diff --git a/code/__DEFINES/role_preferences.dm b/code/__DEFINES/role_preferences.dm index c2c253872ca81..65efc147f1823 100644 --- a/code/__DEFINES/role_preferences.dm +++ b/code/__DEFINES/role_preferences.dm @@ -67,7 +67,6 @@ GLOBAL_LIST_INIT(special_roles, list( ROLE_DEVIL = /datum/game_mode/devil, ROLE_INTERNAL_AFFAIRS = /datum/game_mode/traitor/internal_affairs, ROLE_SENTIENCE, - ROLE_FAMILIES = /datum/game_mode/gang, ROLE_BORER )) //WS Edit - Borers diff --git a/code/__HELPERS/game.dm b/code/__HELPERS/game.dm index 438bbdfda28f6..1a3c6526150a6 100644 --- a/code/__HELPERS/game.dm +++ b/code/__HELPERS/game.dm @@ -464,7 +464,6 @@ block( \ //First we spawn a dude. var/mob/living/carbon/human/new_character = new//The mob being spawned. - SSjob.SendToLateJoin(new_character) G_found.client.prefs.copy_to(new_character) new_character.dna.update_dna_identity() diff --git a/code/_onclick/hud/families.dm b/code/_onclick/hud/families.dm deleted file mode 100644 index eb4bc2239c6a7..0000000000000 --- a/code/_onclick/hud/families.dm +++ /dev/null @@ -1,28 +0,0 @@ -/atom/movable/screen/wanted - name = "Space Police Alertness" - desc = "Shows the current level of hostility the space police is planning to rain down on you. Better be careful." - icon = 'icons/obj/gang/wanted_160x32.dmi' - icon_state = "wanted_0" - screen_loc = ui_wanted_lvl - ///Wanted level, affects the hud icon. - var/level - ///Boolean, have the cops arrived? If so, the icon stops changing and remains the same. - var/cops_arrived - -/atom/movable/screen/wanted/Initialize() - . = ..() - var/datum/game_mode/gang/F = SSticker.mode - level = F.wanted_level - cops_arrived = F.cops_arrived - update_icon() - -/atom/movable/screen/wanted/MouseEntered(location,control,params) - . = ..() - openToolTip(usr,src,params,title = name,content = desc, theme = "alerttooltipstyle") - -/atom/movable/screen/wanted/MouseExited() - closeToolTip(usr) - -/atom/movable/screen/wanted/update_icon_state() - . = ..() - icon_state = "wanted_[level][cops_arrived ? "_active" : ""]" diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm index abd07ffc0ae09..a21659eb8d706 100644 --- a/code/_onclick/hud/hud.dm +++ b/code/_onclick/hud/hud.dm @@ -62,10 +62,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list( var/atom/movable/screen/healths var/atom/movable/screen/healthdoll var/atom/movable/screen/internals - var/atom/movable/screen/wanted/wanted_lvl - /*WS begin - var/atom/movable/screen/spacesuit - WS End - Fuckin' spacesuits. */ // subtypes can override this to force a specific UI style var/ui_style @@ -113,7 +109,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list( healths = null healthdoll = null - wanted_lvl = null internals = null lingchemdisplay = null devilsouldisplay = null diff --git a/code/controllers/subsystem/job.dm b/code/controllers/subsystem/job.dm index d39cc5daedced..03cf06e7776b4 100644 --- a/code/controllers/subsystem/job.dm +++ b/code/controllers/subsystem/job.dm @@ -29,7 +29,6 @@ SUBSYSTEM_DEF(job) return 1 - /datum/controller/subsystem/job/proc/GetJob(rank) if(!occupations.len) SetupOccupations() @@ -42,20 +41,9 @@ SUBSYSTEM_DEF(job) SetupOccupations() return type_occupations[jobtype] -/datum/controller/subsystem/job/proc/ResetOccupations() - JobDebug("Occupations reset.") - for(var/i in GLOB.new_player_list) - var/mob/dead/new_player/player = i - if((player) && (player.mind)) - player.mind.assigned_role = null - player.mind.special_role = null - SetupOccupations() - return - /datum/controller/subsystem/job/Recover() set waitfor = FALSE var/oldjobs = SSjob.occupations - sleep(20) /atom/proc/join_player_here(mob/M) // By default, just place the mob on the same turf as the marker or whatever. @@ -67,65 +55,6 @@ SUBSYSTEM_DEF(job) return ..