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GS13NG/code/game/gamemodes/handofgod/god.dm
T

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/mob/camera/god
name = "deity" //Auto changes to the player's deity name/random name
real_name = "deity"
icon = 'icons/mob/mob.dmi'
icon_state = "marker"
invisibility = 60
see_in_dark = 0
see_invisible = 55
sight = SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
languages_spoken = ALL
languages_understood = ALL
hud_possible = list(ANTAG_HUD)
mouse_opacity = 0 //can't be clicked
var/faith = 100 //For initial prophet appointing/stupid purchase
var/max_faith = 100
var/side = "neutral" //Red or Blue for the gamemode
var/obj/structure/divine/nexus/god_nexus = null //The source of the god's power in this realm, kill it and the god is kill
var/nexus_required = FALSE //If the god dies from losing it's nexus, defaults to off so that gods don't instantly die at roundstart
var/followers_required = 0 //Same as above
var/alive_followers = 0
var/list/structures = list()
var/list/conduits = list()
var/prophets_sacrificed_in_name = 0
var/image/ghostimage = null //For observer with darkness off visiblity
var/list/prophets = list()
var/datum/action/innate/godspeak/speak2god
/mob/camera/god/New()
..()
update_icons()
build_hog_construction_lists()
//Force nexuses after 15 minutes in hand of god mode
if(ticker && ticker.mode && ticker.mode.name == "hand of god")
addtimer(src, "forceplacenexus", 9000, FALSE)
//Rebuilds the list based on the gamemode's lists
//As they are the most accurate each tick
/mob/camera/god/proc/get_my_followers()
switch(side)
if("red")
. = ticker.mode.red_deity_followers|ticker.mode.red_deity_prophets
if("blue")
. = ticker.mode.blue_deity_followers|ticker.mode.blue_deity_prophets
else
. = list()
/mob/camera/god/Destroy()
var/list/followers = get_my_followers()
for(var/datum/mind/F in followers)
if(F.current)
F.current << "<span class='danger'>Your god is DEAD!</span>"
for(var/X in prophets)
speak2god.Remove(X)
ghost_darkness_images -= ghostimage
updateallghostimages()
return ..()
/mob/camera/god/proc/forceplacenexus()
if(god_nexus)
return
if(ability_cost(0,1,0))
place_nexus()
else
if(blobstart.len) //we're on invalid turf, try to pick from blobstart
loc = pick(blobstart)
place_nexus() //if blobstart fails, places on dense turf, but better than nothing
src << "<span class='danger'>You failed to place your nexus, and it has been placed for you!</span>"
/mob/camera/god/update_icons()
icon_state = "[initial(icon_state)]-[side]"
if(ghostimage)
ghost_darkness_images -= ghostimage
ghostimage = image(src.icon,src,src.icon_state)
ghost_darkness_images |= ghostimage
updateallghostimages()
/mob/camera/god/Stat()
..()
if(statpanel("Status"))
if(god_nexus)
stat("Nexus health: ", god_nexus.health)
stat("Followers: ", alive_followers)
stat("Faith: ", "[faith]/[max_faith]")
/mob/camera/god/Login()
..()
sync_mind()
src << "<span class='notice'>You are a deity!</span>"
src << "You are a deity and are worshipped by a cult! You are rather weak right now, but that will change as you gain more followers."
src << "You will need to place an anchor to this world, a <b>Nexus</b>, in two minutes. If you don't, one will be placed immediately below you."
src << "Your <b>Follower</b> count determines how many people believe in you and are a part of your cult."
src << "Your <b>Nexus Integrity</b> tells you the condition of your nexus. If your nexus is destroyed, you will die. Place your Nexus on a safe, isolated place, that is still accessible to your followers."
src << "Your <b>Faith</b> is used to interact with the world. This will regenerate on its own, and it goes faster when you have more followers and power pylons."
src << "The first thing you should do after placing your nexus is to <b>appoint a prophet</b>. Only prophets can hear you talk, unless you use an expensive power."
update_health_hud()
/mob/camera/god/update_health_hud()
if(god_nexus && hud_used && hud_used.healths)
hud_used.healths.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='lime'>[god_nexus.health] </font></div>"
/mob/camera/god/proc/add_faith(faith_amt)
if(faith_amt)
faith = round(Clamp(faith+faith_amt, 0, max_faith))
if(hud_used && hud_used.deity_power_display)
hud_used.deity_power_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='cyan'>[faith] </font></div>"
/mob/camera/god/proc/place_nexus()
if(god_nexus || (z != 1))
return 0
var/obj/structure/divine/nexus/N = new(get_turf(src))
N.assign_deity(src)
god_nexus = N
nexus_required = TRUE
verbs -= /mob/camera/god/verb/constructnexus
//verbs += /mob/camera/god/verb/movenexus //Translocators have no sprite
update_health_hud()
var/area/A = get_area(src)
if(A)
var/areaname = A.name
var/list/followers = get_my_followers()
for(var/datum/mind/F in followers)
if(F.current)
F.current << "<span class='boldnotice'>Your god's nexus is in \the [areaname]</span>"
/mob/camera/god/verb/freeturret()
set category = "Deity"
set name = "Free Turret (0)"
set desc = "Place a single turret, for 0 faith."
