accidentally. Oh, wait, I can.", "How is it that such smart creatures can still do something AS STUPID AS THIS!")
/obj/structure/destructible/clockwork/powered/mania_motor/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run, and at least <b>[convert_cost]W</b> to attempt to convert humans adjacent to it.</span>")
to_chat(user, "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run.</span>")
/obj/structure/destructible/clockwork/powered/mania_motor/forced_disable(bad_effects)
if(active)
@@ -60,82 +49,17 @@
if(!try_use_power(mania_cost))
forced_disable(FALSE)
return
var/turf/T = get_turf(src)
var/hum = get_sfx('sound/effects/screech.ogg') //like playsound, same sound for everyone affected
var/efficiency = get_efficiency_mod()
for(var/mob/living/carbon/human/H in viewers(7, src))
if(is_servant_of_ratvar(H)) //heals servants of braindamage, hallucination, druggy, dizziness, and confusion
var/brainloss = H.getBrainLoss()
if(brainloss)
H.adjustBrainLoss(-brainloss)
if(H.hallucination)
H.hallucination = 0
if(H.druggy)
H.adjust_drugginess(-H.druggy)
if(H.dizziness)
H.dizziness = 0
if(H.confused)
H.confused = 0
else if(!H.null_rod_check() && H.stat != DEAD)
var/distance = 0 + get_dist(T, get_turf(H))
var/falloff_distance = min((110) - distance * 10, 80)
var/sound_distance = falloff_distance * 0.5
var/targetbrainloss = H.getBrainLoss()
if(distance > 3 && prob(falloff_distance * 0.5))
to_chat(H, "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>")
if(distance <= 1)
if(!H.Adjacent(src))
to_chat(H, "<span class='sevtug'>\"[text2ratvar(pick(close_messages))]\"</span>")
H.playsound_local(T, hum, sound_distance, 1)
else if(!try_use_power(convert_cost))
visible_message("<span class='warning'>[src]'s antennae fizzle quietly.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
else
H.playsound_local(T, hum, 80, 1)
if(!H.stat)
if(H.getBrainLoss() < 100)
H.adjustBrainLoss(20 * efficiency)
H.visible_message("<span class='warning'>[H] reaches out and touches [src].</span>", "<span class='sevtug'>You touch [src] involuntarily.</span>")
else
H.Paralyse(3)
else if(is_eligible_servant(H))
to_chat(H, "<span class='sevtug'>\"[text2ratvar("You are mine and his, now.")]\"</span>")
add_servant_of_ratvar(H)
H.Paralyse(5)
else
H.playsound_local(T, hum, sound_distance, 1)
switch(distance)
if(0 to 3)
if(prob(falloff_distance * 0.5))
if(prob(falloff_distance))
to_chat(H, "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>")
else
to_chat(H, "<span class='sevtug'>\"[text2ratvar(pick(compel_messages))]\"</span>")
if(targetbrainloss <= 40)
H.adjustBrainLoss(3 * efficiency)
H.adjust_drugginess(Clamp(7 * efficiency, 0, 50 - H.druggy))
H.hallucination = min(H.hallucination + (7 * efficiency), 50)
H.dizziness = min(H.dizziness + (3 * efficiency), 20)
H.confused = min(H.confused + (3 * efficiency), 20)
if(3 to 5)
if(targetbrainloss <= 20)
H.adjustBrainLoss(2 * efficiency)
H.adjust_drugginess(Clamp(5 * efficiency, 0, 25 - H.druggy))
H.hallucination = min(H.hallucination + (5 * efficiency), 25)
H.dizziness = min(H.dizziness + (2 * efficiency), 10)
H.confused = min(H.confused + (2 * efficiency), 10)
if(5 to 6)
if(targetbrainloss <= 10)
H.adjustBrainLoss(1 * efficiency)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 20 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 20)
H.dizziness = min(H.dizziness + (2 * efficiency), 5)
H.confused = min(H.confused + (2 * efficiency), 5)
if(6 to 7)
if(targetbrainloss <= 5)
H.adjustBrainLoss(1 * efficiency)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 10 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 10)
if(7 to INFINITY)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 5 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 5)
if(is_servant_of_ratvar(H))
continue
var/list/effects = H.has_status_effect_list(STATUS_EFFECT_MANIAMOTOR)
var/datum/status_effect/maniamotor/M
for(var/datum/status_effect/maniamotor/MM in effects)
if(MM.motor == src)
M = MM
break
if(!M)
M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR)
M.motor = src
M.severity = Clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
@@ -77,7 +77,7 @@
if(!prey && LAZYLEN(meals))
prey = pick(meals)
to_chat(prey, "<span class='heavy_brass'><font size=5>\"You will do, heretic.\"</font></span>\n\
<span class='userdanger'You feel something massive turn its crushing focus to you...</span>")
<span class='userdanger'>You feel something massive turn its crushing focus to you...</span>")
prey << 'sound/effects/ratvar_reveal.ogg'
else
if((!istype(prey, /obj/singularity/narsie) && prob(10) && LAZYLEN(meals) > 1) || prey.z != z || !(prey in meals))
+72 -54
View File
@@ -1,34 +1,31 @@
/datum/game_mode
var/list/datum/mind/cult = list()
var/list/cult_objectives = list()
var/eldergod = 1 //for the summon god objective
/proc/iscultist(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(ANTAG_DATUM_CULT)
/proc/is_sacrifice_target(datum/mind/mind)
if(SSticker.mode.name == "cult")
var/datum/game_mode/cult/cult_mode = SSticker.mode
if(mind == cult_mode.sacrifice_target)
return 1
return 0
if(mind == GLOB.sac_mind)
return TRUE
return FALSE
/proc/is_convertable_to_cult(mob/living/M)
if(!istype(M))
return 0
return FALSE
if(M.mind)
if(ishuman(M) && (M.mind.assigned_role in list("Captain", "Chaplain")))
return 0
return FALSE
if(is_sacrifice_target(M.mind))
return 0
return FALSE
if(M.mind.enslaved_to && !iscultist(M.mind.enslaved_to))
return 0
return FALSE
else
return 0
return FALSE
if(M.isloyal() || issilicon(M) || isbot(M) || isdrone(M) || is_servant_of_ratvar(M))
return 0 //can't convert machines, shielded, or ratvar's dogs
return 1
return FALSE //can't convert machines, shielded, or ratvar's dogs
return TRUE
/datum/game_mode/cult
name = "cult"
@@ -47,14 +44,13 @@
<span class='notice'>Crew</span>: Prevent the cult from expanding and drive it out."
var/finished = 0
var/eldergod = 1 //for the summon god objective
var/acolytes_needed = 10 //for the survive objective
var/acolytes_survived = 0
var/datum/mind/sacrifice_target = null//The target to be sacrificed
var/list/cultists_to_cult = list() //the cultists we'll convert
/datum/game_mode/cult/pre_setup()
cult_objectives += "sacrifice"
cult_objectives += "eldergod"
@@ -82,22 +78,6 @@
return (cultists_to_cult.len>=required_enemies)
/datum/game_mode/cult/proc/memorize_cult_objectives(datum/mind/cult_mind)
for(var/obj_count = 1,obj_count <= cult_objectives.len,obj_count++)
var/explanation
switch(cult_objectives[obj_count])
if("survive")
explanation = "Our knowledge must live on. Make sure at least [acolytes_needed] acolytes escape on the shuttle to spread their work on an another station."
if("sacrifice")
if(sacrifice_target)
explanation = "Sacrifice [sacrifice_target.name], the [sacrifice_target.assigned_role] via invoking a Sacrifice rune with them on it and three acolytes around it."
else
explanation = "Free objective."
if("eldergod")
explanation = "Summon Nar-Sie by invoking the rune 'Summon Nar-Sie' with nine acolytes on it. You must do this after sacrificing your target."
