This commit is contained in:
Ghommie
2019-11-22 18:53:58 +01:00
333 changed files with 4086 additions and 1834 deletions
+6
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@@ -41,6 +41,12 @@
//Create a list global that is initialized as an empty list
#define GLOBAL_LIST_EMPTY(X) GLOBAL_LIST_INIT(X, list())
// Create a typed list global with an initializer expression
#define GLOBAL_LIST_INIT_TYPED(X, Typepath, InitValue) GLOBAL_RAW(/list##Typepath/X); GLOBAL_MANAGED(X, InitValue)
// Create a typed list global that is initialized as an empty list
#define GLOBAL_LIST_EMPTY_TYPED(X, Typepath) GLOBAL_LIST_INIT_TYPED(X, Typepath, list())
//Create a typed global with an initializer expression
#define GLOBAL_DATUM_INIT(X, Typepath, InitValue) GLOBAL_RAW(Typepath/##X); GLOBAL_MANAGED(X, InitValue)
+14
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@@ -147,6 +147,20 @@
#define CANATMOSPASS(A, O) ( A.CanAtmosPass == ATMOS_PASS_PROC ? A.CanAtmosPass(O) : ( A.CanAtmosPass == ATMOS_PASS_DENSITY ? !A.density : A.CanAtmosPass ) )
#define CANVERTICALATMOSPASS(A, O) ( A.CanAtmosPassVertical == ATMOS_PASS_PROC ? A.CanAtmosPass(O, TRUE) : ( A.CanAtmosPassVertical == ATMOS_PASS_DENSITY ? !A.density : A.CanAtmosPassVertical ) )
//OPEN TURF ATMOS
#define OPENTURF_DEFAULT_ATMOS "o2=22;n2=82;TEMP=293.15" //the default air mix that open turfs spawn
#define TCOMMS_ATMOS "n2=100;TEMP=80" //-193,15°C telecommunications. also used for xenobiology slime killrooms
#define AIRLESS_ATMOS "TEMP=2.7" //space
#define FROZEN_ATMOS "o2=22;n2=82;TEMP=180" //-93.15°C snow and ice turfs
#define BURNMIX_ATMOS "o2=2500;plasma=5000;TEMP=370" //used in the holodeck burn test program
//ATMOSPHERICS DEPARTMENT GAS TANK TURFS
#define ATMOS_TANK_N2O "n2o=6000;TEMP=293.15"
#define ATMOS_TANK_CO2 "co2=50000;TEMP=293.15"
#define ATMOS_TANK_PLASMA "plasma=70000;TEMP=293.15"
#define ATMOS_TANK_O2 "o2=100000;TEMP=293.15"
#define ATMOS_TANK_N2 "n2=100000;TEMP=293.15"
#define ATMOS_TANK_AIRMIX "o2=2644;n2=10580;TEMP=293.15"
//LAVALAND
#define LAVALAND_EQUIPMENT_EFFECT_PRESSURE 50 //what pressure you have to be under to increase the effect of equipment meant for lavaland
#define LAVALAND_DEFAULT_ATMOS "o2=14;n2=23;TEMP=300"
+6 -6
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@@ -1,10 +1,10 @@
#define DONATOR_GROUP_TIER_1_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_PATH /datum/config_entry/keyed_list/donator_group/tier_3_donators
#define DONATOR_GROUP_TIER_1_CONFIG_PATH /datum/config_entry/multi_keyed_flag/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_PATH /datum/config_entry/multi_keyed_flag/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_PATH /datum/config_entry/multi_keyed_flag/donator_group/tier_3_donators
#define DONATOR_GROUP_TIER_1_CONFIG_SUBPATH keyed_list/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_SUBPATH keyed_list/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_SUBPATH keyed_list/donator_group/tier_3_donators
#define DONATOR_GROUP_TIER_1_CONFIG_SUBPATH multi_keyed_flag/donator_group/tier_1_donators
#define DONATOR_GROUP_TIER_2_CONFIG_SUBPATH multi_keyed_flag/donator_group/tier_2_donators
#define DONATOR_GROUP_TIER_3_CONFIG_SUBPATH multi_keyed_flag/donator_group/tier_3_donators
#define TIER_1_DONATORS CONFIG_GET(DONATOR_GROUP_TIER_1_CONFIG_SUBPATH)
#define TIER_2_DONATORS CONFIG_GET(DONATOR_GROUP_TIER_2_CONFIG_SUBPATH)
+2
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@@ -210,6 +210,8 @@ GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(
#define isitem(A) (istype(A, /obj/item))
#define isidcard(I) (istype(I, /obj/item/card/id))
#define isstructure(A) (istype(A, /obj/structure))
#define ismachinery(A) (istype(A, /obj/machinery))
+7
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@@ -75,3 +75,10 @@
#define JP_LOW 1
#define JP_MEDIUM 2
#define JP_HIGH 3
//Chaos levels for dynamic voting
#define CHAOS_NONE "None (Extended)"
#define CHAOS_LOW "Low"
#define CHAOS_MED "Medium"
#define CHAOS_HIGH "High"
#define CHAOS_MAX "Maximum"
+1
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@@ -213,3 +213,4 @@
#define NINJA_SUIT_TRAIT "ninja-suit"
#define ANTI_DROP_IMPLANT_TRAIT "anti-drop-implant"
#define ABDUCTOR_ANTAGONIST "abductor-antagonist"
#define MADE_UNCLONEABLE "made-uncloneable"
+6
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@@ -84,3 +84,9 @@ GLOBAL_VAR_INIT(cmp_field, "name")
/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
return A.display_order - B.display_order
/proc/cmp_numbered_displays_name_asc(datum/numbered_display/A, datum/numbered_display/B)
return sorttext(A.sample_object.name, B.sample_object.name)
/proc/cmp_numbered_displays_name_dsc(datum/numbered_display/A, datum/numbered_display/B)
return sorttext(B.sample_object.name, A.sample_object.name)
+7 -1
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@@ -313,8 +313,14 @@
parts += "[FOURSPACES]Threat level: [mode.threat_level]"
parts += "[FOURSPACES]Threat left: [mode.threat]"
parts += "[FOURSPACES]Executed rules:"
for(var/str in mode.threat_log)
parts += "[FOURSPACES][FOURSPACES][str]"
for(var/entry in mode.threat_tallies)
parts += "[FOURSPACES][FOURSPACES][entry] added [mode.threat_tallies[entry]]"
/*
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
parts += "[FOURSPACES][FOURSPACES][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost] threat"
parts += "[FOURSPACES][FOURSPACES][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost + rule.scaled_times * rule.scaling_cost] threat"
*/
return parts.Join("<br>")
/client/proc/roundend_report_file()
+3 -3
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@@ -7,15 +7,15 @@ GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/faci
GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
//Underwear
GLOBAL_LIST_EMPTY(underwear_list) //stores /datum/sprite_accessory/underwear/bottom indexed by name
GLOBAL_LIST_EMPTY_TYPED(underwear_list, /datum/sprite_accessory/underwear/bottom) //stores bottoms indexed by name
GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
GLOBAL_LIST_EMPTY(underwear_f) //stores only underwear name
//Undershirts
GLOBAL_LIST_EMPTY(undershirt_list) //stores /datum/sprite_accessory/underwear/top indexed by name
GLOBAL_LIST_EMPTY_TYPED(undershirt_list, /datum/sprite_accessory/underwear/top) //stores tops indexed by name
GLOBAL_LIST_EMPTY(undershirt_m) //stores only undershirt name
GLOBAL_LIST_EMPTY(undershirt_f) //stores only undershirt name
//Socks
GLOBAL_LIST_EMPTY(socks_list) //stores /datum/sprite_accessory/underwear/socks indexed by name
GLOBAL_LIST_EMPTY_TYPED(socks_list, /datum/sprite_accessory/underwear/socks) //stores socks indexed by name
//Lizard Bits (all datum lists indexed by name)
GLOBAL_LIST_EMPTY(body_markings_list)
GLOBAL_LIST_EMPTY(tails_list_lizard)
+1 -1
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@@ -45,6 +45,6 @@ GLOBAL_LIST_EMPTY(vr_spawnpoints)
//used by jump-to-area etc. Updated by area/updateName()
GLOBAL_LIST_EMPTY(sortedAreas)
/// An association from typepath to area instance. Only includes areas with `unique` set.
GLOBAL_LIST_EMPTY(areas_by_type)
GLOBAL_LIST_EMPTY_TYPED(areas_by_type, /area)
GLOBAL_LIST_EMPTY(all_abstract_markers)
+4
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@@ -13,6 +13,8 @@
#define POLL_IGNORE_GOLEM "golem"
#define POLL_IGNORE_SWARMER "swarmer"
#define POLL_IGNORE_DRONE "drone"
#define POLL_IGNORE_DEMON "demon"
#define POLL_IGNORE_WIZARD "wizard"
#define POLL_IGNORE_CLONE "clone"
GLOBAL_LIST_INIT(poll_ignore_desc, list(
@@ -29,6 +31,8 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_GOLEM = "Golems",
POLL_IGNORE_SWARMER = "Swarmer shells",
POLL_IGNORE_DRONE = "Drone shells",
POLL_IGNORE_DEMON = "Demons",
POLL_IGNORE_WIZARD = "Wizards",
POLL_IGNORE_CLONE = "Defective/SDGF clones"
))
GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())
@@ -211,3 +211,27 @@
/datum/config_entry/keyed_list/vv_edit_var(var_name, var_value)
return var_name != "splitter" && ..()
//snowflake for donator things being on one line smh
/datum/config_entry/multi_keyed_flag
vv_VAS = FALSE
abstract_type = /datum/config_entry/multi_keyed_flag
config_entry_value = list()
var/delimiter = "|"
/datum/config_entry/multi_keyed_flag/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, delimiter))
return FALSE
return ..()
/datum/config_entry/multi_keyed_flag/ValidateAndSet(str_val)
if(!VASProcCallGuard(str_val))
return FALSE
str_val = trim(str_val)
var/list/keys = splittext(str_val, delimiter)
for(var/i in keys)
config_entry_value[process_key(i)] = TRUE
return length(keys)? TRUE : FALSE
/datum/config_entry/multi_keyed_flag/proc/process_key(key)
return trim(key)
@@ -1,22 +1,23 @@
/datum/config_entry/keyed_list/donator_group
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_FLAG
abstract_type = /datum/config_entry/keyed_list/donator_group
/datum/config_entry/multi_keyed_flag/donator_group
abstract_type = /datum/config_entry/multi_keyed_flag/donator_group
//If we're in the middle of a config load, only do the regeneration afterwards to prevent this from wasting a massive amount of CPU for list regenerations.
/datum/config_entry/keyed_list/donator_group/ValidateAndSet(str_val, during_load)
/datum/config_entry/multi_keyed_flag/donator_group/ValidateAndSet(str_val, during_load)
. = ..()
if(. && during_load)
if(. && !during_load)
regenerate_donator_grouping_list()
/datum/config_entry/keyed_list/donator_group/OnPostload()
/datum/config_entry/multi_keyed_flag/donator_group/process_key(key)
return ckey(key)
/datum/config_entry/multi_keyed_flag/donator_group/OnPostload()
. = ..()
regenerate_donator_grouping_list()
//This is kinda weird in that the config entries are defined here but all the handling/calculations are in __HELPERS/donator_groupings.dm
/datum/config_entry/keyed_list/donator_group/tier_1_donators
/datum/config_entry/multi_keyed_flag/donator_group/tier_1_donators
/datum/config_entry/keyed_list/donator_group/tier_2_donators
/datum/config_entry/multi_keyed_flag/donator_group/tier_2_donators
/datum/config_entry/keyed_list/donator_group/tier_3_donators
/datum/config_entry/multi_keyed_flag/donator_group/tier_3_donators
@@ -0,0 +1,90 @@
/datum/config_entry/flag/dynamic_voting
/datum/config_entry/number/dynamic_high_pop_limit
config_entry_value = 55
min_val = 1
/datum/config_entry/number/dynamic_pop_per_requirement
config_entry_value = 6
min_val = 1
/datum/config_entry/number/dynamic_midround_delay_min
config_entry_value = 15
min_val = 1
/datum/config_entry/number/dynamic_midround_delay_max
config_entry_value = 35
min_val = 1
/datum/config_entry/number/dynamic_latejoin_delay_min
config_entry_value = 5
min_val = 1
/datum/config_entry/number/dynamic_latejoin_delay_max
config_entry_value = 25
min_val = 1
/datum/config_entry/number/dynamic_first_midround_delay_min
config_entry_value = 20
min_val = 1
/datum/config_entry/number/dynamic_first_midround_delay_max
config_entry_value = 40
min_val = 1
/datum/config_entry/number/dynamic_first_latejoin_delay_min
config_entry_value = 10
min_val = 1
/datum/config_entry/number/dynamic_first_latejoin_delay_max
config_entry_value = 30
min_val = 1
/datum/config_entry/keyed_list/dynamic_cost
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/dynamic_weight
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/dynamic_requirements
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM_LIST
/datum/config_entry/keyed_list/dynamic_high_population_requirement
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/number_list/dynamic_second_rule_requirements
/datum/config_entry/number_list/dynamic_third_rule_requirements
/datum/config_entry/number/dynamic_second_rule_high_pop_requirement
config_entry_value = 50
/datum/config_entry/number/dynamic_third_rule_high_pop_requirement
config_entry_value = 70
/datum/config_entry/number_list/dynamic_hijack_requirements
/datum/config_entry/number/dynamic_hijack_high_population_requirement
config_entry_value = 25
/datum/config_entry/number/dynamic_hijack_cost
config_entry_value = 5
/datum/config_entry/number/dynamic_glorious_death_cost
config_entry_value = 5
/datum/config_entry/number/dynamic_assassinate_cost
config_entry_value = 2
/datum/config_entry/number/dynamic_warops_requirement
config_entry_value = 60
min_val = 0
/datum/config_entry/number/dynamic_warops_cost
config_entry_value = 10
min_val = 0
@@ -379,43 +379,3 @@
/datum/config_entry/number/auto_transfer_delay
config_entry_value = 72000
min_val = 0
/datum/config_entry/number/dynamic_high_pop_limit
config_entry_value = 55
min_val = 1
/datum/config_entry/number/dynamic_pop_per_requirement
config_entry_value = 6
min_val = 1
/datum/config_entry/number/dynamic_midround_delay_min
config_entry_value = 15
min_val = 1
/datum/config_entry/number/dynamic_midround_delay_max
config_entry_value = 35
min_val = 1
/datum/config_entry/number/dynamic_latejoin_delay_min
config_entry_value = 5
min_val = 1
/datum/config_entry/number/dynamic_latejoin_delay_max
config_entry_value = 25
min_val = 1
/datum/config_entry/keyed_list/dynamic_cost
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/dynamic_weight
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
/datum/config_entry/keyed_list/dynamic_requirements
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM_LIST
/datum/config_entry/keyed_list/dynamic_high_population_requirement
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_NUM
+13
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@@ -29,6 +29,7 @@ SUBSYSTEM_DEF(chat)
target = GLOB.clients
//Some macros remain in the string even after parsing and fuck up the eventual output
var/original_message = message
message = replacetext(message, "\improper", "")
message = replacetext(message, "\proper", "")
if(handle_whitespace)
@@ -45,6 +46,12 @@ SUBSYSTEM_DEF(chat)
for(var/I in target)
var/client/C = CLIENT_FROM_VAR(I) //Grab us a client if possible
if(!C)
return
//Send it to the old style output window.
SEND_TEXT(C, original_message)
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
continue
@@ -57,6 +64,12 @@ SUBSYSTEM_DEF(chat)
else
var/client/C = CLIENT_FROM_VAR(target) //Grab us a client if possible
if(!C)
return
//Send it to the old style output window.
SEND_TEXT(C, original_message)
if(!C?.chatOutput || C.chatOutput.broken) //A player who hasn't updated his skin file.
return
+1 -1
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@@ -444,7 +444,7 @@ GLOBAL_LIST_EMPTY(the_station_areas)
GLOB.the_gateway.wait = world.time
/datum/controller/subsystem/mapping/proc/RequestBlockReservation(width, height, z, type = /datum/turf_reservation, turf_type_override, border_type_override)
UNTIL(reservation_ready["[z]"] && !clearing_reserved_turfs)
UNTIL((!z || reservation_ready["[z]"]) && !clearing_reserved_turfs)
var/datum/turf_reservation/reserve = new type
if(turf_type_override)
reserve.turf_type = turf_type_override
+2 -1
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@@ -479,7 +479,8 @@ SUBSYSTEM_DEF(ticker)
if(SSticker.timeLeft < 900)
SSticker.timeLeft = 900
SSticker.modevoted = TRUE
SSvote.initiate_vote("roundtype","server",TRUE)
var/dynamic = CONFIG_GET(flag/dynamic_voting)
SSvote.initiate_vote(dynamic ? "dynamic" : "roundtype","server",TRUE)
/datum/controller/subsystem/ticker/Recover()
current_state = SSticker.current_state
+6 -3
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@@ -29,8 +29,8 @@ SUBSYSTEM_DEF(vis_overlays)
return
//the "thing" var can be anything with vis_contents which includes images
/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha=255)
. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]"
/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha = 255, add_appearance_flags = NONE)
. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]|[add_appearance_flags]"
var/obj/effect/overlay/vis/overlay = vis_overlay_cache[.]
if(!overlay)
overlay = new
@@ -40,6 +40,7 @@ SUBSYSTEM_DEF(vis_overlays)
overlay.plane = plane
overlay.dir = dir
overlay.alpha = alpha
overlay.appearance_flags |= add_appearance_flags
vis_overlay_cache[.] = overlay
else
overlay.unused = 0
@@ -64,10 +65,12 @@ SUBSYSTEM_DEF(vis_overlays)
UnregisterSignal(thing, COMSIG_ATOM_DIR_CHANGE)
/datum/controller/subsystem/vis_overlays/proc/rotate_vis_overlay(atom/thing, old_dir, new_dir)
if(old_dir == new_dir)
return
var/rotation = dir2angle(old_dir) - dir2angle(new_dir)
var/list/overlays_to_remove = list()
for(var/i in thing.managed_vis_overlays)
var/obj/effect/overlay/vis/overlay = i
add_vis_overlay(thing, overlay.icon, overlay.icon_state, overlay.layer, overlay.plane, turn(overlay.dir, rotation))
add_vis_overlay(thing, overlay.icon, overlay.icon_state, overlay.layer, overlay.plane, turn(overlay.dir, rotation), overlay.alpha, overlay.appearance_flags)
overlays_to_remove += overlay
remove_vis_overlay(thing, overlays_to_remove)
+36 -2
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@@ -87,7 +87,7 @@ SUBSYSTEM_DEF(vote)
/datum/controller/subsystem/vote/proc/announce_result()
var/list/winners = get_result()
var/text
var/was_roundtype_vote = mode == "roundtype"
var/was_roundtype_vote = mode == "roundtype" || mode == "dynamic"
if(winners.len > 0)
if(question)
text += "<b>[question]</b>"
@@ -124,6 +124,9 @@ SUBSYSTEM_DEF(vote)
message_admins(admintext)
return .
#define PEACE "calm"
#define CHAOS "chaotic"
/datum/controller/subsystem/vote/proc/result()
. = announce_result()
var/restart = 0
@@ -146,6 +149,32 @@ SUBSYSTEM_DEF(vote)
restart = 1
else
GLOB.master_mode = .
if("dynamic")
if(SSticker.current_state > GAME_STATE_PREGAME)//Don't change the mode if the round already started.
return message_admins("A vote has tried to change the gamemode, but the game has already started. Aborting.")
