This commit is contained in:
Seris02
2019-12-24 22:27:41 +08:00
2635 changed files with 78841 additions and 160362 deletions
+15
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@@ -250,7 +250,12 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area/maintenance/disposal/incinerator
name = "Incinerator"
icon_state = "disposal"
/area/maintenance/bar
name = "Maintenance Bar"
icon_state = "maintbar"
/area/maintenance/bar/cafe
name = "Abandoned Cafe"
//Hallway
@@ -499,6 +504,16 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Abandoned Theatre"
icon_state = "Theatre"
/area/crew_quarters/theatre/clown
name = "Clown's Office"
/area/crew_quarters/theatre/mime
name = "Mime's Office"
/area/crew_quarters/cryopod
name = "Cryogenics"
icon_state = "cryosleep"
/area/library
name = "Library"
icon_state = "library"
+3 -6
View File
@@ -53,8 +53,6 @@
var/parallax_movedir = 0
var/global/global_uid = 0
var/uid
var/list/ambientsounds = GENERIC
flags_1 = CAN_BE_DIRTY_1
@@ -96,7 +94,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/Initialize()
icon_state = ""
layer = AREA_LAYER
uid = ++global_uid
map_name = name // Save the initial (the name set in the map) name of the area.
canSmoothWithAreas = typecacheof(canSmoothWithAreas)
@@ -330,7 +327,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
for(var/obj/machinery/light/L in src)
L.update()
/area/proc/updateicon()
/area/proc/update_icon()
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
@@ -340,7 +337,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!weather_icon)
icon_state = null
/area/space/updateicon()
/area/space/update_icon()
icon_state = null
/*
@@ -373,7 +370,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
updateicon()
update_icon()
/area/proc/usage(chan)
var/used = 0
+24 -21
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@@ -186,6 +186,10 @@
else
M.forceMove(src)
//common name
/atom/proc/update_multiz(prune_on_fail = FALSE)
return FALSE
/atom/proc/assume_air(datum/gas_mixture/giver)
qdel(giver)
return null
@@ -266,7 +270,7 @@
if(SEND_SIGNAL(src, COMSIG_ATOM_GET_EXAMINE_NAME, user, override) & COMPONENT_EXNAME_CHANGED)
should_override = TRUE
if(blood_DNA && !istype(src, /obj/effect/decal))
override[EXAMINE_POSITION_BEFORE] = " blood-stained "
should_override = TRUE
@@ -276,35 +280,35 @@
///Generate the full examine string of this atom (including icon for goonchat)
/atom/proc/get_examine_string(mob/user, thats = FALSE)
. = "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
return "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
/atom/proc/examine(mob/user)
to_chat(user, "[get_examine_string(user, TRUE)].")
. = list("[get_examine_string(user, TRUE)].")
if(desc)
to_chat(user, desc)
. += desc
if(reagents)
if(reagents.reagents_holder_flags & TRANSPARENT)
to_chat(user, "It contains:")
if(reagents.reagent_list.len)
. += "It contains:"
if(length(reagents.reagent_list))
if(user.can_see_reagents()) //Show each individual reagent
for(var/datum/reagent/R in reagents.reagent_list)
to_chat(user, "[R.volume] units of [R.name]")
. += "[R.volume] units of [R.name]"
else //Otherwise, just show the total volume
var/total_volume = 0
for(var/datum/reagent/R in reagents.reagent_list)
total_volume += R.volume
to_chat(user, "[total_volume] units of various reagents")
. += "[total_volume] units of various reagents"
else
to_chat(user, "Nothing.")
. += "Nothing."
else if(reagents.reagents_holder_flags & AMOUNT_VISIBLE)
if(reagents.total_volume)
to_chat(user, "<span class='notice'>It has [reagents.total_volume] unit\s left.</span>")
. += "<span class='notice'>It has [reagents.total_volume] unit\s left.</span>"
else
to_chat(user, "<span class='danger'>It's empty.</span>")
. += "<span class='danger'>It's empty.</span>"
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user)
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
/atom/proc/relaymove(mob/user)
if(buckle_message_cooldown <= world.time)
@@ -312,9 +316,6 @@
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/prevent_content_explosion()
return FALSE
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected
@@ -563,7 +564,7 @@
//Hook for running code when a dir change occurs
/atom/proc/setDir(newdir)
/atom/proc/setDir(newdir, ismousemovement=FALSE)
SEND_SIGNAL(src, COMSIG_ATOM_DIR_CHANGE, dir, newdir)
dir = newdir
@@ -656,7 +657,7 @@
var/atom/L = loc
if(!L)
return null
return L.AllowDrop() ? L : get_turf(L)
return L.AllowDrop() ? L : L.drop_location()
/atom/Entered(atom/movable/AM, atom/oldLoc)
SEND_SIGNAL(src, COMSIG_ATOM_ENTERED, AM, oldLoc)
@@ -808,8 +809,7 @@ Proc for attack log creation, because really why not
// Filter stuff
/atom/movable/proc/add_filter(name,priority,list/params)
if(!filter_data)
filter_data = list()
LAZYINITLIST(filter_data)
var/list/p = params.Copy()
p["priority"] = priority
filter_data[name] = p
@@ -817,7 +817,7 @@ Proc for attack log creation, because really why not
/atom/movable/proc/update_filters()
filters = null
sortTim(filter_data,associative = TRUE)
filter_data = sortTim(filter_data, /proc/cmp_filter_data_priority, TRUE)
for(var/f in filter_data)
var/list/data = filter_data[f]
var/list/arguments = data.Copy()
@@ -832,4 +832,7 @@ Proc for attack log creation, because really why not
if(filter_data && filter_data[name])
filter_data -= name
update_filters()
return TRUE
return TRUE
/atom/proc/intercept_zImpact(atom/movable/AM, levels = 1)
. |= SEND_SIGNAL(src, COMSIG_ATOM_INTERCEPT_Z_FALL, AM, levels)
+45
View File
@@ -34,6 +34,51 @@
var/datum/component/orbiter/orbiting
var/can_be_z_moved = TRUE
var/zfalling = FALSE
/atom/movable/proc/can_zFall(turf/source, levels = 1, turf/target, direction)
if(!direction)
direction = DOWN
if(!source)
source = get_turf(src)
if(!source)
return FALSE
if(!target)
target = get_step_multiz(source, direction)
if(!target)
return FALSE
return !(movement_type & FLYING) && has_gravity(source) && !throwing
/atom/movable/proc/onZImpact(turf/T, levels)
var/atom/highest = T
for(var/i in T.contents)
var/atom/A = i
if(!A.density)
continue
if(isobj(A) || ismob(A))
if(A.layer > highest.layer)
highest = A
INVOKE_ASYNC(src, .proc/SpinAnimation, 5, 2)
throw_impact(highest)
return TRUE
//For physical constraints to travelling up/down.
/atom/movable/proc/can_zTravel(turf/destination, direction)
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(!direction)
if(!destination)
return FALSE
direction = get_dir(T, destination)
if(direction != UP && direction != DOWN)
return FALSE
if(!destination)
destination = get_step_multiz(src, direction)
if(!destination)
return FALSE
return T.zPassOut(src, direction, destination) && destination.zPassIn(src, direction, T)
/atom/movable/vv_edit_var(var_name, var_value)
var/static/list/banned_edits = list("step_x", "step_y", "step_size")
var/static/list/careful_edits = list("bound_x", "bound_y", "bound_width", "bound_height")
+7 -1
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@@ -189,7 +189,13 @@
if(tod)
var/tdelta = round(world.time - timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
holder.icon_state = "huddefib"
var/obj/item/organ/heart/He = getorgan(/obj/item/organ/heart)
if(He)
holder.icon_state = "huddefib"
if(He.organ_flags & ORGAN_FAILING)
holder.icon_state = "huddefibheart"
else
holder.icon_state = "huddefibheart"
return
holder.icon_state = "huddead"
else
@@ -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
*/
+5 -8
View File
@@ -167,6 +167,7 @@ Credit where due:
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
while(starter_servants)
var/datum/mind/servant = antag_pick(antag_candidates)
servants_to_serve += servant
@@ -338,10 +339,6 @@ Credit where due:
CLOCKCULTCHANGELOG\
</ul>\
<hr>\
<li><b>Zelus oil:</b> A new reagent. It can be used to heal the faithful to Ratvar, or kill heretics and moreso stun blood cultists,\
or splashed onto metal sheets to make brass. This chemical can be found in minimal quantities by grinding brass sheets.\
<li><b>Brass Flasks:</b>Intended to store Zelus Oil in, but can also be used as fragile single use throwing weapons in a pinch! \
These are crafted with a single sheet of brass and fit in the Clockwork Cuirass' suit storage.\
<b>Good luck!</b>"
/obj/item/paper/servant_primer/Initialize()
@@ -352,7 +349,7 @@ Credit where due:
changelog_contents += "<li>[entry]</li>"
info = replacetext(info, "CLOCKCULTCHANGELOG", changelog_contents)
/obj/item/paper/servant_primer/examine(mob/user)
if(!is_servant_of_ratvar(user) && !isobserver(user))
to_chat(user, "<span class='danger'>You can't understand any of the words on [src].</span>")
..()
/obj/item/paper/servant_primer/oui_getcontent(mob/target)
if(!is_servant_of_ratvar(target) && !isobserver(target))
return "<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>"
return ..()
+1 -1
View File
@@ -53,7 +53,7 @@
/datum/outfit/syndicate/clownop/no_crystals
tc = 0
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(visualsOnly)
return
@@ -138,7 +138,7 @@
var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
slipper.signal_enabled = active
/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1)
/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(active)
if(iscarbon(thrower))
var/mob/living/carbon/C = thrower
@@ -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
@@ -34,11 +34,12 @@
//If you override this method, have it return the number of objectives added.
if(devil_target_list.len && devil_target_list[devil]) // Is a double agent
var/datum/mind/target_mind = devil_target_list[devil]
var/datum/antagonist/devil/D = target_mind.has_antag_datum(/datum/antagonist/devil)
var/datum/objective/devil/outsell/outsellobjective = new
outsellobjective.owner = devil
outsellobjective.target = target_mind
outsellobjective.update_explanation_text()
devil.objectives += outsellobjective
D.objectives += outsellobjective
return 1
return 0
+2 -1
View File
@@ -4,11 +4,12 @@
/datum/game_mode/proc/add_devil_objectives(datum/mind/devil_mind, quantity)
var/list/validtypes = list(/datum/objective/devil/soulquantity, /datum/objective/devil/soulquality, /datum/objective/devil/sintouch, /datum/objective/devil/buy_target)
var/datum/antagonist/devil/D = devil_mind.has_antag_datum(/datum/antagonist/devil)
for(var/i = 1 to quantity)
var/type = pick(validtypes)
var/datum/objective/devil/objective = new type(null)
objective.owner = devil_mind
devil_mind.objectives += objective
D.objectives += objective
if(!istype(objective, /datum/objective/devil/buy_target))
validtypes -= type //prevent duplicate objectives, EXCEPT for buy_target.
else
+264 -139
View File
@@ -11,15 +11,26 @@
#define RULESET_STOP_PROCESSING 1
// -- Injection delays
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_min, (10 MINUTES))
GLOBAL_VAR_INIT(dynamic_event_delay_max, (30 MINUTES)) // this is on top of regular events, so can't be quite as often
// -- Roundstart injection delays
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_min, (2 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_latejoin_delay_max, (30 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_midround_delay_min, (20 MINUTES))
GLOBAL_VAR_INIT(dynamic_first_midround_delay_max, (30 MINUTES))
// Are HIGHLANDER_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// A number between -5 and +5.
// A number between -5 and +5.
// A negative value will give a more peaceful round and
// a positive value will give a round with higher threat.
GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
@@ -27,7 +38,7 @@ GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
// Higher value will favour extreme rounds and
// lower value rounds closer to the average.
GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
// How many roundstart players required for high population override to take effect.
GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
@@ -38,7 +49,7 @@ GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
// List of forced roundstart rulesets.
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic
@@ -49,20 +60,28 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
announce_text = "Dynamic mode!" // This needs to be changed maybe
reroll_friendly = FALSE;
// Threat logging vars
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
var/threat_level = 0
var/threat_level = 0
/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
var/threat = 0
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Things that cause a rolling threat adjustment to be displayed at roundend.
var/list/threat_tallies = list()
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// As above, but with info such as refunds.
var/list/threat_log_verbose = list()
/// List of roundstart rules used for selecting the rules.
var/list/roundstart_rules = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules = list()
/// List of midround rules used for selecting the rules.
var/list/midround_rules = list()
/// List of events used for reducing threat without causing antag injection (necessarily).
var/list/events = list()
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
@@ -71,15 +90,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
* If it is seven the range is:
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
*/
var/pop_per_requirement = 6
/// The requirement used for checking if a second rule should be selected.
var/pop_per_requirement = 9
/// The requirement used for checking if a second rule should be selected. Index based on pop_per_requirement.
var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
/// The requirement used for checking if a third rule should be selected.
/// The probability for a second ruleset with index being every ten threat.
var/list/second_rule_prob = list(0,0,60,80,80,80,100,100,100,100)
/// The requirement used for checking if a third rule should be selected. Index based on pop_per_requirement.
var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
/// Threat requirement for a second ruleset when high pop override is in effect.
/// The probability for a third ruleset with index being every ten threat.
var/list/third_rule_prob = list(0,0,0,0,60,60,80,90,100,100)
/// Threat requirement for a second ruleset when high pop override is in effect.
var/high_pop_second_rule_req = 40
/// Threat requirement for a third ruleset when high pop override is in effect.
/// Threat requirement for a third ruleset when high pop override is in effect.
var/high_pop_third_rule_req = 60
/// The amount of additional rulesets waiting to be picked.
var/extra_rulesets_amount = 0
/// Number of players who were ready on roundstart.
var/roundstart_pop_ready = 0
/// List of candidates used on roundstart rulesets.
@@ -94,6 +119,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/latejoin_injection_cooldown = 0
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// When wor.dtime is over this number the mode tries to do an event.
var/event_injection_cooldown = 0
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
@@ -106,19 +133,33 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/highlander_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/// Antags rolled by rules so far, to keep track of and discourage scaling past a certain ratio of crew/antags especially on lowpop.
var/antags_rolled = 0
/datum/game_mode/dynamic/New() // i have NO IDEA if this is the proper way to do this.
..()
pop_per_requirement = CONFIG_GET(number/dynamic_pop_per_requirement)
second_rule_req = CONFIG_GET(number_list/dynamic_second_rule_requirements)
third_rule_req = CONFIG_GET(number_list/dynamic_third_rule_requirements)
if(second_rule_req.len<10)
second_rule_req = list(101, 101, 101, 101, 100, 90, 80, 70, 60, 50)
if(third_rule_req.len<10)
third_rule_req = list(101, 101, 101, 101, 101, 100, 90, 80, 70, 60)
high_pop_second_rule_req = CONFIG_GET(number/dynamic_second_rule_high_pop_requirement)
high_pop_third_rule_req = CONFIG_GET(number/dynamic_third_rule_high_pop_requirement)
GLOB.dynamic_high_pop_limit = CONFIG_GET(number/dynamic_high_pop_limit)
GLOB.dynamic_latejoin_delay_min = CONFIG_GET(number/dynamic_latejoin_delay_min)*600
GLOB.dynamic_latejoin_delay_max = CONFIG_GET(number/dynamic_latejoin_delay_max)*600
GLOB.dynamic_midround_delay_min = CONFIG_GET(number/dynamic_midround_delay_min)*600
GLOB.dynamic_midround_delay_max = CONFIG_GET(number/dynamic_midround_delay_max)*600
GLOB.dynamic_first_latejoin_delay_min = CONFIG_GET(number/dynamic_first_latejoin_delay_min)*600
GLOB.dynamic_first_latejoin_delay_max = CONFIG_GET(number/dynamic_first_latejoin_delay_max)*600
GLOB.dynamic_first_midround_delay_min = CONFIG_GET(number/dynamic_first_midround_delay_min)*600
GLOB.dynamic_first_midround_delay_max = CONFIG_GET(number/dynamic_first_midround_delay_max)*600
/datum/game_mode/dynamic/admin_panel()
var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><a href='?src=\ref[src];[HrefToken()]'>\[Refresh\]</A><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
@@ -140,6 +181,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
dat += "Event: [(event_injection_cooldown-world.time)>60*10 ? "[round((event_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(event_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];forceevent=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
@@ -171,11 +213,15 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.", 1)
else if (href_list["forceevent"])
event_injection_cooldown = 0
// events always happen anyway
message_admins("[key_name(usr)] forced an event.", 1)
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
admin_panel() // Refreshes the window
// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
@@ -190,33 +236,39 @@ 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))
if(0 to 19)
update_playercounts()
if(!current_players[CURRENT_LIVING_ANTAGS].len)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
else
if(0 to 20)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
if(21 to 79)
var/perc_green = 100-round(100*((threat_level-21)/(79-21)))
if(prob(perc_green))
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
if(20 to 39)
. += "<b>Anomalous Exogeology</b></center><BR>"
. += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution."
if(40 to 65)
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
if(66 to 79)
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
set_security_level(SEC_LEVEL_GREEN)
else if(prob(perc_green))
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
set_security_level(SEC_LEVEL_BLUE)
else
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
set_security_level(SEC_LEVEL_BLUE)
if(80 to 99)
. += "<b>Black Orbit</b></center><BR>"
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
set_security_level(SEC_LEVEL_AMBER)
if(100)
. += "<b>Impending Doom</b></center><BR>"
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
. += "Good luck."
set_security_level(SEC_LEVEL_RED)
if(station_goals.len)
. += "<hr><b>Special Orders for [station_name()]:</b>"
@@ -225,9 +277,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
. += G.get_report()
print_command_report(., "Central Command Status Summary", announce=FALSE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", "intercept")
if(GLOB.security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
if(GLOB.security_level >= SEC_LEVEL_BLUE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", "intercept")
else
priority_announce("Thanks to the tireless efforts of our security and intelligence divisions, there are currently no likely threats to [station_name()]. Have a secure shift!", "Security Report", "commandreport")
// Yes, this is copy pasted from game_mode
/datum/game_mode/dynamic/check_finished(force_ending)
@@ -245,6 +298,12 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(rule.flags & HIGHLANDER_RULESET)
return rule.check_finished()
/datum/game_mode/dynamic/proc/log_threat(var/log_str,var/verbose = FALSE)
threat_log_verbose += ("[worldtime2text()]: "+log_str)
SSblackbox.record_feedback("tally","dynamic_threat_log",1,log_str)
if(!verbose)
threat_log += log_str
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
alert("The round hasn't started yet!")
@@ -253,9 +312,9 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [initial_threat_level]<BR>")
for(var/entry in threat_log)
for(var/entry in threat_log_verbose)
if(istext(entry))
out += "[entry]<BR>"
@@ -271,17 +330,12 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100
threat = threat_level
SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Initial threat level")
SSblackbox.record_feedback("tally","dynamic_threat",GLOB.dynamic_curve_centre,"Curve centre")
SSblackbox.record_feedback("tally","dynamic_threat",GLOB.dynamic_curve_width,"Curve width")
SSblackbox.record_feedback("tally","dynamic_threat",peaceful_percentage,"Percent of same-vote rounds that are more peaceful")
/datum/game_mode/dynamic/can_start()
/* Disabled for now, had some changes that need to be tested and this might interfere with that.
if(GLOB.dynamic_curve_centre == 0)
// 10 is when the centre starts to decrease
// 6 is just 1 + 5 (from the maximum value and the one decreased)
// 1 just makes the curve look better, I don't know.
// Limited between 1 and 5 then inverted and rounded
// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
*/
message_admins("Dynamic mode parameters for the round:")
message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
@@ -291,15 +345,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
threat = threat_level
SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced by admins)")
else
generate_threat()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
initial_threat_level = threat_level
return TRUE
/datum/game_mode/dynamic/pre_setup()
@@ -316,24 +376,31 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if ("Midround")
if (ruleset.weight)
midround_rules += ruleset
if("Event")
if(ruleset.weight)
events += ruleset
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
roundstart_pop_ready++
candidates.Add(player)
log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
log_game("DYNAMIC: [candidates.len] candidates.")
return TRUE
if (roundstart_rules.len <= 0)
log_game("DYNAMIC: [roundstart_rules.len] rules.")
return TRUE
SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Roundstart rules considered")
SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Players readied up")
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
else
roundstart()
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
log_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
candidates.Cut()
return TRUE
@@ -341,9 +408,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
update_playercounts()
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
if(!rule.execute())
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
..()
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
@@ -354,6 +419,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
@@ -370,9 +436,11 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
if(!drafted_rules.len)
message_admins("Not enough threat level for roundstart antags!")
log_game("DYNAMIC: Not enough threat level for roundstart antags!")
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
var/extra_rulesets_amount = 0
extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
@@ -384,23 +452,28 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (threat_level > high_pop_third_rule_req)
extra_rulesets_amount++
else
if (threat_level >= second_rule_req[indice_pop])
var/threat_indice = min(10, max(round(threat_level ? threat_level/10 : 1), 1)) // 0-9 threat = 1, 10-19 threat = 2 ...
if (threat_level >= second_rule_req[indice_pop] && prob(second_rule_prob[threat_indice]))
extra_rulesets_amount++
if (threat_level >= third_rule_req[indice_pop])
if (threat_level >= third_rule_req[indice_pop] && prob(third_rule_prob[threat_indice]))
extra_rulesets_amount++
log_game("DYNAMIC: Trying to roll [extra_rulesets_amount + 1] roundstart rulesets. Picking from [drafted_rules.len] eligible rulesets.")
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
log_game("DYNAMIC: First ruleset picked successfully. [extra_rulesets_amount] remaining.")
while(extra_rulesets_amount > 0 && drafted_rules.len > 0) // We had enough threat for one or two more rulesets
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
picking_roundstart_rule(drafted_rules)
if(drafted_rules.len)
picking_roundstart_rule(drafted_rules)
extra_rulesets_amount--
log_game("DYNAMIC: Additional ruleset picked successfully, now [executed_rules.len] picked. [extra_rulesets_amount] remaining.")
else
if(threat >= 50)
message_admins("DYNAMIC: Picking first roundstart ruleset failed. You should report this.")
log_game("DYNAMIC: Picking first roundstart ruleset failed. drafted_rules.len = [drafted_rules.len] and threat = [threat]/[threat_level]")
return FALSE
return TRUE
@@ -408,68 +481,75 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
if(!starting_rule)
log_game("DYNAMIC: Couldn't pick a starting ruleset. No rulesets available")
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(starting_rule.blocking_rules, executed_rules))
else if(check_blocking(starting_rule.blocking_rules, executed_rules)) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed due to blocking_rules and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed due to no highlander stacking and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
// With low pop and high threat there might be rulesets that get executed with no valid candidates.
else if(!starting_rule.ready()) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
log_game("DYNAMIC: Picking [starting_rule.name] failed because there were not enough candidates and no more rulesets available. Report this.")
return FALSE
starting_rule = pickweight(drafted_rules)
log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
log_game("DYNAMIC: Picked a ruleset: [starting_rule.name]")
roundstart_rules -= starting_rule
drafted_rules -= starting_rule
if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
starting_rule.trim_candidates()
var/added_threat = starting_rule.scale_up(extra_rulesets_amount, threat)
if (starting_rule.pre_execute())
spend_threat(starting_rule.cost)
threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]"
spend_threat(starting_rule.cost + added_threat)
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> -[starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
if(starting_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(starting_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
executed_rules += starting_rule
if (starting_rule.persistent)
current_rules += starting_rule
for(var/mob/M in starting_rule.assigned)
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (!rule.ready())
drafted_rules -= rule // And removing rules that are no longer elligible
for(var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if(check_blocking(rule.blocking_rules, executed_rules))
drafted_rules -= rule
if(highlander_executed && rule.flags & HIGHLANDER_RULESET)
drafted_rules -= rule
if(!rule.ready())
drafted_rules -= rule // And removing rules that are no longer eligible
return TRUE
else
stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
return FALSE
/// Executes delayed roundstart rules and has a hack in it.