to_chat(cult_mind.current, "<B>Objective #[obj_count]</B>: [explanation]")
cult_mind.memory += "<B>Objective #[obj_count]</B>: [explanation]<BR>"
/datum/game_mode/cult/post_setup()
modePlayer += cultists_to_cult
if("sacrifice" in cult_objectives)
@@ -108,9 +88,18 @@
if(player.mind && !(player.mind in cultists_to_cult))
possible_targets += player.mind
if(possible_targets.len > 0)
sacrifice_target = pick(possible_targets)
if(!sacrifice_target)
GLOB.sac_mind = pick(possible_targets)
if(!GLOB.sac_mind)
message_admins("Cult Sacrifice: ERROR - Null target chosen!")
else
var/datum/job/sacjob = SSjob.GetJob(GLOB.sac_mind.assigned_role)
var/datum/preferences/sacface = GLOB.sac_mind.current.client.prefs
var/icon/reshape = get_flat_human_icon(null, sacjob, sacface)
reshape.Shift(SOUTH, 4)
reshape.Shift(EAST, 1)
reshape.Crop(7,4,26,31)
reshape.Crop(-5,-3,26,30)
GLOB.sac_image = reshape
else
message_admins("Cult Sacrifice: Could not find unconvertable or convertable target. WELP!")
for(var/datum/mind/cult_mind in cultists_to_cult)
@@ -198,7 +187,7 @@
if(cult_objectives.Find("eldergod"))
cult_fail += eldergod //1 by default, 0 if the elder god has been summoned at least once
if(cult_objectives.Find("sacrifice"))
if(sacrifice_target && !GLOB.sacrificed.Find(sacrifice_target)) //if the target has been GLOB.sacrificed, ignore this step. otherwise, add 1 to cult_fail
if(GLOB.sac_mind && GLOB.sac_complete) //if the target has been GLOB.sacrificed, ignore this step. otherwise, add 1 to cult_fail
cult_fail++
return cult_fail //if any objectives aren't met, failure
@@ -243,16 +232,12 @@
SSblackbox.add_details("cult_objective","cult_survive|FAIL|[acolytes_needed]")
SSticker.news_report = CULT_FAILURE
if("sacrifice")
if(sacrifice_target)
if(sacrifice_target in GLOB.sacrificed)
explanation = "Sacrifice [sacrifice_target.name], the [sacrifice_target.assigned_role]. <span class='greenannounce'>Success!</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|SUCCESS")
else if(sacrifice_target && sacrifice_target.current)
explanation = "Sacrifice [sacrifice_target.name], the [sacrifice_target.assigned_role]. <span class='boldannounce'>Fail.</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|FAIL")
else
explanation = "Sacrifice [sacrifice_target.name], the [sacrifice_target.assigned_role]. <span class='boldannounce'>Fail (Gibbed).</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|FAIL|GIBBED")
if(GLOB.sac_complete)
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='greenannounce'>Success!</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|SUCCESS")
else
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='boldannounce'>Fail.</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|FAIL")
if("eldergod")
if(!eldergod)
explanation = "Summon Nar-Sie. <span class='greenannounce'>Success!</span>"
@@ -269,12 +254,45 @@
return 1
/datum/game_mode/proc/auto_declare_completion_cult()
if( cult.len || (SSticker && istype(SSticker.mode,/datum/game_mode/cult)) )
var/text = "<br><font size=3><b>The cultists were:</b></font>"
for(var/datum/mind/cultist in cult)
text += printplayer(cultist)
text += "<br>"
to_chat(world, text)
/datum/game_mode/proc/datum_cult_completion()
var/text = ""
var/acolytes_survived = 0
for(var/datum/mind/cult_mind in cult)
if (cult_mind.current && cult_mind.current.stat != DEAD)
if(cult_mind.current.onCentcom() || cult_mind.current.onSyndieBase())
acolytes_survived++
var/cult_fail = 0
cult_fail += eldergod
if(!GLOB.sac_complete)
cult_fail++
if(!cult_fail)
SSblackbox.set_details("round_end_result","win - cult win")
SSblackbox.set_val("round_end_result",acolytes_survived)
to_chat(world, "<span class='greentext'>The cult has succeeded! Nar-sie has snuffed out another torch in the void!</span>")
else
SSblackbox.set_details("round_end_result","loss - staff stopped the cult")
SSblackbox.set_val("round_end_result",acolytes_survived)
to_chat(world, "<span class='redtext'>The staff managed to stop the cult! Dark words and heresy are no match for Nanotrasen's finest!</span>")
if(cult_objectives.len)
text += "<br><b>The cultists' objectives were:</b>"
for(var/obj_count in 1 to 2)
var/explanation
switch(cult_objectives[obj_count])
if("sacrifice")
if(GLOB.sac_complete)
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='greenannounce'>Success!</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|SUCCESS")
else
explanation = "Sacrifice [GLOB.sac_mind], the [GLOB.sac_mind.assigned_role]. <span class='boldannounce'>Fail.</span>"
SSblackbox.add_details("cult_objective","cult_sacrifice|FAIL")
if("eldergod")
if(!eldergod)
explanation = "Summon Nar-Sie. <span class='greenannounce'>Success!</span>"
SSblackbox.add_details("cult_objective","cult_narsie|SUCCESS")
SSticker.news_report = CULT_SUMMON
else
explanation = "Summon Nar-Sie. <span class='boldannounce'>Fail.</span>"
SSblackbox.add_details("cult_objective","cult_narsie|FAIL")
SSticker.news_report = CULT_FAILURE
text += "<br><B>Objective #[obj_count]</B>: [explanation]"
to_chat(world, text)
+171 -2
View File
@@ -1,3 +1,5 @@
// Contains cult communion, guide, and cult master abilities
#define MARK_COOLDOWN
/datum/action/innate/cultcomm
name = "Communion"
@@ -19,11 +21,22 @@
cultist_commune(usr, input)
/proc/cultist_commune(mob/living/user, message)
var/my_message
if(!message)
return
user.whisper("O bidai nabora se[pick("'","`")]sma!")
user.whisper("O bidai nabora se[pick("'","`")]sma!", language = /datum/language/common)
user.whisper(html_decode(message))
var/my_message = "<span class='cultitalic'><b>[(ishuman(user) ? "Acolyte" : "Construct")] [findtextEx(user.name, user.real_name) ? user.name : "[user.real_name] (as [user.name])"]:</b> [message]</span>"
var/title = "Acolyte"
var/span = "cultitalic"
if(user.mind && user.mind.has_antag_datum(ANTAG_DATUM_CULT_MASTER))
span = "cultlarge"
if(ishuman(user))
title = "Master"
else
title = "Lord"
else if(!ishuman(user))
title = "Construct"
my_message = "<span class='[span]'><b>[title] [findtextEx(user.name, user.real_name) ? user.name : "[user.real_name] (as [user.name])"]:</b> [message]</span>"
for(var/mob/M in GLOB.mob_list)
if(iscultist(M))
to_chat(M, my_message)
@@ -65,3 +78,159 @@
popup.set_content(text)
popup.open()
return 1
/mob/living/proc/cult_master()
set category = "Cultist"
set name = "Assert Leadership"
pollCultists(src) // This proc handles the distribution of cult master actions
/datum/action/innate/cultmast
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_CONSCIOUS
/datum/action/innate/cultmast/IsAvailable()
if(!owner.mind || !owner.mind.has_antag_datum(ANTAG_DATUM_CULT_MASTER))
return 0
return ..()
/datum/action/innate/cultmast/finalreck
name = "Final Reckoning"
desc = "A single-use spell that brings the entire cult to the master's location."
