Merge pull request #1068 from Citadel-Station-13/upstream-merge-27283

[MIRROR] Decentralized and Vastly Improved Gang Influence System
This commit is contained in:
LetterJay
2017-05-22 16:28:57 -05:00
committed by GitHub
17 changed files with 412 additions and 171 deletions
+8 -1
View File
@@ -2,7 +2,8 @@
//Gang War Game Mode
GLOBAL_LIST_INIT(gang_name_pool, list("Clandestine", "Prima", "Zero-G", "Max", "Blasto", "Waffle", "North", "Omni", "Newton", "Cyber", "Donk", "Gene", "Gib", "Tunnel", "Diablo", "Psyke", "Osiron", "Sirius", "Sleeping Carp"))
GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","purple"))
GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","purple", "white"))
GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/obj/item/clothing/suit/jacket/leather/overcoat,/obj/item/clothing/suit/jacket/puffer,/obj/item/clothing/suit/jacket/miljacket,/obj/item/clothing/suit/jacket/puffer,/obj/item/clothing/suit/pirate,/obj/item/clothing/suit/poncho,/obj/item/clothing/suit/apron/overalls,/obj/item/clothing/suit/jacket/letterman))
/datum/game_mode
var/list/datum/gang/gangs = list()
@@ -164,6 +165,8 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
///////////////////////////////////////////
/datum/game_mode/proc/add_gangster(datum/mind/gangster_mind, datum/gang/G, check = 1)
if(!G || (gangster_mind in get_all_gangsters()) || (gangster_mind.enslaved_to && !is_gangster(gangster_mind.enslaved_to)))
if(is_in_gang(gangster_mind.current, G.name) && !(gangster_mind in get_gang_bosses()))
return 3
return 0
if(check && gangster_mind.current.isloyal()) //Check to see if the potential gangster is implanted
return 1
@@ -193,6 +196,10 @@ GLOBAL_LIST_INIT(gang_colors_pool, list("red","orange","yellow","green","blue","
////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/remove_gangster(datum/mind/gangster_mind, beingborged, silent, remove_bosses=0)
var/datum/gang/gang = gangster_mind.gang_datum
for(var/obj/O in gangster_mind.current.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
qdel(O)
if(!gang)
return 0
+127 -107
View File
@@ -15,33 +15,74 @@
var/list/territory_lost = list()
var/recalls = 1
var/dom_attempts = 2
var/points = 15
var/inner_outfit
var/outer_outfit
var/datum/atom_hud/antag/gang/ganghud
var/is_deconvertible = TRUE //Can you deconvert normal gangsters from the gang
var/domination_timer
var/is_dominating
var/item_list
var/item_category_list
var/buyable_items = list(
var/boss_item_list
var/boss_category_list
var/static/list/boss_items = list(
/datum/gang_item/function/gang_ping,
/datum/gang_item/function/recall,
/datum/gang_item/function/outfit,
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/pen,
/datum/gang_item/equipment/gangtool,
/datum/gang_item/equipment/necklace,
/datum/gang_item/equipment/dominator
)
var/reg_item_list
var/reg_category_list
var/static/list/soldier_items = list(
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
/datum/gang_item/clothing/neck,
/datum/gang_item/clothing/shoes,
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
)
/datum/gang/New(loc,gangname)
if(!GLOB.gang_colors_pool.len)
message_admins("WARNING: Maximum number of gangs have been exceeded!")
@@ -53,36 +94,56 @@
switch(color)
if("red")
color_hex = "#DA0000"
inner_outfit = pick(/obj/item/clothing/under/color/red, /obj/item/clothing/under/lawyer/red)
if("orange")
color_hex = "#FF9300"
inner_outfit = pick(/obj/item/clothing/under/color/orange, /obj/item/clothing/under/geisha)
if("yellow")
color_hex = "#FFF200"
inner_outfit = pick(/obj/item/clothing/under/color/yellow, /obj/item/clothing/under/burial, /obj/item/clothing/under/suit_jacket/tan)
if("green")
color_hex = "#A8E61D"
inner_outfit = pick(/obj/item/clothing/under/color/green, /obj/item/clothing/under/syndicate/camo, /obj/item/clothing/under/suit_jacket/green)
if("blue")
color_hex = "#00B7EF"
inner_outfit = pick(/obj/item/clothing/under/color/blue, /obj/item/clothing/under/suit_jacket/navy)
if("purple")
color_hex = "#DA00FF"
inner_outfit = pick(/obj/item/clothing/under/color/lightpurple, /obj/item/clothing/under/lawyer/purpsuit)
if("white")
color_hex = "#FFFFFF"
inner_outfit = pick(/obj/item/clothing/under/color/white, /obj/item/clothing/under/suit_jacket/white)
name = (gangname ? gangname : pick(GLOB.gang_name_pool))
GLOB.gang_name_pool -= name
outer_outfit = pick(GLOB.gang_outfit_pool)
ganghud = new()
ganghud.color = color_hex
log_game("The [name] Gang has been created. Their gang color is [color].")
