Merge branch 'master' into upstream-merge-33246

This commit is contained in:
LetterJay
2017-12-20 00:27:06 -06:00
committed by GitHub
808 changed files with 14650 additions and 10287 deletions
+28 -23
View File
@@ -4,7 +4,7 @@
w_class = WEIGHT_CLASS_TINY
var/used = 0
/obj/item/antag_spawner/proc/spawn_antag(client/C, turf/T, type = "")
/obj/item/antag_spawner/proc/spawn_antag(client/C, turf/T, kind = "", datum/mind/user)
return
/obj/item/antag_spawner/proc/equip_antag(mob/target)
@@ -67,18 +67,16 @@
else
to_chat(H, "Unable to reach your apprentice! You can either attack the spellbook with the contract to refund your points, or wait and try again later.")
/obj/item/antag_spawner/contract/spawn_antag(client/C, turf/T, school,datum/mind/user)
/obj/item/antag_spawner/contract/spawn_antag(client/C, turf/T, kind ,datum/mind/user)
new /obj/effect/particle_effect/smoke(T)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
C.prefs.copy_to(M)
M.key = C.key
var/datum/mind/app_mind = M.mind
var/datum/antagonist/wizard/apprentice/app = new(app_mind)
app.master = user
app.school = school
app.school = kind
var/datum/antagonist/wizard/master_wizard = user.has_antag_datum(/datum/antagonist/wizard)
if(master_wizard)
@@ -107,7 +105,7 @@
if(used)
to_chat(user, "<span class='warning'>[src] is out of power!</span>")
return FALSE
if(!(user.mind in SSticker.mode.syndicates))
if(!user.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
to_chat(user, "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>")
return FALSE
if(user.z != ZLEVEL_CENTCOM)
@@ -127,25 +125,25 @@
return
used = TRUE
var/mob/dead/observer/theghost = pick(nuke_candidates)
spawn_antag(theghost.client, get_turf(src), "syndieborg", user)
spawn_antag(theghost.client, get_turf(src), "syndieborg")
do_sparks(4, TRUE, src)
qdel(src)
else
to_chat(user, "<span class='warning'>Unable to connect to Syndicate command. Please wait and try again later or use the teleporter on your uplink to get your points refunded.</span>")
/obj/item/antag_spawner/nuke_ops/spawn_antag(client/C, turf/T)
/obj/item/antag_spawner/nuke_ops/spawn_antag(client/C, turf/T, kind, datum/mind/user)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
C.prefs.copy_to(M)
M.key = C.key
var/code = "BOMB-NOT-FOUND"
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
if(nuke)
code = nuke.r_code
M.mind.make_Nuke(null, code, 0, FALSE)
var/newname = M.dna.species.random_name(M.gender,0,SSticker.mode.nukeops_lastname)
M.mind.name = newname
M.real_name = newname
M.name = newname
var/datum/antagonist/nukeop/new_op = new(M.mind)
new_op.send_to_spawnpoint = FALSE
new_op.nukeop_outfit = /datum/outfit/syndicate/no_crystals
var/datum/antagonist/nukeop/creator_op = user.has_antag_datum(/datum/antagonist/nukeop,TRUE)
if(creator_op)
M.mind.add_antag_datum(new_op,creator_op.nuke_team)
M.mind.special_role = "Nuclear Operative"
//////SYNDICATE BORG
/obj/item/antag_spawner/nuke_ops/borg_tele
@@ -162,8 +160,12 @@
name = "syndicate medical teleporter"
borg_to_spawn = "Medical"
/obj/item/antag_spawner/nuke_ops/borg_tele/spawn_antag(client/C, turf/T)
/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)
if(!creator_op)
return
switch(borg_to_spawn)
if("Medical")
R = new /mob/living/silicon/robot/modules/syndicate/medical(T)
@@ -174,8 +176,8 @@
if(prob(50))
brainfirstname = pick(GLOB.first_names_female)
var/brainopslastname = pick(GLOB.last_names)
if(SSticker.mode.nukeops_lastname) //the brain inside the syndiborg has the same last name as the other ops.
brainopslastname = SSticker.mode.nukeops_lastname
if(creator_op.nuke_team.syndicate_name) //the brain inside the syndiborg has the same last name as the other ops.
brainopslastname = creator_op.nuke_team.syndicate_name
var/brainopsname = "[brainfirstname] [brainopslastname]"
R.mmi.name = "Man-Machine Interface: [brainopsname]"
@@ -185,7 +187,11 @@
R.real_name = R.name
R.key = C.key
R.mind.make_Nuke(null, nuke_code = null,leader=0, telecrystals = TRUE)
var/datum/antagonist/nukeop/new_borg = new(R.mind)
new_borg.send_to_spawnpoint = FALSE
R.mind.add_antag_datum(new_borg,creator_op.nuke_team)
R.mind.special_role = "Syndicate Cyborg"
///////////SLAUGHTER DEMON
@@ -222,8 +228,7 @@
to_chat(user, "<span class='notice'>You can't seem to work up the nerve to shatter the bottle. Perhaps you should try again later.</span>")
/obj/item/antag_spawner/slaughter_demon/spawn_antag(client/C, turf/T, type = "")
/obj/item/antag_spawner/slaughter_demon/spawn_antag(client/C, turf/T, kind = "", datum/mind/user)
var/obj/effect/dummy/slaughter/holder = new /obj/effect/dummy/slaughter(T)
var/mob/living/simple_animal/slaughter/S = new demon_type(holder)
S.holder = holder
+1 -1
View File
@@ -42,7 +42,7 @@
/mob/living/simple_animal/hostile/blob/fire_act(exposed_temperature, exposed_volume)
..()
if(exposed_temperature)
adjustFireLoss(Clamp(0.01 * exposed_temperature, 1, 5))
adjustFireLoss(CLAMP(0.01 * exposed_temperature, 1, 5))
else
adjustFireLoss(5)
+3 -3
View File
@@ -153,7 +153,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
B.hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_core.obj_integrity)]</font></div>"
/mob/camera/blob/proc/add_points(points)
blob_points = Clamp(blob_points + points, 0, max_blob_points)
blob_points = CLAMP(blob_points + points, 0, max_blob_points)
hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_points)]</font></div>"
/mob/camera/blob/say(message)
@@ -215,12 +215,12 @@ GLOBAL_LIST_EMPTY(blob_nodes)
if(placed)
var/obj/structure/blob/B = locate() in range("3x3", NewLoc)
if(B)
loc = NewLoc
forceMove(NewLoc)
else
return 0
else
var/area/A = get_area(NewLoc)
if(isspaceturf(NewLoc) || istype(A, /area/shuttle)) //if unplaced, can't go on shuttles or space tiles
return 0
loc = NewLoc
forceMove(NewLoc)
return 1
+2 -2
View File
@@ -42,7 +42,7 @@
return 0
else if(placement_override == 1)
var/turf/T = pick(GLOB.blobstart)
loc = T //got overrided? you're somewhere random, motherfucker
forceMove(T) //got overrided? you're somewhere random, motherfucker
if(placed && blob_core)
blob_core.forceMove(loc)
else
@@ -74,7 +74,7 @@
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/structure/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
loc = chosen_node.loc
forceMove(chosen_node.loc)
/mob/camera/blob/proc/createSpecial(price, blobType, nearEquals, needsNode, turf/T)
if(!T)
@@ -207,7 +207,7 @@
to_chat(cyborg, "<span class='brass'>You start to charge from the [sigil_name]...</span>")
if(!do_after(cyborg, 50, target = src, extra_checks = CALLBACK(src, .proc/cyborg_checks, cyborg, TRUE)))
return
var/giving_power = min(Floor(cyborg.cell.maxcharge - cyborg.cell.charge, MIN_CLOCKCULT_POWER), get_clockwork_power()) //give the borg either all our power or their missing power floored to MIN_CLOCKCULT_POWER
var/giving_power = min(FLOOR(cyborg.cell.maxcharge - cyborg.cell.charge, MIN_CLOCKCULT_POWER), get_clockwork_power()) //give the borg either all our power or their missing power floored to MIN_CLOCKCULT_POWER