GLOB.master_mode = "dynamic"
var/mean = 0
var/voters = 0
for(var/client/c in GLOB.clients)
var/vote = c.prefs.preferred_chaos
if(vote)
voters += 1
switch(vote)
if(CHAOS_NONE)
mean -= 0.1
if(CHAOS_LOW)
mean -= 0.05
if(CHAOS_HIGH)
mean += 0.05
if(CHAOS_MAX)
mean += 0.1
mean/=voters
if(voted.len != 0)
mean += (choices[PEACE]*-1+choices[CHAOS])/voted.len
GLOB.dynamic_curve_centre = mean*20
GLOB.dynamic_curve_width = CLAMP(2-abs(mean*5),0.5,4)
to_chat(world,"<span class='boldannounce'>Dynamic curve centre set to [GLOB.dynamic_curve_centre] and width set to [GLOB.dynamic_curve_width].</span>")
log_admin("Dynamic curve centre set to [GLOB.dynamic_curve_centre] and width set to [GLOB.dynamic_curve_width]")
if("map")
var/datum/map_config/VM = config.maplist[.]
message_admins("The map has been voted for and will change to: [VM.map_name]")
@@ -223,6 +252,8 @@ SUBSYSTEM_DEF(vote)
choices |= M
if("roundtype") //CIT CHANGE - adds the roundstart secret/extended vote
choices.Add("secret", "extended")
if("dynamic")
choices.Add(PEACE,CHAOS)
if("custom")
question = stripped_input(usr,"What is the vote for?")
if(!question)
@@ -379,4 +410,7 @@ SUBSYSTEM_DEF(vote)
else if(owner.ckey)
var/datum/player_details/P = GLOB.player_details[owner.ckey]
if(P)
P.player_actions -= src
P.player_actions -= src
#undef PEACE
#undef CHAOS
+1 -1
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@@ -4,7 +4,7 @@
/datum/component/lockon_aiming
dupe_mode = COMPONENT_DUPE_ALLOWED
var/lock_icon = 'icons/mob/blob.dmi'
var/lock_icon = 'icons/mob/cameramob.dmi'
var/lock_icon_state = "marker"
var/mutable_appearance/lock_appearance
var/list/image/lock_images
@@ -309,6 +309,7 @@
else
var/datum/numbered_display/ND = .[I.type]
ND.number++
. = sortTim(., /proc/cmp_numbered_displays_name_asc, associative = TRUE)
//This proc determines the size of the inventory to be displayed. Please touch it only if you know what you're doing.
/datum/component/storage/proc/orient2hud(mob/user, maxcolumns)
+1
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@@ -11,6 +11,7 @@
var/restraining = 0 //used in cqc's disarm_act to check if the disarmed is being restrained and so whether they should be put in a chokehold or not
var/help_verb
var/no_guns = FALSE
var/pacifism_check = TRUE //are the martial arts combos/attacks unable to be used by pacifist.
var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
+6 -4
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@@ -1,6 +1,7 @@
/datum/martial_art/boxing
name = "Boxing"
id = MARTIALART_BOXING
pacifism_check = FALSE //Let's pretend pacifists can boxe the heck out of other people, it only deals stamina damage right now.
/datum/martial_art/boxing/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
to_chat(A, "<span class='warning'>Can't disarm while boxing!</span>")
@@ -16,14 +17,15 @@
var/atk_verb = pick("left hook","right hook","straight punch")
var/damage = rand(5, 8) + A.dna.species.punchdamagelow
if(!damage)
var/damage = rand(10, 13)
var/extra_damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
if(extra_damage == A.dna.species.punchdamagelow)
playsound(D.loc, A.dna.species.miss_sound, 25, 1, -1)
D.visible_message("<span class='warning'>[A] has attempted to [atk_verb] [D]!</span>", \
"<span class='userdanger'>[A] has attempted to [atk_verb] [D]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(A, D, "attempted to hit", atk_verb)
return 0
return TRUE
damage += extra_damage
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
+2
View File
@@ -124,6 +124,8 @@
add_to_streak("G",D)
if(check_streak(A,D))
return TRUE
if(A == D) // no self grab.
return FALSE
if(A.grab_state >= GRAB_AGGRESSIVE)
D.grabbedby(A, 1)
else
+9 -2
View File
@@ -19,6 +19,9 @@
owner.visible_message("<span class='danger'>[owner] assumes a neutral stance.</span>", "<b><i>Your next attack is cleared.</i></b>")
H.mind.martial_art.streak = ""
else
if(HAS_TRAIT(H, TRAIT_PACIFISM))
to_chat(H, "<span class='warning'>You don't want to harm other people!</span>")
return
owner.visible_message("<span class='danger'>[owner] assumes the Neck Chop stance!</span>", "<b><i>Your next attack will be a Neck Chop.</i></b>")
H.mind.martial_art.streak = "neck_chop"
@@ -36,6 +39,9 @@
owner.visible_message("<span class='danger'>[owner] assumes a neutral stance.</span>", "<b><i>Your next attack is cleared.</i></b>")
H.mind.martial_art.streak = ""
else
if(HAS_TRAIT(H, TRAIT_PACIFISM))
to_chat(H, "<span class='warning'>You don't want to harm other people!</span>")
return
owner.visible_message("<span class='danger'>[owner] assumes the Leg Sweep stance!</span>", "<b><i>Your next attack will be a Leg Sweep.</i></b>")
H.mind.martial_art.streak = "leg_sweep"
@@ -53,6 +59,9 @@
owner.visible_message("<span class='danger'>[owner] assumes a neutral stance.</span>", "<b><i>Your next attack is cleared.</i></b>")
H.mind.martial_art.streak = ""
else
if(HAS_TRAIT(H, TRAIT_PACIFISM))
to_chat(H, "<span class='warning'>You don't want to harm other people!</span>")
return
owner.visible_message("<span class='danger'>[owner] assumes the Lung Punch stance!</span>", "<b><i>Your next attack will be a Lung Punch.</i></b>")
H.mind.martial_art.streak = "quick_choke"//internal name for lung punch
@@ -145,8 +154,6 @@
return 1
/datum/martial_art/krav_maga/disarm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
if(check_streak(A,D))
return 1
var/obj/item/I = null
if(prob(60))
I = D.get_active_held_item()
+1
View File
@@ -1,6 +1,7 @@
/datum/martial_art/psychotic_brawling
name = "Psychotic Brawling"
id = MARTIALART_PSYCHOBRAWL
pacifism_check = FALSE //Quite uncontrollable and unpredictable, people will still end up harming others with it.
/datum/martial_art/psychotic_brawling/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return psycho_attack(A,D)
+2
View File
@@ -105,6 +105,8 @@
add_to_streak("G",D)
if(check_streak(A,D))
return 1
if(A == D) //no self grab stun
return FALSE
if(A.grab_state >= GRAB_AGGRESSIVE)
D.grabbedby(A, 1)
else
+17 -2
View File
@@ -49,6 +49,9 @@
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't WRESTLE while you're OUT FOR THE COUNT.</span>")
return
if(HAS_TRAIT(owner, TRAIT_PACIFISM))
to_chat(owner, "<span class='warning'>You are too HIPPIE to WRESTLE other living beings!</span>")
return
owner.visible_message("<span class='danger'>[owner] prepares to BODY SLAM!</span>", "<b><i>Your next attack will be a BODY SLAM.</i></b>")
var/mob/living/carbon/human/H = owner
H.mind.martial_art.streak = "slam"
@@ -61,6 +64,9 @@
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't WRESTLE while you're OUT FOR THE COUNT.</span>")
return
if(HAS_TRAIT(owner, TRAIT_PACIFISM))
to_chat(owner, "<span class='warning'>You are too HIPPIE to WRESTLE other living beings!</span>")
return
owner.visible_message("<span class='danger'>[owner] prepares to THROW!</span>", "<b><i>Your next attack will be a THROW.</i></b>")
var/mob/living/carbon/human/H = owner
H.mind.martial_art.streak = "throw"
@@ -73,6 +79,9 @@
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't WRESTLE while you're OUT FOR THE COUNT.</span>")
return
if(HAS_TRAIT(owner, TRAIT_PACIFISM))
to_chat(owner, "<span class='warning'>You are too HIPPIE to WRESTLE other living beings!</span>")
return
owner.visible_message("<span class='danger'>[owner] prepares to KICK!</span>", "<b><i>Your next attack will be a KICK.</i></b>")
var/mob/living/carbon/human/H = owner
H.mind.martial_art.streak = "kick"
@@ -85,6 +94,9 @@
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't WRESTLE while you're OUT FOR THE COUNT.</span>")
return
if(HAS_TRAIT(owner, TRAIT_PACIFISM))
to_chat(owner, "<span class='warning'>You are too HIPPIE to WRESTLE other living beings!</span>")
return
owner.visible_message("<span class='danger'>[owner] prepares to STRIKE!</span>", "<b><i>Your next attack will be a STRIKE.</i></b>")
var/mob/living/carbon/human/H = owner
H.mind.martial_art.streak = "strike"
@@ -97,6 +109,9 @@
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't WRESTLE while you're OUT FOR THE COUNT.</span>")
return
if(HAS_TRAIT(owner, TRAIT_PACIFISM))
to_chat(owner, "<span class='warning'>You are too HIPPIE to WRESTLE other living beings!</span>")
return
owner.visible_message("<span class='danger'>[owner] prepares to LEG DROP!</span>", "<b><i>Your next attack will be a LEG DROP.</i></b>")
var/mob/living/carbon/human/H = owner
H.mind.martial_art.streak = "drop"
@@ -433,8 +448,8 @@
/datum/martial_art/wrestling/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(check_streak(A,D))
return 1
if(A.pulling == D)
return 1
if(A.pulling == D || A == D) // don't stun grab yoursel
return FALSE
A.start_pulling(D)
D.visible_message("<span class='danger'>[A] gets [D] in a cinch!</span>", \
"<span class='userdanger'>[A] gets [D] in a cinch!</span>")
+5 -5
View File
@@ -28,16 +28,16 @@
var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters
var/list/chameleon_extras //extra types for chameleon outfit changes, mostly guns
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
//to be overridden for customization depending on client prefs,species etc
return
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
//to be overridden for toggling internals, id binding, access etc
return
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
pre_equip(H, visualsOnly)
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
pre_equip(H, visualsOnly, preference_source)
//Start with uniform,suit,backpack for additional slots
if(uniform)
@@ -103,7 +103,7 @@
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
HS.ToggleHelmet()
post_equip(H, visualsOnly)
post_equip(H, visualsOnly, preference_source)
if(!visualsOnly)
apply_fingerprints(H)
@@ -339,10 +339,6 @@ Credit where due:
CLOCKCULTCHANGELOG\
</ul>\
<hr>\
<li><b>Zelus oil:</b> A new reagent. It can be used to heal the faithful to Ratvar, or kill heretics and moreso stun blood cultists,\
or splashed onto metal sheets to make brass. This chemical can be found in minimal quantities by grinding brass sheets.\
<li><b>Brass Flasks:</b>Intended to store Zelus Oil in, but can also be used as fragile single use throwing weapons in a pinch! \
These are crafted with a single sheet of brass and fit in the Clockwork Cuirass' suit storage.\
<b>Good luck!</b>"
/obj/item/paper/servant_primer/Initialize()
+1 -1
View File
@@ -53,7 +53,7 @@
/datum/outfit/syndicate/clownop/no_crystals
tc = 0
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(visualsOnly)
return
+258 -164
View File
@@ -11,15 +11,26 @@
#define RULESET_STOP_PROCESSING 1
// -- Injection delays
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_max, (30 MINUTES)) // this is on top of regular events, so can't be quite as often
// -- Roundstart injection delays
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_min, (2 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_midround_delay_min, (20 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_midround_delay_max, (30 MINUTES))
// Are HIGHLANDER_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// A number between -5 and +5.
// A number between -5 and +5.
// A negative value will give a more peaceful round and
// a positive value will give a round with higher threat.
GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
@@ -27,7 +38,7 @@ GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
// Higher value will favour extreme rounds and
// lower value rounds closer to the average.
GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
// How many roundstart players required for high population override to take effect.
GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
@@ -38,7 +49,7 @@ GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
// List of forced roundstart rulesets.
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic
@@ -49,20 +60,28 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
announce_text = "Dynamic mode!" // This needs to be changed maybe
reroll_friendly = FALSE;
// Threat logging vars
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
var/threat_level = 0
var/threat_level = 0
/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
var/threat = 0
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Things that cause a rolling threat adjustment to be displayed at roundend.
var/list/threat_tallies = list()
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// As above, but with info such as refunds.
var/list/threat_log_verbose = list()
/// List of roundstart rules used for selecting the rules.
var/list/roundstart_rules = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules = list()
/// List of midround rules used for selecting the rules.
var/list/midround_rules = list()
/// List of events used for reducing threat without causing antag injection (necessarily).
var/list/events = list()
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
@@ -71,15 +90,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
* If it is seven the range is:
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
*/
var/pop_per_requirement = 6
/// The requirement used for checking if a second rule should be selected.
var/pop_per_requirement = 9
/// The requirement used for checking if a second rule should be selected. Index based on pop_per_requirement.
var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
/// The requirement used for checking if a third rule should be selected.
/// The probability for a second ruleset with index being every ten threat.
var/list/second_rule_prob = list(0,0,60,80,80,80,100,100,100,100)
/// The requirement used for checking if a third rule should be selected. Index based on pop_per_requirement.
var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
/// Threat requirement for a second ruleset when high pop override is in effect.
/// The probability for a third ruleset with index being every ten threat.
var/list/third_rule_prob = list(0,0,0,0,60,60,80,90,100,100)
/// Threat requirement for a second ruleset when high pop override is in effect.
var/high_pop_second_rule_req = 40
/// Threat requirement for a third ruleset when high pop override is in effect.
/// Threat requirement for a third ruleset when high pop override is in effect.
var/high_pop_third_rule_req = 60
/// The amount of additional rulesets waiting to be picked.
var/extra_rulesets_amount = 0
/// Number of players who were ready on roundstart.
var/roundstart_pop_ready = 0
/// List of candidates used on roundstart rulesets.
@@ -94,6 +119,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/latejoin_injection_cooldown = 0
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// When wor.dtime is over this number the mode tries to do an event.
var/event_injection_cooldown = 0
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
@@ -106,19 +133,33 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/highlander_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/// Antags rolled by rules so far, to keep track of and discourage scaling past a certain ratio of crew/antags especially on lowpop.
var/antags_rolled = 0
/datum/game_mode/dynamic/New() // i have NO IDEA if this is the proper way to do this.
..()
pop_per_requirement = CONFIG_GET(number/dynamic_pop_per_requirement)
second_rule_req = CONFIG_GET(number_list/dynamic_second_rule_requirements)
third_rule_req = CONFIG_GET(number_list/dynamic_third_rule_requirements)
if(second_rule_req.len<10)
second_rule_req = list(101, 101, 101, 101, 100, 90, 80, 70, 60, 50)
if(third_rule_req.len<10)
third_rule_req = list(101, 101, 101, 101, 101, 100, 90, 80, 70, 60)
high_pop_second_rule_req = CONFIG_GET(number/dynamic_second_rule_high_pop_requirement)
high_pop_third_rule_req = CONFIG_GET(number/dynamic_third_rule_high_pop_requirement)
GLOB.dynamic_high_pop_limit = CONFIG_GET(number/dynamic_high_pop_limit)
GLOB.dynamic_latejoin_delay_min = CONFIG_GET(number/dynamic_latejoin_delay_min)*600
GLOB.dynamic_latejoin_delay_max = CONFIG_GET(number/dynamic_latejoin_delay_max)*600
GLOB.dynamic_midround_delay_min = CONFIG_GET(number/dynamic_midround_delay_min)*600
GLOB.dynamic_midround_delay_max = CONFIG_GET(number/dynamic_midround_delay_max)*600
GLOB.dynamic_first_latejoin_delay_min = CONFIG_GET(number/dynamic_first_latejoin_delay_min)*600
GLOB.dynamic_first_latejoin_delay_max = CONFIG_GET(number/dynamic_first_latejoin_delay_max)*600
GLOB.dynamic_first_midround_delay_min = CONFIG_GET(number/dynamic_first_midround_delay_min)*600
GLOB.dynamic_first_midround_delay_max = CONFIG_GET(number/dynamic_first_midround_delay_max)*600
/datum/game_mode/dynamic/admin_panel()
var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><a href='?src=\ref[src];[HrefToken()]'>\[Refresh\]</A><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
@@ -140,6 +181,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
dat += "Event: [(event_injection_cooldown-world.time)>60*10 ? "[round((event_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(event_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];forceevent=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
@@ -171,11 +213,15 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.", 1)
else if (href_list["forceevent"])
event_injection_cooldown = 0
// events always happen anyway
message_admins("[key_name(usr)] forced an event.", 1)
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
admin_panel() // Refreshes the window
// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
@@ -193,30 +239,33 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
if(0 to 19)
update_playercounts()
if(!current_players[CURRENT_LIVING_ANTAGS].len)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
else
if(0 to 20)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
if(21 to 79)
var/perc_green = 100-round(100*((threat_level-21)/(79-21)))
if(prob(perc_green))
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
if(20 to 39)
. += "<b>Anomalous Exogeology</b></center><BR>"
. += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution."
if(40 to 65)
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
if(66 to 79)
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
set_security_level(SEC_LEVEL_GREEN)
else if(prob(perc_green))
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
set_security_level(SEC_LEVEL_BLUE)
else
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
set_security_level(SEC_LEVEL_BLUE)
if(80 to 99)
. += "<b>Black Orbit</b></center><BR>"
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
set_security_level(SEC_LEVEL_AMBER)
if(100)
. += "<b>Impending Doom</b></center><BR>"
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
. += "Good luck."
set_security_level(SEC_LEVEL_RED)
if(station_goals.len)
. += "<hr><b>Special Orders for [station_name()]:</b>"
@@ -225,9 +274,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
. += G.get_report()
print_command_report(., "Central Command Status Summary", announce=FALSE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", "intercept")
if(GLOB.security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
if(GLOB.security_level >= SEC_LEVEL_BLUE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", "intercept")
else
priority_announce("Thanks to the tireless efforts of our security and intelligence divisions, there are currently no likely threats to [station_name()]. Have a secure shift!", "Security Report", "commandreport")
// Yes, this is copy pasted from game_mode
/datum/game_mode/dynamic/check_finished(force_ending)
@@ -245,6 +295,11 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(rule.flags & HIGHLANDER_RULESET)
return rule.check_finished()
/datum/game_mode/dynamic/proc/log_threat(var/log_str,var/verbose = FALSE)
threat_log_verbose += ("[worldtime2text()]: "+log_str)
if(!verbose)
threat_log += log_str
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
alert("The round hasn't started yet!")
@@ -253,9 +308,9 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [initial_threat_level]<BR>")
for(var/entry in threat_log)
for(var/entry in threat_log_verbose)
if(istext(entry))
out += "[entry]<BR>"
@@ -273,15 +328,6 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
threat = threat_level
/datum/game_mode/dynamic/can_start()
/* Disabled for now, had some changes that need to be tested and this might interfere with that.
if(GLOB.dynamic_curve_centre == 0)
// 10 is when the centre starts to decrease
// 6 is just 1 + 5 (from the maximum value and the one decreased)
// 1 just makes the curve look better, I don't know.
// Limited between 1 and 5 then inverted and rounded
// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
*/
message_admins("Dynamic mode parameters for the round:")
message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
@@ -294,12 +340,17 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
else
generate_threat()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
initial_threat_level = threat_level
return TRUE
/datum/game_mode/dynamic/pre_setup()
@@ -316,24 +367,30 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if ("Midround")
if (ruleset.weight)
midround_rules += ruleset
if("Event")
if(ruleset.weight)
events += ruleset
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
roundstart_pop_ready++
candidates.Add(player)
log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
log_game("DYNAMIC: [candidates.len] candidates.")
return TRUE
if (roundstart_rules.len <= 0)
log_game("DYNAMIC: [roundstart_rules.len] rules.")