build_item_list()
/datum/gang/proc/build_item_list()
item_list = list()
item_category_list = list()
for(var/V in buyable_items)
var/datum/gang_item/G = new V()
item_list[G.id] = G
var/list/Cat = item_category_list[G.category]
boss_item_list = list()
boss_category_list = list()
for(var/B in boss_items)
var/datum/gang_item/G = new B()
boss_item_list[G.id] = G
var/list/Cat = boss_category_list[G.category]
if(Cat)
Cat += G
else
item_category_list[G.category] = list(G)
boss_category_list[G.category] = list(G)
reg_item_list = list()
reg_category_list = list()
for(var/S in soldier_items)
var/datum/gang_item/G = new S()
reg_item_list[G.id] = G
var/list/Cat = reg_category_list[G.category]
if(Cat)
Cat += G
else
reg_category_list[G.category] = list(G)
/datum/gang/proc/add_gang_hud(datum/mind/recruit_mind)
ganghud.join_hud(recruit_mind.current)
@@ -103,51 +164,6 @@
/datum/gang/proc/domination_time_remaining()
var/diff = domination_timer - world.time
return diff / 10
//////////////////////////////////////////// OUTFITS
//Used by recallers when purchasing a gang outfit. First time a gang outfit is purchased the buyer decides a gang style which is stored so gang outfits are uniform
/datum/gang/proc/gang_outfit(mob/living/carbon/user,obj/item/device/gangtool/gangtool)
if(!user || !gangtool)
return 0
if(!gangtool.can_use(user))
return 0
var/gang_style_list = list("Gang Colors","Black Suits","White Suits","Leather Jackets","Leather Overcoats","Puffer Jackets","Military Jackets","Tactical Turtlenecks","Soviet Uniforms")
if(!style && (user.mind in SSticker.mode.get_gang_bosses())) //Only the boss gets to pick a style
style = input("Pick an outfit style.", "Pick Style") as null|anything in gang_style_list
if(gangtool.can_use(user) && (gangtool.outfits >= 1))
var/outfit_path
switch(style)
if(null || "Gang Colors")
outfit_path = text2path("/obj/item/clothing/under/color/[color]")
if("Black Suits")
outfit_path = /obj/item/clothing/under/suit_jacket/charcoal
if("White Suits")
outfit_path = /obj/item/clothing/under/suit_jacket/white
if("Puffer Jackets")
outfit_path = /obj/item/clothing/suit/jacket/puffer
if("Leather Jackets")
outfit_path = /obj/item/clothing/suit/jacket/leather
if("Leather Overcoats")
outfit_path = /obj/item/clothing/suit/jacket/leather/overcoat
if("Military Jackets")
outfit_path = /obj/item/clothing/suit/jacket/miljacket
if("Soviet Uniforms")
outfit_path = /obj/item/clothing/under/soviet
if("Tactical Turtlenecks")
outfit_path = /obj/item/clothing/under/syndicate
if(outfit_path)
var/obj/item/clothing/outfit = new outfit_path(user.loc)
outfit.armor = list(melee = 20, bullet = 30, laser = 10, energy = 10, bomb = 20, bio = 0, rad = 0, fire = 30, acid = 30)
outfit.desc += " Tailored for the [name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
outfit.gang = src
user.put_in_hands(outfit)
return 1
return 0
//////////////////////////////////////////// MESSAGING
@@ -186,45 +202,7 @@
lost_names += "[territory_lost[area]]"
territory -= area
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in (gangsters|bosses))
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and on station
if((gangster.stat == DEAD) || (gangster.z > ZLEVEL_STATION))
continue
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.gang == src)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.gang == src)
gang_outfit = outfit
if(gang_outfit)
to_chat(gangster, "<span class='notice'>The [src] Gang's influence grows as you wear [gang_outfit].</span>")
uniformed ++
//Calculate and report influence growth
var/message = "<b>[src] Gang Status Report:</b><BR>*---------*<br>"
if(is_dominating)
var/seconds_remaining = domination_time_remaining()
var/new_time = max(180, seconds_remaining - (uniformed * 4) - (territory.len * 2))
if(new_time < seconds_remaining)
