This commit is contained in:
Seris02
2020-03-09 16:49:32 +08:00
1093 changed files with 386415 additions and 224664 deletions
@@ -4,6 +4,7 @@
var/name = "team"
var/member_name = "member"
var/list/objectives = list() //common objectives, these won't be added or removed automatically, subtypes handle this, this is here for bookkeeping purposes.
var/show_roundend_report = TRUE
/datum/team/New(starting_members)
. = ..()
@@ -25,6 +26,8 @@
//Display members/victory/failure/objectives for the team
/datum/team/proc/roundend_report()
if(!show_roundend_report)
return
var/list/report = list()
report += "<span class='header'>[name]:</span>"
@@ -116,14 +116,13 @@
var/mob/living/carbon/human/M = loc
M.adjustStaminaLoss(-75)
M.SetUnconscious(0)
M.SetStun(0)
M.SetKnockdown(0)
M.SetAllImmobility(0)
combat_cooldown = 0
START_PROCESSING(SSobj, src)
/obj/item/clothing/suit/armor/abductor/vest/process()
combat_cooldown++
if(combat_cooldown==initial(combat_cooldown))
if(combat_cooldown == initial(combat_cooldown))
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/suit/armor/abductor/Destroy()
@@ -512,7 +511,7 @@
L.lastattackerckey = user.ckey
L.adjustStaminaLoss(35) //because previously it took 5-6 hits to actually "incapacitate" someone for the purposes of the sleep inducement
L.Knockdown(140)
L.DefaultCombatKnockdown(140)
L.apply_effect(EFFECT_STUTTER, 7)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
@@ -218,11 +218,16 @@
/mob/living/simple_animal/hostile/blob/blobbernaut/Initialize()
. = ..()
if(!independent) //no pulling people deep into the blob
verbs -= /mob/living/verb/pulled
else
if(independent)
pass_flags &= ~PASSBLOB
/mob/living/simple_animal/hostile/blob/blobbernaut/start_pulling(atom/movable/AM, state, force = pull_force, supress_message = FALSE)
if(!independent && ismob(AM))
if(!supress_message)
to_chat(src, "<span class='warning'>You are unable to grasp people in this form.</span>")
return FALSE
return ..()
/mob/living/simple_animal/hostile/blob/blobbernaut/Life()
if(..())
var/list/blobs_in_area = range(2, src)
@@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
hud_type = /datum/hud/blob_overmind
var/obj/structure/blob/core/blob_core = null // The blob overmind's core
var/blob_points = 0
var/max_blob_points = 100
var/max_blob_points = 250
var/last_attack = 0
var/datum/reagent/blob/blob_reagent_datum = new/datum/reagent/blob()
var/list/blob_mobs = list()
@@ -157,6 +157,9 @@ GLOBAL_LIST_EMPTY(blob_nodes)
BM.overmind = null
BM.update_icons()
GLOB.overminds -= src
blob_mobs = null
resource_blobs = null
blobs_legit = null
SSshuttle.clearHostileEnvironment(src)
+1 -1
View File
@@ -321,7 +321,7 @@
set category = "Blob"
set name = "Blob Broadcast"
set desc = "Speak with your blob spores and blobbernauts as your mouthpieces."
var/speak_text = input(src, "What would you like to say with your minions?", "Blob Broadcast", null) as text
var/speak_text = stripped_input(src, "What would you like to say with your minions?", "Blob Broadcast", null)
if(!speak_text)
return
else
@@ -303,8 +303,7 @@
/obj/structure/blob/proc/change_to(type, controller)
if(!ispath(type))
throw EXCEPTION("change_to(): invalid type for blob")
return
CRASH("change_to(): invalid type for blob")
var/obj/structure/blob/B = new type(src.loc, controller)
B.creation_action()
B.update_icon()
@@ -315,7 +315,7 @@
bloodsuckerdatum.handle_eat_human_food(food_nutrition)
/datum/antagonist/bloodsucker/proc/handle_eat_human_food(var/food_nutrition) // Called from snacks.dm and drinks.dm
/datum/antagonist/bloodsucker/proc/handle_eat_human_food(food_nutrition, puke_blood = TRUE, masquerade_override) // Called from snacks.dm and drinks.dm
set waitfor = FALSE
if(!owner.current || !iscarbon(owner.current))
return
@@ -324,14 +324,14 @@
C.nutrition -= food_nutrition
foodInGut += food_nutrition
// Already ate some bad clams? Then we can back out, because we're already sick from it.
if (foodInGut != food_nutrition)
if(foodInGut != food_nutrition)
return
// Haven't eaten, but I'm in a Human Disguise.
else if (poweron_masquerade)
else if(poweron_masquerade && !masquerade_override)
to_chat(C, "<span class='notice'>Your stomach turns, but your \"human disguise\" keeps the food down...for now.</span>")
// Keep looping until we purge. If we have activated our Human Disguise, we ignore the food. But it'll come up eventually...
var/sickphase = 0
while (foodInGut)
while(foodInGut)
sleep(50)
C.adjust_disgust(10 * sickphase)
// Wait an interval...
@@ -340,24 +340,29 @@
if(C.stat == DEAD)
return
// Put up disguise? Then hold off the vomit.
if(poweron_masquerade)
if(poweron_masquerade && !masquerade_override)
if(sickphase > 0)
to_chat(C, "<span class='notice'>Your stomach settles temporarily. You regain your composure...for now.</span>")
sickphase = 0
continue
switch(sickphase)
if (1)
if(1)
to_chat(C, "<span class='warning'>You feel unwell. You can taste ash on your tongue.</span>")
C.Stun(10)
if (2)
if(2)
to_chat(C, "<span class='warning'>Your stomach turns. Whatever you ate tastes of grave dirt and brimstone.</span>")
C.Dizzy(15)
C.Stun(13)
if (3)
if(3)
to_chat(C, "<span class='warning'>You purge the food of the living from your viscera! You've never felt worse.</span>")
C.vomit(foodInGut * 4, foodInGut * 2, 0) // (var/lost_nutrition = 10, var/blood = 0, var/stun = 1, var/distance = 0, var/message = 1, var/toxic = 0)
C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
//Puke blood only if puke_blood is true, and loose some blood, else just puke normally.
if(puke_blood)
C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
C.vomit(foodInGut * 4, foodInGut * 2, 0)
else
C.vomit(foodInGut * 4, FALSE, 0)
C.Stun(30)
//C.Dizzy(50)
foodInGut = 0
SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "vampdisgust", /datum/mood_event/bloodsucker_disgust)
sickphase ++
@@ -208,7 +208,7 @@
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/*
// Destroy the Solar Arrays
/datum/objective/bloodsucker/solars
@@ -228,7 +228,7 @@
if (SC && SC.lastgen > 0 && SC.connected_panels.len > 0 && SC.connected_tracker)
return FALSE
return TRUE
*/
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -96,7 +96,7 @@
// Incap?
if(must_be_capacitated)
var/mob/living/L = owner
if (L.incapacitated(TRUE, TRUE) || L.resting && !can_be_immobilized)
if (L.incapacitated(TRUE, TRUE) || !CHECK_MOBILITY(L, MOBILITY_STAND) && !can_be_immobilized)
if(display_error)
to_chat(owner, "<span class='warning'>Not while you're incapacitated!</span>")
return FALSE
@@ -379,20 +379,21 @@
protege_objective.generate_objective()
add_objective(protege_objective)
if (rand(0,1) == 0)
//if (rand(0,1) == 0)
// Heart Thief Objective
var/datum/objective/bloodsucker/heartthief/heartthief_objective = new
heartthief_objective.owner = owner
heartthief_objective.generate_objective()
add_objective(heartthief_objective)
var/datum/objective/bloodsucker/heartthief/heartthief_objective = new
heartthief_objective.owner = owner
heartthief_objective.generate_objective()
add_objective(heartthief_objective)
/*
else
// Solars Objective
// Solars Objective, doesnt work due to TG updates.
var/datum/objective/bloodsucker/solars/solars_objective = new
solars_objective.owner = owner
solars_objective.generate_objective()
add_objective(solars_objective)
*/
// Survive Objective
var/datum/objective/bloodsucker/survive/survive_objective = new
survive_objective.owner = owner
@@ -1,9 +1,5 @@
// organ_internal.dm -- /obj/item/organ
// Do I have a stake in my heart?