if(adjust_clockwork_power(-giving_power))
cyborg.visible_message("<span class='warning'>[cyborg] glows a brilliant orange!</span>")
var/previous_color = cyborg.color
@@ -310,7 +310,7 @@
else
if(L.stat == DEAD)
var/revival_cost = revive_cost
if(GLOB.ratvar_awakens)
if(GLOB.ratvar_awakens || L.suiciding) // No cost if Ratvar is summoned or if you're reviving a convert who suicided
revival_cost = 0
var/mob/dead/observer/ghost = L.get_ghost(TRUE)
if(GLOB.clockwork_vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
@@ -323,6 +323,20 @@
L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] body dripping blue ichor!</span>", "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
GLOB.clockwork_vitality -= revival_cost
break
if(!L.client || L.client.is_afk())
set waitfor = FALSE
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [L.name], an inactive clock cultist?", "[name]", null, "Clock Cultist", 50, L)
var/mob/dead/observer/theghost = null
if(candidates.len)
to_chat(L, "Your physical form has been taken over by another soul due to your inactivity! Ahelp if you wish to regain your form!")
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(L)]) to replace an inactive clock cultist.")
L.ghostize(0)
L.key = theghost.key
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
L.visible_message("<span class='warning'>[L]'s eyes suddenly open wide, gleaming with renewed vigor for the cause!</span>", "<span class='inathneq'>\"[text2ratvar("Awaken!")]\"</span>")
break
var/vitality_for_cycle = 3
if(!GLOB.ratvar_awakens)
if(L.stat == CONSCIOUS)
@@ -90,7 +90,7 @@
if(amount_temp < 2)
to_chat(user, "<span class='warning'>You need at least <b>2</b> floor tiles to convert into power.</span>")
return TRUE
if(IsOdd(amount_temp))
if(ISODD(amount_temp))
amount_temp--
no_delete = TRUE
use(amount_temp)
@@ -239,7 +239,7 @@
if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
break
obj_integrity = Clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
obj_integrity = CLAMP(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
adjust_clockwork_power(-repair_values["power_required"])
playsound(src, 'sound/machines/click.ogg', 50, 1)
@@ -10,12 +10,15 @@
for(var/obj/effect/clockwork/sigil/transmission/T in GLOB.all_clockwork_objects)
T.update_icon()
var/power_overwhelming = GLOB.clockwork_power
var/unlock_message
if(power_overwhelming >= SCRIPT_UNLOCK_THRESHOLD && !GLOB.script_scripture_unlocked)
GLOB.script_scripture_unlocked = TRUE
hierophant_message("<span class='large_brass bold'>The Ark swells as a key power threshold is reached. Script scriptures are now available.</span>")
unlock_message = "<span class='large_brass bold'>The Ark swells as a key power threshold is reached. Script scriptures are now available.</span>"
if(power_overwhelming >= APPLICATION_UNLOCK_THRESHOLD && !GLOB.application_scripture_unlocked)
GLOB.application_scripture_unlocked = TRUE
hierophant_message("<span class='large_brass bold'>The Ark surges as a key power threshold is reached. Application scriptures are now available.</span>")
unlock_message = "<span class='large_brass bold'>The Ark surges as a key power threshold is reached. Application scriptures are now available.</span>"
if(GLOB.servants_active)
hierophant_message(unlock_message)
return TRUE
/proc/can_access_clockwork_power(atom/movable/access_point, amount) //Returns true if the access point has access to clockwork power (and optionally, a number of watts for it)
@@ -11,6 +11,8 @@
//reports to servants when scripture is locked or unlocked
/proc/scripture_unlock_alert(list/previous_states)
if(!GLOB.servants_active)
return
. = scripture_unlock_check()
for(var/i in .)
if(.[i] != previous_states[i])
@@ -67,7 +67,6 @@
name = "replicant manacles"
desc = "Heavy manacles made out of freezing-cold metal. It looks like brass, but feels much more solid."
icon_state = "brass_manacles"
origin_tech = "materials=2;magnets=5"
flags_1 = DROPDEL_1
/obj/item/restraints/handcuffs/clockwork/dropped(mob/user)
@@ -1,13 +1,13 @@
#define MARAUDER_SLOWDOWN_PERCENTAGE 0.40 //Below this percentage of health, marauders will become slower
#define MARAUDER_SHIELD_REGEN_TIME 100 //In deciseconds, how long it takes for shields to regenerate after breaking
#define MARAUDER_SHIELD_REGEN_TIME 200 //In deciseconds, how long it takes for shields to regenerate after breaking
//Clockwork marauder: A well-rounded frontline construct. Only one can exist for every two human servants.
/mob/living/simple_animal/hostile/clockwork/marauder
name = "clockwork marauder"
desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
icon_state = "clockwork_marauder"
health = 150
maxHealth = 150
health = 120
maxHealth = 120
force_threshold = 8
speed = 0
obj_damage = 40
@@ -39,10 +39,11 @@
speed = initial(speed) + 1 //Yes, this slows them down
else
speed = initial(speed)
if(shield_health != max_shield_health && world.time >= shield_health_regen)
to_chat(src, "<span class='neovgre'>Your shield has recovered. <b>[max_shield_health]</b> blocks remaining!</span>")
if(shield_health < max_shield_health && world.time >= shield_health_regen)
shield_health_regen = world.time + MARAUDER_SHIELD_REGEN_TIME
to_chat(src, "<span class='neovgre'>Your shield has recovered, <b>[shield_health]</b> blocks remaining!</span>")
playsound_local(src, "shatter", 75, TRUE, frequency = -1)
shield_health = max_shield_health
shield_health++
/mob/living/simple_animal/hostile/clockwork/marauder/update_values()
if(GLOB.ratvar_awakens) //Massive attack damage bonuses and health increase, because Ratvar
@@ -97,7 +97,7 @@
if(ishuman(M.current))
human_servants++
construct_limit = human_servants / 4 //1 per 4 human servants, and a maximum of 3 marauders
construct_limit = Clamp(construct_limit, 1, 3)
construct_limit = CLAMP(construct_limit, 1, 3)
/datum/clockwork_scripture/create_object/construct/clockwork_marauder/pre_recital()
channel_time = initial(channel_time)
@@ -60,4 +60,4 @@
break
if(!M)
M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR, src)
M.severity = Clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
M.severity = CLAMP(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
@@ -57,5 +57,5 @@
L.confused = min(L.confused + 15, 50)
L.dizziness = min(L.dizziness + 15, 50)
if(L.confused >= 25)
L.Knockdown(Floor(L.confused * 0.8))
L.Knockdown(FLOOR(L.confused * 0.8, 1))
take_damage(max_integrity)
+24 -13
View File
@@ -510,10 +510,10 @@ structure_check() searches for nearby cultist structures required for the invoca
message_admins("[key_name_admin(user)] erased a Narsie rune with a null rod")
..()
//Rite of Resurrection: Requires the corpse of a cultist and that there have been less revives than the number of people GLOB.sacrificed
//Rite of Resurrection: Requires a dead or inactive cultist. When reviving the dead, you can only perform one revival for every sacrifice your cult has carried out.
