(Ready) Clockwork Cult Rework: Proof-of-concept

This commit is contained in:
Ashe Higgs
2017-09-26 16:21:26 -04:00
committed by CitadelStationBot
parent b51e4457f5
commit e575bd6685
103 changed files with 4394 additions and 2615 deletions
+19 -108
View File
@@ -378,90 +378,6 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
/obj/screen/alert/clockwork
alerttooltipstyle = "clockcult"
/obj/screen/alert/clockwork/scripture_reqs
name = "Next Tier Requirements"
desc = "You shouldn't be seeing this description unless you're very fast. If you're very fast, good job!"
icon_state = "no-servants-caches"
/obj/screen/alert/clockwork/scripture_reqs/Initialize()
. = ..()
START_PROCESSING(SSprocessing, src)
process()
/obj/screen/alert/clockwork/scripture_reqs/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/screen/alert/clockwork/scripture_reqs/process()
if(GLOB.clockwork_gateway_activated)
mob_viewer.clear_alert("scripturereq")
return
var/current_state
for(var/i in SSticker.scripture_states)
if(!SSticker.scripture_states[i])
current_state = i
break
icon_state = "no"
if(!current_state)
name = "Current Objective"
for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
var/area/gate_area = get_area(G)
desc = "<b>Protect the Ark at [gate_area.map_name]!</b>"
return
desc = "<b>All tiers of Scripture are unlocked.<br>\
Acquire components and summon the Ark.</b>"
else
name = "Next Tier Requirements"
var/validservants = 0
var/unconverted_ais_exist = get_unconverted_ais()
for(var/mob/living/L in GLOB.living_mob_list)
if(is_servant_of_ratvar(L) && (ishuman(L) || issilicon(L)))
validservants++
var/req_servants = 0
var/req_caches = 0
var/req_cv = 0
var/req_ai = FALSE
var/list/textlist = list("Requirements for <b>[current_state] Scripture:</b>")
switch(current_state) //get our requirements based on the tier
if(SCRIPTURE_SCRIPT)
req_servants = SCRIPT_SERVANT_REQ
req_caches = SCRIPT_CACHE_REQ
if(SCRIPTURE_APPLICATION)
req_servants = APPLICATION_SERVANT_REQ
req_caches = APPLICATION_CACHE_REQ
req_cv = APPLICATION_CV_REQ
if(SCRIPTURE_JUDGEMENT)
req_servants = JUDGEMENT_SERVANT_REQ
req_caches = JUDGEMENT_CACHE_REQ
req_cv = JUDGEMENT_CV_REQ
req_ai = TRUE
textlist += "<br><b>[validservants]/[req_servants]</b> Servants"
if(validservants < req_servants)
icon_state += "-servants" //in this manner, generate an icon key based on what we're missing
else
textlist += ": <b><font color=#5A6068>\[CHECK\]</font></b>"
textlist += "<br><b>[GLOB.clockwork_caches]/[req_caches]</b> Tinkerer's Caches"
if(GLOB.clockwork_caches < req_caches)
icon_state += "-caches"
else
textlist += ": <b><font color=#5A6068>\[CHECK\]</font></b>"
if(req_cv) //cv only shows up if the tier requires it
textlist += "<br><b>[GLOB.clockwork_construction_value]/[req_cv]</b> Construction Value"
if(GLOB.clockwork_construction_value < req_cv)
icon_state += "-cv"
else
textlist += ": <b><font color=#5A6068>\[CHECK\]</font></b>"
if(req_ai) //same for ai
if(unconverted_ais_exist)
if(unconverted_ais_exist > 1)
textlist += "<br><b>[unconverted_ais_exist] unconverted AIs exist!</b><br>"
else
textlist += "<br><b>An unconverted AI exists!</b>"
icon_state += "-ai"
else
textlist += "<br>No unconverted AIs exist: <b><font color=#5A6068>\[CHECK\]</font></b>"
desc = textlist.Join()
/obj/screen/alert/clockwork/infodump
name = "Global Records"
desc = "You shouldn't be seeing this description, because it should be dynamically generated."