message += "Takeover shortened by [seconds_remaining - new_time] seconds for defending [territory.len] territories and [uniformed] uniformed gangsters.<BR>"
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
var/points_new = min(999,points + 15 + (uniformed * 2) + territory.len)
if(points_new != points)
message += "Gang influence has increased by [points_new - points] for defending [territory.len] territories and [uniformed] uniformed gangsters.<BR>"
points = points_new
message += "Your gang now has <b>[points] influence</b>.<BR>"
//Process new territories
for(var/area in territory_new)
@@ -234,27 +212,69 @@
territory += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[territory_new.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[territory_lost.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
territory_new = list()
territory_lost = list()
var/control = round((territory.len/GLOB.start_state.num_territories)*100, 1)
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*"
message_gangtools(message)
//Increase outfit stock
for(var/obj/item/device/gangtool/tool in gangtools)
tool.outfits = min(tool.outfits+1,5)
var/sbonus = sqrt(LAZYLEN(territory)) // Bonus given to soldier's for the gang's total territory
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(is_dominating)
var/seconds_remaining = domination_time_remaining()
var/new_time = max(180, seconds_remaining - (territory.len * 2))
if(new_time < seconds_remaining)
message += "Takeover shortened by [seconds_remaining - new_time] seconds for defending [territory.len] territories.<BR>"
set_domination_time(new_time)
message += "<b>[seconds_remaining] seconds remain</b> in hostile takeover.<BR>"
else
for(var/obj/item/device/gangtool/G in gangtools)
var/pmessage = message
var/points_new = 0
if(istype(G, /obj/item/device/gangtool/soldier))
points_new = max(0,round(3 - G.points/10)) + (sbonus) + (LAZYLEN(G.tags)/2) // Soldier points
pmessage += "Your influence has increased by [round(sbonus)] from your gang holding [LAZYLEN(territory)] territories, and a bonus of [round(LAZYLEN(G.tags)/2)] for territories you have personally marked and kept intact.<BR>"
else
points_new = max(0,round(5 - G.points/10)) + LAZYLEN(territory) // Boss points, more focused on big picture
pmessage += "Your influence has increased by [round(points_new)] from your gang holding [territory.len] territories<BR>"
G.points += points_new
var/mob/living/carbon/human/ganger = get(G.loc, /mob/living)
var/points_newer = 0
var/static/inner = inner_outfit
var/static/outer = outer_outfit
if(ishuman(ganger) && ganger.mind in (gangsters|bosses))
for(var/obj/C in ganger.contents)
if(C.type == inner_outfit)
points_newer += 2
continue
if(C.type == outer_outfit)
points_newer += 2
continue
switch(C.type)
if(/obj/item/clothing/neck/necklace/dope)
points_newer += 2
if(/obj/item/clothing/head/collectable/petehat/gang)
points_newer += 4
if(/obj/item/clothing/shoes/gang)
points_newer += 6
if(/obj/item/clothing/mask/gskull)
points_newer += 5
if(/obj/item/clothing/gloves/gang)
points_newer += 3
if(/obj/item/weapon/storage/belt/military/gang)
points_newer += 4
if(points_newer)
G.points += points_newer
pmessage += "Your influential choice of clothing has further increased your influence by [points_newer] points.<BR>"
pmessage += "You now have <b>[G.points] influence</b>.<BR>"
to_chat(ganger, "<span class='notice'>\icon[G] [pmessage]</span>")
//Multiverse
/datum/gang/multiverse
dom_attempts = 0
points = 0
fighting_style = "multiverse"
is_deconvertible = FALSE
+99 -25
View File
@@ -6,14 +6,12 @@
var/category
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/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(gang && real_cost)
gang.message_gangtools("A [get_name_display(user, gang, gangtool)] was purchased by [user.real_name] for [real_cost] Influence.")
