Merge pull request #10623 from Putnam3145/antag-overhaul
Better antag objectives: for real this time
This commit is contained in:
@@ -214,4 +214,4 @@ GLOBAL_VAR(antag_prototypes)
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var/datum/browser/panel = new(usr, "traitorpanel", "", 600, 600)
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panel.set_content(out)
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panel.open()
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return
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return
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@@ -20,6 +20,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
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var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
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var/show_name_in_check_antagonists = FALSE //Will append antagonist name in admin listings - use for categories that share more than one antag type
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var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
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/datum/antagonist/New()
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GLOB.antagonists += src
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@@ -70,6 +71,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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greet()
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apply_innate_effects()
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give_antag_moodies()
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remove_blacklisted_quirks()
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if(is_banned(owner.current) && replace_banned)
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replace_banned_player()
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@@ -117,6 +119,17 @@ GLOBAL_LIST_EMPTY(antagonists)
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return
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SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
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/datum/antagonist/proc/remove_blacklisted_quirks()
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var/mob/living/L = owner
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if(istype(L))
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var/list/cut = list()
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cut = SSquirks.filter_quirks(L.roundstart_quirks,blacklisted_quirks)
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for(var/q in cut)
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var/datum/quirk/Q = q
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if(Q.antag_removal_text)
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to_chat(L, "<span class='boldannounce'>[Q.antag_removal_text]</span>")
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L.remove_quirk(Q.type)
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//Returns the team antagonist belongs to if any.
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/datum/antagonist/proc/get_team()
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return
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@@ -134,7 +147,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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if(objectives.len)
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report += printobjectives(objectives)
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for(var/datum/objective/objective in objectives)
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if(!objective.check_completion())
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if(objective.completable && !objective.check_completion())
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objectives_complete = FALSE
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break
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@@ -36,11 +36,17 @@
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var/win = TRUE
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var/objective_count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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else
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
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else
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
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objective_count++
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if(win)
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report += "<span class='greentext'>The [name] was successful!</span>"
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@@ -108,11 +108,17 @@
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var/win = TRUE
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var/objective_count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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else
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
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else
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
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objective_count++
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if(win)
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parts += "<span class='greentext'>The blood brothers were successful!</span>"
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@@ -54,8 +54,10 @@
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var/honorific
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if(owner.current.gender == FEMALE)
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honorific = "Ms."
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else
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else if(owner.current.gender == MALE)
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honorific = "Mr."
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else
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honorific = "Mx."
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if(GLOB.possible_changeling_IDs.len)
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changelingID = pick(GLOB.possible_changeling_IDs)
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GLOB.possible_changeling_IDs -= changelingID
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@@ -552,11 +554,17 @@
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if(objectives.len)
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var/count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</b></span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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changelingwin = FALSE
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else
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
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else
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parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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changelingwin = 0
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parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
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count++
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if(changelingwin)
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@@ -0,0 +1,19 @@
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/datum/antagonist/collector
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name = "Contraband Collector"
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show_in_antagpanel = FALSE
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show_name_in_check_antagonists = FALSE
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blacklisted_quirks = list() // no blacklist, these guys are harmless
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/datum/antagonist/collector/proc/forge_objectives()
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var/datum/objective/hoard/collector/O = new
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O.owner = owner
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O.find_target()
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objectives += O
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/datum/antagonist/collector/on_gain()
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forge_objectives()
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. = ..()
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/datum/antagonist/collector/greet()
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to_chat(owner, "<B>You are a contraband collector!</B>")
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owner.announce_objectives()
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@@ -425,10 +425,16 @@
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parts += "<b>The cultists' objectives were:</b>"
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var/count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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else
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
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else
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parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
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count++
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if(members.len)
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@@ -44,11 +44,17 @@
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var/objectives_text = ""
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var/count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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else
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result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
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else
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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result += "<B>Objective #[count]</B>: [objective.explanation_text]"
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count++
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result += objectives_text
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@@ -63,10 +63,10 @@
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possible_targets.Cut(index,index+1)
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if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
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var/datum/objective/assassinate/O = new /datum/objective/assassinate()
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var/datum/objective/assassinate/once/O = new /datum/objective/assassinate()
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O.owner = owner
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O.target = M
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O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
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O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]. You may let [M.p_they()] live, if they come back from death."