/mob/living/AmStaked()
var/obj/item/bodypart/BP = get_bodypart("chest")
@@ -13,16 +9,14 @@
if (istype(I,/obj/item/stake/))
return TRUE
return FALSE
/mob/proc/AmStaked()
return FALSE
/mob/living/proc/StakeCanKillMe()
return IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_DEATHCOMA) // NOTE: You can't go to sleep in a coffin with a stake in you.
///obj/item/weapon/melee/stake
/obj/item/stake/
/obj/item/stake
name = "wooden stake"
desc = "A simple wooden stake carved to a sharp point."
icon = 'icons/obj/items_and_weapons.dmi'
@@ -113,8 +107,7 @@
// Can this target be staked? If someone stands up before this is complete, it fails. Best used on someone stationary.
/mob/living/carbon/proc/can_be_staked()
//return resting || IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (has_trait(TRAIT_FAKEDEATH)) || resting || IsStun() || IsFrozen() || (pulledby && pulledby.grab_state >= GRAB_NECK)
return (resting || lying || IsUnconscious() || pulledby && pulledby.grab_state >= GRAB_NECK)
return !CHECK_MOBILITY(src, MOBILITY_STAND)
// ABOVE: Taken from update_mobility() in living.dm
/obj/item/stake/hardened
@@ -42,25 +42,18 @@
/obj/structure/closet/crate
var/mob/living/resident // This lets bloodsuckers claim any "closet" as a Coffin, so long as they could get into it and close it. This locks it in place, too.
/obj/structure/closet/crate/coffin
var/pryLidTimer = 250
can_weld_shut = FALSE
breakout_time = 200
/obj/structure/closet/crate/coffin/blackcoffin
name = "black coffin"
desc = "For those departed who are not so dear."
icon_state = "coffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = 0 // Start off with no bonuses.
open_sound = 'sound/bloodsucker/coffin_open.ogg'
close_sound = 'sound/bloodsucker/coffin_close.ogg'
breakout_time = 600
pryLidTimer = 400
resistance_flags = NONE
integrity_failure = 70
max_integrity = 100
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
/obj/structure/closet/crate/coffin/meatcoffin
@@ -68,8 +61,6 @@
desc = "When you're ready to meat your maker, the steaks can never be too high."
icon_state = "meatcoffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = 0 // Start off with no bonuses.
open_sound = 'sound/effects/footstep/slime1.ogg'
close_sound = 'sound/effects/footstep/slime1.ogg'
breakout_time = 200
@@ -77,24 +68,23 @@
resistance_flags = NONE
material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
material_drop_amount = 3
integrity_failure = 40
integrity_failure = 0.57
armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
/obj/structure/closet/crate/coffin/metalcoffin
name = "metal coffin"
desc = "A big metal sardine can inside of another big metal sardine can, in space."
icon_state = "metalcoffin"
icon = 'icons/obj/vamp_obj.dmi'
can_weld_shut = FALSE
resistance_flags = FIRE_PROOF | LAVA_PROOF
open_sound = 'sound/effects/pressureplate.ogg'
close_sound = 'sound/effects/pressureplate.ogg'
breakout_time = 300
pryLidTimer = 200
resistance_flags = NONE
material_drop = /obj/item/stack/sheet/metal
material_drop_amount = 5
integrity_failure = 60
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
//////////////////////////////////////////////
@@ -205,7 +205,7 @@
buckled_mob.pixel_y = buckled_mob.get_standard_pixel_y_offset(180)
src.visible_message(text("<span class='danger'>[buckled_mob][buckled_mob.stat==DEAD?"'s corpse":""] slides off of the rack.</span>"))
density = FALSE
buckled_mob.AdjustKnockdown(30)
buckled_mob.DefaultCombatKnockdown(30)
update_icon()
useLock = FALSE // Failsafe
@@ -72,8 +72,7 @@
if(rand(5 + powerlevel) >= 5)
target.visible_message("<span class='danger'>[user] lands a vicious punch, sending [target] away!</span>", \
"<span class='userdanger'>[user] has landed a horrifying punch on you, sending you flying!!</span>", null, COMBAT_MESSAGE_RANGE)
target.Knockdown(min(5, rand(10, 10 * powerlevel)) )
target.DefaultCombatKnockdown(min(5, rand(10, 10 * powerlevel)) )
// Attack!
playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
user.do_attack_animation(target, ATTACK_EFFECT_SMASH)
@@ -145,7 +144,7 @@
// Knock Down (if Living)
if (isliving(M))
var/mob/living/L = M
L.Knockdown(pull_power * 10 + 20)
L.DefaultCombatKnockdown(pull_power * 10 + 20)
// Knock Back (before Knockdown, which probably cancels pull)
var/send_dir = get_dir(owner, M)
var/turf/T = get_ranged_target_turf(M, send_dir, pull_power)
@@ -2,40 +2,59 @@
/datum/action/bloodsucker/cloak
name = "Cloak of Darkness"
desc = "Blend into the shadows and become invisible to the untrained eye."
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in brightly lit areas."
button_icon_state = "power_cloak"
bloodcost = 5
cooldown = 50
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
var/was_running
var/light_min = 0.2 // If lum is above this, no good.
var/moveintent_was_run
var/runintent
var/walk_threshold = 0.4 // arbitrary number, to be changed. edit in last commit: this is fine after testing on box station for a bit
var/lum
/datum/action/bloodsucker/cloak/CheckCanUse(display_error)
. = ..()
if(!.)
return
// Must be Dark
var/turf/T = owner.loc
if(istype(T) && T.get_lumcount() > light_min)
to_chat(owner, "<span class='warning'>This area is not dark enough to blend in</span>")
return FALSE
// must have nobody around to see the cloak
var/watchers = viewers(9,get_turf(owner))
for(var/mob/living/M in watchers)
if(M != owner)
to_chat(owner, "<span class='warning'>You may only vanish into the shadows unseen.</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/ActivatePower()
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
was_running = (user.m_intent == MOVE_INTENT_RUN)
if(was_running)
user.toggle_move_intent()
ADD_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
moveintent_was_run = (user.m_intent == MOVE_INTENT_RUN)
while(bloodsuckerdatum && ContinueActive(user))
// Pay Blood Toll (if awake)
owner.alpha = max(20, owner.alpha - min(75, 10 + 5 * level_current))
owner.alpha = max(35, owner.alpha - min(75, 10 + 5 * level_current))
bloodsuckerdatum.AddBloodVolume(-0.2)
sleep(5) // Check every few ticks that we haven't disabled this power
runintent = (user.m_intent == MOVE_INTENT_RUN)
var/turf/T = get_turf(user)
lum = T.get_lumcount()
if(istype(owner.loc))
if(lum > walk_threshold)
if(runintent)
user.toggle_move_intent()
ADD_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
if(lum < walk_threshold)
if(!runintent)
user.toggle_move_intent()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
sleep(5) // Check every few ticks
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
if (!..())
@@ -43,15 +62,14 @@
if(user.stat == !CONSCIOUS) // Must be CONSCIOUS
to_chat(owner, "<span class='warning'>Your cloak failed due to you falling unconcious! </span>")
return FALSE
var/turf/T = owner.loc // Must be DARK
if(istype(T) && T.get_lumcount() > light_min)
to_chat(owner, "<span class='warning'>Your cloak failed due to there being too much light!</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
user.alpha = 255
if(was_running && user.m_intent != MOVE_INTENT_RUN)
runintent = (user.m_intent == MOVE_INTENT_RUN)
if(!runintent && moveintent_was_run)
user.toggle_move_intent()
@@ -306,7 +306,7 @@
// Bloodsuckers not affected by "the Kiss" of another vampire
if(!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
target.Unconscious(50,0)
target.Knockdown(40 + 5 * level_current,1)
target.DefaultCombatKnockdown(40 + 5 * level_current,1)
// NOTE: THis is based on level of power!
