This commit is contained in:
Ghommie
2019-12-20 23:40:21 +01:00
773 changed files with 13656 additions and 4558 deletions
@@ -0,0 +1,292 @@
/datum/game_mode
var/list/datum/mind/bloodsuckers = list() // List of minds belonging to this game mode.
var/list/datum/mind/vassals = list() // List of minds that have been turned into Vassals.
//var/list/datum/mind/vamphunters = list() // List of minds hunting vampires. Disabled at the moment
var/obj/effect/sunlight/bloodsucker_sunlight // Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker.
// LISTS //
var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee)
// The antags you're allowed to be if turning Vassal.
/datum/game_mode/bloodsucker
name = "bloodsucker"
config_tag = "bloodsucker"
traitor_name = "Bloodsucker"
antag_flag = ROLE_BLOODSUCKER
false_report_weight = 1
restricted_jobs = list("AI","Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20
required_enemies = 2
recommended_enemies = 4
reroll_friendly = FALSE
enemy_minimum_age = 7
round_ends_with_antag_death = FALSE
announce_span = "danger"
announce_text = "Filthy, bloodsucking vampires are crawling around disguised as crewmembers!\n\
<span class='danger'>Bloodsuckers</span>: The crew are cattle, while you are both shepherd and slaughterhouse.\n\
<span class='notice'>Crew</span>: Put an end to the undead infestation before the station is overcome!"
/datum/game_mode/bloodsucker/generate_report()
return "Reports indicate that some of your crew may have toppled statues in the past week, angering the gods and becoming cursed with undeath and a desire for blood. Watch out for crewmembers that seem to shun the light or are found pale and delirious."
// Seems to be run by game ONCE, and finds all potential players to be antag.
/datum/game_mode/bloodsucker/pre_setup()
// Set Restricted Jobs
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
// Set number of Vamps
recommended_enemies = CLAMP(round(num_players()/10), 1, 6);
// Select Antags
for(var/i = 0, i < recommended_enemies, i++)
if (!antag_candidates.len)
break
var/datum/mind/bloodsucker = pick(antag_candidates)
// Can we even BE a bloodsucker?
//if (can_make_bloodsucker(bloodsucker, display_warning=FALSE))
bloodsuckers += bloodsucker
bloodsucker.restricted_roles = restricted_jobs
log_game("[bloodsucker.key] (ckey) has been selected as a Bloodsucker.")
antag_candidates.Remove(bloodsucker) // Apparently you can also write antag_candidates -= bloodsucker
// Assign Hunters (as many as monsters, plus one)
//assign_monster_hunters(bloodsuckers.len, TRUE, bloodsuckers) // Disabled for now
// Do we have enough vamps to continue?
return bloodsuckers.len >= required_enemies
// Gamemode is all done being set up. We have all our Vamps. We now pick objectives and let them know what's happening.
/datum/game_mode/bloodsucker/post_setup()
// Sunlight (Creating Bloodsuckers manually will check to create this, too)
check_start_sunlight()
// Vamps
for(var/datum/mind/bloodsucker in bloodsuckers)
// spawn() --> Run block of code but game continues on past it.
// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
//Clean Bloodsucker Species (racist?)
//clean_invalid_species(bloodsucker)
// TO-DO !!!
// Add Bloodsucker Antag Datum (or remove from list on Fail)
if (!make_bloodsucker(bloodsucker))
bloodsuckers -= bloodsucker
// NOTE: Hunters are done in ..() parent proc
return ..()
// Checking for ACTUALLY Dead Vamps
/datum/game_mode/bloodsucker/are_special_antags_dead()
// Bloodsucker not Final Dead
for(var/datum/mind/bloodsucker in bloodsuckers)
if(!bloodsucker.AmFinalDeath())
return FALSE
return TRUE
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
return
bloodsucker_sunlight = new ()
// End Sun (last bloodsucker removed)
/datum/game_mode/proc/check_cancel_sunlight()
// No Sunlight
if (!istype(bloodsucker_sunlight))
return
if (bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
/datum/game_mode/proc/is_daylight()
return istype(bloodsucker_sunlight) && bloodsucker_sunlight.amDay
//////////////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/can_make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator, display_warning=TRUE) // Creator is just here so we can display fail messages to whoever is turning us.
// No Mind
if(!bloodsucker || !bloodsucker.key) // KEY is client login?
//if(creator) // REMOVED. You wouldn't see their name if there is no mind, so why say anything?
// to_chat(creator, "<span class='danger'>[bloodsucker] isn't self-aware enough to be raised as a Bloodsucker!</span>")
return FALSE
// Current body is invalid
if(!ishuman(bloodsucker.current))// && !ismonkey(bloodsucker.current))
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker] isn't evolved enough to be raised as a Bloodsucker!</span>")
return FALSE
// Species Must have a HEART (Sorry Plasmabois)
var/mob/living/carbon/human/H = bloodsucker.current
if(NOBLOOD in H.dna.species.species_traits)
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker]'s DNA isn't compatible!</span>")
return FALSE
// Already a Non-Human Antag
if(bloodsucker.has_antag_datum(/datum/antagonist/abductor) || bloodsucker.has_antag_datum(/datum/antagonist/devil) || bloodsucker.has_antag_datum(/datum/antagonist/changeling))
return FALSE
// Already a vamp
if(bloodsucker.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker] is already a Bloodsucker!</span>")
return FALSE
// Not High Enough
if(creator)
var/datum/antagonist/bloodsucker/creator_bloodsucker = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(creator_bloodsucker) || creator_bloodsucker.vamplevel < BLOODSUCKER_LEVEL_TO_EMBRACE)
to_chat(creator, "<span class='danger'>Your blood is too thin to turn this corpse!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
if (!can_make_bloodsucker(bloodsucker))
return FALSE
// Create Datum: Fledgling
var/datum/antagonist/bloodsucker/A
// [FLEDGLING]
if (creator)
A = new (bloodsucker)
A.creator = creator
bloodsucker.add_antag_datum(A)
// Log
message_admins("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
log_admin("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
// [MASTER]
else
A = bloodsucker.add_antag_datum(ANTAG_DATUM_BLOODSUCKER)
return TRUE
/datum/game_mode/proc/remove_bloodsucker(datum/mind/bloodsucker)
bloodsucker.remove_antag_datum(ANTAG_DATUM_BLOODSUCKER)
/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
// Only checking for Humans here
if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
return
var/am_valid = TRUE
var/mob/living/carbon/human/H = bloodsucker.current
// Check if PLASMAMAN?
if(NOBLOOD in H.dna.species.species_traits)
am_valid = FALSE
// PROBLEM:
//
// Setting species leaves clothes on. If you were a plasmaman, we need to reassign your entire outfit. Otherwise
// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
// Convert to HUMAN (along with ID and PDA)
if (!am_valid)
H.set_species(/datum/species/human)
H.real_name = H.client.prefs.custom_names["human"]
var/obj/item/card/id/ID = H.wear_id?.GetID()
if(ID)
ID.registered_name = H.real_name
ID.update_label()
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
// Not Correct Type: Abort
if (!iscarbon(target) || !creator)
return FALSE
if (target.stat > UNCONSCIOUS)
return FALSE
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
// return 0
// Check Overdose: Did my current volume go over the Overdose threshold?
//var/am_addicted = 0
//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
//message_admins("DEBUG3: can_make_vassal() Found Blood! [blood] [blood.overdose]")
//if (blood.overdosed)
// am_addicted = 1 // Blood is present in addiction? That's all we need.