/obj/effect/rune/raise_dead
cultist_name = "Resurrect Cultist"
cultist_desc = "requires the corpse of a cultist placed upon the rune. Provided there have been sufficient sacrifices, they will be revived."
cultist_name = "Revive Cultist"
cultist_desc = "requires a dead, mindless, or inactive cultist placed upon the rune. Provided there have been sufficient sacrifices, they will be given a new life."
invocation = "Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!" //Depends on the name of the user - see below
icon_state = "1"
color = RUNE_COLOR_MEDIUMRED
@@ -534,16 +534,11 @@ structure_check() searches for nearby cultist structures required for the invoca
return
rune_in_use = TRUE
for(var/mob/living/M in T.contents)
if(iscultist(M) && M.stat == DEAD)
if(iscultist(M) && (M.stat == DEAD || !M.client || M.client.is_afk()))
potential_revive_mobs |= M
if(!potential_revive_mobs.len)
to_chat(user, "<span class='cultitalic'>There are no dead cultists on the rune!</span>")
log_game("Raise Dead rune failed - no corpses to revive")
fail_invoke()
rune_in_use = FALSE
return
if(LAZYLEN(GLOB.sacrificed) <= revives_used)
to_chat(user, "<span class='warning'>You have sacrificed too few people to revive a cultist!</span>")
log_game("Raise Dead rune failed - no cultists to revive")
fail_invoke()
rune_in_use = FALSE
return
@@ -559,9 +554,25 @@ structure_check() searches for nearby cultist structures required for the invoca
else
invocation = initial(invocation)
..()
revives_used++
mob_to_revive.revive(1, 1) //This does remove disabilities and such, but the rune might actually see some use because of it!
mob_to_revive.grab_ghost()
if(mob_to_revive.stat == DEAD)
if(LAZYLEN(GLOB.sacrificed) <= revives_used)
to_chat(user, "<span class='warning'>Your cult must carry out another sacrifice before it can revive a cultist!</span>")
fail_invoke()
rune_in_use = FALSE
return
revives_used++
mob_to_revive.revive(1, 1) //This does remove disabilities and such, but the rune might actually see some use because of it!
mob_to_revive.grab_ghost()
else if(!mob_to_revive.client || mob_to_revive.client.is_afk())
set waitfor = FALSE
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [mob_to_revive.name], an inactive blood cultist?", "[name]", null, "Blood Cultist", 50, mob_to_revive)
var/mob/dead/observer/theghost = null
if(candidates.len)
theghost = pick(candidates)
to_chat(mob_to_revive.mind, "Your physical form has been taken over by another soul due to your inactivity! Ahelp if you wish to regain your form.")
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(mob_to_revive)]) to replace an AFK player.")
mob_to_revive.ghostize(0)
mob_to_revive.key = theghost.key
to_chat(mob_to_revive, "<span class='cultlarge'>\"PASNAR SAVRAE YAM'TOTH. Arise.\"</span>")
mob_to_revive.visible_message("<span class='warning'>[mob_to_revive] draws in a huge breath, red light shining from [mob_to_revive.p_their()] eyes.</span>", \
"<span class='cultlarge'>You awaken suddenly from the void. You're alive!</span>")
-1
View File
@@ -338,7 +338,6 @@
name = "cult shackles"
desc = "Shackles that bind the wrists with sinister magic."
trashtype = /obj/item/restraints/handcuffs/energy/used
origin_tech = "materials=2;magnets=5"
flags_1 = DROPDEL_1
/obj/item/restraints/handcuffs/energy/cult/used/dropped(mob/user)
+2
View File
@@ -19,6 +19,7 @@
var/probability = 0
var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/nuke_off_station = 0 //Used for tracking where the nuke hit
var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
@@ -448,6 +449,7 @@
//By default nuke just ends the round
/datum/game_mode/proc/OnNukeExplosion(off_station)
nuke_off_station = off_station
if(off_station < 2)
station_was_nuked = TRUE //Will end the round on next check.
-1
View File
@@ -2,7 +2,6 @@
* Gang Boss Pens
*/
/obj/item/pen/gang
origin_tech = "materials=2;syndicate=3"
var/cooldown
var/last_used = 0
var/charges = 1
-1
View File
@@ -11,7 +11,6 @@
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
origin_tech = "programming=5;bluespace=2;syndicate=5"
var/datum/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
+1 -1
View File
@@ -25,7 +25,7 @@
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = Clamp(round(meteorminutes/rampupdelta), 1, 10)
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
@@ -2,6 +2,8 @@
#define VEST_COMBAT 2
#define GIZMO_SCAN 1
#define GIZMO_MARK 2
#define MIND_DEVICE_MESSAGE 1
#define MIND_DEVICE_CONTROL 2
//AGENT VEST
/obj/item/clothing/suit/armor/abductor/vest
@@ -11,7 +13,6 @@
icon_state = "vest_stealth"
item_state = "armor"
blood_overlay_type = "armor"
origin_tech = "magnets=7;biotech=4;powerstorage=4;abductor=4"
armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15, fire = 70, acid = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
@@ -155,7 +156,6 @@
item_state = "silencer"
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
origin_tech = "engineering=7;magnets=4;bluespace=4;abductor=3"
var/mode = GIZMO_SCAN
var/mob/living/marked = null
var/obj/machinery/abductor/console/console
@@ -244,7 +244,6 @@
item_state = "gizmo"
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
origin_tech = "materials=4;programming=7;abductor=3"
/obj/item/device/abductor/silencer/attack(mob/living/M, mob/user)
if(!AbductorCheck(user))
@@ -281,6 +280,84 @@
if(!istype(I, /obj/item/device/radio/headset))
r.broadcasting = 0 //goddamned headset hacks
/obj/item/device/abductor/mind_device
name = "mental interface device"
desc = "A dual-mode tool for directly communicating with sentient brains. It can be used to send a direct message to a target, \
or to send a command to a test subject with a charged gland."