log_game("A [id] was purchased by [key_name(user)] ([gang.name] Gang) for [real_cost] Influence.")
gang.points -= real_cost
gangtool.points -= real_cost
spawn_item(user, gang, gangtool)
return TRUE
@@ -25,7 +23,7 @@
to_chat(user, spawn_msg)
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
return gang && (gangtool.points >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
@@ -78,23 +76,104 @@
gangtool.recall(user)
/datum/gang_item/function/outfit
name = "Create Armored Gang Outfit"
id = "outfit"
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/function/outfit/can_buy(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
return gangtool && (gangtool.outfits > 0) && ..()
/datum/gang_item/clothing
category = "Purchase Influence-Enhancing Clothes:"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfit)
var/obj/item/O = new gang.inner_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")
/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/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfit)
var/obj/item/O = new gang.outer_outfit(user.loc)
O.armor = list(melee = 20, bullet = 35, laser = 10, 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")
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 18
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 = 20
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 = 25
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 = 10
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 12
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/belt
name = "Badass Belt"
id = "belt"
cost = 15
item_path = /obj/item/weapon/storage/belt/military/gang
/obj/item/weapon/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
storage_slots = 1
/datum/gang_item/function/outfit/get_cost_display(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && !gangtool.outfits)
return "(Restocking)"
return ..()
/datum/gang_item/function/outfit/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && gang.gang_outfit(user, gangtool))
to_chat(user, "<span class='notice'><b>Gang Outfits</b> can act as armor with moderate protection against ballistic and melee attacks. Every gangster wearing one will also help grow your gang's influence.</span>")
if(gangtool)
gangtool.outfits -= 1
///////////////////
//WEAPONS
@@ -158,6 +237,7 @@
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
@@ -178,12 +258,6 @@
cost = 3
item_path = /obj/item/weapon/sharpener
/datum/gang_item/equipment/necklace
name = "Gold Necklace"
id = "necklace"
cost = 1
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/equipment/emp
name = "EMP Grenade"
@@ -0,0 +1,44 @@
diff a/code/game/gamemodes/gang/gang_items.dm b/code/game/gamemodes/gang/gang_items.dm (rejected hunks)
@@ -131,7 +195,7 @@
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
-
+
/datum/gang_item/weapon/sniper
name = ".50cal Sniper Rifle"
id = "sniper"
@@ -156,8 +220,8 @@
id = "uzi_ammo"
cost = 40
item_path = /obj/item/ammo_box/magazine/uzim9mm
-
-
+
+
///////////////////
//EQUIPMENT
///////////////////
@@ -171,7 +235,7 @@
id = "spraycan"
cost = 5
item_path = /obj/item/toy/crayon/spraycan/gang
-
+
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
@@ -305,11 +369,11 @@
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
-
+
if(dominator_excessive_walls(user))
to_chat(user, "span class='warning'>The <b>dominator</b> will not function here! The <b>dominator</b> requires an open space within three standard units so that walls do not interfere with the signal.</span>")
return FALSE
-
+
if(!(usrarea.type in gang.territory|gang.territory_new))
to_chat(user, "<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
+9
View File
@@ -25,7 +25,16 @@
var/datum/gang/G = user.mind.gang_datum
var/recruitable = SSticker.mode.add_gangster(M.mind,G)
switch(recruitable)
if(3)
for(var/obj/O in M.contents)
if(istype(O, /obj/item/device/gangtool/soldier))
to_chat(user, "<span class='warning'>This gangster already has an uplink!</span>")
return
new /obj/item/device/gangtool/soldier(M)
to_chat(user, "<span class='warning'>You inject [M] with a new gangtool!</span>")
cooldown(G)
if(2)
new /obj/item/device/gangtool/soldier(M)
M.Paralyse(5)
cooldown(G)
if(1)
+104 -18
View File
@@ -12,9 +12,11 @@
origin_tech = "programming=5;bluespace=2;syndicate=5"
var/datum/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 3
var/outfits = 2
var/free_pen = 0
var/promotable = 0
var/points = 15
var/list/tags = list()
/obj/item/device/gangtool/Initialize() //Initialize supply point income if it hasn't already been started
..()
@@ -48,14 +50,14 @@
var/isboss = (user.mind == gang.bosses[1])
dat += "Registration: <B>[gang.name] Gang [isboss ? "Boss" : "Lieutenant"]</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Gang Influence: <B>[gang.points]</B><br>"