/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
update_playercounts()
rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
rule.trim_candidates()
/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if(rule.execute())
executed_rules += rule
if (rule.persistent)
if(rule.persistent)
current_rules += rule
SSblackbox.record_feedback("associative","dynamic_rulesets",1,rule.get_blackbox_info())
return TRUE
else
stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
return FALSE
rule.clean_up() // Refund threat, delete teams and so on.
executed_rules -= rule
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
return FALSE
/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
/// Also this could be named better.
@@ -477,7 +557,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
if(!rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
@@ -489,39 +569,22 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
if(!rule.repeatable)
if(rule.ruletype == "Latejoin")
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
else if(rule.type == "Midround")
else if(rule.ruletype == "Midround")
midround_rules = remove_from_list(midround_rules, rule.type)
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(rule.ruletype == "Latejoin")
var/mob/M = pick(rule.candidates)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
rule.candidates.Cut()
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
else if(rule.ruletype == "Event")
events = remove_from_list(events,rule.type)
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, rule), rule.delay)
return TRUE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
@@ -532,10 +595,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
@@ -544,29 +607,54 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return FALSE
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(new_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
return FALSE
update_playercounts()
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
new_rule.candidates = current_players.Copy()
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
log_threat("[new_rule.ruletype] - <b>[new_rule.name]</b> -[new_rule.cost] threat", verbose = TRUE)
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
SSblackbox.record_feedback("associative","dynamic_rulesets",1,new_rule.get_blackbox_info())
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of eligible players.")
return FALSE
/// Mainly here to facilitate delayed rulesets. All midround/latejoin rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_midround_latejoin_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
log_threat("[rule.ruletype] [rule.name] spent [rule.cost]", verbose = TRUE)
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(rule.ruletype == "Latejoin")
var/mob/M = pick(rule.candidates)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
SSblackbox.record_feedback("associative","dynamic_rulesets",1,rule.get_blackbox_info())
rule.candidates.Cut()
if (rule.persistent)
current_rules += rule
return TRUE
rule.clean_up()
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/datum/game_mode/dynamic/process()
@@ -577,39 +665,68 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
for (var/datum/dynamic_ruleset/rule in current_rules)
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
current_rules -= rule
SSblackbox.record_feedback("tally","dynamic",1,"Rulesets finished")
SSblackbox.record_feedback("associative","dynamic_rulesets_finished",1,rule.get_blackbox_info())
if (midround_injection_cooldown < world.time)
if (GLOB.dynamic_forced_extended)
return
// Somehow it manages to trigger midround multiple times so this was moved here.
// Somehow it managed to trigger midround multiple times so this was moved here.
// There is no way this should be able to trigger an injection twice now.
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
// Time to inject some threat into the round
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
return
message_admins("DYNAMIC: Checking for midround injection.")
log_game("DYNAMIC: Checking for midround injection.")
log_game("DYNAMIC: Checking state of the round.")
update_playercounts()
if (prob(get_injection_chance()))
if (get_injection_chance())
SSblackbox.record_feedback("tally","dynamic",1,"Attempted midround injections")
var/cur_threat_frac = threat/threat_level
var/list/drafted_rules = list()
var/antag_num = current_players[CURRENT_LIVING_ANTAGS].len
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.candidates = list()
rule.candidates = current_players.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.get_weight()
if (rule.ready())
if(!antag_num)
drafted_rules[rule] = round(rule.get_weight() + (rule.cost * cur_threat_frac))
else
drafted_rules[rule] = rule.get_weight()
else if(threat < rule.cost)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
if (drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful midround injections")
picking_midround_latejoin_rule(drafted_rules)
else
midround_injection_cooldown = (midround_injection_cooldown + world.time)/2
if(event_injection_cooldown < world.time)
SSblackbox.record_feedback("tally","dynamic",1,"Attempted event injections")
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
message_admins("DYNAMIC: Doing event injection.")
log_game("DYNAMIC: Doing event injection.")
update_playercounts()
var/list/drafted_rules = list()
for(var/datum/dynamic_ruleset/event/rule in events)
if(rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
if(rule.ready())
drafted_rules[rule] = rule.get_weight()
else if(threat < rule.cost)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
if(drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful event injections")
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
current_players[CURRENT_LIVING_PLAYERS] = list()
@@ -641,7 +758,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!current_players[CURRENT_LIVING_ANTAGS].len)
chance += 50 // No antags at all? let's boost those odds!
chance += 80 // No antags at all? let's boost those odds!
else
var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
if (current_pop_per_antag > max_pop_per_antag)
@@ -698,39 +815,47 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
SSblackbox.record_feedback("tally","dynamic",1,"Attempted latejoin injections")
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
// No stacking : only one round-enter, unless > stacking_limit threat.
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
// No stacking : only one round-ender, unless threat level > stacking_limit.
if (threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
SSblackbox.record_feedback("tally","dynamic",1,"Successful latejoin injections")
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
/// Refund threat, but no more than threat_level.
/datum/game_mode/dynamic/proc/refund_threat(regain)
threat = min(threat_level,threat+regain)
SSblackbox.record_feedback("tally","dynamic_threat",regain,"Refunded threat")
log_threat("[regain] refunded. Threat is now [threat].", verbose = TRUE)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/game_mode/dynamic/proc/create_threat(gain)
threat = min(100, threat+gain)
if(threat > threat_level)
threat_level = threat
SSblackbox.record_feedback("tally","dynamic_threat",gain,"Created threat")
log_threat("[gain] created. Threat is now [threat] and threat level is now [threat_level].", verbose = TRUE)
/// Expend threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_threat(cost)
threat = max(threat-cost,0)
SSblackbox.record_feedback("tally","dynamic_threat",cost,"Threat spent")
log_threat("[cost] spent. Threat is now [threat].", verbose = TRUE)
/// Turns the value generated by lorentz distribution to threat value between 0 and 100.
/datum/game_mode/dynamic/proc/lorentz_to_threat(x)
+124 -70
View File
@@ -1,22 +1,28 @@
#define EXTRA_RULESET_PENALTY 20 // Changes how likely a gamemode is to scale based on how many other roundstart rulesets are waiting to be rolled.
#define POP_SCALING_PENALTY 50 // Discourages scaling up rulesets if ratio of antags to crew is high.
#define REVOLUTION_VICTORY 1
#define STATION_VICTORY 2
/datum/dynamic_ruleset
/// For admin logging and round end screen.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
var/ruletype = ""
/// For config purposes, similar to config_tag for secret game modes.
var/config_tag = null
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
var/persistent = FALSE
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
var/list/mob/candidates = list()
/// List of players that were selected for this rule
var/list/datum/mind/assigned = list()
var/list/datum/mind/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
var/antag_flag = null
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
@@ -24,19 +30,25 @@
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/exclusive_roles = list()
var/list/exclusive_roles = list()
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/enemy_roles = list()
var/list/enemy_roles = list()
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
var/required_candidates = 0
/// 1 -> 9, probability for this rule to be picked against other rules
var/weight = 5
var/weight = 5
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
var/cost = 0
var/cost = 0
/// Cost per level the rule scales up.
var/scaling_cost = 0
/// How many times a rule has scaled up upon getting picked.
var/scaled_times = 0
/// Used for the roundend report
var/total_cost = 0
/// A flag that determines how the ruleset is handled
/// HIGHLANDER_RULESET are rulesets can end the round.
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
@@ -46,20 +58,31 @@
/// Requirements are the threat level requirements per pop range.
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
var/high_population_requirement = 10
/// Reference to the mode, use this instead of SSticker.mode.
var/datum/game_mode/dynamic/mode = null
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
var/antag_flag_override = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/// Calculated during acceptable(), used in scaling and team sizes.
var/indice_pop = 0
/// Population scaling. Used by team antags and scaling for solo antags.
var/list/antag_cap = list()
/// Base probability used in scaling. The higher it is, the more likely to scale. Kept as a var to allow for config editing._SendSignal(sigtype, list/arguments)
var/base_prob = 60
/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
var/delay = 0
/// Whether or not recent-round weight values are taken into account for this ruleset.
/// Weight reduction uses the same values as secret's recent-round mode weight reduction.
var/always_max_weight = FALSE
/datum/dynamic_ruleset/New()
..()
@@ -71,8 +94,15 @@
var/costs = CONFIG_GET(keyed_list/dynamic_cost)
var/requirementses = CONFIG_GET(keyed_list/dynamic_requirements) // can't damn well use requirements
var/high_population_requirements = CONFIG_GET(keyed_list/dynamic_high_population_requirement)
var/list/repeated_mode_adjust = CONFIG_GET(number_list/repeated_mode_adjust)
if(config_tag in weights)
weight = weights[config_tag]
var/weight_mult = 1
if(!always_max_weight && SSpersistence.saved_dynamic_rules.len == 3 && repeated_mode_adjust.len == 3)
var/saved_dynamic_rules = SSpersistence.saved_dynamic_rules
for(var/i in 1 to 3)
if(config_tag in saved_dynamic_rules[i])
weight_mult -= (repeated_mode_adjust[i]/100)
weight = weights[config_tag] * weight_mult
if(config_tag in costs)
cost = costs[config_tag]
if(config_tag in requirementses)
@@ -87,10 +117,6 @@
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = "Roundstart"
/datum/dynamic_ruleset/roundstart/delayed/ // Executed with a 30 seconds delay
var/delay = 30 SECONDS
var/required_type = /mob/living/carbon/human // No ghosts, new players or silicons allowed.
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = "Latejoin"
@@ -99,21 +125,56 @@
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
if(minimum_players > population)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to low pop")
return FALSE
if(maximum_players > 0 && population > maximum_players)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to high pop")
return FALSE
if (population >= GLOB.dynamic_high_pop_limit)
return (threat_level >= high_population_requirement)
indice_pop = 10
if(threat_level < high_population_requirement)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat level")
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[high_population_requirement]")
return FALSE
else
return TRUE
else
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
var/indice_pop = min(10,round(population/pop_per_requirement)+1)
return (threat_level >= requirements[indice_pop])
if(antag_cap.len && requirements.len != antag_cap.len)
message_admins("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
log_game("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
if(threat_level < requirements[indice_pop])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat level")
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[requirements[indice_pop]]")
return FALSE
else
return TRUE
/// Called when a suitable rule is picked during roundstart(). Will some times attempt to scale a rule up when there is threat remaining. Returns the amount of scaled steps.
/datum/dynamic_ruleset/proc/scale_up(extra_rulesets = 0, remaining_threat_level = 0)
remaining_threat_level -= cost
if(scaling_cost && scaling_cost <= remaining_threat_level) // Only attempts to scale the modes with a scaling cost explicitly set.
var/new_prob
var/pop_to_antags = (mode.antags_rolled + (antag_cap[indice_pop] * (scaled_times + 1))) / mode.roundstart_pop_ready
log_game("DYNAMIC: [name] roundstart ruleset attempting to scale up with [extra_rulesets] rulesets waiting and [remaining_threat_level] threat remaining.")
for(var/i in 1 to 3) //Can scale a max of 3 times
if(remaining_threat_level >= scaling_cost && pop_to_antags < 0.25)
new_prob = base_prob + (remaining_threat_level) - (scaled_times * scaling_cost) - (extra_rulesets * EXTRA_RULESET_PENALTY) - (pop_to_antags * POP_SCALING_PENALTY)
if (!prob(new_prob))
break
remaining_threat_level -= scaling_cost
scaled_times++
pop_to_antags = (mode.antags_rolled + (antag_cap[indice_pop] * (scaled_times + 1))) / mode.roundstart_pop_ready
log_game("DYNAMIC: [name] roundstart ruleset failed scaling up at [new_prob ? new_prob : 0]% chance after [scaled_times]/3 successful scaleups. [remaining_threat_level] threat remaining, antag to crew ratio: [pop_to_antags*100]%.")
mode.antags_rolled += (1 + scaled_times) * antag_cap[indice_pop]
return scaled_times * scaling_cost
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on game mode pre_setup, used for non-delayed roundstart rulesets only.
/// Called on game mode pre_setup for roundstart rulesets.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
@@ -126,20 +187,21 @@
M.add_antag_datum(antag_datum)
return TRUE
/// Called after delay set in ruleset.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/roundstart/delayed/execute()
if (SSticker && SSticker.current_state < GAME_STATE_PLAYING)
CRASH("The delayed ruleset [name] executed before the round started.")
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough candidates")
return FALSE
return TRUE
/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
/// This one only handles refunding the threat, override in ruleset to clean up the rest.
/datum/dynamic_ruleset/proc/clean_up()
mode.refund_threat(cost + (scaled_times * scaling_cost))
mode.log_threat("[ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]",verbose=TRUE)
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
@@ -156,14 +218,6 @@
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Counts how many players are ready at roundstart.
/// Used only by non-delayed roundstart rulesets.
/datum/dynamic_ruleset/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
/// Set mode result and news report here.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/round_result()
@@ -173,6 +227,24 @@
/datum/dynamic_ruleset/proc/check_finished()
return FALSE
/// Returns a list to be displayed on statbus.
/datum/dynamic_ruleset/proc/get_blackbox_info()
var/list/ruleset_data = list()
ruleset_data["name"] = name
ruleset_data["rule_type"] = ruletype
ruleset_data["cost"] = total_cost
ruleset_data["weight"] = weight
ruleset_data["scaled_times"] = scaled_times
ruleset_data["antagonist_type"] = antag_datum
ruleset_data["population_tier"] = indice_pop
ruleset_data["assigned"] = list()
for (var/datum/mind/M in assigned)
var/assigned_data = list()
assigned_data["key"] = M.key
assigned_data["name"] = M.name
ruleset_data["assigned"] += list(assigned_data)
return ruleset_data
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
@@ -191,32 +263,14 @@
if(P.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
/// Checks if candidates are required mob type, connected, banned and if the job is exclusive to the role.
/datum/dynamic_ruleset/roundstart/delayed/trim_candidates()
. = ..()
for (var/mob/P in candidates)
if (!istype(P, required_type))
candidates.Remove(P) // Can be a new_player, etc.
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(P.mind.special_role || P.mind.antag_datums?.len > 0) // Are they an antag already?
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
if(antag_flag_override)
if(!(antag_flag_override in P.client.prefs.be_special) || jobban_isbanned(P.ckey, antag_flag_override))
candidates.Remove(P)
continue
else
if(!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, antag_flag))
candidates.Remove(P)
continue
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
@@ -0,0 +1,364 @@
/datum/dynamic_ruleset/event
ruletype = "Event"
var/typepath // typepath of the event
var/triggering
/datum/dynamic_ruleset/event/get_blackbox_info()
var/list/ruleset_data = list()
ruleset_data["name"] = name
ruleset_data["rule_type"] = ruletype
ruleset_data["cost"] = total_cost
ruleset_data["weight"] = weight
ruleset_data["scaled_times"] = scaled_times
ruleset_data["event_type"] = typepath
ruleset_data["population_tier"] = indice_pop
return ruleset_data
/datum/dynamic_ruleset/event/execute()
var/datum/round_event/E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
// E.control = src // can't be done! we just don't use events that require these, those can be from_ghost almost always
testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
deadchat_broadcast("<span class='deadsay'><b>[name]</b> has just been triggered by dynamic!</span>")
log_game("Random Event triggering: [name] ([typepath])")
return E
/datum/dynamic_ruleset/event/ready(forced = FALSE) // same as midround cause we're still using enemy system
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return TRUE
//////////////////////////////////////////////
// //
// PIRATES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/pirates
name = "Space Pirates"
config_tag = "pirates"
typepath = /datum/round_event/pirates
antag_flag = ROLE_TRAITOR
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
requirements = list(70,60,50,50,40,40,40,30,20,15)
high_population_requirement = 15
/datum/dynamic_ruleset/event/pirates/ready(forced = FALSE)
if (!SSmapping.empty_space)
return FALSE
return ..()
//////////////////////////////////////////////
// //
// SPIDERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/spiders
name = "Spider Infestation"
config_tag = "spiders"
typepath = /datum/round_event/spider_infestation
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
requirements = list(70,60,50,50,40,40,40,30,20,15)
high_population_requirement = 15
//////////////////////////////////////////////
// //
// CLOGGED VENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ventclog
name = "Clogged Vents"
config_tag = "ventclog"
typepath = /datum/round_event/vent_clog
enemy_roles = list("Chemist","Medical Doctor","Chief Medical Officer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
cost = 2
weight = 4
repeatable_weight_decrease = 3
requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/ventclog/ready()
if(mode.threat_level > 30 && mode.threat >= 5 && prob(20))
name = "Clogged Vents: Threatening"
cost = 5
required_enemies = list(3,3,3,2,2,2,1,1,1,1)
typepath = /datum/round_event/vent_clog/threatening
else if(mode.threat_level > 15 && mode.threat > 15 && prob(30))
name = "Clogged Vents: Catastrophic"
cost = 15
required_enemies = list(2,2,1,1,1,1,0,0,0,0)
typepath = /datum/round_event/vent_clog/catastrophic
else
cost = 2
name = "Clogged Vents: Normal"
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
typepath = /datum/round_event/vent_clog
return ..()
//////////////////////////////////////////////
// //
// ION STORM //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ion_storm
name = "Ion Storm"
config_tag = "ion_storm"
typepath = /datum/round_event/ion_storm
enemy_roles = list("Research Director","Captain","Chief Engineer")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
weight = 4
// no repeatable weight decrease. too variable to be unfun multiple times in one round
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
//////////////////////////////////////////////
// //
// METEORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/meteor_wave
name = "Meteor Wave"
config_tag = "meteor_wave"
typepath = /datum/round_event/meteor_wave
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg")
required_enemies = list(3,3,3,3,3,3,3,3,3,3)
cost = 15
weight = 3
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
name = "Meteor Wave: Threatening"
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
else
name = "Meteor Wave: Normal"
cost = 15
typepath = /datum/round_event/meteor_wave
return ..()
//////////////////////////////////////////////
// //
// ANOMALIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/anomaly_bluespace
name = "Anomaly: Bluespace"
config_tag = "anomaly_bluespace"
typepath = /datum/round_event/anomaly/anomaly_bluespace
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_flux
name = "Anomaly: Hyper-Energetic Flux"
config_tag = "anomaly_flux"
typepath = /datum/round_event/anomaly/anomaly_flux
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
weight = 2
repeatable_weight_decrease = 1
cost = 5
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_gravitational
name = "Anomaly: Gravitational"
config_tag = "anomaly_gravitational"
typepath = /datum/round_event/anomaly/anomaly_grav
weight = 2
repeatable_weight_decrease = 1
cost = 3
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_pyroclastic
name = "Anomaly: Pyroclastic"
config_tag = "anomaly_pyroclastic"
typepath = /datum/round_event/anomaly/anomaly_pyro
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/anomaly_vortex
name = "Anomaly: Vortex"
config_tag = "anomaly_vortex"
typepath = /datum/round_event/anomaly/anomaly_vortex
weight = 2
repeatable_weight_decrease = 1
cost = 5
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
//////////////////////////////////////////////
// //
// WOW THAT'S A LOT OF EVENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/brand_intelligence
name = "Brand Intelligence"
config_tag = "brand_intelligence"
typepath = /datum/round_event/brand_intelligence
weight = 1
repeatable_weight_decrease = 1
cost = 2
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg")
required_enemies = list(1,1,1,1,0,0,0,0,0,0)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/carp_migration
name = "Carp Migration"
config_tag = "carp_migration"
typepath = /datum/round_event/carp_migration
weight = 7
repeatable_weight_decrease = 3
cost = 4
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/communications_blackout
name = "Communications Blackout"
config_tag = "communications_blackout"
typepath = /datum/round_event/communications_blackout
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/processor_overload
name = "Processor Overload"
config_tag = "processor_overload"
typepath = /datum/round_event/processor_overload
cost = 4
weight = 2
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/space_dust
name = "Minor Space Dust"
config_tag = "space_dust"
typepath = /datum/round_event/space_dust
cost = 2
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/major_dust
name = "Major Space Dust"
config_tag = "major_dust"
typepath = /datum/round_event/meteor_wave/major_dust
cost = 4
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
/datum/dynamic_ruleset/event/electrical_storm
name = "Electrical Storm"
config_tag = "electrical_storm"
typepath = /datum/round_event/electrical_storm
cost = 1
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
/datum/dynamic_ruleset/event/heart_attack
name = "Random Heart Attack"
config_tag = "heart_attack"
typepath = /datum/round_event/heart_attack
cost = 3
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Medical Doctor","Chief Medical Officer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/radiation_storm
name = "Radiation Storm"
config_tag = "radiation_storm"
typepath = /datum/round_event/radiation_storm
cost = 3
weight = 1
enemy_roles = list("Chemist","Chief Medical Officer","Geneticist","Medical Doctor","AI","Captain")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
@@ -12,9 +12,14 @@
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if(antag_flag_override)
if(!(antag_flag_override in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag_override)))
candidates.Remove(P)
continue
else
if(!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
candidates.Remove(P)
continue
if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
candidates.Remove(P)
continue
@@ -31,9 +36,9 @@
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return ..()
@@ -60,10 +65,11 @@
required_candidates = 1
weight = 7
cost = 5
requirements = list(40,30,20,10,10,10,10,10,10,10)
high_population_requirement = 10
requirements = list(40,30,20,15,15,15,15,15,15,15)
high_population_requirement = 15
repeatable = TRUE
flags = TRAITOR_RULESET
always_max_weight = TRUE
//////////////////////////////////////////////
// //
@@ -73,40 +79,138 @@
/datum/dynamic_ruleset/latejoin/provocateur
name = "Provocateur"
persistent = TRUE
config_tag = "latejoin_revolution"
antag_datum = /datum/antagonist/rev/head
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(4,4,3,3,3,3,3,2,2,1)
required_candidates = 1
weight = 2
delay = 1 MINUTES // Prevents rule start while head is offstation.
cost = 20
requirements = list(101,101,70,40,30,20,20,20,20,20)
high_population_requirement = 50
requirements = list(101,101,70,40,40,40,40,40,40,40)
high_population_requirement = 40
flags = HIGHLANDER_RULESET
var/required_heads = 3
var/required_heads_of_staff = 3
var/finished = FALSE
var/datum/team/revolution/revolution
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
if (forced)
required_heads = 1
required_heads_of_staff = 1
if(!..())
return FALSE
var/head_check = 0
for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
if (player.mind.assigned_role in GLOB.command_positions)
head_check++
return (head_check >= required_heads)
return (head_check >= required_heads_of_staff)
/datum/dynamic_ruleset/latejoin/provocateur/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head)
new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
var/mob/M = pick(candidates) // This should contain a single player, but in case.
if(check_eligible(M.mind)) // Didnt die/run off z-level/get implanted since leaving shuttle.
assigned += M.mind
M.mind.special_role = antag_flag
revolution = new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head, revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
else
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
log_game("DYNAMIC: [ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/rule_process()
if(check_rev_victory())
finished = REVOLUTION_VICTORY
return RULESET_STOP_PROCESSING
else if (check_heads_victory())
finished = STATION_VICTORY
SSshuttle.clearHostileEnvironment(src)
priority_announce("It appears the mutiny has been quelled. Please return yourself and your colleagues to work. \
We have remotely blacklisted the head revolutionaries from your cloning software to prevent accidental cloning.", null, "attention", null, "Central Command Loyalty Monitoring Division")
for(var/datum/mind/M in revolution.members) // Remove antag datums and prevent headrev cloning then restarting rebellions.
if(M.has_antag_datum(/datum/antagonist/rev/head))
var/datum/antagonist/rev/head/R = M.has_antag_datum(/datum/antagonist/rev/head)
R.remove_revolutionary(FALSE, "gamemode")
var/mob/living/carbon/C = M.current
if(C.stat == DEAD)
C.makeUncloneable()
if(M.has_antag_datum(/datum/antagonist/rev))
var/datum/antagonist/rev/R = M.has_antag_datum(/datum/antagonist/rev)
R.remove_revolutionary(FALSE, "gamemode")
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_eligible(var/datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/check_finished()
if(finished == REVOLUTION_VICTORY)
return TRUE
else
return ..()
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
return FALSE
return TRUE
/datum/dynamic_ruleset/latejoin/provocateur/round_result()
if(finished == REVOLUTION_VICTORY)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == STATION_VICTORY)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
//////////////////////////////////////////////
// //
// VAMPIRE //
// //
//////////////////////////////////////////////
/*
/datum/dynamic_ruleset/latejoin/vampire
name = "vampire"
config_tag = "vampire_latejoin"
antag_flag = ROLE_VAMPIRE
antag_datum = ANTAG_DATUM_VAMPIRE
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 5
cost = 15
requirements = list(80,70,60,50,40,20,20,15,15,15)
repeatable = TRUE
high_population_requirement = 15
/datum/dynamic_ruleset/latejoin/vampire/pre_execute()
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_VAMPIRE
return TRUE
*/
@@ -1,3 +1,6 @@
#define REVENANT_SPAWN_THRESHOLD 20
#define ABDUCTOR_MAX_TEAMS 4 // blame TG for not using the defines files
//////////////////////////////////////////////
// //
// MIDROUND RULESETS //
@@ -8,7 +11,7 @@
ruletype = "Midround"
/// If the ruleset should be restricted from ghost roles.
var/restrict_ghost_roles = TRUE
/// What type the ruleset is restricted to.