// break
//if (!am_addicted)
//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
// return 0
// No Mind!
if (!target.mind || !target.mind.key)
if (display_warning)
to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
return FALSE
// Already MY Vassal
var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if (istype(V) && V.master)
if (V.master.owner == creator)
if (display_warning)
to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
else
if (display_warning)
to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
return FALSE
// Already Antag or Loyal (Vamp Hunters count as antags)
if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if (display_warning)
to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/AmValidAntag(datum/mind/M)
// No List?
if(!islist(M.antag_datums) || M.antag_datums.len == 0)
return FALSE
// Am I NOT an invalid Antag? NOTE: We already excluded non-antags above. Don't worry about the "No List?" check in AmInvalidIntag()
return !AmInvalidAntag(M)
/datum/game_mode/proc/AmInvalidAntag(datum/mind/M)
// No List?
if(!islist(M.antag_datums) || M.antag_datums.len == 0)
return FALSE
// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
for(var/datum/antagonist/antag_datum in M.antag_datums)
if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
return TRUE
//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
return FALSE
/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
if (!can_make_vassal(target,creator))
return FALSE
// Make Vassal
var/datum/antagonist/vassal/V = new (target.mind)
var/datum/antagonist/bloodsucker/B = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
V.master = B
target.mind.add_antag_datum(V, V.master.get_team())
// Update Bloodsucker Title (we're a daddy now)
B.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
// Log
message_admins("[target] has become a Vassal, and is enslaved to [creator].")
log_admin("[target] has become a Vassal, and is enslaved to [creator].")
return TRUE
/datum/game_mode/proc/remove_vassal(datum/mind/vassal)
vassal.remove_antag_datum(ANTAG_DATUM_VASSAL)
+50
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@@ -0,0 +1,50 @@
/*
// Called from game mode pre_setup()
/datum/game_mode/proc/assign_monster_hunters(monster_count = 4, guaranteed_hunters = FALSE, list/datum/mind/exclude_from_hunter)
// Not all game modes GUARANTEE a hunter
if (rand(0,2) == 0) // 50% of the time, we get fewer or NO Hunters
if (!guaranteed_hunters)
return
else
monster_count /= 2
var/list/no_hunter_jobs = list("AI","Cyborg")
// Set Restricted Jobs
if(CONFIG_GET(flag/protect_roles_from_antagonist))
no_hunter_jobs += list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
no_hunter_jobs += "Assistant"
// Find Valid Hunters
var/list/datum/mind/hunter_candidates = get_players_for_role(ROLE_MONSTERHUNTER)
// Assign Hunters (as many as vamps, plus one)
for(var/i = 1, i < monster_count, i++) // Start at 1 so we skip Hunters if there's only one sucker.
if (!hunter_candidates.len)
break
// Assign Hunter
var/datum/mind/hunter = pick(hunter_candidates)
hunter_candidates.Remove(hunter) // Remove Either Way
// Already Antag? Skip
if (islist(exclude_from_hunter) && (locate(hunter) in exclude_from_hunter)) //if (islist(hunter.antag_datums) && hunter.antag_datums.len)
i --
continue
// NOTE:
vamphunters += hunter
hunter.restricted_roles = no_hunter_jobs
log_game("[hunter.key] (ckey) has been selected as a Hunter.")
// Called from game mode post_setup()
/datum/game_mode/proc/finalize_monster_hunters(monster_count = 4)
var/amEvil = TRUE // First hunter is always an evil boi
for(var/datum/mind/hunter in vamphunters)
var/datum/antagonist/vamphunter/A = new (hunter)
A.bad_dude = amEvil
hunter.add_antag_datum(A)
amEvil = FALSE // Every other hunter is just a boring greytider
*/
@@ -265,6 +265,7 @@
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 35000
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/honker/dark
max_equip = 3
spawn_tracked = FALSE
+3
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@@ -236,6 +236,9 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/generate_report()
return "Mysterious signals that demonstrate strange dynamics have been detected in your sector. Watch out for oddities."
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
@@ -94,11 +94,8 @@
var/list/possible_candidates = list()
possible_candidates.Add(dead_players)
possible_candidates.Add(list_observers)
send_applications(possible_candidates)
if(assigned.len > 0)
return TRUE
else
return FALSE
var/application_successful = send_applications(possible_candidates)
return assigned.len > 0 && application_successful
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
@@ -113,25 +110,18 @@
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.log_threat("Rule [name] refunded [cost] (not receive enough applications)",verbose=TRUE)
mode.executed_rules -= src
return
return FALSE
message_admins("[candidates.len] players volunteered for the ruleset [name].")
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
review_applications()
return TRUE
/// Here is where you can check if your ghost applicants are valid for the ruleset.
/// Called by send_applications().
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
for (var/i = 1, i <= required_candidates, i++)
if(candidates.len <= 0)
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.refund_threat(cost)
mode.log_threat("Rule [name] refunded [cost] (all applications invalid)",verbose=TRUE)
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
@@ -744,3 +734,31 @@
#undef ABDUCTOR_MAX_TEAMS
#undef REVENANT_SPAWN_THRESHOLD
//////////////////////////////////////////////
// //
// BLOODSUCKERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/bloodsucker
name = "Bloodsucker Infiltrator"
config_tag = "latejoin_bloodsucker"
antag_datum = ANTAG_DATUM_BLOODSUCKER
antag_flag = ROLE_TRAITOR
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 = 1
weight = 3
cost = 10
requirements = list(90,80,70,60,55,50,45,40,35,30)
high_population_requirement = 30
repeatable = TRUE
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
if(mode.make_bloodsucker(M.mind))
mode.bloodsuckers += M
return TRUE
@@ -778,3 +778,42 @@
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
//////////////////////////////////////////////
// //
// BLOODSUCKERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodsucker
name = "Bloodsuckers"
config_tag = "bloodsucker"
persistent = TRUE
antag_flag = ROLE_BLOODSUCKER
antag_datum = ANTAG_DATUM_BLOODSUCKER
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")
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 2
cost = 15
scaling_cost = 10
requirements = list(90,80,70,60,50,50,50,50,50,50)
high_population_requirement = 50
antag_cap = list(1,1,1,1,1,2,2,2,2,2)
/datum/dynamic_ruleset/roundstart/bloodsucker/pre_execute()
var/num_bloodsuckers = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_bloodsuckers)
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_BLOODSUCKER
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/bloodsucker/execute()
mode.check_start_sunlight()
for(var/datum/mind/M in assigned)
if(mode.make_bloodsucker(M))
mode.bloodsuckers += M
return TRUE
+79 -38
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@@ -81,6 +81,7 @@
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
//finalize_monster_hunters() Disabled for now
if(!report)
report = !CONFIG_GET(flag/no_intercept_report)
addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME)
@@ -305,48 +306,88 @@
// The odds become:
// Player A: 150 / 250 = 0.6 = 60%
// Player B: 100 / 250 = 0.4 = 40%
/datum/game_mode/proc/antag_pick(list/datum/candidates)
//Use return list if you want a list, with the arg being the number you want returned.
//WARNING: THIS PROC DOES NOT TAKE INTO ACCOUNT WHAT SSPersistence ALREADY HAS FOR "ADJUST ANTAG REP". If this is used more than once
//and the person rolls more than once, they will not get even more deduction!
//More efficient if you use return list instead of calling this multiple times
//fail_default_pick makes it use pick() instead of antag rep if it can't find anyone
//allow_zero_if_insufficient allows it to pick people with zero rep if there isn't enough antags
/datum/game_mode/proc/antag_pick(list/datum/mind/candidates, return_list = FALSE, fail_default_pick = TRUE, allow_zero_if_insufficient = TRUE)
if(!CONFIG_GET(flag/use_antag_rep)) // || candidates.len <= 1)
return pick(candidates)
// Tickets start at 100
var/DEFAULT_ANTAG_TICKETS = CONFIG_GET(number/default_antag_tickets)
//whoever named the config entries is a bad person :(
// You may use up to 100 extra tickets (double your odds)
var/MAX_TICKETS_PER_ROLL = CONFIG_GET(number/max_tickets_per_roll)
var/total_tickets = 0
MAX_TICKETS_PER_ROLL += DEFAULT_ANTAG_TICKETS
var/p_ckey
var/p_rep
for(var/datum/mind/mind in candidates)
p_ckey = ckey(mind.key)
total_tickets += min(SSpersistence.antag_rep[p_ckey] + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
var/antag_select = rand(1,total_tickets)
var/current = 1
for(var/datum/mind/mind in candidates)
p_ckey = ckey(mind.key)
p_rep = SSpersistence.antag_rep[p_ckey]
var/previous = current
var/spend = min(p_rep + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
current += spend
if(antag_select >= previous && antag_select <= (current-1))
SSpersistence.antag_rep_change[p_ckey] = -(spend - DEFAULT_ANTAG_TICKETS)
// WARNING("AR_DEBUG: Player [mind.key] won spending [spend] tickets from starting value [SSpersistence.antag_rep[p_ckey]]")
return mind
WARNING("Something has gone terribly wrong. /datum/game_mode/proc/antag_pick failed to select a candidate. Falling back to pick()")
return pick(candidates)
//Tickets you get for free
var/free_tickets = CONFIG_GET(number/default_antag_tickets)
//Max extra tickets you can use
var/additional_tickets = CONFIG_GET(number/max_tickets_per_roll)
var/list/ckey_to_mind = list() //this is admittedly shitcode but I'm webediting
var/list/prev_tickets = SSpersistence.antag_rep //cache for hyper-speed in theory. how many tickets someone has stored
var/list/curr_tickets = list() //how many tickets someone has for *this* antag roll, so with the free tickets
var/list/datum/mind/insufficient = list() //who got cucked out of an antag roll due to not having *any* tickets
for(var/datum/mind/M in candidates)
var/mind_ckey = ckey(M.key)
var/can_spend = min(prev_tickets[mind_ckey], additional_tickets) //they can only spend up to config/max_tickets_per_roll
var/amount = can_spend + free_tickets //but they get config/default_antag_tickets for free
if(amount <= 0) //if they don't have any
insufficient += M //too bad!
