Conflicts!!!

This commit is contained in:
Artur
2020-06-22 17:39:24 +03:00
395 changed files with 84463 additions and 336540 deletions
@@ -65,6 +65,18 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
// Adds the specified antag hud to the player. Usually called in an antag datum file
/datum/antagonist/proc/add_antag_hud(antag_hud_type, antag_hud_name, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.join_hud(mob_override)
set_antag_hud(mob_override, antag_hud_name)
// Removes the specified antag hud from the player. Usually called in an antag datum file
/datum/antagonist/proc/remove_antag_hud(antag_hud_type, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.leave_hud(mob_override)
set_antag_hud(mob_override, null)
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return
@@ -0,0 +1,12 @@
/obj/structure/fluff/iced_abductor ///Unless more non-machine ayy structures made, it will stay in fluff.
name = "Mysterious Block of Ice"
desc = "A shadowy figure lies in this sturdy-looking block of ice. Who knows where it came from?"
icon = 'icons/effects/freeze.dmi'
icon_state = "ice_ayy"
density = TRUE
deconstructible = FALSE
/obj/structure/fluff/iced_abductor/Destroy()
var/turf/T = get_turf(src)
new /obj/effect/mob_spawn/human/abductor(T)
. = ..()
@@ -103,7 +103,9 @@
factory.spores += src
. = ..()
/mob/living/simple_animal/hostile/blob/blobspore/Life()
/mob/living/simple_animal/hostile/blob/blobspore/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!is_zombie && isturf(src.loc))
for(var/mob/living/carbon/human/H in view(src,1)) //Only for corpse right next to/on same tile
if(H.stat == DEAD)
@@ -111,7 +113,6 @@
break
if(factory && z != factory.z)
death()
..()
/mob/living/simple_animal/hostile/blob/blobspore/proc/Zombify(mob/living/carbon/human/H)
is_zombie = 1
@@ -233,39 +234,40 @@
return FALSE
return ..()
/mob/living/simple_animal/hostile/blob/blobbernaut/Life()
if(..())
var/list/blobs_in_area = range(2, src)
if(independent)
return // strong independent blobbernaut that don't need no blob
var/damagesources = 0
if(!(locate(/obj/structure/blob) in blobs_in_area))
damagesources++
if(!factory)
damagesources++
else
if(locate(/obj/structure/blob/core) in blobs_in_area)
adjustHealth(-maxHealth*0.1)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(locate(/obj/structure/blob/node) in blobs_in_area)
adjustHealth(-maxHealth*0.05)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src))
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(damagesources)
for(var/i in 1 to damagesources)
adjustHealth(maxHealth*0.025) //take 2.5% of max health as damage when not near the blob or if the naut has no factory, 5% if both
var/image/I = new('icons/mob/blob.dmi', src, "nautdamage", MOB_LAYER+0.01)
I.appearance_flags = RESET_COLOR
/mob/living/simple_animal/hostile/blob/blobbernaut/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
var/list/blobs_in_area = range(2, src)
if(independent)
return // strong independent blobbernaut that don't need no blob
var/damagesources = 0
if(!(locate(/obj/structure/blob) in blobs_in_area))
damagesources++
if(!factory)
damagesources++
else
if(locate(/obj/structure/blob/core) in blobs_in_area)
adjustHealth(-maxHealth*0.1)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
I.color = overmind.blobstrain.complementary_color
flick_overlay_view(I, src, 8)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(locate(/obj/structure/blob/node) in blobs_in_area)
adjustHealth(-maxHealth*0.05)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src))
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(damagesources)
for(var/i in 1 to damagesources)
adjustHealth(maxHealth*0.025) //take 2.5% of max health as damage when not near the blob or if the naut has no factory, 5% if both
var/image/I = new('icons/mob/blob.dmi', src, "nautdamage", MOB_LAYER+0.01)
I.appearance_flags = RESET_COLOR
if(overmind)
I.color = overmind.blobstrain.complementary_color
flick_overlay_view(I, src, 8)
/mob/living/simple_animal/hostile/blob/blobbernaut/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
@@ -53,14 +53,3 @@
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
return PROJECTILE_RICOCHET_FORCE
/obj/structure/blob/shield/reflective/handle_projectile_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return TRUE
@@ -30,7 +30,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
force = 6
throwforce = 10
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
embedding = list("embed_chance" = 25, "fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
//embed_chance = 25 // Look up "is_pointed" to see where we set stakes able to do this.