button_icon_state = "sintouch"
/datum/action/innate/cultmast/finalreck/Activate()
for(var/i in 1 to 4)
chant(i)
var/list/destinations = list()
for(var/turf/T in orange(1, owner))
if(!is_blocked_turf(T, TRUE))
destinations += T
if(!LAZYLEN(destinations))
to_chat(owner, "<span class='warning'>You need more space to summon the cult!</span>")
return
if(do_after(owner, 30, target = owner))
for(var/datum/mind/B in SSticker.mode.cult)
if(B.current && B.current.stat != DEAD)
var/turf/mobloc = get_turf(B.current)
switch(i)
if(1)
new /obj/effect/overlay/temp/cult/sparks(mobloc, B.current.dir)
playsound(mobloc, "sparks", 50, 1)
if(2)
new /obj/effect/overlay/temp/dir_setting/cult/phase/out(mobloc, B.current.dir)
playsound(mobloc, "sparks", 75, 1)
if(3)
new /obj/effect/overlay/temp/dir_setting/cult/phase(mobloc, B.current.dir)
playsound(mobloc, "sparks", 100, 1)
if(4)
playsound(mobloc, 'sound/magic/exit_blood.ogg', 100, 1)
if(B.current != owner)
B.current.setDir(SOUTH)
var/turf/final = pick(destinations)
new /obj/effect/overlay/temp/cult/blood(final)
addtimer(CALLBACK(B.current, /mob/.proc/reckon, final), 10)
else
return
GLOB.reckoning_complete = TRUE
Remove(owner)
/mob/proc/reckon(turf/final)
new /obj/effect/overlay/temp/cult/blood/out(get_turf(src))
forceMove(final)
/datum/action/innate/cultmast/finalreck/proc/chant(chant_number)
switch(chant_number)
if(1)
owner.say("C'arta forbici!", language = /datum/language/common)
if(2)
owner.say("Pleggh e'ntrath!", language = /datum/language/common)
playsound(get_turf(owner),'sound/magic/clockwork/narsie_attack.ogg', 50, 1)
if(3)
owner.say("Barhah hra zar'garis!", language = /datum/language/common)
playsound(get_turf(owner),'sound/magic/clockwork/narsie_attack.ogg', 75, 1)
if(4)
owner.say("N'ath reth sh'yro eth d'rekkathnor!!!", language = /datum/language/common)
playsound(get_turf(owner),'sound/magic/clockwork/narsie_attack.ogg', 100, 1)
/datum/action/innate/cultmast/cultmark
name = "Mark Target"
desc = "Marks a target for the cult."
button_icon_state = "cult_mark"
var/obj/effect/proc_holder/cultmark/CM
var/cooldown = 0
var/base_cooldown = 1200
/datum/action/innate/cultmast/cultmark/New()
CM = new()
CM.attached_action = src
..()
/datum/action/innate/cultmast/cultmark/IsAvailable()
if(!owner.mind || !owner.mind.has_antag_datum(ANTAG_DATUM_CULT_MASTER))
return 0
if(cooldown > world.time)
if(!CM.active)
owner << "<span class='cultlarge'><b>You need to wait [round((cooldown - world.time) * 0.1)] seconds before you can mark another target!</b></span>"
return 0
return ..()
/datum/action/innate/cultmast/cultmark/Destroy()
QDEL_NULL(CM)
return ..()
/datum/action/innate/cultmast/cultmark/Activate()
CM.toggle(owner) //the important bit
return TRUE
/obj/effect/proc_holder/cultmark
active = FALSE
ranged_mousepointer = 'icons/effects/cult_target.dmi'
var/datum/action/innate/cultmast/cultmark/attached_action
/obj/effect/proc_holder/cultmark/Destroy()
attached_action = null
return ..()
/obj/effect/proc_holder/cultmark/proc/toggle(mob/user)
if(active)
remove_ranged_ability("<span class='cult'>You cease the marking ritual.</span>")
else
add_ranged_ability(user, "<span class='cult'>You prepare to mark a target for your cult...</span>")
/obj/effect/proc_holder/cultmark/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return
if(ranged_ability_user.incapacitated())
remove_ranged_ability()
return
var/turf/T = get_turf(ranged_ability_user)
if(!isturf(T))
return FALSE
if(target in view(7, get_turf(ranged_ability_user)))
GLOB.blood_target = target
var/area/A = get_area(target)
attached_action.cooldown = world.time + attached_action.base_cooldown
addtimer(CALLBACK(attached_action.owner, /mob.proc/update_action_buttons_icon), attached_action.base_cooldown)
GLOB.blood_target_image = image('icons/effects/cult_target.dmi', target, "glow", ABOVE_MOB_LAYER)
GLOB.blood_target_image.appearance_flags = RESET_COLOR
GLOB.blood_target_image.pixel_x = -target.pixel_x
GLOB.blood_target_image.pixel_y = -target.pixel_y
for(var/datum/mind/B in SSticker.mode.cult)
if(B.current && B.current.stat != DEAD && B.current.client)
to_chat(B.current, "<span class='cultlarge'><b>Master [ranged_ability_user] has marked [GLOB.blood_target] in the [A.name] as the cult's top priority, get there immediately!</b></span>")
B.current << pick(sound('sound/hallucinations/over_here2.ogg',0,1,75), sound('sound/hallucinations/over_here3.ogg',0,1,75))
B.current.client.images += GLOB.blood_target_image
attached_action.owner.update_action_buttons_icon()
remove_ranged_ability("<span class='cult'>The marking rite is complete! It will last for 90 seconds.</span>")
addtimer(CALLBACK(GLOBAL_PROC, .proc/reset_blood_target), 900, TIMER_OVERRIDE)
return TRUE
return FALSE
/proc/reset_blood_target()
for(var/datum/mind/B in SSticker.mode.cult)
if(B.current && B.current.stat != DEAD && B.current.client)
if(GLOB.blood_target)
to_chat(B.current,"<span class='cultlarge'><b>The blood mark has expired!</b></span>")
B.current.client.images -= GLOB.blood_target_image
QDEL_NULL(GLOB.blood_target)
+1 -1
View File
@@ -213,7 +213,7 @@
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/weapon/tome,/obj/item/weapon/melee/cultblade)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list(melee = -50, bullet = -50, laser = -100,energy = -50, bomb = -50, bio = -50, rad = -50, fire = 0, acid = 0)
armor = list(melee = -50, bullet = -50, laser = -50,energy = -50, bomb = -50, bio = -50, rad = -50, fire = 0, acid = 0)
slowdown = -1
hoodtype = /obj/item/clothing/head/hooded/berserkerhood
+22 -27
View File
@@ -197,35 +197,30 @@ This file contains the arcane tome files.
if(!src || QDELETED(src) || !Adjacent(user) || user.incapacitated() || !check_rune_turf(Turf, user))
return
if(ispath(rune_to_scribe, /obj/effect/rune/narsie))
if(SSticker.mode.name == "cult")
var/datum/game_mode/cult/cult_mode = SSticker.mode
if(!("eldergod" in cult_mode.cult_objectives))
to_chat(user, "<span class='warning'>Nar-Sie does not wish to be summoned!</span>")
return
if(cult_mode.sacrifice_target && !(cult_mode.sacrifice_target in GLOB.sacrificed))
to_chat(user, "<span class='warning'>The sacrifice is not complete. The portal would lack the power to open if you tried!</span>")
return
if(!cult_mode.eldergod)
to_chat(user, "<span class='cultlarge'>\"I am already here. There is no need to try to summon me now.\"</span>")
return
if((loc.z && loc.z != ZLEVEL_STATION) || !A.blob_allowed)
to_chat(user, "<span class='warning'>The Geometer is not interested in lesser locations; the station is the prize!</span>")
return
var/confirm_final = alert(user, "This is the FINAL step to summon Nar-Sie, it is a long, painful ritual and the crew will be alerted to your presence", "Are you prepared for the final battle?", "My life for Nar-Sie!", "No")
if(confirm_final == "No")
to_chat(user, "<span class='cult'>You decide to prepare further before scribing the rune.</span>")
return
Turf = get_turf(user)
A = get_area(src)
if(!check_rune_turf(Turf, user) || (loc.z && loc.z != ZLEVEL_STATION)|| !A.blob_allowed)
return
priority_announce("Figments from an eldritch god are being summoned by [user] into [A.map_name] from an unknown dimension. Disrupt the ritual at all costs!","Central Command Higher Dimensionsal Affairs", 'sound/AI/spanomalies.ogg')
for(var/B in spiral_range_turfs(1, user, 1))
var/obj/structure/emergency_shield/sanguine/N = new(B)
shields += N
else
if(!("eldergod" in SSticker.mode.cult_objectives))
to_chat(user, "<span class='warning'>Nar-Sie does not wish to be summoned!</span>")
return
if(!GLOB.sac_complete)
to_chat(user, "<span class='warning'>The sacrifice is not complete. The portal would lack the power to open if you tried!</span>")
return
if(!SSticker.mode.eldergod)
to_chat(user, "<span class='cultlarge'>\"I am already here. There is no need to try to summon me now.\"</span>")
return
if((loc.z && loc.z != ZLEVEL_STATION) || !A.blob_allowed)
to_chat(user, "<span class='warning'>The Geometer is not interested in lesser locations; the station is the prize!</span>")
return
var/confirm_final = alert(user, "This is the FINAL step to summon Nar-Sie; it is a long, painful ritual and the crew will be alerted to your presence", "Are you prepared for the final battle?", "My life for Nar-Sie!", "No")
if(confirm_final == "No")
to_chat(user, "<span class='cult'>You decide to prepare further before scribing the rune.</span>")
return
Turf = get_turf(user)
A = get_area(src)
if(!check_rune_turf(Turf, user) || (loc.z && loc.z != ZLEVEL_STATION)|| !A.blob_allowed)
return
priority_announce("Figments from an eldritch god are being summoned by [user] into [A.map_name] from an unknown dimension. Disrupt the ritual at all costs!","Central Command Higher Dimensional Affairs", 'sound/AI/spanomalies.ogg')
for(var/B in spiral_range_turfs(1, user, 1))
var/obj/structure/emergency_shield/sanguine/N = new(B)
shields += N
user.visible_message("<span class='warning'>[user] [user.blood_volume ? "cuts open their arm and begins writing in their own blood":"begins sketching out a strange design"]!</span>", \
"<span class='cult'>You [user.blood_volume ? "slice open your arm and ":""]begin drawing a sigil of the Geometer.</span>")
if(user.blood_volume)
+9 -9
View File
@@ -148,8 +148,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/obj/effect/rune/proc/fail_invoke()
//This proc contains the effects of a rune if it is not invoked correctly, through either invalid wording or not enough cultists. By default, it's just a basic fizzle.