continue
curr_tickets[mind_ckey] = amount
ckey_to_mind[mind_ckey] = M //make sure we can look them up after picking
if(!return_list) //return a single guy
var/ckey
if(length(curr_tickets))
ckey = pickweight(curr_tickets)
SSpersistence.antag_rep_change[ckey] = -(curr_tickets[ckey] - free_tickets) //deduct what they spent
var/mind = ckey_to_mind[ckey] || (allow_zero_if_insufficient? pick(insufficient) : null) //we want their mind
if(!mind) //no mind
var/warning = "WARNING: No antagonists were successfully picked by /datum/gamemode/proc/antag_pick()![fail_default_pick? " Defaulting to pick()!":""]"
message_admins(warning)
log_game(warning)
if(fail_default_pick)
mind = pick(candidates)
return mind
else //the far more efficient and proper use of this, to get a list
var/list/rolled = list()
var/list/spend_tickets = list()
for(var/i in 1 to return_list)
if(!length(curr_tickets)) //ah heck, we're out of candidates..
break
var/ckey = pickweight(curr_tickets) //pick
rolled += ckey //add
spend_tickets[ckey] = curr_tickets[ckey] - free_tickets
curr_tickets -= ckey //don't roll them again
var/missing = return_list - length(rolled)
var/list/add
if((missing > 0) && allow_zero_if_insufficient) //need more..
for(var/i in 1 to missing)
if(!length(insufficient))
break //still not enough
var/datum/mind/M = pick_n_take(insufficient)
add += M
if(!length(rolled) && !length(add)) //if no one could normally roll AND no one can zero roll
var/warning = "WARNING: No antagonists were successfully picked by /datum/gamemode/proc/antag_pick()![fail_default_pick? " Defaulting to pick()!":""]"
message_admins(warning)
log_game(warning)
var/list/failed = list()
if(fail_default_pick)
var/list/C = candidates.Copy()
for(var/i in 1 to return_list)
if(!length(C))
break
failed += pick_n_take(C)
return failed //Wew, no one qualified!
for(var/i in 1 to length(rolled))
var/ckey = rolled[i]
SSpersistence.antag_rep_change[ckey] = -(spend_tickets[ckey]) //deduct what all of the folks who rolled spent
rolled[i] = ckey_to_mind[ckey] //whoever called us wants minds, not ckeys
if(add)
rolled += add
return rolled
/datum/game_mode/proc/get_players_for_role(role)
var/list/players = list()
+246
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@@ -0,0 +1,246 @@
#define DOM_BLOCKED_SPAM_CAP 6
//32 instead of 40 for safety reasons. How many turfs aren't walls around dominator for it to work
//Update ppl somehow fuckup at 32, now we are down to 25. I hope to god they don't try harder to wall it.
#define DOM_REQUIRED_TURFS 25
#define DOM_HULK_HITS_REQUIRED 10
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 100
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 70)
var/datum/team/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/obj/machinery/dominator/Initialize()
. = ..()
set_light(l_range = 2, l_power = 0.75)
GLOB.poi_list |= src
spark_system = new
spark_system.set_up(5, TRUE, src)
countdown = new(src)
update_icon()
/obj/machinery/dominator/Destroy()
if(!(stat & BROKEN))
set_broken()
GLOB.poi_list.Remove(src)
gang = null
QDEL_NULL(spark_system)
QDEL_NULL(countdown)
STOP_PROCESSING(SSmachines, src)
return ..()
/obj/machinery/dominator/emp_act(severity)
take_damage(100, BURN, "energy", 0)
..()
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/tesla_act()
qdel(src)
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
icon_state = "dominator-broken"
return
icon_state = "dominator"
if(operating)
var/mutable_appearance/dominator_overlay = mutable_appearance('icons/obj/machines/dominator.dmi', "dominator-overlay")
if(gang)
dominator_overlay.color = gang.color
add_overlay(dominator_overlay)
if(obj_integrity/max_integrity < 0.66)
add_overlay("damage")
/obj/machinery/dominator/examine(mob/user)
. = ..()
if(stat & BROKEN)
return
if(gang && gang.domination_time != NOT_DOMINATING)
if(gang.domination_time > world.time)
. += "<span class='notice'>Hostile Takeover in progress. Estimated [gang.domination_time_remaining()] seconds remain.</span>"
else
. += "<span class='notice'>Hostile Takeover of [station_name()] successful. Have a great day.</span>"
else
. += "<span class='notice'>System on standby.</span>"
. += "<span class='danger'>System Integrity: [round((obj_integrity/max_integrity)*100,1)]%</span>"
/obj/machinery/dominator/process()
..()
if(gang && gang.domination_time != NOT_DOMINATING)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(!is_station_level(z))
explosion(src, 5, 10, 20, 30) //you now get a nice explosion if this moves off station.
qdel(src) //to make sure it doesn't continue to exist.
if(excessive_walls_check())
gang.domination_time += 20
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0) // Play sound buzz-two.ogg, not before cause its annoying.
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = TRUE
var/area/domloc = get_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/G in GLOB.gangs)
var/datum/team/gang/tempgang = G
if(tempgang != gang)
tempgang.message_gangtools("WARNING: [gang.name] Gang takeover imminent. Their dominator at [domloc.map_name] must be destroyed!",1,1)
else
Cinematic(CINEMATIC_MALF,world) //Here is the gang victory trigger on the dominator ending.
gang.winner = TRUE
SSticker.news_report = GANG_VICTORY
SSticker.force_ending = TRUE
if(!.)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/dominator/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.)
if(obj_integrity/max_integrity > 0.66)
if(prob(damage_amount*2))
spark_system.start()
else if(!(stat & BROKEN))
spark_system.start()
update_icon()
/obj/machinery/dominator/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
set_broken()
/obj/machinery/dominator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!(stat & BROKEN))
set_broken()
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
add_fingerprint(user)
..()
/obj/machinery/dominator/attack_hand(mob/user)
if(operating || (stat & BROKEN))
examine(user)
return
var/datum/team/gang/tempgang
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(GA)
tempgang = GA.gang
if(!tempgang)
examine(user)
return
if(tempgang.domination_time != NOT_DOMINATING)
to_chat(user, "<span class='warning'>Error: Hostile Takeover is already in progress.</span>")
return
if(!tempgang.dom_attempts)
to_chat(user, "<span class='warning'>Error: Unable to breach station network. Firewall has logged our signature and is blocking all further attempts.</span>")
return
var/time = round(tempgang.determine_domination_time()/60,0.1)
if(alert(user,"A takeover will require [time] minutes.\nYour gang will be unable to gain influence while it is active.\nThe entire station will likely be alerted to it once it starts.\nYou have [tempgang.dom_attempts] attempt(s) remaining. Are you ready?","Confirm","Ready","Later") == "Ready")
if((tempgang.domination_time != NOT_DOMINATING) || !tempgang.dom_attempts || !in_range(src, user) || !isturf(loc))
return 0
var/area/A = get_area(loc)
var/locname = A.map_name
gang = tempgang
gang.dom_attempts --
priority_announce("Network breach detected in [locname]. The [gang.name] Gang is attempting to seize control of the station!","Network Alert")
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = TRUE
update_icon()
countdown.start()
countdown.color = gang.color
set_light(l_range = 3, l_power = 0.9)
light_color = gang.color
START_PROCESSING(SSmachines, src)
gang.message_gangtools("Hostile takeover in progress: Estimated [time] minutes until victory.[gang.dom_attempts ? "" : " This is your final attempt."]")
for(var/G in GLOB.gangs)
var/datum/team/gang/vagos = G
if(vagos != gang)
vagos.message_gangtools("Enemy takeover attempt detected in [locname]: Estimated [time] minutes until our defeat.",1,1)
/obj/machinery/dominator/proc/excessive_walls_check() // why the fuck was this even a global proc...
var/open = 0
for(var/turf/T in view(3, src))
if(!iswallturf(T)) //Check for /closed/wall, isclosedturf() moves it back to just checking for /closed/ which makes it very finicky.
