Initial changes to get this to github for public reviewing

-Removes the Reebe z level and puts it on the cc z level
-Replaces the Neovgre mech stepsound
-Moves spacial gateway into drivers so the cult isn't stuck stationside
-Adds the Belligerant scripture, which applies the Belligerant status effect to non-clankers in range
-Various other changes currently commented out for later work on them.
-removes the abductor teleport cameras from Reebe
-adds a Brass multitool, essentially just an advanced multitool with a special sprite.
-makes clockcult armor have 0 laser defense normally and 10 defense when the ark is almost done summoning Ratvar instead of -25 --> -15
-Makes spear recalling worded to support the addition of new weapons to summon
-Adds new structures for power generation and shuttle delaying
-Other changes I've probably forgotton, but are too lazy to scrounge through the code at 12:43 AM
This commit is contained in:
Keate Senior
2020-07-12 00:43:54 -04:00
parent 7422e86c1b
commit 80b4c03c82
21 changed files with 2579 additions and 150840 deletions
+7 -77
View File
@@ -38,7 +38,7 @@ Credit where due:
5. Xhuis from /tg/ for coding the first iteration of the mode, and the new, reworked version
6. ChangelingRain from /tg/ for maintaining the gamemode for months after its release prior to its rework
7. Clockwork cult code as of now, at least the one being pulled from Citadel Station's master branch, is being, or already is, fixed by Coolgat3 and Avunia.
8. Modern clockwork cult code mixed with original clockwork code, with various changes to make it less of a fustercluck, done by KeRSe
*/
///////////
@@ -150,14 +150,6 @@ Credit where due:
var/datum/team/clockcult/main_clockcult
/datum/game_mode/clockwork_cult/pre_setup()
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len) // reebe failed to load
message_admins("Reebe failed to load!")
log_game("Reebe failed to load!")
return FALSE
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
@@ -177,8 +169,6 @@ Credit where due:
servant.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.special_role = ROLE_SERVANT_OF_RATVAR
starter_servants--
ark_time = 30 + round((roundstart_player_count / 5)) //In minutes, how long the Ark will wait before activation
ark_time = min(ark_time, 35) //35 minute maximum for the activation timer
return 1
/datum/game_mode/clockwork_cult/post_setup()
@@ -186,35 +176,26 @@ Credit where due:
var/datum/mind/servant = S
log_game("[key_name(servant)] was made an initial servant of Ratvar")
var/mob/living/L = servant.current
var/turf/T = pick(GLOB.servant_spawns)
L.forceMove(T)
GLOB.servant_spawns -= T
greet_servant(L)
equip_servant(L)
add_servant_of_ratvar(L, TRUE)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
G.final_countdown(ark_time)
..()
return 1
/datum/game_mode/clockwork_cult/proc/greet_servant(mob/M) //Description of their role
if(!M)
return 0
to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
to_chat(M, "<span class='brass'>You have approximately <b>[ark_time]</b> minutes until the Ark activates.</span>")
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant.</span>")
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked halfway until the Ark's activation.</span>")
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant or when 35kw of power is reached.</span>")
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked when 50kw of power is reached.</span>")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
/datum/game_mode/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob
if(!M || !ishuman(M))
return FALSE
var/mob/living/carbon/human/L = M
L.equipOutfit(/datum/outfit/servant_of_ratvar)
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK)
if(ishuman(L))
var/mob/living/carbon/human/H = L
slot = H.equip_in_one_of_slots(S, slots)
@@ -224,7 +205,6 @@ Credit where due:
if(!S.forceMove(get_turf(L)))
qdel(S)
if(S && !QDELETED(S))
to_chat(L, "<span class='bold large_brass'>There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.</span>")
to_chat(L, "<span class='alloy'>[slot] is a <b>clockwork slab</b>, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
as a servant, you can find a concise tutorial in the Recollection category of its interface.</span>")
to_chat(L, "<span class='alloy italics'>If you want more information, you can read <a href=\"https://tgstation13.org/wiki/Clockwork_Cult\">the wiki page</a> to learn more.</span>")
@@ -278,7 +258,7 @@ Credit where due:
gloves = /obj/item/clothing/gloves/color/yellow
belt = /obj/item/storage/belt/utility/servant
backpack_contents = list(/obj/item/storage/box/engineer = 1, \
/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/paper/servant_primer = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
/obj/item/clockwork/replica_fabricator = 1, /obj/item/stack/tile/brass/fifty = 1, /obj/item/reagent_containers/food/drinks/bottle/holyoil = 1)
id = /obj/item/pda
var/plasmaman //We use this to determine if we should activate internals in post_equip()
@@ -304,54 +284,4 @@ Credit where due:
PDA.ownjob = "Assistant"
PDA.update_label()
PDA.id_check(H, W)
H.sec_hud_set_ID()
//This paper serves as a quick run-down to the cult as well as a changelog to refer to.
//Check strings/clockwork_cult_changelog.txt for the changelog, and update it when you can!
/obj/item/paper/servant_primer
name = "The Ark And You: A Primer On Servitude"
color = "#DAAA18"
info = "<b>DON'T PANIC.</b><br><br>\
Here's a quick primer on what you should know here.\
<ol>\
<li>You're in a place called Reebe right now. The crew can't get here normally.</li>\
<li>In the north is your base camp, with supplies, consoles, and the Ark. In the south is an inaccessible area that the crew can walk between \
once they arrive (more on that later.) Everything between that space is an open area.</li>\
<li>Your job as a servant is to build fortifications and defenses to protect the Ark and your base once the Ark activates. You can do this \
however you like, but work with your allies and coordinate your efforts.</li>\
<li>Once the Ark activates, the station will be alerted. Portals to Reebe will open up in nearly every room. When they take these portals, \
the crewmembers will arrive in the area that you can't access, but can get through it freely - whereas you can't. Treat this as the \"spawn\" of the \
crew and defend it accordingly.</li>\
</ol>\
<hr>\
Here is the layout of Reebe, from left to right:\
<ul>\
<li><b>Dressing Room:</b> Contains clothing, a dresser, and a mirror. There are spare slabs and absconders here.</li>\
<li><b>Listening Station:</b> Contains intercoms, a telecomms relay, and a list of frequencies.</li>\
<li><b>Ark Chamber:</b> Houses the Ark.</li>\
<li><b>Observation Room:</b> Contains five camera observers. These can be used to watch the station through its cameras, as well as to teleport down \
to most areas. To do this, use the Warp action while hovering over the tile you want to warp to.</li>\
<li><b>Infirmary:</b> Contains sleepers and basic medical supplies for superficial wounds. The sleepers can consume Vitality to heal any occupants. \
This room is generally more useful during the preparation phase; when defending the Ark, scripture is more useful.</li>\
</ul>\
<hr>\
<h2>Things that have changed:</h2>\
<ul>\
CLOCKCULTCHANGELOG\
</ul>\
<hr>\
<b>Good luck!</b>"
/obj/item/paper/servant_primer/Initialize()
. = ..()
var/changelog = world.file2list("strings/clockwork_cult_changelog.txt")
var/changelog_contents = ""
for(var/entry in changelog)
changelog_contents += "<li>[entry]</li>"
info = replacetext(info, "CLOCKCULTCHANGELOG", changelog_contents)
/obj/item/paper/servant_primer/oui_getcontent(mob/target)
if(!is_servant_of_ratvar(target) && !isobserver(target))
return "<HTML><HEAD><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>"
return ..()
H.sec_hud_set_ID()