if(ishuman(target))
target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
@@ -321,4 +321,4 @@
// My mouth is no longer full
REMOVE_TRAIT(owner, TRAIT_MUTE, "bloodsucker_feed")
// Let me move immediately
user.update_canmove()
user.update_mobility()
@@ -100,8 +100,8 @@
var/mob/living/simple_animal/SA = pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
new SA (owner.loc)
// TELEPORT: Move to Coffin & Close it!
user.set_resting(TRUE, TRUE, FALSE)
do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM)
user.resting = TRUE
user.Stun(30,1)
// CLOSE LID: If fail, force me in.
if(!bloodsuckerdatum.coffin.close(owner))
@@ -76,16 +76,17 @@
sleep(speed)
UnregisterSignal(owner, COMSIG_MOVABLE_MOVED)
hit = null
user.update_canmove()
user.update_mobility()
/datum/action/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_canmove()
user.update_mobility()
/datum/action/bloodsucker/targeted/haste/proc/on_move()
for(var/mob/living/L in dview(1, get_turf(owner)))
if(!hit[L] && (L != owner))
hit[L] = TRUE
playsound(L, "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
L.Knockdown(10 + level_current * 5, override_hardstun = 0.1)
L.DefaultCombatKnockdown(10 + level_current * 5)
L.Paralyze(0.1)
L.spin(10, 1)
@@ -9,7 +9,7 @@
cooldown = 120
target_range = 3
power_activates_immediately = TRUE
message_Trigger = ""//"Whom will you subvert to your will?"
message_Trigger = "Whom will you ensnare within your grasp?"
must_be_capacitated = TRUE
bloodsucker_can_buy = TRUE
@@ -52,32 +52,37 @@
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/turf/T = get_turf(target)
var/mob/living/L = owner
// Clear Vars
owner.pulling = null
// Will we Knock them Down?
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
// Step One: Heatseek toward Target's Turf
walk_towards(owner, T, 0.1, 10) // NOTE: this runs in the background! to cancel it, you need to use walk(owner.current,0), or give them a new path.
addtimer(CALLBACK(owner, .proc/_walk, 0), 2 SECONDS)
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && owner.resting)
var/send_dir = get_dir(owner, T)
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
owner.spin(10)
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
sleep(1)
if(target.Adjacent(owner))
// LEVEL 2: If behind target, mute or unconscious!
if(do_knockdown) // && level_current >= 1)
target.Knockdown(15 + 10 * level_current,1)
target.adjustStaminaLoss(40 + 10 * level_current)
// Cancel Walk (we were close enough to contact them)
walk(owner, 0)
target.Stun(10,1) //Without this the victim can just walk away
target.grabbedby(owner) // Taken from mutations.dm under changelings
target.grippedby(owner, instant = TRUE) //instant aggro grab
addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
if(do_mob(owner, owner, 7, TRUE, TRUE))
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
var/send_dir = get_dir(owner, T)
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
owner.spin(10)
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
for(var/i in 1 to 6)
if (target.Adjacent(owner))
// LEVEL 2: If behind target, mute or unconscious!
if(do_knockdown) // && level_current >= 1)
target.Knockdown(15 + 10 * level_current,1)
target.adjustStaminaLoss(40 + 10 * level_current)
// Cancel Walk (we were close enough to contact them)
walk(owner, 0)
target.Stun(10,1) //Without this the victim can just walk away
target.grabbedby(owner) // Taken from mutations.dm under changelings
target.grippedby(owner, instant = TRUE) //instant aggro grab
break
sleep(3)
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_canmove()
user.update_mobility()
@@ -11,24 +11,25 @@
button_icon_state = "power_mez"
bloodcost = 30
cooldown = 300
target_range = 1
power_activates_immediately = FALSE
target_range = 2
power_activates_immediately = TRUE
message_Trigger = "Whom will you subvert to your will?"
must_be_capacitated = TRUE
bloodsucker_can_buy = TRUE
var/success
/datum/action/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
. = ..()
if(!.)
return
if (!owner.getorganslot(ORGAN_SLOT_EYES))
if(!owner.getorganslot(ORGAN_SLOT_EYES))
if (display_error)
to_chat(owner, "<span class='warning'>You have no eyes with which to mesmerize.</span>")
return FALSE
// Check: Eyes covered?
var/mob/living/L = owner
if (istype(L) && L.is_eyes_covered() || !isturf(owner.loc))
if (display_error)
if(istype(L) && L.is_eyes_covered() || !isturf(owner.loc))
if(display_error)
to_chat(owner, "<span class='warning'>Your eyes are concealed from sight.</span>")
return FALSE
return TRUE
@@ -38,74 +39,99 @@
/datum/action/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
// Check: Self
if (A == owner)
if(A == owner)
return FALSE
var/mob/living/carbon/target = A // We already know it's carbon due to CheckValidTarget()
// Bloodsucker
if (target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if (display_error)
to_chat(owner, "<span class='warning'>Bloodsuckers are immune to [src].</span>")
return FALSE
// Dead/Unconscious
if (target.stat > CONSCIOUS)
if(target.stat > CONSCIOUS)
if (display_error)
to_chat(owner, "<span class='warning'>Your victim is not [(target.stat == DEAD || HAS_TRAIT(target, TRAIT_FAKEDEATH))?"alive":"conscious"].</span>")
return FALSE
// Check: Target has eyes?
if (!target.getorganslot(ORGAN_SLOT_EYES))
if(!target.getorganslot(ORGAN_SLOT_EYES))
if (display_error)
to_chat(owner, "<span class='warning'>They have no eyes!</span>")
return FALSE
// Check: Target blind?
if (target.eye_blind > 0)
if(target.eye_blind > 0)
if (display_error)
to_chat(owner, "<span class='warning'>Your victim's eyes are glazed over. They cannot perceive you.</span>")
return FALSE
// Check: Target See Me? (behind wall)
if (!(owner in view(target_range, get_turf(target))))
if(!(target in view(target_range, get_turf(owner))))
// Sub-Check: GET CLOSER
//if (!(owner in range(target_range, get_turf(target)))
// if (display_error)
// to_chat(owner, "<span class='warning'>You're too far from your victim.</span>")
if (display_error)
if(display_error)
to_chat(owner, "<span class='warning'>You're too far outside your victim's view.</span>")
return FALSE
if(target.has_status_effect(STATUS_EFFECT_MESMERIZE)) // ignores facing once the windup has started
return TRUE
// Check: Facing target?
if (!is_A_facing_B(owner,target)) // in unsorted.dm
if(!is_A_facing_B(owner,target)) // in unsorted.dm
if (display_error)
to_chat(owner, "<span class='warning'>You must be facing your victim.</span>")
return FALSE
// Check: Target facing me?
if (!target.resting && !is_A_facing_B(target,owner))
if (display_error)
if (CHECK_MOBILITY(target, MOBILITY_STAND) && !is_A_facing_B(target,owner))
if(display_error)
to_chat(owner, "<span class='warning'>Your victim must be facing you to see into your eyes.</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
var/mob/living/carbon/target = A
var/mob/living/user = owner
var/cancontinue=CheckCanTarget(target)
if(!cancontinue)
success = FALSE
target.remove_status_effect(STATUS_EFFECT_MESMERIZE)
user.remove_status_effect(STATUS_EFFECT_MESMERIZE)
DeactivatePower()
DeactivateRangedAbility()
StartCooldown()
to_chat(user, "<span class='warning'>[target] has escaped your gaze!</span>")
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/mob/living/user = owner
if(istype(target))
target.Stun(40) //Utterly useless without this, its okay since there are so many checks to go through
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 45) //So you cant rotate with combat mode, plus fancy status alert
if(do_mob(user, target, 40, 0, TRUE, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target)))
PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
var/power_time = 90 + level_current * 12
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time + 80)
to_chat(user, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
target.Stun(power_time)
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.