() -/datum/controller/subsystem/job/proc/SendToLateJoin(mob/M, buckle = TRUE, atom/destination) - if(destination) - destination.join_player_here(M, buckle) - return TRUE - - if(M.mind && M.mind.assigned_role && length(GLOB.jobspawn_overrides[M.mind.assigned_role])) //We're doing something special today. - destination = pick(GLOB.jobspawn_overrides[M.mind.assigned_role]) - destination.join_player_here(M, FALSE) - return TRUE - - var/msg = "Unable to send mob [M] to late join!" - message_admins(msg) - CRASH(msg) - - -/////////////////////////////////// -//Keeps track of all living heads// -/////////////////////////////////// -/datum/controller/subsystem/job/proc/get_living_heads() - . = list() - for(var/i in GLOB.human_list) - var/mob/living/carbon/human/player = i - if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.command_positions)) - . |= player.mind - - -//////////////////////////// -//Keeps track of all heads// -//////////////////////////// -/datum/controller/subsystem/job/proc/get_all_heads() - . = list() - for(var/i in GLOB.mob_list) - var/mob/player = i - if(player.mind && (player.mind.assigned_role in GLOB.command_positions)) - . |= player.mind - -////////////////////////////////////////////// -//Keeps track of all living security members// -////////////////////////////////////////////// -/datum/controller/subsystem/job/proc/get_living_sec() - . = list() - for(var/i in GLOB.human_list) - var/mob/living/carbon/human/player = i - if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.security_positions)) - . |= player.mind - -//////////////////////////////////////// -//Keeps track of all security members// -//////////////////////////////////////// -/datum/controller/subsystem/job/proc/get_all_sec() - . = list() - for(var/i in GLOB.human_list) - var/mob/living/carbon/human/player = i - if(player.mind && (player.mind.assigned_role in GLOB.security_positions)) - . |= player.mind - -/datum/controller/subsystem/job/proc/JobDebug(message) - log_job_debug(message) - /datum/controller/subsystem/job/proc/get_manifest() var/list/manifest_out = list() for(var/datum/overmap/ship/controlled/ship as anything in SSovermap.controlled_ships) diff --git a/code/controllers/subsystem/ticker.dm b/code/controllers/subsystem/ticker.dm index 5fd2805507b7e..44bfbda51d1a7 100644 --- a/code/controllers/subsystem/ticker.dm +++ b/code/controllers/subsystem/ticker.dm @@ -240,7 +240,6 @@ SUBSYSTEM_DEF(ticker) to_chat(world, "Unable to start [mode.name]. Not enough players, [mode.required_players] players and [mode.required_enemies] eligible antagonists needed. Reverting to pre-game lobby.") qdel(mode) mode = null - SSjob.ResetOccupations() return 0 CHECK_TICK @@ -254,7 +253,6 @@ SUBSYSTEM_DEF(ticker) log_game("[mode.name] failed pre_setup, cause: [mode.setup_error]") QDEL_NULL(mode) to_chat(world, "Error setting up [GLOB.master_mode]. Reverting to pre-game lobby.") - SSjob.ResetOccupations() return 0 else message_admins("DEBUG: Bypassing prestart checks...") diff --git a/code/datums/mind.dm b/code/datums/mind.dm index 97eb2762c8d03..50568ef828637 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -87,8 +87,8 @@ /// A lazy list of statuses to add next to this mind in the traitor panel var/list/special_statuses - ///WS edit - Crew objectives variable, stores crew objective datums - var/list/crew_objectives + /// A weakref to the /datum/overmap/ship/controlled the original mob spawned on + var/datum/weakref/original_ship /datum/mind/New(_key) SSticker.minds += src diff --git a/code/game/gamemodes/gang/gang.dm b/code/game/gamemodes/gang/gang.dm deleted file mode 100644 index 04cb6ecb9c7a1..0000000000000 --- a/code/game/gamemodes/gang/gang.dm +++ /dev/null @@ -1,498 +0,0 @@ -#define LOWPOP_FAMILIES_COUNT 50 - -#define TWO_STARS_HIGHPOP 11 -#define THREE_STARS_HIGHPOP 16 -#define FOUR_STARS_HIGHPOP 21 -#define FIVE_STARS_HIGHPOP 31 - -#define TWO_STARS_LOW 6 -#define THREE_STARS_LOW 9 -#define FOUR_STARS_LOW 12 -#define FIVE_STARS_LOW 15 - -#define CREW_SIZE_MIN 4 -#define CREW_SIZE_MAX 8 - - -GLOBAL_VAR_INIT(deaths_during_shift, 0) -/datum/game_mode/gang - name = "Families" - config_tag = "families" - antag_flag = ROLE_FAMILIES - false_report_weight = 5 - required_players = 40 - required_enemies = 6 - recommended_enemies = 6 - announce_span = "danger" - announce_text = "Grove For Lyfe!" - reroll_friendly = FALSE - restricted_jobs = list("Cyborg", "AI", "Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")//N