/// What mob type the ruleset is restricted to.
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
@@ -17,44 +20,49 @@
/datum/dynamic_ruleset/midround/from_ghosts
weight = 0
required_type = /mob/dead/observer
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
/datum/dynamic_ruleset/midround/trim_candidates()
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
//
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
var/antag_name = initial(antag_flag)
for(var/mob/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (M.GetComponent(/datum/component/virtual_reality))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
trimmed_list.Remove(M)
continue
if(antag_flag_override)
if(!(antag_flag_override in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag_override))
trimmed_list.Remove(M)
continue
else
if(!(antag_flag in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag))
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles || HAS_TRAIT(M, TRAIT_MINDSHIELD)) // Does their job allow it or are they mindshielded?
if (M.mind.assigned_role in restricted_roles) // Does their job allow it?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
@@ -71,7 +79,7 @@
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in living_players)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
@@ -79,6 +87,7 @@
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return TRUE
@@ -86,11 +95,8 @@
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())
@@ -100,30 +106,23 @@
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
candidates = pollGhostCandidates("The mode is looking for volunteers to become a [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (no applications)"
mode.executed_rules -= src
return
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.")
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.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (all applications invalid)"
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
@@ -145,7 +144,7 @@
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT)
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
@@ -177,10 +176,11 @@
required_candidates = 1
weight = 7
cost = 10
requirements = list(50,40,30,20,10,10,10,10,10,10)
requirements = list(30,25,20,15,15,15,15,15,15,15)
repeatable = TRUE
high_population_requirement = 10
high_population_requirement = 15
flags = TRAITOR_RULESET
always_max_weight = TRUE
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
@@ -225,24 +225,24 @@
/datum/dynamic_ruleset/midround/malf
name = "Malfunctioning AI"
config_tag = "malf_ai"
config_tag = "midround_malf_ai"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_MALF
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_roles = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_enemies = list(6,6,6,4,4,4,2,2,2,1)
required_candidates = 1
weight = 3
weight = 2
cost = 35
requirements = list(101,101,80,70,60,60,50,50,40,40)
high_population_requirement = 35
requirements = list(101,101,70,50,50,50,40,30,30,30)
high_population_requirement = 30
required_type = /mob/living/silicon/ai
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
candidates = candidates[CURRENT_LIVING_PLAYERS]
living_players = candidates[CURRENT_LIVING_PLAYERS]
for(var/mob/living/player in candidates)
if(!isAI(player))
candidates -= player
@@ -256,8 +256,7 @@
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick(candidates)
candidates -= M
var/mob/living/silicon/ai/M = pick_n_take(candidates)
assigned += M.mind
var/datum/antagonist/traitor/AI = new
M.mind.special_role = antag_flag
@@ -279,19 +278,22 @@
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
config_tag = "midround_wizard"
persistent = TRUE
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(4,4,3,2,2,1,1,0,0,0)
required_candidates = 1
weight = 1
cost = 20
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 50
requirements = list(90,90,70,50,50,50,50,40,30,30)
high_population_requirement = 30
repeatable = TRUE
var/datum/mind/wizard
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
@@ -303,6 +305,20 @@
..()
new_character.forceMove(pick(GLOB.wizardstart))
/datum/dynamic_ruleset/midround/from_ghosts/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
@@ -315,12 +331,12 @@
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
required_enemies = list(5,5,4,3,3,2,2,2,1,1)
required_candidates = 5
weight = 5
cost = 35
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
requirements = list(90,90,90,80,70,60,50,40,40,40)
high_population_requirement = 40
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
flags = HIGHLANDER_RULESET
@@ -328,12 +344,19 @@
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
return FALSE // Unavailable if nuke ops were already sent at roundstart
var/indice_pop = min(10,round(living_players.len/5)+1)
indice_pop = min(10, round(living_players.len/5)+1)
/* NOTE: The above line's magic value of "10" is a hack due to the fact that byond was
not recognizing operative_cap as a defined variable. It should be operative_cap.len--
and yes, this means that if the len is changed, this variable must be changed along with it.
One day, once the mystery of why this issue was occuring is figured out,
we may change it back, but until this day comes, we must make it simply 10.
*/
required_candidates = operative_cap[indice_pop]
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
@@ -359,14 +382,21 @@
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(3,3,2,2,2,1,1,1,1,0)
required_candidates = 1
blocking_rules = list(/datum/dynamic_ruleset/roundstart/clockcult)
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
requirements = list(101,101,101,80,60,50,50,50,50,50)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/blob/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
var/body = applicant.become_overmind()
return body
@@ -383,15 +413,22 @@
antag_datum = /datum/antagonist/xeno
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_enemies = list(3,3,2,2,1,1,1,1,1,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
requirements = list(101,101,101,70,50,50,50,50,50,50)
high_population_requirement = 50
repeatable_weight_decrease = 2
repeatable = TRUE
var/list/vents = list()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
@@ -435,8 +472,9 @@
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
requirements = list(101,101,101,70,50,40,20,15,15,15)
high_population_requirement = 50
repeatable_weight_decrease = 2
repeatable = TRUE
var/list/spawn_locs = list()
@@ -465,3 +503,273 @@
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
//////////////////////////////////////////////
// //
// SENTIENT DISEASE //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
antag_flag = ROLE_ALIEN
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
high_population_requirement = 5
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
applicant.transfer_ckey(virus, FALSE)
INVOKE_ASYNC(virus, /mob/camera/disease/proc/pick_name)
message_admins("[ADMIN_LOOKUPFLW(virus)] has been made into a sentient disease by the midround ruleset.")
log_game("[key_name(virus)] was spawned as a sentient disease by the midround ruleset.")
return virus
//////////////////////////////////////////////
// //
// REVENANT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/revenant
name = "Revenant"
config_tag = "revenant"
antag_flag = ROLE_REVENANT
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
var/deadMobs = 0
for(var/mob/M in GLOB.dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
return FALSE
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
var/turf/T = get_turf(L)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len || spawn_locs.len < 15) //look for any morgue trays, crematoriums, ect if there weren't alot of dead bodies on the station to pick from
for(var/obj/structure/bodycontainer/bc in GLOB.bodycontainers)
var/turf/T = get_turf(bc)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len) //If we can't find any valid spawnpoints, try the carp spawns
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
var/mob/living/simple_animal/revenant/revvie = new(pick(spawn_locs))
applicant.transfer_ckey(revvie, FALSE)
message_admins("[ADMIN_LOOKUPFLW(revvie)] has been made into a revenant by the midround ruleset.")
log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
return revvie
//////////////////////////////////////////////
// //
// SLAUGHTER DEMON //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon
name = "Slaughter Demon"
config_tag = "slaughter_demon"
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg")
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
required_candidates = 1
weight = 4
cost = 15
requirements = list(101,101,101,90,80,70,60,50,40,30)
high_population_requirement = 30
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
player_mind.active = 1
var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter((pick(spawn_locs)))
var/mob/living/simple_animal/slaughter/S = new (holder)
S.holder = holder
player_mind.transfer_to(S)
player_mind.assigned_role = "Slaughter Demon"
player_mind.special_role = "Slaughter Demon"
player_mind.add_antag_datum(/datum/antagonist/slaughter)
to_chat(S, S.playstyle_string)
to_chat(S, "<B>You are currently not currently in the same plane of existence as the station. Blood Crawl near a blood pool to manifest.</B>")
SEND_SOUND(S, 'sound/magic/demon_dies.ogg')
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a slaughter demon by dynamic.")
log_game("[key_name(S)] was spawned as a slaughter demon by dynamic.")
return S
//////////////////////////////////////////////
// //
// ABDUCTORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/abductors
name = "Abductors"
config_tag = "abductors"
antag_flag = ROLE_ABDUCTOR
// Has two antagonist flags, in fact
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,2,2,1,1,0,0,0,0)
required_candidates = 2
weight = 8
cost = 10
requirements = list(101,101,70,50,40,30,30,20,15,15)
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
high_population_requirement = 15
var/datum/team/abductor_team/team
repeatable_weight_decrease = 4
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
team = new /datum/team/abductor_team
if(team.team_number > ABDUCTOR_MAX_TEAMS)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/abductors/finish_setup(mob/new_character, index)
switch(index)
if(1) // yeah this seems like a baffling anti-pattern but it's actually the best way to do this, shit you not
var/mob/living/carbon/human/agent = new_character
agent.mind.add_antag_datum(/datum/antagonist/abductor/agent, team)
log_game("[key_name(agent)] has been selected as [team.name] abductor agent.")
if(2)
var/mob/living/carbon/human/scientist = new_character
scientist.mind.add_antag_datum(/datum/antagonist/abductor/scientist, team)
log_game("[key_name(scientist)] has been selected as [team.name] abductor scientist.")
//////////////////////////////////////////////
// //
// SPACE NINJA //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/ninja
name = "Space Ninja"
config_tag = "ninja"
antag_flag = ROLE_NINJA
enemy_roles = list("Security Officer","Head of Security","Captain","AI","Cyborg")
required_enemies = list(3,2,2,2,2,1,1,1,1,0)
required_candidates = 1
weight = 4
cost = 15
requirements = list(101,101,101,90,80,70,60,50,40,30)
high_population_requirement = 30
var/list/spawn_locs = list()
var/spawn_loc
/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
if(!spawn_loc)
var/list/spawn_locs = list()
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len)
return FALSE
spawn_loc = pick(spawn_locs)
if(!spawn_loc)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/ninja/generate_ruleset_body(mob/applicant)
var/key = applicant.key
//Prepare ninja player mind
var/datum/mind/Mind = new /datum/mind(key)
Mind.assigned_role = ROLE_NINJA
Mind.special_role = ROLE_NINJA
Mind.active = 1
//spawn the ninja and assign the candidate
var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
Mind.transfer_to(Ninja)
var/datum/antagonist/ninja/ninjadatum = new
ninjadatum.helping_station = pick(TRUE,FALSE)
if(ninjadatum.helping_station)
mode.refund_threat(5)
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
return Ninja
#undef ABDUCTOR_MAX_TEAMS
#undef REVENANT_SPAWN_THRESHOLD
//////////////////////////////////////////////
// //
// 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
@@ -13,20 +13,21 @@
antag_datum = /datum/antagonist/traitor/
minimum_required_age = 0
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
restricted_roles = list("Cyborg")
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 5
cost = 10
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
cost = 10 // Avoid raising traitor threat above 10, as it is the default low cost ruleset.
scaling_cost = 10
requirements = list(50,50,50,50,50,50,50,50,50,50)
high_population_requirement = 40
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
always_max_weight = TRUE
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5) // Above 50 threat level, coeff goes down by 1 for every 10 levels
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
var/num_traitors = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_traitors)
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
@@ -51,32 +52,27 @@
name = "Blood Brothers"
config_tag = "traitorbro"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother/
antag_datum = /datum/antagonist/brother
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 2
weight = 4
cost = 10
requirements = list(40,30,30,20,20,15,15,15,10,10)
high_population_requirement = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
antag_cap = list(2,2,2,2,2,2,2,2,2,2) // Can pick 3 per team, but rare enough it doesn't matter.
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/team_amount = 2 // Hard limit on brother teams if scaling is turned off
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
var/num_teams = team_amount
var/bsc = CONFIG_GET(number/brother_scaling_coeff)
if(bsc)
num_teams = max(1, round(num_players() / bsc))
var/num_teams = (antag_cap[indice_pop]/min_team_size) * (scaled_times + 1) // 1 team per scaling
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick(candidates)
candidates -= bro
var/mob/bro = pick_n_take(candidates)
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
@@ -109,16 +105,17 @@
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 30
requirements = list(80,70,60,50,40,20,20,10,10,10)
cost = 15
scaling_cost = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 10
antag_cap = list(1,1,1,1,1,2,2,2,2,3)
var/team_mode_probability = 30
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
var/num_changelings = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_changelings)
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
@@ -126,7 +123,7 @@
/datum/dynamic_ruleset/roundstart/changeling/execute()
var/team_mode = FALSE
if(prob(team_mode_probability))
if(prob(team_mode_probability))
team_mode = TRUE
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
var/list/possible_team_objectives = list()
@@ -153,6 +150,7 @@
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
config_tag = "wizard"
persistent = TRUE
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
@@ -160,8 +158,8 @@
required_candidates = 1
weight = 1
cost = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 10
requirements = list(101,101,101,60,50,50,50,50,50,50)
high_population_requirement = 50
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
@@ -174,22 +172,38 @@
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick(candidates)
mode.antags_rolled += 1
var/mob/M = pick_n_take(candidates)
if (M)
candidates -= M
assigned += M.mind
M.mind.assigned_role = ROLE_WIZARD
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
roundstart_wizards += M
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
for(var/datum/mind/wizard in roundstart_wizards)
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// BLOOD CULT //
@@ -207,26 +221,23 @@
required_candidates = 2
weight = 3
cost = 30
requirements = list(100,90,80,60,40,30,10,10,10,10)
high_population_requirement = 10
pop_per_requirement = 5
requirements = list(101,101,101,80,70,60,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
antag_cap = list(2,2,2,3,3,4,4,4,4,4)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = cultist_cap[indice_pop]
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
var/cultists = cultist_cap[indice_pop]
var/cultists = antag_cap[indice_pop]
mode.antags_rolled += cultists
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
@@ -238,7 +249,7 @@
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
M.add_antag_datum(new_cultist)
main_cult.setup_objectives()
return TRUE
@@ -268,28 +279,24 @@
required_candidates = 5
weight = 3
cost = 40
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
pop_per_requirement = 5
requirements = list(100,90,80,70,60,50,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
antag_cap = list(1,1,2,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = operative_cap[indice_pop]
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
// If ready() did its job, candidates should have 5 or more members in it
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/operatives = operative_cap[indice_pop]
var/operatives = antag_cap[indice_pop]
mode.antags_rolled += operatives
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.assigned_role = "Nuclear Operative"
M.mind.special_role = "Nuclear Operative"
@@ -347,7 +354,7 @@
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/delayed/revs
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
config_tag = "revolution"
persistent = TRUE
@@ -358,63 +365,98 @@
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 3
weight = 2
delay = 7 MINUTES
cost = 35
requirements = list(101,101,70,40,30,20,10,10,10,10)
high_population_requirement = 10
delay = 5 MINUTES
requirements = list(101,101,101,60,50,50,50,50,50,50)
high_population_requirement = 50
antag_cap = list(3,3,3,3,3,3,3,3,3,3)
flags = HIGHLANDER_RULESET
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = 0
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/delayed/revs/execute()
var/max_canditates = 4
revolution = new()
for(var/i = 1 to max_canditates)
/datum/dynamic_ruleset/roundstart/revs/pre_execute()
var/max_candidates = antag_cap[indice_pop]
mode.antags_rolled += max_candidates
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.mind.add_antag_datum(new_head,revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
if(check_rev_victory())
finished = 1
else if(check_heads_victory())
finished = 2
return
/datum/dynamic_ruleset/roundstart/delayed/revs/check_finished()
if(CONFIG_GET(keyed_list/continuous)["revolution"])
if(finished)
SSshuttle.clearHostileEnvironment(src)
return ..()
if(finished != 0)
/datum/dynamic_ruleset/roundstart/revs/execute()
var/success = TRUE
revolution = new()
for(var/datum/mind/M in assigned)
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(!revolution.members.len)
success = FALSE
log_game("DYNAMIC: [ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
if(success)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
if(check_rev_victory())
finished = REVOLUTION_VICTORY
return RULESET_STOP_PROCESSING
else if (check_heads_victory())
finished = STATION_VICTORY
SSshuttle.clearHostileEnvironment(src)
priority_announce("It appears the mutiny has been quelled. Please return yourself and your incapacitated colleagues to work. \
We have remotely blacklisted the head revolutionaries from your cloning software to prevent accidental cloning.", null, "attention", null, "Central Command Loyalty Monitoring Division")
for(var/datum/mind/M in revolution.members) // Remove antag datums and prevents podcloned or exiled headrevs restarting rebellions.
if(M.has_antag_datum(/datum/antagonist/rev/head))
var/datum/antagonist/rev/head/R = M.has_antag_datum(/datum/antagonist/rev/head)
R.remove_revolutionary(FALSE, "gamemode")
var/mob/living/carbon/C = M.current
if(C.stat == DEAD)
C.makeUncloneable()
if(M.has_antag_datum(/datum/antagonist/rev))
var/datum/antagonist/rev/R = M.has_antag_datum(/datum/antagonist/rev)
R.remove_revolutionary(FALSE, "gamemode")
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(var/datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/check_finished()
if(finished == REVOLUTION_VICTORY)
return TRUE
else
return ..()
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_rev_victory()
/datum/dynamic_ruleset/roundstart/revs/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_heads_victory()
/datum/dynamic_ruleset/roundstart/revs/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
@@ -422,11 +464,11 @@
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/round_result()
if(finished == 1)
/datum/dynamic_ruleset/roundstart/revs/round_result()
if(finished == REVOLUTION_VICTORY)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == 2)
else if(finished == STATION_VICTORY)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
@@ -470,10 +512,11 @@
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 4
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
cost = 35
requirements = list(101,101,101,80,70,60,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
antag_cap = list(2,3,3,4,4,4,4,4,4,4)
var/ark_time
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
@@ -486,15 +529,15 @@
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
var/starter_servants = 4
var/number_players = num_players()
var/starter_servants = antag_cap[indice_pop]
var/number_players = mode.roundstart_pop_ready
if(number_players > 30)
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8)
starter_servants += min(round(number_players / 10), 5)
mode.antags_rolled += starter_servants
GLOB.clockwork_vitality += 50 * starter_servants
for (var/i in 1 to starter_servants)
var/mob/servant = pick(candidates)
candidates -= servant
var/mob/servant = pick_n_take(candidates)
assigned += servant.mind
servant.mind.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.mind.special_role = ROLE_SERVANT_OF_RATVAR
@@ -603,23 +646,16 @@
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
var/num_devils = 1
if(tsc)
num_devils = max(required_candidates, min(round(num_players() / (tsc * 3)) + 2, round(num_players() / (tsc * 1.5))))
else
num_devils = max(required_candidates, min(num_players(), devil_limit))
antag_cap = list(1,1,1,2,2,2,3,3,3,4)
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/num_devils = antag_cap[indice_pop]
mode.antags_rolled += num_devils
for(var/j = 0, j < num_devils, j++)
if (!candidates.len)
break
var/mob/devil = pick(candidates)
assigned += devil
candidates -= devil
var/mob/devil = pick_n_take(candidates)
assigned += devil.mind
devil.mind.special_role = ROLE_DEVIL
devil.mind.restricted_roles = restricted_roles
@@ -668,13 +704,13 @@
var/datum/team/monkey/monkey_team
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
var/carriers_to_make = max(round(num_players()/players_per_carrier, 1), 1)
var/carriers_to_make = max(round(mode.roundstart_pop_ready / players_per_carrier, 1), 1)
mode.antags_rolled += carriers_to_make
for(var/j = 0, j < carriers_to_make, j++)
if (!candidates.len)
break
var/mob/carrier = pick(candidates)
candidates -= carrier
var/mob/carrier = pick_n_take(candidates)
assigned += carrier.mind
carrier.mind.special_role = "Monkey Leader"
carrier.mind.restricted_roles = restricted_roles
@@ -743,3 +779,42 @@
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
+80 -39
View File
@@ -31,7 +31,7 @@
var/recommended_enemies = 0
var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
var/mob/living/living_antag_player = null
var/list/datum/game_mode/replacementmode = null
var/datum/game_mode/replacementmode = null
var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
var/reroll_friendly //During mode conversion only these are in the running
var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
@@ -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
View File
@@ -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
View File
@@ -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
+139
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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)
+38
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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
..()
+417
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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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@@ -0,0 +1,59 @@
/*
* 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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@@ -0,0 +1,65 @@
//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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@@ -0,0 +1,259 @@
//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
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@@ -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)
.=..()
+1 -1
View File
@@ -167,7 +167,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/examine(mob/user)
if(!(flags_1 & ADMIN_SPAWNED_1) && isliving(user))
SSmedals.UnlockMedal(MEDAL_METEOR, user.client)
..()
return ..()
/obj/effect/meteor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MINING)
+1 -1
View File
@@ -144,7 +144,7 @@
/datum/outfit/syndicate/no_crystals
tc = 0
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H)
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
var/obj/item/radio/R = H.ears
R.set_frequency(FREQ_SYNDICATE)
R.freqlock = TRUE
+133 -13
View File
@@ -4,7 +4,8 @@ GLOBAL_LIST_EMPTY(objectives)
/datum/objective
var/datum/mind/owner //The primary owner of the objective. !!SOMEWHAT DEPRECATED!! Prefer using 'team' for new code.
var/datum/team/team //An alternative to 'owner': a team. Use this when writing new code.
var/datum/team/team //An alternative to 'owner': a team. Use this when writing new code.
var/name = "generic objective" //Name for admin prompts
var/explanation_text = "Nothing" //What that person is supposed to do.
var/team_explanation_text //For when there are multiple owners.
var/datum/mind/target = null //If they are focused on a particular person.
@@ -22,6 +23,32 @@ GLOBAL_LIST_EMPTY(objectives)
if(owner)
. += owner
/datum/objective/proc/admin_edit(mob/admin)
return
//Shared by few objective types
/datum/objective/proc/admin_simple_target_pick(mob/admin)
var/list/possible_targets = list("Free objective")
var/def_value
for(var/datum/mind/possible_target in SSticker.minds)
if ((possible_target != src) && ishuman(possible_target.current))
possible_targets += possible_target.current
if(target && target.current)
def_value = target.current
var/mob/new_target = input(admin,"Select target:", "Objective target", def_value) as null|anything in possible_targets
if (!new_target)
return
if (new_target == "Free objective")
target = null
else
target = new_target.mind
update_explanation_text()
/datum/objective/proc/considered_escaped(datum/mind/M)
if(!considered_alive(M))
return FALSE
@@ -42,7 +69,7 @@ GLOBAL_LIST_EMPTY(objectives)
/datum/objective/proc/is_unique_objective(possible_target)
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
for(var/datum/objective/O in M.objectives)
for(var/datum/objective/O in M.get_all_objectives()) //This scope is debatable, probably should be passed in by caller.
if(istype(O, type) && O.get_target() == possible_target)
return FALSE
return TRUE
@@ -122,6 +149,7 @@ GLOBAL_LIST_EMPTY(objectives)
H.equip_in_one_of_slots(O, slots)
/datum/objective/assassinate
name = "assasinate"
var/target_role_type=0
martyr_compatible = 1
@@ -141,6 +169,9 @@ GLOBAL_LIST_EMPTY(objectives)
else
explanation_text = "Free Objective"
/datum/objective/assassinate/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/assassinate/internal
var/stolen = 0 //Have we already eliminated this target?