visible_message("<span class='warning'>The markings pulse with a \
small flash of red light, then fall dark.</span>")
visible_message("<span class='warning'>The markings pulse with a small flash of red light, then fall dark.</span>")
var/oldcolor = color
color = rgb(255, 0, 0)
animate(src, color = oldcolor, time = 5)
@@ -309,10 +308,11 @@ structure_check() searches for nearby cultist structures required for the invoca
A.forceMove(target)
if(movedsomething)
..()
visible_message("<span class='warning'>There is a sharp crack of inrushing air, and everything above the rune disappears!</span>")
visible_message("<span class='warning'>There is a sharp crack of inrushing air, and everything above the rune disappears!</span>", null, "<i>You hear a sharp crack.</i>")
to_chat(user, "<span class='cult'>You[moveuserlater ? "r vision blurs, and you suddenly appear somewhere else":" send everything above the rune away"].</span>")
if(moveuserlater)
user.forceMove(target)
target.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
else
fail_invoke()
@@ -398,23 +398,23 @@ structure_check() searches for nearby cultist structures required for the invoca
return 1
/obj/effect/rune/convert/proc/do_sacrifice(mob/living/sacrificial, list/invokers)
var/big_sac = FALSE
if((((ishuman(sacrificial) || iscyborg(sacrificial)) && sacrificial.stat != DEAD) || is_sacrifice_target(sacrificial.mind)) && invokers.len < 3)
for(var/M in invokers)
to_chat(M, "<span class='cultitalic'>[sacrificial] is too greatly linked to the world! You need three acolytes!</span>")
log_game("Offer rune failed - not enough acolytes and target is living or sac target")
return FALSE
var/sacrifice_fulfilled = FALSE
if(sacrificial.mind)
GLOB.sacrificed += sacrificial.mind
if(is_sacrifice_target(sacrificial.mind))
sacrifice_fulfilled = TRUE
GLOB.sac_complete = TRUE
big_sac = TRUE
else
GLOB.sacrificed += sacrificial
new /obj/effect/overlay/temp/cult/sac(get_turf(src))
for(var/M in invokers)
if(sacrifice_fulfilled)
if(big_sac)
to_chat(M, "<span class='cultlarge'>\"Yes! This is the one I desire! You have done well.\"</span>")
else
if(ishuman(sacrificial) || iscyborg(sacrificial))
@@ -451,7 +451,7 @@ structure_check() searches for nearby cultist structures required for the invoca
scribe_delay = 450 //how long the rune takes to create
scribe_damage = 40.1 //how much damage you take doing it
var/used
var/ignore_gamemode = FALSE
var/ignore_gamemode = TRUE
/obj/effect/rune/narsie/Initialize(mapload, set_keyword)
. = ..()
@@ -490,7 +490,7 @@ structure_check() searches for nearby cultist structures required for the invoca
//BEGIN THE SUMMONING
used = 1
..()
send_to_playing_players('sound/effects/dimensional_rend.ogg') //There used to be a message for this but every time it was changed it got edgier so I removed it
send_to_playing_players('sound/effects/dimensional_rend.ogg')
var/turf/T = get_turf(src)
sleep(40)
if(src)
+124
View File
@@ -0,0 +1,124 @@
//Supply Talisman: Has a few unique effects. Granted only to starter cultists.
/obj/item/weapon/paper/talisman/supply
cultist_name = "Supply Talisman"
cultist_desc = "A multi-use talisman that can create various objects. Intended to increase the cult's strength early on."
invocation = null
uses = 3
var/list/possible_summons = list(
/datum/cult_supply/tome,
/datum/cult_supply/metal,
/datum/cult_supply/talisman/teleport,
/datum/cult_supply/talisman/emp,
/datum/cult_supply/talisman/stun,
/datum/cult_supply/talisman/veil,
/datum/cult_supply/soulstone,
/datum/cult_supply/construct_shell
)
/obj/item/weapon/paper/talisman/supply/invoke(mob/living/user, successfuluse = 1)
var/list/dat = list()
dat += "<B>There are [uses] bloody runes on the parchment.</B><BR>"
dat += "Please choose the chant to be imbued into the fabric of reality.<BR>"
dat += "<HR>"
for(var/s in possible_summons)
var/datum/cult_supply/S = s
dat += "<a href='?src=\ref[src];id=[initial(S.id)]'>[initial(S.invocation)]</a> - [initial(S.desc)]<br>"
var/datum/browser/popup = new(user, "talisman", "", 400, 400)
popup.set_content(dat.Join(""))
popup.open()
return 0
/obj/item/weapon/paper/talisman/supply/Topic(href, href_list)
world.log << "[usr], [href], [href_list]"
if(QDELETED(src) || usr.incapacitated() || !in_range(src, usr))
return
var/id = href_list["id"]
var/datum/cult_supply/match
for(var/s in possible_summons)
var/datum/cult_supply/S = s
if(initial(S.id) == id)
match = S
break
if(!match)
to_chat(usr, "<span class='userdanger'>The fabric of reality quivers in agony.</span>")
return
var/turf/T = get_turf(src)
var/summon_type = initial(match.summon_type)
var/atom/movable/AM = new summon_type(T)
if(istype(AM, /obj/item))
usr.put_in_hands(AM)
uses--
if(uses <= 0)
to_chat(usr, "<span class='warning'>[src] crumbles to dust.</span>")
burn()
/obj/item/weapon/paper/talisman/supply/weak
cultist_name = "Lesser Supply Talisman"
uses = 2
/obj/item/weapon/paper/talisman/supply/weak/Initialize(mapload)
. = ..()
// no runed metal from lesser talismans.
possible_summons -= /datum/cult_supply/metal
/datum/cult_supply
var/id = "used_popcorn"
var/invocation = "Pla'ceho'lder."
var/desc = "Summons a generic supply item, to aid the cult."
var/summon_type = /obj/item/trash/popcorn // wait this isn't useful
/datum/cult_supply/tome
id = "arcane_tome"
invocation = "N'ath reth sh'yro eth d'raggathnor!"
desc = "Summons an arcane tome, used to scribe runes."
summon_type = /obj/item/weapon/tome
/datum/cult_supply/metal
id = "runed_metal"
invocation = "Bar'tea eas!"
desc = "Provides 5 runed metal, which can build a variety of cult structures."