open++
//to_chat(world, "THE DOMINATOR SEES [open] OPEN TURFS") uncomment to see what this shitty fucking wallcheck sees
if(open < DOM_REQUIRED_TURFS)
return TRUE
else
return FALSE
/obj/machinery/dominator/proc/set_broken()
if(gang)
gang.domination_time = NOT_DOMINATING
var/takeover_in_progress = FALSE
for(var/G in GLOB.gangs)
var/datum/team/gang/ballas = G
if(ballas.domination_time != NOT_DOMINATING)
takeover_in_progress = TRUE
break
if(!takeover_in_progress)
var/was_stranded = SSshuttle.emergency.mode == SHUTTLE_STRANDED
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(get_security_level() == "delta")
set_security_level("red")
SSshuttle.clearHostileEnvironment(src)
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED
@@ -0,0 +1,13 @@
/obj/effect/countdown/dominator
name = "dominator countdown"
text_size = 1
color = "#e5e5e5" // Overwritten when the dominator starts
/obj/effect/countdown/dominator/get_value()
var/obj/machinery/dominator/D = attached_to
if(!istype(D))
return
else if(D.gang && D.gang.domination_time != NOT_DOMINATING)
return D.gang.domination_time_remaining()
else
return "OFFLINE"
+477
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@@ -0,0 +1,477 @@
/datum/antagonist/gang
name = "Gangster"
roundend_category = "gangsters"
can_coexist_with_others = FALSE
job_rank = ROLE_GANG
antagpanel_category = "Gang"
var/hud_type = "gangster"
var/message_name = "Gangster"
var/datum/team/gang/gang
/datum/antagonist/gang/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(new_owner.unconvertable)
return FALSE
/datum/antagonist/gang/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_added(M)
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_removed(M)
/datum/antagonist/gang/get_team()
return gang
/datum/antagonist/gang/greet()
gang.greet_gangster(owner)
/datum/antagonist/gang/farewell()
if(ishuman(owner.current))
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='userdanger'>You are no longer a gangster!</span>")
/datum/antagonist/gang/on_gain()
if(!gang)
create_team()
..()
var/mob/living/carbon/human/H = owner.current
if(istype(H))
if(owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
add_to_gang()
/datum/antagonist/gang/on_removal()
remove_from_gang()
..()
/datum/antagonist/gang/create_team(team)
if(!gang) // add_antag_datum calls create_team, so we need to avoid generating two gangs in that case
if(team)
gang = team
return
var/datum/team/gang/gangteam = pick_n_take(GLOB.possible_gangs)
if(gangteam)
gang = new gangteam
/datum/antagonist/gang/proc/equip_gang() // Bosses get equipped with their tools
return
/datum/antagonist/gang/proc/update_gang_icons_added(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(!ganghud)
ganghud = new/datum/atom_hud/antag/gang()
gang.hud_entry_num = GLOB.huds.len+1 // this is the index the gang hud will be added at
GLOB.huds += ganghud
ganghud.color = gang.color
ganghud.join_hud(M)
set_antag_hud(M,hud_type)
/datum/antagonist/gang/proc/update_gang_icons_removed(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(ganghud)
ganghud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/gang/proc/can_be_converted(mob/living/candidate)
if(!candidate.mind)
return FALSE
if(!can_be_owned(candidate.mind))
return FALSE
var/mob/living/carbon/human/H = candidate
if(!istype(H)) //Can't nonhumans
return FALSE
return TRUE
/datum/antagonist/gang/proc/promote() // Bump up to boss
var/datum/team/gang/old_gang = gang
var/datum/mind/old_owner = owner
owner.remove_antag_datum(/datum/antagonist/gang)
var/datum/antagonist/gang/boss/lieutenant/new_boss = new
new_boss.silent = TRUE
old_owner.add_antag_datum(new_boss,old_gang)
new_boss.silent = FALSE
log_game("[key_name(old_owner)] has been promoted to Lieutenant in the [old_gang.name] Gang")
to_chat(old_owner, "<FONT size=3 color=red><B>You have been promoted to Lieutenant!</B></FONT>")
// Admin commands
/datum/antagonist/gang/get_admin_commands()
. = ..()
.["Promote"] = CALLBACK(src,.proc/admin_promote)
.["Set Influence"] = CALLBACK(src, .proc/admin_adjust_influence)
if(gang.domination_time != NOT_DOMINATING)
.["Set domination time left"] = CALLBACK(src, .proc/set_dom_time_left)
/datum/antagonist/gang/admin_add(datum/mind/new_owner,mob/admin)
var/new_or_existing = input(admin, "Which gang do you want to be assigned to the user?", "Gangs") as null|anything in list("New","Existing")
if(isnull(new_or_existing))
return
else if(new_or_existing == "New")
var/newgang = input(admin, "Select a gang, or select random to pick a random one.", "New gang") as null|anything in GLOB.possible_gangs + "Random"
if(isnull(newgang))
return
else if(newgang == "Random")
var/datum/team/gang/G = pick_n_take(GLOB.possible_gangs)
gang = new G
else
GLOB.possible_gangs -= newgang
gang = new newgang
else
if(!GLOB.gangs.len) // no gangs exist
to_chat(admin, "<span class='danger'>No gangs exist, please create a new one instead.</span>")
return
var/existinggang = input(admin, "Select a gang, or select random to pick a random one.", "Existing gang") as null|anything in GLOB.gangs + "Random"
if(isnull(existinggang))
return
else if(existinggang == "Random")
gang = pick(GLOB.gangs)
else
gang = existinggang
..()
return TRUE
/datum/antagonist/gang/proc/admin_promote(mob/admin)
message_admins("[key_name_admin(admin)] has promoted [owner] to gang boss.")
log_admin("[key_name(admin)] has promoted [owner] to boss.")
promote()
/datum/antagonist/gang/proc/admin_adjust_influence()
var/inf = input("Influence for [gang.name]","Gang influence", gang.influence) as null | num
if(!isnull(inf))
gang.influence = inf
message_admins("[key_name_admin(usr)] changed [gang.name]'s influence to [inf].")
log_admin("[key_name(usr)] changed [gang.name]'s influence to [inf].")
/datum/antagonist/gang/proc/add_to_gang()
gang.add_member(owner)
owner.current.log_message("<font color='red'>Has been converted to the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/remove_from_gang()
gang.remove_member(owner)
owner.current.log_message("<font color='red'>Has been deconverted from the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/set_dom_time_left(mob/admin)
if(gang.domination_time == NOT_DOMINATING)
return // an admin shouldn't need this
var/seconds = input(admin, "Set the time left for the gang to win, in seconds", "Domination time left") as null|num
if(seconds && seconds > 0)
gang.domination_time = world.time + seconds*10
gang.message_gangtools("Takeover shortened to [gang.domination_time_remaining()] seconds by your Syndicate benefactors.")
// Boss type. Those can use gang tools to buy items for their gang, in particular the Dominator, used to win the gamemode, along with more gang tools to promote fellow gangsters to boss status.
/datum/antagonist/gang/boss
name = "Gang boss"
hud_type = "gang_boss"
message_name = "Leader"
/datum/antagonist/gang/boss/on_gain()
..()
if(gang)
gang.leaders += owner
/datum/antagonist/gang/boss/on_removal()
if(gang)
gang.leaders -= owner
..()
/datum/antagonist/gang/boss/antag_listing_name()
return ..() + "(Boss)"
/datum/antagonist/gang/boss/equip_gang(gangtool = TRUE, pen = TRUE, spraycan = TRUE, hud = TRUE) // usually has to be called separately
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
var/list/slots = list (
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE,
"hands" = SLOT_HANDS
)
if(gangtool)//Here is where all of the text occurs when a gang boss first spawns in.
var/obj/item/device/gangtool/G = new()
var/where = H.equip_in_one_of_slots(G, slots)
if (!where)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a Gangtool.")
else
G.register_device(H)
to_chat(H, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use gangtools too.")
if(pen)
var/obj/item/pen/gang/T = new()
var/where2 = H.equip_in_one_of_slots(T, slots)
if (!where2)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
else
to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them. All gangsters can use these, distribute them to see your gang grow.")
if(spraycan)
var/obj/item/toy/crayon/spraycan/gang/SC = new(null,gang)
var/where3 = H.equip_in_one_of_slots(SC, slots)
if (!where3)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a territory spraycan to start.")
else
to_chat(H, "The <b>territory spraycan</b> in your [where3] can be used to claim areas of the station for your gang. The more territory your gang controls, the more influence you get. All gangsters can use these, so distribute them to grow your influence faster.")
if(hud)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(null,gang)
var/where4 = H.equip_in_one_of_slots(C, slots)
if (!where4)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a chameleon security HUD.")