@@ -150,6 +181,7 @@ GLOBAL_LIST_EMPTY(objectives)
explanation_text = "Assassinate [target.name], who was obliterated"
/datum/objective/mutiny
name = "mutiny"
var/target_role_type=0
martyr_compatible = 1
@@ -173,6 +205,7 @@ GLOBAL_LIST_EMPTY(objectives)
explanation_text = "Free Objective"
/datum/objective/maroon
name = "maroon"
var/target_role_type=0
martyr_compatible = 1
@@ -191,7 +224,11 @@ GLOBAL_LIST_EMPTY(objectives)
else
explanation_text = "Free Objective"
/datum/objective/maroon/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/debrain
name = "debrain"
var/target_role_type=0
/datum/objective/debrain/find_target_by_role(role, role_type=0, invert=0)
@@ -222,7 +259,11 @@ GLOBAL_LIST_EMPTY(objectives)
else
explanation_text = "Free Objective"
/datum/objective/debrain/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/protect//The opposite of killing a dude.
name = "protect"
martyr_compatible = 1
var/target_role_type = 0
var/human_check = TRUE
@@ -243,10 +284,15 @@ GLOBAL_LIST_EMPTY(objectives)
else
explanation_text = "Free Objective"
/datum/objective/protect/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/protect/nonhuman
name = "protect nonhuman"
human_check = FALSE
/datum/objective/hijack
name = "hijack"
explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody."
team_explanation_text = "Hijack the shuttle to ensure no loyalist Nanotrasen crew escape alive and out of custody. Leave no team member behind."
martyr_compatible = 0 //Technically you won't get both anyway.
@@ -261,6 +307,7 @@ GLOBAL_LIST_EMPTY(objectives)
return SSshuttle.emergency.is_hijacked()
/datum/objective/block
name = "no organics on shuttle"
explanation_text = "Do not allow any organic lifeforms to escape on the shuttle alive."
martyr_compatible = 1
@@ -274,6 +321,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/purge
name = "no mutants on shuttle"
explanation_text = "Ensure no mutant humanoid species are present aboard the escape shuttle."
martyr_compatible = 1
@@ -288,6 +336,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/robot_army
name = "robot army"
explanation_text = "Have at least eight active cyborgs synced to you."
martyr_compatible = 0
@@ -304,6 +353,7 @@ GLOBAL_LIST_EMPTY(objectives)
return counter >= 8
/datum/objective/escape
name = "escape"
explanation_text = "Escape on the shuttle or an escape pod alive and without being in custody."
team_explanation_text = "Have all members of your team escape on a shuttle or pod alive, without being in custody."
@@ -316,6 +366,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/escape/escape_with_identity
name = "escape with identity"
var/target_real_name // Has to be stored because the target's real_name can change over the course of the round
var/target_missing_id
@@ -351,7 +402,11 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
return FALSE
/datum/objective/escape/escape_with_identity/admin_edit(mob/admin)
admin_simple_target_pick(admin)
/datum/objective/survive
name = "survive"
explanation_text = "Stay alive until the end."
/datum/objective/survive/check_completion()
@@ -362,6 +417,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/survive/exist //Like survive, but works for silicons and zombies and such.
name = "survive nonhuman"
/datum/objective/survive/exist/check_completion()
var/list/datum/mind/owners = get_owners()
@@ -371,6 +427,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/martyr
name = "martyr"
explanation_text = "Die a glorious death."
/datum/objective/martyr/check_completion()
@@ -383,6 +440,7 @@ GLOBAL_LIST_EMPTY(objectives)
return TRUE
/datum/objective/nuclear
name = "nuclear"
explanation_text = "Destroy the station with a nuclear device."
martyr_compatible = 1
@@ -393,6 +451,7 @@ GLOBAL_LIST_EMPTY(objectives)
GLOBAL_LIST_EMPTY(possible_items)
/datum/objective/steal
name = "steal"
var/datum/objective_item/targetinfo = null //Save the chosen item datum so we can access it later.
var/obj/item/steal_target = null //Needed for custom objectives (they're just items, not datums).
martyr_compatible = 0
@@ -430,18 +489,19 @@ GLOBAL_LIST_EMPTY(possible_items)
explanation_text = "Free objective"
return
/datum/objective/steal/proc/select_target() //For admins setting objectives manually.
/datum/objective/steal/admin_edit(mob/admin)
var/list/possible_items_all = GLOB.possible_items+"custom"
var/new_target = input("Select target:", "Objective target", steal_target) as null|anything in possible_items_all
var/new_target = input(admin,"Select target:", "Objective target", steal_target) as null|anything in possible_items_all
if (!new_target)
return
if (new_target == "custom") //Can set custom items.
var/obj/item/custom_target = input("Select type:","Type") as null|anything in typesof(/obj/item)
if (!custom_target)
var/custom_path = input(admin,"Search for target item type:","Type") as null|text
if (!custom_path)
return
var/obj/item/custom_target = pick_closest_path(custom_path, make_types_fancy(subtypesof(/obj/item)))
var/custom_name = initial(custom_target.name)
custom_name = stripped_input("Enter target name:", "Objective target", custom_name)
custom_name = stripped_input(admin,"Enter target name:", "Objective target", custom_name)
if (!custom_name)
return
steal_target = custom_target
@@ -449,7 +509,6 @@ GLOBAL_LIST_EMPTY(possible_items)
else
set_target(new_target)
return steal_target
/datum/objective/steal/check_completion()
var/list/datum/mind/owners = get_owners()
@@ -476,6 +535,7 @@ GLOBAL_LIST_EMPTY(possible_items)
GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/steal/special //ninjas are so special they get their own subtype good for them
name = "steal special"
/datum/objective/steal/special/New()
..()
@@ -487,8 +547,12 @@ GLOBAL_LIST_EMPTY(possible_items_special)
return set_target(pick(GLOB.possible_items_special))
/datum/objective/steal/exchange
name = "exchange"
martyr_compatible = 0
/datum/objective/steal/exchange/admin_edit(mob/admin)
return
/datum/objective/steal/exchange/proc/set_faction(faction,otheragent)
target = otheragent
if(faction == "red")
@@ -508,6 +572,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/steal/exchange/backstab
name = "prevent exchange"
/datum/objective/steal/exchange/backstab/set_faction(faction)
if(faction == "red")
@@ -519,12 +584,17 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/download
name = "download"
/datum/objective/download/proc/gen_amount_goal()
target_amount = rand(20,40)
explanation_text = "Download [target_amount] research node\s."
update_explanation_text()
return target_amount
/datum/objective/download/update_explanation_text()
..()
explanation_text = "Download [target_amount] research node\s."
/datum/objective/download/check_completion()
var/datum/techweb/checking = new
var/list/datum/mind/owners = get_owners()
@@ -541,13 +611,24 @@ GLOBAL_LIST_EMPTY(possible_items_special)
TD.stored_research.copy_research_to(checking)
return checking.researched_nodes.len >= target_amount
/datum/objective/download/admin_edit(mob/admin)
var/count = input(admin,"How many nodes ?","Nodes",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
/datum/objective/capture
name = "capture"
var/captured_amount = 0
/datum/objective/capture/proc/gen_amount_goal()
target_amount = rand(5,10)
explanation_text = "Capture [target_amount] lifeform\s with an energy net. Live, rare specimens are worth more."
return target_amount
target_amount = rand(5,10)
explanation_text = "Capture [target_amount] lifeform\s with an energy net. Live, rare specimens are worth more."
return target_amount
/datum/objective/capture/update_explanation_text()
. = ..()
explanation_text = "Capture [target_amount] lifeform\s with an energy net. Live, rare specimens are worth more."
/datum/objective/capture/check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
/*var/area/centcom/holding/A = GLOB.areas_by_type[/area/centcom/holding]
@@ -576,10 +657,16 @@ GLOBAL_LIST_EMPTY(possible_items_special)
captured_amount+=2*/ //Removed in favour of adding points on capture, in energy_net_nets.dm
return captured_amount >= target_amount
/datum/objective/capture/admin_edit(mob/admin)
var/count = input(admin,"How many mobs to capture ?","capture",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
//Changeling Objectives
/datum/objective/absorb
name = "absorb"
/datum/objective/absorb/proc/gen_amount_goal(lowbound = 4, highbound = 6)
target_amount = rand (lowbound,highbound)
@@ -595,9 +682,19 @@ GLOBAL_LIST_EMPTY(possible_items_special)
n_p ++
target_amount = min(target_amount, n_p)
explanation_text = "Extract [target_amount] compatible genome\s."
update_explanation_text()
return target_amount
/datum/objective/absorb/update_explanation_text()
. = ..()
explanation_text = "Extract [target_amount] compatible genome\s."
/datum/objective/absorb/admin_edit(mob/admin)
var/count = input(admin,"How many people to absorb?","absorb",target_amount) as num|null
if(count)
target_amount = count
update_explanation_text()
/datum/objective/absorb/check_completion()
var/list/datum/mind/owners = get_owners()
var/absorbedcount = 0
@@ -611,6 +708,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
return absorbedcount >= target_amount
/datum/objective/absorb_most
name = "absorb most"
explanation_text = "Extract more compatible genomes than any other Changeling."
/datum/objective/absorb_most/check_completion()
@@ -631,6 +729,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
return TRUE
/datum/objective/absorb_changeling
name = "absorb changeling"
explanation_text = "Absorb another Changeling."
/datum/objective/absorb_changeling/check_completion()
@@ -653,6 +752,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
//End Changeling Objectives
/datum/objective/destroy
name = "destroy AI"
martyr_compatible = 1
/datum/objective/destroy/find_target()
@@ -674,10 +774,20 @@ GLOBAL_LIST_EMPTY(possible_items_special)
else
explanation_text = "Free Objective"
/datum/objective/destroy/admin_edit(mob/admin)
var/list/possible_targets = active_ais(1)
if(possible_targets.len)
var/mob/new_target = input(admin,"Select target:", "Objective target") as null|anything in possible_targets
target = new_target.mind
else
to_chat(admin, "No active AIs with minds")
update_explanation_text()
/datum/objective/destroy/internal
var/stolen = FALSE //Have we already eliminated this target?
/datum/objective/steal_five_of_type
name = "steal five of"
explanation_text = "Steal at least five items!"
var/list/wanted_items = list(/obj/item)
@@ -686,10 +796,12 @@ GLOBAL_LIST_EMPTY(possible_items_special)
wanted_items = typecacheof(wanted_items)
/datum/objective/steal_five_of_type/summon_guns
name = "steal guns"
explanation_text = "Steal at least five guns!"
wanted_items = list(/obj/item/gun)
/datum/objective/steal_five_of_type/summon_magic
name = "steal magic"
explanation_text = "Steal at least five magical artefacts!"
wanted_items = list(/obj/item/spellbook, /obj/item/gun/magic, /obj/item/clothing/suit/space/hardsuit/wizard, /obj/item/scrying, /obj/item/antag_spawner/contract, /obj/item/necromantic_stone)
@@ -705,6 +817,14 @@ GLOBAL_LIST_EMPTY(possible_items_special)
stolen_count++
return stolen_count >= 5
//Created by admin tools
/datum/objective/custom
name = "custom"
/datum/objective/custom/admin_edit(mob/admin)
var/expl = stripped_input(admin, "Custom objective:", "Objective", explanation_text)
if(expl)
explanation_text = expl
////////////////////////////////
// Changeling team objectives //
+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
+2 -2
View File
@@ -25,14 +25,14 @@ GLOBAL_VAR_INIT(hsboxspawn, TRUE)
var/canisterinfo = null
var/hsbinfo = null
//items that shouldn't spawn on the floor because they would bug or act weird
var/global/list/spawn_forbidden = list(
var/static/list/spawn_forbidden = list(
/obj/item/tk_grab, /obj/item/implant, // not implanter, the actual thing that is inside you
/obj/item/assembly, /obj/item/onetankbomb, /obj/item/pda/ai,
/obj/item/smallDelivery, /obj/item/projectile,
/obj/item/borg/sight, /obj/item/borg/stun, /obj/item/robot_module)
/datum/hSB/proc/update()
var/global/list/hrefs = list(
var/static/list/hrefs = list(
"Space Gear",
"Suit Up (Space Travel Gear)" = "hsbsuit",
"Spawn Gas Mask" = "hsbspawn&path=[/obj/item/clothing/mask/gas]",
+3 -3
View File
@@ -25,10 +25,10 @@
// update the invisibility and icon
/obj/machinery/bluespace_beacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/bluespace_beacon/proc/updateicon()
/obj/machinery/bluespace_beacon/update_icon()
var/state="floor_beacon"
if(invisibility)
@@ -45,4 +45,4 @@
else if (Beacon.loc != loc)
Beacon.forceMove(loc)
updateicon()
update_icon()
+118 -11
View File
@@ -12,6 +12,7 @@
density = FALSE
state_open = TRUE
circuit = /obj/item/circuitboard/machine/sleeper
req_access = list(ACCESS_CMO) //Used for reagent deletion and addition of non medicines
var/efficiency = 1
var/min_health = -25
var/list/available_chems
@@ -28,9 +29,27 @@
/obj/machinery/sleeper/Initialize()
. = ..()
create_reagents(500, NO_REACT)
occupant_typecache = GLOB.typecache_living
update_icon()
reset_chem_buttons()
RefreshParts()
add_inital_chems()
/obj/machinery/sleeper/on_deconstruction()
var/obj/item/reagent_containers/sleeper_buffer/buffer = new (loc)
buffer.volume = reagents.maximum_volume
buffer.reagents.maximum_volume = reagents.maximum_volume
reagents.trans_to(buffer.reagents, reagents.total_volume)
/obj/machinery/sleeper/proc/add_inital_chems()
for(var/i in available_chems)
var/datum/reagent/R = reagents.has_reagent(i)
if(!R)
reagents.add_reagent(i, (20))
continue
if(R.volume < 20)
reagents.add_reagent(i, (20 - R.volume))
/obj/machinery/sleeper/RefreshParts()
var/E
@@ -47,6 +66,11 @@
available_chems |= possible_chems[i]
reset_chem_buttons()
//Total container size 500 - 2000u
if(reagents)
reagents.maximum_volume = (500*E)
/obj/machinery/sleeper/update_icon()
icon_state = initial(icon_state)
if(state_open)
@@ -81,7 +105,42 @@
if (. & EMP_PROTECT_SELF)
return
if(is_operational() && occupant)
var/datum/reagent/R = pick(reagents.reagent_list)
inject_chem(R.id, occupant)
open_machine()
//Is this too much?
if(severity == EMP_HEAVY)
var/chem = pick(available_chems)
available_chems -= chem
available_chems += get_random_reagent_id()
reset_chem_buttons()
/obj/machinery/sleeper/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/sleeper_buffer))
var/obj/item/reagent_containers/sleeper_buffer/SB = I
if((SB.reagents.total_volume + reagents.total_volume) < reagents.maximum_volume)
SB.reagents.trans_to(reagents, SB.reagents.total_volume)
visible_message("[user] places the [SB] into the [src].")
qdel(SB)
return
else
SB.reagents.trans_to(reagents, SB.reagents.total_volume)
visible_message("[user] adds as much as they can to the [src] from the [SB].")
return
if(istype(I, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RC = I
if(RC.reagents.total_volume == 0)
to_chat(user, "<span class='notice'>The [I] is empty!</span>")
for(var/datum/reagent/R in RC.reagents.reagent_list)
if((obj_flags & EMAGGED) || (allowed(usr)))
break
if(!istype(R, /datum/reagent/medicine))
visible_message("The [src] gives out a hearty boop and rejects the [I]. The Sleeper's screen flashes with a pompous \"Medicines only, please.\"")
return
RC.reagents.trans_to(reagents, 1000)
visible_message("[user] adds as much as they can to the [src] from the [I].")
return
/obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
@@ -122,16 +181,18 @@
open_machine()
/obj/machinery/sleeper/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
if(state_open)
close_machine()
else
open_machine()
return TRUE
/obj/machinery/sleeper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>")
. = ..()
. += "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>"
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
@@ -141,18 +202,24 @@
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "sleeper", name, 375, 550, master_ui, state)
ui = new(user, src, ui_key, "sleeper", name, 550, 700, master_ui, state)
ui.open()
/obj/machinery/sleeper/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["efficiency"] = efficiency
data["current_vol"] = reagents.total_volume
data["tot_capacity"] = reagents.maximum_volume
data["chems"] = list()
for(var/chem in available_chems)
var/datum/reagent/R = GLOB.chemical_reagents_list[chem]
data["chems"] += list(list("name" = R.name, "id" = R.id, "allowed" = chem_allowed(chem)))
var/datum/reagent/R = reagents.has_reagent(chem)
R = GLOB.chemical_reagents_list[chem]
data["synthchems"] += list(list("name" = R.name, "id" = R.id, "synth_allowed" = synth_allowed(chem)))
for(var/datum/reagent/R in reagents.reagent_list)
data["chems"] += list(list("name" = R.name, "id" = R.id, "vol" = R.volume, "purity" = R.purity, "allowed" = chem_allowed(R.id)))
data["occupant"] = list()
var/mob/living/mob_occupant = occupant
@@ -184,8 +251,15 @@
if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
data["occupant"]["failing_organs"] = list()
var/mob/living/carbon/C = mob_occupant
if(C)
for(var/obj/item/organ/Or in C.getFailingOrgans())
if(istype(Or, /obj/item/organ/brain))
continue
data["occupant"]["failing_organs"] += list(list("name" = Or.name))
if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner.
var/mob/living/carbon/C = mob_occupant
var/blood_id = C.get_blood_id()
if(blood_id)
data["occupant"]["blood"] = list() // We can start populating this list.
@@ -196,7 +270,7 @@
blood_type = R.name
else
blood_type = blood_id
data["occupant"]["blood"]["maxBloodVolume"] = BLOOD_VOLUME_NORMAL
data["occupant"]["blood"]["maxBloodVolume"] = (BLOOD_VOLUME_NORMAL*C.blood_ratio)
data["occupant"]["blood"]["currentBloodVolume"] = C.blood_volume
data["occupant"]["blood"]["dangerBloodVolume"] = BLOOD_VOLUME_SAFE
data["occupant"]["blood"]["bloodType"] = blood_type
@@ -216,24 +290,49 @@
. = TRUE
if("inject")
var/chem = params["chem"]
var/amount = text2num(params["volume"])
if(!is_operational() || !mob_occupant)
return
if(mob_occupant.health < min_health && chem != "epinephrine")
return
if(inject_chem(chem, usr))
if(inject_chem(chem, usr, amount))
. = TRUE
if(scrambled_chems && prob(5))
to_chat(usr, "<span class='warning'>Chemical system re-route detected, results may not be as expected!</span>")
if("synth")
var/chem = params["chem"]
if(!is_operational())
return
reagents.add_reagent(chem_buttons[chem], 10) //other_purity = 0.75 for when the mechanics are in
if("purge")
var/chem = params["chem"]
if(allowed(usr))
if(!is_operational())
return
reagents.remove_reagent(chem, 10)
return
if(chem in available_chems)
if(!is_operational())
return
/*var/datum/reagent/R = reagents.has_reagent(chem) //For when purity effects are in
if(R.purity < 0.8)*/
reagents.remove_reagent(chem, 10)
else
visible_message("<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
/obj/machinery/sleeper/emag_act(mob/user)
. = ..()
obj_flags |= EMAGGED
scramble_chem_buttons()
to_chat(user, "<span class='warning'>You scramble the sleeper's user interface!</span>")
return TRUE
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user)
if((chem in available_chems) && chem_allowed(chem))
occupant.reagents.add_reagent(chem_buttons[chem], 10) //emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU
//trans to
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user, volume = 10)
if(chem_allowed(chem))
reagents.trans_id_to(occupant, chem, volume)//emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU
if(user)
log_combat(user, occupant, "injected [chem] into", addition = "via [src]")
return TRUE
@@ -246,6 +345,14 @@
var/occ_health = mob_occupant.health > min_health || chem == "epinephrine"
return amount && occ_health
/obj/machinery/sleeper/proc/synth_allowed(chem)
var/datum/reagent/R = reagents.has_reagent(chem)
if(!R)
return TRUE
if(R.volume < 50)
return TRUE
return FALSE
/obj/machinery/sleeper/proc/reset_chem_buttons()
scrambled_chems = FALSE
LAZYINITLIST(chem_buttons)
+3 -79
View File
@@ -113,11 +113,6 @@ Class Procs:
var/atom/movable/occupant = null
var/speed_process = FALSE // Process as fast as possible?