summon_type = /obj/item/stack/sheet/runed_metal/five
/datum/cult_supply/talisman/teleport
id = "teleport_talisman"
invocation = "Sas'so c'arta forbici!"
desc = "Allows you to move to a selected teleportation rune."
summon_type = /obj/item/weapon/paper/talisman/teleport
/datum/cult_supply/talisman/emp
id = "emp_talisman"
invocation = "Ta'gh fara'qha fel d'amar det!"
desc = "Allows you to destroy technology in a short range."
summon_type = /obj/item/weapon/paper/talisman/emp
/datum/cult_supply/talisman/stun
id = "stun_talisman"
invocation = "Fuu ma'jin!"
desc = "Allows you to stun a person by attacking them with the talisman. Does not work on people holding a holy weapon!"
summon_type = /obj/item/weapon/paper/talisman/stun
/datum/cult_supply/talisman/veil
id = "veil_talisman"
invocation = "Kla'atu barada nikt'o!"
desc = "Two use talisman, first use makes all nearby runes invisible, secnd use reveals nearby hidden runes."
summon_type = /obj/item/weapon/paper/talisman/true_sight
/datum/cult_supply/soulstone
id = "soulstone"
invocation = "Kal'om neth!"
desc = "Summons a soul stone, used to capture the spirits of dead or dying humans."
summon_type = /obj/item/device/soulstone
/datum/cult_supply/construct_shell
id = "construct_shell"
invocation = "Daa'ig osk!"
desc = "Summons a construct shell for use with soulstone-captured souls. It is too large to carry on your person."
summon_type = /obj/structure/constructshell
+3 -70
View File
@@ -45,74 +45,6 @@
var/mob/living/carbon/C = user
C.apply_damage(10, BRUTE, "head")
//Supply Talisman: Has a few unique effects. Granted only to starter cultists.
/obj/item/weapon/paper/talisman/supply
cultist_name = "Supply Talisman"
cultist_desc = "A multi-use talisman that can create various objects. Intended to increase the cult's strength early on."
invocation = null
uses = 3
/obj/item/weapon/paper/talisman/supply/invoke(mob/living/user, successfuluse = 1)
var/dat = "<B>There are [uses] bloody runes on the parchment.</B><BR>"
dat += "Please choose the chant to be imbued into the fabric of reality.<BR>"
dat += "<HR>"
dat += "<A href='?src=\ref[src];rune=newtome'>N'ath reth sh'yro eth d'raggathnor!</A> - Summons an arcane tome, used to scribe runes and communicate with other cultists.<BR>"
dat += "<A href='?src=\ref[src];rune=metal'>Bar'tea eas!</A> - Provides 5 runed metal.<BR>"
dat += "<A href='?src=\ref[src];rune=teleport'>Sas'so c'arta forbici!</A> - Allows you to move to a selected teleportation rune.<BR>"
dat += "<A href='?src=\ref[src];rune=emp'>Ta'gh fara'qha fel d'amar det!</A> - Allows you to destroy technology in a short range.<BR>"
dat += "<A href='?src=\ref[src];rune=runestun'>Fuu ma'jin!</A> - Allows you to stun a person by attacking them with the talisman.<BR>"
dat += "<A href='?src=\ref[src];rune=veiling'>Kla'atu barada nikt'o!</A> - Two use talisman, first use makes all nearby runes invisible, second use reveals nearby hidden runes.<BR>"
dat += "<A href='?src=\ref[src];rune=soulstone'>Kal'om neth!</A> - Summons a soul stone, used to capure the spirits of dead or dying humans.<BR>"
dat += "<A href='?src=\ref[src];rune=construct'>Daa'ig osk!</A> - Summons a construct shell for use with soulstone-captured souls. It is too large to carry on your person.<BR>"
var/datum/browser/popup = new(user, "talisman", "", 400, 400)
popup.set_content(dat)
popup.open()
return 0
/obj/item/weapon/paper/talisman/supply/Topic(href, href_list)
if(src)
if(usr.stat || usr.restrained() || !in_range(src, usr))
return
if(href_list["rune"])
switch(href_list["rune"])
if("newtome")
var/obj/item/weapon/tome/T = new(usr)
usr.put_in_hands(T)
if("metal")
if(istype(src, /obj/item/weapon/paper/talisman/supply/weak))
usr.visible_message("<span class='cultitalic'>Lesser supply talismans lack the strength to materialize runed metal!</span>")
return
var/obj/item/stack/sheet/runed_metal/R = new(usr,5)
usr.put_in_hands(R)
if("teleport")
var/obj/item/weapon/paper/talisman/teleport/T = new(usr)
usr.put_in_hands(T)
if("emp")
var/obj/item/weapon/paper/talisman/emp/T = new(usr)
usr.put_in_hands(T)
if("runestun")
var/obj/item/weapon/paper/talisman/stun/T = new(usr)
usr.put_in_hands(T)
if("soulstone")
var/obj/item/device/soulstone/T = new(usr)
usr.put_in_hands(T)
if("construct")
new /obj/structure/constructshell(get_turf(usr))
if("veiling")
var/obj/item/weapon/paper/talisman/true_sight/T = new(usr)
usr.put_in_hands(T)
src.uses--
if(src.uses <= 0)
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.drop_item()
visible_message("<span class='warning'>[src] crumbles to dust.</span>")
qdel(src)
/obj/item/weapon/paper/talisman/supply/weak
cultist_name = "Lesser Supply Talisman"
uses = 2
//Rite of Translocation: Same as rune
/obj/item/weapon/paper/talisman/teleport
cultist_name = "Talisman of Teleportation"
@@ -147,9 +79,10 @@
if(is_blocked_turf(target, TRUE))
to_chat(user, "<span class='warning'>The target rune is blocked. Attempting to teleport to it would be massively unwise.</span>")
return ..(user, 0)
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear in a flash of red light!</span>", \
"<span class='cultitalic'>You speak the words of the talisman and find yourself somewhere else!</span>")
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear with a sharp crack!</span>", \
"<span class='cultitalic'>You speak the words of the talisman and find yourself somewhere else!</span>", "<i>You hear a sharp crack.</i>")
user.forceMove(target)
target.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
return ..()
+1 -1
View File
@@ -2,7 +2,7 @@
name = "devil"
config_tag = "devil"
antag_flag = ROLE_DEVIL
protected_jobs = list("Lawyer", "Librarian", "Chaplain", "Head of Security", "Captain", "AI")
protected_jobs = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
required_players = 0
required_enemies = 1
recommended_enemies = 4
+2 -1
View File
@@ -85,7 +85,6 @@
SSblackbox.set_details("game_mode","[SSticker.mode]")
if(GLOB.revdata.commit)
SSblackbox.set_details("revision","[GLOB.revdata.commit]")
SSblackbox.set_details("server_ip","[world.internet_address]:[world.port]")
if(report)
addtimer(CALLBACK(src, .proc/send_intercept, 0), rand(waittime_l, waittime_h))
generate_station_goals()
@@ -258,6 +257,8 @@
if(escaped_total > 0)
SSblackbox.set_val("escaped_total",escaped_total)
send2irc("Server", "Round just ended.")
