Merge remote-tracking branch 'Citadel-Station-13/master' into Garlic

This commit is contained in:
Artur
2020-03-24 12:36:21 +02:00
1739 changed files with 401053 additions and 234616 deletions
+1 -1
View File
@@ -269,7 +269,7 @@ Credit where due:
//Servant of Ratvar outfit
/datum/outfit/servant_of_ratvar
name = "Servant of Ratvar"
uniform = /obj/item/clothing/under/rank/engineer //no more chameleon suit for them, as requested
uniform = /obj/item/clothing/under/rank/engineering/engineer //no more chameleon suit for them, as requested
shoes = /obj/item/clothing/shoes/sneakers/black
back = /obj/item/storage/backpack
ears = /obj/item/radio/headset
+11 -17
View File
@@ -4,23 +4,17 @@
icon = 'icons/obj/machines/nuke.dmi'
icon_state = "bananiumbomb_base"
/obj/machinery/nuclearbomb/syndicate/bananium/update_icon()
if(deconstruction_state == NUKESTATE_INTACT)
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "bananiumbomb_base"
update_icon_interior()
update_icon_lights()
if(NUKE_ON_TIMING)
cut_overlays()
icon_state = "bananiumbomb_timing"
if(NUKE_ON_EXPLODING)
cut_overlays()
icon_state = "bananiumbomb_exploding"
else
/obj/machinery/nuclearbomb/syndicate/bananium/update_icon_state()
if(deconstruction_state != NUKESTATE_INTACT)
icon_state = "bananiumbomb_base"
update_icon_interior()
update_icon_lights()
return
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "bananiumbomb_base"
if(NUKE_ON_TIMING)
icon_state = "bananiumbomb_timing"
if(NUKE_ON_EXPLODING)
icon_state = "bananiumbomb_exploding"
/obj/machinery/nuclearbomb/syndicate/bananium/get_cinematic_type(off_station)
switch(off_station)
@@ -41,7 +35,7 @@
H.Stun(10)
var/obj/item/clothing/C
if(!H.w_uniform || H.dropItemToGround(H.w_uniform))
C = new /obj/item/clothing/under/rank/clown(H)
C = new /obj/item/clothing/under/rank/civilian/clown(H)
ADD_TRAIT(C, TRAIT_NODROP, CLOWN_NUKE_TRAIT)
H.equip_to_slot_or_del(C, SLOT_W_UNIFORM)
@@ -2,6 +2,7 @@
ruletype = "Event"
var/typepath // typepath of the event
var/triggering
var/earliest_start = 20 MINUTES
/datum/dynamic_ruleset/event/get_blackbox_info()
var/list/ruleset_data = list()
@@ -25,8 +26,10 @@
return E
/datum/dynamic_ruleset/event/ready(forced = FALSE) // same as midround cause we're still using enemy system
/datum/dynamic_ruleset/event/ready(forced = FALSE)
if (!forced)
if(earliest_start >= world.time-SSticker.round_start_time)
return FALSE
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
@@ -56,6 +59,7 @@
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
earliest_start = 30 MINUTES
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)
property_weights = list("story_potential" = 1, "trust" = 1, "chaos" = 1)
@@ -157,17 +161,18 @@
required_enemies = list(3,3,3,3,3,3,3,3,3,3)
cost = 15
weight = 3
earliest_start = 25 MINUTES
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
if(world.time-SSticker.round_start_time > 35 MINUTES && mode.threat_level > 40 && mode.threat >= 25 && prob(30))
name = "Meteor Wave: Threatening"
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30))
else if(world.time-SSticker.round_start_time > 45 MINUTES && mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
@@ -280,6 +285,7 @@
cost = 4
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
earliest_start = 10 MINUTES
repeatable = TRUE
property_weights = list("extended" = 1)
@@ -324,6 +330,7 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
earliest_start = 0 MINUTES
property_weights = list("extended" = 1)
always_max_weight = TRUE
@@ -381,3 +388,67 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1,"chaos" = 1)
/datum/dynamic_ruleset/event/portal_storm_syndicate
name = "Portal Storm"
config_tag = "portal_storm"
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
cost = 10
weight = 1
enemy_roles = list("Head of Security","Security Officer","AI","Captain","Shaft Miner")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,30,30,30,30,30,30,30)
high_population_requirement = 30
earliest_start = 30 MINUTES
property_weights = list("teamwork" = 1,"chaos" = 1, "extended" = -1)
/datum/dynamic_ruleset/event/wormholes
name = "Wormholes"
config_tag = "wormhole"
typepath = /datum/round_event/wormholes
cost = 3
weight = 4
enemy_roles = list("AI","Medical Doctor","Station Engineer","Head of Personnel","Captain")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/swarmers
name = "Swarmers"
config_tag = "swarmer"
typepath = /datum/round_event/spawn_swarmer
cost = 10
weight = 1
earliest_start = 30 MINUTES
enemy_roles = list("AI","Security Officer","Head of Security","Captain","Station Engineer","Atmos Technician","Chief Engineer")
required_enemies = list(4,4,4,4,3,3,2,2,1,1)
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 5
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
typepath = /datum/round_event/ghost_role/sentient_disease
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"!