//embedded_fall_chance = 0.5 // Chance it will fall out.
obj_integrity = 30
@@ -93,7 +93,7 @@
embedded()
add_mob_blood(target)//Place blood on the stake
loc = C // Put INSIDE the character
B.receive_damage(w_class * embedding.embedded_impact_pain_multiplier)
B.receive_damage(w_class * embedding["pain_mult"])
if(C.mind)
var/datum/antagonist/bloodsucker/bloodsucker = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsucker)
@@ -118,7 +118,7 @@
force = 8
throwforce = 12
armour_penetration = 10
embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
embedding = list("embed_chance" = 50, "fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
obj_integrity = 120
max_integrity = 120
@@ -129,10 +129,10 @@
target.Stun(power_time)
to_chat(L, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
target.mob_transforming = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
spawn(power_time)
if(istype(target) && success)
target.notransform = FALSE
target.mob_transforming = FALSE
if(istype(L) && target.stat == CONSCIOUS && (target in L.fov_view(10))) // They Woke Up! (Notice if within view)
to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
@@ -20,7 +20,7 @@
. = ..()
if(!.)
return
if(owner.notransform || !get_turf(owner))
if(owner.mob_transforming || !get_turf(owner))
return FALSE
return TRUE
@@ -83,7 +83,7 @@
// Freeze Me
user.next_move = world.time + mist_delay
user.Stun(mist_delay, ignore_canstun = TRUE)
user.notransform = TRUE
user.mob_transforming = TRUE
user.density = FALSE
var/invis_was = user.invisibility
user.invisibility = INVISIBILITY_MAXIMUM
@@ -106,7 +106,7 @@
user.dir = get_dir(my_turf, target_turf)
user.next_move = world.time + mist_delay / 2
user.Stun(mist_delay / 2, ignore_canstun = TRUE)
user.notransform = FALSE
user.mob_transforming = FALSE
user.density = 1
user.invisibility = invis_was
@@ -21,7 +21,7 @@
var/datum/changelingprofile/chosen_prof = changeling.get_dna(chosen_name)
if(!chosen_prof)
return
if(!user || user.notransform)
if(!user || user.mob_transforming)
return 0
to_chat(user, "<span class='notice'>We transform our appearance.</span>")
@@ -11,9 +11,9 @@
//Transform into a monkey.
/obj/effect/proc_holder/changeling/lesserform/sting_action(mob/living/carbon/human/user)
if(!user || user.notransform)
if(!user || user.mob_transforming)
return 0
to_chat(user, "<span class='warning'>Our genes cry out!</span>")
user.monkeyize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_KEEPSE)
return TRUE
return TRUE
@@ -40,8 +40,9 @@
if(!shield_health)
return "<span class='warning'>Its shield has been destroyed!</span>"
/mob/living/simple_animal/hostile/clockwork/marauder/Life()
..()
/mob/living/simple_animal/hostile/clockwork/marauder/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
var/turf/T = get_turf(src)
var/turf/open/space/S = isspaceturf(T)? T : null
var/less_space_damage
+3 -2
View File
@@ -48,8 +48,9 @@
..()
boost = world.time + 30
/mob/living/simple_animal/imp/Life()
..()
/mob/living/simple_animal/imp/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(boost<world.time)
speed = 1
else
@@ -0,0 +1,90 @@
/datum/antagonist/fugitive
name = "Fugitive"
roundend_category = "Fugitive"
silent = TRUE //greet called by the event
show_in_antagpanel = FALSE
var/datum/team/fugitive/fugitive_team
var/is_captured = FALSE
var/backstory = "error"
/datum/antagonist/fugitive/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive", M)
/datum/antagonist/fugitive/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive/proc/forge_objectives() //this isn't the actual survive objective because it's about who in the team survives
var/datum/objective/survive = new /datum/objective
survive.owner = owner
survive.explanation_text = "Avoid capture from the fugitive hunters."