var/obj/item/circuitboard/circuit // Circuit to be created and inserted when the machinery is created
var/obj/item/card/id/inserted_scan_id
var/obj/item/card/id/inserted_modify_id
var/list/region_access = null // For the identification console (card.dm)
var/list/head_subordinates = null // For the identification console (card.dm)
var/authenticated = 0 // For the identification console (card.dm)
var/interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_SET_MACHINE
@@ -186,8 +181,9 @@ Class Procs:
if(isliving(A))
var/mob/living/L = A
L.update_canmove()
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
if(occupant)
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
/obj/machinery/proc/can_be_occupant(atom/movable/am)
return occupant_typecache ? is_type_in_typecache(am, occupant_typecache) : isliving(am)
@@ -473,8 +469,6 @@ Class Procs:
. += "<span class='warning'>It's falling apart!</span>"
if(user.research_scanner && component_parts)
. += display_parts(user, TRUE)
if(inserted_scan_id || inserted_modify_id)
. += "<span class='notice'>Alt-click to eject the ID card.</span>"
//called on machinery construction (i.e from frame to machinery) but not on initialization
/obj/machinery/proc/on_construction()
@@ -509,73 +503,3 @@ Class Procs:
. = . % 9
AM.pixel_x = -8 + ((.%3)*8)
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/proc/id_insert_scan(mob/user, obj/item/card/id/I)
I = user.get_active_held_item()
if(istype(I))
if(inserted_scan_id)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return
if(!user.transferItemToLoc(I, src))
return
inserted_scan_id = I
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/proc/id_eject_scan(mob/user)
if(!inserted_scan_id)
to_chat(user, "<span class='warning'>There's no ID card in the console!</span>")
return
if(inserted_scan_id)
inserted_scan_id.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(inserted_scan_id)
inserted_scan_id = null
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/proc/id_eject_modify(mob/user)
if(inserted_modify_id)
GLOB.data_core.manifest_modify(inserted_modify_id.registered_name, inserted_modify_id.assignment)
inserted_modify_id.update_label()
inserted_modify_id.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(inserted_modify_id)
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
inserted_modify_id = null
region_access = null
head_subordinates = null
updateUsrDialog()
/obj/machinery/proc/id_insert_modify(mob/user)
var/obj/item/card/id/I = user.get_active_held_item()
if(istype(I))
if(inserted_modify_id)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return
if(!user.transferItemToLoc(I, src))
return
inserted_modify_id = I
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return
if(inserted_modify_id)
id_eject_modify(user)
authenticated = FALSE
return
if(inserted_scan_id)
id_eject_scan(user)
authenticated = FALSE
return
+2 -2
View File
@@ -14,8 +14,8 @@
req_access = list(ACCESS_AI_UPLOAD)
/obj/machinery/ai_slipper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It has <b>[uses]</b> uses of foam remaining.</span>")
. = ..()
. += "<span class='notice'>It has <b>[uses]</b> uses of foam remaining.</span>"
/obj/machinery/ai_slipper/power_change()
if(stat & BROKEN)
+6 -6
View File
@@ -11,13 +11,13 @@
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi', "engineer" = 'icons/mob/augmentation/augments_engineer.dmi', "security" = 'icons/mob/augmentation/augments_security.dmi', "mining" = 'icons/mob/augmentation/augments_mining.dmi')
/obj/machinery/aug_manipulator/examine(mob/user)
..()
. = ..()
if(storedpart)
to_chat(user, "<span class='notice'>Alt-click to eject the limb.</span>")
. += "<span class='notice'>Alt-click to eject the limb.</span>"
/obj/machinery/aug_manipulator/Initialize()
initial_icon_state = initial(icon_state)
return ..()
initial_icon_state = initial(icon_state)
return ..()
/obj/machinery/aug_manipulator/update_icon()
cut_overlays()
@@ -132,8 +132,8 @@
..()
if(!user.canUseTopic(src))
return
else
eject_part(user)
eject_part(user)
return TRUE
/obj/machinery/aug_manipulator/power_change()
..()
+3 -3
View File
@@ -176,7 +176,7 @@
matching_designs.Cut()
for(var/v in stored_research.researched_designs)
var/datum/design/D = stored_research.researched_designs[v]
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(findtext(D.name,href_list["to_search"]))
matching_designs.Add(D)
updateUsrDialog()
@@ -252,7 +252,7 @@
dat += materials_printout()
for(var/v in stored_research.researched_designs)
var/datum/design/D = stored_research.researched_designs[v]
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(!(selected_category in D.category))
continue
@@ -366,7 +366,7 @@
/obj/machinery/autolathe/proc/adjust_hacked(state)
hacked = state
for(var/id in SSresearch.techweb_designs)
var/datum/design/D = SSresearch.techweb_designs[id]
var/datum/design/D = SSresearch.techweb_design_by_id(id)
if((D.build_type & AUTOLATHE) && ("hacked" in D.category))
if(hacked)
stored_research.add_design(D)
+67 -92
View File
@@ -12,7 +12,6 @@
var/filling = FALSE
var/obj/item/reagent_containers/blood/bag = null
var/obj/item/reagent_containers/blood/outbag = null
var/bloodstored = 0
var/maxbloodstored = 1000
var/menustat = "menu"
var/efficiency = 0
@@ -20,7 +19,7 @@
/obj/machinery/bloodbankgen/Initialize()
. = ..()
create_reagents(1000)
create_reagents(maxbloodstored, AMOUNT_VISIBLE)
update_icon()
/obj/machinery/bloodbankgen/Destroy()
@@ -28,12 +27,13 @@
QDEL_NULL(outbag)
return ..()
/obj/machinery/bloodbankgen/contents_explosion(severity, target)
..()
/obj/machinery/bloodbankgen/examine(mob/user)
. = ..()
if(bag)
bag.ex_act(severity, target)
. += "<span class='notice'>It has \a [bag.name] hooked to its <b>input</b> slot. The counter reads: \"Current Capacity: [bag.reagents.total_volume] of [bag.reagents.maximum_volume]\"</span>"
if(outbag)
outbag.ex_act(severity, target)
. += "<span class='notice'>It has \a [bag.name] hooked to its <b>output</b> slot. The counter reads: \"Current Capacity: [outbag.reagents.total_volume] of [outbag.reagents.maximum_volume]\"</span>"
/obj/machinery/bloodbankgen/handle_atom_del(atom/A)
..()
@@ -115,80 +115,48 @@
/obj/machinery/bloodbankgen/process()
if(!is_operational())
return PROCESS_KILL
bloodstored = reagents.total_volume
return
var/transfer_amount = 20
if(draining)
if(reagents.total_volume >= reagents.maximum_volume)
draining = FALSE
if(reagents.total_volume >= reagents.maximum_volume || !bag || !bag.reagents.total_volume)
beep_stop_pumping()
return
if(bag)
if(bag.reagents.total_volume)
var/datum/reagent/blood/B = bag.reagents.has_reagent("blood")
if(B)
var/amount = reagents.maximum_volume - reagents.total_volume //monitor the machine's internal storage
amount = min(amount, transfer_amount)
if(!amount)
draining = FALSE
updateUsrDialog()
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
return
if(bag.blood_type == "SY") //no infinite loops using synthetics.
reagents.add_reagent("syntheticblood", amount)
else
reagents.add_reagent("syntheticblood", (amount+(5*efficiency)))
if(bag.reagents.total_volume >= amount)
bag.reagents.remove_reagent("blood", amount)
else
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
draining = FALSE
bag.update_icon()
update_icon()
updateUsrDialog()
else
draining = FALSE
updateUsrDialog()
var/blood_amount = bag.reagents.get_reagent_amount("blood")
//monitor the machine and blood bag's reagents storage.
var/amount = min(blood_amount, min(transfer_amount, reagents.maximum_volume - reagents.total_volume))
if(!amount)
beep_stop_pumping()
return
var/bonus = bag.blood_type == "SY" ? 0 : 5 * efficiency //no infinite loops using synthetics.
reagents.add_reagent("syntheticblood", amount + bonus)
bag.reagents.remove_reagent("blood", amount)
update_icon()
if(filling)
if(!reagents || !reagents.total_volume)
filling = FALSE //there ain't anything in the machine yo.
if(!reagents.total_volume || !outbag || outbag.reagents.total_volume >= outbag.reagents.maximum_volume)
beep_stop_pumping("[src] pings.", TRUE)
return
if(outbag && outbag.reagents.total_volume < outbag.reagents.maximum_volume)
var/amount = outbag.reagents.maximum_volume - outbag.reagents.total_volume //monitor the output bag's internal storage
amount = min(amount, transfer_amount)
if(!amount)
filling = FALSE
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
updateUsrDialog()
return
//monitor the output bag's reagents storage.
var/amount = min(transfer_amount, outbag.reagents.maximum_volume - outbag.reagents.total_volume)
reagents.trans_to(outbag, amount)
update_icon()
reagents.trans_to(outbag, amount)
outbag.update_icon()
update_icon()
updateUsrDialog()
else
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
filling = FALSE
updateUsrDialog()
return
/obj/machinery/bloodbankgen/proc/beep_stop_pumping(msg = "[src] beeps loudly.", out_instead_of_in = FALSE)
if(out_instead_of_in)
filling = FALSE
else
draining = FALSE
updateUsrDialog()
audible_message(msg)
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
/obj/machinery/bloodbankgen/attackby(obj/item/O, mob/user, params)
if(user.a_intent == INTENT_HARM)
return ..()
if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O))
if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O) || default_unfasten_wrench(user, O, 20) == SUCCESSFUL_UNFASTEN)
if(bag)
var/obj/item/reagent_containers/blood/B = bag
B.forceMove(drop_location())
@@ -204,31 +172,37 @@
return
if(istype(O, /obj/item/reagent_containers/blood))
. = 1 //no afterattack
if(!panel_open)
if(bag && outbag)
to_chat(user, "<span class='warning'>This machine already has bags attached.</span>")
if(!bag && !outbag)
var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output")
switch(choice)
if("Cancel")
return FALSE
if("Input")
attachinput(O, user)
if("Output")
attachoutput(O, user)
else if(!bag)
attachinput(O, user)
else if(!outbag)
attachoutput(O, user)
else
to_chat(user, "<span class='warning'>Close the maintenance panel first.</span>")
return
. = TRUE //no afterattack
var/msg
if(panel_open)
. += "Close the maintenance panel"
if(!anchored)
. += "[msg ? " and a" : "A"]nchor its bolts"
if(length(msg))
to_chat(user, "<span class='warning'>[msg] first.</span>")
return
if(bag && outbag)
to_chat(user, "<span class='warning'>This machine already has bags attached.</span>")
if(!bag && !outbag)
var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output")
switch(choice)
if("Cancel")
return FALSE
if("Input")
attachinput(O, user)
if("Output")
attachoutput(O, user)
else if(!bag)
attachinput(O, user)
else if(!outbag)
attachoutput(O, user)
else
to_chat(user, "<span class='warning'>You cannot put this in [src]!</span>")
/obj/machinery/bloodbankgen/is_operational()
return ..() && anchored
/obj/machinery/bloodbankgen/ui_interact(mob/user)
. = ..()
@@ -268,7 +242,7 @@
if(!bag && !outbag)
dat += "<div class='statusDisplay'>No containers inside, please insert container.</div>"
var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 520)
var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 420)
popup.set_content(dat)
popup.open()
@@ -306,6 +280,7 @@
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(bag)
bag = null
draining = null
update_icon()
/obj/machinery/bloodbankgen/proc/detachoutput()
@@ -314,6 +289,7 @@
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(outbag)
outbag = null
filling = null
update_icon()
/obj/machinery/bloodbankgen/proc/attachinput(obj/item/O, mob/user)
@@ -339,23 +315,22 @@
to_chat(user, "<span class='notice'>There is already something in this slot!</span>")
/obj/machinery/bloodbankgen/Topic(href, href_list)
if(..() || panel_open)
. = ..()
if(. | !is_operational())
return
usr.set_machine(src)
if(href_list["activateinput"])
activateinput()
updateUsrDialog()
else if(href_list["detachinput"])
detachinput()
updateUsrDialog()
else if(href_list["activateoutput"])
activateoutput()
updateUsrDialog()
else if(href_list["detachoutput"])
detachoutput()
updateUsrDialog()
updateUsrDialog()
+7 -7
View File
@@ -13,7 +13,7 @@
var/chargelevel = -1
var/charge_rate = 500
/obj/machinery/cell_charger/proc/updateicon()
/obj/machinery/cell_charger/update_icon()
cut_overlays()
if(charging)
add_overlay(image(charging.icon, charging.icon_state))
@@ -24,10 +24,10 @@
add_overlay("ccharger-o[newlevel]")
/obj/machinery/cell_charger/examine(mob/user)
..()
to_chat(user, "There's [charging ? "a" : "no"] cell in the charger.")
. = ..()
. += "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
to_chat(user, "Current charge: [round(charging.percent(), 1)]%.")
. += "Current charge: [round(charging.percent(), 1)]%."
/obj/machinery/cell_charger/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell) && !panel_open)
@@ -53,7 +53,7 @@
charging = W
user.visible_message("[user] inserts a cell into [src].", "<span class='notice'>You insert a cell into [src].</span>")
chargelevel = -1
updateicon()
update_icon()
else
if(!charging && default_deconstruction_screwdriver(user, icon_state, icon_state, W))
return
@@ -76,7 +76,7 @@
charging.update_icon()
charging = null
chargelevel = -1
updateicon()
update_icon()
/obj/machinery/cell_charger/attack_hand(mob/user)
. = ..()
@@ -127,4 +127,4 @@
use_power(charge_rate)
charging.give(charge_rate) //this is 2558, efficient batteries exist
updateicon()
update_icon()
+7 -8
View File
@@ -93,20 +93,20 @@
to_chat(user, "<span class='notice'>You flip the write-protect tab to [read_only ? "protected" : "unprotected"].</span>")
/obj/item/disk/data/examine(mob/user)
..()
to_chat(user, "The write-protect tab is set to [read_only ? "protected" : "unprotected"].")
. = ..()
. += "The write-protect tab is set to [read_only ? "protected" : "unprotected"]."
//Clonepod
/obj/machinery/clonepod/examine(mob/user)
..()
. = ..()
var/mob/living/mob_occupant = occupant
if(mess)
to_chat(user, "It's filled with blood and viscera. You swear you can see it moving...")
. += "It's filled with blood and viscera. You swear you can see it moving..."
if(is_operational() && mob_occupant)
if(mob_occupant.stat != DEAD)
to_chat(user, "Current clone cycle is [round(get_completion())]% complete.")
. += "Current clone cycle is [round(get_completion())]% complete."
/obj/machinery/clonepod/return_air()
// We want to simulate the clone not being in contact with
@@ -354,7 +354,8 @@
O.organ_flags &= ~ORGAN_FROZEN
unattached_flesh.Cut()
mess = FALSE
new /obj/effect/gibspawner/generic(get_turf(src))
if(mob_occupant)
mob_occupant.spawn_gibs()
audible_message("<span class='italics'>You hear a splat.</span>")
update_icon()
return
@@ -474,8 +475,6 @@
flesh_number = unattached_flesh.len
#define CRYOMOBS 'icons/obj/cryo_mobs.dmi'
/obj/machinery/clonepod/update_icon()
cut_overlays()
+1 -1
View File
@@ -32,7 +32,7 @@
/obj/machinery/computer/operating/proc/sync_surgeries()
for(var/i in linked_techweb.researched_designs)
var/datum/design/surgery/D = linked_techweb.researched_designs[i]
var/datum/design/surgery/D = SSresearch.techweb_design_by_id(i)
if(!istype(D))
continue
advanced_surgeries |= D.surgery
@@ -13,6 +13,7 @@
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/clockwork = FALSE
var/authenticated = FALSE
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
+1 -3
View File
@@ -92,9 +92,7 @@
if(!usr || !usr.canUseTopic(src) || stat || QDELETED(src))
return
if(href_list["authenticate"])
var/obj/item/card/id/ID = usr.get_active_held_item()
if(!istype(ID))
ID = usr.get_idcard()
var/obj/item/card/id/ID = usr.get_idcard(TRUE)
if(ID && istype(ID))
if(check_access(ID))
authenticated = TRUE
@@ -762,13 +762,13 @@
var/active = 0 //if the ship is on
/obj/item/orion_ship/examine(mob/user)
..()
. = ..()
if(!(in_range(user, src)))
return
if(!active)
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped down.</span>")
. += "<span class='notice'>There's a little switch on the bottom. It's flipped down.</span>"
else
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped up.</span>")
. += "<span class='notice'>There's a little switch on the bottom. It's flipped up.</span>"
/obj/item/orion_ship/attack_self(mob/user) //Minibomb-level explosion. Should probably be more because of how hard it is to survive the machine! Also, just over a 5-second fuse
if(active)
+12 -10
View File
@@ -19,7 +19,7 @@
return
to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 0)
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
M.add_fingerprint(user)
@@ -28,7 +28,7 @@
if(1)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 1)
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
setAnchored(FALSE)
state = 0
@@ -72,9 +72,7 @@
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
if(P.use_tool(src, user, 20, volume=50, amount=5))
if(state != 2)
return
if(P.use_tool(src, user, 20, 5, 50, CALLBACK(src, .proc/check_state, 2)))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
@@ -94,9 +92,7 @@
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(P.use_tool(src, user, 20, amount=2))
if(state != 3)
return
if(P.use_tool(src, user, 20, 2, 0, CALLBACK(src, .proc/check_state, 3)))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
src.icon_state = "4"
@@ -121,6 +117,11 @@
if(user.a_intent == INTENT_HARM)
return ..()
//callback proc used on stacks use_tool to stop unnecessary amounts being wasted from spam clicking.
/obj/structure/frame/computer/proc/check_state(target_state)
if(state == target_state)
return TRUE
return FALSE
/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -132,12 +133,13 @@
..()
/obj/structure/frame/computer/AltClick(mob/user)
..()
. = ..()
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(anchored)
to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
return
return TRUE
setDir(turn(dir, -90))
return TRUE
+19 -30
View File
@@ -17,13 +17,7 @@
network += lowertext(i)
/obj/machinery/computer/security/check_eye(mob/user)
if(CHECK_BITFIELD(stat, NOPOWER|BROKEN) || is_blind(user) || !in_view_range(user, src) || !user.canUseTopic(src, !issilicon(user), FALSE))
user.unset_machine()
return
if(!(user in watchers))
user.unset_machine()
return
if(!watchers[user])
if(!can_interact(user) || !(user in watchers) || !watchers[user])
user.unset_machine()
return
var/obj/machinery/camera/C = watchers[user]
@@ -41,55 +35,50 @@
M.unset_machine() //to properly reset the view of the users if the console is deleted.
return ..()
/obj/machinery/computer/security/attack_hand(mob/user)
/obj/machinery/computer/security/can_interact(mob/user)
if((!issilicon(user) && !Adjacent(user)) || is_blind(user) || !in_view_range(user, src))
return FALSE
return ..()
/obj/machinery/computer/security/interact(mob/user, special_state)
. = ..()
if(.)
return
if(stat)
if (ismob(user) && !isliving(user)) // ghosts don't need cameras
return
if (!network)
throw EXCEPTION("No camera network")
CRASH("No camera network")
user.unset_machine()
return
return FALSE
if (!(islist(network)))
throw EXCEPTION("Camera network is not a list")
CRASH("Camera network is not a list")
user.unset_machine()
return
if(..())
user.unset_machine()
return
return FALSE
var/list/camera_list = get_available_cameras()
if(!(user in watchers))
for(var/Num in camera_list)
var/obj/machinery/camera/CAM = camera_list[Num]
if(istype(CAM))
if(CAM.can_use())
watchers[user] = CAM //let's give the user the first usable camera, and then let him change to the camera he wants.
break
if(istype(CAM) && CAM.can_use())
watchers[user] = CAM //let's give the user the first usable camera, and then let him change to the camera he wants.
break
if(!(user in watchers))
user.unset_machine() // no usable camera on the network, we disconnect the user from the computer.
return
return FALSE
playsound(src, 'sound/machines/terminal_prompt.ogg', 25, 0)
use_camera_console(user)
/obj/machinery/computer/security/proc/use_camera_console(mob/user)
var/list/camera_list = get_available_cameras()
var/t = input(user, "Which camera should you change to?") as null|anything in camera_list
if(user.machine != src) //while we were choosing we got disconnected from our computer or are using another machine.
if(!src || user.machine != src) //while we were choosing we got disconnected from our computer or are using another machine.
return
if(!t)
if(!t || t == "Cancel")
user.unset_machine()
playsound(src, 'sound/machines/terminal_off.ogg', 25, 0)
return
var/obj/machinery/camera/C = camera_list[t]
if(t == "Cancel")
user.unset_machine()
playsound(src, 'sound/machines/terminal_off.ogg', 25, 0)
return
if(!C || !C.can_use() || CHECK_BITFIELD(stat, NOPOWER|BROKEN) || is_blind(user) || !in_view_range(user, src) || !user.canUseTopic(src, !issilicon(user), FALSE))
if(!C || !C.can_use() || !can_interact(user))
user.unset_machine()
return FALSE
@@ -287,9 +287,9 @@
/obj/machinery/computer/camera_advanced/ratvar/CreateEye()
..()
eyeobj.visible_icon = 1
eyeobj.icon = 'icons/obj/abductor.dmi' //in case you still had any doubts
eyeobj.icon_state = "camera_target"
eyeobj.visible_icon = TRUE
eyeobj.icon = 'icons/mob/cameramob.dmi' //in case you still had any doubts
eyeobj.icon_state = "generic_camera"
/obj/machinery/computer/camera_advanced/ratvar/GrantActions(mob/living/carbon/user)
..()
+244 -255
View File
@@ -4,6 +4,11 @@
//increase the slots of many jobs.
GLOBAL_VAR_INIT(time_last_changed_position, 0)
#define JOB_ALLOWED 1
#define JOB_COOLDOWN -2
#define JOB_MAX_POSITIONS -1 // Trying to reduce the number of slots below that of current holders of that job, or trying to open more slots than allowed
#define JOB_DENIED 0
/obj/machinery/computer/card
name = "identification console"
desc = "You can use this to manage jobs and ID access."