if(cult.len && !istype(SSticker.mode,/datum/game_mode/cult))
datum_cult_completion()
return 0
+23
View File
@@ -1,3 +1,5 @@
#define DOM_BLOCKED_SPAM_CAP 6
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
@@ -13,9 +15,20 @@
var/datum/gang/gang
var/operating = 0 //0=standby or broken, 1=takeover
var/warned = 0 //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/proc/dominator_excessive_walls(atom/A)
var/open = 0
for(var/turf/T in circleviewturfs(center=A,radius=3))
if(!istype(T, /turf/closed))
open++
if(open < 40)
return TRUE
else
return FALSE
/obj/machinery/dominator/tesla_act()
qdel(src)
@@ -48,6 +61,16 @@
if(gang && gang.is_dominating)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(dominator_excessive_walls(src))
gang.domination_timer += 2
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
+5 -3
View File
@@ -249,7 +249,7 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
return gang_bosses
/proc/determine_domination_time(var/datum/gang/G)
return max(180,900 - (round((G.territory.len/GLOB.start_state.num_territories)*100, 1) * 12))
return max(180,480 - (round((G.territory.len/GLOB.start_state.num_territories)*100, 1) * 9))
//////////////////////////////////////////////////////////////////////
//Announces the end of the game with all relavent information stated//
@@ -312,7 +312,9 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
G.domination(0.5)
priority_announce("Multiple station takeover attempts have made simultaneously. Conflicting takeover attempts appears to have restarted.","Network Alert")
else
var/datum/gang/G = winners[1]
G.is_dominating = FALSE
SSticker.mode.explosion_in_progress = 1
SSticker.station_explosion_cinematic(1)
SSticker.station_explosion_cinematic(1,"gang war", null)
SSticker.mode.explosion_in_progress = 0
SSticker.force_ending = pick(winners)
SSticker.force_ending = TRUE
+52 -27
View File
@@ -108,10 +108,16 @@
/datum/gang_item/weapon/ammo/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return "&nbsp;&#8627;" + ..() //this is pretty hacky but it looks nice on the popup
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 3
item_path = /obj/item/weapon/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 10
cost = 5
item_path = /obj/item/weapon/switchblade
/datum/gang_item/weapon/pistol
@@ -125,6 +131,18 @@
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = ".50cal Sniper Rifle"
id = "sniper"
cost = 40
item_path = /obj/item/weapon/gun/ballistic/automatic/sniper_rifle
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Standard .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
@@ -138,30 +156,8 @@
id = "uzi_ammo"
cost = 40
item_path = /obj/item/ammo_box/magazine/uzim9mm
//SLEEPING CARP
/datum/gang_item/weapon/bostaff
name = "Bo Staff"
id = "bostaff"
cost = 10
item_path = /obj/item/weapon/twohanded/bostaff
/datum/gang_item/weapon/sleeping_carp_scroll
name = "Sleeping Carp Scroll (one-use)"
id = "sleeping_carp_scroll"
cost = 30
item_path = /obj/item/weapon/sleeping_carp_scroll
spawn_msg = "<span class='notice'>Anyone who reads the <b>sleeping carp scroll</b> will learn secrets of the sleeping carp martial arts style.</span>"
/datum/gang_item/weapon/wrestlingbelt
name = "Wrestling Belt"
id = "wrastling_belt"
cost = 20
item_path = /obj/item/weapon/storage/belt/champion/wrestling
spawn_msg = "<span class='notice'>Anyone wearing the <b>wresting belt</b> will know how to be effective with wrestling.</span>"
///////////////////
//EQUIPMENT
///////////////////
@@ -175,6 +171,12 @@
id = "spraycan"
cost = 5
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/weapon/sharpener
/datum/gang_item/equipment/necklace
name = "Gold Necklace"
@@ -182,12 +184,31 @@
cost = 1
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 5
item_path = /obj/item/weapon/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 10
cost = 7
item_path = /obj/item/weapon/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 10
item_path = /obj/item/weapon/grenade/syndieminibomb/concussion/frag
/datum/gang_item/equipment/stimpack
name = "Black Market Stimulants"
id = "stimpack"
cost = 15
item_path = /obj/item/weapon/reagent_containers/syringe/stimulants
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
@@ -284,7 +305,11 @@
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
if(dominator_excessive_walls(user))
to_chat(user, "span class='warning'>The <b>dominator</b> will not function here! The <b>dominator</b> requires an open space within three standard units so that walls do not interfere with the signal.</span>")
return FALSE
if(!(usrarea.type in gang.territory|gang.territory_new))
to_chat(user, "<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
@@ -20,7 +20,7 @@
explanation_text = "Your brain is broken... you can only communicate in"
/datum/objective/abductee/speech/New()
var/style = pick(list("pantomime", "rhyme", "haiku", "extended metaphors", "riddles", "extremely literal terms", "sound effects", "military jargon"))
var/style = pick(list("pantomime", "rhyme", "haiku", "extended metaphors", "riddles", "extremely literal terms", "sound effects", "military jargon", "three word sentences"))
explanation_text+= " [style]."
/datum/objective/abductee/capture
@@ -146,3 +146,25 @@
/datum/objective/abductee/sixthsense
explanation_text = "You died back there and went to heaven... or is it hell? No one here seems to know they're dead. Convince them, and maybe you can escape this limbo."
/datum/objective/abductee/toupefallacy
explanation_text = "There are alien parasites masquerading as people's hair. Save people from this invasion."
/datum/objective/abductee/everyoneisthesame
explanation_text = "There is only one other person in existence, he is just really good at pretending to be multiple people."
/datum/objective/abductee/forbiddennumber
explanation_text = "Numbers, how do they work?" //Shouldn't ever see this.
/datum/objective/abductee/forbiddennumber/New()
var/number = rand(2,10)
explanation_text = "Ignore anything in a set of [number], they don't exist."
/datum/objective/abductee/foreignname
explanation_text = "No matter how they say it, other people keep mispronouncing your name. Be sure to correct them whenever possible."
/datum/objective/abductee/pairoff
explanation_text = "Being alone and in large groups are both frightening. Try to be alone with only one other person whenever possible."
/datum/objective/abductee/takeblame
explanation_text = "Try to get formally executed for a crime you didn't commit, without a false confession."
@@ -116,12 +116,13 @@
else
dat += "<h3>Subject Status : </h3>"
dat += "[occupant.name] => "
switch(occupant.stat)
if(0)
var/mob/living/mob_occupant = occupant
switch(mob_occupant.stat)
if(CONSCIOUS)
dat += "<span class='good'>Conscious</span>"
if(1)
if(UNCONSCIOUS)
dat += "<span class='average'>Unconscious</span>"
else
else // DEAD
dat += "<span class='bad'>Deceased</span>"
dat += "<br>"
dat += "[flash]"
@@ -146,9 +147,11 @@
if(href_list["close"])
close_machine()
return
if(occupant && occupant.stat != DEAD)
if(href_list["experiment"])
flash = Experiment(occupant,href_list["experiment"])
if(occupant)
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat != DEAD)
if(href_list["experiment"])
flash = Experiment(occupant,href_list["experiment"])
updateUsrDialog()
add_fingerprint(usr)
@@ -62,7 +62,7 @@
icon = 'icons/mob/swarmer.dmi'
desc = "A robot of unknown design, they seek only to consume materials and replicate themselves indefinitely."
speak_emote = list("tones")
initial_languages = list(/datum/language/swarmer)
initial_language_holder = /datum/language_holder/swarmer
bubble_icon = "swarmer"
health = 40
maxHealth = 40
@@ -14,7 +14,7 @@
var/icon_reveal = "revenant_revealed"
var/icon_stun = "revenant_stun"
var/icon_drain = "revenant_draining"
var/stasis = 0
var/stasis = FALSE
incorporeal_move = 3
invisibility = INVISIBILITY_REVENANT
health = INFINITY //Revenants don't use health, they use essence instead
@@ -205,6 +205,7 @@
/mob/living/simple_animal/revenant/death()
if(!revealed || stasis) //Revenants cannot die if they aren't revealed //or are already dead
return 0
stasis = TRUE
to_chat(src, "<span class='revendanger'>NO! No... it's too late, you can feel your essence [pick("breaking apart", "drifting away")]...</span>")
notransform = TRUE
revealed = TRUE
@@ -222,8 +223,7 @@
R.client_to_revive = client //If the essence reforms, the old revenant is put back in the body
R.revenant = src
invisibility = INVISIBILITY_ABSTRACT
revealed = 0
stasis = 1
revealed = FALSE
ghostize(0)//Don't re-enter invisible corpse
return
@@ -317,7 +317,7 @@
incorporeal_move = 3
invisibility = INVISIBILITY_REVENANT
alpha=255
stasis = 0
stasis = FALSE
//reforming
+6 -2
View File
@@ -17,6 +17,7 @@
var/atom/movable/constant_target = null //The thing we're always focused on, if we're in the right mode
var/target_x = 0 //The target coordinates if we're tracking those
var/target_y = 0
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/nuke_warning = FALSE // If we've set off a miniature alarm about an armed nuke
var/mode = TRACK_NUKE_DISK //What are we looking for?
