307 lines
12 KiB
Plaintext
307 lines
12 KiB
Plaintext
#define PINPOINTER_MINIMUM_RANGE 15
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#define PINPOINTER_EXTRA_RANDOM_RANGE 10
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#define PINPOINTER_PING_TIME 40
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/datum/game_mode/traitor/internal_affairs
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name = "Internal Affairs"
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config_tag = "internal_affairs"
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employer = "Internal Affairs"
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required_players = 25
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required_enemies = 5
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recommended_enemies = 8
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reroll_friendly = 0
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traitor_name = "Nanotrasen Internal Affairs Agent"
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traitors_possible = 10 //hard limit on traitors if scaling is turned off
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num_modifier = 4 // Four additional traitors
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announce_text = "There are Nanotrasen Internal Affairs Agents trying to kill each other!\n\
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<span class='danger'>IAA</span>: Eliminate your targets and protect yourself!\n\
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<span class='notice'>Crew</span>: Stop the IAA agents before they can cause too much mayhem."
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var/list/target_list = list()
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var/list/late_joining_list = list()
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/datum/game_mode/traitor/internal_affairs/post_setup()
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var/i = 0
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for(var/datum/mind/traitor in traitors)
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i++
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if(i + 1 > traitors.len)
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i = 0
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target_list[traitor] = traitors[i+1]
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..()
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/datum/status_effect/agent_pinpointer
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id = "agent_pinpointer"
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duration = -1
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tick_interval = PINPOINTER_PING_TIME
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alert_type = /obj/screen/alert/status_effect/agent_pinpointer
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var/minimum_range = PINPOINTER_MINIMUM_RANGE
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var/mob/scan_target = null
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/obj/screen/alert/status_effect/agent_pinpointer
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name = "Internal Affairs Integrated Pinpointer"
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desc = "Even stealthier than a normal implant."
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icon = 'icons/obj/device.dmi'
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icon_state = "pinon"
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/datum/status_effect/agent_pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
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if(!scan_target)
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linked_alert.icon_state = "pinonnull"
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return
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var/turf/here = get_turf(owner)
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var/turf/there = get_turf(scan_target)
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if(here.z != there.z)
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linked_alert.icon_state = "pinonnull"
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return
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if(get_dist_euclidian(here,there)<=minimum_range + rand(0, PINPOINTER_EXTRA_RANDOM_RANGE))
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linked_alert.icon_state = "pinondirect"
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else
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linked_alert.setDir(get_dir(here, there))
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switch(get_dist(here, there))
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if(1 to 8)
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linked_alert.icon_state = "pinonclose"
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if(9 to 16)
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linked_alert.icon_state = "pinonmedium"
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if(16 to INFINITY)
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linked_alert.icon_state = "pinonfar"
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/datum/status_effect/agent_pinpointer/proc/scan_for_target()
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scan_target = null
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if(owner)
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if(owner.mind)
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if(owner.mind.objectives)
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for(var/datum/objective/objective_ in owner.mind.objectives)
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if(!is_internal_objective(objective_))
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continue
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var/datum/objective/assassinate/internal/objective = objective_
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var/mob/current = objective.target.current
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if(current&¤t.stat!=DEAD)
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scan_target = current
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break
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/datum/status_effect/agent_pinpointer/tick()
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if(!owner)
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qdel(src)
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return
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scan_for_target()
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point_to_target()
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/proc/give_pinpointer(datum/mind/owner)
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if(owner && owner.current)
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owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer)
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/datum/internal_agent_state
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var/traitored = FALSE
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var/datum/mind/owner = null
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var/list/datum/mind/targets_stolen = list()
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/proc/is_internal_objective(datum/objective/O)
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return (istype(O, /datum/objective/assassinate/internal)||istype(O, /datum/objective/destroy/internal))
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/proc/replace_escape_objective(datum/mind/owner)
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if(!owner||!owner.objectives)
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return
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for (var/objective_ in owner.objectives)
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if(!(istype(objective_, /datum/objective/escape)||istype(objective_,/datum/objective/survive)))