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objectives += O
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else //protect
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var/datum/objective/protect/O = new /datum/objective/protect()
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@@ -74,23 +74,16 @@
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O.target = M
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O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
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objectives += O
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if(4) //debrain/capture
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if(!possible_targets.len) continue
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var/selected = rand(1,possible_targets.len)
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var/datum/mind/M = possible_targets[selected]
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var/is_bad_guy = possible_targets[M]
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possible_targets.Cut(selected,selected+1)
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if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
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var/datum/objective/debrain/O = new /datum/objective/debrain()
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if(4) //flavor
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if(helping_station)
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var/datum/objective/flavor/ninja_helping/O = new /datum/objective/flavor/ninja_helping
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O.owner = owner
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O.target = M
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O.explanation_text = "Steal the brain of [M.current.real_name]."
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O.forge_objective()
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objectives += O
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else //capture
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var/datum/objective/capture/O = new /datum/objective/capture()
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else
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var/datum/objective/flavor/ninja_syndie/O = new /datum/objective/flavor/ninja_helping
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O.owner = owner
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O.gen_amount_goal()
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O.forge_objective()
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objectives += O
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else
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break
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@@ -2,6 +2,7 @@
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name = "Survivalist"
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show_in_antagpanel = FALSE
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show_name_in_check_antagonists = TRUE
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blacklisted_quirks = list(/datum/quirk/nonviolent) // mutes are allowed
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var/greet_message = ""
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/datum/antagonist/survivalist/proc/forge_objectives()
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@@ -19,20 +20,8 @@
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owner.announce_objectives()
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/datum/antagonist/survivalist/guns
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greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, by any means necessary. Kill anyone who gets in your way."
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/datum/antagonist/survivalist/guns/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_guns/guns = new
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guns.owner = owner
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objectives += guns
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..()
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greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, and don't let anyone take them!"
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/datum/antagonist/survivalist/magic
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name = "Amateur Magician"
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greet_message = "Grow your newfound talent! Grab as many magical artefacts as possible, by any means necessary. Kill anyone who gets in your way."
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/datum/antagonist/survivalist/magic/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_magic/magic = new
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magic.owner = owner
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objectives += magic
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..()
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greet_message = "This magic stuff is... so powerful. You want more. More! They want your power. They can't have it! Don't let them have it!"
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@@ -77,19 +77,23 @@
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var/is_hijacker = FALSE
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var/datum/game_mode/dynamic/mode
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var/is_dynamic = FALSE
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var/hijack_prob = 0
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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if(mode.storyteller.flags & NO_ASSASSIN)
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is_hijacker = FALSE
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if(mode.threat >= CONFIG_GET(number/dynamic_hijack_cost))
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hijack_prob = CLAMP(mode.threat_level-50,0,20)
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if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
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is_hijacker = (prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
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is_hijacker = (prob(hijack_prob) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
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else
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var/indice_pop = min(10,round(GLOB.joined_player_list.len/mode.pop_per_requirement)+1)
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is_hijacker = (prob(10) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
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is_hijacker = (prob(hijack_prob) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
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if(mode.storyteller.flags & NO_ASSASSIN)
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is_hijacker = FALSE
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else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
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hijack_prob = 10
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is_hijacker = prob(10)
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var/martyr_chance = prob(20)
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var/martyr_chance = prob(hijack_prob*2)
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var/objective_count = is_hijacker //Hijacking counts towards number of objectives
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if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
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if(!SSticker.mode.exchange_red)
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@@ -170,7 +174,7 @@
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if(istype(SSticker.mode,/datum/game_mode/dynamic))
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mode = SSticker.mode
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is_dynamic = TRUE
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assassin_prob = mode.threat_level*(2/3)
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assassin_prob = max(0,mode.threat_level-20)
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if(prob(assassin_prob))
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if(is_dynamic)
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var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
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@@ -187,22 +191,37 @@
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maroon_objective.owner = owner
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maroon_objective.find_target()
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add_objective(maroon_objective)
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else
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else if(prob(max(0,assassin_prob-20)))
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = owner
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kill_objective.find_target()
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add_objective(kill_objective)
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else
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var/datum/objective/assassinate/once/kill_objective = new
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kill_objective.owner = owner
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kill_objective.find_target()
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add_objective(kill_objective)
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else
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if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
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var/datum/objective/download/download_objective = new
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download_objective.owner = owner
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download_objective.gen_amount_goal()
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add_objective(download_objective)
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else
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else if(prob(40)) // cum. not counting download: 40%.
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = owner
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steal_objective.find_target()
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add_objective(steal_objective)
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else if(prob(100/3)) // cum. not counting download: 20%.
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var/datum/objective/sabotage/sabotage_objective = new
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sabotage_objective.owner = owner
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sabotage_objective.find_target()
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add_objective(sabotage_objective)
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else // cum. not counting download: 40%
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var/datum/objective/flavor/traitor/flavor_objective = new
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flavor_objective.owner = owner
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flavor_objective.forge_objective()
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add_objective(flavor_objective)
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/datum/antagonist/traitor/proc/forge_single_AI_objective()
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.=1
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@@ -369,11 +388,17 @@
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if(objectives.len)//If the traitor had no objectives, don't need to process this.