@@ -11,8 +16,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
icon_keyboard = "id_key"
req_one_access = list(ACCESS_HEADS, ACCESS_CHANGE_IDS)
circuit = /obj/item/circuitboard/computer/card
var/obj/item/card/id/scan = null
var/obj/item/card/id/modify = null
var/mode = 0
var/printing = null
var/target_dept = 0 //Which department this computer has access to. 0=all departments
@@ -31,81 +34,79 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
"Head of Security",
"Chief Engineer",
"Research Director",
"Chief Medical Officer")
"Chief Medical Officer",
"Quartermaster")
//The scaling factor of max total positions in relation to the total amount of people on board the station in %
var/max_relative_positions = 30 //30%: Seems reasonable, limit of 6 @ 20 players
//This is used to keep track of opened positions for jobs to allow instant closing
//Assoc array: "JobName" = (int)<Opened Positions>
var/list/opened_positions = list();
var/list/opened_positions = list()
var/obj/item/card/id/inserted_scan_id
var/obj/item/card/id/inserted_modify_id
var/list/region_access = null
var/list/head_subordinates = null
light_color = LIGHT_COLOR_BLUE
/obj/machinery/computer/card/examine(mob/user)
..()
if(scan || modify)
to_chat(user, "<span class='notice'>Alt-click to eject the ID card.</span>")
/obj/machinery/computer/card/proc/get_jobs()
return get_all_jobs()
/obj/machinery/computer/card/centcom/get_jobs()
return get_all_centcom_jobs()
/obj/machinery/computer/card/Initialize()
. = ..()
change_position_cooldown = CONFIG_GET(number/id_console_jobslot_delay)
/obj/machinery/computer/card/attackby(obj/O, mob/user, params)//TODO:SANITY
if(istype(O, /obj/item/card/id))
var/obj/item/card/id/idcard = O
if(check_access(idcard))
if(!scan)
if (!user.transferItemToLoc(idcard,src))
return
scan = idcard
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
else if(!modify)
if (!user.transferItemToLoc(idcard,src))
return
modify = idcard
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
else
if(!modify)
if (!user.transferItemToLoc(idcard,src))
return
modify = idcard
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
updateUsrDialog()
/obj/machinery/computer/card/examine(mob/user)
. = ..()
if(inserted_scan_id || inserted_modify_id)
. += "<span class='notice'>Alt-click to eject the ID card.</span>"
/obj/machinery/computer/card/attackby(obj/I, mob/user, params)
if(isidcard(I))
if(check_access(I) && !inserted_scan_id)
if(id_insert(user, I, inserted_scan_id))
inserted_scan_id = I
updateUsrDialog()
else if(id_insert(user, I, inserted_modify_id))
inserted_modify_id = I
updateUsrDialog()
else
return ..()
/obj/machinery/computer/card/Destroy()
if(scan)
qdel(scan)
scan = null
if(modify)
qdel(modify)
modify = null
if(inserted_scan_id)
qdel(inserted_scan_id)
inserted_scan_id = null
if(inserted_modify_id)
qdel(inserted_modify_id)
inserted_modify_id = null
return ..()
/obj/machinery/computer/card/handle_atom_del(atom/A)
..()
if(A == scan)
scan = null
if(A == inserted_scan_id)
inserted_scan_id = null
updateUsrDialog()
if(A == modify)
modify = null
if(A == inserted_modify_id)
inserted_modify_id = null
updateUsrDialog()
/obj/machinery/computer/card/on_deconstruction()
if(scan)
scan.forceMove(drop_location())
scan = null
if(modify)
modify.forceMove(drop_location())
modify = null
if(inserted_scan_id)
inserted_scan_id.forceMove(drop_location())
inserted_scan_id = null
if(inserted_modify_id)
inserted_modify_id.forceMove(drop_location())
inserted_modify_id = null
//Check if you can't open a new position for a certain job
/obj/machinery/computer/card/proc/job_blacklisted(jobtitle)
return (jobtitle in blacklisted)
//Logic check for Topic() if you can open the job
/obj/machinery/computer/card/proc/can_open_job(datum/job/job)
if(job)
@@ -113,10 +114,10 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if((job.total_positions <= GLOB.player_list.len * (max_relative_positions / 100)))
var/delta = (world.time / 10) - GLOB.time_last_changed_position
if((change_position_cooldown < delta) || (opened_positions[job.title] < 0))
return 1
return -2
return -1
return 0
return JOB_ALLOWED
return JOB_COOLDOWN
return JOB_MAX_POSITIONS
return JOB_DENIED
//Logic check for Topic() if you can close the job
/obj/machinery/computer/card/proc/can_close_job(datum/job/job)
@@ -125,84 +126,118 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if(job.total_positions > job.current_positions)
var/delta = (world.time / 10) - GLOB.time_last_changed_position
if((change_position_cooldown < delta) || (opened_positions[job.title] > 0))
return 1
return -2
return -1
return 0
return JOB_ALLOWED
return JOB_COOLDOWN
return JOB_MAX_POSITIONS
return JOB_DENIED
/obj/machinery/computer/card/proc/id_insert(mob/user, obj/item/inserting_item, obj/item/target)
var/obj/item/card/id/card_to_insert = inserting_item
var/holder_item = FALSE
if(!isidcard(card_to_insert))
card_to_insert = inserting_item.RemoveID()
holder_item = TRUE
if(!card_to_insert || !user.transferItemToLoc(card_to_insert, src))
return FALSE
if(target)
if(holder_item && inserting_item.InsertID(target))
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
else
id_eject(user, target)
user.visible_message("<span class='notice'>[user] inserts \the [card_to_insert] into \the [src].</span>",
"<span class='notice'>You insert \the [card_to_insert] into \the [src].</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
return TRUE
/obj/machinery/computer/card/proc/id_eject(mob/user, obj/target)
if(!target)
to_chat(user, "<span class='warning'>That slot is empty!</span>")
return FALSE
else
target.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(target)
user.visible_message("<span class='notice'>[user] gets \the [target] from \the [src].</span>", \
"<span class='notice'>You get \the [target] from \the [src].</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
return TRUE
/obj/machinery/computer/card/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return
if(inserted_modify_id)
if(id_eject(user, inserted_modify_id))
inserted_modify_id = null
updateUsrDialog()
return TRUE
if(inserted_scan_id)
if(id_eject(user, inserted_scan_id))
inserted_scan_id = null
updateUsrDialog()
return TRUE
/obj/machinery/computer/card/ui_interact(mob/user)
. = ..()
var/dat
if(!SSticker)
return
var/list/dat = list()
if (mode == 1) // accessing crew manifest
var/crew = ""
dat += "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>"
for(var/datum/data/record/t in sortRecord(GLOB.data_core.general))
crew += t.fields["name"] + " - " + t.fields["rank"] + "<br>"
dat = "<tt><b>Crew Manifest:</b><br>Please use security record computer to modify entries.<br><br>[crew]<a href='?src=[REF(src)];choice=print'>Print</a><br><br><a href='?src=[REF(src)];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
dat += {"[t.fields["name"]] - [t.fields["rank"]]<br>"}
dat += "<a href='?src=[REF(src)];choice=print'>Print</a><br><br><a href='?src=[REF(src)];choice=mode;mode_target=0'>Access ID modification console.</a><br></tt>"
else if(mode == 2)
// JOB MANAGEMENT
dat = "<a href='?src=[REF(src)];choice=return'>Return</a>"
dat += " || Confirm Identity: "
var/S
if(scan)
S = html_encode(scan.name)
else
S = "--------"
dat += "<a href='?src=[REF(src)];choice=scan'>[S]</a>"
dat += "<table>"
dat += "<tr><td style='width:25%'><b>Job</b></td><td style='width:25%'><b>Slots</b></td><td style='width:25%'><b>Open job</b></td><td style='width:25%'><b>Close job</b><td style='width:25%'><b>Prioritize</b></td></td></tr>"
var/ID
if(scan && (ACCESS_CHANGE_IDS in scan.access) && !target_dept)
ID = 1
else
ID = 0
dat += {"<a href='?src=[REF(src)];choice=return'>Return</a>
<table><tr><td style='width:25%'><b>Job</b></td><td style='width:25%'><b>Slots</b></td>
<td style='width:25%'><b>Open job</b></td><td style='width:25%'><b>Close job</b><td style='width:25%'><b>Prioritize</b></td></td></tr>"}
for(var/datum/job/job in SSjob.occupations)
dat += "<tr>"
if(job.title in blacklisted)
continue
dat += "<td>[job.title]</td>"
dat += "<td>[job.current_positions]/[job.total_positions]</td>"
dat += "<td>"
dat += {"<td>[job.title]</td>
<td>[job.current_positions]/[job.total_positions]</td>
<td>"}
switch(can_open_job(job))
if(1)
if(ID)
if(JOB_ALLOWED)
if(authenticated == 2)
dat += "<a href='?src=[REF(src)];choice=make_job_available;job=[job.title]'>Open Position</a><br>"
else
dat += "Open Position"
if(-1)
dat += "Denied"
if(-2)
if(JOB_COOLDOWN)
var/time_to_wait = round(change_position_cooldown - ((world.time / 10) - GLOB.time_last_changed_position), 1)
var/mins = round(time_to_wait / 60)
var/seconds = time_to_wait - (60*mins)
dat += "Cooldown ongoing: [mins]:[(seconds < 10) ? "0[seconds]" : "[seconds]"]"
if(0)
else
dat += "Denied"
dat += "</td><td>"
switch(can_close_job(job))
if(1)
if(ID)
if(JOB_ALLOWED)
if(authenticated == 2)
dat += "<a href='?src=[REF(src)];choice=make_job_unavailable;job=[job.title]'>Close Position</a>"
else
dat += "Close Position"
if(-1)
dat += "Denied"
if(-2)
if(JOB_COOLDOWN)
var/time_to_wait = round(change_position_cooldown - ((world.time / 10) - GLOB.time_last_changed_position), 1)
var/mins = round(time_to_wait / 60)
var/seconds = time_to_wait - (60*mins)
dat += "Cooldown ongoing: [mins]:[(seconds < 10) ? "0[seconds]" : "[seconds]"]"
if(0)
else
dat += "Denied"
dat += "</td><td>"
switch(job.total_positions)
if(0)
dat += "Denied"
else
if(ID)
if(authenticated == 2)
if(job in SSjob.prioritized_jobs)
dat += "<a href='?src=[REF(src)];choice=prioritize_job;job=[job.title]'>Deprioritize</a>"
else
@@ -216,57 +251,36 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
dat += "</td></tr>"
dat += "</table>"
else
var/header = ""
var/list/header = list()
var/target_name
var/target_owner
var/target_rank
if(modify)
target_name = html_encode(modify.name)
else
target_name = "--------"
if(modify && modify.registered_name)
target_owner = html_encode(modify.registered_name)
else
target_owner = "--------"
if(modify && modify.assignment)
target_rank = html_encode(modify.assignment)
else
target_rank = "Unassigned"
var/scan_name
if(scan)
scan_name = html_encode(scan.name)
else
scan_name = "--------"
var/scan_name = inserted_scan_id ? html_encode(inserted_scan_id.name) : "--------"
var/target_name = inserted_modify_id ? html_encode(inserted_modify_id.name) : "--------"
var/target_owner = (inserted_modify_id && inserted_modify_id.registered_name) ? html_encode(inserted_modify_id.registered_name) : "--------"
var/target_rank = (inserted_modify_id && inserted_modify_id.assignment) ? html_encode(inserted_modify_id.assignment) : "Unassigned"
if(!authenticated)
header += "<br><i>Please insert the cards into the slots</i><br>"
header += "Target: <a href='?src=[REF(src)];choice=modify'>[target_name]</a><br>"
header += "Confirm Identity: <a href='?src=[REF(src)];choice=scan'>[scan_name]</a><br>"
header += {"<br><i>Please insert the cards into the slots</i><br>
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>[target_name]</a><br>
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>[scan_name]</a><br>"}
else
header += "<div align='center'><br>"
header += "<a href='?src=[REF(src)];choice=modify'>Remove [target_name]</a> || "
header += "<a href='?src=[REF(src)];choice=scan'>Remove [scan_name]</a> <br> "
header += "<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a> <br> "
header += "<a href='?src=[REF(src)];choice=logout'>Log Out</a></div>"
header += {"<div align='center'><br>
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>Remove [target_name]</a> ||
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>Remove [scan_name]</a><br>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br>
[!target_dept ? "<a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><br>" : ""]
<a href='?src=[REF(src)];choice=logout'>Log Out</a></div>"}
header += "<hr>"
var/jobs_all = ""
var/list/alljobs = list("Unassigned")
alljobs += (istype(src, /obj/machinery/computer/card/centcom)? get_all_centcom_jobs() : get_all_jobs()) + "Custom"
for(var/job in alljobs)
jobs_all += "<a href='?src=[REF(src)];choice=assign;assign_target=[job]'>[replacetext(job, " ", "&nbsp")]</a> " //make sure there isn't a line break in the middle of a job
var/body
if (authenticated && modify)
var/carddesc = text("")
var/jobs = text("")
if( authenticated == 2)
if (authenticated && inserted_modify_id)
var/list/carddesc = list()
var/list/jobs = list()
if (authenticated == 2)
var/list/jobs_all = list()
for(var/job in (list("Unassigned") + get_jobs() + "Custom"))
jobs_all += "<a href='?src=[REF(src)];choice=assign;assign_target=[job]'>[replacetext(job, " ", "&nbsp;")]</a> " //make sure there isn't a line break in the middle of a job
carddesc += {"<script type="text/javascript">
function markRed(){
var nameField = document.getElementById('namefield');
@@ -278,20 +292,20 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
}
function showAll(){
var allJobsSlot = document.getElementById('alljobsslot');
allJobsSlot.innerHTML = "<a href='#' onclick='hideAll()'>hide</a><br>"+ "[jobs_all]";
allJobsSlot.innerHTML = "<a href='#' onclick='hideAll()'>hide</a><br>"+ "[jobs_all.Join()]";
}
function hideAll(){
var allJobsSlot = document.getElementById('alljobsslot');
allJobsSlot.innerHTML = "<a href='#' onclick='showAll()'>show</a>";
}
</script>"}
carddesc += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
carddesc += "<input type='hidden' name='src' value='[REF(src)]'>"
carddesc += "<input type='hidden' name='choice' value='reg'>"
carddesc += "<b>registered name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>"
carddesc += "<input type='submit' value='Rename' onclick='markGreen()'>"
carddesc += "</form>"
carddesc += "<b>Assignment:</b> "
carddesc += {"<form name='cardcomp' action='?src=[REF(src)]' method='get'>
<input type='hidden' name='src' value='[REF(src)]'>
<input type='hidden' name='choice' value='reg'>
<b>registered name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>
<input type='submit' value='Rename' onclick='markGreen()'>
</form>
<b>Assignment:</b> "}
jobs += "<span id='alljobsslot'><a href='#' onclick='showAll()'>[target_rank]</a></span>" //CHECK THIS
@@ -299,18 +313,18 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
carddesc += "<b>registered_name:</b> [target_owner]</span>"
jobs += "<b>Assignment:</b> [target_rank] (<a href='?src=[REF(src)];choice=demote'>Demote</a>)</span>"
var/accesses = ""
if(istype(src, /obj/machinery/computer/card/centcom))
var/list/accesses = list()
if(istype(src, /obj/machinery/computer/card/centcom)) // REE
accesses += "<h5>Central Command:</h5>"
for(var/A in get_all_centcom_access())
if(A in modify.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"red\">[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</font></a> "
if(A in inserted_modify_id.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"6bc473\">[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=1'>[replacetext(get_centcom_access_desc(A), " ", "&nbsp")]</a> "
else
accesses += "<div align='center'><b>Access</b></div>"
accesses += "<table style='width:100%'>"
accesses += "<tr>"
accesses += {"<div align='center'><b>Access</b></div>
<table style='width:100%'>
<tr>"}
for(var/i = 1; i <= 7; i++)
if(authenticated == 1 && !(i in region_access))
continue
@@ -321,24 +335,24 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
continue
accesses += "<td style='width:14%' valign='top'>"
for(var/A in get_region_accesses(i))
if(A in modify.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"red\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
if(A in inserted_modify_id.access)
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=0'><font color=\"6bc473\">[replacetext(get_access_desc(A), " ", "&nbsp")]</font></a> "
else
accesses += "<a href='?src=[REF(src)];choice=access;access_target=[A];allowed=1'>[replacetext(get_access_desc(A), " ", "&nbsp")]</a> "
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
body = "[carddesc]<br>[jobs]<br><br>[accesses]" //CHECK THIS
body = "[carddesc.Join()]<br>[jobs.Join()]<br><br>[accesses.Join()]<hr>" //CHECK THIS
else
body = "<a href='?src=[REF(src)];choice=auth'>{Log in}</a> <br><hr>"
body += "<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a>"
else if (!authenticated)
body = {"<a href='?src=[REF(src)];choice=auth'>Log In</a><br><hr>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br><hr>"}
if(!target_dept)
body += "<br><hr><a href = '?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a>"
body += "<a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><hr>"
dat = "<tt>[header][body]<hr><br></tt>"
dat = list("<tt>", header.Join(), body, "<br></tt>")
var/datum/browser/popup = new(user, "id_com", src.name, 900, 620)
popup.set_content(dat)
popup.set_content(dat.Join())
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
@@ -353,52 +367,72 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
usr.set_machine(src)
switch(href_list["choice"])
if ("modify")
eject_id_modify(usr)
if ("scan")
eject_id_scan(usr)
if ("inserted_modify_id")
if(inserted_modify_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_modify_id))
inserted_modify_id = null
updateUsrDialog()
return
if(usr.get_id_in_hand())
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_to_insert = held_item.GetID()
if(id_insert(usr, held_item, inserted_modify_id))
inserted_modify_id = id_to_insert
updateUsrDialog()
if ("inserted_scan_id")
if(inserted_scan_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_scan_id))
inserted_scan_id = null
updateUsrDialog()
return
if(usr.get_id_in_hand())
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_to_insert = held_item.GetID()
if(id_insert(usr, held_item, inserted_scan_id))
inserted_scan_id = id_to_insert
updateUsrDialog()
if ("auth")
if ((!( authenticated ) && (scan || issilicon(usr)) && (modify || mode)))
if (check_access(scan))
if ((!( authenticated ) && (inserted_scan_id || issilicon(usr)) || mode))
if (check_access(inserted_scan_id))
region_access = list()
head_subordinates = list()
if(ACCESS_CHANGE_IDS in scan.access)
if(ACCESS_CHANGE_IDS in inserted_scan_id.access)
if(target_dept)
head_subordinates = get_all_jobs()
region_access |= target_dept
authenticated = 1
else
authenticated = 2
playsound(src, 'sound/machines/terminal_on.ogg', 50, 0)
playsound(src, 'sound/machines/terminal_on.ogg', 50, FALSE)
else
if((ACCESS_HOP in scan.access) && ((target_dept==1) || !target_dept))
if((ACCESS_HOP in inserted_scan_id.access) && ((target_dept==1) || !target_dept))
region_access |= 1
get_subordinates("Head of Personnel")
if((ACCESS_HOS in scan.access) && ((target_dept==2) || !target_dept))
if((ACCESS_HOS in inserted_scan_id.access) && ((target_dept==2) || !target_dept))
region_access |= 2
get_subordinates("Head of Security")
if((ACCESS_CMO in scan.access) && ((target_dept==3) || !target_dept))
if((ACCESS_CMO in inserted_scan_id.access) && ((target_dept==3) || !target_dept))
region_access |= 3
get_subordinates("Chief Medical Officer")
if((ACCESS_RD in scan.access) && ((target_dept==4) || !target_dept))
if((ACCESS_RD in inserted_scan_id.access) && ((target_dept==4) || !target_dept))
region_access |= 4
get_subordinates("Research Director")
if((ACCESS_CE in scan.access) && ((target_dept==5) || !target_dept))
if((ACCESS_CE in inserted_scan_id.access) && ((target_dept==5) || !target_dept))
region_access |= 5
get_subordinates("Chief Engineer")
if((ACCESS_QM in scan.access) && ((target_dept==6) || !target_dept))
if((ACCESS_QM in inserted_scan_id.access) && ((target_dept==6) || !target_dept))
region_access |= 6
get_subordinates("Quartermaster")
if(region_access)
authenticated = 1
else if ((!( authenticated ) && issilicon(usr)) && (!modify))
else if ((!( authenticated ) && issilicon(usr)) && (!inserted_modify_id))
to_chat(usr, "<span class='warning'>You can't modify an ID without an ID inserted to modify! Once one is in the modify slot on the computer, you can log in.</span>")
if ("logout")
region_access = null
head_subordinates = null
authenticated = 0
playsound(src, 'sound/machines/terminal_off.ogg', 50, 0)
playsound(src, 'sound/machines/terminal_off.ogg', 50, FALSE)
if("access")
if(href_list["allowed"])
@@ -406,20 +440,20 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
var/access_type = text2num(href_list["access_target"])
var/access_allowed = text2num(href_list["allowed"])
if(access_type in (istype(src, /obj/machinery/computer/card/centcom)?get_all_centcom_access() : get_all_accesses()))
modify.access -= access_type
inserted_modify_id.access -= access_type
if(access_allowed == 1)
modify.access += access_type
playsound(src, "terminal_type", 50, 0)
inserted_modify_id.access += access_type
playsound(src, "terminal_type", 50, FALSE)
if ("assign")
if (authenticated == 2)
var/t1 = href_list["assign_target"]
if(t1 == "Custom")
var/newJob = reject_bad_text(input("Enter a custom job assignment.", "Assignment", modify ? modify.assignment : "Unassigned"), MAX_NAME_LEN)
var/newJob = reject_bad_text(input("Enter a custom job assignment.", "Assignment", inserted_modify_id ? inserted_modify_id.assignment : "Unassigned"), MAX_NAME_LEN)
if(newJob)
t1 = newJob
else if(t1 == "Unassigned")
modify.access -= get_all_accesses()
inserted_modify_id.access -= get_all_accesses()
else
var/datum/job/jobdatum
@@ -430,30 +464,30 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
updateUsrDialog()
break
if(!jobdatum)
to_chat(usr, "<span class='error'>No log exists for this job.</span>")
to_chat(usr, "<span class='alert'>No log exists for this job.</span>")
updateUsrDialog()
return
modify.access = ( istype(src, /obj/machinery/computer/card/centcom) ? get_centcom_access(t1) : jobdatum.get_access() )
if (modify)
modify.assignment = t1
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
inserted_modify_id.access = ( istype(src, /obj/machinery/computer/card/centcom) ? get_centcom_access(t1) : jobdatum.get_access() )
if (inserted_modify_id)
inserted_modify_id.assignment = t1
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if ("demote")
if(modify.assignment in head_subordinates || modify.assignment == "Assistant")
modify.assignment = "Unassigned"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
if(inserted_modify_id.assignment in head_subordinates || inserted_modify_id.assignment == "Assistant")
inserted_modify_id.assignment = "Unassigned"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>You are not authorized to demote this position.</span>")
to_chat(usr, "<span class='alert'>You are not authorized to demote this position.</span>")
if ("reg")
if (authenticated)
var/t2 = modify
if ((authenticated && modify == t2 && (in_range(src, usr) || issilicon(usr)) && isturf(loc)))
var/t2 = inserted_modify_id
if ((authenticated && inserted_modify_id == t2 && (in_range(src, usr) || issilicon(usr)) && isturf(loc)))
var/newName = reject_bad_name(href_list["reg"])
if(newName)
modify.registered_name = newName
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
inserted_modify_id.registered_name = newName
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>Invalid name entered.</span>")
to_chat(usr, "<span class='alert'>Invalid name entered.</span>")
updateUsrDialog()
return
if ("mode")
@@ -462,11 +496,11 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if("return")
//DISPLAY MAIN MENU
mode = 3;
playsound(src, "terminal_type", 25, 0)
playsound(src, "terminal_type", 25, FALSE)
if("make_job_available")
// MAKE ANOTHER JOB POSITION AVAILABLE FOR LATE JOINERS
if(scan && (ACCESS_CHANGE_IDS in scan.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -479,11 +513,11 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
GLOB.time_last_changed_position = world.time / 10
j.total_positions++
opened_positions[edit_job_target]++
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if("make_job_unavailable")
// MAKE JOB POSITION UNAVAILABLE FOR LATE JOINERS
if(scan && (ACCESS_CHANGE_IDS in scan.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -497,11 +531,11 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
GLOB.time_last_changed_position = world.time / 10
j.total_positions--
opened_positions[edit_job_target]--
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
if ("prioritize_job")
// TOGGLE WHETHER JOB APPEARS AS PRIORITIZED IN THE LOBBY
if(scan && (ACCESS_CHANGE_IDS in scan.access) && !target_dept)
if(authenticated && !target_dept)
var/priority_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(priority_target)
if(!j)
@@ -517,8 +551,8 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
return
else
SSjob.prioritized_jobs += j
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if ("print")
if (!( printing ))
@@ -531,59 +565,9 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
P.info = t1
P.name = "paper- 'Crew Manifest'"
printing = null
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
if (modify)
modify.update_label()
updateUsrDialog()
/obj/machinery/computer/card/AltClick(mob/user)
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return
if(scan)
eject_id_scan(user)
if(modify)
eject_id_modify(user)
/obj/machinery/computer/card/proc/eject_id_scan(mob/user)
if(scan)
scan.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(scan)
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
scan = null
else //switching the ID with the one you're holding
if(issilicon(user) || !Adjacent(user))
return
var/obj/item/I = user.get_active_held_item()
if(istype(I, /obj/item/card/id))
if(!user.transferItemToLoc(I,src))
return
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
scan = I
authenticated = FALSE
updateUsrDialog()
/obj/machinery/computer/card/proc/eject_id_modify(mob/user)
if(modify)
GLOB.data_core.manifest_modify(modify.registered_name, modify.assignment)
modify.update_label()
modify.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(modify)
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
modify = null
region_access = null
head_subordinates = null
else //switching the ID with the one you're holding
if(issilicon(user) || !Adjacent(user))
return
var/obj/item/I = user.get_active_held_item()
if(istype(I, /obj/item/card/id))
if (!user.transferItemToLoc(I,src))
return
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
modify = I
authenticated = FALSE
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
if (inserted_modify_id)
inserted_modify_id.update_label()
updateUsrDialog()
/obj/machinery/computer/card/proc/get_subordinates(rank)
@@ -638,4 +622,9 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
target_dept = 6
icon_screen = "idqm"
light_color = LIGHT_COLOR_ORANGE
light_color = LIGHT_COLOR_ORANGE
#undef JOB_ALLOWED
#undef JOB_COOLDOWN
#undef JOB_MAX_POSITIONS
#undef JOB_DENIED
+3 -13
View File
@@ -42,12 +42,6 @@
. = ..()
GLOB.shuttle_caller_list += src
/obj/machinery/computer/communications/process()
if(..())
var/ai_autoupdate = aistate != STATE_STATUSDISPLAY && aistate != STATE_CALLSHUTTLE && aistate != STATE_PURCHASE && aistate != STATE_VIEWMESSAGE
var/machine_user_autoupdate = state != STATE_STATUSDISPLAY && state != STATE_CALLSHUTTLE && state != STATE_PURCHASE && state != STATE_VIEWMESSAGE
updateDialog(machine_user_autoupdate,ai_autoupdate)
/obj/machinery/computer/communications/Topic(href, href_list)
if(..())
return
@@ -70,15 +64,13 @@
if("login")
var/mob/M = usr
var/obj/item/card/id/I = M.get_active_held_item()
if(!istype(I))
I = M.get_idcard()
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(I && istype(I))
if(check_access(I))
authenticated = 1
auth_id = "[I.registered_name] ([I.assignment])"
if((20 in I.access))
if((ACCESS_CAPTAIN in I.access))
authenticated = 2
playsound(src, 'sound/machines/terminal_on.ogg', 50, 0)
if(obj_flags & EMAGGED)
@@ -287,7 +279,7 @@
// OMG CENTCOM LETTERHEAD
if("MessageCentCom")
if(authenticated==2)
if(authenticated)
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
return
@@ -588,8 +580,6 @@
popup.set_content(dat)
popup.open()
popup.set_content(dat)
popup.open()
/obj/machinery/computer/communications/proc/get_javascript_header(form_id)
var/dat = {"<script type="text/javascript">
+1 -1
View File
@@ -468,7 +468,7 @@
var/len = length(viable_occupant.dna.uni_identity)
num = WRAP(num, 1, len+1)
num = randomize_radiation_accuracy(num, radduration + (connected.precision_coeff ** 2), len) //Each manipulator level above 1 makes randomization as accurate as selected time + manipulator lvl^2
//Value is this high for the same reason as with laser - not worth the hassle of upgrading if the bonus is low
//Value is this high for the same reason as with laser - not worth the hassle of upgrading if the bonus is low
var/block = round((num-1)/DNA_BLOCK_SIZE)+1
var/subblock = num - block*DNA_BLOCK_SIZE
last_change = "UI #[block]-[subblock]; "
@@ -1,163 +0,0 @@
//computer that handle the points and teleports the prisoner
/obj/machinery/computer/gulag_teleporter_computer
name = "labor camp teleporter console"
desc = "Used to send criminals to the Labor Camp."