O - protected_jobs = list() - var/check_counter = 0 - var/endtime = null - var/start_time = null - var/fuckingdone = FALSE - var/time_to_end = 60 MINUTES - var/gangs_to_generate = 3 - var/list/gangs_to_use - var/list/datum/mind/gangbangers = list() - var/list/datum/mind/pigs = list() - var/list/datum/mind/undercover_cops = list() - var/list/gangs = list() - var/gangs_still_alive = 0 - var/sent_announcement = FALSE - var/list/gang_locations = list() - var/cops_arrived = FALSE - var/gang_balance_cap = 5 - var/wanted_level = 0 - -/datum/game_mode/gang/warriors - name = "Warriors" - config_tag = "warriors" - announce_text = "Can you survive this onslaught?" - gangs_to_generate = 11 - gang_balance_cap = 3 - -/datum/game_mode/gang/warriors/pre_setup() - gangs_to_use = subtypesof(/datum/antagonist/gang) - gangs_to_generate = gangs_to_use.len - . = ..() - -/datum/game_mode/gang/pre_setup() - gangs_to_use = subtypesof(/datum/antagonist/gang) - for(var/j = 0, j < gangs_to_generate, j++) - if (!antag_candidates.len) - break - var/datum/mind/gangbanger = antag_pick(antag_candidates) - gangbangers += gangbanger - gangbanger.restricted_roles = restricted_jobs - log_game("[key_name(gangbanger)] has been selected as a starting gangster!") - antag_candidates.Remove(gangbanger) - for(var/j = 0, j < gangs_to_generate, j++) - if(!antag_candidates.len) - break - var/datum/mind/one_eight_seven_on_an_undercover_cop = antag_pick(antag_candidates) - pigs += one_eight_seven_on_an_undercover_cop - undercover_cops += one_eight_seven_on_an_undercover_cop - one_eight_seven_on_an_undercover_cop.restricted_roles = restricted_jobs - log_game("[key_name(one_eight_seven_on_an_undercover_cop)] has been selected as a starting undercover cop!") - antag_candidates.Remove(one_eight_seven_on_an_undercover_cop) - endtime = world.time + time_to_end - start_time = world.time - return TRUE - -/datum/game_mode/gang/post_setup() - var/replacement_gangsters = 0 - var/replacement_cops = 0 - for(var/datum/mind/gangbanger in gangbangers) - if(!ishuman(gangbanger.current)) - gangbangers.Remove(gangbanger) - log_game("[gangbanger] was not a human, and thus has lost their gangster role.") - replacement_gangsters++ - if(replacement_gangsters) - for(var/j = 0, j < replacement_gangsters, j++) - if(!antag_candidates.len) - log_game("Unable to find more replacement gangsters. Not all of the gangs will spawn.") - break - var/datum/mind/gangbanger = antag_pick(antag_candidates) - gangbangers += gangbanger - log_game("[key_name(gangbanger)] has been selected as a replacement gangster!") - for(var/datum/mind/undercover_cop in undercover_cops) - if(!ishuman(undercover_cop.current)) - undercover_cops.Remove(undercover_cop) - pigs.Remove(undercover_cop) - log_game("[undercover_cop] was not a human, and thus has lost their undercover cop role.") - replacement_cops++ - if(replacement_cops) - for(var/j = 0, j < replacement_cops, j++) - if(!antag_candidates.len) - log_game("Unable to find more replacement undercover cops. Not all of the gangs will spawn.") - break - var/datum/mind/undercover_cop = antag_pick(antag_candidates) - undercover_cops += undercover_cop - pigs += undercover_cop - log_game("[key_name(undercover_cop)] has been selected as a replacement undercover cop!") - for(var/datum/mind/undercover_cop in undercover_cops) - var/datum/antagonist/ert/families/undercover_cop/one_eight_seven_on_an_undercover_cop = new() - undercover_cop.add_antag_datum(one_eight_seven_on_an_undercover_cop) - - for(var/datum/mind/gangbanger in gangbangers) - var/gang_to_use = pick_n_take(gangs_to_use) - var/datum/antagonist/gang/new_gangster = new gang_to_use() - var/datum/team/gang/ballas = new /datum/team/gang() - new_gangster.my_gang = ballas - new_gangster.starter_gangster = TRUE - gangs += ballas - ballas.add_member(gangbanger) - ballas.name = new_gangster.gang_name - - ballas.acceptable_clothes = new_gangster.acceptable_clothes.Copy() - ballas.free_clothes = new_gangster.free_clothes.Copy() - ballas.my_gang_datum = new_gangster - - for(var/C in ballas.free_clothes) - var/obj/O = new