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
else
roundstart()
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
log_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
candidates.Cut()
return TRUE
@@ -341,9 +398,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
update_playercounts()
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
if(!rule.execute())
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
..()
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
@@ -354,6 +409,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.acceptable(GLOB.player_list.len, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
@@ -365,18 +421,20 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
if (rule.acceptable(GLOB.player_list.len, threat_level) && threat >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
var/extra_rulesets_amount = 0
if(!drafted_rules.len)
message_admins("Not enough threat level for roundstart antags!")
log_game("DYNAMIC: Not enough threat level for roundstart antags!")
var/indice_pop = min(10,round(GLOB.player_list.len/pop_per_requirement)+1)
extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
if (GLOB.player_list.len > GLOB.dynamic_high_pop_limit)
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
if (threat_level > high_pop_second_rule_req)
@@ -384,23 +442,28 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (threat_level > high_pop_third_rule_req)
extra_rulesets_amount++
else
if (threat_level >= second_rule_req[indice_pop])
var/threat_indice = min(10, max(round(threat_level ? threat_level/10 : 1), 1)) // 0-9 threat = 1, 10-19 threat = 2 ...
if (threat_level >= second_rule_req[indice_pop] && prob(second_rule_prob[threat_indice]))
extra_rulesets_amount++
if (threat_level >= third_rule_req[indice_pop])
if (threat_level >= third_rule_req[indice_pop] && prob(third_rule_prob[threat_indice]))
extra_rulesets_amount++
log_game("DYNAMIC: Trying to roll [extra_rulesets_amount + 1] roundstart rulesets. Picking from [drafted_rules.len] eligible rulesets.")
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
log_game("DYNAMIC: First ruleset picked successfully. [extra_rulesets_amount] remaining.")
while(extra_rulesets_amount > 0 && drafted_rules.len > 0) // We had enough threat for one or two more rulesets
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
picking_roundstart_rule(drafted_rules)
if(drafted_rules.len)
picking_roundstart_rule(drafted_rules)
extra_rulesets_amount--
log_game("DYNAMIC: Additional ruleset picked successfully, now [executed_rules.len] picked. [extra_rulesets_amount] remaining.")
else
if(threat >= 50)
message_admins("DYNAMIC: Picking first roundstart ruleset failed. You should report this.")
log_game("DYNAMIC: Picking first roundstart ruleset failed. drafted_rules.len = [drafted_rules.len] and threat = [threat]/[threat_level]")
return FALSE
return TRUE
@@ -408,68 +471,74 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
if(!starting_rule)
log_game("DYNAMIC: Couldn't pick a starting ruleset. No rulesets available")
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(starting_rule.blocking_rules, executed_rules))
else if(check_blocking(starting_rule.blocking_rules, executed_rules)) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed due to blocking_rules and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed due to no highlander stacking and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
// With low pop and high threat there might be rulesets that get executed with no valid candidates.
else if(!starting_rule.ready()) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed because there were not enough candidates and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
log_game("DYNAMIC: Picked a ruleset: [starting_rule.name]")
roundstart_rules -= starting_rule
drafted_rules -= starting_rule
if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
starting_rule.trim_candidates()
var/added_threat = starting_rule.scale_up(extra_rulesets_amount, threat)
if (starting_rule.pre_execute())
spend_threat(starting_rule.cost)
threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]"
spend_threat(starting_rule.cost + added_threat)
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> -[starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat")
if(starting_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(starting_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
executed_rules += starting_rule
if (starting_rule.persistent)
current_rules += starting_rule
for(var/mob/M in starting_rule.assigned)
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (!rule.ready())
drafted_rules -= rule // And removing rules that are no longer elligible
for(var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if(check_blocking(rule.blocking_rules, executed_rules))
drafted_rules -= rule
if(highlander_executed && rule.flags & HIGHLANDER_RULESET)
drafted_rules -= rule
if(!rule.ready())
drafted_rules -= rule // And removing rules that are no longer eligible
return TRUE
else
stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
return FALSE
/// Executes delayed roundstart rules and has a hack in it.
/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
update_playercounts()
rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
rule.trim_candidates()
/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if(rule.execute())
executed_rules += rule
if (rule.persistent)
if(rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
return FALSE
rule.clean_up() // Refund threat, delete teams and so on.
executed_rules -= rule
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
return FALSE
/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
/// Also this could be named better.
@@ -477,7 +546,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
if(!rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
@@ -489,23 +558,75 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
if(!rule.repeatable)
if(rule.ruletype == "Latejoin")
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
else if(rule.type == "Midround")
else if(rule.ruletype == "Midround")
midround_rules = remove_from_list(midround_rules, rule.type)
else if(rule.ruletype == "Event")
events = remove_from_list(events,rule.type)
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, rule), rule.delay)
return TRUE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
var/datum/dynamic_ruleset/midround/new_rule
if(ispath(ruletype))
new_rule = new ruletype() // You should only use it to call midround rules though.
else if(istype(ruletype, /datum/dynamic_ruleset))
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(new_rule.blocking_rules, executed_rules))
return FALSE
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(new_rule.flags & HIGHLANDER_RULESET)
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
return FALSE
update_playercounts()
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
log_threat("[new_rule.ruletype] - <b>[new_rule.name]</b> -[new_rule.cost] threat")
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of eligible players.")
return FALSE
/// Mainly here to facilitate delayed rulesets. All midround/latejoin rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_midround_latejoin_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
log_threat("[rule.ruletype] [rule.name] spent [rule.cost]")
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
@@ -519,54 +640,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
var/datum/dynamic_ruleset/midround/new_rule
if(ispath(ruletype))
new_rule = new ruletype() // You should only use it to call midround rules though.
else if(istype(ruletype, /datum/dynamic_ruleset))
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(new_rule.blocking_rules, executed_rules))
return FALSE
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(new_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
return FALSE
update_playercounts()
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
new_rule.candidates = current_players.Copy()
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
rule.clean_up()
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/datum/game_mode/dynamic/process()
@@ -581,35 +656,54 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (midround_injection_cooldown < world.time)
if (GLOB.dynamic_forced_extended)
return
// Somehow it manages to trigger midround multiple times so this was moved here.
// Somehow it managed to trigger midround multiple times so this was moved here.
// There is no way this should be able to trigger an injection twice now.
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
// Time to inject some threat into the round
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
return
message_admins("DYNAMIC: Checking for midround injection.")
log_game("DYNAMIC: Checking for midround injection.")
log_game("DYNAMIC: Checking state of the round.")
update_playercounts()
if (prob(get_injection_chance()))
if (get_injection_chance())
var/cur_threat_frac = threat/threat_level
var/list/drafted_rules = list()
var/antag_num = current_players[CURRENT_LIVING_ANTAGS].len
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.candidates = list()
rule.candidates = current_players.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.get_weight()
if (rule.ready())
if(!antag_num)
drafted_rules[rule] = round(rule.get_weight() + (rule.cost * cur_threat_frac))
else
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0)
picking_midround_latejoin_rule(drafted_rules)
else
midround_injection_cooldown = (midround_injection_cooldown + world.time)/2
if(event_injection_cooldown < world.time)
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
message_admins("DYNAMIC: Doing event injection.")
log_game("DYNAMIC: Doing event injection.")
update_playercounts()
var/list/drafted_rules = list()
for(var/datum/dynamic_ruleset/event/rule in events)
if(rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
if(rule.ready())
drafted_rules[rule] = rule.get_weight()
if(drafted_rules.len > 0)
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
current_players[CURRENT_LIVING_PLAYERS] = list()
@@ -641,7 +735,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!current_players[CURRENT_LIVING_ANTAGS].len)
chance += 50 // No antags at all? let's boost those odds!
chance += 80 // No antags at all? let's boost those odds!
else
var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
if (current_pop_per_antag > max_pop_per_antag)
@@ -704,11 +798,11 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
// No stacking : only one round-enter, unless > stacking_limit threat.
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
// No stacking : only one round-ender, unless threat level > stacking_limit.
if (threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
+90 -69
View File
@@ -1,22 +1,28 @@
#define EXTRA_RULESET_PENALTY 20 // Changes how likely a gamemode is to scale based on how many other roundstart rulesets are waiting to be rolled.
#define POP_SCALING_PENALTY 50 // Discourages scaling up rulesets if ratio of antags to crew is high.
#define REVOLUTION_VICTORY 1
#define STATION_VICTORY 2
/datum/dynamic_ruleset
/// For admin logging and round end screen.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
var/ruletype = ""
/// For config purposes, similar to config_tag for secret game modes.
var/config_tag = null
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
var/persistent = FALSE
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
var/list/mob/candidates = list()
/// List of players that were selected for this rule
var/list/datum/mind/assigned = list()
var/list/datum/mind/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
var/antag_flag = null
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
@@ -24,19 +30,25 @@
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/exclusive_roles = list()
var/list/exclusive_roles = list()
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/enemy_roles = list()
var/list/enemy_roles = list()
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
var/required_candidates = 0
/// 1 -> 9, probability for this rule to be picked against other rules
var/weight = 5
var/weight = 5
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
var/cost = 0
var/cost = 0
/// Cost per level the rule scales up.
var/scaling_cost = 0
/// How many times a rule has scaled up upon getting picked.
var/scaled_times = 0
/// Used for the roundend report
var/total_cost = 0
/// A flag that determines how the ruleset is handled
/// HIGHLANDER_RULESET are rulesets can end the round.
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
@@ -46,20 +58,28 @@
/// Requirements are the threat level requirements per pop range.
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
var/high_population_requirement = 10
/// Reference to the mode, use this instead of SSticker.mode.
var/datum/game_mode/dynamic/mode = null
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
var/antag_flag_override = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/// Calculated during acceptable(), used in scaling and team sizes.
var/indice_pop = 0
/// Population scaling. Used by team antags and scaling for solo antags.
var/list/antag_cap = list()
/// Base probability used in scaling. The higher it is, the more likely to scale. Kept as a var to allow for config editing._SendSignal(sigtype, list/arguments)
var/base_prob = 60
/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
var/delay = 0
/datum/dynamic_ruleset/New()
..()
@@ -87,10 +107,6 @@
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = "Roundstart"
/datum/dynamic_ruleset/roundstart/delayed/ // Executed with a 30 seconds delay
var/delay = 30 SECONDS
var/required_type = /mob/living/carbon/human // No ghosts, new players or silicons allowed.
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = "Latejoin"
@@ -103,17 +119,48 @@
if(maximum_players > 0 && population > maximum_players)
return FALSE
if (population >= GLOB.dynamic_high_pop_limit)
return (threat_level >= high_population_requirement)
indice_pop = 10
if(threat_level < high_population_requirement)
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[high_population_requirement]")
return FALSE
else
return TRUE
else
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
var/indice_pop = min(10,round(population/pop_per_requirement)+1)
return (threat_level >= requirements[indice_pop])
if(antag_cap.len && requirements.len != antag_cap.len)
message_admins("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
log_game("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
if(threat_level < requirements[indice_pop])
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[requirements[indice_pop]]")
return FALSE
else
return TRUE
/// Called when a suitable rule is picked during roundstart(). Will some times attempt to scale a rule up when there is threat remaining. Returns the amount of scaled steps.
/datum/dynamic_ruleset/proc/scale_up(extra_rulesets = 0, remaining_threat_level = 0)
remaining_threat_level -= cost
if(scaling_cost && scaling_cost <= remaining_threat_level) // Only attempts to scale the modes with a scaling cost explicitly set.
var/new_prob
var/pop_to_antags = (mode.antags_rolled + (antag_cap[indice_pop] * (scaled_times + 1))) / mode.roundstart_pop_ready
log_game("DYNAMIC: [name] roundstart ruleset attempting to scale up with [extra_rulesets] rulesets waiting and [remaining_threat_level] threat remaining.")
for(var/i in 1 to 3) //Can scale a max of 3 times
if(remaining_threat_level >= scaling_cost && pop_to_antags < 0.25)
new_prob = base_prob + (remaining_threat_level) - (scaled_times * scaling_cost) - (extra_rulesets * EXTRA_RULESET_PENALTY) - (pop_to_antags * POP_SCALING_PENALTY)
if (!prob(new_prob))
break
remaining_threat_level -= scaling_cost
scaled_times++
pop_to_antags = (mode.antags_rolled + (antag_cap[indice_pop] * (scaled_times + 1))) / mode.roundstart_pop_ready
log_game("DYNAMIC: [name] roundstart ruleset failed scaling up at [new_prob ? new_prob : 0]% chance after [scaled_times]/3 successful scaleups. [remaining_threat_level] threat remaining, antag to crew ratio: [pop_to_antags*100]%.")
mode.antags_rolled += (1 + scaled_times) * antag_cap[indice_pop]
return scaled_times * scaling_cost
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on game mode pre_setup, used for non-delayed roundstart rulesets only.
/// Called on game mode pre_setup for roundstart rulesets.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
@@ -126,20 +173,20 @@
M.add_antag_datum(antag_datum)
return TRUE
/// Called after delay set in ruleset.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/roundstart/delayed/execute()
if (SSticker && SSticker.current_state < GAME_STATE_PLAYING)
CRASH("The delayed ruleset [name] executed before the round started.")
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
return FALSE
return TRUE
/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
/// This one only handles refunding the threat, override in ruleset to clean up the rest.
/datum/dynamic_ruleset/proc/clean_up()
mode.refund_threat(cost + (scaled_times * scaling_cost))
mode.log_threat("[ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]",verbose=TRUE)
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
@@ -156,14 +203,6 @@
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Counts how many players are ready at roundstart.
/// Used only by non-delayed roundstart rulesets.
/datum/dynamic_ruleset/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
/// Set mode result and news report here.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/round_result()
@@ -191,32 +230,14 @@
if(P.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
/// Checks if candidates are required mob type, connected, banned and if the job is exclusive to the role.
/datum/dynamic_ruleset/roundstart/delayed/trim_candidates()
. = ..()
for (var/mob/P in candidates)
if (!istype(P, required_type))
candidates.Remove(P) // Can be a new_player, etc.
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(P.mind.special_role || P.mind.antag_datums?.len > 0) // Are they an antag already?
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
if(antag_flag_override)
if(!(antag_flag_override in P.client.prefs.be_special) || jobban_isbanned(P.ckey, antag_flag_override))
candidates.Remove(P)
continue
else
if(!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, antag_flag))
candidates.Remove(P)
continue
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
@@ -0,0 +1,345 @@
/datum/dynamic_ruleset/event
ruletype = "Event"
var/typepath // typepath of the event
var/triggering
/datum/dynamic_ruleset/event/execute()
var/datum/round_event/E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
// E.control = src // can't be done! we just don't use events that require these, those can be from_ghost almost always
testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
deadchat_broadcast("<span class='deadsay'><b>[name]</b> has just been triggered by dynamic!</span>")
log_game("Random Event triggering: [name] ([typepath])")
return E
/datum/dynamic_ruleset/event/ready(forced = FALSE) // same as midround cause we're still using enemy system
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return TRUE
//////////////////////////////////////////////
// //
// PIRATES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/pirates
name = "Space Pirates"
config_tag = "pirates"
typepath = /datum/round_event/pirates
antag_flag = ROLE_TRAITOR
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
requirements = list(70,60,50,50,40,40,40,30,20,15)
high_population_requirement = 15
/datum/dynamic_ruleset/event/pirates/ready(forced = FALSE)
if (!SSmapping.empty_space)
return FALSE
return ..()
//////////////////////////////////////////////
// //
// SPIDERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/spiders
name = "Spider Infestation"
config_tag = "spiders"
typepath = /datum/round_event/spider_infestation
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
requirements = list(70,60,50,50,40,40,40,30,20,15)
high_population_requirement = 15
//////////////////////////////////////////////
// //
// CLOGGED VENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ventclog
name = "Clogged Vents"
config_tag = "ventclog"
typepath = /datum/round_event/vent_clog
enemy_roles = list("Chemist","Medical Doctor","Chief Medical Officer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
cost = 2
weight = 4
repeatable_weight_decrease = 3
requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/ventclog/ready()
if(mode.threat_level > 30 && mode.threat >= 5 && prob(20))
name = "Clogged Vents: Threatening"
cost = 5
required_enemies = list(3,3,3,2,2,2,1,1,1,1)
typepath = /datum/round_event/vent_clog/threatening
else if(mode.threat_level > 15 && mode.threat > 15 && prob(30))
name = "Clogged Vents: Catastrophic"
cost = 15
required_enemies = list(2,2,1,1,1,1,0,0,0,0)
typepath = /datum/round_event/vent_clog/catastrophic
else
cost = 2
name = "Clogged Vents: Normal"
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
typepath = /datum/round_event/vent_clog
return ..()
//////////////////////////////////////////////
// //
// ION STORM //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ion_storm
name = "Ion Storm"
config_tag = "ion_storm"
typepath = /datum/round_event/ion_storm
enemy_roles = list("Research Director","Captain","Chief Engineer")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
weight = 4
// no repeatable weight decrease. too variable to be unfun multiple times in one round
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
//////////////////////////////////////////////
// //
// METEORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/meteor_wave
name = "Meteor Wave"
config_tag = "meteor_wave"
typepath = /datum/round_event/meteor_wave
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg")
required_enemies = list(3,3,3,3,3,3,3,3,3,3)
cost = 15
weight = 3
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30))
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
else
cost = 15
typepath = /datum/round_event/meteor_wave
return ..()
//////////////////////////////////////////////
// //
// ANOMALIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/anomaly_bluespace
name = "Anomaly: Bluespace"
config_tag = "anomaly_bluespace"
typepath = /datum/round_event/anomaly/anomaly_bluespace
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_flux
name = "Anomaly: Hyper-Energetic Flux"
config_tag = "anomaly_flux"
typepath = /datum/round_event/anomaly/anomaly_flux
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 5
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_gravitational
name = "Anomaly: Gravitational"
config_tag = "anomaly_gravitational"
typepath = /datum/round_event/anomaly/anomaly_grav
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_pyroclastic
name = "Anomaly: Pyroclastic"
config_tag = "anomaly_pyroclastic"
typepath = /datum/round_event/anomaly/anomaly_pyro
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_vortex
name = "Anomaly: Vortex"
config_tag = "anomaly_vortex"
typepath = /datum/round_event/anomaly/anomaly_vortex
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
//////////////////////////////////////////////
// //
// WOW THAT'S A LOT OF EVENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/brand_intelligence
name = "Brand Intelligence"
config_tag = "brand_intelligence"
typepath = /datum/round_event/brand_intelligence
weight = 1
repeatable_weight_decrease = 1
cost = 2
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,0,0,0,0,0,0)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/carp_migration
name = "Carp Migration"
config_tag = "carp_migration"
typepath = /datum/round_event/carp_migration
weight = 7
repeatable_weight_decrease = 3
cost = 4
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/communications_blackout
name = "Communications Blackout"
config_tag = "communications_blackout"
typepath = /datum/round_event/communications_blackout
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/processor_overload
name = "Processor Overload"
config_tag = "processor_overload"
typepath = /datum/round_event/processor_overload
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/space_dust
name = "Minor Space Dust"
config_tag = "space_dust"
typepath = /datum/round_event/space_dust
cost = 2
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/major_dust
name = "Major Space Dust"
config_tag = "major_dust"
typepath = /datum/round_event/meteor_wave/major_dust
cost = 4
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/electrical_storm
name = "Electrical Storm"
config_tag = "electrical_storm"
typepath = /datum/round_event/electrical_storm
cost = 1
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/heart_attack
name = "Random Heart Attack"
config_tag = "heart_attack"
typepath = /datum/round_event/heart_attack
cost = 3
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Medical Doctor","Chief Medical Officer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/radiation_storm
name = "Radiation Storm"
config_tag = "radiation_storm"
typepath = /datum/round_event/radiation_storm
cost = 3
weight = 1
enemy_roles = list("Chemist","Chief Medical Officer","Geneticist","Medical Doctor","AI","Captain")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
@@ -12,9 +12,14 @@
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if(antag_flag_override)
if(!(antag_flag_override in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag_override)))
candidates.Remove(P)
continue
else
if(!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
candidates.Remove(P)
continue
if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
candidates.Remove(P)
continue
@@ -60,8 +65,8 @@
required_candidates = 1
weight = 7
cost = 5
requirements = list(40,30,20,10,10,10,10,10,10,10)
high_population_requirement = 10
requirements = list(40,30,20,15,15,15,15,15,15,15)
high_population_requirement = 15
repeatable = TRUE
flags = TRAITOR_RULESET
@@ -73,40 +78,138 @@
/datum/dynamic_ruleset/latejoin/provocateur
name = "Provocateur"
persistent = TRUE
config_tag = "latejoin_revolution"
antag_datum = /datum/antagonist/rev/head
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(4,4,3,3,3,3,3,2,2,1)
required_candidates = 1
weight = 2
delay = 1 MINUTES // Prevents rule start while head is offstation.