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
/datum/dynamic_ruleset/event/revenant
name = "Revenant"
config_tag = "revenant"
typepath = /datum/round_event/ghost_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
property_weights = list("story_potential" = -2, "extended" = -1)
@@ -34,7 +34,7 @@
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])
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(/datum/element/ghost_role_eligibility)
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
@@ -43,7 +43,7 @@
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (M.GetComponent(/datum/component/virtual_reality))
if (HAS_TRAIT(M, TRAIT_NO_MIDROUND_ANTAG))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
@@ -273,10 +273,14 @@
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/ready()
if(!candidates || !candidates.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
living_players = candidates[CURRENT_LIVING_PLAYERS]
for(var/mob/living/player in candidates)
for(var/mob/living/player in living_players)
if(!isAI(player))
candidates -= player
continue
@@ -287,8 +291,6 @@
candidates -= player
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick_n_take(candidates)
assigned += M.mind
var/datum/antagonist/traitor/AI = new
@@ -337,6 +339,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
..()
new_character.forceMove(pick(GLOB.wizardstart))
wizard = new_character.mind
/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)
@@ -447,9 +450,7 @@
property_weights = list("story_potential" = -1, "trust" = 1, "chaos" = 2, "extended" = -2, "valid" = 2)
var/list/vents = list()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready()
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
if(QDELETED(temp_vent))
continue
@@ -463,6 +464,12 @@
vents += temp_vent
if(!vents.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
@@ -497,7 +504,7 @@
property_weights = list("story_potential" = 1, "trust" = 1, "extended" = 1, "valid" = 2, "integrity" = 1)
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/ready()
for(var/X in GLOB.xeno_spawn)
var/turf/T = X
var/light_amount = T.get_lumcount()
@@ -505,7 +512,7 @@
spawn_locs += T
if(!spawn_locs.len)
return FALSE
. = ..()
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
@@ -523,88 +530,6 @@
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"!
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
/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
property_weights = list("story_potential" = -2, "extended" = -1)
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/acceptable(population = 0,threat = 0)
var/deadMobs = 0
for(var/mob/M in GLOB.dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = 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 //
@@ -668,11 +593,11 @@
required_candidates = 2
weight = 8
cost = 10
requirements = list(101,101,70,50,40,30,30,20,15,15)
requirements = list(101,101,70,50,40,30,30,30,30,30)
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
property_weights = list("story_potential" = 1, "extended" = -2, "valid" = 1, "trust" = -1, "chaos" = 2)
property_weights = list("extended" = -2, "valid" = 1, "trust" = -1, "chaos" = 2)
repeatable_weight_decrease = 4
repeatable = TRUE
@@ -742,15 +667,19 @@
var/datum/antagonist/ninja/ninjadatum = new
ninjadatum.helping_station = pick(TRUE,FALSE)
if(ninjadatum.helping_station)
mode.refund_threat(5)
mode.refund_threat(cost+5)
mode.log_threat("Ninja was helping station; [cost+5] cost refunded.")
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
stack_trace("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
/datum/dynamic_ruleset/midround/from_ghosts/ninja/finish_setup(mob/new_character, index)
return
#undef ABDUCTOR_MAX_TEAMS
#undef REVENANT_SPAWN_THRESHOLD
@@ -623,8 +623,7 @@
config_tag = "clownops"
antag_datum = /datum/antagonist/nukeop/clownop
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
weight = 1
property_weights = list("trust" = 2, "chaos" = 2, "extended" = -2, "story_potential" = 2, "valid" = 2)
@@ -1,16 +1,22 @@
/datum/dynamic_storyteller
var/name = "none"
var/config_tag = null
var/desc = "A coder's idiocy."
var/list/property_weights = list()
var/curve_centre = 0
var/curve_width = 1.8
var/name = "none" // Name for voting.
var/config_tag = null // Config tag for config weights.
var/desc = "A coder's idiocy." // Description for voting.
var/list/property_weights = list() // See below.
var/curve_centre = 0 // As GLOB.dynamic_curve_centre.
var/curve_width = 1.8 // As GLOB.dynamic_curve_width.
var/forced_threat_level = -1
/*
NO_ASSASSIN: Will not have permanent assassination targets.
WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
*/
var/flags = 0
var/weight = 3 // how many rounds need to have been recently played for this storyteller to be left out of the vote
var/event_frequency_lower = 6 MINUTES
var/event_frequency_upper = 20 MINUTES
var/datum/game_mode/dynamic/mode = null
var/weight = 3 // Weights for randomly picking storyteller. Multiplied by score after voting.
var/event_frequency_lower = 6 MINUTES // How rare events will be, at least.
var/event_frequency_upper = 20 MINUTES // How rare events will be, at most.
var/pop_antag_ratio = 5 // How many non-antags there should be vs antags.
var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
/**
Property weights are:
@@ -80,7 +86,7 @@ Property weights are:
var/chance = 0
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
var/high_pop_factor = (mode.current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
var/max_pop_per_antag = max(pop_antag_ratio,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!mode.current_players[CURRENT_LIVING_ANTAGS].len)
chance += 80 // No antags at all? let's boost those odds!
else
@@ -173,12 +179,13 @@ Property weights are:
name = "Chaotic"
config_tag = "chaotic"
curve_centre = 10
desc = "Chaos: high. Variation: high. Likely antags: clock cult, revs, wizard."
desc = "High chaos modes. Revs, wizard, clock cult. Multiple antags at once. Chaos is kept up all round."
property_weights = list("extended" = -1, "chaos" = 10)
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED
pop_antag_ratio = 4
var/refund_cooldown = 0
/datum/dynamic_storyteller/cowabunga/get_midround_cooldown()
@@ -189,14 +196,14 @@ Property weights are:
/datum/dynamic_storyteller/cowabunga/do_process()
if(refund_cooldown < world.time)
mode.refund_threat(20)
mode.log_threat("Cowabunga it is. Refunded 20 threat. Threat is now [mode.threat].")
refund_cooldown = world.time + 600 SECONDS
mode.refund_threat(40)
mode.log_threat("Chaotic storyteller refunded 40 threat. Threat is now [mode.threat].")
refund_cooldown = world.time + 1200 SECONDS
/datum/dynamic_storyteller/team
name = "Teamwork"
config_tag = "teamwork"
desc = "Chaos: high. Variation: low. Likely antags: nukies, clockwork cult, wizard, blob, xenomorph."
desc = "Modes where the crew must band together. Nukies, xenos, blob. Only one antag threat at once."
curve_centre = 2
curve_width = 1.5
weight = 2
@@ -209,56 +216,71 @@ Property weights are:
/datum/dynamic_storyteller/conversion
name = "Conversion"
config_tag = "conversion"
desc = "Chaos: high. Variation: medium. Likely antags: cults, bloodsuckers, revs."
desc = "Conversion antags. Cults, revs."
curve_centre = 3
curve_width = 1
weight = 2
weight = 0
flags = WAROPS_ALWAYS_ALLOWED
property_weights = list("valid" = 1, "conversion" = 20)
/datum/dynamic_storyteller/classic
name = "Random"
config_tag = "random"
desc = "Chaos: varies. Variation: highest. No special weights attached."
weight = 6
flags = USE_PREF_WEIGHTS
desc = "No special weights attached. Anything goes."
weight = 4
curve_width = 4
pop_antag_ratio = 7
flags = USE_PREF_WEIGHTS
/datum/dynamic_storyteller/memes
/datum/dynamic_storyteller/story
name = "Story"
config_tag = "story"
desc = "Chaos: varies. Variation: high. Likely antags: abductors, nukies, wizard, traitor."
weight = 4
flags = USE_PREF_WEIGHTS
curve_width = 4
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies."
weight = 2
curve_width = 2
pop_antag_ratio = 7
property_weights = list("story_potential" = 10)
/datum/dynamic_storyteller/suspicion
name = "Intrigue"
config_tag = "intrigue"
desc = "Chaos: low. Variation: high. Likely antags: traitor, bloodsucker. Rare: revs, blood cult."
weight = 4
flags = USE_PREF_WEIGHTS
curve_width = 4
desc = "Antags that instill distrust in the crew. Traitors, bloodsuckers."
weight = 2
curve_width = 2
pop_antag_ratio = 7
property_weights = list("trust" = -5)
/datum/dynamic_storyteller/liteextended
name = "Calm"
config_tag = "calm"
desc = "Chaos: low. Variation: medium. Likely antags: bloodsuckers, traitors, sentient disease, revenant."