C(gangbanger.current) - var/list/slots = list ( - "backpack" = ITEM_SLOT_BACKPACK, - "left pocket" = ITEM_SLOT_LPOCKET, - "right pocket" = ITEM_SLOT_RPOCKET - ) - var/mob/living/carbon/human/H = gangbanger.current - var/equipped = H.equip_in_one_of_slots(O, slots) - if(!equipped) - to_chat(gangbanger.current, "Unfortunately, you could not bring your [O] to this shift. You will need to find one.") - qdel(O) - - gangbanger.add_antag_datum(new_gangster) - gangbanger.current.playsound_local(gangbanger.current, 'sound/ambience/antag/thatshowfamiliesworks.ogg', 100, FALSE, pressure_affected = FALSE) - to_chat(gangbanger.current, "As you're the first gangster, your uniform and spraycan are in your inventory!") - addtimer(CALLBACK(src, .proc/announce_gang_locations), 5 MINUTES) - addtimer(CALLBACK(src, .proc/five_minute_warning), time_to_end - 5 MINUTES) - gamemode_ready = TRUE - ..() - -/datum/game_mode/gang/proc/announce_gang_locations() - var/list/readable_gang_names = list() - for(var/GG in gangs) - var/datum/team/gang/G = GG - readable_gang_names += "[G.name]" - var/finalized_gang_names = english_list(readable_gang_names) - priority_announce("Julio G coming to you live from Radio Los Spess! We've been hearing reports of gang activity on [station_name()], with the [finalized_gang_names] duking it out, looking for fresh territory and drugs to sling! Stay safe out there for the hour 'till the space cops get there, and keep it cool, yeah?\n\n The local jump gates are shut down for about an hour due to some maintenance troubles, so if you wanna split from the area you're gonna have to wait an hour. \n Play music, not gunshots, I say. Peace out!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg') - sent_announcement = TRUE - -/datum/game_mode/gang/proc/five_minute_warning() - priority_announce("Julio G coming to you live from Radio Los Spess! The space cops are closing in on [station_name()] and will arrive in about 5 minutes! Better clear on out of there if you don't want to get hurt!", "Radio Los Spess", 'sound/voice/beepsky/radio.ogg') - -/datum/game_mode/gang/check_win() - var/alive_gangsters = 0 - var/alive_cops = 0 - for(var/datum/mind/gangbanger in gangbangers) - if(!ishuman(gangbanger.current)) - continue - var/mob/living/carbon/human/H = gangbanger.current - if(H.stat) - continue - alive_gangsters++ - for(var/datum/mind/bacon in pigs) - if(!ishuman(bacon.current)) // always returns false - continue - var/mob/living/carbon/human/H = bacon.current - if(H.stat) - continue - alive_cops++ - if(alive_gangsters > alive_cops) - SSticker.mode_result = "win - gangs survived" - SSticker.news_report = GANG_OPERATING - return TRUE - SSticker.mode_result = "loss - police destroyed the gangs" - SSticker.news_report = GANG_DESTROYED - return FALSE - -/datum/game_mode/gang/process() - check_wanted_level() - check_counter++ - if(check_counter >= 5) - if (world.time > endtime && !fuckingdone) - fuckingdone = TRUE - send_in_the_fuzz() - check_counter = 0 - SSticker.mode.check_win() - - check_tagged_turfs() - check_gang_clothes() - check_rollin_with_crews() - -///Checks if our wanted level has changed. Only actually does something post the initial announcement and until the cops are here. After that its locked. -/datum/game_mode/gang/proc/check_wanted_level() - if(!sent_announcement || cops_arrived) - return - var/new_wanted_level - if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT) - switch(GLOB.deaths_during_shift) - if(0 to TWO_STARS_HIGHPOP-1) - new_wanted_level = 1 - if(TWO_STARS_HIGHPOP to THREE_STARS_HIGHPOP-1) - new_wanted_level = 2 - if(THREE_STARS_HIGHPOP to FOUR_STARS_HIGHPOP-1) - new_wanted_level = 3 - if(FOUR_STARS_HIGHPOP to FIVE_STARS_HIGHPOP-1) - new_wanted_level = 4 - if(FIVE_STARS_HIGHPOP to INFINITY) - new_wanted_level = 5 - else - switch(GLOB.deaths_during_shift) - if(0 to TWO_STARS_LOW-1) - new_wanted_level = 1 - if(TWO_STARS_LOW to THREE_STARS_LOW-1) - new_wanted_level = 2 - if(THREE_STARS_LOW to FOUR_STARS_LOW-1) - new_wanted_level = 3 - if(FOUR_STARS_LOW to FIVE_STARS_LOW-1) - new_wanted_level = 4 - if(FIVE_STARS_LOW to