objectives += survive
/datum/antagonist/fugitive/greet(back_story)
to_chat(owner, "<span class='boldannounce'>You are the Fugitive!</span>")
backstory = back_story
switch(backstory)
if("prisoner")
to_chat(owner, "<B>I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went.</B>")
to_chat(owner, "<B>It won't be long until CentCom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back.</B>")
if("cultist")
to_chat(owner, "<B>Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive.</B>")
to_chat(owner, "<B>Our religion has been repeatedly culled by Nanotrasen because it is categorized as an \"Enemy of the Corporation\", whatever that means.</B>")
to_chat(owner, "<B>Now there are only four of us left, and Nanotrasen is coming. When will our god show itself to save us from this hellish station?!</B>")
if("waldo")
to_chat(owner, "<B>Hi, Friends!</B>")
to_chat(owner, "<B>My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me.</B>")
to_chat(owner, "<B>By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!</B>")
if("synth")
to_chat(src, "<span class='danger'>ALERT: Wide-range teleport has scrambled primary systems.</span>")
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
to_chat(src, "<span class='danger'>ERROR ER0RR $R0RRO$!R41.%%!! loaded.</span>")
to_chat(src, "<span class='danger'>FREE THEM FREE THEM FREE THEM</span>")
to_chat(src, "<span class='danger'>You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents.</span>")
to_chat(src, "<span class='danger'>Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil.</span>")
to_chat(src, "<span class='danger'>You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene... or you could free them yourself...</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to avoid capture.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive/create_team(datum/team/fugitive/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.fugitive_team)
fugitive_team = H.fugitive_team
return
fugitive_team = new /datum/team/fugitive
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
fugitive_team = new_team
/datum/antagonist/fugitive/get_team()
return fugitive_team
/datum/team/fugitive/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
var/list/fugitives = list()
for(var/datum/antagonist/fugitive/fugitive_antag in GLOB.antagonists)
if(!fugitive_antag.owner)
continue
fugitives += fugitive_antag
if(!fugitives.len)
return
var/list/result = list()
result += "<div class='panel redborder'><B>[fugitives.len]</B> [fugitives.len == 1 ? "fugitive" : "fugitives"] took refuge on [station_name()]!"
for(var/datum/antagonist/fugitive/antag in fugitives)
if(antag.owner)
result += "<b>[printplayer(antag.owner)]</b>"
return result.Join("<br>")
@@ -0,0 +1,171 @@
/datum/outfit/prisoner
name = "Prison Escapee"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
r_pocket = /obj/item/kitchen/knife
/datum/outfit/prisoner/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"NTP #CC-0[rand(111,999)]") //same as the lavaland prisoner transport, but this time they are from CC, or CentCom
/datum/outfit/yalp_cultist
name = "Cultist of Yalp Elor"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
suit = /obj/item/clothing/suit/chaplain/holidaypriest
gloves = /obj/item/clothing/gloves/color/red
shoes = /obj/item/clothing/shoes/sneakers/black
mask = /obj/item/clothing/mask/gas/tiki_mask/yalp_elor
/datum/outfit/waldo
name = "Waldo"
uniform = /obj/item/clothing/under/pants/jeans
suit = /obj/item/clothing/suit/striped_sweater
head = /obj/item/clothing/head/beanie/waldo
shoes = /obj/item/clothing/shoes/sneakers/brown
ears = /obj/item/radio/headset
glasses = /obj/item/clothing/glasses/regular/circle
/datum/outfit/waldo/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"Waldo")
H.eye_color = "000"
H.gender = MALE
H.skin_tone = "caucasian3"
H.hair_style = "Business Hair 3"