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var/count = 1
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for(var/datum/objective/objective in objectives)
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if(objective.check_completion())
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else if(completion <= 0)
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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traitorwin = FALSE
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else
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objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
|
||||
else
|
||||
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
traitorwin = FALSE
|
||||
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text]"
|
||||
count++
|
||||
|
||||
if(uplink_true)
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
var/objectives_complete = TRUE
|
||||
if(objectives.len)
|
||||
for(var/datum/objective/objective in objectives)
|
||||
if(!objective.check_completion())
|
||||
if(objective.completable && !objective.check_completion())
|
||||
objectives_complete = FALSE
|
||||
break
|
||||
|
||||
|
||||
@@ -61,9 +61,9 @@
|
||||
owner.current.forceMove(pick(GLOB.wizardstart))
|
||||
|
||||
/datum/antagonist/wizard/proc/create_objectives()
|
||||
var/datum/objective/new_objective = new("Cause as much creative mayhem as you can aboard the station! The more outlandish your methods of achieving this, the better! Make sure there's a decent amount of crew alive to tell of your tale.")
|
||||
new_objective.completed = TRUE //So they can greentext without admin intervention.
|
||||
var/datum/objective/flavor/wizard/new_objective = new
|
||||
new_objective.owner = owner
|
||||
new_objective.forge_objective()
|
||||
objectives += new_objective
|
||||
|
||||
if (!(locate(/datum/objective/escape) in objectives))
|
||||
@@ -94,6 +94,7 @@
|
||||
to_chat(owner, "<span class='boldannounce'>You are the Space Wizard!</span>")
|
||||
to_chat(owner, "<B>The Space Wizards Federation has given you the following tasks:</B>")
|
||||
owner.announce_objectives()
|
||||
to_chat(owner, "<B>These are merely guidelines! The federation are your masters, but you forge your own path!</B>")
|
||||
to_chat(owner, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
|
||||
to_chat(owner, "The spellbook is bound to you, and others cannot use it.")
|
||||
to_chat(owner, "In your pockets you will find a teleport scroll. Use it as needed.")
|
||||
@@ -265,11 +266,17 @@
|
||||
var/count = 1
|
||||
var/wizardwin = 1
|
||||
for(var/datum/objective/objective in objectives)
|
||||
if(objective.check_completion())
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
else if(completion <= 0)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
wizardwin = FALSE
|
||||
else
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='yellowtext'>[completion*100]%</span>"
|
||||
else
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
wizardwin = 0
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
|
||||
count++
|
||||
|
||||
if(wizardwin)
|
||||
|
||||
@@ -102,6 +102,12 @@ GLOBAL_VAR_INIT(summon_magic_triggered, FALSE)
|
||||
var/gun_type = pick(GLOB.summoned_guns)
|
||||
var/obj/item/gun/G = new gun_type(get_turf(H))
|
||||
G.unlock()
|
||||
var/datum/antagonist/survivalist/guns/our_antag_datum = H.mind.has_antag_datum(/datum/antagonist/survivalist/guns)
|
||||
if(our_antag_datum)
|
||||
var/datum/objective/hoard/O = new()
|
||||
O.owner = H
|
||||
O.set_target(G)
|
||||
our_antag_datum.objectives += O
|
||||
playsound(get_turf(H),'sound/magic/summon_guns.ogg', 50, 1)
|
||||
|
||||
var/in_hand = H.put_in_hands(G) // not always successful
|
||||
@@ -128,6 +134,13 @@ GLOBAL_VAR_INIT(summon_magic_triggered, FALSE)
|
||||
var/obj/item/M = new magic_type(get_turf(H))
|
||||
playsound(get_turf(H),'sound/magic/summon_magic.ogg', 50, 1)
|
||||
|
||||
var/datum/antagonist/survivalist/magic/our_antag_datum = H.mind.has_antag_datum(/datum/antagonist/survivalist/magic)
|
||||
if(istype(our_antag_datum))
|
||||
var/datum/objective/hoard/O = new()
|
||||
O.owner = H
|
||||
O.set_target(M)
|
||||
our_antag_datum.objectives += O
|
||||
|
||||
var/in_hand = H.put_in_hands(M)
|
||||
|
||||
to_chat(H, "<span class='warning'>\A [M] appears [in_hand ? "in your hand" : "at your feet"]!</span>")
|
||||
|
||||
Reference in New Issue
Block a user