if(!ability_cost(0,1,1))
return
var/obj/structure/divine/defensepylon/DP = new(get_turf(src))
DP.assign_deity(src)
verbs -= /mob/camera/god/verb/freeturret
/mob/camera/god/proc/update_followers()
alive_followers = 0
var/list/all_followers = get_my_followers()
for(var/datum/mind/F in all_followers)
if(F.current && F.current.stat != DEAD)
alive_followers++
if(hud_used && hud_used.deity_follower_display)
hud_used.deity_follower_display.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'> <font color='red'>[alive_followers] </font></div>"
/mob/camera/god/proc/check_death()
if(!alive_followers)
src << "<span class='userdanger'>You no longer have any followers. You shudder as you feel your existence cease...</span>"
if(god_nexus && !qdeleted(god_nexus))
god_nexus.visible_message("<span class='danger'>\The [src] suddenly disappears!</span>")
qdel(god_nexus)
qdel(src)
/mob/camera/god/say(msg)
if(!msg)
return
if(client)
if(client.prefs.muted & MUTE_IC)
src << "You cannot send IC messages (muted)."
return
if(src.client.handle_spam_prevention(msg,MUTE_IC))
return
if(stat)
return
god_speak(msg)
/mob/camera/god/proc/god_speak(msg)
log_say("Hand of God: [capitalize(side)] God/[key_name(src)] : [msg]")
msg = trim(copytext(sanitize(msg), 1, MAX_MESSAGE_LEN))
if(!msg)
return
msg = say_quote(msg, get_spans())
var/rendered = "<font color='[src.side]'><i><span class='game say'>Divine Telepathy,</i> <span class='name'>[name]</span> <span class='message'>[msg]</span></span></font>"
src << rendered
for(var/mob/M in mob_list)
if(is_handofgod_myfollowers(M))
M << rendered
if(isobserver(M))
var/link = FOLLOW_LINK(M, src)
M << "[link] [rendered]"
/mob/camera/god/emote(act,m_type = 1 ,msg = null)
return
/mob/camera/god/Move(NewLoc, Dir = 0)
loc = NewLoc
/mob/camera/god/Topic(href, href_list)
if(href_list["create_structure"])
if(!ability_cost(75,1,1))
return
var/obj/structure/divine/construct_type = text2path(href_list["create_structure"]) //it's a path but we need to initial() some vars
if(!construct_type)
return
add_faith(-75)
var/obj/structure/divine/construction_holder/CH = new(get_turf(src))
CH.assign_deity(src)
CH.setup_construction(construct_type)
CH.visible_message("<span class='notice'>[src] has created a transparent, unfinished [initial(construct_type.name)]. It can be finished by adding materials.</span>")
src << "<span class='boldnotice'>You may click a construction site to cancel it, but only faith is refunded.</span>"
structure_construction_ui(src)
return
if(href_list["place_trap"])
if(!ability_cost(20,1,1))
return
var/atom/trap_type = text2path(href_list["place_trap"])
if(!trap_type)
return
src << "You lay \a [initial(trap_type.name)]"
add_faith(-20)
new trap_type(get_turf(src))
return
..()
/mob/camera/god/proc/structure_construction_ui(mob/camera/god/user)
var/dat = ""
for(var/t in global_handofgod_structuretypes)
if(global_handofgod_structuretypes[t])
var/obj/structure/divine/apath = global_handofgod_structuretypes[t]
dat += "<center><B>[capitalize(t)]</B></center><BR>"
var/imgstate = initial(apath.autocolours) ? "[initial(apath.icon_state)]-[side]" : "[initial(apath.icon_state)]"
var/icon/I = icon('icons/obj/hand_of_god_structures.dmi',imgstate)
var/img_component = lowertext(t)
//I hate byond, but atleast it autocaches these so it's only 1*number_of_structures worth of actual calls
user << browse_rsc(I,"hog_structure-[img_component].png")
dat += "<center><img src='hog_structure-[img_component].png' height=64 width=64></center>"
dat += "Description: [initial(apath.desc)]<BR>"
dat += "<center><a href='?src=\ref[src];create_structure=[apath]'>Construct [capitalize(t)]</a></center><BR><BR>"
var/datum/browser/popup = new(src, "structures","Construct Structure",350,500)
popup.set_content(dat)
popup.open()
/mob/camera/god/proc/trap_construction_ui(mob/camera/god/user)
var/dat = ""
for(var/t in global_handofgod_traptypes)
if(global_handofgod_traptypes[t])
var/obj/structure/divine/trap/T = global_handofgod_traptypes[t]
dat += "<center><B>[capitalize(t)]</B></center><BR>"
var/icon/I = icon('icons/obj/hand_of_god_structures.dmi',"[initial(T.icon_state)]")
var/img_component = lowertext(t)
user << browse_rsc(I,"hog_trap-[img_component].png")
dat += "<center><img src='hog_trap-[img_component].png' height=64 width=64></center>"
dat += "Description: [initial(T.desc)]<BR>"
dat += "<center><a href='?src=\ref[src];place_trap=[T]'>Place [capitalize(t)]</a></center><BR><BR>"
var/datum/browser/popup = new(src, "traps", "Place Trap",350,500)
popup.set_content(dat)
popup.open()