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continue
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owner.objectives -= objective_
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var/datum/objective/martyr/martyr_objective = new
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martyr_objective.owner = owner
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owner.objectives += martyr_objective
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/proc/reinstate_escape_objective(datum/mind/owner)
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if(!owner||!owner.objectives)
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return
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for (var/objective_ in owner.objectives)
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if(!istype(objective_, /datum/objective/martyr))
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continue
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owner.objectives -= objective_
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if(issilicon(owner))
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = owner
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owner.objectives += survive_objective
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else
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = owner
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owner.objectives += escape_objective
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/datum/internal_agent_state/proc/steal_targets(datum/mind/victim)
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if(!owner.current||owner.current.stat==DEAD) //Should already be guaranteed if this is only called from steal_targets_timer_func, but better to be safe code than sorry code
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return
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var/already_traitored = traitored
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to_chat(owner.current, "<span class='userdanger'> Target eliminated: [victim.name]</span>")
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for(var/objective_ in victim.objectives)
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if(istype(objective_, /datum/objective/assassinate/internal))
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var/datum/objective/assassinate/internal/objective = objective_
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if(objective.target==owner)
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traitored = TRUE
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else if(targets_stolen.Find(objective.target) == 0)
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var/datum/objective/assassinate/internal/new_objective = new
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new_objective.owner = owner
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new_objective.target = objective.target
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new_objective.update_explanation_text()
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owner.objectives += new_objective
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targets_stolen += objective.target
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var/status_text = objective.check_completion() ? "neutralised" : "active"
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to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
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else if(istype(objective_, /datum/objective/destroy/internal))
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var/datum/objective/destroy/internal/objective = objective_
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var/datum/objective/destroy/internal/new_objective = new
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if(objective.target==owner)
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traitored = TRUE
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else if(targets_stolen.Find(objective.target) == 0)
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new_objective.owner = owner
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new_objective.target = objective.target
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new_objective.update_explanation_text()
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owner.objectives += new_objective
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targets_stolen += objective.target
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var/status_text = objective.check_completion() ? "neutralised" : "active"
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to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
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if(traitored&&!already_traitored)
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for(var/objective_ in owner.objectives)
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if(!is_internal_objective(objective_))
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continue
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var/datum/objective/assassinate/internal/objective = objective_
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if(!objective.check_completion())
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traitored = FALSE
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return
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to_chat(owner.current,"<span class='userdanger'> All the other agents are dead, and you're the last loose end. Stage a Syndicate terrorist attack to cover up for today's events. You no longer have any limits on collateral damage.</span>")
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replace_escape_objective(owner)
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/datum/internal_agent_state/proc/steal_targets_timer_func()
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if(owner&&owner.current&&owner.current.stat!=DEAD)
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for(var/objective_ in owner.objectives)
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if(!is_internal_objective(objective_))
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continue
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var/datum/objective/assassinate/internal/objective = objective_
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if(!objective.target)
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continue
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if(objective.check_completion())
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if(objective.stolen)
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continue
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else
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steal_targets(objective.target)
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objective.stolen = TRUE
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else
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if(objective.stolen)
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var/fail_msg = "<span class='userdanger'>Your sensors tell you that [objective.target.current.real_name], one of the targets you were meant to have killed, pulled one over on you, and is still alive - do the job properly this time! </span>"
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if(traitored)
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fail_msg += "<span class='userdanger'> The truth could still slip out!</font><B><font size=5 color=red> Cease any terrorist actions as soon as possible, unneeded property damage or loss of employee life will lead to your contract being terminated.</span>"
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reinstate_escape_objective(owner)
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traitored = FALSE
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to_chat(owner.current, fail_msg)
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objective.stolen = FALSE