cost = 20
requirements = list(101,101,70,40,30,20,20,20,20,20)
high_population_requirement = 50
requirements = list(101,101,70,40,40,40,40,40,40,40)
high_population_requirement = 40
flags = HIGHLANDER_RULESET
var/required_heads = 3
var/required_heads_of_staff = 3
var/finished = FALSE
var/datum/team/revolution/revolution
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
if (forced)
required_heads = 1
required_heads_of_staff = 1
if(!..())
return FALSE
var/head_check = 0
for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
if (player.mind.assigned_role in GLOB.command_positions)
head_check++
return (head_check >= required_heads)
return (head_check >= required_heads_of_staff)
/datum/dynamic_ruleset/latejoin/provocateur/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head)
new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
var/mob/M = pick(candidates) // This should contain a single player, but in case.
if(check_eligible(M.mind)) // Didnt die/run off z-level/get implanted since leaving shuttle.
assigned += M.mind
M.mind.special_role = antag_flag
revolution = new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head, revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
else
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
log_game("DYNAMIC: [ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/rule_process()
if(check_rev_victory())
finished = REVOLUTION_VICTORY
return RULESET_STOP_PROCESSING
else if (check_heads_victory())
finished = STATION_VICTORY
SSshuttle.clearHostileEnvironment(src)
priority_announce("It appears the mutiny has been quelled. Please return yourself and your colleagues to work. \
We have remotely blacklisted the head revolutionaries from your cloning software to prevent accidental cloning.", null, "attention", null, "Central Command Loyalty Monitoring Division")
for(var/datum/mind/M in revolution.members) // Remove antag datums and prevent headrev cloning then restarting rebellions.
if(M.has_antag_datum(/datum/antagonist/rev/head))
var/datum/antagonist/rev/head/R = M.has_antag_datum(/datum/antagonist/rev/head)
R.remove_revolutionary(FALSE, "gamemode")
var/mob/living/carbon/C = M.current
if(C.stat == DEAD)
C.makeUncloneable()
if(M.has_antag_datum(/datum/antagonist/rev))
var/datum/antagonist/rev/R = M.has_antag_datum(/datum/antagonist/rev)
R.remove_revolutionary(FALSE, "gamemode")
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_eligible(var/datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/check_finished()
if(finished == REVOLUTION_VICTORY)
return TRUE
else
return ..()
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
return FALSE
return TRUE
/datum/dynamic_ruleset/latejoin/provocateur/round_result()
if(finished == REVOLUTION_VICTORY)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == STATION_VICTORY)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
//////////////////////////////////////////////
// //
// VAMPIRE //
// //
//////////////////////////////////////////////
/*
/datum/dynamic_ruleset/latejoin/vampire
name = "vampire"
config_tag = "vampire_latejoin"
antag_flag = ROLE_VAMPIRE
antag_datum = ANTAG_DATUM_VAMPIRE
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 5
cost = 15
requirements = list(80,70,60,50,40,20,20,15,15,15)
repeatable = TRUE
high_population_requirement = 15
/datum/dynamic_ruleset/latejoin/vampire/pre_execute()
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_VAMPIRE
return TRUE
*/
@@ -1,3 +1,6 @@
#define REVENANT_SPAWN_THRESHOLD 20
#define ABDUCTOR_MAX_TEAMS 4 // blame TG for not using the defines files
//////////////////////////////////////////////
// //
// MIDROUND RULESETS //
@@ -8,7 +11,7 @@
ruletype = "Midround"
/// If the ruleset should be restricted from ghost roles.
var/restrict_ghost_roles = TRUE
/// What type the ruleset is restricted to.
/// What mob type the ruleset is restricted to.
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
@@ -17,12 +20,11 @@
/datum/dynamic_ruleset/midround/from_ghosts
weight = 0
required_type = /mob/dead/observer
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
/datum/dynamic_ruleset/midround/trim_candidates()
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
//
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
@@ -31,12 +33,10 @@
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
var/antag_name = initial(antag_flag)
for(var/mob/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
@@ -47,14 +47,19 @@
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
trimmed_list.Remove(M)
continue
if(antag_flag_override)
if(!(antag_flag_override in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag_override))
trimmed_list.Remove(M)
continue
else
if(!(antag_flag in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag))
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles || HAS_TRAIT(M, TRAIT_MINDSHIELD)) // Does their job allow it or are they mindshielded?
if (M.mind.assigned_role in restricted_roles) // Does their job allow it?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
@@ -71,7 +76,7 @@
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in living_players)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
@@ -100,13 +105,13 @@
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
candidates = pollGhostCandidates("The mode is looking for volunteers to become a [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
if(!candidates || candidates.len <= required_candidates)
message_admins("The ruleset [name] did not receive enough applications.")
log_game("DYNAMIC: The ruleset [name] did not receive enough applications.")
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (no applications)"
mode.log_threat("Rule [name] refunded [cost] (not receive enough applications)",verbose=TRUE)
mode.executed_rules -= src
return
@@ -122,7 +127,7 @@
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (all applications invalid)"
mode.log_threat("Rule [name] refunded [cost] (all applications invalid)",verbose=TRUE)
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
@@ -145,7 +150,7 @@
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT)
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
@@ -177,9 +182,9 @@
required_candidates = 1
weight = 7
cost = 10
requirements = list(50,40,30,20,10,10,10,10,10,10)
requirements = list(30,25,20,15,15,15,15,15,15,15)
repeatable = TRUE
high_population_requirement = 10
high_population_requirement = 15
flags = TRAITOR_RULESET
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
@@ -225,24 +230,24 @@
/datum/dynamic_ruleset/midround/malf
name = "Malfunctioning AI"
config_tag = "malf_ai"
config_tag = "midround_malf_ai"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_MALF
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_roles = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_enemies = list(6,6,6,4,4,4,2,2,2,1)
required_candidates = 1
weight = 3
weight = 2
cost = 35
requirements = list(101,101,80,70,60,60,50,50,40,40)
high_population_requirement = 35
requirements = list(101,101,70,50,50,50,40,30,30,30)
high_population_requirement = 30
required_type = /mob/living/silicon/ai
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
candidates = candidates[CURRENT_LIVING_PLAYERS]
living_players = candidates[CURRENT_LIVING_PLAYERS]
for(var/mob/living/player in candidates)
if(!isAI(player))
candidates -= player
@@ -256,8 +261,7 @@
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick(candidates)
candidates -= M
var/mob/living/silicon/ai/M = pick_n_take(candidates)
assigned += M.mind
var/datum/antagonist/traitor/AI = new
M.mind.special_role = antag_flag
@@ -279,16 +283,18 @@
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
config_tag = "midround_wizard"
persistent = TRUE
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(4,4,3,2,2,1,1,0,0,0)
required_candidates = 1
weight = 1
cost = 20
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 50
requirements = list(90,90,70,50,50,50,50,40,30,30)
high_population_requirement = 30
repeatable = TRUE
var/datum/mind/wizard
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
@@ -303,6 +309,20 @@
..()
new_character.forceMove(pick(GLOB.wizardstart))
/datum/dynamic_ruleset/midround/from_ghosts/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
@@ -315,12 +335,12 @@
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
required_enemies = list(5,5,4,3,3,2,2,2,1,1)
required_candidates = 5
weight = 5
cost = 35
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
requirements = list(90,90,90,80,70,60,50,40,40,40)
high_population_requirement = 40
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
flags = HIGHLANDER_RULESET
@@ -328,7 +348,13 @@
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
return FALSE // Unavailable if nuke ops were already sent at roundstart
var/indice_pop = min(10,round(living_players.len/5)+1)
indice_pop = min(10, round(living_players.len/5)+1)
/* NOTE: The above line's magic value of "10" is a hack due to the fact that byond was
not recognizing operative_cap as a defined variable. It should be operative_cap.len--
and yes, this means that if the len is changed, this variable must be changed along with it.
One day, once the mystery of why this issue was occuring is figured out,
we may change it back, but until this day comes, we must make it simply 10.
*/
required_candidates = operative_cap[indice_pop]
return ..()
@@ -359,14 +385,20 @@
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(3,3,2,2,2,1,1,1,1,0)
required_candidates = 1
blocking_rules = list(/datum/dynamic_ruleset/roundstart/clockcult)
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
requirements = list(101,101,101,80,60,50,50,50,50,50)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/blob/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
var/body = applicant.become_overmind()
return body
@@ -383,15 +415,21 @@
antag_datum = /datum/antagonist/xeno
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(3,3,2,2,1,1,1,1,1,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
requirements = list(101,101,101,70,50,50,50,50,50,50)
high_population_requirement = 50
repeatable_weight_decrease = 2
repeatable = TRUE
var/list/vents = list()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
@@ -435,8 +473,9 @@
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
requirements = list(101,101,101,70,50,40,20,15,15,15)
high_population_requirement = 50
repeatable_weight_decrease = 2
repeatable = TRUE
var/list/spawn_locs = list()
@@ -465,3 +504,240 @@
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
//////////////////////////////////////////////
// //
// SENTIENT DISEASE //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
antag_flag = ROLE_ALIEN
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
high_population_requirement = 5
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
applicant.transfer_ckey(virus, FALSE)
INVOKE_ASYNC(virus, /mob/camera/disease/proc/pick_name)
message_admins("[ADMIN_LOOKUPFLW(virus)] has been made into a sentient disease by the midround ruleset.")
log_game("[key_name(virus)] was spawned as a sentient disease by the midround ruleset.")
return virus
//////////////////////////////////////////////
// //
// REVENANT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/revenant
name = "Revenant"
config_tag = "revenant"
antag_flag = ROLE_REVENANT
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
var/deadMobs = 0
for(var/mob/M in GLOB.dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
return FALSE
if(required_candidates > (dead_players.len + list_observers.len))
return FALSE
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
var/turf/T = get_turf(L)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len || spawn_locs.len < 15) //look for any morgue trays, crematoriums, ect if there weren't alot of dead bodies on the station to pick from
for(var/obj/structure/bodycontainer/bc in GLOB.bodycontainers)
var/turf/T = get_turf(bc)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len) //If we can't find any valid spawnpoints, try the carp spawns
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
var/mob/living/simple_animal/revenant/revvie = new(pick(spawn_locs))
applicant.transfer_ckey(revvie, FALSE)
message_admins("[ADMIN_LOOKUPFLW(revvie)] has been made into a revenant by the midround ruleset.")
log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
return revvie
//////////////////////////////////////////////
// //
// SLAUGHTER DEMON //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon
name = "Slaughter Demon"
config_tag = "slaughter_demon"
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg")
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
required_candidates = 1
weight = 4
cost = 15
requirements = list(101,101,101,90,80,70,60,50,40,30)
high_population_requirement = 30
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
return FALSE
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
player_mind.active = 1
var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter((pick(spawn_locs)))
var/mob/living/simple_animal/slaughter/S = new (holder)
S.holder = holder
player_mind.transfer_to(S)
player_mind.assigned_role = "Slaughter Demon"
player_mind.special_role = "Slaughter Demon"
player_mind.add_antag_datum(/datum/antagonist/slaughter)
to_chat(S, S.playstyle_string)
to_chat(S, "<B>You are currently not currently in the same plane of existence as the station. Blood Crawl near a blood pool to manifest.</B>")
SEND_SOUND(S, 'sound/magic/demon_dies.ogg')
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a slaughter demon by dynamic.")
log_game("[key_name(S)] was spawned as a slaughter demon by dynamic.")
return S
//////////////////////////////////////////////
// //
// ABDUCTORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/abductors
name = "Abductors"
config_tag = "abductors"
antag_flag = ROLE_ABDUCTOR
// Has two antagonist flags, in fact
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,2,2,1,1,0,0,0,0)
required_candidates = 2
weight = 8
cost = 10
requirements = list(101,101,70,50,40,30,30,20,15,15)
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
high_population_requirement = 15
var/datum/team/abductor_team/team
repeatable_weight_decrease = 4
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
return FALSE
team = new /datum/team/abductor_team
if(team.team_number > ABDUCTOR_MAX_TEAMS)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/abductors/finish_setup(mob/new_character, index)
switch(index)
if(1) // yeah this seems like a baffling anti-pattern but it's actually the best way to do this, shit you not
var/mob/living/carbon/human/agent = new_character
agent.mind.add_antag_datum(/datum/antagonist/abductor/agent, team)
log_game("[key_name(agent)] has been selected as [team.name] abductor agent.")
if(2)
var/mob/living/carbon/human/scientist = new_character
scientist.mind.add_antag_datum(/datum/antagonist/abductor/scientist, team)
log_game("[key_name(scientist)] has been selected as [team.name] abductor scientist.")
//////////////////////////////////////////////
// //
// SPACE NINJA //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/ninja
name = "Space Ninja"
config_tag = "ninja"
antag_flag = ROLE_NINJA
enemy_roles = list("Security Officer","Head of Security","Captain","AI","Cyborg")
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
required_candidates = 1
weight = 4
cost = 15
requirements = list(101,101,101,90,80,70,60,50,40,30)
high_population_requirement = 30
var/list/spawn_locs = list()
var/spawn_loc
/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
return FALSE
if(!spawn_loc)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return FALSE
spawn_loc = pick(spawn_locs)
if(!spawn_loc)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/ninja/generate_ruleset_body(mob/applicant)
var/key = applicant.key
//Prepare ninja player mind
var/datum/mind/Mind = new /datum/mind(key)
Mind.assigned_role = ROLE_NINJA
Mind.special_role = ROLE_NINJA
Mind.active = 1
//spawn the ninja and assign the candidate
var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
Mind.transfer_to(Ninja)
var/datum/antagonist/ninja/ninjadatum = new
ninjadatum.helping_station = pick(TRUE,FALSE)
if(ninjadatum.helping_station)
mode.refund_threat(5)
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
return Ninja
#undef ABDUCTOR_MAX_TEAMS
#undef REVENANT_SPAWN_THRESHOLD
@@ -13,20 +13,20 @@
antag_datum = /datum/antagonist/traitor/
minimum_required_age = 0
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
restricted_roles = list("Cyborg")
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 5
cost = 10
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
cost = 10 // Avoid raising traitor threat above 10, as it is the default low cost ruleset.
scaling_cost = 10
requirements = list(50,50,50,50,50,50,50,50,50,50)
high_population_requirement = 40
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5) // Above 50 threat level, coeff goes down by 1 for every 10 levels
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
var/num_traitors = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_traitors)
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
@@ -51,32 +51,27 @@
name = "Blood Brothers"
config_tag = "traitorbro"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother/
antag_datum = /datum/antagonist/brother
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 2
weight = 4
cost = 10
requirements = list(40,30,30,20,20,15,15,15,10,10)
high_population_requirement = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
antag_cap = list(2,2,2,2,2,2,2,2,2,2) // Can pick 3 per team, but rare enough it doesn't matter.
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/team_amount = 2 // Hard limit on brother teams if scaling is turned off
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
var/num_teams = team_amount
var/bsc = CONFIG_GET(number/brother_scaling_coeff)
if(bsc)
num_teams = max(1, round(num_players() / bsc))
var/num_teams = (antag_cap[indice_pop]/min_team_size) * (scaled_times + 1) // 1 team per scaling
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick(candidates)
candidates -= bro
var/mob/bro = pick_n_take(candidates)
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
@@ -109,16 +104,17 @@
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 30
requirements = list(80,70,60,50,40,20,20,10,10,10)
cost = 15
scaling_cost = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 10
antag_cap = list(1,1,1,1,1,2,2,2,2,3)
var/team_mode_probability = 30
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
var/num_changelings = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_changelings)
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
@@ -153,6 +149,7 @@
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
config_tag = "wizard"
persistent = TRUE
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
@@ -160,8 +157,8 @@
required_candidates = 1
weight = 1
cost = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 10
requirements = list(101,101,101,60,50,50,50,50,50,50)
high_population_requirement = 50
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
@@ -174,10 +171,9 @@
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick(candidates)
mode.antags_rolled += 1
var/mob/M = pick_n_take(candidates)
if (M)
candidates -= M
assigned += M.mind
M.mind.assigned_role = ROLE_WIZARD
M.mind.special_role = ROLE_WIZARD
@@ -188,8 +184,25 @@
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
roundstart_wizards += M
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
for(var/datum/mind/wizard in roundstart_wizards)
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// BLOOD CULT //
@@ -207,26 +220,23 @@
required_candidates = 2
weight = 3
cost = 30
requirements = list(100,90,80,60,40,30,10,10,10,10)
high_population_requirement = 10
pop_per_requirement = 5
requirements = list(101,101,101,80,70,60,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
antag_cap = list(2,2,2,3,3,4,4,4,4,4)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = cultist_cap[indice_pop]
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
var/cultists = cultist_cap[indice_pop]
var/cultists = antag_cap[indice_pop]
mode.antags_rolled += cultists
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
@@ -268,28 +278,24 @@
required_candidates = 5
weight = 3
cost = 40
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
pop_per_requirement = 5
requirements = list(100,90,80,70,60,50,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
antag_cap = list(1,1,2,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = operative_cap[indice_pop]
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
// If ready() did its job, candidates should have 5 or more members in it
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/operatives = operative_cap[indice_pop]
var/operatives = antag_cap[indice_pop]
mode.antags_rolled += operatives
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.assigned_role = "Nuclear Operative"
M.mind.special_role = "Nuclear Operative"
@@ -347,7 +353,7 @@
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/delayed/revs
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
config_tag = "revolution"
persistent = TRUE
@@ -358,63 +364,98 @@
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 3
weight = 2
delay = 7 MINUTES
cost = 35
requirements = list(101,101,70,40,30,20,10,10,10,10)
high_population_requirement = 10
delay = 5 MINUTES
requirements = list(101,101,101,60,50,50,50,50,50,50)
high_population_requirement = 50
antag_cap = list(3,3,3,3,3,3,3,3,3,3)
flags = HIGHLANDER_RULESET
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = 0
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/delayed/revs/execute()
var/max_canditates = 4
revolution = new()
for(var/i = 1 to max_canditates)
/datum/dynamic_ruleset/roundstart/revs/pre_execute()
var/max_candidates = antag_cap[indice_pop]
mode.antags_rolled += max_candidates
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.mind.add_antag_datum(new_head,revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
if(check_rev_victory())
finished = 1
else if(check_heads_victory())
finished = 2
return
/datum/dynamic_ruleset/roundstart/revs/execute()
var/success = TRUE
revolution = new()
for(var/datum/mind/M in assigned)
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(!revolution.members.len)
success = FALSE
log_game("DYNAMIC: [ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
if(success)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/delayed/revs/check_finished()
if(CONFIG_GET(keyed_list/continuous)["revolution"])
if(finished)
SSshuttle.clearHostileEnvironment(src)
return ..()
if(finished != 0)
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
if(check_rev_victory())
finished = REVOLUTION_VICTORY
return RULESET_STOP_PROCESSING
else if (check_heads_victory())
finished = STATION_VICTORY
SSshuttle.clearHostileEnvironment(src)
priority_announce("It appears the mutiny has been quelled. Please return yourself and your incapacitated colleagues to work. \
We have remotely blacklisted the head revolutionaries from your cloning software to prevent accidental cloning.", null, "attention", null, "Central Command Loyalty Monitoring Division")
for(var/datum/mind/M in revolution.members) // Remove antag datums and prevents podcloned or exiled headrevs restarting rebellions.