icon_state = "mind_device_message"
item_state = "silencer"
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
var/mode = MIND_DEVICE_MESSAGE
/obj/item/device/abductor/mind_device/attack_self(mob/user)
if(!ScientistCheck(user))
return
if(mode == MIND_DEVICE_MESSAGE)
mode = MIND_DEVICE_CONTROL
icon_state = "mind_device_control"
else
mode = MIND_DEVICE_MESSAGE
icon_state = "mind_device_message"
to_chat(user, "<span class='notice'>You switch the device to [mode==MIND_DEVICE_MESSAGE? "TRANSMISSION": "COMMAND"] MODE</span>")
/obj/item/device/abductor/mind_device/afterattack(atom/target, mob/living/user, flag, params)
if(!ScientistCheck(user))
return
switch(mode)
if(MIND_DEVICE_CONTROL)
mind_control(target, user)
if(MIND_DEVICE_MESSAGE)
mind_message(target, user)
/obj/item/device/abductor/mind_device/proc/mind_control(atom/target, mob/living/user)
if(iscarbon(target))
var/mob/living/carbon/C = target
var/obj/item/organ/heart/gland/G = C.getorganslot("heart")
if(!istype(G))
to_chat(user, "<span class='warning'>Your target does not have an experimental gland!</span>")
return
if(!G.mind_control_uses)
to_chat(user, "<span class='warning'>Your target's gland is spent!</span>")
return
if(G.active_mind_control)
to_chat(user, "<span class='warning'>Your target is already under a mind-controlling influence!</span>")
return
var/command = stripped_input(user, "Enter the command for your target to follow.\
Uses Left: [G.mind_control_uses], Duration: [G.mind_control_duration / 10] seconds","Enter command")
if(!command)
return
if(QDELETED(user) || user.get_active_held_item() != src || loc != user)
return
if(QDELETED(G))
return
G.mind_control(command, user)
to_chat(user, "<span class='notice'>You send the command to your target.</span>")
/obj/item/device/abductor/mind_device/proc/mind_message(atom/target, mob/living/user)
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
to_chat(user, "<span class='warning'>Your target is dead!</span>")
return
var/message = stripped_input(user, "Write a message to send to your target's brain.","Enter message")
if(!message)
return
if(QDELETED(L) || L.stat == DEAD)
return
to_chat(L, "<span class='italics'>You hear a voice in your head saying: </span><span class='abductor'>[message]</span>")
to_chat(user, "<span class='notice'>You send the message to your target.</span>")
log_talk(user,"[key_name(user)] sent an abductor mind message to [L]/[L.ckey]: '[message]'", LOGSAY)
/obj/item/device/firing_pin/abductor
name = "alien firing pin"
icon_state = "firing_pin_ayy"
@@ -299,7 +376,6 @@
pin = /obj/item/device/firing_pin/abductor
icon_state = "alienpistol"
item_state = "alienpistol"
origin_tech = "combat=4;magnets=7;powerstorage=3;abductor=3"
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
/obj/item/paper/guides/antag/abductor
@@ -346,7 +422,6 @@ Congratulations! You are now trained for invasive xenobiology research!"}
lefthand_file = 'icons/mob/inhands/antag/abductor_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/abductor_righthand.dmi'
slot_flags = SLOT_BELT
origin_tech = "materials=4;combat=4;biotech=7;abductor=4"
force = 7
w_class = WEIGHT_CLASS_NORMAL
actions_types = list(/datum/action/item_action/toggle_mode)
@@ -496,7 +571,6 @@ Congratulations! You are now trained for invasive xenobiology research!"}
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
breakouttime = 450
trashtype = /obj/item/restraints/handcuffs/energy/used
origin_tech = "materials=4;magnets=5;abductor=2"
/obj/item/restraints/handcuffs/energy/used
flags_1 = DROPDEL_1
@@ -524,7 +598,6 @@ Congratulations! You are now trained for invasive xenobiology research!"}
/obj/item/device/radio/headset/abductor
name = "alien headset"
desc = "An advanced alien headset designed to monitor communications of human space stations. Why does it have a microphone? No one knows."
origin_tech = "magnets=2;abductor=3"
icon = 'icons/obj/abductor.dmi'
icon_state = "abductor_headset"
item_state = "abductor_headset"
@@ -545,35 +618,30 @@ Congratulations! You are now trained for invasive xenobiology research!"}
name = "alien scalpel"
desc = "It's a gleaming sharp knife made out of silvery-green metal."
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/hemostat/alien
name = "alien hemostat"
desc = "You've never seen this before."
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/retractor/alien
name = "alien retractor"
desc = "You're not sure if you want the veil pulled back."
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/circular_saw/alien
name = "alien saw"
desc = "Do the aliens also lose this, and need to find an alien hatchet?"
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/surgicaldrill/alien
name = "alien drill"
desc = "Maybe alien surgeons have finally found a use for the drill."
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/cautery/alien
@@ -581,7 +649,6 @@ Congratulations! You are now trained for invasive xenobiology research!"}
desc = "Why would bloodless aliens have a tool to stop bleeding? \
Unless..."