spawn(power_time)
if(istype(target))
target.notransform = FALSE
// They Woke Up! (Notice if within view)
if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
success = TRUE
var/power_time = 138 + level_current * 12
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/ContinueTarget)
// 3 second windup
sleep(30)
if(success)
PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
target.face_atom(user)
target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
target.Stun(power_time)
to_chat(user, "<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.
spawn(power_time)
if(istype(target) && success)
target.notransform = FALSE
// They Woke Up! (Notice if within view)
if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
return ..() && CheckCanUse() && CheckCanTarget(target)
@@ -92,7 +92,7 @@
H.socks = random_socks(H.gender)
//H.eye_color = random_eye_color()
REMOVE_TRAIT(H, TRAIT_DISFIGURED, null) //
H.dna.features = random_features()
H.dna.features = random_features(H.dna.species?.id)
// Apply Appearance
H.update_body() // Outfit and underware, also body.
@@ -81,7 +81,7 @@
if(istype(our_target, /datum/cellular_emporium))
cellular_emporium = our_target
else
throw EXCEPTION("cellular_emporium action created with non emporium")
CRASH("cellular_emporium action created with non emporium")
/datum/action/innate/cellular_emporium/Activate()
cellular_emporium.ui_interact(owner)
@@ -18,7 +18,6 @@
user.tod = STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)
user.fakedeath("changeling") //play dead
user.update_stat()
user.update_canmove()
addtimer(CALLBACK(src, .proc/ready_to_regenerate, user), LING_FAKEDEATH_TIME, TIMER_UNIQUE)
return TRUE
@@ -30,7 +30,7 @@
H.confused += 3
for(var/mob/living/silicon/S in range(2,user))
to_chat(S, "<span class='userdanger'>Your sensors are disabled by a shower of blood!</span>")
S.Knockdown(60)
S.DefaultCombatKnockdown(60)
var/turf = get_turf(user)
user.gib()
. = TRUE
@@ -24,7 +24,7 @@
if(issilicon(M))
SEND_SOUND(M, sound('sound/weapons/flash.ogg'))
M.Knockdown(rand(100,200))
M.DefaultCombatKnockdown(rand(100,200))
for(var/obj/machinery/light/L in range(4, user))
L.on = 1
@@ -26,7 +26,7 @@
changeling.chem_recharge_slowdown -= 0.5
if(stacks >= 20)
to_chat(user, "<span class='danger'>We collapse in exhaustion.</span>")
user.Knockdown(60)
user.DefaultCombatKnockdown(60)
user.emote("gasp")
INVOKE_ASYNC(src, .proc/muscle_loop, user)
@@ -40,7 +40,7 @@
if(user.stat != CONSCIOUS || user.staminaloss >= 90)
active = !active
to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
user.Knockdown(40)
user.DefaultCombatKnockdown(40)
user.remove_movespeed_modifier(MOVESPEED_ID_CHANGELING_MUSCLES)
changeling.chem_recharge_slowdown -= 0.5
break
@@ -80,7 +80,7 @@
if(iscultist(L)) //No longer stuns cultists, instead sets them on fire and burns them
to_chat(L, "<span class='heavy_brass'>\"Watch your step, wretch.\"</span>")
L.adjustFireLoss(10)
L.Knockdown(20, FALSE)
L.DefaultCombatKnockdown(20, FALSE)
L.adjust_fire_stacks(5) //Burn!
L.IgniteMob()
else
@@ -155,7 +155,7 @@
if(brutedamage || burndamage)
L.adjustBruteLoss(-(brutedamage * 0.25))
L.adjustFireLoss(-(burndamage * 0.25))
L.Knockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
L.DefaultCombatKnockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
if(iscarbon(L))
var/mob/living/carbon/C = L
C.silent += 5
@@ -196,7 +196,7 @@
if(!iscultist(L))
L.visible_message("<span class='warning'>[L]'s eyes blaze with brilliant light!</span>", \
"<span class='userdanger'>Your vision suddenly screams with white-hot light!</span>")
L.Knockdown(15, TRUE, FALSE, 15)
L.DefaultCombatKnockdown(15, TRUE, FALSE, 15)
L.apply_status_effect(STATUS_EFFECT_KINDLE)
L.flash_act(1, 1)
if(issilicon(target))
@@ -57,15 +57,15 @@
else if(!..())
if(!L.anti_magic_check())
if(issilicon(L))
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
else if(iscultist(L))
L.confused += CLAMP(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
to_chat(L, "<span class ='userdanger'>[src] crashes into you with burning force, sending you reeling!</span>")
L.adjust_fire_stacks(2)
L.Knockdown(1)
L.DefaultCombatKnockdown(1)
L.IgniteMob()
else
L.Knockdown(40)
L.DefaultCombatKnockdown(40)
GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
break_spear(T)
else
@@ -176,7 +176,7 @@
var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
if(!QDELETED(B))
B.duration = world.time + 30
C.Knockdown(5) //knocks down for half a second if affected
C.DefaultCombatKnockdown(5) //knocks down for half a second if affected
sleep(!GLOB.ratvar_approaches ? 16 : 10)
name = "judicial blast"
layer = ABOVE_ALL_MOB_LAYER
@@ -196,7 +196,7 @@
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.Knockdown(15) //knocks down briefly when exploding
L.DefaultCombatKnockdown(15) //knocks down briefly when exploding
if(!iscultist(L))
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
@@ -57,5 +57,5 @@
L.confused = min(L.confused + 15, 50)
L.dizziness = min(L.dizziness + 15, 50)
if(L.confused >= 25)
L.Knockdown(FLOOR(L.confused * 0.8, 1))
L.DefaultCombatKnockdown(FLOOR(L.confused * 0.8, 1))
take_damage(max_integrity)
@@ -22,7 +22,7 @@
if(buckled_mobs && LAZYLEN(buckled_mobs))
var/mob/living/L = buckled_mobs[1]
if(iscarbon(L))
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
L.visible_message("<span class='warning'>[L] is maimed as the skewer shatters while still in [L.p_their()] body!</span>")
L.adjustBruteLoss(15)
unbuckle_mob(L)
@@ -117,6 +117,6 @@
return
skewee.visible_message("<span class='danger'>[skewee] comes free of [src] with a squelching pop!</span>", \
"<span class='boldannounce'>You come free of [src]!</span>")
skewee.Knockdown(30)
skewee.DefaultCombatKnockdown(30)
playsound(skewee, 'sound/misc/desceration-03.ogg', 50, TRUE)
unbuckle_mob(skewee)
+1 -1
View File
@@ -446,7 +446,7 @@
var/atom/throw_target = get_edge_target_turf(L, user.dir)
L.throw_at(throw_target, 7, 1, user)
else if(!iscultist(L))
L.Knockdown(160)
L.DefaultCombatKnockdown(160)
L.adjustStaminaLoss(140) //Ensures hard stamcrit
L.flash_act(1,1)
if(issilicon(target))
+14 -13
View File
@@ -46,10 +46,11 @@
/obj/item/melee/cultblade/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 40, 100)
AddElement(/datum/element/sword_point)
/obj/item/melee/cultblade/attack(mob/living/target, mob/living/carbon/human/user)
if(!iscultist(user))
user.Knockdown(100)
user.DefaultCombatKnockdown(100)
user.dropItemToGround(src, TRUE)
user.visible_message("<span class='warning'>A powerful force shoves [user] away from [target]!</span>", \
"<span class='cultlarge'>\"You shouldn't play with sharp things. You'll poke someone's eye out.\"</span>")
@@ -148,7 +149,7 @@
user.emote("scream")
user.apply_damage(30, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
user.dropItemToGround(src, TRUE)
user.Knockdown(50)
user.DefaultCombatKnockdown(50)
return
force = initial(force)
jaunt.Grant(user, src)
@@ -405,7 +406,7 @@
to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Knockdown(100)
user.DefaultCombatKnockdown(100)
else
to_chat(user, "<span class='cultlarge'>\"Trying to use things you don't own is bad, you know.\"</span>")
to_chat(user, "<span class='userdanger'>The armor squeezes at your body!</span>")