else
to_chat(H, "The <b>chameleon security HUD</b> in your [where4] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
// Admin commands for bosses
/datum/antagonist/gang/boss/admin_add(datum/mind/new_owner,mob/admin)
if(!new_owner.has_antag_datum(parent_type))
..()
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
return
promote()
message_admins("[key_name_admin(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
log_admin("[key_name(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
/datum/antagonist/gang/boss/get_admin_commands()
. = ..()
. -= "Promote"
.["Take gangtool"] = CALLBACK(src,.proc/admin_take_gangtool)
.["Give gangtool"] = CALLBACK(src,.proc/admin_give_gangtool)
.["Demote"] = CALLBACK(src,.proc/admin_demote)
/datum/antagonist/gang/boss/proc/demote()
var/old_gang = gang
var/datum/mind/old_owner = owner
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/gang/boss)
var/datum/antagonist/gang/new_gangster = new /datum/antagonist/gang()
new_gangster.silent = TRUE
old_owner.add_antag_datum(new_gangster,old_gang)
new_gangster.silent = FALSE
log_game("[key_name(old_owner)] has been demoted to Gangster in the [gang.name] Gang")
to_chat(old_owner, "<span class='userdanger'>The gang has been disappointed of your leader traits! You are a regular gangster now!</span>")
/datum/antagonist/gang/boss/proc/admin_take_gangtool(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/gangtool/gangtool = locate() in L
if (!gangtool)
to_chat(admin, "<span class='danger'>Deleting gangtool failed!</span>")
return
qdel(gangtool)
/datum/antagonist/gang/boss/proc/admin_give_gangtool(mob/admin)
equip_gang(TRUE, FALSE, FALSE, FALSE)
/datum/antagonist/gang/boss/proc/admin_demote(datum/mind/target,mob/user)
message_admins("[key_name_admin(user)] has demoted [owner.current] from gang boss.")
log_admin("[key_name(user)] has demoted [owner.current] from gang boss.")
admin_take_gangtool(user)
demote()
/datum/antagonist/gang/boss/lieutenant
name = "Gang Lieutenant"
message_name = "Lieutenant"
hud_type = "gang_lt"
#define MAXIMUM_RECALLS 3
#define INFLUENCE_INTERVAL 1200 //This handles the interval between each count of influence.
// Gang team datum. This handles the gang itself.
/datum/team/gang
name = "Gang"
member_name = "gangster"
var/hud_entry_num // because if you put something other than a number in GLOB.huds, god have mercy on your fucking soul friend
var/list/leaders = list() // bosses
var/max_leaders = MAX_LEADERS_GANG
var/list/territories = list() // territories owned by the gang.
var/list/lost_territories = list() // territories lost by the gang.
var/list/new_territories = list() // territories captured by the gang.
var/list/gangtools = list()
var/domination_time = NOT_DOMINATING
var/dom_attempts = INITIAL_DOM_ATTEMPTS
var/color
var/influence = 0 // influence of the gang, based on how many territories they own. Can be used to buy weapons and tools from a gang uplink.
var/winner // Once the gang wins with a dominator, this becomes true. For roundend credits purposes.
var/list/inner_outfits = list()
var/list/outer_outfits = list()
var/next_point_time
var/recalls = MAXIMUM_RECALLS // Once this reaches 0, this gang cannot force recall the shuttle with their gangtool anymore
/datum/team/gang/New(starting_members)
. = ..()
GLOB.gangs += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/groveboss in starting_members)
leaders += groveboss
var/datum/antagonist/gang/boss/gb = new
groveboss.add_antag_datum(gb, src)
gb.equip_gang()
else
var/datum/mind/CJ = starting_members
if(istype(CJ))
leaders += CJ
var/datum/antagonist/gang/boss/bossdatum = new
CJ.add_antag_datum(bossdatum, src)
bossdatum.equip_gang()
next_point_time = world.time + INFLUENCE_INTERVAL
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/Destroy()
GLOB.gangs -= src
..()
/datum/team/gang/roundend_report() //roundend report.
var/list/report = list()
report += "<span class='header'>[name]:</span>"
if(winner)
report += "<span class='greentext'>The [name] gang successfully activated the mind dominator!</span>"
else
report += "<span class='redtext'>The [name] gang has failed!</span>"
report += "The [name] gang bosses were:"
report += printplayerlist(leaders)
report += "The [name] [member_name]s were:"
report += printplayerlist(members-leaders)
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
/datum/team/gang/proc/greet_gangster(datum/mind/gangster) //The text a person receives when recruited.
var/message = "<FONT size=3 color=red><B>You are now a member of the <font color='[color]'>[name]</font> Gang!</B></FONT>"
message += "<font color='red'>Help your bosses take over the station by claiming territory with <b>spraycans</b>. Simply spray on any unclaimed area of the station.</font>"
message += "<font color='red'>You can also use recruitment pens to recruit more to your cause, If your boss provides you one.</font>"
message += "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>"
message += "<font color='red'>You can identify your mates by their <b>large, <font color='[color]'> \[G\]</font> icon</b>.</font>"
to_chat(gangster, message)
gangster.store_memory("You are a member of the [name] Gang!")
/datum/team/gang/proc/handle_territories()
next_point_time = world.time + INFLUENCE_INTERVAL
if(!leaders.len)
return
var/added_names = ""
var/lost_names = ""
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = new_territories & lost_territories
territories |= reclaimed_territories
new_territories -= reclaimed_territories
lost_territories -= reclaimed_territories
//Process lost territories
for(var/area in lost_territories)
if(lost_names != "")
lost_names += ", "
lost_names += "[lost_territories[area]]"
territories -= area
//Calculate and report influence growth
//Process new territories
for(var/area in new_territories)
if(added_names != "")
added_names += ", "
added_names += "[new_territories[area]]"
territories += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[new_territories.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[lost_territories.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
new_territories = list()
lost_territories = list()
var/total_territories = total_claimable_territories()
var/control = round((territories.len/total_territories)*100, 1)
var/uniformed = check_clothing()
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(domination_time != NOT_DOMINATING)
var/new_time = max(world.time, domination_time - (uniformed * 4) - (territories.len * 2))
if(new_time < domination_time)
message += "Takeover shortened by [(domination_time - new_time)*0.1] seconds for defending [territories.len] territories.<BR>"
domination_time = new_time
message += "<b>[domination_time_remaining()] seconds remain</b> in hostile takeover.<BR>"
else
var/new_influence = check_territory_income()
if(new_influence != influence)
message += "Gang influence has increased by [new_influence - influence] for defending [territories.len] territories and [uniformed] uniformed gangsters.<BR>"
influence = new_influence
message += "Your gang now has <b>[influence] influence</b>.<BR>"
message_gangtools(message)
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/proc/total_claimable_territories()
var/list/valid_territories = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION)) //First, collect all area types on the station zlevel
for(var/ar in SSmapping.areas_in_z["[z]"])
var/area/A = ar
if(!(A.type in valid_territories) && A.valid_territory)
valid_territories |= A.type
return valid_territories.len
/datum/team/gang/proc/check_territory_income()
var/new_influence = min(999,influence + 15 + (check_clothing() * 2) + territories.len)
return new_influence
/datum/team/gang/proc/check_clothing()
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in members)
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and should return 0 not continue if conditions are met.
if(!istype(gangster) || gangster.stat == DEAD)
return 0
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.type in inner_outfits)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.type in outer_outfits)
gang_outfit = outfit
if(gang_outfit)
uniformed++
return uniformed
/datum/team/gang/proc/adjust_influence(value)
influence = max(0, influence + value)
/datum/team/gang/proc/message_gangtools(message)
if(!gangtools.len || !message)
return
for(var/i in gangtools)
var/obj/item/device/gangtool/tool = i
var/mob/living/mob = get(tool.loc, /mob/living)
if(mob && mob.mind && mob.stat == CONSCIOUS)
var/datum/antagonist/gang/gangster = mob.mind.has_antag_datum(/datum/antagonist/gang)
if(gangster.gang == src)
to_chat(mob, "<span class='warning'>[icon2html(tool, mob)] [message]</span>")
playsound(mob.loc, 'sound/machines/twobeep.ogg', 50, 1)
return
/datum/team/gang/proc/domination()
domination_time = world.time + determine_domination_time()*10
set_security_level("delta")
/datum/team/gang/proc/determine_domination_time() // calculates the value in seconds (this is the initial domination time!)
var/total_territories = total_claimable_territories()
return max(180,480 - (round((territories.len/total_territories)*100, 1) * 9))
/datum/team/gang/proc/domination_time_remaining() // retrieves the value from world.time based deciseconds to seconds
var/diff = domination_time - world.time
return round(diff * 0.1)
#undef MAXIMUM_RECALLS
#undef INFLUENCE_INTERVAL
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// Gang datums go here. If you want to create a new gang, you must be sure to edit:
// name
// color (must be a hex, "blue" isn't acceptable due to how spraycans are handled)
// inner_outfits (must be a list() with typepaths of the clothes in it. One is fine, but there is support for multiple: one will be picked at random when bought)
// outer_outfits (same as above)
// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons, with the same name of the gang it's assigned to. Nothing else,just the icon.