if(M.has_antag_datum(/datum/antagonist/rev/head))
var/datum/antagonist/rev/head/R = M.has_antag_datum(/datum/antagonist/rev/head)
R.remove_revolutionary(FALSE, "gamemode")
var/mob/living/carbon/C = M.current
if(C.stat == DEAD)
C.makeUncloneable()
if(M.has_antag_datum(/datum/antagonist/rev))
var/datum/antagonist/rev/R = M.has_antag_datum(/datum/antagonist/rev)
R.remove_revolutionary(FALSE, "gamemode")
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(var/datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/check_finished()
if(finished == REVOLUTION_VICTORY)
return TRUE
else
return ..()
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_rev_victory()
/datum/dynamic_ruleset/roundstart/revs/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_heads_victory()
/datum/dynamic_ruleset/roundstart/revs/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
@@ -422,11 +463,11 @@
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/round_result()
if(finished == 1)
/datum/dynamic_ruleset/roundstart/revs/round_result()
if(finished == REVOLUTION_VICTORY)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == 2)
else if(finished == STATION_VICTORY)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
@@ -470,10 +511,11 @@
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 4
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
cost = 35
requirements = list(101,101,101,80,70,60,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
antag_cap = list(2,3,3,4,4,4,4,4,4,4)
var/ark_time
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
@@ -486,16 +528,15 @@
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
var/starter_servants = 4
var/number_players = num_players()
var/starter_servants = antag_cap[indice_pop]
var/number_players = mode.roundstart_pop_ready
if(number_players > 30)
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8)
GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
starter_servants += min(round(number_players / 10), 5)
mode.antags_rolled += starter_servants
GLOB.clockwork_vitality += 50 * starter_servants
for (var/i in 1 to starter_servants)
var/mob/servant = pick(candidates)
candidates -= servant
var/mob/servant = pick_n_take(candidates)
assigned += servant.mind
servant.mind.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.mind.special_role = ROLE_SERVANT_OF_RATVAR
@@ -604,23 +645,16 @@
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
antag_cap = list(1,1,1,2,2,2,3,3,3,4)
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
var/num_devils = 1
if(tsc)
num_devils = max(required_candidates, min(round(num_players() / (tsc * 3)) + 2, round(num_players() / (tsc * 1.5))))
else
num_devils = max(required_candidates, min(num_players(), devil_limit))
var/num_devils = antag_cap[indice_pop]
mode.antags_rolled += num_devils
for(var/j = 0, j < num_devils, j++)
if (!candidates.len)
break
var/mob/devil = pick(candidates)
assigned += devil
candidates -= devil
var/mob/devil = pick_n_take(candidates)
assigned += devil.mind
devil.mind.special_role = ROLE_DEVIL
devil.mind.restricted_roles = restricted_roles
@@ -669,13 +703,13 @@
var/datum/team/monkey/monkey_team
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
var/carriers_to_make = max(round(num_players()/players_per_carrier, 1), 1)
var/carriers_to_make = max(round(mode.roundstart_pop_ready / players_per_carrier, 1), 1)
mode.antags_rolled += carriers_to_make
for(var/j = 0, j < carriers_to_make, j++)
if (!candidates.len)
break
var/mob/carrier = pick(candidates)
candidates -= carrier
var/mob/carrier = pick_n_take(candidates)
assigned += carrier.mind
carrier.mind.special_role = "Monkey Leader"
carrier.mind.restricted_roles = restricted_roles
+1 -1
View File
@@ -144,7 +144,7 @@
/datum/outfit/syndicate/no_crystals
tc = 0
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H)
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
var/obj/item/radio/R = H.ears
R.set_frequency(FREQ_SYNDICATE)
R.freqlock = TRUE
+1 -3
View File
@@ -92,9 +92,7 @@
if(!usr || !usr.canUseTopic(src) || stat || QDELETED(src))
return
if(href_list["authenticate"])
var/obj/item/card/id/ID = usr.get_active_held_item()
if(!istype(ID))
ID = usr.get_idcard()
var/obj/item/card/id/ID = usr.get_idcard(TRUE)
if(ID && istype(ID))
if(check_access(ID))
authenticated = TRUE
@@ -19,7 +19,7 @@
return
to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 0)
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
M.add_fingerprint(user)
@@ -28,7 +28,7 @@
if(1)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 1)
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
setAnchored(FALSE)
state = 0
@@ -72,9 +72,7 @@
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
if(P.use_tool(src, user, 20, volume=50, amount=5))
if(state != 2)
return
if(P.use_tool(src, user, 20, 5, 50, CALLBACK(src, .proc/check_state, 2)))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
@@ -94,9 +92,7 @@
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(P.use_tool(src, user, 20, amount=2))
if(state != 3)
return
if(P.use_tool(src, user, 20, 2, 0, CALLBACK(src, .proc/check_state, 3)))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
src.icon_state = "4"
@@ -121,6 +117,11 @@
if(user.a_intent == INTENT_HARM)
return ..()
//callback proc used on stacks use_tool to stop unnecessary amounts being wasted from spam clicking.
/obj/structure/frame/computer/proc/check_state(target_state)
if(state == target_state)
return TRUE
return FALSE
/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -287,9 +287,9 @@
/obj/machinery/computer/camera_advanced/ratvar/CreateEye()
..()
eyeobj.visible_icon = 1
eyeobj.icon = 'icons/obj/abductor.dmi' //in case you still had any doubts
eyeobj.icon_state = "camera_target"
eyeobj.visible_icon = TRUE
eyeobj.icon = 'icons/mob/cameramob.dmi' //in case you still had any doubts
eyeobj.icon_state = "generic_camera"
/obj/machinery/computer/camera_advanced/ratvar/GrantActions(mob/living/carbon/user)
..()
+147 -161
View File
@@ -4,6 +4,11 @@
//increase the slots of many jobs.
GLOBAL_VAR_INIT(time_last_changed_position, 0)
#define JOB_ALLOWED 1
#define JOB_COOLDOWN -2
#define JOB_MAX_POSITIONS -1 // Trying to reduce the number of slots below that of current holders of that job, or trying to open more slots than allowed
#define JOB_DENIED 0
/obj/machinery/computer/card
name = "identification console"
desc = "You can use this to manage jobs and ID access."
@@ -29,7 +34,8 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
"Head of Security",
"Chief Engineer",
"Research Director",
"Chief Medical Officer")
"Chief Medical Officer",
"Quartermaster")
//The scaling factor of max total positions in relation to the total amount of people on board the station in %
var/max_relative_positions = 30 //30%: Seems reasonable, limit of 6 @ 20 players
@@ -44,10 +50,11 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/card/examine(mob/user)
..()
if(inserted_scan_id || inserted_modify_id)
to_chat(user, "<span class='notice'>Alt-click to eject the ID card.</span>")
/obj/machinery/computer/card/proc/get_jobs()
return get_all_jobs()
/obj/machinery/computer/card/centcom/get_jobs()
return get_all_centcom_jobs()
/obj/machinery/computer/card/Initialize()
. = ..()
@@ -59,17 +66,14 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
to_chat(user, "<span class='notice'>Alt-click to eject the ID card.</span>")
/obj/machinery/computer/card/attackby(obj/I, mob/user, params)
if(istype(I, /obj/item/card/id))
if(!inserted_scan_id)
if(isidcard(I))
if(check_access(I) && !inserted_scan_id)
if(id_insert(user, I, inserted_scan_id))
inserted_scan_id = I
return
if(!inserted_modify_id)
if(id_insert(user, I, inserted_modify_id))
inserted_modify_id = I
return
else
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
updateUsrDialog()
else if(id_insert(user, I, inserted_modify_id))
inserted_modify_id = I
updateUsrDialog()
else
return ..()
@@ -103,7 +107,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
/obj/machinery/computer/card/proc/job_blacklisted(jobtitle)
return (jobtitle in blacklisted)
//Logic check for Topic() if you can open the job
/obj/machinery/computer/card/proc/can_open_job(datum/job/job)
if(job)
@@ -111,10 +114,10 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if((job.total_positions <= GLOB.player_list.len * (max_relative_positions / 100)))
var/delta = (world.time / 10) - GLOB.time_last_changed_position
if((change_position_cooldown < delta) || (opened_positions[job.title] < 0))
return 1
return -2
return -1
return 0
return JOB_ALLOWED
return JOB_COOLDOWN
return JOB_MAX_POSITIONS
return JOB_DENIED
//Logic check for Topic() if you can close the job
/obj/machinery/computer/card/proc/can_close_job(datum/job/job)
@@ -123,34 +126,45 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if(job.total_positions > job.current_positions)
var/delta = (world.time / 10) - GLOB.time_last_changed_position
if((change_position_cooldown < delta) || (opened_positions[job.title] > 0))
return 1
return -2
return -1
return 0
return JOB_ALLOWED
return JOB_COOLDOWN
return JOB_MAX_POSITIONS
return JOB_DENIED
/obj/machinery/computer/card/proc/id_insert(mob/user, obj/item/card/id/I, target)
if(istype(I))
if(target)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return FALSE
if(!user.transferItemToLoc(I, src))
return FALSE
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
return TRUE
/obj/machinery/computer/card/proc/id_insert(mob/user, obj/item/inserting_item, obj/item/target)
var/obj/item/card/id/card_to_insert = inserting_item
var/holder_item = FALSE
if(!isidcard(card_to_insert))
card_to_insert = inserting_item.RemoveID()
holder_item = TRUE
if(!card_to_insert || !user.transferItemToLoc(card_to_insert, src))
return FALSE
if(target)
if(holder_item && inserting_item.InsertID(target))
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
else
id_eject(user, target)
user.visible_message("<span class='notice'>[user] inserts \the [card_to_insert] into \the [src].</span>",
"<span class='notice'>You insert \the [card_to_insert] into \the [src].</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
return TRUE
/obj/machinery/computer/card/proc/id_eject(mob/user, obj/target)
if(!target)
to_chat(user, "<span class='warning'>There's no ID card in the console!</span>")
to_chat(user, "<span class='warning'>That slot is empty!</span>")
return FALSE
else
target.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(target)
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
user.visible_message("<span class='notice'>[user] gets \the [target] from \the [src].</span>", \
"<span class='notice'>You get \the [target] from \the [src].</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
return TRUE
@@ -162,86 +176,68 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if(inserted_modify_id)
if(id_eject(user, inserted_modify_id))
inserted_modify_id = null
authenticated = FALSE
updateUsrDialog()
return
if(inserted_scan_id)
if(id_eject(user, inserted_scan_id))
inserted_scan_id = null
authenticated = FALSE
updateUsrDialog()
return
/obj/machinery/computer/card/ui_interact(mob/user)
. = ..()
var/dat
if(!SSticker)
return
var/list/dat = list()
if (mode == 1) // accessing crew manifest
var/crew = ""
dat += "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>"
for(var/datum/data/record/t in sortRecord(GLOB.data_core.general))
crew += t.fields["name"] + " - " + t.fields["rank"] + "<br>"
dat = "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>[crew]<a href='?src=[REF(src)];choice=print'>Print</a><br><br><a href='?src=[REF(src)];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
dat += {"[t.fields["name"]] - [t.fields["rank"]]<br>"}
dat += "<a href='?src=[REF(src)];choice=print'>Print</a><br><br><a href='?src=[REF(src)];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
else if(mode == 2)
// JOB MANAGEMENT
dat = "<a href='?src=[REF(src)];choice=return'>Return</a>"
dat += " || Confirm Identity: "
var/S
if(inserted_scan_id)
S = html_encode(inserted_scan_id.name)
else
S = "--------"
dat += "<a href='?src=[REF(src)];choice=inserted_scan_id'>[S]</a>"
dat += "<table>"
dat += "<tr><td style='width:25%'><b>Job</b></td><td style='width:25%'><b>Slots</b></td><td style='width:25%'><b>Open job</b></td><td style='width:25%'><b>Close job</b><td style='width:25%'><b>Prioritize</b></td></td></tr>"
var/ID
if(inserted_scan_id && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
ID = 1
else
ID = 0
dat += {"<a href='?src=[REF(src)];choice=return'>Return</a>
<table><tr><td style='width:25%'><b>Job</b></td><td style='width:25%'><b>Slots</b></td>
<td style='width:25%'><b>Open job</b></td><td style='width:25%'><b>Close job</b><td style='width:25%'><b>Prioritize</b></td></td></tr>"}
for(var/datum/job/job in SSjob.occupations)
dat += "<tr>"
if(job.title in blacklisted)
continue
dat += "<td>[job.title]</td>"
dat += "<td>[job.current_positions]/[job.total_positions]</td>"
dat += "<td>"
dat += {"<td>[job.title]</td>
<td>[job.current_positions]/[job.total_positions]</td>
<td>"}
switch(can_open_job(job))
if(1)
if(ID)
if(JOB_ALLOWED)
if(authenticated == 2)
dat += "<a href='?src=[REF(src)];choice=make_job_available;job=[job.title]'>Open Position</a><br>"
else
dat += "Open Position"
if(-1)
dat += "Denied"
if(-2)
if(JOB_COOLDOWN)
var/time_to_wait = round(change_position_cooldown - ((world.time / 10) - GLOB.time_last_changed_position), 1)
var/mins = round(time_to_wait / 60)
var/seconds = time_to_wait - (60*mins)
dat += "Cooldown ongoing: [mins]:[(seconds < 10) ? "0[seconds]" : "[seconds]"]"
if(0)
else
dat += "Denied"
dat += "</td><td>"
switch(can_close_job(job))
if(1)
if(ID)
if(JOB_ALLOWED)
if(authenticated == 2)
dat += "<a href='?src=[REF(src)];choice=make_job_unavailable;job=[job.title]'>Close Position</a>"
else
dat += "Close Position"
if(-1)
dat += "Denied"
if(-2)
if(JOB_COOLDOWN)
var/time_to_wait = round(change_position_cooldown - ((world.time / 10) - GLOB.time_last_changed_position), 1)
var/mins = round(time_to_wait / 60)
var/seconds = time_to_wait - (60*mins)
dat += "Cooldown ongoing: [mins]:[(seconds < 10) ? "0[seconds]" : "[seconds]"]"
if(0)
else
dat += "Denied"
dat += "</td><td>"
switch(job.total_positions)
if(0)
dat += "Denied"
else
if(ID)
if(authenticated == 2)
if(job in SSjob.prioritized_jobs)
dat += "<a href='?src=[REF(src)];choice=prioritize_job;job=[job.title]'>Deprioritize</a>"
else
@@ -255,57 +251,36 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
dat += "</td></tr>"
dat += "</table>"
else
var/header = ""
var/list/header = list()
var/target_name
var/target_owner
var/target_rank
if(inserted_modify_id)
target_name = html_encode(inserted_modify_id.name)
else
target_name = "--------"
if(inserted_modify_id && inserted_modify_id.registered_name)
target_owner = html_encode(inserted_modify_id.registered_name)
else
target_owner = "--------"
if(inserted_modify_id && inserted_modify_id.assignment)
target_rank = html_encode(inserted_modify_id.assignment)
else
target_rank = "Unassigned"
var/scan_name
if(inserted_scan_id)
scan_name = html_encode(inserted_scan_id.name)
else
scan_name = "--------"
var/scan_name = inserted_scan_id ? html_encode(inserted_scan_id.name) : "--------"
var/target_name = inserted_modify_id ? html_encode(inserted_modify_id.name) : "--------"
var/target_owner = (inserted_modify_id && inserted_modify_id.registered_name) ? html_encode(inserted_modify_id.registered_name) : "--------"
var/target_rank = (inserted_modify_id && inserted_modify_id.assignment) ? html_encode(inserted_modify_id.assignment) : "Unassigned"
if(!authenticated)
header += "<br><i>Please insert the cards into the slots</i><br>"
header += "Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>[target_name]</a><br>"
header += "Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>[scan_name]</a><br>"
header += {"<br><i>Please insert the cards into the slots</i><br>
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>[target_name]</a><br>
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>[scan_name]</a><br>"}
else
header += "<div align='center'><br>"
header += "<a href='?src=[REF(src)];choice=inserted_modify_id'>Remove [target_name]</a> || "
header += "<a href='?src=[REF(src)];choice=inserted_scan_id'>Remove [scan_name]</a> <br> "
header += "<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a> <br> "
header += "<a href='?src=[REF(src)];choice=logout'>Log Out</a></div>"
header += {"<div align='center'><br>
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>Remove [target_name]</a> ||
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>Remove [scan_name]</a><br>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br>
[!target_dept ? "<a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><br>" : ""]
<a href='?src=[REF(src)];choice=logout'>Log Out</a></div>"}
header += "<hr>"
var/jobs_all = ""
var/list/alljobs = list("Unassigned")
alljobs += (istype(src, /obj/machinery/computer/card/centcom)? get_all_centcom_jobs() : get_all_jobs()) + "Custom"
for(var/job in alljobs)
jobs_all += "<a href='?src=[REF(src)];choice=assign;assign_target=[job]'>[replacetext(job, " ", "&nbsp")]</a> " //make sure there isn't a line break in the middle of a job
var/body
if (authenticated && inserted_modify_id)
var/carddesc = text("")
var/jobs = text("")
if( authenticated == 2)
var/list/carddesc = list()
var/list/jobs = list()
if (authenticated == 2)
var/list/jobs_all = list()
for(var/job in (list("Unassigned") + get_jobs() + "Custom"))
jobs_all += "<a href='?src=[REF(src)];choice=assign;assign_target=[job]'>[replacetext(job, " ", "&nbsp;")]</a> " //make sure there isn't a line break in the middle of a job
carddesc += {"<script type="text/javascript">
function markRed(){
var nameField = document.getElementById('namefield');
@@ -317,20 +292,20 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
}
function showAll(){
var allJobsSlot = document.getElementById('alljobsslot');
allJobsSlot.innerHTML = "<a href='#' onclick='hideAll()'>hide</a><br>"+ "[jobs_all]";
allJobsSlot.innerHTML = "<a href='#' onclick='hideAll()'>hide</a><br>"+ "[jobs_all.Join()]";
}
function hideAll(){
var allJobsSlot = document.getElementById('alljobsslot');
allJobsSlot.innerHTML = "<a href='#' onclick='showAll()'>show</a>";
}
</script>"}
carddesc += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
carddesc += "<input type='hidden' name='src' value='[REF(src)]'>"
carddesc += "<input type='hidden' name='choice' value='reg'>"
carddesc += "<b>registered name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>"
carddesc += "<input type='submit' value='Rename' onclick='markGreen()'>"
carddesc += "</form>"
carddesc += "<b>Assignment:</b> "
carddesc += {"<form name='cardcomp' action='?src=[REF(src)]' method='get'>
<input type='hidden' name='src' value='[REF(src)]'>