desc = "Low-chaos round. Few antags. No conversion."
curve_centre = -3
curve_width = 0.5
flags = NO_ASSASSIN
weight = 1
pop_antag_ratio = 10
property_weights = list("extended" = 1, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
/datum/dynamic_storyteller/no_antag
name = "Extended"
config_tag = "semiextended"
desc = "No standard antags. Threatening events may still spawn."
curve_centre = -5
curve_width = 0.5
flags = NO_ASSASSIN
weight = 2
property_weights = list("extended" = 1, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
weight = 1
property_weights = list("extended" = 2)
/datum/dynamic_storyteller/liteextended/get_injection_chance(dry_run = FALSE)
return ..()/2
/datum/dynamic_storyteller/no_antag/roundstart_draft()
return list()
/datum/dynamic_storyteller/no_antag/get_injection_chance(dry_run)
return 0
/datum/dynamic_storyteller/extended
name = "Extended"
name = "Super Extended"
config_tag = "extended"
desc = "Chaos: none. Variation: none. Likely antags: none."
desc = "No antags. No dangerous events."
curve_centre = -20
weight = 0
curve_width = 0.5
+6 -6
View File
@@ -21,7 +21,7 @@
/datum/team/gang/zerog
name = "Zero-G"
color = "#C0C0C0"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/white)
inner_outfits = list(/obj/item/clothing/under/suit/white)
outer_outfits = list(/obj/item/clothing/suit/hooded/wintercoat)
/datum/team/gang/max
@@ -33,13 +33,13 @@
/datum/team/gang/blasto
name = "Blasto"
color = "#000080"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/navy)
inner_outfits = list(/obj/item/clothing/under/suit/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)
inner_outfits = list(/obj/item/clothing/under/suit/green)
outer_outfits = list(/obj/item/clothing/suit/poncho)
/datum/team/gang/north
@@ -87,7 +87,7 @@
/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)
inner_outfits = list(/obj/item/clothing/under/costume/villain)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather)
/datum/team/gang/diablo
@@ -123,13 +123,13 @@
/datum/team/gang/h
name = "H"
color = "#993333"
inner_outfits = list(/obj/item/clothing/under/jabroni) //Why not?
inner_outfits = list(/obj/item/clothing/under/costume/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)
inner_outfits = list(/obj/item/clothing/under/rank/civilian/chef)
outer_outfits = list(/obj/item/clothing/suit/apron/chef)
/datum/team/gang/weed
+3 -3
View File
@@ -220,11 +220,11 @@ datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang m
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/datum/gang_item/weapon/ammo/sleeper_ammo
/*/datum/gang_item/weapon/ammo/sleeper_ammo //no. absolutely no.
name = "Illicit Soporific Cartridges"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific
cost = 15 //who the fuck thought a ONE-HIT K.O. for 15 gbp IN AN ENVIRONMENT WHERE WE'RE GETTING RID OF HARDSTUNS is a GOOD IDEA
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific*/
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
+1 -1
View File
@@ -54,6 +54,6 @@
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)
H.DefaultCombatKnockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
+2 -2
View File
@@ -165,7 +165,7 @@
/datum/outfit/syndicate/full
name = "Syndicate Operative - Full Kit"
glasses = /obj/item/clothing/glasses/night
glasses = /obj/item/clothing/glasses/night/syndicate
mask = /obj/item/clothing/mask/gas/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
r_pocket = /obj/item/tank/internals/emergency_oxygen/engi
@@ -180,7 +180,7 @@
/datum/outfit/syndicate/lone
name = "Syndicate Operative - Lone"
glasses = /obj/item/clothing/glasses/night
glasses = /obj/item/clothing/glasses/night/syndicate
mask = /obj/item/clothing/mask/gas/syndicate
suit = /obj/item/clothing/suit/space/syndicate/black/red
head = /obj/item/clothing/head/helmet/space/syndicate/black/red
+30 -4
View File
@@ -86,8 +86,10 @@ GLOBAL_LIST_EMPTY(objectives)
if(M)
. += M
/datum/objective/proc/find_target()
/datum/objective/proc/find_target(dupe_search_range, blacklist)
var/list/datum/mind/owners = get_owners()
if(!dupe_search_range)
dupe_search_range = get_owners()
var/list/possible_targets = list()
var/try_target_late_joiners = FALSE
for(var/I in owners)
@@ -96,7 +98,8 @@ GLOBAL_LIST_EMPTY(objectives)
try_target_late_joiners = TRUE
for(var/datum/mind/possible_target in get_crewmember_minds())
if(!(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
possible_targets += possible_target
if(!(possible_target in blacklist))
possible_targets += possible_target
if(try_target_late_joiners)
var/list/all_possible_targets = possible_targets.Copy()
for(var/I in all_possible_targets)
@@ -1075,7 +1078,7 @@ GLOBAL_LIST_EMPTY(cult_contraband)
var/mob/living/carbon/human/H = owner
H.equip_in_one_of_slots(I, list("backpack" = SLOT_IN_BACKPACK))
hoarded_item = I
GLOBAL_LIST_EMPTY(possible_sabotages)
@@ -1092,7 +1095,7 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
if(!GLOB.possible_sabotages.len)//Only need to fill the list when it's needed.