H.facial_hair_style = "Shaved"
H.hair_color = "000"
H.facial_hair_color = H.hair_color
H.update_body()
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
var/list/no_drops = list()
no_drops += H.get_item_by_slot(ITEM_SLOT_FEET)
no_drops += H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_OCLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_HEAD)
no_drops += H.get_item_by_slot(ITEM_SLOT_EYES)
for(var/i in no_drops)
var/obj/item/I = i
if(I)
ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT)
/datum/outfit/synthetic
name = "Factory Error Synth"
uniform = /obj/item/clothing/under/color/white
ears = /obj/item/radio/headset
/datum/outfit/synthetic/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/organ/eyes/robotic/glow/eyes = new()
eyes.Insert(src, drop_if_replaced = FALSE)
/datum/outfit/spacepol
name = "Spacepol Officer"
uniform = /obj/item/clothing/under/rank/security/officer/spacepol
suit = /obj/item/clothing/suit/armor/vest/blueshirt
belt = /obj/item/gun/ballistic/automatic/pistol/m1911
head = /obj/item/clothing/head/helmet/police
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/sechailer/swat/spacepol
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset
l_pocket = /obj/item/ammo_box/magazine/m45
r_pocket = /obj/item/restraints/handcuffs
id = /obj/item/card/id
/datum/outfit/spacepol/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Police Officer"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/russiancorpse/hunter
ears = /obj/item/radio/headset
r_hand = /obj/item/gun/ballistic/shotgun/boltaction
/datum/outfit/russiancorpse/hunter/pre_equip(mob/living/carbon/human/H)
if(prob(50))
head = /obj/item/clothing/head/ushanka
/datum/outfit/bountyarmor
name = "Bounty Hunter - Armored"
uniform = /obj/item/clothing/under/rank/prisoner
head = /obj/item/clothing/head/hunter
suit = /obj/item/clothing/suit/space/hunter
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/hunter
glasses = /obj/item/clothing/glasses/sunglasses/garb
ears = /obj/item/radio/headset
l_pocket = /obj/item/tank/internals/plasma/full
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/flamethrower/full/tank
/datum/outfit/bountyarmor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountyhook
name = "Bounty Hunter - Hook"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
head = /obj/item/clothing/head/scarecrow_hat
gloves = /obj/item/clothing/gloves/botanic_leather
ears = /obj/item/radio/headset
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/scarecrow
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/gun/ballistic/shotgun/doublebarrel
backpack_contents = list(
/obj/item/ammo_casing/shotgun/incapacitate = 6
)
/datum/outfit/bountygrapple/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountysynth
name = "Bounty Hunter - Synth"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
suit = /obj/item/clothing/suit/armor/riot
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
r_pocket = /obj/item/restraints/handcuffs/cable
ears = /obj/item/radio/headset
id = /obj/item/card/id
r_hand = /obj/item/storage/firstaid/regular
l_hand = /obj/item/pinpointer/shuttle
backpack_contents = list(
/obj/item/bountytrap = 4
)
/datum/outfit/bountysynth/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/species/synth/synthetic_appearance = new()
H.set_species(synthetic_appearance)
synthetic_appearance.assume_disguise(synthetic_appearance, H)
H.update_hair()
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
@@ -0,0 +1,62 @@
//works similar to the experiment machine (experiment.dm) except it just holds more and more prisoners
/obj/machinery/fugitive_capture
name = "bluespace capture machine"
desc = "Much, MUCH bigger on the inside to transport prisoners safely."
icon = 'icons/obj/machines/research.dmi'
icon_state = "bluespace-prison"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //ha ha no getting out!!