// Those are all required. If one is missed, stuff could break.
/datum/team/gang/clandestine
name = "Clandestine"
color = "#FF0000"
inner_outfits = list(/obj/item/clothing/under/syndicate/combat)
outer_outfits = list(/obj/item/clothing/suit/jacket)
/datum/team/gang/prima
name = "Prima"
color = "#FFFF00"
inner_outfits = list(/obj/item/clothing/under/color/yellow)
outer_outfits = list(/obj/item/clothing/suit/hastur)
/datum/team/gang/zerog
name = "Zero-G"
color = "#C0C0C0"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/white)
outer_outfits = list(/obj/item/clothing/suit/hooded/wintercoat)
/datum/team/gang/max
name = "Max"
color = "#800000"
inner_outfits = list(/obj/item/clothing/under/color/maroon)
outer_outfits = list(/obj/item/clothing/suit/poncho/red)
/datum/team/gang/blasto
name = "Blasto"
color = "#000080"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/navy)
outer_outfits = list(/obj/item/clothing/suit/jacket/miljacket)
/datum/team/gang/waffle
name = "Waffle"
color = "#808000" //shared color with cyber, but they can keep brown cause waffles.
inner_outfits = list(/obj/item/clothing/under/suit_jacket/green)
outer_outfits = list(/obj/item/clothing/suit/poncho)
/datum/team/gang/north
name = "North"
color = "#00FF00"
inner_outfits = list(/obj/item/clothing/under/color/green)
outer_outfits = list(/obj/item/clothing/suit/poncho/green)
/datum/team/gang/omni
name = "Omni"
color = "#008080"
inner_outfits = list(/obj/item/clothing/under/color/teal)
outer_outfits = list(/obj/item/clothing/suit/chaplain/studentuni)
/datum/team/gang/newton
name = "Newton"
color = "#A52A2A"
inner_outfits = list(/obj/item/clothing/under/color/brown)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/cyber
name = "Cyber"
color = "#00f904" //Cyber and waffle shared colors, I made these guys green and made weed darker green.
inner_outfits = list(/obj/item/clothing/under/color/lightbrown)
outer_outfits = list(/obj/item/clothing/suit/chaplain/pharaoh)
/datum/team/gang/donk
name = "Donk"
color = "#0000FF"
inner_outfits = list(/obj/item/clothing/under/color/darkblue)
outer_outfits = list(/obj/item/clothing/suit/apron/overalls)
/datum/team/gang/gene
name = "Gene"
color = "#00FFFF"
inner_outfits = list(/obj/item/clothing/under/color/blue)
outer_outfits = list(/obj/item/clothing/suit/apron)
/datum/team/gang/gib
name = "Gib"
color = "#636060" //Applying black to grayscale... Zero-G is already grey too. oh well.
inner_outfits = list(/obj/item/clothing/under/color/black)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather/overcoat)
/datum/team/gang/tunnel
name = "Tunnel"
color = "#FF00FF" //Gave the leather jacket to the tunnel gang over diablo.
inner_outfits = list(/obj/item/clothing/under/villain)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather)
/datum/team/gang/diablo
name = "Diablo"
color = "#FF0000" //literal early 90s skinhead regalia.
inner_outfits = list(/obj/item/clothing/under/pants/classicjeans)
outer_outfits = list(/obj/item/clothing/suit/suspenders)
/datum/team/gang/psyke
name = "Psyke"
color = "#808080"
inner_outfits = list(/obj/item/clothing/under/color/grey)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings/griffinwings)
/datum/team/gang/osiron
name = "Osiron"
color = "#FFFFFF"
inner_outfits = list(/obj/item/clothing/under/color/white)
outer_outfits = list(/obj/item/clothing/suit/toggle/labcoat)
/datum/team/gang/sirius
name = "Sirius"
color = "#FFC0CB"
inner_outfits = list(/obj/item/clothing/under/color/pink)
outer_outfits = list(/obj/item/clothing/suit/jacket/puffer/vest)
/datum/team/gang/sleepingcarp
name = "Sleeping Carp"
color = "#800080"
inner_outfits = list(/obj/item/clothing/under/color/lightpurple)
outer_outfits = list(/obj/item/clothing/suit/hooded/carp_costume)
/datum/team/gang/h
name = "H"
color = "#993333"
inner_outfits = list(/obj/item/clothing/under/jabroni) //Why not?
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/rigatonifamily
name = "Rigatoni family"
color = "#cc9900" // p a s t a colored
inner_outfits = list(/obj/item/clothing/under/rank/chef)
outer_outfits = list(/obj/item/clothing/suit/apron/chef)
/datum/team/gang/weed
name = "Weed"
color = "#6cd648"
inner_outfits = list(/obj/item/clothing/under/color/darkgreen)
outer_outfits = list(/obj/item/clothing/suit/vapeshirt)
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/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
if(type == "poseur tag")
var/datum/team/gang/gang = pick(subtypesof(/datum/team/gang))
var/gangname = initial(gang.name)
icon = 'icons/effects/crayondecal.dmi'
icon_state = "[gangname]"
type = null
/obj/effect/decal/cleanable/crayon/gang
icon = 'icons/effects/crayondecal.dmi'
layer = ABOVE_NORMAL_TURF_LAYER //Harder to hide
plane = GAME_PLANE
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/team/gang/gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, datum/team/gang/G, e_name = "gang tag", rotation = 0, mob/user)
if(!G)
return INITIALIZE_HINT_QDEL
gang = G
var/newcolor = G.color
var/area/territory = get_area(src)
icon_state = G.name
G.new_territories |= list(territory.type = territory.name)
//If this isn't tagged by a specific gangster there's no bonus income.
.=..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
var/area/territory = get_area(src)
gang.territories -= territory.type
gang.new_territories -= territory.type
gang.lost_territories |= list(territory.type = territory.name)
gang = null
return ..()
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isspaceturf(T) || islava(T) || istype(T, /turf/open/water) || ischasm(T)
+34
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/datum/atom_hud/antag/gang
var/color = null
/datum/atom_hud/antag/gang/add_to_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/remove_from_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
/datum/atom_hud/antag/gang/join_hud(mob/M)
if(!istype(M))
CRASH("join_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/leave_hud(mob/M)
if(!istype(M))
CRASH("leave_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
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/datum/gang_item
var/name
var/item_path
var/cost
var/spawn_msg
var/category
var/list/gang_whitelist = list()
var/list/gang_blacklist = list()
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
if(!spawn_item(user, gang, gangtool))
gang.adjust_influence(-real_cost)
to_chat(user, "<span class='notice'>You bought \the [name].</span>")
return TRUE
/datum/gang_item/proc/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool) // If this returns anything other than null, something fucked up and influence won't lower.
if(item_path)
var/obj/item/O = new item_path(user.loc)
user.put_in_hands(O)
else
return TRUE
if(spawn_msg)
to_chat(user, "[spawn_msg]")
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.influence >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
/datum/gang_item/proc/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return cost
/datum/gang_item/proc/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return "([get_cost(user, gang, gangtool)] Influence)"
/datum/gang_item/proc/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return name
/datum/gang_item/proc/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/clothing
category = "Purchase Gang Clothes (Only the jumpsuit and suit give you added influence):"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfits.len)
var/outfit = pick(gang.inner_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfits.len)
var/outfit = pick(gang.outer_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
O.armor = O.armor.setRating(melee = 25, bullet = 35, laser = 15, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 16
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 18
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 20
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 11
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang member anyways?
name = "Cool Sunglasses"
id = "glasses"
cost = 5
item_path = /obj/item/clothing/glasses/sunglasses
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 13
item_path = /obj/item/storage/belt/military/gang
/obj/item/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
///////////////////
//WEAPONS
///////////////////
/datum/gang_item/weapon
category = "Purchase Weapons:"
/datum/gang_item/weapon/ammo
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 2
item_path = /obj/item/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 5
item_path = /obj/item/switchblade
/datum/gang_item/weapon/surplus //For when a gang boss is extra broke or cheap.