<input type='hidden' name='choice' value='reg'>
<b>registered name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>
<input type='submit' value='Rename' onclick='markGreen()'>
</form>
<b>Assignment:</b> "}
jobs += "<span id='alljobsslot'><a href='#' onclick='showAll()'>[target_rank]</a></span>" //CHECK THIS
@@ -338,18 +313,18 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
carddesc += "<b>registered_name:</b> [target_owner]</span>"
jobs += "<b>Assignment:</b> [target_rank] (<a href='?src=[REF(src)];choice=demote'>Demote</a>)</span>"
var/accesses = ""
if(istype(src, /obj/machinery/computer/card/centcom))
var/list/accesses = list()
if(istype(src, /obj/machinery/computer/card/centcom)) // REE
accesses += "<h5>Central Command:</h5>"
for(var/A in get_all_centcom_access())
if(A in inserted_modify_id.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"red\">[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</font></a> "
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"6bc473\">[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=1'>[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</a> "
else
accesses += "<div align='center'><b>Access</b></div>"
accesses += "<table style='width:100%'>"
accesses += "<tr>"
accesses += {"<div align='center'><b>Access</b></div>
<table style='width:100%'>
<tr>"}
for(var/i = 1; i <= 7; i++)
if(authenticated == 1 && !(i in region_access))
continue
@@ -361,23 +336,23 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
accesses += "<td style='width:14%' valign='top'>"
for(var/A in get_region_accesses(i))
if(A in inserted_modify_id.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"red\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"6bc473\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=1'>[replacetext(get_access_desc(A), " ", "&nbsp")]</a> "
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
body = "[carddesc]<br>[jobs]<br><br>[accesses]" //CHECK THIS
body = "[carddesc.Join()]<br>[jobs.Join()]<br><br>[accesses.Join()]<hr>" //CHECK THIS
else
body = "<a href='?src=[REF(src)];choice=auth'>{Log in}</a> <br><hr>"
body += "<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a>"
else if (!authenticated)
body = {"<a href='?src=[REF(src)];choice=auth'>Log In</a><br><hr>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br><hr>"}
if(!target_dept)
body += "<br><hr><a href = '?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a>"
body += "<a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><hr>"
dat = "<tt>[header][body]<hr><br></tt>"
dat = list("<tt>", header.Join(), body, "<br></tt>")
var/datum/browser/popup = new(user, "id_com", src.name, 900, 620)
popup.set_content(dat)
popup.set_content(dat.Join())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
@@ -393,25 +368,31 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
usr.set_machine(src)
switch(href_list["choice"])
if ("inserted_modify_id")
if (inserted_modify_id)
if(inserted_modify_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_modify_id))
inserted_modify_id = null
else
var/mob/M = usr
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(id_insert(usr, I, inserted_modify_id))
inserted_modify_id = I
updateUsrDialog()
return
if(usr.get_id_in_hand())
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_to_insert = held_item.GetID()
if(id_insert(usr, held_item, inserted_modify_id))
inserted_modify_id = id_to_insert
updateUsrDialog()
if ("inserted_scan_id")
if (inserted_scan_id)
if(inserted_scan_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_scan_id))
inserted_scan_id = null
else
var/mob/M = usr
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(id_insert(usr, I, inserted_scan_id))
inserted_scan_id = I
updateUsrDialog()
return
if(usr.get_id_in_hand())
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_to_insert = held_item.GetID()
if(id_insert(usr, held_item, inserted_scan_id))
inserted_scan_id = id_to_insert
updateUsrDialog()
if ("auth")
if ((!( authenticated ) && (inserted_scan_id || issilicon(usr)) && (inserted_modify_id || mode)))
if ((!( authenticated ) && (inserted_scan_id || issilicon(usr)) || mode))
if (check_access(inserted_scan_id))
region_access = list()
head_subordinates = list()
@@ -483,7 +464,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
updateUsrDialog()
break
if(!jobdatum)
to_chat(usr, "<span class='error'>No log exists for this job.</span>")
to_chat(usr, "<span class='alert'>No log exists for this job.</span>")
updateUsrDialog()
return
@@ -496,7 +477,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
inserted_modify_id.assignment = "Unassigned"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>You are not authorized to demote this position.</span>")
to_chat(usr, "<span class='alert'>You are not authorized to demote this position.</span>")
if ("reg")
if (authenticated)
var/t2 = inserted_modify_id
@@ -506,7 +487,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
inserted_modify_id.registered_name = newName
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>Invalid name entered.</span>")
to_chat(usr, "<span class='alert'>Invalid name entered.</span>")
updateUsrDialog()
return
if ("mode")
@@ -519,7 +500,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if("make_job_available")
// MAKE ANOTHER JOB POSITION AVAILABLE FOR LATE JOINERS
if(inserted_scan_id && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -536,7 +517,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if("make_job_unavailable")
// MAKE JOB POSITION UNAVAILABLE FOR LATE JOINERS
if(inserted_scan_id && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -554,7 +535,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if ("prioritize_job")
// TOGGLE WHETHER JOB APPEARS AS PRIORITIZED IN THE LOBBY
if(inserted_scan_id && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/priority_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(priority_target)
if(!j)
@@ -570,7 +551,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
return
else
SSjob.prioritized_jobs += j
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if ("print")
@@ -641,4 +622,9 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
target_dept = 6
icon_screen = "idqm"
light_color = LIGHT_COLOR_ORANGE
light_color = LIGHT_COLOR_ORANGE
#undef JOB_ALLOWED
#undef JOB_COOLDOWN
#undef JOB_MAX_POSITIONS
#undef JOB_DENIED
@@ -70,9 +70,7 @@
if("login")
var/mob/M = usr
var/obj/item/card/id/I = M.get_active_held_item()
if(!istype(I))
I = M.get_idcard()
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(I && istype(I))
if(check_access(I))
+1 -1
View File
@@ -9,7 +9,7 @@
/turf/open/floor/mech_bay_recharge_floor/airless
icon_state = "recharge_floor_asteroid"
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/obj/machinery/mech_bay_recharge_port
name = "mech bay power port"
+10 -3
View File
@@ -17,8 +17,15 @@
hud.add_hud_to(H)
/obj/mecha/medical/odysseus/go_out()
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
if(isliving(occupant))
var/mob/living/carbon/human/L = occupant
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.remove_hud_from(H)
hud.remove_hud_from(L)
..()
/obj/mecha/medical/odysseus/mmi_moved_inside(obj/item/mmi/mmi_as_oc, mob/user)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
var/mob/living/brain/B = mmi_as_oc.brainmob
hud.add_hud_to(B)
+14 -11
View File
@@ -163,8 +163,6 @@ RLD
var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
var/delay_mod = 1
var/canRturf = FALSE //Variable for R walls to deconstruct them
var/adjacency_check = TRUE //Wheter it checks if the tool has to be in our hands or not. Wsed for the aux base construction drone's internal RCD
/obj/item/construction/rcd/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] sets the RCD to 'Wall' and points it down [user.p_their()] throat! It looks like [user.p_theyre()] trying to commit suicide..</span>")
@@ -227,11 +225,10 @@ RLD
t1 += "<p><a href='?src=[REF(src)];close=1'>Close</a></p>\n"
var/datum/browser/popup = new(user, "rcd_access", "Access Control", 900, 500)
var/datum/browser/popup = new(user, "rcd_access", "Access Control", 900, 500, src)
popup.set_content(t1)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
onclose(user, "rcd_access")
/obj/item/construction/rcd/Topic(href, href_list)
..()
@@ -275,7 +272,7 @@ RLD
/obj/item/construction/rcd/proc/check_menu(mob/living/user)
if(!istype(user))
return FALSE
if(user.incapacitated() || (adjacency_check && !user.Adjacent(src)))
if(user.incapacitated() || !user.Adjacent(src))
return FALSE
return TRUE
@@ -288,7 +285,7 @@ RLD
"SOUTH" = image(icon = 'icons/mob/radial.dmi', icon_state = "csouth"),
"WEST" = image(icon = 'icons/mob/radial.dmi', icon_state = "cwest")
)
var/computerdirs = show_radial_menu(user, src, computer_dirs, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = adjacency_check, tooltips = TRUE)
var/computerdirs = show_radial_menu(user, src, computer_dirs, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(computerdirs)
@@ -347,13 +344,13 @@ RLD
"External Maintenance" = get_airlock_image(/obj/machinery/door/airlock/maintenance/external/glass)
)
var/airlockcat = show_radial_menu(user, src, solid_or_glass_choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = adjacency_check)
var/airlockcat = show_radial_menu(user, src, solid_or_glass_choices, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockcat)
if("Solid")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src, solid_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = adjacency_check)
var/airlockpaint = show_radial_menu(user, src, solid_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
@@ -398,7 +395,7 @@ RLD
if("Glass")
if(advanced_airlock_setting == 1)
var/airlockpaint = show_radial_menu(user, src , glass_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = adjacency_check)
var/airlockpaint = show_radial_menu(user, src , glass_choices, radius = 42, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
if(!check_menu(user))
return
switch(airlockpaint)
@@ -557,6 +554,7 @@ RLD
desc = "A device used to rapidly build walls and floors."
canRturf = TRUE
upgrade = TRUE
var/energyfactor = 72
/obj/item/construction/rcd/borg/useResource(amount, mob/user)
@@ -567,7 +565,7 @@ RLD
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.use(amount * 72) //borgs get 1.3x the use of their RCDs
. = borgy.cell.use(amount * energyfactor) //borgs get 1.3x the use of their RCDs
if(!. && user)
to_chat(user, no_ammo_message)
return .
@@ -580,11 +578,16 @@ RLD
if(user)
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.charge >= (amount * 72)
. = borgy.cell.charge >= (amount * energyfactor)
if(!. && user)
to_chat(user, no_ammo_message)
return .
/obj/item/construction/rcd/borg/syndicate
icon_state = "ircd"
item_state = "ircd"
energyfactor = 66
/obj/item/construction/rcd/loaded
matter = 160
+19 -3
View File
@@ -9,10 +9,10 @@
// Possible restyles for the cutout;
// add an entry in change_appearance() if you add to here
var/list/possible_appearances = list("Assistant", "Clown", "Mime",
"Traitor", "Nuke Op", "Cultist", "Clockwork Cultist",
"Traitor", "Nuke Op", "Cultist", "Brass Cultist", "Clockwork Cultist",
"Revolutionary", "Wizard", "Shadowling", "Xenomorph", "Xenomorph Maid", "Swarmer",
"Ash Walker", "Deathsquad Officer", "Ian", "Slaughter Demon",
"Laughter Demon", "Private Security Officer")
"Laughter Demon", "Private Security Officer", "Securitron", "Gondola", "Monkey")
var/pushed_over = FALSE //If the cutout is pushed over and has to be righted
var/deceptive = FALSE //If the cutout actually appears as what it portray and not a discolored version
@@ -123,10 +123,14 @@
name = "Unknown"
desc = "A cardboard cutout of a cultist."
icon_state = "cutout_cultist"
if("Brass Cultist")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboard cutout of a \"servant\" of Ratvar."
icon_state = "cutout_servant"
if("Clockwork Cultist")
name = "[pick(GLOB.first_names_male)] [pick(GLOB.last_names)]"
desc = "A cardboard cutout of a servant of Ratvar."
icon_state = "cutout_servant"
icon_state = "cutout_new_servant"
if("Revolutionary")
name = "Unknown"
desc = "A cardboard cutout of a revolutionary."
@@ -179,6 +183,18 @@
name = "Private Security Officer"
desc = "A cardboard cutout of a private security officer."
icon_state = "cutout_ntsec"
if("Securitron")
name = "[pick("Officer", "Oftiser", "Sergeant", "General")][pick(" Genesky", " Pingsky", " Beepsky", " Pipsqueak", "-at-Armsky")]"
desc = "A cardboard cutout of a securitron."
icon_state = "cutout_law"
if("Gondola")
name = "gondola"
desc = "A cardboard cutout of a gondola."
icon_state = "cutout_gondola"
if("Monkey")
name = "monkey ([rand(1, 999)])"
desc = "A cardboard cutout of a monkey."
icon_state = "cutout_monky"
return 1
/obj/item/cardboard_cutout/setDir(newdir)
+3
View File
@@ -203,6 +203,9 @@
/obj/item/card/id/GetID()
return src
/obj/item/card/id/RemoveID()
return src
/*
Usage:
update_label()
+18 -6
View File
@@ -111,13 +111,15 @@
throw_speed = 3
throw_range = 7
attack_verb = list("HONKED")
var/moodlet = "honk" //used to define which kind of moodlet is added to the honked target
var/honksound = 'sound/items/bikehorn.ogg'
/obj/item/bikehorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
AddComponent(/datum/component/squeak, list(honksound=1), 50)
/obj/item/bikehorn/attack(mob/living/carbon/M, mob/living/carbon/user)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "honk", /datum/mood_event/honk)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, moodlet, /datum/mood_event/honk)
return ..()
/obj/item/bikehorn/suicide_act(mob/user)
@@ -130,10 +132,7 @@
name = "air horn"
desc = "Damn son, where'd you find this?"
icon_state = "air_horn"
/obj/item/bikehorn/airhorn/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/airhorn2.ogg'=1), 50)
honksound = 'sound/items/airhorn2.ogg'
//golden bikehorn
/obj/item/bikehorn/golden
@@ -163,6 +162,19 @@
M.emote("flip")
flip_cooldown = world.time + 7
/obj/item/bikehorn/silver
name = "silver bike horn"
desc = "A shiny bike horn handcrafted in the artisan workshops of Mars, with superior kevlar-reinforced rubber bulb attached to a polished plasteel reed horn."
attack_verb = list("elegantly HONKED")
icon_state = "silverhorn"
/obj/item/bikehorn/bluespacehonker
name = "bluespace bike horn"
desc = "A normal bike horn colored blue and has bluespace dust held in to reed horn allowing for silly honks through space and time, into your in childhood."
attack_verb = list("HONKED in bluespace", "HONKED", "quantumly HONKED")
icon_state = "bluespacehonker"
moodlet = "bshonk"
//canned laughter
/obj/item/reagent_containers/food/drinks/soda_cans/canned_laughter
name = "Canned Laughter"
+71 -35
View File
@@ -162,31 +162,33 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/pda/equipped(mob/user, slot)
. = ..()
if(equipped)
if(equipped || !user.client)
return
if(user.client)
background_color = user.client.prefs.pda_color
switch(user.client.prefs.pda_style)
if(MONO)
font_index = MODE_MONO
font_mode = FONT_MONO
if(SHARE)
font_index = MODE_SHARE
font_mode = FONT_SHARE
if(ORBITRON)
font_index = MODE_ORBITRON
font_mode = FONT_ORBITRON
if(VT)
font_index = MODE_VT
font_mode = FONT_VT
else
font_index = MODE_MONO
font_mode = FONT_MONO
var/pref_skin = GLOB.pda_reskins[user.client.prefs.pda_skin]
if(icon != pref_skin)
icon = pref_skin
update_icon(FALSE, TRUE)
equipped = TRUE
update_style(user.client)
/obj/item/pda/proc/update_style(client/C)
background_color = C.prefs.pda_color
switch(C.prefs.pda_style)
if(MONO)
font_index = MODE_MONO
font_mode = FONT_MONO
if(SHARE)
font_index = MODE_SHARE
font_mode = FONT_SHARE
if(ORBITRON)
font_index = MODE_ORBITRON
font_mode = FONT_ORBITRON
if(VT)
font_index = MODE_VT
font_mode = FONT_VT
else
font_index = MODE_MONO
font_mode = FONT_MONO
var/pref_skin = GLOB.pda_reskins[C.prefs.pda_skin]
if(icon != pref_skin)
icon = pref_skin
update_icon(FALSE, TRUE)
equipped = TRUE
/obj/item/pda/proc/update_label()
name = "PDA-[owner] ([ownjob])" //Name generalisation
@@ -200,6 +202,18 @@ GLOBAL_LIST_EMPTY(PDAs)
/obj/item/pda/GetID()
return id
/obj/item/pda/RemoveID()
return do_remove_id()
/obj/item/pda/InsertID(obj/item/inserting_item)
var/obj/item/card/inserting_id = inserting_item.RemoveID()
if(!inserting_id)
return
insert_id(inserting_id)
if(id == inserting_id)
return TRUE
return FALSE
/obj/item/pda/update_icon(alert = FALSE, new_overlays = FALSE)
if(new_overlays)
set_new_overlays()
@@ -688,15 +702,27 @@ GLOBAL_LIST_EMPTY(PDAs)
return
/obj/item/pda/proc/remove_id()
if(issilicon(usr) || !usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
do_remove_id(usr)
if (id)
usr.put_in_hands(id)
to_chat(usr, "<span class='notice'>You remove the ID from the [name].</span>")
id = null
update_icon()
/obj/item/pda/proc/do_remove_id(mob/user)
if(!id)
return
if(user)
user.put_in_hands(id)
to_chat(user, "<span class='notice'>You remove the ID from the [name].</span>")
else
id.forceMove(get_turf(src))
. = id
id = null
update_icon()
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
if(H.wear_id == src)
H.sec_hud_set_ID()
/obj/item/pda/proc/msg_input(mob/living/U = usr)
var/t = stripped_input(U, "Please enter message", name)
@@ -878,17 +904,27 @@ GLOBAL_LIST_EMPTY(PDAs)
if(istype(C))
I = C
if(I && I.registered_name)
if(I?.registered_name)
if(!user.transferItemToLoc(I, src))
return FALSE
var/obj/old_id = id
id = I
if(old_id)
user.put_in_hands(old_id)
insert_id(I, user)
update_icon()
playsound(src, 'sound/machines/button.ogg', 50, 1)
return TRUE
/obj/item/pda/proc/insert_id(obj/item/card/id/inserting_id, mob/user)
var/obj/old_id = id
id = inserting_id
if(ishuman(loc))
var/mob/living/carbon/human/human_wearer = loc
if(human_wearer.wear_id == src)
human_wearer.sec_hud_set_ID()
if(old_id)
if(user)
user.put_in_hands(old_id)
else
old_id.forceMove(get_turf(src))
// access to status display signals
/obj/item/pda/attackby(obj/item/C, mob/user, params)
if(istype(C, /obj/item/cartridge) && !cartridge)
@@ -134,7 +134,6 @@
var/voracious = hound ? TRUE : FALSE
var/list/targets = target && hound ? list(target) : contents
if(hound)
hound.setClickCooldown(50)
if(!hound.client || !(hound.client.prefs.cit_toggles & MEDIHOUND_SLEEPER))
voracious = FALSE
else
@@ -447,7 +446,7 @@
if (!target.devourable)
to_chat(user, "The target registers an error code. Unable to insert into [src].")
return
if(target)
if(patient)
to_chat(user,"<span class='warning'>Your [src] is already occupied.</span>")
return
if(target.buckled)
@@ -524,3 +523,7 @@
update_gut()
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
/obj/item/dogborg/sleeper/K9/flavour
name = "Mobile Sleeper"
desc = "A mounted, underslung sleeper, intended for holding willing occupants for leisurely purposes."