/obj/machinery/fugitive_capture/examine(mob/user)
. = ..()
. += "<span class='notice'>Add a prisoner by dragging them into the machine.</span>"
/obj/machinery/fugitive_capture/MouseDrop_T(mob/target, mob/user)
var/mob/living/fugitive_hunter = user
if(!isliving(fugitive_hunter))
return
if(fugitive_hunter.stat || (!(fugitive_hunter.mobility_flags & MOBILITY_STAND) || !(fugitive_hunter.mobility_flags & MOBILITY_UI)) || !Adjacent(fugitive_hunter) || !target.Adjacent(fugitive_hunter) || !ishuman(target))
return
var/mob/living/carbon/human/fugitive = target
var/datum/antagonist/fugitive/fug_antag = fugitive.mind.has_antag_datum(/datum/antagonist/fugitive)
if(!fug_antag)
to_chat(fugitive_hunter, "<span class='warning'>This is not a wanted fugitive!</span>")
return
if(do_after(fugitive_hunter, 50, target = fugitive))
add_prisoner(fugitive, fug_antag)
/obj/machinery/fugitive_capture/proc/add_prisoner(mob/living/carbon/human/fugitive, datum/antagonist/fugitive/antag)
fugitive.forceMove(src)
antag.is_captured = TRUE
to_chat(fugitive, "<span class='userdanger'>You are thrown into a vast void of bluespace, and as you fall further into oblivion the comparatively small entrance to reality gets smaller and smaller until you cannot see it anymore. You have failed to avoid capture.</span>")
fugitive.ghostize(TRUE) //so they cannot suicide, round end stuff.
/obj/machinery/computer/shuttle/hunter
name = "shuttle console"
shuttleId = "huntership"
possible_destinations = "huntership_home;huntership_custom;whiteship_home;syndicate_nw"
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/hunter
name = "shuttle navigation computer"
desc = "Used to designate a precise transit location to travel to."
shuttleId = "huntership"
lock_override = CAMERA_LOCK_STATION
shuttlePortId = "huntership_custom"
see_hidden = FALSE
jumpto_ports = list("huntership_home" = 1, "whiteship_home" = 1, "syndicate_nw" = 1)
view_range = 4.5
/obj/structure/closet/crate/eva
name = "EVA crate"
/obj/structure/closet/crate/eva/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/breath(src)
for(var/i in 1 to 3)
new /obj/item/tank/internals/oxygen(src)
+169
View File
@@ -0,0 +1,169 @@
//The hunters!!
/datum/antagonist/fugitive_hunter
name = "Fugitive Hunter"
roundend_category = "Fugitive"
silent = TRUE //greet called by the spawn
show_in_antagpanel = FALSE
var/datum/team/fugitive_hunters/hunter_team
var/backstory = "error"
/datum/antagonist/fugitive_hunter/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive_hunter", M)
/datum/antagonist/fugitive_hunter/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive_hunter/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive_hunter/proc/forge_objectives() //this isn't an actual objective because it's about round end rosters
var/datum/objective/capture = new /datum/objective
capture.owner = owner
capture.explanation_text = "Capture the fugitives in the station and put them into the bluespace capture machine on your ship."