@@ -457,7 +458,7 @@
to_chat(user, "<span class='warning'>An overwhelming sense of nausea overpowers you!</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Knockdown(100)
user.DefaultCombatKnockdown(100)
else
to_chat(user, "<span class='cultlarge'>\"Trying to use things you don't own is bad, you know.\"</span>")
to_chat(user, "<span class='userdanger'>The robes squeeze at your body!</span>")
@@ -478,7 +479,7 @@
to_chat(user, "<span class='cultlarge'>\"You want to be blind, do you?\"</span>")
user.dropItemToGround(src, TRUE)
user.Dizzy(30)
user.Knockdown(100)
user.DefaultCombatKnockdown(100)
user.blind_eyes(30)
/obj/item/reagent_containers/glass/beaker/unholywater
@@ -499,7 +500,7 @@
/obj/item/shuttle_curse/attack_self(mob/living/user)
if(!iscultist(user))
user.dropItemToGround(src, TRUE)
user.Knockdown(100)
user.DefaultCombatKnockdown(100)
to_chat(user, "<span class='warning'>A powerful force shoves you away from [src]!</span>")
return
if(curselimit > 1)
@@ -705,10 +706,10 @@
if(is_servant_of_ratvar(L))
to_chat(L, "<span class='cultlarge'>\"Kneel for me, scum\"</span>")
L.confused += CLAMP(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
L.Knockdown(15)
L.DefaultCombatKnockdown(15)
L.adjustBruteLoss(10)
else
L.Knockdown(50)
L.DefaultCombatKnockdown(50)
break_spear(T)
else
..()
@@ -843,7 +844,7 @@
INVOKE_ASYNC(src, .proc/pewpew, user, params)
var/obj/structure/emergency_shield/invoker/N = new(user.loc)
if(do_after(user, 90, target = user))
user.Knockdown(40)
user.DefaultCombatKnockdown(40)
to_chat(user, "<span class='cult italic'>You have exhausted the power of this spell!</span>")
firing = FALSE
if(N)
@@ -908,7 +909,7 @@
else
var/mob/living/L = target
if(L.density)
L.Knockdown(20)
L.DefaultCombatKnockdown(20)
L.adjustBruteLoss(45)
playsound(L, 'sound/hallucinations/wail.ogg', 50, 1)
L.emote("scream")
@@ -944,7 +945,7 @@
T.visible_message("<span class='warning'>The sheer force from [P] shatters the mirror shield!</span>")
new /obj/effect/temp_visual/cult/sparks(T)
playsound(T, 'sound/effects/glassbr3.ogg', 100)
owner.Knockdown(25)
owner.DefaultCombatKnockdown(25)
qdel(src)
return FALSE
if(P.is_reflectable)
@@ -1001,9 +1002,9 @@
else if(!..())
if(!L.anti_magic_check())
if(is_servant_of_ratvar(L))
L.Knockdown(60)
L.DefaultCombatKnockdown(60)
else
L.Knockdown(30)
L.DefaultCombatKnockdown(30)
if(D.thrower)
for(var/mob/living/Next in orange(2, T))
if(!Next.density || iscultist(Next))
+3 -3
View File
@@ -219,7 +219,7 @@ structure_check() searches for nearby cultist structures required for the invoca
L.visible_message("<span class='warning'>[L]'s eyes glow a defiant yellow!</span>", \
"<span class='cultlarge'>\"Stop resisting. You <i>will</i> be mi-\"</span>\n\
<span class='large_brass'>\"Give up and you will feel pain unlike anything you've ever felt!\"</span>")
L.Knockdown(80)
L.DefaultCombatKnockdown(80)
else if(is_convertable)
do_convert(L, invokers)
else
@@ -908,7 +908,7 @@ structure_check() searches for nearby cultist structures required for the invoca
if(affecting.key)
affecting.visible_message("<span class='warning'>[affecting] slowly relaxes, the glow around [affecting.p_them()] dimming.</span>", \
"<span class='danger'>You are re-united with your physical form. [src] releases its hold over you.</span>")
affecting.Knockdown(40)
affecting.DefaultCombatKnockdown(40)
break
if(affecting.health <= 10)
to_chat(G, "<span class='cultitalic'>Your body can no longer sustain the connection!</span>")
@@ -970,7 +970,7 @@ structure_check() searches for nearby cultist structures required for the invoca
playsound(T, 'sound/magic/enter_blood.ogg', 100, 1)
visible_message("<span class='warning'>A colossal shockwave of energy bursts from the rune, disintegrating it in the process!</span>")
for(var/mob/living/L in range(src, 3))
L.Knockdown(30)
L.DefaultCombatKnockdown(30)
empulse(T, 0.42*(intensity), 1)
var/list/images = list()
var/zmatch = T.z
+1 -1
View File
@@ -477,7 +477,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
if(SOULVALUE >= ARCH_THRESHOLD && ascendable)
A.convert_to_archdevil()
else
throw EXCEPTION("Unable to find a blobstart landmark for hellish resurrection")
CRASH("Unable to find a blobstart landmark for hellish resurrection")
/datum/antagonist/devil/proc/update_hud()
@@ -32,7 +32,7 @@
if(BANE_HARVEST)
if(istype(weapon, /obj/item/reagent_containers/food/snacks/grown/))
visible_message("<span class='warning'>The spirits of the harvest aid in the exorcism.</span>", "<span class='notice'>The harvest spirits are harming you.</span>")
Knockdown(40)
DefaultCombatKnockdown(40)
qdel(weapon)
return 2
return 1
+4 -10
View File
@@ -70,16 +70,10 @@
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
objectives += O
if(4) //flavor
if(helping_station)
var/datum/objective/flavor/ninja_helping/O = new /datum/objective/flavor/ninja_helping
O.owner = owner
O.forge_objective()
objectives += O
else
var/datum/objective/flavor/ninja_syndie/O = new /datum/objective/flavor/ninja_helping
O.owner = owner
O.forge_objective()
objectives += O
var/datum/objective/flavor/O = helping_station ? new /datum/objective/flavor/ninja_helping : new /datum/objective/flavor/ninja_syndie
O.owner = owner
O.forge_objective()
objectives += O
else
break
var/datum/objective/O = new /datum/objective/survive()
@@ -178,23 +178,22 @@
else
return NUKE_OFF_UNLOCKED
/obj/machinery/nuclearbomb/update_icon()
if(deconstruction_state == NUKESTATE_INTACT)
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "nuclearbomb_base"
update_icon_interior()
update_icon_lights()
if(NUKE_ON_TIMING)
cut_overlays()
icon_state = "nuclearbomb_timing"
if(NUKE_ON_EXPLODING)
cut_overlays()
icon_state = "nuclearbomb_exploding"
else
/obj/machinery/nuclearbomb/update_icon_state()
if(deconstruction_state != NUKESTATE_INTACT)
icon_state = "nuclearbomb_base"
update_icon_interior()
update_icon_lights()
return
switch(get_nuke_state())
if(NUKE_OFF_LOCKED, NUKE_OFF_UNLOCKED)
icon_state = "nuclearbomb_base"
if(NUKE_ON_TIMING)
icon_state = "nuclearbomb_timing"
if(NUKE_ON_EXPLODING)
icon_state = "nuclearbomb_exploding"
/obj/machinery/nuclearbomb/update_overlays()
. = ..()
update_icon_interior()
update_icon_lights()
/obj/machinery/nuclearbomb/proc/update_icon_interior()
cut_overlay(interior)
+2 -2
View File
@@ -191,7 +191,7 @@
return 0
/obj/item/IntegrateAmount() //returns the amount of resources gained when eating this item
if(custom_materials[getmaterialref(/datum/material/iron)] || custom_materials[getmaterialref(/datum/material/glass)])
if(custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)] || custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
return 1
return ..()
@@ -586,7 +586,7 @@
playsound(loc,'sound/effects/snap.ogg',50, 1, -1)
L.electrocute_act(0, src, 1, 1, 1)
if(iscyborg(L))
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
qdel(src)
..()
@@ -13,6 +13,7 @@
var/should_give_codewords = TRUE
var/should_equip = TRUE
var/traitor_kind = TRAITOR_HUMAN //Set on initial assignment
var/datum/contractor_hub/contractor_hub
hijack_speed = 0.5 //10 seconds per hijack stage by default
/datum/antagonist/traitor/on_gain()
@@ -413,6 +414,9 @@
var/special_role_text = lowertext(name)
if(contractor_hub)
result += contractor_round_end()
if(traitorwin)