INFINITY) - new_wanted_level = 5 - update_wanted_level(new_wanted_level) - -///Updates the icon states for everyone and sends outs announcements regarding the police. -/datum/game_mode/gang/proc/update_wanted_level(newlevel) - if(newlevel > wanted_level) - on_gain_wanted_level(newlevel) - else if (newlevel < wanted_level) - on_lower_wanted_level(newlevel) - wanted_level = newlevel - for(var/i in GLOB.player_list) - var/mob/M = i - if(!M.hud_used?.wanted_lvl) - continue - var/datum/hud/H = M.hud_used - H.wanted_lvl.level = newlevel - H.wanted_lvl.cops_arrived = cops_arrived - H.wanted_lvl.update_icon() - -/datum/game_mode/gang/proc/on_gain_wanted_level(newlevel) - var/announcement_message - switch(newlevel) - if(2) - announcement_message = "Small amount of police vehicles have been spotted en route towards [station_name()]. They will arrive at the 50 minute mark." - endtime = start_time + 50 MINUTES - if(3) - announcement_message = "A large detachment police vehicles have been spotted en route towards [station_name()]. They will arrive at the 40 minute mark." - endtime = start_time + 40 MINUTES - if(4) - announcement_message = "A detachment of top-trained agents has been spotted on their way to [station_name()]. They will arrive at the 35 minute mark." - endtime = start_time + 35 MINUTES - if(5) - announcement_message = "The fleet enroute to [station_name()] now consists of national guard personnel. They will arrive at the 30 minute mark." - endtime = start_time + 30 MINUTES - priority_announce(announcement_message, "Station Spaceship Detection Systems") - -/datum/game_mode/gang/proc/on_lower_wanted_level(newlevel) - var/announcement_message - switch(newlevel) - if(1) - announcement_message = "There are now only a few police vehicle headed towards [station_name()]. They will arrive at the 60 minute mark." - endtime = start_time + 60 MINUTES - if(2) - announcement_message = "There seem to be fewer police vehicles headed towards [station_name()]. They will arrive at the 50 minute mark." - endtime = start_time + 50 MINUTES - if(3) - announcement_message = "There are no longer top-trained agents in the fleet headed towards [station_name()]. They will arrive at the 40 minute mark." - endtime = start_time + 40 MINUTES - if(4) - announcement_message = "The convoy enroute to [station_name()] seems to no longer consist of national guard personnel. They will arrive at the 35 minute mark." - endtime = start_time + 35 MINUTES - priority_announce(announcement_message, "Station Spaceship Detection Systems") - -/datum/game_mode/gang/proc/send_in_the_fuzz() - var/team_size - var/cops_to_send - var/announcement_message = "PUNK ASS BALLA BITCH" - var/announcer = "Spinward Stellar Coalition" - if(GLOB.joined_player_list.len > LOWPOP_FAMILIES_COUNT) - switch(wanted_level) - if(1) - team_size = 8 - cops_to_send = /datum/antagonist/ert/families/beatcop - announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!" - announcer = "Spinward Stellar Coalition Police Department" - if(2) - team_size = 9 - cops_to_send = /datum/antagonist/ert/families/beatcop/armored - announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day." - announcer = "Spinward Stellar Coalition Police Department" - if(3) - team_size = 10 - cops_to_send = /datum/antagonist/ert/families/beatcop/swat - announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day." - announcer = "Spinward Stellar Coalition Police Department" - if(4) - team_size = 11 - cops_to_send = /datum/antagonist/ert/families/beatcop/fbi - announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions." - announcer = "Federal Bureau of Investigation" - if(5) - team_size = 12 - cops_to_send = /datum/antagonist/ert/families/beatcop/military - announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians." - announcer = "Spinward Stellar Coalition National Guard" - else - switch(wanted_level) - if(1) - team_size = 5 - cops_to_send = /datum/antagonist/ert/families/beatcop - announcement_message = "Hello, crewmembers of [station_name()]! We've received a few calls about some potential violent gang activity on board your station, so we're sending some beat cops to check things out. Nothing extreme, just a courtesy call. However, while they check things out for about 10 minutes, we're going to have to ask that you keep your escape shuttle parked.