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add_steal_targets_timer(owner)
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/datum/internal_agent_state/proc/add_steal_targets_timer()
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var/datum/callback/C = new(src, .steal_targets_timer_func)
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addtimer(C, 30)
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/datum/game_mode/traitor/internal_affairs/forge_traitor_objectives(datum/mind/traitor)
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if(target_list.len && target_list[traitor]) // Is a double agent
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// Assassinate
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var/datum/mind/target_mind = target_list[traitor]
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if(issilicon(target_mind.current))
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var/datum/objective/destroy/internal/destroy_objective = new
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destroy_objective.owner = traitor
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destroy_objective.target = target_mind
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destroy_objective.update_explanation_text()
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traitor.objectives += destroy_objective
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else
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var/datum/objective/assassinate/internal/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.target = target_mind
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kill_objective.update_explanation_text()
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traitor.objectives += kill_objective
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// Escape
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if(issilicon(traitor.current))
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = traitor
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traitor.objectives += survive_objective
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else
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = traitor
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traitor.objectives += escape_objective
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var/datum/internal_agent_state/state = new
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state.owner=traitor
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state.add_steal_targets_timer()
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if(!issilicon(traitor.current))
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give_pinpointer(traitor)
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else
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..() // Give them standard objectives.
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return
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/datum/game_mode/traitor/internal_affairs/add_latejoin_traitor(datum/mind/character)
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check_potential_agents()
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// As soon as we get 3 or 4 extra latejoin traitors, make them traitors and kill each other.
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if(late_joining_list.len >= rand(3, 4))
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// True randomness
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shuffle_inplace(late_joining_list)
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// Reset the target_list, it'll be used again in force_traitor_objectives
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target_list = list()
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// Basically setting the target_list for who is killing who
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var/i = 0
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for(var/datum/mind/traitor in late_joining_list)
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i++
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if(i + 1 > late_joining_list.len)
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i = 0
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target_list[traitor] = late_joining_list[i + 1]
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traitor.special_role = traitor_name
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// Now, give them their targets
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for(var/datum/mind/traitor in target_list)
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..(traitor)
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late_joining_list = list()
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else
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late_joining_list += character
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return
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/datum/game_mode/traitor/internal_affairs/proc/check_potential_agents()
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for(var/M in late_joining_list)
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if(istype(M, /datum/mind))
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var/datum/mind/agent_mind = M
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if(ishuman(agent_mind.current))
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var/mob/living/carbon/human/H = agent_mind.current
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if(H.stat != DEAD)
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if(H.client)
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continue // It all checks out.
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// If any check fails, remove them from our list
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late_joining_list -= M
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/datum/game_mode/traitor/internal_affairs/greet_traitor(datum/mind/traitor)
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var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "embezzlement", "piloting under the influence", "dereliction of duty", "syndicate collaboration", "mutiny", "multiple homicides", "corporate espionage", "recieving bribes", "malpractice", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting their manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
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to_chat(traitor.current, "<span class='userdanger'>You are the [traitor_name].</span>")
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to_chat(traitor.current, "<span class='userdanger'>Your target is suspected of [crime], and you have been tasked with eliminating them by any means necessary to avoid a costly and embarrassing public trial.</span>")
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to_chat(traitor.current, "<B><font size=5 color=red>While you have a license to kill, unneeded property damage or loss of employee life will lead to your contract being terminated.</font></B>")
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to_chat(traitor.current, "<span class='userdanger'>For the sake of plausible deniability, you have been equipped with an array of captured Syndicate weaponry available via uplink.</span>")
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to_chat(traitor.current, "<span class='userdanger'>Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them.</span>")
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traitor.announce_objectives()
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/datum/game_mode/traitor/internal_affairs/give_codewords(mob/living/traitor_mob)
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return
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#undef PINPOINTER_EXTRA_RANDOM_RANGE
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#undef PINPOINTER_MINIMUM_RANGE
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#undef PINPOINTER_PING_TIME
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