@@ -473,7 +389,6 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
else
var/servants = 0
var/validservants = 0
var/unconverted_ais_exist = get_unconverted_ais()
var/list/textlist
for(var/mob/living/L in GLOB.living_mob_list)
if(is_servant_of_ratvar(L))
@@ -487,29 +402,25 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
textlist = list("<b>[servants]</b> Servants, [validservants ? "<b>[validservants]</b> of which counts":"none of which count"] towards scripture.<br>")
else
textlist = list("<b>[servants]</b> Servant, who [validservants ? "counts":"does not count"] towards scripture.<br>")
textlist += "<b>[GLOB.clockwork_caches ? "[GLOB.clockwork_caches]</b> Tinkerer's Caches.":"No Tinkerer's Caches, construct one!</b>"]<br>\
<b>[GLOB.clockwork_construction_value]</b> Construction Value.<br>"
textlist += "<b>[Floor(servants * 0.2)]</b> Tinkerer's Daemons can be active at once. <b>[LAZYLEN(GLOB.active_daemons)]</b> are active.<br>"
for(var/obj/structure/destructible/clockwork/massive/celestial_gateway/G in GLOB.all_clockwork_objects)
var/area/gate_area = get_area(G)
textlist += "Ark Location: <b>[uppertext(gate_area.map_name)]</b><br>"
if(G.still_needs_components())
textlist += "Ark Components required:<br>"
for(var/i in G.required_components)
if(G.required_components[i])
textlist += "[get_component_icon(i)] <b><font color=[get_component_color_bright(i)]>[G.required_components[i]]</font></b> "
textlist += "<br>"
else
textlist += "Seconds until Ratvar's arrival: <b>[G.get_arrival_text(TRUE)]</b><br>"
break
if(unconverted_ais_exist)
if(unconverted_ais_exist > 1)
textlist += "<b>[unconverted_ais_exist] unconverted AIs exist!</b><br>"
else
textlist += "<b>An unconverted AI exists!</b><br>"
for(var/i in SSticker.scripture_states)
if(i != SCRIPTURE_DRIVER) //ignore the always-unlocked stuff
textlist += "[i] Scripture: <b>[SSticker.scripture_states[i] ? "UNLOCKED":"LOCKED"]</b><br>"
for(var/i in SSticker.scripture_states)
if(i != SCRIPTURE_DRIVER) //ignore the always-unlocked stuff
textlist += "[i] Scripture: <b>[SSticker.scripture_states[i] ? "UNLOCKED":"LOCKED"]</b><br>"
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
if(G)
var/time_info
var/time_name
if(G.seconds_until_activation)
time_info = G.seconds_until_activation
time_name = "until the Ark activates"
else if(G.grace_period)
time_info = G.grace_period
time_name = "of grace period remaining"
else if(G.progress_in_seconds)
time_info = GATEWAY_RATVAR_ARRIVAL - G.progress_in_seconds
time_name = "until the Ark finishes summoning"
if(time_info)
textlist += "<b>[time_info / 60] minutes</b> [time_name].<br>"
textlist += "<b>[DisplayPower(get_clockwork_power())]</b> power available for use."
desc = textlist.Join()
..()
-45
View File
@@ -1,45 +0,0 @@
/datum/hud/marauder
var/obj/screen/hosthealth
var/obj/screen/blockchance
var/obj/screen/counterchance
/datum/hud/marauder/New(mob/living/simple_animal/hostile/guardian/owner)
..()
var/obj/screen/using
healths = new /obj/screen/healths/clock()
infodisplay += healths
hosthealth = new /obj/screen/healths/clock()
hosthealth.screen_loc = ui_internal
infodisplay += hosthealth
using = new /obj/screen/marauder/emerge()
using.screen_loc = ui_zonesel
static_inventory += using
/datum/hud/marauder/Destroy()
blockchance = null
counterchance = null
hosthealth = null
return ..()
/mob/living/simple_animal/hostile/clockwork/marauder/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/marauder(src, ui_style2icon(client.prefs.UI_style))
/obj/screen/marauder
icon = 'icons/mob/clockwork_mobs.dmi'
/obj/screen/marauder/emerge
icon_state = "marauder_emerge"
name = "Emerge/Return"
desc = "Emerge or Return."
/obj/screen/marauder/emerge/Click()
if(istype(usr, /mob/living/simple_animal/hostile/clockwork/marauder))
var/mob/living/simple_animal/hostile/clockwork/marauder/M = usr
if(M.is_in_host())
M.try_emerge()
else
M.return_to_host()