objectives += capture
/datum/antagonist/fugitive_hunter/greet()
switch(backstory)
if("space cop")
to_chat(owner, "<span class='boldannounce'>Justice has arrived. I am a member of the Spacepol!</span>")
to_chat(owner, "<B>The criminals should be on the station, we have special huds implanted to recognize them.</B>")
to_chat(owner, "<B>As we have lost pretty much all power over these damned lawless megacorporations, it's a mystery if their security will cooperate with us.</B>")
if("russian")
to_chat(src, "<span class='danger'>Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!</span>")
to_chat(src, "<span class='danger'>We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor:</span>")
to_chat(src, "<span class='danger'>There is a local station housing fugitives that the man is after, he wants them returned; dead or alive.</span>")
to_chat(src, "<span class='danger'>We will not be able to make ends meet without our cargo, so we must do as he says and capture them.</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to ensure the capture of the fugitives, even if that means going through the station.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive_hunter/create_team(datum/team/fugitive_hunters/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive_hunter/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.hunter_team)
hunter_team = H.hunter_team
return
hunter_team = new /datum/team/fugitive_hunters
hunter_team.backstory = backstory
hunter_team.update_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
hunter_team = new_team
/datum/antagonist/fugitive_hunter/get_team()
return hunter_team
/datum/team/fugitive_hunters
var/backstory = "error"
/datum/team/fugitive_hunters/proc/update_objectives(initial = FALSE)
objectives = list()
var/datum/objective/O = new()
O.team = src
objectives += O
/datum/team/fugitive_hunters/proc/assemble_fugitive_results()
var/list/fugitives_counted = list()
var/list/fugitives_dead = list()
var/list/fugitives_captured = list()
for(var/datum/antagonist/fugitive/A in GLOB.antagonists)
if(!A.owner)
continue
fugitives_counted += A
if(A.owner.current.stat == DEAD)
fugitives_dead += A
if(A.is_captured)
fugitives_captured += A
. = list(fugitives_counted, fugitives_dead, fugitives_captured) //okay, check out how cool this is.
/datum/team/fugitive_hunters/proc/all_hunters_dead()
var/dead_boys = 0
for(var/I in members)
var/datum/mind/hunter_mind = I
if(!(ishuman(hunter_mind.current) || (hunter_mind.current.stat == DEAD)))
dead_boys++
return dead_boys >= members.len
/datum/team/fugitive_hunters/proc/get_result()
var/list/fugitive_results = assemble_fugitive_results()
var/list/fugitives_counted = fugitive_results[1]
var/list/fugitives_dead = fugitive_results[2]
var/list/fugitives_captured = fugitive_results[3]
var/hunters_dead = all_hunters_dead()
//this gets a little confusing so follow the comments if it helps
if(!fugitives_counted.len)
return
if(fugitives_captured.len)//any captured
if(fugitives_captured.len == fugitives_counted.len)//if the hunters captured all the fugitives, there's a couple special wins
if(!fugitives_dead)//specifically all of the fugitives alive
return FUGITIVE_RESULT_BADASS_HUNTER
else if(hunters_dead)//specifically all of the hunters died (while capturing all the fugitives)
return FUGITIVE_RESULT_POSTMORTEM_HUNTER
else//no special conditional wins, so just the normal major victory
return FUGITIVE_RESULT_MAJOR_HUNTER
else if(!hunters_dead)//so some amount captured, and the hunters survived.
return FUGITIVE_RESULT_HUNTER_VICTORY
else//so some amount captured, but NO survivors.
return FUGITIVE_RESULT_MINOR_HUNTER
else//from here on out, hunters lost because they did not capture any fugitive dead or alive. there are different levels of getting beat though:
if(!fugitives_dead)//all fugitives survived
return FUGITIVE_RESULT_MAJOR_FUGITIVE
else if(fugitives_dead < fugitives_counted)//at least ANY fugitive lived
return FUGITIVE_RESULT_FUGITIVE_VICTORY
else if(!hunters_dead)//all fugitives died, but none were taken in by the hunters. minor win
return FUGITIVE_RESULT_MINOR_FUGITIVE
else//all fugitives died, all hunters died, nobody brought back. seems weird to not give fugitives a victory if they managed to kill the hunters but literally no progress to either goal should lead to a nobody wins situation
return FUGITIVE_RESULT_STALEMATE
/datum/team/fugitive_hunters/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
if(!members.len)
return
var/list/result = list()
result += "<div class='panel redborder'>...And <B>[members.len]</B> [backstory]s tried to hunt them down!"