result += "<span class='greentext'>The [special_role_text] was successful!</span>"
else
@@ -421,12 +425,44 @@
return result.Join("<br>")
/// Proc detailing contract kit buys/completed contracts/additional info
/datum/antagonist/traitor/proc/contractor_round_end()
var result = ""
var total_spent_rep = 0
var/completed_contracts = 0
var/tc_total = contractor_hub.contract_TC_payed_out + contractor_hub.contract_TC_to_redeem
for(var/datum/syndicate_contract/contract in contractor_hub.assigned_contracts)
if(contract.status == CONTRACT_STATUS_COMPLETE)
completed_contracts++
var/contractor_item_icons = "" // Icons of purchases
var/contractor_support_unit = "" // Set if they had a support unit - and shows appended to their contracts completed
for(var/datum/contractor_item/contractor_purchase in contractor_hub.purchased_items) // Get all the icons/total cost for all our items bought
contractor_item_icons += "<span class='tooltip_container'>\[ <i class=\"fas [contractor_purchase.item_icon]\"></i><span class='tooltip_hover'><b>[contractor_purchase.name] - [contractor_purchase.cost] Rep</b><br><br>[contractor_purchase.desc]</span> \]</span>"
total_spent_rep += contractor_purchase.cost
if(istype(contractor_purchase, /datum/contractor_item/contractor_partner)) // Special case for reinforcements, we want to show their ckey and name on round end.
var/datum/contractor_item/contractor_partner/partner = contractor_purchase
contractor_support_unit += "<br><b>[partner.partner_mind.key]</b> played <b>[partner.partner_mind.current.name]</b>, their contractor support unit."
if (contractor_hub.purchased_items.len)
result += "<br>(used [total_spent_rep] Rep)"
result += contractor_item_icons
result += "<br>"
if(completed_contracts > 0)
var/pluralCheck = "contract"
if(completed_contracts > 1)
pluralCheck = "contracts"
result += "Completed <span class='greentext'>[completed_contracts]</span> [pluralCheck] for a total of \
<span class='greentext'>[tc_total] TC</span>!<br>"
return result
/datum/antagonist/traitor/roundend_report_footer()
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
var message = "<br><b>The code phrases were:</b> <span class='bluetext'>[phrases]</span><br>\
<b>The code responses were:</b> <span class='redtext'>[responses]</span><br>"
<b>The code responses were:</b> <span class='redtext'>[responses]</span><br>"
return message
@@ -0,0 +1,227 @@
// Support unit gets it's own very basic antag datum for admin logging.
/datum/antagonist/traitor/contractor_support
name = "Contractor Support Unit"
antag_moodlet = /datum/mood_event/focused
show_in_roundend = FALSE /// We're already adding them in to the contractor's roundend.
give_objectives = TRUE /// We give them their own custom objective.
show_in_antagpanel = FALSE /// Not a proper/full antag.
should_equip = FALSE /// Don't give them an uplink.
var/datum/team/contractor_team/contractor_team
/datum/team/contractor_team // Team for storing both the contractor and their support unit - only really for the HUD and admin logging.
show_roundend_report = FALSE
/datum/antagonist/traitor/contractor_support/forge_traitor_objectives()
var/datum/objective/generic_objective = new
generic_objective.name = "Follow Contractor's Orders"
generic_objective.explanation_text = "Follow your orders. Assist agents in this mission area."
generic_objective.completed = TRUE
add_objective(generic_objective)
/datum/contractor_hub
var/contract_rep = 0
var/list/hub_items = list()
var/list/purchased_items = list()
var/static/list/contractor_items = typecacheof(/datum/contractor_item/, TRUE)
var/datum/syndicate_contract/current_contract
var/list/datum/syndicate_contract/assigned_contracts = list()
var/list/assigned_targets = list() // used as a blacklist to make sure we're not assigning targets already assigned
var/contract_TC_payed_out = 0 // Keeping track for roundend reporting
var/contract_TC_to_redeem = 0 // Used internally and roundend reporting - what TC we have available to cashout.
/datum/contractor_hub/proc/create_hub_items()
for(var/path in contractor_items)
var/datum/contractor_item/contractor_item = new path
hub_items.Add(contractor_item)
/datum/contractor_hub/proc/create_contracts(datum/mind/owner) // 6 initial contracts
var/list/to_generate = list(
CONTRACT_PAYOUT_LARGE,
CONTRACT_PAYOUT_MEDIUM,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL
)
var/lowest_TC_threshold = 30 // We don't want the sum of all the payouts to be under this amount
var/total = 0
var/lowest_paying_sum = 0
var/datum/syndicate_contract/lowest_paying_contract
to_generate = shuffle(to_generate) // Randomise order, so we don't have contracts always in payout order.
var/start_index = 1 // Support contract generation happening multiple times
if(assigned_contracts.len != 0)
start_index = assigned_contracts.len + 1
for(var/i = 1; i <= to_generate.len; i++) // Generate contracts, and find the lowest paying.
var/datum/syndicate_contract/contract_to_add = new(owner, assigned_targets, to_generate[i])
var/contract_payout_total = contract_to_add.contract.payout + contract_to_add.contract.payout_bonus
assigned_targets.Add(contract_to_add.contract.target)
if(!lowest_paying_contract || (contract_payout_total < lowest_paying_sum))
lowest_paying_sum = contract_payout_total
lowest_paying_contract = contract_to_add
total += contract_payout_total
contract_to_add.id = start_index
assigned_contracts.Add(contract_to_add)
start_index++
if(total < lowest_TC_threshold) // If the threshold for TC payouts isn't reached, boost the lowest paying contract
lowest_paying_contract.contract.payout_bonus += (lowest_TC_threshold - total)
/datum/contractor_item
var/name // Name of item
var/desc // description of item
var/item // item path, no item path means the purchase needs it's own handle_purchase()
var/item_icon = "fa-broadcast-tower" // fontawesome icon to use inside the hub - https://fontawesome.com/icons/
var/limited = -1 // Any number above 0 for how many times it can be bought in a round for a single traitor. -1 is unlimited.
var/cost // Cost of the item in contract rep.
/datum/contractor_item/contract_reroll
name = "Contract Reroll"
desc = "Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available."
item_icon = "fa-dice"
limited = 2
cost = 0
/datum/contractor_item/contract_reroll/handle_purchase(var/datum/contractor_hub/hub)
. = ..()
if (.)
var/list/new_target_list = list() // We're not regenerating already completed/aborted/extracting contracts, but we don't want to repeat their targets.
for(var/datum/syndicate_contract/contract_check in hub.assigned_contracts)
if (contract_check.status != CONTRACT_STATUS_ACTIVE && contract_check.status != CONTRACT_STATUS_INACTIVE)
if (contract_check.contract.target)
new_target_list.Add(contract_check.contract.target)
continue
for(var/datum/syndicate_contract/rerolling_contract in hub.assigned_contracts) // Reroll contracts without duplicates
if (rerolling_contract.status != CONTRACT_STATUS_ACTIVE && rerolling_contract.status != CONTRACT_STATUS_INACTIVE)
continue
rerolling_contract.generate(new_target_list)
new_target_list.Add(rerolling_contract.contract.target)
hub.assigned_targets = new_target_list // Set our target list with the new set we've generated.