@@ -111,7 +112,7 @@
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
target = closest_operative
if(TRACK_ATOM)
if(TRACK_ATOM)
if(constant_target)
target = constant_target
if(TRACK_COORDINATES)
@@ -129,7 +130,7 @@
if(here.z != there.z)
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
if(here == there)
if(get_dist_euclidian(here,there)<=minimum_range)
icon_state = "pinon[nuke_warning ? "alert" : ""]direct"
else
setDir(get_dir(here, there))
@@ -171,3 +172,6 @@
desc = "An integrated tracking device, jury-rigged to search for living Syndicate operatives."
mode = TRACK_OPERATIVES
flags = NODROP
+20 -11
View File
@@ -67,7 +67,14 @@
/datum/objective/proc/update_explanation_text()
//Default does nothing, override where needed
/datum/objective/proc/give_special_equipment()
/datum/objective/proc/give_special_equipment(special_equipment)
if(owner && owner.current)
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
var/list/slots = list ("backpack" = slot_in_backpack)
for(var/eq_path in special_equipment)
var/obj/O = new eq_path
H.equip_in_one_of_slots(O, slots)
/datum/objective/assassinate
var/target_role_type=0
@@ -94,6 +101,14 @@
else
explanation_text = "Free Objective"
/datum/objective/assassinate/internal
var/stolen = 0 //Have we already eliminated this target?
/datum/objective/assassinate/internal/update_explanation_text()
..()
if(target && !target.current)
explanation_text = "Assassinate [target.name], who was obliterated"
/datum/objective/mutiny
var/target_role_type=0
@@ -468,7 +483,7 @@ GLOBAL_LIST_EMPTY(possible_items)
steal_target = targetinfo.targetitem
explanation_text = "Steal [targetinfo.name]."
dangerrating = targetinfo.difficulty
give_special_equipment()
give_special_equipment(targetinfo.special_equipment)
return steal_target
else
explanation_text = "Free objective"
@@ -511,15 +526,6 @@ GLOBAL_LIST_EMPTY(possible_items)
return 1
return 0
/datum/objective/steal/give_special_equipment()
if(owner && owner.current && targetinfo)
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
var/list/slots = list ("backpack" = slot_in_backpack)
for(var/eq_path in targetinfo.special_equipment)
var/obj/O = new eq_path
H.equip_in_one_of_slots(O, slots)
GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/steal/special //ninjas are so special they get their own subtype good for them
@@ -695,6 +701,9 @@ GLOBAL_LIST_EMPTY(possible_items_special)
explanation_text = "Destroy [target.name], the experimental AI."
else
explanation_text = "Free Objective"
/datum/objective/destroy/internal
var/stolen = FALSE //Have we already eliminated this target?
/datum/objective/steal_five_of_type
explanation_text = "Steal at least five items!"
+197 -10
View File
@@ -1,9 +1,13 @@
#define PINPOINTER_MINIMUM_RANGE 15
#define PINPOINTER_EXTRA_RANDOM_RANGE 10
#define PINPOINTER_PING_TIME 40
/datum/game_mode/traitor/internal_affairs
name = "Internal Affairs"
config_tag = "internal_affairs"
employer = "Internal Affairs"
required_players = 25
required_enemies = 5
required_players = 25
required_enemies = 5
recommended_enemies = 8
reroll_friendly = 0
traitor_name = "Nanotrasen Internal Affairs Agent"
@@ -18,15 +22,189 @@
var/list/target_list = list()
var/list/late_joining_list = list()
/datum/game_mode/traitor/internal_affairs/post_setup()
var/i = 0
for(var/datum/mind/traitor in traitors)
i++
if(i + 1 > traitors.len)
i = 0
target_list[traitor] = traitors[i + 1]
target_list[traitor] = traitors[i+1]
..()
/datum/status_effect/agent_pinpointer
id = "agent_pinpointer"
duration = -1
tick_interval = PINPOINTER_PING_TIME
alert_type = /obj/screen/alert/status_effect/agent_pinpointer
var/minimum_range = PINPOINTER_MINIMUM_RANGE
var/mob/scan_target = null
/obj/screen/alert/status_effect/agent_pinpointer
name = "Internal Affairs Integrated Pinpointer"
desc = "Even stealthier than a normal implant."
icon = 'icons/obj/device.dmi'
icon_state = "pinon"
/datum/status_effect/agent_pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
if(!scan_target)
linked_alert.icon_state = "pinonnull"
return
var/turf/here = get_turf(owner)
var/turf/there = get_turf(scan_target)
if(here.z != there.z)
linked_alert.icon_state = "pinonnull"
return
if(get_dist_euclidian(here,there)<=minimum_range + rand(0, PINPOINTER_EXTRA_RANDOM_RANGE))
linked_alert.icon_state = "pinondirect"
else
linked_alert.setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
linked_alert.icon_state = "pinonclose"
if(9 to 16)
linked_alert.icon_state = "pinonmedium"
if(16 to INFINITY)
linked_alert.icon_state = "pinonfar"
/datum/status_effect/agent_pinpointer/proc/scan_for_target()
scan_target = null
if(owner)
if(owner.mind)
if(owner.mind.objectives)
for(var/datum/objective/objective_ in owner.mind.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
var/mob/current = objective.target.current
if(current&&current.stat!=DEAD)
scan_target = current
break
/datum/status_effect/agent_pinpointer/tick()
if(!owner)
qdel(src)
return
scan_for_target()
point_to_target()
/proc/give_pinpointer(datum/mind/owner)
if(owner && owner.current)
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer)
/datum/internal_agent_state
var/traitored = FALSE
var/datum/mind/owner = null
var/list/datum/mind/targets_stolen = list()
/proc/is_internal_objective(datum/objective/O)
return (istype(O, /datum/objective/assassinate/internal)||istype(O, /datum/objective/destroy/internal))
/proc/replace_escape_objective(datum/mind/owner)
if(!owner||!owner.objectives)
return
for (var/objective_ in owner.objectives)
if(!(istype(objective_, /datum/objective/escape)||istype(objective_,/datum/objective/survive)))
continue
owner.objectives -= objective_
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
owner.objectives += martyr_objective
/proc/reinstate_escape_objective(datum/mind/owner)
if(!owner||!owner.objectives)
return
for (var/objective_ in owner.objectives)
if(!istype(objective_, /datum/objective/martyr))
continue
owner.objectives -= objective_
if(issilicon(owner))
var/datum/objective/survive/survive_objective = new
survive_objective.owner = owner
owner.objectives += survive_objective
else
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
owner.objectives += escape_objective
/datum/internal_agent_state/proc/steal_targets(datum/mind/victim)
if(!owner.current||owner.current.stat==DEAD) //Should already be guaranteed if this is only called from steal_targets_timer_func, but better to be safe code than sorry code
return
var/already_traitored = traitored
to_chat(owner.current, "<span class='userdanger'> Target eliminated: [victim.name]</span>")
for(var/objective_ in victim.objectives)
if(istype(objective_, /datum/objective/assassinate/internal))
var/datum/objective/assassinate/internal/objective = objective_
if(objective.target==owner)
traitored = TRUE
else if(targets_stolen.Find(objective.target) == 0)
var/datum/objective/assassinate/internal/new_objective = new
new_objective.owner = owner
new_objective.target = objective.target
new_objective.update_explanation_text()
owner.objectives += new_objective
targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
else if(istype(objective_, /datum/objective/destroy/internal))
var/datum/objective/destroy/internal/objective = objective_
var/datum/objective/destroy/internal/new_objective = new
if(objective.target==owner)
traitored = TRUE
else if(targets_stolen.Find(objective.target) == 0)
new_objective.owner = owner
new_objective.target = objective.target
new_objective.update_explanation_text()
owner.objectives += new_objective
targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
if(traitored&&!already_traitored)
for(var/objective_ in owner.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
if(!objective.check_completion())
traitored = FALSE
return
to_chat(owner.current,"<span class='userdanger'> All the other agents are dead, and you're the last loose end. Stage a Syndicate terrorist attack to cover up for today's events. You no longer have any limits on collateral damage.</span>")
replace_escape_objective(owner)
/datum/internal_agent_state/proc/steal_targets_timer_func()
if(owner&&owner.current&&owner.current.stat!=DEAD)
for(var/objective_ in owner.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
if(!objective.target)
continue
if(objective.check_completion())
if(objective.stolen)
continue
else
steal_targets(objective.target)
objective.stolen = TRUE
else
if(objective.stolen)
var/fail_msg = "<span class='userdanger'>Your sensors tell you that [objective.target.current.real_name], one of the targets you were meant to have killed, pulled one over on you, and is still alive - do the job properly this time! </span>"
if(traitored)
fail_msg += "<span class='userdanger'> The truth could still slip out!</font><B><font size=5 color=red> Cease any terrorist actions as soon as possible, unneeded property damage or loss of employee life will lead to your contract being terminated.</span>"
reinstate_escape_objective(owner)
traitored = FALSE
to_chat(owner.current, fail_msg)
objective.stolen = FALSE
add_steal_targets_timer(owner)
/datum/internal_agent_state/proc/add_steal_targets_timer()
var/datum/callback/C = new(src, .steal_targets_timer_func)
addtimer(C, 30)
/datum/game_mode/traitor/internal_affairs/forge_traitor_objectives(datum/mind/traitor)
if(target_list.len && target_list[traitor]) // Is a double agent
@@ -34,13 +212,13 @@
// Assassinate
var/datum/mind/target_mind = target_list[traitor]
if(issilicon(target_mind.current))
var/datum/objective/destroy/destroy_objective = new
var/datum/objective/destroy/internal/destroy_objective = new
destroy_objective.owner = traitor
destroy_objective.target = target_mind
destroy_objective.update_explanation_text()
traitor.objectives += destroy_objective
else
var/datum/objective/assassinate/kill_objective = new
var/datum/objective/assassinate/internal/kill_objective = new
kill_objective.owner = traitor
kill_objective.target = target_mind
kill_objective.update_explanation_text()
@@ -55,6 +233,11 @@
var/datum/objective/escape/escape_objective = new
escape_objective.owner = traitor
traitor.objectives += escape_objective
var/datum/internal_agent_state/state = new
state.owner=traitor
state.add_steal_targets_timer()
if(!issilicon(traitor.current))
give_pinpointer(traitor)
else
..() // Give them standard objectives.