name = "Surplus Rifle"
id = "surplus"
cost = 6
item_path = /obj/item/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 3
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 5
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 25
item_path = /obj/item/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
name = "10mm Ammo"
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = "Black Market .50cal Sniper Rifle"
id = "sniper"
cost = 35
item_path = /obj/item/gun/ballistic/automatic/sniper_rifle
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Smuggled .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/datum/gang_item/weapon/ammo/sleeper_ammo
name = "Illicit Soporific Cartridges"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 45
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/machinegun/spawn_item(mob/living/carbon/user, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 50
item_path = /obj/item/gun/ballistic/automatic/mini_uzi
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
id = "uzi_ammo"
cost = 20
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
/datum/gang_item/equipment
category = "Purchase Equipment:"
/datum/gang_item/equipment/spraycan
name = "Territory Spraycan"
id = "spraycan"
cost = 1
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/spraycan/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/sharpener
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 7
item_path = /obj/item/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 7
item_path = /obj/item/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 5
item_path = /obj/item/grenade/syndieminibomb/concussion/frag
/datum/gang_item/equipment/stimpack
name = "Black Market Stimulants"
id = "stimpack"
cost = 12
item_path = /obj/item/reagent_containers/syringe/stimulants
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
cost = 10
item_path = /obj/item/implanter/gang
/datum/gang_item/equipment/implant_breaker/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
to_chat(user, "<span class='notice'>The <b>implant breaker</b> is a single-use device that destroys all implants within the target before trying to recruit them to your gang. Also works on enemy gangsters.</span>")
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 8
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
datum/gang_item/equipment/shield
name = "Riot Shield"
id = "riot_shield"
cost = 25
item_path = /obj/item/shield/riot
datum/gang_item/equipment/gangsheild
name = "Tower Shield"
id = "metal"
cost = 45 //High block of melee and even higher for bullets
item_path = /obj/item/shield/riot/tower
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
cost = 20
item_path = /obj/item/pen/gang
spawn_msg = "<span class='notice'>More <b>recruitment pens</b> will allow you to recruit gangsters faster. Only gang leaders can recruit with pens.</span>"
/datum/gang_item/equipment/pen/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(..())
gangtool.free_pen = FALSE
return TRUE
return FALSE
/datum/gang_item/equipment/pen/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return 0
return ..()
/datum/gang_item/equipment/pen/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return "(GET ONE FREE)"
return ..()
/datum/gang_item/equipment/gangtool
id = "gangtool"
cost = 5
/datum/gang_item/equipment/gangtool/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/item_type
if(gang)
item_type = /obj/item/device/gangtool/spare/lt
if(gang.leaders.len < MAX_LEADERS_GANG)
to_chat(user, "<span class='notice'><b>Gangtools</b> allow you to promote a gangster to be your Lieutenant, enabling them to recruit and purchase items like you. Simply have them register the gangtool. You may promote up to [MAX_LEADERS_GANG-gang.leaders.len] more Lieutenants</span>")
else
item_type = /obj/item/device/gangtool/spare
var/obj/item/device/gangtool/spare/tool = new item_type(user.loc)
user.put_in_hands(tool)
/datum/gang_item/equipment/gangtool/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && (gang.leaders.len < gang.max_leaders))
return "Promote a Gangster"
return "Spare Gangtool"
/datum/gang_item/equipment/dominator
name = "Station Dominator"
id = "dominator"
cost = 30
item_path = /obj/machinery/dominator
spawn_msg = "<span class='notice'>The <b>dominator</b> will secure your gang's dominance over the station. Turn it on when you are ready to defend it.</span>"
/datum/gang_item/equipment/dominator/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return FALSE
return ..()
/datum/gang_item/equipment/dominator/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return ..()
return "<b>[..()]</b>"
/datum/gang_item/equipment/dominator/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return "(Out of stock)"
return ..()
/datum/gang_item/equipment/dominator/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang)
return "This device requires a 5x5 area clear of walls to FUNCTION. (Estimated Takeover Time: [round(gang.determine_domination_time()/60,0.1)] minutes)"
/datum/gang_item/equipment/dominator/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/area/userarea = get_area(user)
if(!(userarea.type in gang.territories|gang.new_territories))
to_chat(user,"<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
for(var/obj/obj in get_turf(user))
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
+59
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/*
* Gang Boss Pens
*/
/obj/item/pen/gang
var/cooldown
var/last_used
/obj/item/pen/gang/Initialize()
. = ..()
last_used = world.time
/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE) //ha
if(!istype(M))
return
if(!ishuman(M) || !ishuman(user) || M.stat == DEAD)
return ..()
//var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss) //Pen works with bosses only.
var/datum/antagonist/gang/L = user.mind.has_antag_datum(/datum/antagonist/gang) //Pen works with anyone in gang.
if(!L)
return ..()
if(!..())
return
if(cooldown)
to_chat(user, "<span class='warning'>[src] needs more time to recharge before it can be used.</span>")
return
if(!M.client || !M.mind)
to_chat(user, "<span class='warning'>A braindead gangster is an useless gangster!</span>")
return
var/datum/team/gang/gang = L.gang
if(!add_gangster(user, gang, M.mind))
return
cooldown = TRUE
icon_state = "pen_blink"
var/cooldown_time = 600/gang.leaders.len
addtimer(CALLBACK(src, .proc/cooldown), cooldown_time)
/obj/item/pen/gang/proc/cooldown()
cooldown = FALSE
icon_state = "pen"
var/mob/M = loc
if(istype(M))
to_chat(M, "<span class='notice'>[icon2html(src, M)] [src][(loc == M)?(""):(" in your [loc]")] vibrates softly. It is ready to be used again.</span>")
/obj/item/pen/gang/proc/add_gangster(mob/user, datum/team/gang/gang, datum/mind/gangster_mind, check = TRUE) // Basically a wrapper to add_antag_datum.
var/datum/antagonist/dudegang = gangster_mind.has_antag_datum(/datum/antagonist/gang)
if(dudegang)
if(dudegang == gang)
to_chat(user, "<span class='danger'>This mind is already controlled by your gang!</span>")
return
to_chat(user, "<span class='danger'>This mind is already controlled by someone else!</span>")
return
if(check && HAS_TRAIT(gangster_mind.current, TRAIT_MINDSHIELD)) //Check to see if the potential gangster is implanted
to_chat(user, "<span class='danger'>This mind is too strong to control!</span>")
return
var/mob/living/carbon/human/H = gangster_mind.current // we are sure the dude's human cause it's checked in attack()
H.silent = max(H.silent, 5)
H.Knockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
+65
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//gang.dm
//Gang War Game Mode
GLOBAL_LIST_INIT(possible_gangs, subtypesof(/datum/team/gang))
GLOBAL_LIST_EMPTY(gangs)
/datum/game_mode/gang
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security")
required_players = 15
required_enemies = 0
recommended_enemies = 2
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "A violent turf war has erupted on the station!\n\
<span class='danger'>Gangsters</span>: Take over the station with a dominator.\n\
<span class='notice'>Crew</span>: Prevent the gangs from expanding and initiating takeover."