/datum/contractor_item/contractor_pinpointer
name = "Contractor Pinpointer"
desc = "A pinpointer that finds targets even without active suit sensors. Due to taking advantage of an exploit within the system, it can't pinpoint to the same accuracy as the traditional models. Becomes permanently locked to the user that first activates it."
item = /obj/item/pinpointer/crew/contractor
item_icon = "fa-search-location"
limited = 2
cost = 1
/datum/contractor_item/fulton_extraction_kit
name = "Fulton Extraction Kit"
desc = "For getting your target across the station to those difficult dropoffs. Place the beacon somewhere secure, and link the pack. Activating the pack on your target in space will send them over to the beacon - make sure they're not just going to run away though!"
item = /obj/item/storage/box/contractor/fulton_extraction
item_icon = "fa-parachute-box"
limited = 1
cost = 1
/datum/contractor_item/contractor_partner
name = "Reinforcements"
desc = "Upon purchase we'll contact available units in the area. Should there be an agent free, we'll send them down to assist you immediately. If no units are free, we give a full refund."
item_icon = "fa-user-friends"
limited = 1
cost = 2
var/datum/mind/partner_mind = null
/datum/contractor_item/contractor_partner/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
. = ..()
if (.)
to_chat(user, "<span class='notice'>The uplink vibrates quietly, connecting to nearby agents...</span>")
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to play as the Contractor Support Unit for [user.real_name]?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_CONTRACTOR_SUPPORT)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
spawn_contractor_partner(user, C.key)
else
to_chat(user, "<span class='notice'>No available agents at this time, please try again later.</span>")
limited += 1 // refund and add the limit back.
hub.contract_rep += cost
hub.purchased_items -= src
/datum/outfit/contractor_partner
name = "Contractor Support Unit"
uniform = /obj/item/clothing/under/chameleon
suit = /obj/item/clothing/suit/chameleon
back = /obj/item/storage/backpack
belt = /obj/item/pda/chameleon
mask = /obj/item/clothing/mask/cigarette/syndicate
shoes = /obj/item/clothing/shoes/chameleon/noslip
ears = /obj/item/radio/headset/chameleon
id = /obj/item/card/id/syndicate
r_hand = /obj/item/storage/toolbox/syndicate
backpack_contents = list(/obj/item/storage/box/survival, /obj/item/implanter/uplink, /obj/item/clothing/mask/chameleon,
/obj/item/storage/fancy/cigarettes/cigpack_syndicate, /obj/item/lighter)
/datum/outfit/contractor_partner/post_equip(mob/living/carbon/human/H, visualsOnly)
. = ..()
var/obj/item/clothing/mask/cigarette/syndicate/cig = H.get_item_by_slot(SLOT_WEAR_MASK)
cig.light() // pre-light their cig for extra badass
/datum/contractor_item/contractor_partner/proc/spawn_contractor_partner(mob/living/user, key)
var/mob/living/carbon/human/partner = new()
var/datum/outfit/contractor_partner/partner_outfit = new()
partner_outfit.equip(partner)
var/obj/structure/closet/supplypod/arrival_pod = new()
arrival_pod.style = STYLE_SYNDICATE
arrival_pod.explosionSize = list(0,0,0,1)
arrival_pod.bluespace = TRUE
var/turf/free_location = find_obstruction_free_location(2, user)
if (!free_location) // We really want to send them - if we can't find a nice location just land it on top of them.
free_location = get_turf(user)
partner.forceMove(arrival_pod)
partner.ckey = key
partner_mind = partner.mind // We give a reference to the mind that'll be the support unit
partner_mind.make_Contractor_Support()
to_chat(partner_mind.current, "\n<span class='alertwarning'>[user.real_name] is your superior. Follow any, and all orders given by them. You're here to support their mission only.</span>")
to_chat(partner_mind.current, "<span class='alertwarning'>Should they perish, or be otherwise unavailable, you're to assist other active agents in this mission area to the best of your ability.</span>\n\n")
new /obj/effect/abstract/DPtarget(free_location, arrival_pod)
/datum/contractor_item/blackout
name = "Blackout"
desc = "Request Syndicate Command to distrupt the station's powernet. Disables power across the station for a short duration."
item_icon = "fa-bolt"
limited = 2
cost = 3
/datum/contractor_item/blackout/handle_purchase(var/datum/contractor_hub/hub)
. = ..()
if (.)
power_fail(35, 50)
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", "poweroff")
// Subtract cost, and spawn if it's an item.
/datum/contractor_item/proc/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
if (hub.contract_rep >= cost)
hub.contract_rep -= cost
else
return FALSE
if (limited >= 1)
limited -= 1
else if (limited == 0)
return FALSE
hub.purchased_items.Add(src)
if (item && ispath(item))
var/atom/item_to_create = new item(get_turf(user))
if(user.put_in_hands(item_to_create))
to_chat(user, "<span class='notice'>Your purchase materializes into your hands!</span>")
else
to_chat(user, "<span class='notice'>Your purchase materializes onto the floor.</span>")
return item_to_create
return TRUE
/obj/item/pinpointer/crew/contractor
name = "contractor pinpointer"
desc = "A handheld tracking device that locks onto certain signals. Ignores suit sensors, but is much less accurate."
icon_state = "pinpointer_syndicate"
minimum_range = 25
has_owner = TRUE
ignore_suit_sensor_level = TRUE
/obj/item/storage/box/contractor/fulton_extraction
name = "Fulton Extraction Kit"
icon_state = "syndiebox"
illustration = "writing_syndie"
/obj/item/storage/box/contractor/fulton_extraction/PopulateContents()
new /obj/item/extraction_pack(src)
new /obj/item/fulton_core(src)
@@ -0,0 +1,150 @@
/datum/syndicate_contract
var/id = 0
var/status = CONTRACT_STATUS_INACTIVE
var/datum/objective/contract/contract = new()
var/target_rank
var/ransom = 0
var/payout_type = null
var/list/victim_belongings = list()
/datum/syndicate_contract/New(contract_owner, blacklist, type=CONTRACT_PAYOUT_SMALL)
contract.owner = contract_owner
payout_type = type
generate(blacklist)
/datum/syndicate_contract/proc/generate(blacklist)
contract.find_target(null, blacklist)
var/datum/data/record/record = find_record("name", contract.target.name, GLOB.data_core.general)
if(record)
target_rank = record.fields["rank"]
else
target_rank = "Unknown"
if (payout_type == CONTRACT_PAYOUT_LARGE)
contract.payout_bonus = rand(9,13)
else if(payout_type == CONTRACT_PAYOUT_MEDIUM)
contract.payout_bonus = rand(6,8)
else
contract.payout_bonus = rand(2,4)
contract.payout = rand(0, 2)
contract.generate_dropoff()
ransom = 100 * rand(18, 45)
/datum/syndicate_contract/proc/handle_extraction(var/mob/living/user)
if (contract.target && contract.dropoff_check(user, contract.target.current))
var/turf/free_location = find_obstruction_free_location(3, user, contract.dropoff)
if(free_location) // We've got a valid location, launch.
launch_extraction_pod(free_location)
return TRUE
return FALSE
// Launch the pod to collect our victim.