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_ARMORY)
circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
var/default_goal = 200
var/obj/item/card/id/prisoner/id = null
var/obj/machinery/gulag_teleporter/teleporter = null
var/obj/structure/gulag_beacon/beacon = null
var/mob/living/carbon/human/prisoner = null
var/datum/data/record/temporary_record = null
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/gulag_teleporter_computer/Initialize()
. = ..()
scan_machinery()
/obj/machinery/computer/gulag_teleporter_computer/Destroy()
if(id)
id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/gulag_teleporter_computer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/card/id/prisoner))
if(!id)
if (!user.transferItemToLoc(W,src))
return
id = W
to_chat(user, "<span class='notice'>You insert [W].</span>")
return
else
to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
return ..()
/obj/machinery/computer/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "gulag_console", name, 455, 440, master_ui, state)
ui.open()
/obj/machinery/computer/gulag_teleporter_computer/ui_data(mob/user)
var/list/data = list()
var/list/prisoner_list = list()
var/can_teleport = FALSE
if(teleporter && (teleporter.occupant && ishuman(teleporter.occupant)))
prisoner = teleporter.occupant
prisoner_list["name"] = prisoner.real_name
if(id)
can_teleport = TRUE
if(!isnull(GLOB.data_core.general))
for(var/r in GLOB.data_core.security)
var/datum/data/record/R = r
if(R.fields["name"] == prisoner_list["name"])
temporary_record = R
prisoner_list["crimstat"] = temporary_record.fields["criminal"]
data["prisoner"] = prisoner_list
if(teleporter)
data["teleporter"] = teleporter
data["teleporter_location"] = "([teleporter.x], [teleporter.y], [teleporter.z])"
data["teleporter_lock"] = teleporter.locked
data["teleporter_state_open"] = teleporter.state_open
if(beacon)
data["beacon"] = beacon
data["beacon_location"] = "([beacon.x], [beacon.y], [beacon.z])"
if(id)
data["id"] = id
data["id_name"] = id.registered_name
data["goal"] = id.goal
data["can_teleport"] = can_teleport
return data
/obj/machinery/computer/gulag_teleporter_computer/ui_act(action, list/params)
if(..())
return
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
switch(action)
if("scan_teleporter")
teleporter = findteleporter()
if("scan_beacon")
beacon = findbeacon()
if("handle_id")
if(id)
usr.put_in_hands(id)
id = null
else
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/card/id/prisoner)
if(I)
if(!usr.transferItemToLoc(I, src))
return
id = I
if("set_goal")
var/new_goal = input("Set the amount of points:", "Points", id.goal) as num|null
if(!isnum(new_goal))
return
if(!new_goal)
new_goal = default_goal
if (new_goal > 1000)
to_chat(usr, "The entered amount of points is too large. Points have instead been set to the maximum allowed amount.")
id.goal = CLAMP(new_goal, 0, 1000) //maximum 1000 points
if("toggle_open")
if(teleporter.locked)
to_chat(usr, "The teleporter is locked")
return
teleporter.toggle_open()
if("teleporter_lock")
if(teleporter.state_open)
to_chat(usr, "Close the teleporter before locking!")
return
teleporter.locked = !teleporter.locked
if("teleport")
if(!teleporter || !beacon)
return
addtimer(CALLBACK(src, .proc/teleport, usr), 5)
/obj/machinery/computer/gulag_teleporter_computer/proc/scan_machinery()
teleporter = findteleporter()
beacon = findbeacon()
/obj/machinery/computer/gulag_teleporter_computer/proc/findteleporter()
var/obj/machinery/gulag_teleporter/teleporterf = null
for(var/direction in GLOB.cardinals)
teleporterf = locate(/obj/machinery/gulag_teleporter, get_step(src, direction))
if(teleporterf && teleporterf.is_operational())
return teleporterf
/obj/machinery/computer/gulag_teleporter_computer/proc/findbeacon()
return locate(/obj/structure/gulag_beacon)
/obj/machinery/computer/gulag_teleporter_computer/proc/teleport(mob/user)
if(!id) //incase the ID was removed after the transfer timer was set.
say("Warning: Unable to transfer prisoner without a valid Prisoner ID inserted!")
return
var/id_goal_not_set
if(!id.goal)
id_goal_not_set = TRUE
id.goal = default_goal
say("[id]'s ID card goal defaulting to [id.goal] points.")
log_game("[key_name(user)] teleported [key_name(prisoner)] to the Labor Camp [COORD(beacon)] for [id_goal_not_set ? "default goal of ":""][id.goal] points.")
teleporter.handle_prisoner(id, temporary_record)
playsound(src, 'sound/weapons/emitter.ogg', 50, 1)
prisoner.forceMove(get_turf(beacon))
prisoner.Knockdown(40) // small travel dizziness
to_chat(prisoner, "<span class='warning'>The teleportation makes you a little dizzy.</span>")
new /obj/effect/particle_effect/sparks(get_turf(prisoner))
playsound(src, "sparks", 50, 1)
if(teleporter.locked)
teleporter.locked = FALSE
teleporter.toggle_open()
id = null
temporary_record = null
@@ -74,8 +74,8 @@
t += "<A href='?src=[REF(src)];lowery=1;raisex=1;pad=[current_pad]'>O</A><BR>"//down-right
t += "<BR>"
t += "<div class='statusDisplay'>Current offset:</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.y_offset)] [pad.y_offset > 0 ? "N":"S"]</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.x_offset)] [pad.x_offset > 0 ? "E":"W"]</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.y_offset)] [pad.y_offset > 0 ? "N":"S"] <a href='?src=[REF(src)];sety=1;pad=[current_pad]'>\[SET\]</a></div><BR>"
t += "<div class='statusDisplay'>[abs(pad.x_offset)] [pad.x_offset > 0 ? "E":"W"] <a href='?src=[REF(src)];setx=1;pad=[current_pad]'>\[SET\]</a></div><BR>"
t += "<BR><A href='?src=[REF(src)];launch=1;pad=[current_pad]'>Launch</A>"
t += " <A href='?src=[REF(src)];pull=1;pad=[current_pad]'>Pull</A>"
@@ -132,6 +132,16 @@
if(!new_name)
return
pad.display_name = new_name
if(href_list["setx"])
var/newx = input(usr, "Input new x offset", pad.display_name, pad.x_offset) as null|num
if(!isnull(newx))
pad.x_offset = CLAMP(newx, -pad.range, pad.range)
if(href_list["sety"])
var/newy = input(usr, "Input new y offset", pad.display_name, pad.y_offset) as null|num
if(!isnull(newy))
pad.y_offset = CLAMP(newy, -pad.range, pad.range)
if(href_list["remove"])
if(usr && alert(usr, "Are you sure?", "Remove Launchpad", "I'm Sure", "Abort") != "Abort")
@@ -145,4 +155,4 @@
sending = FALSE
teleport(usr, pad)
updateDialog()
updateDialog()
-6
View File
@@ -22,12 +22,6 @@
/obj/machinery/computer/med_data/syndie
icon_keyboard = "syndie_key"
/obj/machinery/computer/med_data/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id))
id_insert_scan(user)
else
return ..()
/obj/machinery/computer/med_data/ui_interact(mob/user)
. = ..()
if(isliving(user))
@@ -5,7 +5,7 @@
if(contained_id)
contained_id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/prisoner/examine(mob/user)
. = ..()
@@ -15,8 +15,9 @@
/obj/machinery/computer/prisoner/AltClick(mob/user)
..()
id_eject(user)
return ..()
return TRUE
/obj/machinery/computer/prisoner/proc/id_insert(mob/user, obj/item/card/id/prisoner/P)
if(istype(P))
+2 -1
View File
@@ -35,7 +35,8 @@
//Someone needs to break down the dat += into chunks instead of long ass lines.
/obj/machinery/computer/secure_data/ui_interact(mob/user)
. = ..()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if(isliving(user))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if(src.z > 6)
to_chat(user, "<span class='boldannounce'>Unable to establish a connection</span>: \black You're too far away from the station!")
return
@@ -148,7 +148,6 @@ GLOBAL_LIST_INIT(possible_uplinker_IDs, list("Alfa","Bravo","Charlie","Delta","E
virgin = 0
/obj/machinery/computer/telecrystals/boss/proc/getDangerous()//This scales the TC assigned with the round population.
..()
var/list/nukeops = get_antag_minds(/datum/antagonist/nukeop)
var/danger = GLOB.joined_player_list.len - nukeops.len
danger = CEILING(danger, 10)
+2 -2
View File
@@ -130,12 +130,12 @@
L[avoid_assoc_duplicate_keys(A.name, areaindex)] = R
for(var/obj/item/implant/tracking/I in GLOB.tracked_implants)
if(!I.imp_in || !isliving(I.imp_in))
if(!I.imp_in || !I.allow_teleport || !isliving(I.imp_in))
continue
else
var/mob/living/M = I.imp_in
if(M.stat == DEAD)
if(M.timeofdeath + 6000 < world.time)
if(M.timeofdeath + I.lifespan_postmortem < world.time)
continue
if(is_eligible(M))
L[avoid_assoc_duplicate_keys(M.real_name, areaindex)] = M
+5 -5
View File
@@ -8,9 +8,9 @@
var/state = 1
/obj/structure/frame/examine(user)
..()
. = ..()
if(circuit)
to_chat(user, "It has \a [circuit] installed.")
. += "It has \a [circuit] installed."
/obj/structure/frame/deconstruct(disassembled = TRUE)
@@ -29,7 +29,7 @@
var/list/req_component_names = null // user-friendly names of components
/obj/structure/frame/machine/examine(user)
..()
. = ..()
if(state == 3 && req_components && req_component_names)
var/hasContent = 0
var/requires = "It requires"
@@ -44,9 +44,9 @@
hasContent = 1
if(hasContent)
to_chat(user, requires + ".")
. += requires + "."
else
to_chat(user, "It does not require any more components.")
. += "It does not require any more components."
/obj/structure/frame/machine/proc/update_namelist()
if(!req_components)
+6 -9
View File
@@ -307,7 +307,6 @@
//Handle Borg stuff first
if(iscyborg(mob_occupant))
var/mob/living/silicon/robot/R = mob_occupant
if(!istype(R)) return ..()
R.contents -= R.mmi
qdel(R.mmi)
@@ -370,16 +369,14 @@
O.find_target()
O.update_explanation_text()
if(!(O.target))
O.owner.objectives -= O
qdel(O)
if(mob_occupant.mind && mob_occupant.mind.assigned_role)
if(mob_occupant.mind)
//Handle job slot/tater cleanup.
var/job = mob_occupant.mind.assigned_role
SSjob.FreeRole(job)
if(mob_occupant.mind.objectives.len)
mob_occupant.mind.objectives.Cut()
mob_occupant.mind.special_role = null
if(mob_occupant.mind.assigned_role)
var/job = mob_occupant.mind.assigned_role
SSjob.FreeRole(job)
mob_occupant.mind.special_role = null
// Delete them from datacore.
@@ -411,7 +408,7 @@
// Ghost and delete the mob.
if(!mob_occupant.get_ghost(1))
mob_occupant.ghostize(0) // Players who cryo out may not re-enter the round
mob_occupant.ghostize(FALSE, penalize = TRUE)
QDEL_NULL(occupant)
open_machine()
+1 -1
View File
@@ -364,7 +364,7 @@
//for(var/mob/living/carbon/NS in rangers)
// NS.resting = !NS.resting
// NS.update_canmove()
time--
time--
/obj/machinery/jukebox/disco/proc/dance5(var/mob/living/M)
animate(M, transform = matrix(180, MATRIX_ROTATE), time = 1, loop = 0)
+6 -4
View File
@@ -24,13 +24,13 @@
. = ..()
/obj/machinery/defibrillator_mount/examine(mob/user)
..()
. = ..()
if(defib)
to_chat(user, "<span class='notice'>There is a defib unit hooked up. Alt-click to remove it.<span>")
. += "<span class='notice'>There is a defib unit hooked up. Alt-click to remove it.<span>"
if(GLOB.security_level >= SEC_LEVEL_RED)
to_chat(user, "<span class='notice'>Due to a security situation, its locking clamps can be toggled by swiping any ID.</span>")
. += "<span class='notice'>Due to a security situation, its locking clamps can be toggled by swiping any ID.</span>"
else
to_chat(user, "<span class='notice'>Its locking clamps can be [clamps_locked ? "dis" : ""]engaged by swiping an ID with access.</span>")
. += "<span class='notice'>Its locking clamps can be [clamps_locked ? "dis" : ""]engaged by swiping an ID with access.</span>"
/obj/machinery/defibrillator_mount/process()
if(defib && defib.cell && defib.cell.charge < defib.cell.maxcharge && is_operational())
@@ -115,8 +115,10 @@
return TRUE
/obj/machinery/defibrillator_mount/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
. = TRUE
if(!defib)
to_chat(user, "<span class='warning'>It'd be hard to remove a defib unit from a mount that has none.</span>")
return
+4 -2
View File
@@ -149,13 +149,15 @@
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to toggle modes.</span>")
. = ..()
. += "<span class='notice'>Alt-click to toggle modes.</span>"
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
toggle_mode(user)
return TRUE
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
+4 -2
View File
@@ -27,9 +27,9 @@
RefreshParts()
/obj/machinery/dish_drive/examine(mob/user)
..()
. = ..()
if(user.Adjacent(src))
to_chat(user, "<span class='notice'>Alt-click it to beam its contents to any nearby disposal bins.</span>")
. += "<span class='notice'>Alt-click it to beam its contents to any nearby disposal bins.</span>"
/obj/machinery/dish_drive/attack_hand(mob/living/user)
if(!contents.len)
@@ -97,8 +97,10 @@
do_the_dishes(TRUE)
/obj/machinery/dish_drive/AltClick(mob/living/user)
. = ..()
if(user.canUseTopic(src, !issilicon(user)))
do_the_dishes(TRUE)
return TRUE
/obj/machinery/dish_drive/proc/do_the_dishes(manual)
if(!contents.len)
+2
View File
@@ -164,9 +164,11 @@
toggle_open(user)
/obj/machinery/dna_scannernew/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
interact(user)
return TRUE
/obj/machinery/dna_scannernew/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
+21 -20
View File
@@ -83,6 +83,7 @@
var/boltDown = 'sound/machines/boltsdown.ogg'
var/noPower = 'sound/machines/doorclick.ogg'
var/previous_airlock = /obj/structure/door_assembly //what airlock assembly mineral plating was applied to
var/wiretypepath = /datum/wires/airlock // which set of per round randomized wires this airlock type has.
var/airlock_material //material of inner filling; if its an airlock with glass, this should be set to "glass"
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
var/note_overlay_file = 'icons/obj/doors/airlocks/station/overlays.dmi' //Used for papers and photos pinned to the airlock
@@ -639,47 +640,47 @@
update_icon(AIRLOCK_CLOSED)
/obj/machinery/door/airlock/examine(mob/user)
..()
. = ..()
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>Its access panel is smoking slightly.</span>")
. += "<span class='warning'>Its access panel is smoking slightly.</span>"
if(charge && !panel_open && in_range(user, src))
to_chat(user, "<span class='warning'>The maintenance panel seems haphazardly fastened.</span>")
. += "<span class='warning'>The maintenance panel seems haphazardly fastened.</span>"
if(charge && panel_open)
to_chat(user, "<span class='warning'>Something is wired up to the airlock's electronics!</span>")
. += "<span class='warning'>Something is wired up to the airlock's electronics!</span>"
if(note)
if(!in_range(user, src))
to_chat(user, "There's a [note.name] pinned to the front. You can't read it from here.")
. += "There's a [note.name] pinned to the front. You can't read it from here."
else
to_chat(user, "There's a [note.name] pinned to the front...")
note.examine(user)
. += "There's a [note.name] pinned to the front..."
. += note.examine(user)
if(panel_open)
switch(security_level)
if(AIRLOCK_SECURITY_NONE)
to_chat(user, "Its wires are exposed!")
. += "Its wires are exposed!"
if(AIRLOCK_SECURITY_METAL)
to_chat(user, "Its wires are hidden behind a welded metal cover.")
. += "Its wires are hidden behind a welded metal cover."
if(AIRLOCK_SECURITY_PLASTEEL_I_S)
to_chat(user, "There is some shredded plasteel inside.")
. += "There is some shredded plasteel inside."
if(AIRLOCK_SECURITY_PLASTEEL_I)
to_chat(user, "Its wires are behind an inner layer of plasteel.")
. += "Its wires are behind an inner layer of plasteel."
if(AIRLOCK_SECURITY_PLASTEEL_O_S)
to_chat(user, "There is some shredded plasteel inside.")
. += "There is some shredded plasteel inside."
if(AIRLOCK_SECURITY_PLASTEEL_O)
to_chat(user, "There is a welded plasteel cover hiding its wires.")
. += "There is a welded plasteel cover hiding its wires."
if(AIRLOCK_SECURITY_PLASTEEL)
to_chat(user, "There is a protective grille over its panel.")
. += "There is a protective grille over its panel."
else if(security_level)
if(security_level == AIRLOCK_SECURITY_METAL)
to_chat(user, "It looks a bit stronger.")
. += "It looks a bit stronger."
else
to_chat(user, "It looks very robust.")
. += "It looks very robust."
if(issilicon(user) && (!stat & BROKEN))
to_chat(user, "<span class='notice'>Shift-click [src] to [ density ? "open" : "close"] it.</span>")
to_chat(user, "<span class='notice'>Ctrl-click [src] to [ locked ? "raise" : "drop"] its bolts.</span>")
to_chat(user, "<span class='notice'>Alt-click [src] to [ secondsElectrified ? "un-electrify" : "permanently electrify"] it.</span>")
to_chat(user, "<span class='notice'>Ctrl-Shift-click [src] to [ emergency ? "disable" : "enable"] emergency access.</span>")
. += "<span class='notice'>Shift-click [src] to [ density ? "open" : "close"] it.</span>"
. += "<span class='notice'>Ctrl-click [src] to [ locked ? "raise" : "drop"] its bolts.</span>"
. += "<span class='notice'>Alt-click [src] to [ secondsElectrified ? "un-electrify" : "permanently electrify"] it.</span>"
. += "<span class='notice'>Ctrl-Shift-click [src] to [ emergency ? "disable" : "enable"] emergency access.</span>"
/obj/machinery/door/airlock/attack_ai(mob/user)
if(!src.canAIControl(user))
@@ -7,8 +7,8 @@
var/unres_sides = 0 //unrestricted sides, or sides of the airlock that will open regardless of access
/obj/item/electronics/airlock/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Has a neat <i>selection menu</i> for modifying airlock access levels.</span>")
. = ..()
. += "<span class='notice'>Has a neat <i>selection menu</i> for modifying airlock access levels.</span>"
/obj/item/electronics/airlock/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
+16 -8
View File
@@ -8,16 +8,19 @@
/obj/machinery/door/airlock/command
icon = 'icons/obj/doors/airlocks/station/command.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_com
wiretypepath = /datum/wires/airlock/command
normal_integrity = 450
/obj/machinery/door/airlock/security
icon = 'icons/obj/doors/airlocks/station/security.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_sec
wiretypepath = /datum/wires/airlock/security
normal_integrity = 450
/obj/machinery/door/airlock/engineering
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_eng
wiretypepath = /datum/wires/airlock/engineering
/obj/machinery/door/airlock/engineering/abandoned
abandoned = TRUE
@@ -25,6 +28,7 @@
/obj/machinery/door/airlock/medical
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_med
wiretypepath = /datum/wires/airlock/medical
/obj/machinery/door/airlock/maintenance
name = "maintenance access"
@@ -44,11 +48,13 @@
name = "mining airlock"
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_min
wiretypepath = /datum/wires/airlock/cargo
/obj/machinery/door/airlock/atmos
name = "atmospherics airlock"
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_atmo
wiretypepath = /datum/wires/airlock/engineering
/obj/machinery/door/airlock/atmos/abandoned
abandoned = TRUE
@@ -56,6 +62,7 @@
/obj/machinery/door/airlock/research
icon = 'icons/obj/doors/airlocks/station/research.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_research
wiretypepath = /datum/wires/airlock/science
/obj/machinery/door/airlock/freezer
name = "freezer airlock"
@@ -65,10 +72,12 @@
/obj/machinery/door/airlock/science
icon = 'icons/obj/doors/airlocks/station/science.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_science
wiretypepath = /datum/wires/airlock/science
/obj/machinery/door/airlock/virology
icon = 'icons/obj/doors/airlocks/station/virology.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_viro
wiretypepath = /datum/wires/airlock/medical
//////////////////////////////////
/*
@@ -249,10 +258,10 @@
return 0
/obj/machinery/door/airlock/plasma/attackby(obj/item/C, mob/user, params)
if(C.is_hot() > 300)//If the temperature of the object is over 300, then ignite
if(C.get_temperature() > 300)//If the temperature of the object is over 300, then ignite
message_admins("Plasma airlock ignited by [ADMIN_LOOKUPFLW(user)] in [ADMIN_VERBOSEJMP(src)]")
log_game("Plasma airlock ignited by [key_name(user)] in [AREACOORD(src)]")
ignite(C.is_hot())
ignite(C.get_temperature())
else
return ..()
@@ -376,6 +385,7 @@
icon = 'icons/obj/doors/airlocks/vault/vault.dmi'
overlays_file = 'icons/obj/doors/airlocks/vault/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_vault
wiretypepath = /datum/wires/airlock/secure
explosion_block = 2
normal_integrity = 400 // reverse engieneerd: 400 * 1.5 (sec lvl 6) = 600 = original
security_level = 6
@@ -499,7 +509,7 @@
SEND_SOUND(L, sound(pick('sound/hallucinations/turn_around1.ogg','sound/hallucinations/turn_around2.ogg'),0,1,50))
flash_color(L, flash_color="#960000", flash_time=20)
L.Knockdown(40)
L.throw_at(throwtarget, 5, 1,src)
L.throw_at(throwtarget, 5, 1)
return 0
/obj/machinery/door/airlock/cult/proc/conceal()
@@ -583,14 +593,12 @@
return ..()
/obj/machinery/door/airlock/clockwork/examine(mob/user)
..()
var/gear_text = "The cogwheel is flickering and twisting wildly. Report this to a coder."