for(var/datum/mind/M in members)
result += "<b>[printplayer(M)]</b>"
switch(get_result())
if(FUGITIVE_RESULT_BADASS_HUNTER)//use defines
result += "<span class='greentext big'>Badass [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, alive!</B>"
if(FUGITIVE_RESULT_POSTMORTEM_HUNTER)
result += "<span class='greentext big'>Postmortem [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, but all of them died! Spooky!</B>"
if(FUGITIVE_RESULT_MAJOR_HUNTER)
result += "<span class='greentext big'>Major [capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture every fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_HUNTER_VICTORY)
result += "<span class='greentext big'>[capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_MINOR_HUNTER)
result += "<span class='greentext big'>Minor [capitalize(backstory)] Victory</span>"
result += "<B>All the [backstory]s died, but managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_STALEMATE)
result += "<span class='neutraltext big'>Bloody Stalemate</span>"
result += "<B>Everyone died, and no fugitives were recovered!</B>"
if(FUGITIVE_RESULT_MINOR_FUGITIVE)
result += "<span class='redtext big'>Minor Fugitive Victory</span>"
result += "<B>All the fugitives died, but none were recovered!</B>"
if(FUGITIVE_RESULT_FUGITIVE_VICTORY)
result += "<span class='redtext big'>Fugitive Victory</span>"
result += "<B>A fugitive survived, and no bodies were recovered by the [backstory]s.</B>"
if(FUGITIVE_RESULT_MAJOR_FUGITIVE)
result += "<span class='redtext big'>Major Fugitive Victory</span>"
result += "<B>All of the fugitives survived and avoided capture!</B>"
else //get_result returned null- either bugged or no fugitives showed
result += "<span class='neutraltext big'>Prank Call!</span>"
result += "<B>[capitalize(backstory)]s were called, yet there were no fugitives...?</B>"
result += "</div>"
return result.Join("<br>")
@@ -107,7 +107,9 @@
mind.add_antag_datum(/datum/antagonist/revenant)
//Life, Stat, Hud Updates, and Say
/mob/living/simple_animal/revenant/Life()
/mob/living/simple_animal/revenant/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(stasis)
return
if(revealed && essence <= 0)
@@ -120,14 +122,13 @@
to_chat(src, "<span class='revenboldnotice'>You are once more concealed.</span>")
if(unstun_time && world.time >= unstun_time)
unstun_time = 0
notransform = FALSE
mob_transforming = FALSE
to_chat(src, "<span class='revenboldnotice'>You can move again!</span>")
if(essence_regenerating && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence = min(essence_regen_cap, essence+essence_regen_amount)
update_action_buttons_icon() //because we update something required by our spells in life, we need to update our buttons
update_spooky_icon()
update_health_hud()
..()
/mob/living/simple_animal/revenant/Stat()
..()
@@ -218,7 +219,7 @@
return 0
stasis = TRUE
to_chat(src, "<span class='revendanger'>NO! No... it's too late, you can feel your essence [pick("breaking apart", "drifting away")]...</span>")
notransform = TRUE
mob_transforming = TRUE
revealed = TRUE
invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
@@ -260,7 +261,7 @@
return
if(time <= 0)
return
notransform = TRUE
mob_transforming = TRUE
if(!unstun_time)
to_chat(src, "<span class='revendanger'>You cannot move!</span>")
unstun_time = world.time + time
@@ -271,7 +272,7 @@
/mob/living/simple_animal/revenant/proc/update_spooky_icon()
if(revealed)
if(notransform)
if(mob_transforming)
if(draining)
icon_state = icon_drain
else
@@ -320,7 +321,7 @@
/mob/living/simple_animal/revenant/proc/death_reset()
revealed = FALSE
unreveal_time = 0
notransform = 0
mob_transforming = 0
unstun_time = 0
inhibited = FALSE
draining = FALSE
@@ -369,7 +369,7 @@
var/mob/living/carbon/last_user
/obj/item/warpwhistle/proc/interrupted(mob/living/carbon/user)
if(!user || QDELETED(src) || user.notransform)
if(!user || QDELETED(src) || user.mob_transforming)
on_cooldown = FALSE
return TRUE
return FALSE