dat += "Time until Influence grows: <B>[(gang.points >= 999) ? ("--:--") : (time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss"))]</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
dat += "Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.item_category_list)
for(var/cat in gang.boss_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.item_category_list[cat])
for(var/V in gang.boss_category_list[cat])
var/datum/gang_item/G = V
if(!G.can_see(user, gang, src))
continue
@@ -76,7 +78,7 @@
dat += "<a href='?src=\ref[src];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.4", 340, 625)
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v3.5", 340, 625)
popup.set_content(dat)
popup.open()
@@ -95,7 +97,7 @@
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.item_list[href_list["purchase"]]
var/datum/gang_item/G = gang.boss_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
@@ -168,7 +170,7 @@
if(recalling)
to_chat(usr, "<span class='warning'>Error: Recall already in progress.</span>")
return 0
if(!gang.recalls)
to_chat(usr, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
@@ -212,7 +214,7 @@
userturf = get_turf(user)
if(userturf.z == 1) //Check one more time that they are on station.
if(SSshuttle.cancelEvac(user))
gang.recalls -= 1
gang.recalls -= 1
return 1
to_chat(loc, "<span class='info'>\icon[src]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
@@ -227,18 +229,102 @@
return 0
if(!user.mind)
return 0
if(gang) //If it's already registered, only let the gang's bosses use this
if(user.mind in gang.bosses)
return 1
else //If it's not registered, any gangster can use this to register
if(user.mind in SSticker.mode.get_all_gangsters())
return 1
if(gang && (user.mind in gang.bosses)) //If it's already registered, only let the gang's bosses use this
return 1
else if(user.mind in SSticker.mode.get_all_gangsters()) // For soldiers and potential LT's
return 1
return 0
/obj/item/device/gangtool/spare
outfits = 1
/obj/item/device/gangtool/spare/lt
promotable = 1
promotable = 1
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier
points = 5
/obj/item/device/gangtool/soldier/New(mob/user)
. = ..()
gang = user.mind.gang_datum
gang.gangtools += src
var/datum/action/innate/gang/tool/GT = new
GT.Grant(user, src, gang)
/obj/item/device/gangtool/soldier/attack_self(mob/user)
if (!can_use(user))
return
var/dat
if(gang.is_dominating)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[gang.domination_time_remaining()] seconds remain</B></font></center>"
dat += "Registration: <B>[gang.name] - Foot Soldier</B><br>"
dat += "Organization Size: <B>[gang.gangsters.len + gang.bosses.len]</B> | Station Control: <B>[round((gang.territory.len/GLOB.start_state.num_territories)*100, 1)]%</B><br>"
dat += "Your Influence: <B>[points]</B><br>"
if(LAZYLEN(tags))
dat += "Your tags generate bonus influence for you.<br> You have tagged the following territories:"
for(var/obj/effect/decal/cleanable/crayon/gang/T in tags)
dat += " [T.territory] -"
else
dat += "You have not personally tagged any territory for your gang. Use a spray can to mark your territory and receive bonus influence."
dat += "<br>Time until Influence grows: <B>[time2text(SSticker.mode.gang_points.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<hr>"
for(var/cat in gang.reg_category_list)
dat += "<b>[cat]</b><br>"
for(var/V in gang.reg_category_list[cat])
var/datum/gang_item/G = V
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=[G.id]'>[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 v3.5", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/soldier/Topic(href, href_list)
if(!can_use(usr))
return
if(href_list["purchase"])
var/datum/gang_item/G = gang.reg_item_list[href_list["purchase"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
attack_self(usr)
/datum/action/innate/gang
background_icon_state = "bg_spell"
/datum/action/innate/gang/IsAvailable()
if(!owner.mind || !owner.mind in SSticker.mode.get_all_gangsters())
return 0
return ..()
/datum/action/innate/gang/tool
name = "Personal Gang Tool"
desc = "An implanted gang tool that lets you purchase gear"
background_icon_state = "bg_mime"
button_icon_state = "bolt_action"
var/obj/item/device/gangtool/soldier/GT
/datum/action/innate/gang/tool/Grant(mob/user, obj/reg, datum/gang/G)
. = ..()
GT = reg
button.color = G.color
/datum/action/innate/gang/tool/Activate()
GT.attack_self(owner)
+10 -7
View File
@@ -8,7 +8,7 @@
/obj/effect/decal/cleanable/crayon/Initialize(mapload, main = "#FFFFFF", var/type = "rune1", var/e_name = "rune", var/rotation = 0, var/alt_icon = null)
..()
name = e_name
desc = "A [name] vandalizing the station."