icon = 'icons/obj/abductor.dmi'
origin_tech = "materials=2;biotech=2;abductor=2"
toolspeed = 0.25
/obj/item/clothing/head/helmet/abductor
@@ -590,7 +657,6 @@ Congratulations! You are now trained for invasive xenobiology research!"}
icon_state = "alienhelmet"
item_state = "alienhelmet"
blockTracking = 1
origin_tech = "materials=7;magnets=4;abductor=3"
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
// Operating Table / Beds / Lockers
@@ -4,7 +4,6 @@
icon = 'icons/obj/abductor.dmi'
icon_state = "gland"
status = ORGAN_ROBOTIC
origin_tech = "materials=4;biotech=7;abductor=3"
beating = TRUE
var/cooldown_low = 300
var/cooldown_high = 300
@@ -13,28 +12,68 @@
var/human_only = 0
var/active = 0
var/mind_control_uses = 1
var/mind_control_duration = 1800
var/active_mind_control = FALSE
/obj/item/organ/heart/gland/proc/ownerCheck()
if(ishuman(owner))
return 1
return TRUE
if(!human_only && iscarbon(owner))
return 1
return 0
return TRUE
return FALSE
/obj/item/organ/heart/gland/proc/Start()
active = 1
next_activation = world.time + rand(cooldown_low,cooldown_high)
/obj/item/organ/heart/gland/proc/update_gland_hud()
if(!owner)
return
var/image/holder = owner.hud_list[GLAND_HUD]
var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
holder.pixel_y = I.Height() - world.icon_size
if(active_mind_control)
holder.icon_state = "hudgland_active"
else if(mind_control_uses)
holder.icon_state = "hudgland_ready"
else
holder.icon_state = "hudgland_spent"
/obj/item/organ/heart/gland/Remove(var/mob/living/carbon/M, special = 0)
/obj/item/organ/heart/gland/proc/mind_control(command, mob/living/user)
if(!ownerCheck() || !mind_control_uses || active_mind_control)
return
mind_control_uses--
to_chat(owner, "<span class='userdanger'>You suddenly feel an irresistible compulsion to follow an order...</span>")
to_chat(owner, "<span class='mind_control'>[command]</span>")
active_mind_control = TRUE
log_admin("[key_name(user)] sent an abductor mind control message to [key_name(owner)]: [command]")
update_gland_hud()
addtimer(CALLBACK(src, .proc/clear_mind_control), mind_control_duration)
/obj/item/organ/heart/gland/proc/clear_mind_control()
if(!ownerCheck() || !active_mind_control)
return
to_chat(owner, "<span class='userdanger'>You feel the compulsion fade, and you completely forget about your previous orders.</span>")
active_mind_control = FALSE
/obj/item/organ/heart/gland/Remove(mob/living/carbon/M, special = 0)
active = 0
if(initial(uses) == 1)
uses = initial(uses)
var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
hud.remove_from_hud(owner)
clear_mind_control()
..()
/obj/item/organ/heart/gland/Insert(var/mob/living/carbon/M, special = 0)
/obj/item/organ/heart/gland/Insert(mob/living/carbon/M, special = 0)
..()
if(special != 2 && uses) // Special 2 means abductor surgery
Start()
var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
hud.add_to_hud(owner)
update_gland_hud()
/obj/item/organ/heart/gland/on_life()
if(!beating)
@@ -60,6 +99,8 @@
cooldown_high = 400
uses = -1
icon_state = "health"
mind_control_uses = 3
mind_control_duration = 3000
/obj/item/organ/heart/gland/heals/activate()
to_chat(owner, "<span class='notice'>You feel curiously revitalized.</span>")
@@ -72,6 +113,8 @@
cooldown_high = 1200
uses = -1
icon_state = "slime"
mind_control_uses = 1
mind_control_duration = 2400
/obj/item/organ/heart/gland/slime/activate()
to_chat(owner, "<span class='warning'>You feel nauseous!</span>")
@@ -83,11 +126,12 @@
Slime.Leader = owner
/obj/item/organ/heart/gland/mindshock
origin_tech = "materials=4;biotech=4;magnets=6;abductor=3"
cooldown_low = 300
cooldown_high = 300
uses = -1
icon_state = "mindshock"
mind_control_uses = 1
mind_control_duration = 6000
/obj/item/organ/heart/gland/mindshock/activate()
to_chat(owner, "<span class='notice'>You get a headache.</span>")
@@ -105,6 +149,8 @@
uses = -1
human_only = 1
icon_state = "species"
mind_control_uses = 5
mind_control_duration = 300
/obj/item/organ/heart/gland/pop/activate()
to_chat(owner, "<span class='notice'>You feel unlike yourself.</span>")
@@ -112,11 +158,12 @@
owner.set_species(species)
/obj/item/organ/heart/gland/ventcrawling
origin_tech = "materials=4;biotech=5;bluespace=4;abductor=3"
cooldown_low = 1800
cooldown_high = 2400
uses = 1
icon_state = "vent"
mind_control_uses = 4
mind_control_duration = 1800
/obj/item/organ/heart/gland/ventcrawling/activate()
to_chat(owner, "<span class='notice'>You feel very stretchy.</span>")
@@ -128,6 +175,8 @@
cooldown_high = 2400
uses = 1
icon_state = "viral"
mind_control_uses = 1
mind_control_duration = 1800
/obj/item/organ/heart/gland/viral/activate()
to_chat(owner, "<span class='warning'>You feel sick.</span>")
@@ -140,11 +189,12 @@
/obj/item/organ/heart/gland/emp //TODO : Replace with something more interesting
origin_tech = "materials=4;biotech=4;magnets=6;abductor=3"
cooldown_low = 900
cooldown_high = 1600
uses = 10
icon_state = "emp"
mind_control_uses = 1
mind_control_duration = 1800
/obj/item/organ/heart/gland/emp/activate()
to_chat(owner, "<span class='warning'>You feel a spike of pain in your head.</span>")
@@ -155,6 +205,8 @@
cooldown_high = 900
uses = 10
icon_state = "spider"
mind_control_uses = 2
mind_control_duration = 2400
/obj/item/organ/heart/gland/spiderman/activate()
to_chat(owner, "<span class='warning'>You feel something crawling in your skin.</span>")
@@ -168,6 +220,8 @@
icon_state = "egg"
lefthand_file = 'icons/mob/inhands/misc/food_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/food_righthand.dmi'
mind_control_uses = 2
mind_control_duration = 1800
/obj/item/organ/heart/gland/egg/activate()
to_chat(owner, "<span class='boldannounce'>You lay an egg!</span>")
@@ -179,6 +233,8 @@
cooldown_low = 200
cooldown_high = 400
uses = -1
mind_control_uses = 1
mind_control_duration = 450
/obj/item/organ/heart/gland/bloody/activate()
owner.blood_volume -= 20
@@ -196,6 +252,8 @@
cooldown_high = 600
human_only = 1
uses = 1
mind_control_uses = 1
mind_control_duration = 600
/obj/item/organ/heart/gland/bodysnatch/activate()
to_chat(owner, "<span class='warning'>You feel something moving around inside you...</span>")
@@ -229,15 +287,16 @@
STOP_PROCESSING(SSobj, src)
for(var/mob/M in contents)
src.visible_message("<span class='warning'>[src] hatches!</span>")
M.loc = src.loc
M.forceMove(drop_location())
qdel(src)
/obj/item/organ/heart/gland/plasma
cooldown_low = 1200
cooldown_high = 1800
origin_tech = "materials=4;biotech=4;plasmatech=6;abductor=3"
uses = -1
mind_control_uses = 1
mind_control_duration = 800
/obj/item/organ/heart/gland/plasma/activate()
to_chat(owner, "<span class='warning'>You feel bloated.</span>")
@@ -48,6 +48,7 @@
dat += "<a href='?src=[REF(src)];dispense=vest'>Agent Vest</A><br>"
dat += "<a href='?src=[REF(src)];dispense=silencer'>Radio Silencer</A><br>"
dat += "<a href='?src=[REF(src)];dispense=tool'>Science Tool</A><br>"
dat += "<a href='?src=[REF(src)];dispense=mind_device'>Mental Interface Device</A><br>"
else
dat += "<span class='bad'>NO EXPERIMENT MACHINE DETECTED</span> <br>"
@@ -109,6 +110,8 @@
Dispense(/obj/item/device/abductor/gizmo)
if("vest")
Dispense(/obj/item/clothing/suit/armor/abductor/vest)
if("mind_device")
Dispense(/obj/item/device/abductor/mind_device,cost=2)
updateUsrDialog()
/obj/machinery/abductor/console/proc/TeleporterRetrieve()
@@ -4,8 +4,7 @@
desc = "A shell of swarmer that was completely powered down. It can no longer activate itself."