. = ..()
switch(construction_state)
if(GEAR_SECURE)
gear_text = "<span class='brass'>The cogwheel is solidly <b>wrenched</b> to the brass around it.</span>"
. += "<span class='brass'>The cogwheel is solidly <b>wrenched</b> to the brass around it.</span>"
if(GEAR_LOOSE)
gear_text = "<span class='alloy'>The cogwheel has been <i>loosened</i>, but remains <b>connected loosely</b> to the door!</span>"
to_chat(user, gear_text)
. += "<span class='alloy'>The cogwheel has been <i>loosened</i>, but remains <b>connected loosely</b> to the door!</span>"
/obj/machinery/door/airlock/clockwork/emp_act(severity)
if(prob(80/severity))
+4 -4
View File
@@ -37,14 +37,14 @@
var/unres_sides = 0 //Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
/obj/machinery/door/examine(mob/user)
..()
. = ..()
if(red_alert_access)
if(GLOB.security_level >= SEC_LEVEL_RED)
to_chat(user, "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>")
. += "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>"
else
to_chat(user, "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>")
. += "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>"
if(!poddoor)
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
. += "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>"
/obj/machinery/door/check_access_list(list/access_list)
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
+10 -10
View File
@@ -34,13 +34,13 @@
/obj/machinery/door/firedoor/examine(mob/user)
..()
if(!density)
to_chat(user, "<span class='notice'>It is open, but could be <b>pried</b> closed.</span>")
. += "<span class='notice'>It is open, but could be <b>pried</b> closed.</span>"
else if(!welded)
to_chat(user, "<span class='notice'>It is closed, but could be <i>pried</i> open. Deconstruction would require it to be <b>welded</b> shut.</span>")
. += "<span class='notice'>It is closed, but could be <i>pried</i> open. Deconstruction would require it to be <b>welded</b> shut.</span>"
else if(boltslocked)
to_chat(user, "<span class='notice'>It is <i>welded</i> shut. The floor bolts have been locked by <b>screws</b>.</span>")
. += "<span class='notice'>It is <i>welded</i> shut. The floor bolts have been locked by <b>screws</b>.</span>"
else
to_chat(user, "<span class='notice'>The bolt locks have been <i>unscrewed</i>, but the bolts themselves are still <b>wrenched</b> to the floor.</span>")
. += "<span class='notice'>The bolt locks have been <i>unscrewed</i>, but the bolts themselves are still <b>wrenched</b> to the floor.</span>"
/obj/machinery/door/firedoor/proc/CalculateAffectingAreas()
remove_from_areas()
@@ -270,18 +270,18 @@
var/reinforced = 0
/obj/structure/firelock_frame/examine(mob/user)
..()
. = ..()
switch(constructionStep)
if(CONSTRUCTION_PANEL_OPEN)
to_chat(user, "<span class='notice'>It is <i>unbolted</i> from the floor. A small <b>loosely connected</b> metal plate is covering the wires.</span>")
. += "<span class='notice'>It is <i>unbolted</i> from the floor. A small <b>loosely connected</b> metal plate is covering the wires.</span>"
if(!reinforced)
to_chat(user, "<span class='notice'>It could be reinforced with plasteel.</span>")
. += "<span class='notice'>It could be reinforced with plasteel.</span>"
if(CONSTRUCTION_WIRES_EXPOSED)
to_chat(user, "<span class='notice'>The maintenance plate has been <i>pried away</i>, and <b>wires</b> are trailing.</span>")
. += "<span class='notice'>The maintenance plate has been <i>pried away</i>, and <b>wires</b> are trailing.</span>"
if(CONSTRUCTION_GUTTED)
to_chat(user, "<span class='notice'>The maintenance panel is missing <i>wires</i> and the circuit board is <b>loosely connected</b>.</span>")
. += "<span class='notice'>The maintenance panel is missing <i>wires</i> and the circuit board is <b>loosely connected</b>.</span>"
if(CONSTRUCTION_NOCIRCUIT)
to_chat(user, "<span class='notice'>There are no <i>firelock electronics</i> in the frame. The frame could be <b>cut</b> apart.</span>")
. += "<span class='notice'>There are no <i>firelock electronics</i> in the frame. The frame could be <b>cut</b> apart.</span>"
/obj/structure/firelock_frame/update_icon()
..()
+1 -1
View File
@@ -22,7 +22,7 @@
if(voice_activated)
flags_1 |= HEAR_1
/obj/machinery/door/password/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
/obj/machinery/door/password/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(!density || !voice_activated || radio_freq)
return
+5 -5
View File
@@ -22,8 +22,8 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
return ..()
/obj/machinery/doppler_array/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>")
. = ..()
. += "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>"
/obj/machinery/doppler_array/process()
return PROCESS_KILL
@@ -114,13 +114,13 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
return
var/point_gain = 0
/*****The Point Calculator*****/
if(orig_light < 10)
say("Explosion not large enough for research calculations.")
return
else if(orig_light < 4500)
else if(orig_light < 4500)
point_gain = (83300 * orig_light) / (orig_light + 3000)
else
point_gain = TECHWEB_BOMB_POINTCAP
+2 -2
View File
@@ -129,9 +129,9 @@
break_message = "slowly falls dark, lights stuttering."
/obj/machinery/droneDispenser/examine(mob/user)
..()
. = ..()
if((mode == DRONE_RECHARGING) && !stat && recharging_text)
to_chat(user, "<span class='warning'>[recharging_text]</span>")
. += "<span class='warning'>[recharging_text]</span>"
/obj/machinery/droneDispenser/power_change()
..()
+48 -51
View File
@@ -58,8 +58,6 @@
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
var/area/A = src.loc
A = A.loc
if(panel_open)
icon_state = "fire_b[buildstage]"
@@ -69,23 +67,32 @@
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
icon_state = "fire0"
return
if(is_station_level(z))
add_overlay("overlay_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
add_overlay("fire_overlay")
if(detecting)
add_overlay("overlay_[A.fire ? "fire" : "clear"]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[A.fire ? "fire" : "clear"]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_fire")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_fire", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
@@ -101,6 +108,7 @@
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
@@ -112,51 +120,39 @@
alarm()
..()
/obj/machinery/firealarm/proc/alarm()
if(!is_operational() && (last_alarm+FIREALARM_COOLDOWN < world.time))
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(src.loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset()
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "firealarm", name, 300, 150, master_ui, state)
ui.open()
/obj/machinery/firealarm/ui_data(mob/user)
var/list/data = list()
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
if(is_station_level(z))
data["seclevel"] = get_security_level()
else
data["seclevel"] = "green"
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
data["alarm"] = A.fire
if(A.fire)
reset(user)
else
alarm(user)
return data
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/ui_act(action, params)
if(..() || buildstage != 2)
return
switch(action)
if("reset")
reset()
. = TRUE
if("alarm")
alarm()
. = TRUE
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -200,6 +196,12 @@
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
@@ -322,8 +324,3 @@
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/ui_data(mob/user)
. = ..()
var/area/A = get_area(src)
.["alarm"] = A && A.party
+2 -2
View File
@@ -196,8 +196,8 @@
var/id = null
/obj/item/wallframe/flasher/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its channel ID is '[id]'.</span>")
. = ..()
. += "<span class='notice'>Its channel ID is '[id]'.</span>"
/obj/item/wallframe/flasher/after_attach(var/obj/O)
..()
+5 -3
View File
@@ -51,10 +51,12 @@
open_machine()
/obj/machinery/harvester/AltClick(mob/user)
. = ..()
if(harvesting || !user || !isliving(user) || state_open)
return
if(can_harvest())
start_harvest()
return TRUE
/obj/machinery/harvester/proc/can_harvest()
if(!powered(EQUIP) || state_open || !occupant || !iscarbon(occupant))
@@ -183,10 +185,10 @@
container_resist(user)
/obj/machinery/harvester/examine(mob/user)
..()
. = ..()
if(stat & BROKEN)
return
if(state_open)
to_chat(user, "<span class='notice'>[src] must be closed before harvesting.</span>")
. += "<span class='notice'>[src] must be closed before harvesting.</span>"
else if(!harvesting)
to_chat(user, "<span class='notice'>Alt-click [src] to start harvesting.</span>")
. += "<span class='notice'>Alt-click [src] to start harvesting.</span>"
+2 -2
View File
@@ -408,7 +408,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(speaker && LAZYLEN(masters) && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
for(var/mob/living/silicon/ai/master in masters)
@@ -418,7 +418,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src && speaker != HC.hologram)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mode, source)
if(outgoing_call && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
-1
View File
@@ -221,7 +221,6 @@
. += "\t<span class='notice'>No chemicals are attached.</span>\n"
. += "\t<span class='notice'>[attached ? attached : "No one"] is attached.</span>"
to_chat(user,.)
#undef IV_TAKING
#undef IV_INJECTING
+5 -5
View File
@@ -153,11 +153,11 @@
var/obj/item/storage/briefcase/launchpad/briefcase
/obj/machinery/launchpad/briefcase/Initialize(mapload, briefcase)
. = ..()
if(!briefcase)
log_game("[src] has been spawned without a briefcase.")
return INITIALIZE_HINT_QDEL
src.briefcase = briefcase
. = ..()
if(!briefcase)
log_game("[src] has been spawned without a briefcase.")
return INITIALIZE_HINT_QDEL
src.briefcase = briefcase
/obj/machinery/launchpad/briefcase/Destroy()
QDEL_NULL(briefcase)
+7 -7
View File
@@ -21,9 +21,9 @@
name = "light switch ([area.name])"
on = area.lightswitch
updateicon()
update_icon()
/obj/machinery/light_switch/proc/updateicon()
/obj/machinery/light_switch/update_icon()
if(stat & NOPOWER)
icon_state = "light-p"
else
@@ -33,19 +33,19 @@
icon_state = "light0"
/obj/machinery/light_switch/examine(mob/user)
..()
to_chat(user, "It is [on? "on" : "off"].")
. = ..()
. += "It is [on? "on" : "off"]."
/obj/machinery/light_switch/interact(mob/user)
. = ..()
on = !on
area.lightswitch = on
area.updateicon()
area.update_icon()
for(var/obj/machinery/light_switch/L in area)
L.on = on
L.updateicon()
L.update_icon()
area.power_change()
@@ -57,7 +57,7 @@
else
stat |= NOPOWER
updateicon()
update_icon()
/obj/machinery/light_switch/emp_act(severity)
. = ..()
+2 -2
View File
@@ -178,7 +178,7 @@
dat += materials_printout()
for(var/v in stored_research.researched_designs)
var/datum/design/D = stored_research.researched_designs[v]
var/datum/design/D = SSresearch.techweb_design_by_id(v)
if(!(selected_category in D.category))
continue
if(disabled || !can_build(D))
@@ -221,7 +221,7 @@
if(obj_flags & EMAGGED)
return
for(var/id in SSresearch.techweb_designs)
var/datum/design/D = SSresearch.techweb_designs[id]
var/datum/design/D = SSresearch.techweb_design_by_id(id)
if((D.build_type & LIMBGROWER) && ("emagged" in D.category))
stored_research.add_design(D)
to_chat(user, "<span class='warning'>A warning flashes onto the screen, stating that safety overrides have been deactivated!</span>")
+3 -3
View File
@@ -46,10 +46,10 @@
// update the invisibility and icon
/obj/machinery/magnetic_module/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/magnetic_module/proc/updateicon()
/obj/machinery/magnetic_module/update_icon()
var/state="floor_magnet"
var/onstate=""
if(!on)
@@ -161,7 +161,7 @@
else
use_power = NO_POWER_USE
updateicon()
update_icon()
/obj/machinery/magnetic_module/proc/magnetic_process() // proc that actually does the magneting
+3 -3
View File
@@ -72,10 +72,10 @@
// hide the object if turf is intact
/obj/machinery/navbeacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/navbeacon/proc/updateicon()
/obj/machinery/navbeacon/update_icon()
var/state="navbeacon[open]"
if(invisibility)
@@ -94,7 +94,7 @@
user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "<span class='notice'>You [open ? "open" : "close"] the beacon's cover.</span>")
updateicon()
update_icon()
else if (istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
if(open)
+1 -1
View File
@@ -515,7 +515,7 @@ GLOBAL_LIST_EMPTY(allCasters)
if(href_list["set_channel_name"])
channel_name = stripped_input(usr, "Provide a Feed Channel Name", "Network Channel Handler", "", MAX_NAME_LEN)
while (findtext(channel_name," ") == 1)
channel_name = copytext(channel_name,2,lentext(channel_name)+1)
channel_name = copytext(channel_name,2,length(channel_name)+1)
updateUsrDialog()
else if(href_list["set_channel_lock"])
c_locked = !c_locked
@@ -647,6 +647,7 @@
has_cover = 0
scan_range = 9
req_access = list(ACCESS_SYNDICATE)
mode = TURRET_LETHAL
stun_projectile = /obj/item/projectile/bullet
lethal_projectile = /obj/item/projectile/bullet
lethal_projectile_sound = 'sound/weapons/gunshot.ogg'
@@ -695,6 +696,24 @@
stun_projectile = /obj/item/projectile/bullet/syndicate_turret
lethal_projectile = /obj/item/projectile/bullet/syndicate_turret
/obj/machinery/porta_turret/syndicate/shuttle
scan_range = 9
shot_delay = 3
stun_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle
lethal_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle
lethal_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
stun_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/obj/machinery/porta_turret/syndicate/shuttle/target(atom/movable/target)
if(target)
setDir(get_dir(base, target))//even if you can't shoot, follow the target
shootAt(target)
addtimer(CALLBACK(src, .proc/shootAt, target), 5)
addtimer(CALLBACK(src, .proc/shootAt, target), 10)
addtimer(CALLBACK(src, .proc/shootAt, target), 15)
return TRUE
/obj/machinery/porta_turret/ai
faction = list("silicon")
nonlethal_projectile = /obj/item/projectile/beam/disabler
@@ -819,10 +838,10 @@
T.cp = src
/obj/machinery/turretid/examine(mob/user)
..()
. = ..()
if(issilicon(user) && (!stat & BROKEN))
to_chat(user, "<span class='notice'>Ctrl-click [src] to [ enabled ? "disable" : "enable"] turrets.</span>")
to_chat(user, "<span class='notice'>Alt-click [src] to set turrets to [ lethal ? "stun" : "kill"].</span>")
. += "<span class='notice'>Ctrl-click [src] to [ enabled ? "disable" : "enable"] turrets.</span>"
. += "<span class='notice'>Alt-click [src] to set turrets to [ lethal ? "stun" : "kill"].</span>"
/obj/machinery/turretid/attackby(obj/item/I, mob/user, params)
if(stat & BROKEN)
+4 -4
View File
@@ -30,12 +30,12 @@
return ..()
/obj/machinery/quantumpad/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It is [ linked_pad ? "currently" : "not"] linked to another pad.</span>")
. = ..()
. += "<span class='notice'>It is [ linked_pad ? "currently" : "not"] linked to another pad.</span>"
if(!panel_open)
to_chat(user, "<span class='notice'>The panel is <i>screwed</i> in, obstructing the linking device.</span>")
. += "<span class='notice'>The panel is <i>screwed</i> in, obstructing the linking device.</span>"
else
to_chat(user, "<span class='notice'>The <i>linking</i> device is now able to be <i>scanned<i> with a multitool.</span>")
. += "<span class='notice'>The <i>linking</i> device is now able to be <i>scanned<i> with a multitool.</span>"
/obj/machinery/quantumpad/RefreshParts()
var/E = 0
+18 -17
View File
@@ -18,8 +18,8 @@
var/item_recycle_sound = 'sound/items/welder.ogg'
/obj/machinery/recycler/Initialize()
AddComponent(/datum/component/butchering/recycler, 1, amount_produced,amount_produced/5)
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC), INFINITY, FALSE, null, null, null, TRUE)
AddComponent(/datum/component/butchering, 1, amount_produced,amount_produced/5)
. = ..()
update_icon()
req_one_access = get_all_accesses() + get_all_centcom_access()
@@ -35,15 +35,15 @@
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = mat_mod
amount_produced = min(50, amt_made) + 50
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering/recycler)
butchering.effectiveness = amount_produced
butchering.bonus_modifier = amount_produced/5
/obj/machinery/recycler/examine(mob/user)
..()
to_chat(user, "The power light is [(stat & NOPOWER) ? "off" : "on"].")
to_chat(user, "The safety-mode light is [safety_mode ? "on" : "off"].")
to_chat(user, "The safety-sensors status light is [obj_flags & EMAGGED ? "off" : "on"].")
. = ..()
. += "The power light is [(stat & NOPOWER) ? "off" : "on"]."
. += "The safety-mode light is [safety_mode ? "on" : "off"]."
. += "The safety-sensors status light is [obj_flags & EMAGGED ? "off" : "on"]."
/obj/machinery/recycler/power_change()
..()
@@ -83,20 +83,24 @@
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
/obj/machinery/recycler/Bumped(atom/movable/AM)
if(stat & (BROKEN|NOPOWER))
return
/obj/machinery/recycler/CanPass(atom/movable/AM)
. = ..()
if(!anchored)
return
if(safety_mode)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
eat(AM)
return TRUE
/obj/machinery/recycler/Crossed(atom/movable/AM)
eat(AM)
. = ..()
/obj/machinery/recycler/proc/eat(atom/AM0, sound=TRUE)
if(stat & (BROKEN|NOPOWER))
return
if(safety_mode)
return
var/list/to_eat
if(isitem(AM0))
to_eat = AM0.GetAllContentsIgnoring(GLOB.typecache_mob)
@@ -109,7 +113,7 @@
var/atom/movable/AM = i
var/obj/item/bodypart/head/as_head = AM
var/obj/item/mmi/as_mmi = AM
var/brain_holder = istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || isbrain(AM)
var/brain_holder = istype(AM, /obj/item/organ/brain) || (istype(as_head) && as_head.brain) || (istype(as_mmi) && as_mmi.brain) || isbrain(AM) || istype(AM, /obj/item/dullahan_relay)
if(brain_holder)
emergency_stop(AM)
else if(isliving(AM))
@@ -194,9 +198,6 @@
// Instantly lie down, also go unconscious from the pain, before you die.
L.Unconscious(100)
L.adjustBruteLoss(crush_damage)
if(L.stat == DEAD && (L.butcher_results || L.guaranteed_butcher_results))
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
butchering.Butcher(src,L)
/obj/machinery/recycler/deathtrap
name = "dangerous old crusher"
+4 -4
View File
@@ -46,12 +46,12 @@
return ..()
/obj/machinery/space_heater/examine(mob/user)
..()
to_chat(user, "\The [src] is [on ? "on" : "off"], and the hatch is [panel_open ? "open" : "closed"].")
. = ..()
. += "\The [src] is [on ? "on" : "off"], and the hatch is [panel_open ? "open" : "closed"]."
if(cell)
to_chat(user, "The charge meter reads [cell ? round(cell.percent(), 1) : 0]%.")
. += "The charge meter reads [cell ? round(cell.percent(), 1) : 0]%."
else
to_chat(user, "There is no power cell installed.")
. += "There is no power cell installed."
/obj/machinery/space_heater/update_icon()
if(on)
+12 -13
View File
@@ -114,12 +114,11 @@
/obj/machinery/status_display/examine(mob/user)
. = ..()
if (message1 || message2)
var/list/msg = list("The display says:")
. += "The display says:"
if (message1)
msg += "<br>\t<tt>[html_encode(message1)]</tt>"
. += "\t<tt>[html_encode(message1)]</tt>"
if (message2)
msg += "<br>\t<tt>[html_encode(message2)]</tt>"
to_chat(user, msg.Join())
. += "\t<tt>[html_encode(message2)]</tt>"
// Helper procs for child display types.
/obj/machinery/status_display/proc/display_shuttle_status(obj/docking_port/mobile/shuttle)
@@ -146,9 +145,9 @@
modestr = "<br>\t<tt>[modestr]: [shuttle.getTimerStr()]</tt>"
else
modestr = "<br>\t<tt>[modestr]</tt>"
to_chat(user, "The display says:<br>\t<tt>[shuttle.name]</tt>[modestr]")
return "The display says:<br>\t<tt>[shuttle.name]</tt>[modestr]"
else
to_chat(user, "The display says:<br>\t<tt>Shuttle missing!</tt>")
return "The display says:<br>\t<tt>Shuttle missing!</tt>"
/// Evac display which shows shuttle timer or message set by Command.
@@ -195,9 +194,9 @@
/obj/machinery/status_display/evac/examine(mob/user)
. = ..()
if(mode == SD_EMERGENCY)
examine_shuttle(user, SSshuttle.emergency)
. += examine_shuttle(user, SSshuttle.emergency)
else if(!message1 && !message2)
to_chat(user, "The display is blank.")
. += "The display is blank."
/obj/machinery/status_display/evac/receive_signal(datum/signal/signal)
switch(signal.data["command"])
@@ -243,7 +242,7 @@
else
line1 = "CARGO"
line2 = SSshuttle.supply.getTimerStr()
if(lentext(line2) > CHARS_PER_LINE)
if(length(line2) > CHARS_PER_LINE)
line2 = "Error"
update_display(line1, line2)
@@ -257,9 +256,9 @@
else
shuttleMsg = "[shuttle.getModeStr()]: [shuttle.getTimerStr()]"
if (shuttleMsg)
to_chat(user, "The display says:<br>\t<tt>[shuttleMsg]</tt>")
. += "The display says:<br>\t<tt>[shuttleMsg]</tt>"
else
to_chat(user, "The display is blank.")
. += "The display is blank."
/// General-purpose shuttle status display.
@@ -278,9 +277,9 @@
/obj/machinery/status_display/shuttle/examine(mob/user)
. = ..()
if(shuttle_id)
examine_shuttle(user, SSshuttle.getShuttle(shuttle_id))
. += examine_shuttle(user, SSshuttle.getShuttle(shuttle_id))
else
to_chat(user, "The display is blank.")
. += "The display is blank."
/obj/machinery/status_display/shuttle/vv_edit_var(var_name, var_value)
. = ..()
+4 -1
View File
@@ -326,6 +326,9 @@
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(state_open && is_operational())
if(istype(I, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>You can't quite fit that in while you hold it!</span>")
return
if(istype(I, /obj/item/clothing/suit))
if(suit)
to_chat(user, "<span class='warning'>The unit already contains a suit!.</span>")
@@ -437,4 +440,4 @@
if(I)
I.forceMove(loc)
. = TRUE
update_icon()
update_icon()
+4 -4
View File
@@ -1,5 +1,5 @@
#define BUTTON_COOLDOWN 60 // cant delay the bomb forever
#define BUTTON_DELAY 50 //five seconds
#define BUTTON_DELAY 20 // two seconds
/obj/machinery/syndicatebomb
icon = 'icons/obj/assemblies.dmi'
@@ -99,8 +99,8 @@
return ..()
/obj/machinery/syndicatebomb/examine(mob/user)
..()
to_chat(user, "A digital display on it reads \"[seconds_remaining()]\".")
. = ..()
. += "A digital display on it reads \"[seconds_remaining()]\"."
/obj/machinery/syndicatebomb/update_icon()
icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]"
@@ -500,7 +500,7 @@
/obj/item/syndicatedetonator
name = "big red button"
desc = "Your standard issue bomb synchronizing button. Five second safety delay to prevent 'accidents'."
desc = "Your standard issue bomb synchronizing button. Two second safety delay to prevent 'accidents'."
icon = 'icons/obj/assemblies.dmi'
icon_state = "bigred"
item_state = "electronic"
@@ -86,7 +86,7 @@
else if(isobj(mobtype))
race = "Machinery"
else if(ispath(mobtype, ))
else if(ispath(mobtype, /mob/living/simple_animal))
race = "Domestic Animal"
else
@@ -426,7 +426,7 @@
))
// this will log the signal and transmit it to the target
linkedServer.receive_information(signal, null)
usr.log_message("(PDA: [name]) sent \"[custommessage]\" to [signal.format_target()]", LOG_PDA)
usr.log_message("(PDA: [name] | [usr.real_name]) sent \"[custommessage]\" to [signal.format_target()]", LOG_PDA)
//Request Console Logs - KEY REQUIRED
@@ -35,7 +35,7 @@
signal.data["slow"] += rand(1, 5) // slow the signal down only slightly
// Try sending it!
var/list/try_send = list(signal.server_type, /obj/machinery/telecomms/hub, /obj/machinery/telecomms/broadcaster, /obj/machinery/telecomms/bus)
var/list/try_send = list(signal.server_type, /obj/machinery/telecomms/hub, /obj/machinery/telecomms/broadcaster)
var/i = 0
for(var/send in try_send)
@@ -39,5 +39,5 @@
network = "tcommsat"
autolinkers = list("hub", "relay", "s_relay", "m_relay", "r_relay", "h_relay", "science", "medical",
"supply", "service", "common", "command", "engineering", "security",
"receiverA", "receiverB", "broadcasterA", "broadcasterB")
"receiverA", "receiverB", "broadcasterA", "broadcasterB", "autorelay")
@@ -49,6 +49,11 @@
/obj/machinery/telecomms/relay/preset
network = "tcommsat"
/obj/machinery/telecomms/relay/Initialize(mapload)
. = ..()
if(autolinkers.len) //We want lateloaded presets to autolink (lateloaded aways/ruins/shuttles)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/telecomms/relay/preset/station
id = "Station Relay"
autolinkers = list("s_relay")
@@ -74,3 +79,8 @@
icon = 'icons/obj/clockwork_objects.dmi'
hide = TRUE
autolinkers = list("h_relay")
//Generic preset relay
/obj/machinery/telecomms/relay/preset/auto
hide = TRUE
autolinkers = list("autorelay")
@@ -107,6 +107,7 @@ GLOBAL_LIST_EMPTY(telecomms_list)
for(var/x in autolinkers)
if(x in T.autolinkers)
links |= T
T.links |= src
/obj/machinery/telecomms/update_icon()
if(on)

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