@@ -247,6 +247,8 @@
/obj/item/multitool/cyborg
name = "multitool"
desc = "Optimised and stripped-down version of a regular multitool."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "multitool_cyborg"
toolspeed = 0.5
/obj/item/multitool/abductor
+44
View File
@@ -755,3 +755,47 @@
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("bashes", "smacks", "whacks")
/obj/item/nullrod/rosary
icon_state = "rosary"
item_state = null
name = "prayer beads"
desc = "A set of prayer beads used by many of the more traditional religions in space"
force = 4
throwforce = 0
attack_verb = list("whipped", "repented", "lashed", "flagellated")
var/praying = FALSE
var/deity_name = "Coderbus" //This is the default, hopefully won't actually appear if the religion subsystem is running properly
/obj/item/nullrod/rosary/Initialize()
.=..()
if(GLOB.deity)
deity_name = GLOB.deity
/obj/item/nullrod/rosary/attack(mob/living/M, mob/living/user)
if(user.a_intent == INTENT_HARM)
return ..()
if(!user.mind || user.mind.assigned_role != "Chaplain")
to_chat(user, "<span class='notice'>You are not close enough with [deity_name] to use [src].</span>")
return
if(praying)
to_chat(user, "<span class='notice'>You are already using [src].</span>")
return
user.visible_message("<span class='info'>[user] kneels[M == user ? null : " next to [M]"] and begins to utter a prayer to [deity_name].</span>", \
"<span class='info'>You kneel[M == user ? null : " next to [M]"] and begin a prayer to [deity_name].</span>")
praying = TRUE
if(do_after(user, 20, target = M))
M.reagents?.add_reagent("holywater", 5)
to_chat(M, "<span class='notice'>[user]'s prayer to [deity_name] has eased your pain!</span>")
M.adjustToxLoss(-5, TRUE, TRUE)
M.adjustOxyLoss(-5)
M.adjustBruteLoss(-5)
M.adjustFireLoss(-5)
praying = FALSE
else
to_chat(user, "<span class='notice'>Your prayer to [deity_name] was interrupted.</span>")
praying = FALSE
+6
View File
@@ -1014,3 +1014,9 @@
icon_state = "maya"
item_state = "maya"
attack_verb = list("nuked", "arrested", "harmbatonned")
/obj/item/toy/plush/catgirl/marisa
desc = "An adorable stuffed toy that resembles a crew member, or maybe a witch. Having it makes you feel you can win."
icon_state = "marisa"
item_state = "marisa"
attack_verb = list("blasted", "sparked", "dazzled")
@@ -203,7 +203,7 @@
desc = "A trash bag of holding replacement for the janiborg's standard trash bag."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = list(/obj/item/robot_module/janitor, /obj/item/robot_module/scrubpup)
module_type = list(/obj/item/robot_module/butler)
/obj/item/borg/upgrade/tboh/action(mob/living/silicon/robot/R)
. = ..()
@@ -230,7 +230,7 @@
desc = "An advanced mop replacement for the janiborg's standard mop."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = list(/obj/item/robot_module/janitor, /obj/item/robot_module/scrubpup)
module_type = list(/obj/item/robot_module/butler)
/obj/item/borg/upgrade/amop/action(mob/living/silicon/robot/R)
. = ..()
@@ -522,8 +522,7 @@
module_type = list(
/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound,
/obj/item/robot_module/borgi)
/obj/item/robot_module/medihound)
/obj/item/borg/upgrade/advhealth/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -607,7 +606,7 @@
icon = 'icons/obj/storage.dmi'
icon_state = "borg_BS_RPED"
require_module = TRUE
module_type = list(/obj/item/robot_module/engineering)
module_type = list(/obj/item/robot_module/engineering, /obj/item/robot_module/saboteur)
/obj/item/borg/upgrade/rped/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -191,6 +191,12 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new/datum/stack_recipe("wood floor tile", /obj/item/stack/tile/wood, 1, 4, 20), \
new/datum/stack_recipe("wood table frame", /obj/structure/table_frame/wood, 2, time = 10), \
null, \
new/datum/stack_recipe_list("pews", list(
new /datum/stack_recipe("pew (middle)", /obj/structure/chair/pew, 3, one_per_turf = TRUE, on_floor = TRUE),\
new /datum/stack_recipe("pew (left)", /obj/structure/chair/pew/left, 3, one_per_turf = TRUE, on_floor = TRUE),\
new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
)),
null, \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
+2 -2
View File
@@ -239,8 +239,8 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
/obj/item/storage/toolbox/gold_real
name = "golden toolbox"
desc = "A larger then normal toolbox made of gold plated plastitanium."
item_state = "gold"
icon_state = "gold"
item_state = "toolbox_gold"
has_latches = FALSE
force = 16 // Less then a spear
throwforce = 14
@@ -266,7 +266,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
name = "golden toolbox"
desc = "A gold plated toolbox, fancy and harmless due to the gold plating being on cardboard!"
icon_state = "gold"
item_state = "gold"
item_state = "toolbox_gold"
has_latches = FALSE
force = 0
throwforce = 0
@@ -381,3 +381,13 @@
new /obj/item/gun/ballistic/automatic/pistol/m1911/kitchengun(src)
new /obj/item/ammo_box/magazine/m45/kitchengun(src)
new /obj/item/ammo_box/magazine/m45/kitchengun(src)
/obj/item/storage/box/strange_seeds_10pack
/obj/item/storage/box/strange_seeds_10pack/PopulateContents()
for(var/i in 1 to 10)
new /obj/item/seeds/random(src)
if(prob(50))
new /obj/item/seeds/random(src) //oops, an additional packet might have slipped its way into the box
@@ -68,6 +68,21 @@
/obj/item/storage/wallet/GetID()
return front_id
/obj/item/storage/wallet/RemoveID()
if(!front_id)
return
. = front_id
front_id.forceMove(get_turf(src))
/obj/item/storage/wallet/InsertID(obj/item/inserting_item)
var/obj/item/card/inserting_id = inserting_item.RemoveID()
if(!inserting_id)
return FALSE
attackby(inserting_id)
if(inserting_id in contents)
return TRUE
return FALSE
/obj/item/storage/wallet/GetAccess()
if(LAZYLEN(combined_access))
return combined_access
+2
View File
@@ -63,6 +63,8 @@
/obj/item/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbar in construction cyborgs."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "crowbar_cyborg"
usesound = 'sound/items/jaws_pry.ogg'
force = 10
toolspeed = 0.5
+5 -1
View File
@@ -138,10 +138,14 @@
user.put_in_active_hand(b_drill)
/obj/item/screwdriver/cyborg
name = "powered screwdriver"
name = "automated screwdriver"
desc = "An electrical screwdriver, designed to be both precise and quick."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "screwdriver_cyborg"
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.5
random_color = FALSE
/obj/item/screwdriver/advanced
name = "advanced screwdriver"
@@ -302,6 +302,8 @@
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "indwelder_cyborg"
toolspeed = 0.5
/obj/item/weldingtool/largetank/flamethrower_screwdriver()
@@ -87,7 +87,10 @@
/obj/item/wirecutters/cyborg
name = "wirecutters"
desc = "This cuts wires."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "wirecutters_cyborg"
toolspeed = 0.5
random_color = FALSE
/obj/item/wirecutters/power
name = "jaws of life"
+2
View File
@@ -26,6 +26,8 @@
/obj/item/wrench/cyborg
name = "automatic wrench"
desc = "An advanced robotic wrench. Can be found in construction cyborgs."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "wrench_cyborg"
toolspeed = 0.5
/obj/item/wrench/brass
@@ -0,0 +1,72 @@
/obj/structure/chair/pew
name = "wooden pew"
desc = "Kneel here and pray."
icon = 'icons/obj/sofa.dmi'
icon_state = "pewmiddle"
resistance_flags = FLAMMABLE
max_integrity = 70
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 3
item_chair = null
/obj/structure/chair/pew/left
name = "left wooden pew end"
icon_state = "pewend_left"
var/mutable_appearance/leftpewarmrest
/obj/structure/chair/pew/left/Initialize()
leftpewarmrest = GetLeftPewArmrest()
leftpewarmrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/chair/pew/left/proc/GetLeftPewArmrest()
return mutable_appearance('icons/obj/sofa.dmi', "pewend_left_armrest")
/obj/structure/chair/pew/left/Destroy()
QDEL_NULL(leftpewarmrest)
return ..()
/obj/structure/chair/pew/left/post_buckle_mob(mob/living/M)
. = ..()
update_leftpewarmrest()
/obj/structure/chair/pew/left/proc/update_leftpewarmrest()
if(has_buckled_mobs())
add_overlay(leftpewarmrest)
else
cut_overlay(leftpewarmrest)
/obj/structure/chair/pew/left/post_unbuckle_mob()
. = ..()
update_leftpewarmrest()
/obj/structure/chair/pew/right
name = "left wooden pew end"
icon_state = "pewend_right"
var/mutable_appearance/rightpewarmrest
/obj/structure/chair/pew/right/Initialize()
rightpewarmrest = GetRightPewArmrest()
rightpewarmrest.layer = ABOVE_MOB_LAYER
return ..()
/obj/structure/chair/pew/right/proc/GetRightPewArmrest()
return mutable_appearance('icons/obj/sofa.dmi', "pewend_right_armrest")
/obj/structure/chair/pew/right/Destroy()
QDEL_NULL(rightpewarmrest)
return ..()
/obj/structure/chair/pew/right/post_buckle_mob(mob/living/M)
. = ..()
update_rightpewarmrest()
/obj/structure/chair/pew/right/proc/update_rightpewarmrest()
if(has_buckled_mobs())
add_overlay(rightpewarmrest)
else
cut_overlay(rightpewarmrest)
/obj/structure/chair/pew/right/post_unbuckle_mob()
. = ..()
update_rightpewarmrest()
@@ -23,3 +23,4 @@
new /obj/item/circuitboard/machine/techfab/department/cargo(src)
new /obj/item/storage/photo_album/QM(src)
new /obj/item/circuitboard/machine/ore_silo(src)
new /obj/item/clothing/suit/hooded/wintercoat/qm(src)
@@ -34,6 +34,7 @@
new /obj/item/storage/photo_album/CE(src)
new /obj/item/storage/lockbox/medal/engineering(src)
new /obj/item/construction/rcd/loaded/upgraded(src)
new /obj/item/clothing/suit/hooded/wintercoat/ce(src)
/obj/structure/closet/secure_closet/engineering_electrical
name = "electrical supplies locker"
@@ -81,6 +81,7 @@
new /obj/item/circuitboard/machine/techfab/department/medical(src)
new /obj/item/storage/photo_album/CMO(src)
new /obj/item/storage/lockbox/medal/medical(src)
new /obj/item/clothing/suit/hooded/wintercoat/cmo(src)
/obj/structure/closet/secure_closet/animal
name = "animal control"
@@ -30,3 +30,4 @@
new /obj/item/door_remote/research_director(src)
new /obj/item/circuitboard/machine/techfab/department/science(src)
new /obj/item/storage/photo_album/RD(src)
new /obj/item/clothing/suit/hooded/wintercoat/rd(src)
@@ -61,6 +61,7 @@
new /obj/item/door_remote/civillian(src)
new /obj/item/circuitboard/machine/techfab/department/service(src)
new /obj/item/storage/photo_album/HoP(src)
new /obj/item/clothing/suit/hooded/wintercoat/hop(src)
/obj/structure/closet/secure_closet/hos
name = "\proper head of security's locker"
req_access = list(ACCESS_HOS)
@@ -94,6 +95,7 @@
new /obj/item/pinpointer/nuke(src)
new /obj/item/circuitboard/machine/techfab/department/security(src)
new /obj/item/storage/photo_album/HoS(src)
new /obj/item/clothing/suit/hooded/wintercoat/hos(src)
/obj/structure/closet/secure_closet/warden
name = "\proper warden's locker"
req_access = list(ACCESS_ARMORY)
@@ -422,7 +422,7 @@
implants = list(/obj/item/implant/weapons_auth)
id = /obj/item/card/id/syndicate
/datum/outfit/syndicate_empty/post_equip(mob/living/carbon/human/H)
/datum/outfit/syndicate_empty/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
H.faction |= ROLE_SYNDICATE
/obj/effect/mob_spawn/human/syndicate/battlecruiser
+4 -5
View File
@@ -9,11 +9,13 @@
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector)
/obj/structure/holosign/Initialize(mapload, source_projector)
. = ..()
if(source_projector)
projector = source_projector
projector.signs += src
..()
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
/obj/structure/holosign/Destroy()
if(projector)
@@ -71,10 +73,8 @@
desc = "A holographic barrier resembling a firelock. Though it does not prevent solid objects from passing through, gas is kept out."
icon_state = "holo_firelock"
density = FALSE
layer = ABOVE_MOB_LAYER
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
layer = ABOVE_MOB_LAYER
alpha = 150
/obj/structure/holosign/barrier/atmos/Initialize()
@@ -100,7 +100,6 @@
desc = "A holobarrier that uses biometrics to detect human viruses. Denies passing to personnel with easily-detected, malicious viruses. Good for quarantines."
icon_state = "holo_medical"
alpha = 125 //lazy :)
layer = ABOVE_MOB_LAYER
var/force_allaccess = FALSE
var/buzzcd = 0
+5 -1
View File
@@ -6,12 +6,16 @@
armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
density = FALSE
anchored = TRUE
layer = ABOVE_MOB_LAYER
CanAtmosPass = ATMOS_PASS_NO
/obj/structure/plasticflaps/opaque
opacity = TRUE
/obj/structure/plasticflaps/Initialize()
. = ..()
alpha = 0
SSvis_overlays.add_vis_overlay(src, icon, icon_state, ABOVE_MOB_LAYER, plane, dir, add_appearance_flags = RESET_ALPHA) //you see mobs under it, but you hit them like they are above it
/obj/structure/plasticflaps/examine(mob/user)
. = ..()
if(anchored)
+2 -2
View File
@@ -111,7 +111,7 @@
icon_state = "necro[rand(2,3)]"
/turf/open/indestructible/necropolis/air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
/turf/open/indestructible/boss //you put stone tiles on this and use it as a base
name = "necropolis floor"
@@ -121,7 +121,7 @@
initial_gas_mix = LAVALAND_DEFAULT_ATMOS
/turf/open/indestructible/boss/air
initial_gas_mix = "o2=22;n2=82;TEMP=293.15"
initial_gas_mix = OPENTURF_DEFAULT_ATMOS
/turf/open/indestructible/hierophant
icon = 'icons/turf/floors/hierophant_floor.dmi'
@@ -65,7 +65,7 @@
temperature = 255.37
/turf/open/floor/wood/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/grass
name = "grass patch"
@@ -105,7 +105,7 @@
ore_type = /obj/item/stack/sheet/mineral/snow
planetary_atmos = TRUE
floor_tile = null
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
slowdown = 2
bullet_sizzle = TRUE
footstep = FOOTSTEP_SAND
@@ -84,31 +84,31 @@
broken_states = list("titanium_dam1","titanium_dam2","titanium_dam3","titanium_dam4","titanium_dam5")
/turf/open/floor/mineral/titanium/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/titanium/yellow
icon_state = "titanium_yellow"
/turf/open/floor/mineral/titanium/yellow/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/titanium/blue
icon_state = "titanium_blue"
/turf/open/floor/mineral/titanium/blue/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/titanium/white
icon_state = "titanium_white"
/turf/open/floor/mineral/titanium/white/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/titanium/purple
icon_state = "titanium_purple"
/turf/open/floor/mineral/titanium/purple/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
//PLASTITANIUM (syndieshuttle)
/turf/open/floor/mineral/plastitanium
@@ -118,13 +118,13 @@
broken_states = list("plastitanium_dam1","plastitanium_dam2","plastitanium_dam3","plastitanium_dam4","plastitanium_dam5")
/turf/open/floor/mineral/plastitanium/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/plastitanium/red
icon_state = "plastitanium_red"
/turf/open/floor/mineral/plastitanium/red/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/mineral/plastitanium/red/brig
name = "brig floor"
@@ -170,7 +170,7 @@
spam_flag = world.time + 10
/turf/open/floor/mineral/bananium/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
//DIAMOND
@@ -45,10 +45,10 @@
on = FALSE
/turf/open/floor/circuit/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/circuit/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/circuit/telecomms/mainframe
name = "mainframe base"
@@ -72,10 +72,10 @@
floor_tile = /obj/item/stack/tile/circuit/green/anim
/turf/open/floor/circuit/green/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/circuit/green/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/circuit/green/telecomms/mainframe
name = "mainframe base"
@@ -96,10 +96,10 @@
floor_tile = /obj/item/stack/tile/circuit/red/anim
/turf/open/floor/circuit/red/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/circuit/red/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/pod
name = "pod floor"
@@ -16,17 +16,17 @@
/turf/open/floor/plasteel/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plasteel/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/plasteel/dark
icon_state = "darkfull"
/turf/open/floor/plasteel/dark/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plasteel/dark/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/plasteel/airless/dark
icon_state = "darkfull"
/turf/open/floor/plasteel/dark/side
@@ -50,7 +50,7 @@
/turf/open/floor/plasteel/airless/white/corner
icon_state = "whitecorner"
/turf/open/floor/plasteel/white/telecomms
initial_gas_mix = "n2=100;TEMP=80"
initial_gas_mix = TCOMMS_ATMOS
/turf/open/floor/plasteel/yellowsiding
@@ -82,7 +82,7 @@
/turf/open/floor/plasteel/freezer
icon_state = "freezerfloor"
/turf/open/floor/plasteel/freezer/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plasteel/grimy
icon_state = "grimy"
@@ -111,7 +111,7 @@
/turf/open/floor/plasteel/cult/narsie_act()
return
/turf/open/floor/plasteel/cult/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plasteel/stairs
@@ -103,7 +103,7 @@
/turf/open/floor/plating/asteroid/basalt/airless
baseturfs = /turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plating/asteroid/basalt/Initialize()
. = ..()
@@ -131,7 +131,7 @@
/turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
turf_type = /turf/open/floor/plating/asteroid/airless
@@ -307,7 +307,7 @@
baseturfs = /turf/open/floor/plating/asteroid/snow
icon_state = "snow"
icon_plating = "snow"
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
slowdown = 2
environment_type = "snow"
flags_1 = NONE
@@ -344,11 +344,11 @@
return FALSE
/turf/open/floor/plating/asteroid/snow/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plating/asteroid/snow/temperatre
initial_gas_mix = "o2=22;n2=82;TEMP=255.37"
/turf/open/floor/plating/asteroid/snow/atmosphere
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
planetary_atmos = FALSE
@@ -1,7 +1,7 @@
/turf/open/floor/plating/airless
icon_state = "plating"
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/plating/abductor
name = "alien floor"
@@ -172,7 +172,7 @@
desc = "A sheet of solid ice. Looks slippery."
icon = 'icons/turf/floors/ice_turf.dmi'
icon_state = "unsmooth"
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
temperature = 180
planetary_atmos = TRUE
baseturfs = /turf/open/floor/plating/ice
@@ -215,7 +215,7 @@
desc = "A section of heated plating, helps keep the snow from stacking up too high."