icon = 'icons/mob/swarmer.dmi'
icon_state = "swarmer_unactivated"
origin_tech = "bluespace=4;materials=4;programming=7"
materials = list(MAT_METAL = 10000, MAT_GLASS = 4000)
materials = list(MAT_METAL=10000, MAT_GLASS=4000)
/obj/effect/mob_spawn/swarmer
name = "unactivated swarmer"
@@ -168,9 +167,13 @@
/turf/closed/indestructible/swarmer_act()
return FALSE
/obj/swarmer_act()
/obj/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
if(resistance_flags & INDESTRUCTIBLE)
return FALSE
for(var/mob/living/L in contents)
if(!issilicon(L) && !isbrain(L))
to_chat(S, "<span class='warning'>An organism has been detected inside this object. Aborting.</span>")
return FALSE
return ..()
/obj/item/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
@@ -375,7 +375,7 @@
return
var/key_of_revenant
message_admins("Revenant ectoplasm was left undestroyed for 1 minute and is reforming into a new revenant.")
loc = get_turf(src) //In case it's in a backpack or someone's hand
forceMove(drop_location()) //In case it's in a backpack or someone's hand
revenant.forceMove(loc)
if(client_to_revive)
for(var/mob/M in GLOB.dead_mob_list)
@@ -79,7 +79,6 @@
desc = "Still it beats furiously, emanating an aura of utter hate."
icon = 'icons/obj/surgery.dmi'
icon_state = "demon_heart-on"
origin_tech = "combat=5;biotech=7"
/obj/item/organ/heart/demon/update_icon()
return //always beating visually
+62 -233
View File
@@ -1,7 +1,3 @@
/datum/game_mode
var/list/datum/mind/syndicates = list()
var/nukeops_lastname = ""
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
@@ -18,12 +14,11 @@
<span class='notice'>Crew</span>: Defend the nuclear authentication disk and ensure that it leaves with you on the emergency shuttle."
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/nukes_left = 1 // Call 3714-PRAY right now and order more nukes! Limited offer!
var/nuke_off_station = 0 //Used for tracking if the syndies actually haul the nuke to the station
var/syndies_didnt_escape = 0 //Used for tracking if the syndies got the shuttle off of the z-level
var/list/pre_nukeops = list()
var/datum/objective_team/nuclear/nuke_team
/datum/game_mode/nuclear/pre_setup()
var/n_agents = min(round(num_players() / 10), antag_candidates.len, agents_possible)
for(var/i = 0, i < n_agents, ++i)
@@ -33,120 +28,23 @@
new_op.special_role = "Nuclear Operative"
log_game("[new_op.key] (ckey) has been selected as a nuclear operative")
return TRUE
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/update_synd_icons_added(datum/mind/synd_mind)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.join_hud(synd_mind.current)
set_antag_hud(synd_mind.current, "synd")
/datum/game_mode/proc/update_synd_icons_removed(datum/mind/synd_mind)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.leave_hud(synd_mind.current)
set_antag_hud(synd_mind.current, null)
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
/datum/game_mode/nuclear/post_setup()
var/nuke_code = random_nukecode()
var/agent_number = 1
var/datum/mind/leader = pick(pre_nukeops)
syndicates += pre_nukeops
for(var/i = 1 to pre_nukeops.len)
var/datum/mind/op = pre_nukeops[i]
forge_syndicate_objectives(op)
greet_syndicate(op)
equip_syndicate(op.current)
if(nuke_code)
op.store_memory("<B>Syndicate Nuclear Bomb Code</B>: [nuke_code]", 0, 0)
to_chat(op.current, "The nuclear authorization code is: <B>[nuke_code]</B>")
if(op == leader)
op.current.forceMove(pick(GLOB.nukeop_leader_start))
prepare_syndicate_leader(op, nuke_code)
else
op.current.forceMove(GLOB.nukeop_start[((i - 1) % GLOB.nukeop_start.len) + 1])
op.current.real_name = "[syndicate_name()] Operative #[agent_number++]"
update_synd_icons_added(op)
op.current.playsound_local(get_turf(op.current), 'sound/ambience/antag/ops.ogg',100,0)
var/obj/machinery/nuclearbomb/nuke = locate("syndienuke") in GLOB.nuke_list
if(nuke)
nuke.r_code = nuke_code
//Assign leader
var/datum/mind/leader_mind = pre_nukeops[1]
var/datum/antagonist/nukeop/L = leader_mind.add_antag_datum(/datum/antagonist/nukeop/leader)
nuke_team = L.nuke_team
//Assign the remaining operatives
for(var/i = 2 to pre_nukeops.len)
var/datum/mind/nuke_mind = pre_nukeops[i]
nuke_mind.add_antag_datum(/datum/antagonist/nukeop,nuke_team)
return ..()
/datum/game_mode/proc/prepare_syndicate_leader(datum/mind/synd_mind, nuke_code)
var/leader_title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
addtimer(CALLBACK(src, .proc/nuketeam_name_assign, synd_mind), 1)
synd_mind.current.real_name = "[syndicate_name()] [leader_title]"
to_chat(synd_mind.current, "<B>You are the Syndicate [leader_title] for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>")
to_chat(synd_mind.current, "<B>If you feel you are not up to this task, give your ID to another operative.</B>")
to_chat(synd_mind.current, "<B>In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.</B>")
var/obj/item/device/nuclear_challenge/challenge = new /obj/item/device/nuclear_challenge
synd_mind.current.put_in_hands(challenge, TRUE)
var/static/id_cache = typecacheof(/obj/item/card/id)
var/list/foundIDs = typecache_filter_list(synd_mind.current.GetAllContents(), id_cache)
if(foundIDs.len)
for(var/i in 1 to foundIDs.len)
var/obj/item/card/id/ID = foundIDs[i]
ID.name = "lead agent card"
ID.access += ACCESS_SYNDICATE_LEADER
else
message_admins("Warning: Nuke Ops spawned without access to leave their spawn area!")