for(var/I in subtypesof(/datum/sabotage_objective))
new I
/datum/objective/sabotage/find_target()
var/list/datum/mind/owners = get_owners()
var/approved_targets = list()
@@ -1155,3 +1158,26 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
/datum/objective/flavor/wizard
flavor_file = "strings/flavor_objectives/wizard.txt"
/datum/objective/contract
var/payout = 0
var/payout_bonus = 0
var/area/dropoff = null
var/static/list/blacklisted_areas = typecacheof(list(/area/ai_monitored/turret_protected,
/area/solar/,
/area/ruin/, //thank you station space ruins
/area/science/test_area/,
/area/shuttle/))
/datum/objective/contract/proc/generate_dropoff() // Generate a random valid area on the station that the dropoff will happen.
var/found = FALSE
while(!found)
var/area/dropoff_area = pick(GLOB.sortedAreas)
if(dropoff_area && is_station_level(dropoff_area.z) && !dropoff_area.outdoors && !is_type_in_typecache(dropoff_area, blacklisted_areas))
dropoff = dropoff_area
found = TRUE
/datum/objective/contract/proc/dropoff_check(mob/user, mob/target) // Check if both the contractor and contract target are at the dropoff point.
var/area/user_area = get_area(user)
var/area/target_area = get_area(target)
return (istype(user_area, dropoff) && istype(target_area, dropoff))
+9 -4
View File
@@ -205,13 +205,18 @@
difficulty = 10
/datum/objective_item/special/boh
name = "a bag of holding."
name = "a type of bag of holding."
targetitem = /obj/item/storage/backpack/holding
difficulty = 10
/datum/objective_item/special/hypercell
name = "a hyper-capacity power cell."
targetitem = /obj/item/stock_parts/cell/hyper
/datum/objective_item/special/adv_surgical_drapes
name = "a set of smart surgical drapes."
targetitem = /obj/item/surgical_drapes/advanced
difficulty = 10 //would be 15 but cmo rarely have it on themselfs and leave it in their lockers...
/datum/objective_item/special/bluespace
name = "a bluespace power cell."
targetitem = /obj/item/stock_parts/cell/bluespace
difficulty = 5
/datum/objective_item/special/laserpointer
+7 -14
View File
@@ -23,34 +23,27 @@
START_PROCESSING(SSprocessing, src)
/datum/sabotage_objective/processing/proc/check_condition_processing()
return 100
return 1
/datum/sabotage_objective/processing/process()
check_condition_processing()
if(won >= 100)
if(won >= 1)
STOP_PROCESSING(SSprocessing,src)
/datum/sabotage_objective/processing/check_conditions()
return won
/datum/sabotage_objective/processing/power_sink
name = "Drain at least 1 gigajoule of power using a power sink."
name = "Drain at least 100 megajoules of power using a power sink."
sabotage_type = "powersink"
special_equipment = list(/obj/item/powersink)
special_equipment = list(/obj/item/sbeacondrop/powersink)
var/sink_found = FALSE
var/count = 0
/datum/sabotage_objective/processing/power_sink/check_condition_processing()
count += 1
if(count==10 || sink_found) // doesn't need to fire that often unless a sink exists
var/sink_found_this_time = FALSE
for(var/datum/powernet/PN in GLOB.powernets)
for(var/obj/item/powersink/sink in PN.nodes)
sink_found_this_time = TRUE
won = max(won,sink.power_drained/1e9)
sink_found = sink_found_this_time
count = 0
return FALSE
for(var/s in GLOB.power_sinks)
var/obj/item/powersink/sink = s
won = max(won,sink.power_drained/1e8)
/obj/item/paper/guides/antag/supermatter_sabotage
info = "Ways to sabotage a supermatter:<br>\