\n\nHave a pleasant day!" - announcer = "Spinward Stellar Coalition Police Department" - if(2) - team_size = 6 - cops_to_send = /datum/antagonist/ert/families/beatcop/armored - announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of violent gang activity from your station. We are dispatching some armed officers to help keep the peace and investigate matters. Do not get in their way, and comply with any and all requests from them. We have blockaded the local warp gate, and your shuttle cannot depart for another 10 minutes.\n\nHave a secure day." - announcer = "Spinward Stellar Coalition Police Department" - if(3) - team_size = 7 - cops_to_send = /datum/antagonist/ert/families/beatcop/swat - announcement_message = "Crewmembers of [station_name()]. We have received confirmed reports of extreme gang activity from your station resulting in heavy civilian casualties. The Spinward Stellar Coalition does not tolerate abuse towards our citizens, and we will be responding in force to keep the peace and reduce civilian casualties. We have your station surrounded, and all gangsters must drop their weapons and surrender peacefully.\n\nHave a secure day." - announcer = "Spinward Stellar Coalition Police Department" - if(4) - team_size = 8 - cops_to_send = /datum/antagonist/ert/families/beatcop/fbi - announcement_message = "We are dispatching our top agents to [station_name()] at the request of the Spinward Stellar Coalition government due to an extreme terrorist level threat against this Nanotrasen owned station. All gangsters must surrender IMMEDIATELY. Failure to comply can and will result in death. We have blockaded your warp gates and will not allow any escape until the situation is resolved within our standard response time of 10 minutes.\n\nSurrender now or face the consequences of your actions." - announcer = "Federal Bureau of Investigation" - if(5) - team_size = 10 - cops_to_send = /datum/antagonist/ert/families/beatcop/military - announcement_message = "Due to an insane level of civilian casualties aboard [station_name()], we have dispatched the National Guard to curb any and all gang activity on board the station. We have heavy cruisers watching the shuttle. Attempt to leave before we allow you to, and we will obliterate your station and your escape shuttle.\n\nYou brought this on yourselves by murdering so many civilians." - announcer = "Spinward Stellar Coalition National Guard" - - priority_announce(announcement_message, announcer, 'sound/effects/families_police.ogg') - var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to help clean up crime on this station?", "deathsquad", null) - - - if(candidates.len) - //Pick the (un)lucky players - var/numagents = min(team_size,candidates.len) - - var/list/spawnpoints = GLOB.emergencyresponseteamspawn - var/index = 0 - while(numagents && candidates.len) - var/spawnloc = spawnpoints[index+1] - //loop through spawnpoints one at a time - index = (index + 1) % spawnpoints.len - var/mob/dead/observer/chosen_candidate = pick(candidates) - candidates -= chosen_candidate - if(!chosen_candidate.key) - continue - - //Spawn the body - var/mob/living/carbon/human/cop = new(spawnloc) - chosen_candidate.client.prefs.copy_to(cop) - cop.key = chosen_candidate.key - - //Give antag datum - var/datum/antagonist/ert/ert_antag = new cops_to_send - - cop.mind.add_antag_datum(ert_antag) - cop.mind.assigned_role = ert_antag.name - SSjob.SendToLateJoin(cop) - - //Logging and cleanup - log_game("[key_name(cop)] has been selected as an [ert_antag.name]") - numagents-- - cops_arrived = TRUE - update_wanted_level() //Will make sure our icon updates properly - return TRUE - -/datum/game_mode/gang/proc/check_tagged_turfs() - for(var/T in GLOB.gang_tags) - var/obj/effect/decal/cleanable/crayon/gang/tag = T - if(tag.my_gang) - tag.my_gang.adjust_points(50) - CHECK_TICK - -/datum/game_mode/gang/proc/check_gang_clothes() // TODO: make this grab the sprite itself, average out what the primary color would be, then compare how close it is to the gang color so I don't have to manually fill shit out for 5 years for every gang type - for(var/mob/living/carbon/human/H in GLOB.player_list) - if(!H.mind || !H.client) - continue - var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang) - for(var/clothing in list(H.head, H.wear_mask, H.wear_suit, H.w_uniform, H.back, H.gloves, H.shoes, H.belt, H.s_store, H.glasses, H.ears, H.wear_id)) - if(is_gangster) - if(is_type_in_list(clothing, is_gangster.acceptable_clothes)) - is_gangster.add_gang_points(10) - else - for(var/G in gangs) - var/datum/team/gang/gang_clothes = G - if(is_type_in_list(clothing, gang_clothes.acceptable_clothes)) - gang_clothes.adjust_points(5) - - CHECK_TICK - -/datum/game_mode/gang/proc/check_rollin_with_crews() - var/list/areas_to_check = list() - for(var/G in gangbangers) - var/datum/mind/gangster = G - areas_to_check += get_area(gangster.current) - for(var/AA in areas_to_check) - var/area/A = AA - var/list/gang_members = list() - for(var/mob/living/carbon/human/H in A) - if(H.stat || !H.mind || !H.client) - continue - var/datum/antagonist/gang/is_gangster = H.mind.has_antag_datum(/datum/antagonist/gang) - if(is_gangster) - gang_members[is_gangster.my_gang]++ - CHECK_TICK - if(gang_members.len) - for(var/datum/team/gang/gangsters in gang_members) - if(gang_members[gangsters] >= CREW_SIZE_MIN) - if(gang_members[gangsters] >= CREW_SIZE_MAX) - gangsters.adjust_points(5) // Discourage larger clumps, spread ur people out - else - gangsters.adjust_points(10) - - -/datum/game_mode/gang/generate_report() - return "Potential violent criminal activity has been detected on board your station, and we believe the Spinward Stellar Coalition may be conducting an audit of us. Keep an eye out for tagging of turf, color coordination, and suspicious people asking you to say things a little closer to their chest." - -/datum/game_mode/gang/send_intercept(report = 0) - return - -/datum/game_mode/gang/special_report() - var/list/report = list() - var/highest_point_value = 0 - var/highest_gang = "Leet Like Jeff K" - report += "The families in the round were:" - var/objective_failures = TRUE - for(var/datum/team/gang/GG in gangs) - if(GG.my_gang_datum.check_gang_objective()) - objective_failures = FALSE - break - for(var/datum/team/gang/G in gangs) - report += "[G.name]:" - if(G.members.len) - report += "[G.my_gang_datum.roundend_category] were:" - report += printplayerlist(G.members) - report += "Points: [G.points]" - report += "Objective: [G.my_gang_datum.gang_objective]" - if(G.my_gang_datum.check_gang_objective()) - report += "The family completed their objective!" - else - report += "The family failed their objective!" - else - report += "The family was wiped out!" - if(!objective_failures) - if(G.points >= highest_point_value && G.members.len && G.my_gang_datum.check_gang_objective()) - highest_point_value = G.points - highest_gang = G.name - else - if(G.points >= highest_point_value && G.members.len) - highest_point_value = G.points - highest_gang = G.name - var/alive_gangsters = 0 - var/alive_cops = 0 - for(var/datum/mind/gangbanger in gangbangers) - if(gangbanger.current) - if(!ishuman(gangbanger.current)) - continue - var/mob/living/carbon/human/H = gangbanger.current - if(H.stat) - continue - alive_gangsters++ - for(var/datum/mind/bacon in pigs) - if(bacon.current) - if(!ishuman(bacon.current)) // always returns false - continue - var/mob/living/carbon/human/H = bacon.current - if(H.stat) - continue - alive_cops++ - if(alive_gangsters > alive_cops) - if(!objective_failures) - report += "[highest_gang] won the round by completing their objective and having the most points!" - else - report += "[highest_gang] won the round by having the most points!" - else if(alive_gangsters == alive_cops) - report += "Legend has it the police and the families are still duking it out to this day!" - else - report += "The police put the boots to the families, medium style!" - - - return "