/datum/syndicate_contract/proc/launch_extraction_pod(turf/empty_pod_turf)
var/obj/structure/closet/supplypod/extractionpod/empty_pod = new()
RegisterSignal(empty_pod, COMSIG_ATOM_ENTERED, .proc/enter_check)
empty_pod.stay_after_drop = TRUE
empty_pod.reversing = TRUE
empty_pod.explosionSize = list(0,0,0,1)
empty_pod.leavingSound = 'sound/effects/podwoosh.ogg'
new /obj/effect/abstract/DPtarget(empty_pod_turf, empty_pod)
/datum/syndicate_contract/proc/enter_check(datum/source, sent_mob)
if(istype(source, /obj/structure/closet/supplypod/extractionpod))
if(isliving(sent_mob))
var/mob/living/M = sent_mob
var/datum/antagonist/traitor/traitor_data = contract.owner.has_antag_datum(/datum/antagonist/traitor)
if(M == contract.target.current)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout
if(M.stat != DEAD)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout_bonus
status = CONTRACT_STATUS_COMPLETE
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
traitor_data.contractor_hub.contract_rep += 2
else
status = CONTRACT_STATUS_ABORTED // Sending a target that wasn't even yours is as good as just aborting it
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
if(iscarbon(M))
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
continue //So all they're left with are shoes and uniform.
M.transferItemToLoc(W)
victim_belongings.Add(W)
var/obj/structure/closet/supplypod/extractionpod/pod = source
pod.send_up(pod) // Handle the pod returning
if(ishuman(M))
var/mob/living/carbon/human/target = M // After we remove items, at least give them what they need to live.
target.dna.species.give_important_for_life(target)
handleVictimExperience(M) // After pod is sent we start the victim narrative/heal.
var/points_to_check = SSshuttle.points // This is slightly delayed because of the sleep calls above to handle the narrative. We don't want to tell the station instantly.
if(points_to_check >= ransom)
SSshuttle.points -= ransom
else
SSshuttle.points -= points_to_check
priority_announce("One of your crew was captured by a rival organisation - we've needed to pay their ransom to bring them back. \
As is policy we've taken a portion of the station's funds to offset the overall cost.", null, "attention", null, "Nanotrasen Asset Protection")
/datum/syndicate_contract/proc/handleVictimExperience(var/mob/living/M) // They're off to holding - handle the return timer and give some text about what's going on.
addtimer(CALLBACK(src, .proc/returnVictim, M), (60 * 10) * 4) // Ship 'em back - dead or alive... 4 minutes wait.
if(M.stat != DEAD) //Even if they weren't the target, we're still treating them the same.
M.reagents.add_reagent(/datum/reagent/medicine/omnizine, 20) // Heal them up - gets them out of crit/soft crit.
M.flash_act()
M.confused += 10
M.blur_eyes(5)
to_chat(M, "<span class='warning'>You feel strange...</span>")
sleep(60)
to_chat(M, "<span class='warning'>That pod did something to you...</span>")
M.Dizzy(35)
sleep(65)
to_chat(M, "<span class='warning'>Your head pounds... It feels like it's going to burst out your skull!</span>")
M.flash_act()
M.confused += 20
M.blur_eyes(3)
sleep(30)
to_chat(M, "<span class='warning'>Your head pounds...</span>")
sleep(100)
M.flash_act()
M.Unconscious(200)
to_chat(M, "<span class='reallybig hypnophrase'>A million voices echo in your head... <i>\"Your mind held many valuable secrets - \
we thank you for providing them. Your value is expended, and you will be ransomed back to your station. We always get paid, \
so it's only a matter of time before we ship you back...\"</i></span>")
M.blur_eyes(10)
M.Dizzy(15)
M.confused += 20
/datum/syndicate_contract/proc/returnVictim(var/mob/living/M) // We're returning the victim
var/list/possible_drop_loc = list()
for(var/turf/possible_drop in contract.dropoff.contents)
if(!is_blocked_turf(possible_drop))
possible_drop_loc.Add(possible_drop)
if(possible_drop_loc.len > 0)
var/pod_rand_loc = rand(1, possible_drop_loc.len)
var/obj/structure/closet/supplypod/return_pod = new()
return_pod.bluespace = TRUE
return_pod.explosionSize = list(0,0,0,0)
return_pod.style = STYLE_SYNDICATE
do_sparks(8, FALSE, M)
M.visible_message("<span class='notice'>[M] vanishes...</span>")
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
continue //So all they're left with are shoes and uniform.
M.dropItemToGround(W)
for(var/obj/item/W in victim_belongings)
W.forceMove(return_pod)
M.forceMove(return_pod)
M.flash_act()
M.blur_eyes(30)
M.Dizzy(35)
M.confused += 20
new /obj/effect/abstract/DPtarget(possible_drop_loc[pod_rand_loc], return_pod)
else
to_chat(M, "<span class='reallybig hypnophrase'>A million voices echo in your head... <i>\"Seems where you got sent here from won't \
be able to handle our pod... You will die here instead.\"</i></span>")
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.can_heartattack())
C.set_heartattack(TRUE)
@@ -261,7 +261,7 @@
GiveHint(target)
else if(is_pointed(I))
to_chat(target, "<span class='userdanger'>You feel a stabbing pain in [parse_zone(user.zone_selected)]!</span>")
target.Knockdown(40)
target.DefaultCombatKnockdown(40)
GiveHint(target)
else if(istype(I, /obj/item/bikehorn))
to_chat(target, "<span class='userdanger'>HONK</span>")
@@ -377,7 +377,10 @@
/obj/item/warpwhistle/proc/end_effect(mob/living/carbon/user)
user.invisibility = initial(user.invisibility)
user.status_flags &= ~GODMODE
user.canmove = TRUE
REMOVE_TRAIT(user, TRAIT_MOBILITY_NOMOVE, src)
REMOVE_TRAIT(user, TRAIT_MOBILITY_NOUSE, src)
REMOVE_TRAIT(user, TRAIT_MOBILITY_NOPICKUP, src)
user.update_mobility()
/obj/item/warpwhistle/attack_self(mob/living/carbon/user)
if(!istype(user) || on_cooldown)
@@ -390,7 +393,10 @@
on_cooldown = TRUE
last_user = user
playsound(T,'sound/magic/warpwhistle.ogg', 200, 1)
user.canmove = FALSE
ADD_TRAIT(user, TRAIT_MOBILITY_NOMOVE, src)
ADD_TRAIT(user, TRAIT_MOBILITY_NOUSE, src)
ADD_TRAIT(user, TRAIT_MOBILITY_NOPICKUP, src)
user.update_mobility()
new /obj/effect/temp_visual/tornado(T)
sleep(20)
if(interrupted(user))
@@ -412,7 +418,6 @@
return
if(T.z != potential_T.z || abs(get_dist_euclidian(potential_T,T)) > 50 - breakout)
do_teleport(user, potential_T, channel = TELEPORT_CHANNEL_MAGIC)
user.canmove = 0
T = potential_T
break
breakout += 1
@@ -83,8 +83,8 @@
/obj/item/soulstone/proc/release_shades(mob/user)
for(var/mob/living/simple_animal/shade/A in src)
A.status_flags &= ~GODMODE
A.canmove = TRUE
A.forceMove(get_turf(user))
A.mobility_flags = MOBILITY_FLAGS_DEFAULT
A.cancel_camera()
icon_state = "soulstone"
name = initial(name)
@@ -173,7 +173,7 @@
else
T.forceMove(src) //put shade in stone
T.status_flags |= GODMODE
T.canmove = FALSE
T.mobility_flags = NONE
T.health = T.maxHealth
icon_state = "soulstone2"
name = "soulstone: Shade of [T.real_name]"
@@ -240,8 +240,8 @@
T.dust_animation()
QDEL_IN(T, 5)
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade(src)
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.canmove = FALSE//Can't move out of the soul stone
S.status_flags |= GODMODE //So they won't die inside the stone somehow
S.mobility_flags = NONE //Can't move out of the soul stone
S.name = "Shade of [T.real_name]"
S.real_name = "Shade of [T.real_name]"
T.transfer_ckey(S)