var/obj/item/device/radio/headset/syndicate/alt/A = locate() in synd_mind.current
if(A)
A.command = TRUE
if(nuke_code)
var/obj/item/paper/P = new
P.info = "The nuclear authorization code is: <b>[nuke_code]</b>"
P.name = "nuclear bomb code"
var/mob/living/carbon/human/H = synd_mind.current
H.put_in_hands(P, TRUE)
H.update_icons()
else
nuke_code = "code will be provided later"
return
/datum/game_mode/proc/nuketeam_name_assign(datum/mind/synd_mind)
nukeops_lastname = nukelastname(synd_mind.current)
NukeNameAssign(nukeops_lastname, syndicates)
/datum/game_mode/proc/forge_syndicate_objectives(datum/mind/syndicate)
var/datum/objective/nuclear/syndobj = new
syndobj.owner = syndicate
syndicate.objectives += syndobj
/datum/game_mode/proc/greet_syndicate(datum/mind/syndicate, you_are=1)
if(you_are)
to_chat(syndicate.current, "<span class='notice'>You are a [syndicate_name()] agent!</span>")
syndicate.announce_objectives()
/datum/game_mode/proc/equip_syndicate(mob/living/carbon/human/synd_mob, telecrystals = TRUE)
synd_mob.set_species(/datum/species/human) //Plasamen burn up otherwise, and lizards are vulnerable to asimov AIs
if(telecrystals)
synd_mob.equipOutfit(/datum/outfit/syndicate)
else
synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
return TRUE
/datum/game_mode/nuclear/OnNukeExplosion(off_station)
..()
nukes_left--
var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
nuke_off_station = off_station
/datum/game_mode/nuclear/check_win()
if (nukes_left == 0)
@@ -154,8 +52,8 @@
return ..()
/datum/game_mode/proc/are_operatives_dead()
for(var/datum/mind/operative_mind in syndicates)
if(ishuman(operative_mind.current) && (operative_mind.current.stat!=2))
for(var/datum/mind/operative_mind in get_antagonists(/datum/antagonist/nukeop))
if(ishuman(operative_mind.current) && (operative_mind.current.stat != DEAD))
return FALSE
return TRUE
@@ -164,7 +62,7 @@
return replacementmode.check_finished()
if((SSshuttle.emergency.mode == SHUTTLE_ENDGAME) || station_was_nuked)
return TRUE
if(are_operatives_dead())
if(nuke_team.operatives_dead())
var/obj/machinery/nuclearbomb/N
pass(N) //suppress unused warning
if(N.bomb_set) //snaaaaaaaaaake! It's not over yet!
@@ -172,85 +70,39 @@
..()
/datum/game_mode/nuclear/declare_completion()
var/disk_rescued = 1
for(var/obj/item/disk/nuclear/D in GLOB.poi_list)
if(!D.onCentCom())
disk_rescued = 0
break
var/crew_evacuated = (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)
if(nuke_off_station == NUKE_SYNDICATE_BASE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
to_chat(world, "<FONT size = 3><B>Humiliating Syndicate Defeat</B></FONT>")
to_chat(world, "<B>The crew of [station_name()] gave [syndicate_name()] operatives back their bomb! The syndicate base was destroyed!</B> Next time, don't lose the nuke!")
SSticker.news_report = NUKE_SYNDICATE_BASE
else if(!disk_rescued && station_was_nuked && !syndies_didnt_escape)
SSticker.mode_result = "win - syndicate nuke"
to_chat(world, "<FONT size = 3><B>Syndicate Major Victory!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives have destroyed [station_name()]!</B>")
SSticker.news_report = STATION_NUKED
else if (!disk_rescued && station_was_nuked && syndies_didnt_escape)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
to_chat(world, "<FONT size = 3><B>Total Annihilation</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion.</B> Next time, don't lose the disk!")
SSticker.news_report = STATION_NUKED
else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape)
SSticker.mode_result = "halfwin - blew wrong station"
to_chat(world, "<FONT size = 3><B>Crew Minor Victory</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't do that!")
SSticker.news_report = NUKE_MISS
else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
to_chat(world, "<FONT size = 3><B>[syndicate_name()] operatives have earned Darwin Award!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't do that!")
SSticker.news_report = NUKE_MISS
else if ((disk_rescued || SSshuttle.emergency.mode != SHUTTLE_ENDGAME) && are_operatives_dead())
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
to_chat(world, "<FONT size = 3><B>Crew Major Victory!</B></FONT>")
to_chat(world, "<B>The Research Staff has saved the disk and killed the [syndicate_name()] Operatives</B>")
SSticker.news_report = OPERATIVES_KILLED
else if (disk_rescued)
SSticker.mode_result = "loss - evacuation - disk secured"
to_chat(world, "<FONT size = 3><B>Crew Major Victory</B></FONT>")
to_chat(world, "<B>The Research Staff has saved the disk and stopped the [syndicate_name()] Operatives!</B>")
SSticker.news_report = OPERATIVES_KILLED
else if (!disk_rescued && are_operatives_dead())
SSticker.mode_result = "halfwin - evacuation - disk not secured"
to_chat(world, "<FONT size = 3><B>Neutral Victory!</B></FONT>")
to_chat(world, "<B>The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name()] Operatives!</B>")
SSticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && crew_evacuated)
SSticker.mode_result = "halfwin - detonation averted"
to_chat(world, "<FONT size = 3><B>Syndicate Minor Victory!</B></FONT>")
to_chat(world, "<B>[syndicate_name()] operatives survived the assault but did not achieve the destruction of [station_name()].</B> Next time, don't lose the disk!")
SSticker.news_report = OPERATIVE_SKIRMISH
else if (!disk_rescued && !crew_evacuated)
SSticker.mode_result = "halfwin - interrupted"
to_chat(world, "<FONT size = 3><B>Neutral Victory</B></FONT>")
to_chat(world, "<B>Round was mysteriously interrupted!</B>")
SSticker.news_report = OPERATIVE_SKIRMISH
..()
return
var result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
return ..()
/datum/game_mode/nuclear/generate_report()
return "One of Central Command's trading routes was recently disrupted by a raid carried out by the Gorlex Marauders. They seemed to only be after one ship - a highly-sensitive \
@@ -258,48 +110,16 @@
can activate this explosive is on your station. Ensure that it is protected at all times, and remain alert for possible intruders."
/datum/game_mode/proc/auto_declare_completion_nuclear()
if( syndicates.len || (SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) )
var/text = "<br><FONT size=3><B>The syndicate operatives were:</B></FONT>"
var/purchases = ""
var/TC_uses = 0
for(var/datum/mind/syndicate in syndicates)
text += printplayer(syndicate)
for(var/datum/component/uplink/H in GLOB.uplinks)
if(H.purchase_log)
purchases += H.purchase_log.generate_render()
else
stack_trace("WARNING: Uplink with no purchase_log in nuclear mode! Owner: [H.owner]")
text += "<br>"
text += "(Syndicates used [TC_uses] TC) [purchases]"
if(TC_uses == 0 && station_was_nuked && !are_operatives_dead())
text += "<BIG>[icon2html('icons/badass.dmi', world, "badass")]</BIG>"
to_chat(world, text)
var/list/nuke_teams = list()
for(var/datum/antagonist/nukeop/N in GLOB.antagonists) //collect all nuke teams
nuke_teams |= N.nuke_team
for(var/datum/objective_team/nuclear/nuke_team in nuke_teams)
nuke_team.roundend_display()
return TRUE
/proc/nukelastname(mob/M) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea. Also praise Urist for copypasta ho.
var/randomname = pick(GLOB.last_names)
var/newname = copytext(sanitize(input(M,"You are the nuke operative [pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")]. Please choose a last name for your family.", "Name change",randomname)),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
else
if (newname == "Unknown" || newname == "floor" || newname == "wall" || newname == "rwall" || newname == "_")
to_chat(M, "That name is reserved.")