if(type == "poseur tag")
@@ -30,22 +30,25 @@
layer = HIGH_OBJ_LAYER //Harder to hide
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/gang/gang
var/obj/item/device/gangtool/linked_tool
var/area/territory
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0)
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, var/datum/gang/G, var/e_name = "gang tag", var/rotation = 0, var/mob/user)
if(!type || !G)
qdel(src)
var/area/territory = get_area(src)
territory = get_area(src)
gang = G
var/newcolor = G.color_hex
icon_state = G.name
G.territory_new |= list(territory.type = territory.name)
linked_tool = locate(/obj/item/device/gangtool) in user.contents
if(linked_tool)
linked_tool.tags += src
..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
var/area/territory = get_area(src)
if(linked_tool)
linked_tool.tags -= src
if(gang)
gang.territory -= territory.type
gang.territory_new -= territory.type
+2 -1
View File
@@ -68,6 +68,7 @@
var/pre_noise = FALSE
var/post_noise = FALSE
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming [src] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|OXYLOSS)
@@ -422,7 +423,7 @@
var/gangID = user.mind.gang_datum
var/area/territory = get_area(target)
new /obj/effect/decal/cleanable/crayon/gang(target,gangID,"graffiti",0)
new /obj/effect/decal/cleanable/crayon/gang(target,gangID,"graffiti",0,user)
to_chat(user, "<span class='notice'>You tagged [territory] for your gang!</span>")
/obj/item/toy/crayon/red
+1 -1
View File
@@ -442,7 +442,7 @@
dat += "</table>"
for(var/datum/gang/G in SSticker.mode.gangs)
dat += "<br><table cellspacing=5><tr><td><B>[G.name] Gang: <a href='?_src_=holder;gangpoints=\ref[G]'>[G.points] Influence</a> | [round((G.territory.len/GLOB.start_state.num_territories)*100, 1)]% Control</B></td><td></td></tr>"
dat += "<br><table cellspacing=5><tr><td><B>[G.name] Gang: [round((G.territory.len/GLOB.start_state.num_territories)*100, 1)]% Control</B></td><td></td></tr>"
for(var/datum/mind/N in G.bosses)
var/mob/M = N.current
if(!M)
-11
View File
@@ -1511,17 +1511,6 @@
usr.client.cmd_admin_animalize(M)
else if(href_list["gangpoints"])
var/datum/gang/G = locate(href_list["gangpoints"]) in SSticker.mode.gangs
if(G)
var/newpoints = input("Set [G.name ] Gang's influence.","Set Influence",G.points) as null|num
if(!newpoints)
return
message_admins("[key_name_admin(usr)] changed the [G.name] Gang's influence from [G.points] to [newpoints].</span>")
log_admin("[key_name(usr)] changed the [G.name] Gang's influence from [G.points] to [newpoints].</span>")
G.points = newpoints
G.message_gangtools("Your gang now has [G.points] influence.")
else if(href_list["adminplayeropts"])
var/mob/M = locate(href_list["adminplayeropts"])
show_player_panel(M)
@@ -211,6 +211,14 @@
item_state = "black_suit_fem"
item_color = "black_suit_fem"
/obj/item/clothing/under/suit_jacket/green
name = "green suit"
desc = "A green suit and yellow necktie. Baller."
icon_state = "green_suit"
item_state = "dg_suit"
item_color = "green_suit"
can_adjust = 0
/obj/item/clothing/under/suit_jacket/red
name = "red suit"
desc = "A red suit and blue tie. Somewhat formal."