icon = 'icons/turf/snow.dmi'
icon_state = "snowplating"
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
temperature = 180
attachment_holes = FALSE
planetary_atmos = TRUE
@@ -17,7 +17,7 @@
to_chat(user, "<span class='notice'>The reinforcement rods are <b>wrenched</b> firmly in place.</span>")
/turf/open/floor/engine/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/engine/break_tile()
return //unbreakable
@@ -98,28 +98,28 @@
/turf/open/floor/engine/n2o
article = "an"
name = "\improper N2O floor"
initial_gas_mix = "n2o=6000;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_N2O
/turf/open/floor/engine/co2
name = "\improper CO2 floor"
initial_gas_mix = "co2=50000;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_CO2
/turf/open/floor/engine/plasma
name = "plasma floor"
initial_gas_mix = "plasma=70000;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_PLASMA
/turf/open/floor/engine/o2
name = "\improper O2 floor"
initial_gas_mix = "o2=100000;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_O2
/turf/open/floor/engine/n2
article = "an"
name = "\improper N2 floor"
initial_gas_mix = "n2=100000;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_N2
/turf/open/floor/engine/air
name = "air floor"
initial_gas_mix = "o2=2644;n2=10580;TEMP=293.15"
initial_gas_mix = ATMOS_TANK_AIRMIX
@@ -159,8 +159,8 @@
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 8)
/turf/open/floor/engine/cult/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/floor/engine/vacuum
name = "vacuum floor"
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
+2 -2
View File
@@ -30,7 +30,7 @@
return
/turf/open/lava/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/turf/open/lava/Entered(atom/movable/AM)
if(burn_stuff(AM))
@@ -158,4 +158,4 @@
baseturfs = /turf/open/lava/smooth/lava_land_surface
/turf/open/lava/smooth/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
+5 -5
View File
@@ -8,7 +8,7 @@
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = null
baseturfs = /turf/open/floor/plating/asteroid/airless
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
opacity = 1
density = TRUE
blocks_air = 1
@@ -241,7 +241,7 @@
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
@@ -278,7 +278,7 @@
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
@@ -343,7 +343,7 @@
smooth_icon = 'icons/turf/walls/icerock_wall.dmi'
turf_type = /turf/open/floor/plating/asteroid/snow/ice
baseturfs = /turf/open/floor/plating/asteroid/snow/ice
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
defer_change = TRUE
@@ -404,7 +404,7 @@
smooth = SMOOTH_MORE|SMOOTH_BORDER
canSmoothWith = list (/turf/closed)
baseturfs = /turf/open/floor/plating/asteroid/snow
initial_gas_mix = "o2=22;n2=82;TEMP=180"
initial_gas_mix = FROZEN_ATMOS
environment_type = "snow"
turf_type = /turf/open/floor/plating/asteroid/snow
defer_change = TRUE
+14
View File
@@ -686,6 +686,20 @@
log_admin("[key_name(usr)] set the pre-game delay to [DisplayTimeText(newtime)].")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Delay Game Start") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggledynamicvote()
set category = "Server"
set desc="Switches between secret/extended and dynamic voting"
set name="Toggle Dynamic Vote"
var/prev_dynamic_voting = CONFIG_GET(flag/dynamic_voting)
CONFIG_SET(flag/dynamic_voting,!prev_dynamic_voting)
if (!prev_dynamic_voting)
to_chat(world, "<B>Vote is now between extended and dynamic chaos.</B>")
else
to_chat(world, "<B>Vote is now between extended and secret.</B>")
log_admin("[key_name(usr)] [prev_dynamic_voting ? "disabled" : "enabled"] dynamic voting.")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] toggled dynamic voting.</span>")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Dynamic Voting", "[prev_dynamic_voting ? "Disabled" : "Enabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/unprison(mob/M in GLOB.mob_list)
set category = "Admin"
set name = "Unprison"
+1
View File
@@ -121,6 +121,7 @@ GLOBAL_LIST_INIT(admin_verbs_server, world.AVerbsServer())
/client/proc/everyone_random,
/datum/admins/proc/toggleAI,
/datum/admins/proc/toggleMulticam,
/datum/admins/proc/toggledynamicvote,
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/client/proc/toggle_random_events,
+1 -3
View File
@@ -1449,9 +1449,7 @@
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_centre = input(usr,"Change the centre of the dynamic mode threat curve. A negative value will give a more peaceful round ; a positive value, a round with higher threat. Any number between -5 and +5 is allowed.", "Change curve centre", null) as num
if (new_centre < -5 || new_centre > 5)
return alert(usr, "Only values between -5 and +5 are allowed.", null, null, null, null)
var/new_centre = input(usr,"Change the centre of the dynamic mode threat curve. A negative value will give a more peaceful round ; a positive value, a round with higher threat. Any number is allowed. This is adjusted by dynamic voting.", "Change curve centre", null) as num
log_admin("[key_name(usr)] changed the distribution curve center to [new_centre].")
message_admins("[key_name(usr)] changed the distribution curve center to [new_centre]", 1)
@@ -56,7 +56,7 @@
if(used)
to_chat(H, "You already used this contract!")
return
var/list/candidates = pollCandidatesForMob("Do you want to play as a wizard's [href_list["school"]] apprentice?", ROLE_WIZARD, null, ROLE_WIZARD, 150, src)
var/list/candidates = pollCandidatesForMob("Do you want to play as a wizard's [href_list["school"]] apprentice?", ROLE_WIZARD, null, ROLE_WIZARD, 150, src, ignore_category = POLL_IGNORE_WIZARD)
if(LAZYLEN(candidates))
if(QDELETED(src))
return
@@ -182,6 +182,10 @@
name = "syndicate medical teleporter"
borg_to_spawn = "Medical"
/obj/item/antag_spawner/nuke_ops/borg_tele/saboteur
name = "syndicate saboteur teleporter"
borg_to_spawn = "Saboteur"
/obj/item/antag_spawner/nuke_ops/borg_tele/spawn_antag(client/C, turf/T, kind, datum/mind/user)
var/mob/living/silicon/robot/R
var/datum/antagonist/nukeop/creator_op = user.has_antag_datum(/datum/antagonist/nukeop,TRUE)
@@ -191,6 +195,8 @@
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/modules/syndicate/medical(T)
if("Saboteur")
R = new /mob/living/silicon/robot/modules/syndicate/saboteur(T)
else
R = new /mob/living/silicon/robot/modules/syndicate(T) //Assault borg by default
@@ -235,7 +241,7 @@
return
if(used)
return
var/list/candidates = pollCandidatesForMob("Do you want to play as a [initial(demon_type.name)]?", ROLE_ALIEN, null, ROLE_ALIEN, 50, src)
var/list/candidates = pollCandidatesForMob("Do you want to play as a [initial(demon_type.name)]?", ROLE_ALIEN, null, ROLE_ALIEN, 50, src, ignore_category = POLL_IGNORE_DEMON)
if(LAZYLEN(candidates))
if(used || QDELETED(src))
return
@@ -24,7 +24,7 @@
for(var/obj/item/abductor/gizmo/G in B.contents)
console.AddGizmo(G)
/datum/outfit/abductor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/abductor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(!visualsOnly)
link_to_console(H)
@@ -49,7 +49,7 @@
/obj/item/abductor/gizmo = 1
)
/datum/outfit/abductor/scientist/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/abductor/scientist/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(!visualsOnly)
var/obj/item/implant/abductor/beamplant = new
@@ -17,9 +17,9 @@
/obj/machinery/computer/camera_advanced/abductor/CreateEye()
..()
eyeobj.visible_icon = 1
eyeobj.icon = 'icons/obj/abductor.dmi'
eyeobj.icon_state = "camera_target"
eyeobj.visible_icon = TRUE
eyeobj.icon = 'icons/mob/cameramob.dmi'
eyeobj.icon_state = "generic_camera"
/obj/machinery/computer/camera_advanced/abductor/GrantActions(mob/living/carbon/user)
..()
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
name = "Blob Overmind"
real_name = "Blob Overmind"
desc = "The overmind. It controls the blob."
icon = 'icons/mob/blob.dmi'
icon = 'icons/mob/cameramob.dmi'
icon_state = "marker"
mouse_opacity = MOUSE_OPACITY_ICON
move_on_shuttle = 1
@@ -3,6 +3,7 @@
name = "Spawn Sentient Disease"
typepath = /datum/round_event/ghost_role/sentient_disease
weight = 7
gamemode_blacklist = list("dynamic")
max_occurrences = 1
min_players = 5
@@ -9,7 +9,7 @@ the new instance inside the host to be updated to the template's stats.
name = "Sentient Disease"
real_name = "Sentient Disease"
desc = ""
icon = 'icons/mob/blob.dmi'
icon = 'icons/mob/cameramob.dmi'
icon_state = "marker"
mouse_opacity = MOUSE_OPACITY_ICON
move_on_shuttle = FALSE
@@ -0,0 +1,181 @@
/obj/item/borg_chameleon
name = "cyborg chameleon projector"
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
var/friendlyName
var/savedName
var/active = FALSE
var/activationCost = 300
var/activationUpkeep = 50
var/disguise = null
var/disguise_icon_override = null
var/disguise_pixel_offset = null
var/mob/listeningTo
var/static/list/signalCache = list( // list here all signals that should break the camouflage
COMSIG_PARENT_ATTACKBY,
COMSIG_ATOM_ATTACK_HAND,
COMSIG_MOVABLE_IMPACT_ZONE,
COMSIG_ATOM_BULLET_ACT,
COMSIG_ATOM_EX_ACT,
COMSIG_ATOM_FIRE_ACT,
COMSIG_ATOM_EMP_ACT,
)
var/mob/living/silicon/robot/user // needed for process()
var/animation_playing = FALSE
var/list/engymodels = list("Default", "Default - Treads", "Heavy", "Sleek", "Marina", "Can", "Spider", "Loader","Handy", "Pup Dozer", "Vale")
/obj/item/borg_chameleon/Initialize()
. = ..()
friendlyName = pick(GLOB.ai_names)
/obj/item/borg_chameleon/Destroy()
listeningTo = null
return ..()
/obj/item/borg_chameleon/dropped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/equipped(mob/user)
. = ..()
disrupt(user)
/obj/item/borg_chameleon/attack_self(mob/living/silicon/robot/user)
if (user && user.cell && user.cell.charge > activationCost)
if (isturf(user.loc))
toggle(user)
else
to_chat(user, "<span class='warning'>You can't use [src] while inside something!</span>")
else
to_chat(user, "<span class='warning'>You need at least [activationCost] charge in your cell to use [src]!</span>")
/obj/item/borg_chameleon/proc/toggle(mob/living/silicon/robot/user)
if(active)
playsound(src, 'sound/effects/pop.ogg', 100, TRUE, -6)
to_chat(user, "<span class='notice'>You deactivate \the [src].</span>")
deactivate(user)
else
if(animation_playing)
to_chat(user, "<span class='notice'>\the [src] is recharging.</span>")
return
var/borg_icon = input(user, "Select an icon!", "Robot Icon", null) as null|anything in engymodels
if(!borg_icon)
return FALSE
switch(borg_icon)
if("Default")
disguise = "engineer"
disguise_icon_override = 'icons/mob/robots.dmi'
if("Default - Treads")
disguise = "engi-tread"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Loader")
disguise = "loaderborg"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Handy")
disguise = "handyeng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Sleek")
disguise = "sleekeng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Can")
disguise = "caneng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Marina")
disguise = "marinaeng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Spider")
disguise = "spidereng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Heavy")
disguise = "heavyeng"
disguise_icon_override = 'modular_citadel/icons/mob/robots.dmi'
if("Pup Dozer")
disguise = "pupdozer"
disguise_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
disguise_pixel_offset = -16
if("Vale")
disguise = "valeeng"
disguise_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
disguise_pixel_offset = -16
animation_playing = TRUE
to_chat(user, "<span class='notice'>You activate \the [src].</span>")
playsound(src, 'sound/effects/seedling_chargeup.ogg', 100, TRUE, -6)
var/start = user.filters.len
var/X,Y,rsq,i,f
for(i=1, i<=7, ++i)
do
X = 60*rand() - 30
Y = 60*rand() - 30
rsq = X*X + Y*Y
while(rsq<100 || rsq>900)
user.filters += filter(type="wave", x=X, y=Y, size=rand()*2.5+0.5, offset=rand())
for(i=1, i<=7, ++i)
f = user.filters[start+i]
animate(f, offset=f:offset, time=0, loop=3, flags=ANIMATION_PARALLEL)
animate(offset=f:offset-1, time=rand()*20+10)
if (do_after(user, 50, target=user) && user.cell.use(activationCost))
playsound(src, 'sound/effects/bamf.ogg', 100, TRUE, -6)
to_chat(user, "<span class='notice'>You are now disguised as the Nanotrasen engineering borg \"[friendlyName]\".</span>")
activate(user)
else
to_chat(user, "<span class='warning'>The chameleon field fizzles.</span>")
do_sparks(3, FALSE, user)
for(i=1, i<=min(7, user.filters.len), ++i) // removing filters that are animating does nothing, we gotta stop the animations first
f = user.filters[start+i]
animate(f)
user.filters = null
animation_playing = FALSE
/obj/item/borg_chameleon/process()
if (user)
if (!user.cell || !user.cell.use(activationUpkeep))
disrupt(user)
else
return PROCESS_KILL
/obj/item/borg_chameleon/proc/activate(mob/living/silicon/robot/user)
START_PROCESSING(SSobj, src)
src.user = user
savedName = user.name
user.name = friendlyName
user.module.cyborg_base_icon = disguise
user.module.cyborg_icon_override = disguise_icon_override
user.module.cyborg_pixel_offset = disguise_pixel_offset
user.bubble_icon = "robot"
active = TRUE
user.update_icons()
if(listeningTo == user)
return
if(listeningTo)
UnregisterSignal(listeningTo, signalCache)
RegisterSignal(user, signalCache, .proc/disrupt)
listeningTo = user
/obj/item/borg_chameleon/proc/deactivate(mob/living/silicon/robot/user)
STOP_PROCESSING(SSobj, src)
if(listeningTo)
UnregisterSignal(listeningTo, signalCache)
listeningTo = null
do_sparks(5, FALSE, user)
user.name = savedName
user.module.cyborg_base_icon = initial(user.module.cyborg_base_icon)
user.module.cyborg_icon_override = 'icons/mob/robots.dmi'
user.bubble_icon = "syndibot"
active = FALSE
user.update_icons()
user.pixel_x = 0 //this solely exists because of dogborgs. I want anyone who ever reads this code later on to know this. Don't ask me why it's here, doesn't work above update_icons()
src.user = user
/obj/item/borg_chameleon/proc/disrupt(mob/living/silicon/robot/user)
if(active)
to_chat(user, "<span class='danger'>Your chameleon field deactivates.</span>")
deactivate(user)
@@ -74,6 +74,11 @@ GLOBAL_VAR_INIT(war_declared, FALSE)
new uplink_type(get_turf(user), user.key, CHALLENGE_TELECRYSTALS - tc_malus + CEILING(PLAYER_SCALING * actual_players, 1))
CONFIG_SET(number/shuttle_refuel_delay, max(CONFIG_GET(number/shuttle_refuel_delay), CHALLENGE_SHUTTLE_DELAY))
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
var/threat_spent = CONFIG_GET(number/dynamic_warops_cost)
mode.spend_threat(threat_spent)
mode.log_threat("Nuke ops spent [threat_spent] on war ops.")
SSblackbox.record_feedback("amount", "nuclear_challenge_mode", 1)
qdel(src)
@@ -94,6 +99,14 @@ GLOBAL_VAR_INIT(war_declared, FALSE)
if(board.moved)
to_chat(user, "The shuttle has already been moved! You have forfeit the right to declare war.")
return FALSE
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
if(mode.threat_level < CONFIG_GET(number/dynamic_warops_requirement))
to_chat(user, "Due to the dynamic space in which the station resides, you are too deep into Nanotrasen territory to reasonably go loud.")
return FALSE
else if(mode.threat < CONFIG_GET(number/dynamic_warops_cost))
to_chat(user, "Due to recent threats on the station, Nanotrasen is looking too closely for a war declaration to be wise.")
return FALSE
return TRUE
/obj/item/nuclear_challenge/clownops
@@ -4,6 +4,7 @@
name = "Spawn Revenant" // Did you mean 'griefghost'?
typepath = /datum/round_event/ghost_role/revenant
weight = 7
gamemode_blacklist = list("dynamic")
max_occurrences = 1
min_players = 5
@@ -207,9 +207,20 @@
owner.current.visible_message("<span class='deconversion_message'>The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>The frame's firmware detects and deletes your neural reprogramming! You remember nothing of your time spent reprogrammed, you can't even remember the names or identities of anyone involved...</span>")
/datum/antagonist/rev/head/farewell()
if((ishuman(owner.current) || ismonkey(owner.current)))
if(owner.current.stat != DEAD)
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just remembered [owner.current.p_their()] real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class ='deconversion_message bold'>You have given up your cause of overthrowing the command staff. You are no longer a Head Revolutionary.</span>")
else
to_chat(owner, "<span class ='deconversion_message bold'>The sweet release of death. You are no longer a Head Revolutionary.</span>")
else if(issilicon(owner.current))
owner.current.visible_message("<span class='deconversion_message'>The frame beeps contentedly, suppressing the disloyal personality traits from the MMI before initalizing it.</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>The frame's firmware detects and suppresses your unwanted personality traits! You feel more content with the leadership around these parts.</span>")
//blunt trauma deconversions call this through species.dm spec_attacked_by()
/datum/antagonist/rev/proc/remove_revolutionary(borged, deconverter)
log_attack("[key_name(owner.current)] has been deconverted from the revolution by [key_name(deconverter)]!")
log_attack("[key_name(owner.current)] has been deconverted from the revolution by [ismob(deconverter) ? key_name(deconverter) : deconverter]!")
if(borged)
message_admins("[ADMIN_LOOKUPFLW(owner.current)] has been borged while being a [name]")
owner.special_role = null
@@ -219,9 +230,8 @@
owner.remove_antag_datum(type)
/datum/antagonist/rev/head/remove_revolutionary(borged,deconverter)
if(!borged)
return
. = ..()
if(borged || deconverter == "gamemode")
. = ..()
/datum/antagonist/rev/head/equip_rev()
var/mob/living/carbon/human/H = owner.current
@@ -253,6 +263,8 @@
/datum/team/revolution
name = "Revolution"
var/max_headrevs = 3
var/list/ex_headrevs = list() // Dynamic removes revs on loss, used to keep a list for the roundend report.
var/list/ex_revs = list()
/datum/team/revolution/proc/update_objectives(initial = FALSE)
var/untracked_heads = SSjob.get_all_heads()
@@ -296,9 +308,12 @@
addtimer(CALLBACK(src,.proc/update_heads),HEAD_UPDATE_PERIOD,TIMER_UNIQUE)
/datum/team/revolution/proc/save_members()
ex_headrevs = get_antag_minds(/datum/antagonist/rev/head, TRUE)
ex_revs = get_antag_minds(/datum/antagonist/rev, TRUE)
/datum/team/revolution/roundend_report()
if(!members.len)
if(!members.len && !ex_headrevs.len)
return
var/list/result = list()
@@ -318,8 +333,17 @@
var/list/targets = list()
var/list/datum/mind/headrevs = get_antag_minds(/datum/antagonist/rev/head)
var/list/datum/mind/revs = get_antag_minds(/datum/antagonist/rev,TRUE)
var/list/datum/mind/headrevs
var/list/datum/mind/revs
if(ex_headrevs.len)
headrevs = ex_headrevs
else
headrevs = get_antag_minds(/datum/antagonist/rev/head, TRUE)
if(ex_revs.len)
revs = ex_revs
else
revs = get_antag_minds(/datum/antagonist/rev, TRUE)
if(headrevs.len)
var/list/headrev_part = list()
headrev_part += "<span class='header'>The head revolutionaries were:</span>"
@@ -3,6 +3,7 @@
typepath = /datum/round_event/ghost_role/slaughter
weight = 1 //Very rare
max_occurrences = 1
gamemode_blacklist = list("dynamic")
earliest_start = 1 HOURS
min_players = 20
@@ -70,7 +70,17 @@
/datum/antagonist/traitor/proc/forge_human_objectives()
var/is_hijacker = FALSE
if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
var/datum/game_mode/dynamic/mode
var/is_dynamic = FALSE
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
is_hijacker = (prob(10) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
else
var/indice_pop = min(10,round(GLOB.joined_player_list.len/mode.pop_per_requirement)+1)
is_hijacker = (prob(10) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
is_hijacker = prob(10)
var/martyr_chance = prob(20)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
@@ -91,6 +101,10 @@
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = owner
add_objective(hijack_objective)
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_hijack_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on hijack.")
return
@@ -104,6 +118,10 @@
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_hijack_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on glorious death.")
return
else
@@ -139,7 +157,18 @@
/datum/antagonist/traitor/proc/forge_single_human_objective() //Returns how many objectives are added
.=1
if(prob(50))
var/assassin_prob = 50
var/is_dynamic = FALSE
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
assassin_prob = mode.threat_level*(2/3)
if(prob(assassin_prob))
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on an assassination target.")
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
@@ -383,7 +383,9 @@
if(!istype(user) || on_cooldown)
return
var/turf/T = get_turf(user)
if(!T)
var/area/A = get_area(user)
if(!T || !A || A.noteleport)
to_chat(user, "<span class='warning'>You play \the [src], yet no sound comes out of it... Looks like it won't work here.</span>")
return
on_cooldown = TRUE
last_user = user

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