@@ -106,14 +289,18 @@
/datum/game_mode/traitor/internal_affairs/greet_traitor(datum/mind/traitor)
var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "embezzlement", "piloting under the influence", "dereliction of duty", "syndicate collaboration", "mutiny", "multiple homicides", "corporate espionage", "recieving bribes", "malpractice", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting their manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
to_chat(traitor.current, "<B><font size=3 color=red>You are the [traitor_name].</font></B>")
to_chat(traitor.current, "<B><font size=3 color=red>Your target is suspected of [crime], and you have been tasked with eliminating them by any means necessary to avoid a costly and embarrassing public trial.</font></B>")
to_chat(traitor.current, "<span class='userdanger'>You are the [traitor_name].</span>")
to_chat(traitor.current, "<span class='userdanger'>Your target is suspected of [crime], and you have been tasked with eliminating them by any means necessary to avoid a costly and embarrassing public trial.</span>")
to_chat(traitor.current, "<B><font size=5 color=red>While you have a license to kill, unneeded property damage or loss of employee life will lead to your contract being terminated.</font></B>")
to_chat(traitor.current, "<B><font size=3 color=red>For the sake of plausible deniability, you have been equipped with an array of captured Syndicate weaponry available via uplink.</font></B>")
to_chat(traitor.current, "<B><font size=3 color=red>Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them.</font></B>")
to_chat(traitor.current, "<span class='userdanger'>For the sake of plausible deniability, you have been equipped with an array of captured Syndicate weaponry available via uplink.</span>")
to_chat(traitor.current, "<span class='userdanger'>Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them.</span>")
traitor.announce_objectives()
/datum/game_mode/traitor/internal_affairs/give_codewords(mob/living/traitor_mob)
return
return
#undef PINPOINTER_EXTRA_RANDOM_RANGE
#undef PINPOINTER_MINIMUM_RANGE
#undef PINPOINTER_PING_TIME
+14 -5
View File
@@ -54,7 +54,7 @@
if(!ishuman(M))//If target is not a human.
return ..()
if(iscultist(M))
to_chat(user, "<span class='cultlarge'>\"Come now, do not capture your fellow's soul.\"</span>")
to_chat(user, "<span class='cultlarge'>\"Come now, do not capture your bretheren's soul.\"</span>")
return
add_logs(user, M, "captured [M.name]'s soul", src)
@@ -132,11 +132,11 @@
if("VICTIM")
var/mob/living/carbon/human/T = target
if(SSticker.mode.name == "cult" && T.mind == SSticker.mode:sacrifice_target)
if(is_sacrifice_target(T.mind))
if(iscultist(user))
to_chat(user, "<span class='cult'><b>\"This soul is mine.</b></span> <span class='cultlarge'>SACRIFICE THEM!\"</span>")
else
to_chat(user, "<span class='danger'>The soulstone doesn't work for no apparent reason.</span>")
to_chat(user, "<span class='danger'>The soulstone seems to reject this soul.</span>")
return 0
if(contents.len)
to_chat(user, "<span class='userdanger'>Capture failed!</span>: The soulstone is full! Free an existing soul to make room.")
@@ -188,7 +188,10 @@
else
makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder/noncult, A, user, 0, T.loc)
for(var/datum/mind/B in SSticker.mode.cult)
if(B == A.mind)
SSticker.mode.cult -= A.mind
SSticker.mode.update_cult_icons_removed(A.mind)
qdel(T)
user.drop_item()
qdel(src)
@@ -200,6 +203,9 @@
var/mob/living/simple_animal/hostile/construct/newstruct = new ctype((loc_override) ? (loc_override) : (get_turf(target)))
if(stoner)
newstruct.faction |= "\ref[stoner]"
newstruct.master = stoner
var/datum/action/innate/seek_master/SM = new()
SM.Grant(newstruct)
newstruct.key = target.key
if(newstruct.mind && ((stoner && iscultist(stoner)) || cultoverride) && SSticker && SSticker.mode)
SSticker.mode.add_cultist(newstruct.mind, 0)
@@ -207,6 +213,9 @@
to_chat(newstruct, "<b>You are still bound to serve the cult[stoner ? " and [stoner]":""], follow their orders and help them complete their goals at all costs.</b>")
else if(stoner)
to_chat(newstruct, "<b>You are still bound to serve your creator, [stoner], follow their orders and help them complete their goals at all costs.</b>")
newstruct.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
var/obj/screen/alert/bloodsense/BS = newstruct.alerts["bloodsense"]
BS.Cviewer = newstruct
newstruct.cancel_camera()
@@ -244,7 +253,7 @@
break
if(!chosen_ghost) //Failing that, we grab a ghost
var/list/consenting_candidates = pollCandidates("Would you like to play as a Shade?", "Cultist", null, ROLE_CULTIST, poll_time = 50)
var/list/consenting_candidates = pollGhostCandidates("Would you like to play as a Shade?", "Cultist", null, ROLE_CULTIST, poll_time = 50)
if(consenting_candidates.len)
chosen_ghost = pick(consenting_candidates)
if(!T)
+4
View File
@@ -778,6 +778,9 @@
icon_state ="booksmoke"
desc = "This book is overflowing with the dank arts."
/obj/item/weapon/spellbook/oneuse/smoke/lesser //Chaplain smoke book
spell = /obj/effect/proc_holder/spell/targeted/smoke/lesser
/obj/item/weapon/spellbook/oneuse/smoke/recoil(mob/user)
..()
to_chat(user,"<span class='caution'>Your stomach rumbles...</span>")
@@ -786,6 +789,7 @@
if(user.nutrition <= 0)
user.nutrition = 0
/obj/item/weapon/spellbook/oneuse/blind
spell = /obj/effect/proc_holder/spell/targeted/trigger/blind
spellname = "blind"