var/list/datum/mind/gangboss_candidates = list()
/datum/game_mode/gang/generate_report()
return "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
/datum/game_mode/gang/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
//Spawn more bosses depending on server population
var/gangs_to_create = 2
if(prob(num_players()) && num_players() > 1.5*required_players)
gangs_to_create++
if(prob(num_players()) && num_players() > 2*required_players)
gangs_to_create++
gangs_to_create = min(gangs_to_create, GLOB.possible_gangs.len)
for(var/i in 1 to gangs_to_create)
if(!antag_candidates.len)
break
//Now assign a boss for the gang
var/datum/mind/boss = pick_n_take(antag_candidates)
antag_candidates -= boss
gangboss_candidates += boss
boss.restricted_roles = restricted_jobs
if(gangboss_candidates.len < 1) //Need at least one gangs
return
return TRUE
/datum/game_mode/gang/post_setup()
set waitfor = FALSE
..()
for(var/i in gangboss_candidates)
var/datum/mind/M = i
var/datum/antagonist/gang/boss/B = new()
M.add_antag_datum(B)
B.equip_gang()
+259
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//gangtool device
/obj/item/device/gangtool
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
var/datum/team/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
var/free_pen = 0
var/promotable = FALSE
var/static/list/buyable_items = list()
var/list/tags = list()
/obj/item/device/gangtool/Initialize()
. = ..()
update_icon()
for(var/i in subtypesof(/datum/gang_item))
var/datum/gang_item/G = i
var/id = initial(G.id)
var/cat = initial(G.category)
if(id)
if(!islist(buyable_items[cat]))
buyable_items[cat] = list()
buyable_items[cat][id] = new G
/obj/item/device/gangtool/Destroy()
if(gang)
gang.gangtools -= src
return ..()
/obj/item/device/gangtool/attack_self(mob/user)
..()
if (!can_use(user))
return
var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss)
var/dat
if(!gang)
dat += "This device is not registered.<br><br>"
if(L)
if(promotable && L.gang.leaders.len < L.gang.max_leaders)
dat += "Give this device to another member of your organization to use to promote them to Lieutenant.<br><br>"
dat += "If this is meant as a spare device for yourself:<br>"
dat += "<a href='?src=[REF(src)];register=1'>Register Device as Spare</a><br>"
else if(promotable)
var/datum/antagonist/gang/sweet = user.mind.has_antag_datum(/datum/antagonist/gang)
if(sweet.gang.leaders.len < sweet.gang.max_leaders)
dat += "You have been selected for a promotion!<br>"
dat += "<a href='?src=[REF(src)];register=1'>Accept Promotion</a><br>"
else
dat += "No promotions available: All positions filled.<br>"
else
dat += "This device is not authorized to promote.<br>"
else
if(gang.domination_time != NOT_DOMINATING)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[DisplayTimeText(gang.domination_time_remaining() * 10)] remain</B></font></center>"
dat += "Registration: <B>[gang.name] Gang Boss</B><br>"
dat += "Organization Size: <B>[gang.members.len]</B> | Station Control: <B>[gang.territories.len] territories under control.</B> | Influence: <B>[gang.influence]</B><br>"
dat += "Time until Influence grows: <B>[time2text(gang.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<a href='?src=[REF(src)];commute=1'>Send message to Gang</a><br>"
dat += "<a href='?src=[REF(src)];recall=1'>Recall shuttle</a><br>"
dat += "<hr>"
for(var/cat in buyable_items)
dat += "<b>[cat]</b><br>"
for(var/id in buyable_items[cat])
var/datum/gang_item/G = buyable_items[cat][id]
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=[REF(src)];purchase=1;id=[id];cat=[cat]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=[REF(src)];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v4.0", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/Topic(href, href_list)
if(!can_use(usr))
return
add_fingerprint(usr)
if(href_list["register"])
register_device(usr)
else if(!gang) //Gangtool must be registered before you can use the functions below
return
if(href_list["purchase"])
if(islist(buyable_items[href_list["cat"]]))
var/list/L = buyable_items[href_list["cat"]]
var/datum/gang_item/G = L[href_list["id"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
if(href_list["commute"])
ping_gang(usr)
if(href_list["recall"])
recall(usr)
attack_self(usr)
/obj/item/device/gangtool/update_icon()
overlays.Cut()
var/image/I = new(icon, "[icon_state]-overlay")
if(gang)
I.color = gang.color
overlays.Add(I)
/obj/item/device/gangtool/proc/ping_gang(mob/user)
if(!can_use(user))
return
var/message = stripped_input(user,"Discreetly send a gang-wide message.","Send Message")
if(!message || !can_use(user))
return
if(!is_station_level(user.z))
to_chat(user, "<span class='info'>[icon2html(src, user)]Error: Station out of range.</span>")
return
if(gang.members.len)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
return
var/ping = "<span class='danger'><B><i>[gang.name] [G.message_name] [user.real_name]</i>: [message]</B></span>"
for(var/datum/mind/ganger in gang.members)
if(ganger.current && is_station_level(ganger.current.z) && (ganger.current.stat == CONSCIOUS))
to_chat(ganger.current, ping)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [ping]")
user.log_talk(message,LOG_SAY, tag="[gang.name] gangster")
/obj/item/device/gangtool/proc/register_device(mob/user)
if(gang) //It's already been registered!
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(G)
gang = G.gang
gang.gangtools += src
update_icon()
if(!(user.mind in gang.leaders) && promotable)
G.promote()
free_pen = TRUE
gang.message_gangtools("[user] has been promoted to Lieutenant.")
to_chat(user, "The <b>Gangtool</b> you registered will allow you to purchase weapons and equipment, and send messages to your gang.")
to_chat(user, "Unlike regular gangsters, you may use <b>recruitment pens</b> to add recruits to your gang. Use them on unsuspecting crew members to recruit them. Don't forget to get your one free pen from the gangtool.")
else
to_chat(user, "<span class='warning'>ACCESS DENIED: Unauthorized user.</span>")
/obj/item/device/gangtool/proc/recall(mob/user)
if(!recallchecks(user))
return
if(recalling)
to_chat(user, "<span class='warning'>Error: Recall already in progress.</span>")
return
gang.message_gangtools("[user] is attempting to recall the emergency shuttle.")
recalling = TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]Generating shuttle recall order with codes retrieved from last call signal...</span>")
addtimer(CALLBACK(src, .proc/recall2, user), rand(100,300))
/obj/item/device/gangtool/proc/recall2(mob/user)
if(!recallchecks(user))
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Shuttle recall order generated. Accessing station long-range communication arrays...</span>")
addtimer(CALLBACK(src, .proc/recall3, user), rand(100,300))
/obj/item/device/gangtool/proc/recall3(mob/user)
if(!recallchecks(user))
return
var/list/living_crew = list()//shamelessly copied from mulligan code, there should be a helper for this
for(var/mob/Player in GLOB.mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
living_crew += Player
var/malc = CONFIG_GET(number/midround_antag_life_check)
if(living_crew.len / GLOB.joined_player_list.len <= malc) //Shuttle cannot be recalled if too many people died
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Station communication systems compromised. Unable to establish connection.</span>")
recalling = FALSE
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Comm arrays accessed. Broadcasting recall signal...</span>")
addtimer(CALLBACK(src, .proc/recallfinal, user), rand(100,300))
/obj/item/device/gangtool/proc/recallfinal(mob/user)
if(!recallchecks(user))
return
recalling = FALSE
log_game("[key_name(user)] has tried to recall the shuttle with a gangtool.")
message_admins("[key_name_admin(user)] has tried to recall the shuttle with a gangtool.", 1)
if(SSshuttle.cancelEvac(user))
gang.recalls--
return TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
return
/obj/item/device/gangtool/proc/recallchecks(mob/user)
if(!can_use(user))
return
if(SSshuttle.emergencyNoRecall)
return
if(!gang.recalls)
to_chat(user, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
return
if(SSshuttle.emergency.mode != SHUTTLE_CALL) //Shuttle can only be recalled when it's moving to the station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Emergency shuttle cannot be recalled at this time.</span>")
recalling = FALSE
return
if(!gang.dom_attempts)
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
recalling = FALSE
return
if(!is_station_level(user.z)) //Shuttle can only be recalled while on station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Device out of range of station communication arrays.</span>")
recalling = FALSE
return
return TRUE
/obj/item/device/gangtool/proc/can_use(mob/living/carbon/human/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(!(src in user.contents))
return
if(!user.mind)
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
to_chat(user, "<span class='notice'>Huh, what's this?</span>")
return
if(!isnull(gang) && G.gang != gang)
to_chat(user, "<span class='danger'>You cannot use gang tools owned by enemy gangs!</span>")
return
return TRUE
/obj/item/device/gangtool/spare
outfits = TRUE
/obj/item/device/gangtool/spare/lt
promotable = TRUE
+61
View File
@@ -0,0 +1,61 @@
/obj/item/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
activated = 0
var/datum/team/gang/gang
/obj/item/implant/gang/Initialize(loc, setgang)
.=..()
gang = setgang
/obj/item/implant/gang/Destroy()
gang = null
return ..()
/obj/item/implant/gang/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Criminal brainwash implant<BR>
<b>Life:</b> A few seconds after injection.<BR>
<b>Important Notes:</b> Illegal<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
return dat
/obj/item/implant/gang/implant(mob/living/target, mob/user, silent = 0)
if(!target || !target.mind || target.stat == DEAD)
return 0
var/datum/antagonist/gang/G = target.mind.has_antag_datum(/datum/antagonist/gang)
if(G && G.gang == G)
return 0 // it's pointless
if(..())
for(var/obj/item/implant/I in target.implants)
if(I != src)
qdel(I)
if(ishuman(target))
var/success
if(G)
if(!istype(G, /datum/antagonist/gang/boss))
success = TRUE //Was not a gang boss, convert as usual
target.mind.remove_antag_datum(/datum/antagonist/gang)
else
success = TRUE
if(!success)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
return FALSE
target.mind.add_antag_datum(/datum/antagonist/gang, gang)
qdel(src)
return TRUE
/obj/item/implanter/gang
name = "implanter (gang)"
/obj/item/implanter/gang/Initialize(loc, gang)
if(!gang)
qdel(src)
return
imp = new /obj/item/implant/gang(src,gang)
.=..()
+2 -2
View File
@@ -14,8 +14,8 @@
false_report_weight = 10
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 30
required_enemies = 2
required_players = 20
required_enemies = 1
recommended_enemies = 3
enemy_minimum_age = 14