return nukelastname(M)
return capitalize(newname)
/proc/NukeNameAssign(lastname,list/syndicates)
for(var/datum/mind/synd_mind in syndicates)
var/mob/living/carbon/human/H = synd_mind.current
synd_mind.name = H.dna.species.random_name(H.gender,0,lastname)
synd_mind.current.real_name = synd_mind.name
return
/proc/is_nuclear_operative(mob/M)
return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.syndicates
return M && istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/nukeop)
/datum/outfit/syndicate
name = "Syndicate Operative - Basic"
@@ -315,15 +135,24 @@
backpack_contents = list(/obj/item/storage/box/syndie=1)
var/tc = 25
var/command_radio = FALSE
/datum/outfit/syndicate/leader
name = "Syndicate Leader - Basic"
id = /obj/item/card/id/syndicate/nuke_leader
r_hand = /obj/item/device/nuclear_challenge
command_radio = TRUE
/datum/outfit/syndicate/no_crystals
tc = 0
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H)
var/obj/item/device/radio/R = H.ears
R.set_frequency(GLOB.SYND_FREQ)
R.freqlock = 1
if(command_radio)
R.command = TRUE
if(tc)
var/obj/item/device/radio/uplink/nuclear/U = new(H, H.key, tc)
+4 -4
View File
@@ -77,16 +77,16 @@
icon = 'icons/obj/machines/nuke_terminal.dmi'
icon_state = "nuclearbomb_base"
anchored = TRUE //stops it being moved
use_tag = TRUE
/obj/machinery/nuclearbomb/syndicate
use_tag = TRUE
//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
var/datum/game_mode/nuclear/NM = SSticker.mode
switch(off_station)
if(0)
if(istype(NM) && NM.syndies_didnt_escape)
if(istype(NM) && !NM.nuke_team.syndies_escaped())
return CINEMATIC_ANNIHILATION
else
return CINEMATIC_NUKE_WIN
@@ -353,7 +353,7 @@
var/N = text2num(user_input)
if(!N)
return
timer_set = Clamp(N,minimum_timer_set,maximum_timer_set)
timer_set = CLAMP(N,minimum_timer_set,maximum_timer_set)
. = TRUE
if("safety")
if(auth && yes_code)
@@ -572,4 +572,4 @@ This is here to make the tiles around the station mininuke change when it's arme
user.visible_message("<span class='suicide'>[user] is pretending to go delta! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/machines/alarm.ogg', 30, -1, 1)
addtimer(CALLBACK(src, .proc/manual_suicide, user), 101)
return MANUAL_SUICIDE
return MANUAL_SUICIDE
+2 -2
View File
@@ -71,9 +71,9 @@
target = null
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in SSticker.mode.syndicates)
for(var/V in get_antagonists(/datum/antagonist/nukeop))
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current) && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
+11 -23
View File
@@ -194,10 +194,8 @@
/datum/objective/debrain/check_completion()
if(!target)//If it's a free objective.
return TRUE
if(!target.current || !isbrain(target.current))
return FALSE
var/atom/A = target.current
var/list/datum/mind/owners = get_owners()
@@ -508,12 +506,12 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/download
/datum/objective/download/proc/gen_amount_goal()
target_amount = rand(10,20)
explanation_text = "Download [target_amount] research level\s."
target_amount = rand(20,40)
explanation_text = "Download [target_amount] research node\s."
return target_amount
/datum/objective/download/check_completion()
var/list/current_tech = list()
var/datum/techweb/checking = new
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/owner in owners)
if(ismob(owner.current))
@@ -522,21 +520,11 @@ GLOBAL_LIST_EMPTY(possible_items_special)
var/mob/living/carbon/human/H = M
if(H && (H.stat != DEAD) && istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/S = H.wear_suit
for(var/datum/tech/T in S.stored_research)
current_tech[T.id] = T.level? T.level : 0
S.stored_research.copy_research_to(checking)
var/list/otherwise = M.GetAllContents()
for(var/obj/item/disk/tech_disk/TD in otherwise)
for(var/datum/tech/T in TD.tech_stored)
if(!T.id || !T.level)
continue
else if(!current_tech[T.id])
current_tech[T.id] = T.level
else if(T.level > current_tech[T.id])
current_tech[T.id] = T.level
var/total = 0
for(var/i in current_tech)
total += current_tech[i]
return total >= target_amount
TD.stored_research.copy_research_to(checking)
return checking.researched_nodes.len >= target
/datum/objective/capture
@@ -787,7 +775,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/changeling_team_objective/impersonate_department/check_completion()
if(!department_real_names.len || !department_minds.len)
return 1 //Something fucked up, give them a win
return TRUE //Something fucked up, give them a win
var/list/check_names = department_real_names.Copy()
@@ -799,14 +787,14 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(M.current)
var/turf/mloc = get_turf(M.current)
if(mloc.onCentCom() && (M.current.stat != DEAD))
return 0 //A Non-ling living target got to centcom, fail
return FALSE //A Non-ling living target got to centcom, fail
//Check each staff member has been replaced, by cross referencing changeling minds, changeling current dna, the staff minds and their original DNA names
var/success = 0
changelings:
for(var/datum/mind/changeling in get_antagonists(/datum/antagonist/changeling,TRUE))
if(success >= department_minds.len) //We did it, stop here!
return 1
return TRUE
if(ishuman(changeling.current))
var/mob/living/carbon/human/H = changeling.current
var/turf/cloc = get_turf(changeling.current)
@@ -818,8 +806,8 @@ GLOBAL_LIST_EMPTY(possible_items_special)
continue changelings
if(success >= department_minds.len)
return 1
return 0
return TRUE
return FALSE
+9 -10
View File
@@ -137,7 +137,6 @@
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
origin_tech = "bluespace=4;materials=4"
w_class = WEIGHT_CLASS_TINY
var/list/spooky_scaries = list()
var/unlimited = 0
@@ -214,7 +213,7 @@
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
var/mob/living/carbon/human/target = null
var/list/mob/living/carbon/human/possible = list()
var/obj/item/link = null
var/obj/item/linked_item = null
var/cooldown_time = 30 //3s
var/cooldown = 0
max_integrity = 10
@@ -238,10 +237,10 @@
cooldown = world.time +cooldown_time
return
if(!link)
if(!linked_item)
if(I.loc == user && istype(I) && I.w_class <= WEIGHT_CLASS_SMALL)
if (user.transferItemToLoc(I,src))
link = I
linked_item = I
to_chat(user, "You attach [I] to the doll.")
update_targets()
@@ -256,11 +255,11 @@
return
if(user.zone_selected == "chest")
if(link)
if(linked_item)
target = null
link.loc = get_turf(src)
to_chat(user, "<span class='notice'>You remove the [link] from the doll.</span>")
link = null
linked_item.forceMove(drop_location())
to_chat(user, "<span class='notice'>You remove the [linked_item] from the doll.</span>")
linked_item = null
update_targets()
return
@@ -292,10 +291,10 @@
/obj/item/voodoo/proc/update_targets()
possible = list()
if(!link)
if(!linked_item)
return
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(md5(H.dna.uni_identity) in link.fingerprints)
if(md5(H.dna.uni_identity) in linked_item.fingerprints)
possible |= H
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)
-1
View File
@@ -9,7 +9,6 @@
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefact's power."
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_BELT
origin_tech = "bluespace=4;materials=5"
var/usability = 0
var/reusable = TRUE