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creep.dm
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/datum/antagonist/obsessed
name = "Obsessed"
show_in_antagpanel = TRUE
antagpanel_category = "Other"
preview_outfit = /datum/outfit/obsessed
job_rank = ROLE_OBSESSED
antag_hud_name = "obsessed"
show_name_in_check_antagonists = TRUE
roundend_category = "obsessed"
silent = TRUE //not actually silent, because greet will be called by the trauma anyway.
var/datum/brain_trauma/special/obsessed/trauma
/datum/antagonist/obsessed/admin_add(datum/mind/new_owner,mob/admin)
var/mob/living/carbon/C = new_owner.current
if(!istype(C))
to_chat(admin, "[roundend_category] come from a brain trauma, so they need to at least be a carbon!")
return
if(!C.getorgan(/obj/item/organ/brain)) // If only I had a brain
to_chat(admin, "[roundend_category] come from a brain trauma, so they need to HAVE A BRAIN.")
return
message_admins("[key_name_admin(admin)] made [key_name_admin(new_owner)] into [name].")
log_admin("[key_name(admin)] made [key_name(new_owner)] into [name].")
//PRESTO FUCKIN MAJESTO
C.gain_trauma(/datum/brain_trauma/special/obsessed)//ZAP
/datum/antagonist/obsessed/get_preview_icon()
var/mob/living/carbon/human/dummy/consistent/victim_dummy = new
victim_dummy.hair_color = "#bb9966" // Brown
victim_dummy.hair_style = "Messy"
victim_dummy.update_hair()
var/icon/obsessed_icon = render_preview_outfit(preview_outfit)
obsessed_icon.Blend(icon('icons/effects/blood.dmi', "uniformblood"), ICON_OVERLAY)
var/icon/final_icon = finish_preview_icon(obsessed_icon)
final_icon.Blend(
icon('icons/UI_Icons/antags/obsessed.dmi', "obsession"),
ICON_OVERLAY,
ANTAGONIST_PREVIEW_ICON_SIZE - 30,
20,
)
return final_icon
/datum/outfit/obsessed
name = "Obsessed (Preview only)"
uniform = /obj/item/clothing/under/yogs/redoveralls
gloves = /obj/item/clothing/gloves/color/latex
mask = /obj/item/clothing/mask/surgical
neck = /obj/item/camera
suit = /obj/item/clothing/suit/apron
/datum/outfit/obsessed/post_equip(mob/living/carbon/human/H)
for(var/obj/item/carried_item in H.get_equipped_items(TRUE))
carried_item.add_mob_blood(H)//Oh yes, there will be blood...
H.regenerate_icons()
/datum/antagonist/obsessed/greet()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/creepalert.ogg', 100, FALSE, pressure_affected = FALSE)
to_chat(owner, span_boldannounce("You are the Obsessed!"))
to_chat(owner, "<B>The Voices have reached out to you, and are using you to complete their evil deeds.</B>")
to_chat(owner, "<B>You don't know their connection, but The Voices compel you to stalk [trauma.obsession], forcing them into a state of constant paranoia.</B>")
to_chat(owner, "<B>The Voices will retaliate if you fail to complete your tasks or spend too long away from your target.</B>")
to_chat(owner, span_boldannounce("This role does NOT enable you to otherwise surpass what's deemed creepy behavior per the rules."))//ironic if you know the history of the antag
owner.announce_objectives()
/datum/antagonist/obsessed/farewell()
to_chat(owner, span_userdanger("The Voices fall silent, you are once again alone in your own mind."))
owner.announce_objectives()
/datum/antagonist/obsessed/Destroy()
if(trauma)
qdel(trauma)
. = ..()
/datum/antagonist/obsessed/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
if(M && ishuman(M) && !M.GetComponent(/datum/component/mood))
to_chat(owner, span_danger("You feel more aware of your condition, mood has been enabled!"))
M.AddComponent(/datum/component/mood) //you fool you absolute buffoon to think you could escape
/datum/antagonist/obsessed/remove_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/M = mob_override || owner.current
var/mob/living/carbon/human/H = M
if(H && !H.mood_enabled)
var/datum/component/C = M.GetComponent(/datum/component/mood)
if(C) //we cannot be too sure they may have somehow removed it
to_chat(owner, span_danger("Your need for mental fitness vanishes alongside the voices, mood has been disabled."))
qdel(C)
/datum/antagonist/obsessed/proc/forge_objectives(datum/mind/obsessionmind)
var/list/objectives_left = list("spendtime", "polaroid", "hug")
var/datum/quirk/family_heirloom/family_heirloom
for(var/datum/quirk/quirky in obsessionmind.current.roundstart_quirks)
if(istype(quirky, /datum/quirk/family_heirloom))
family_heirloom = quirky
break
if(family_heirloom)//oh, they have an heirloom? Well you know we have to steal that.
objectives_left += "heirloom"
if(obsessionmind.assigned_role && obsessionmind.assigned_role != "Captain")
objectives_left += "jealous"//if they have no coworkers, jealousy will pick someone else on the station. this will never be a free objective, nice.
for(var/i in 1 to 3)
var/chosen_objective = pick_n_take(objectives_left)
switch(chosen_objective)
if("spendtime")
var/datum/objective/spendtime/spendtime = new
spendtime.owner = owner
spendtime.target = obsessionmind
objectives += spendtime
if("polaroid")
var/datum/objective/polaroid/polaroid = new
polaroid.owner = owner
polaroid.target = obsessionmind
objectives += polaroid
if("hug")
var/datum/objective/hug/hug = new
hug.owner = owner
hug.target = obsessionmind
objectives += hug
if("heirloom")
var/datum/objective/steal/heirloom_thief/heirloom_thief = new
heirloom_thief.owner = owner
heirloom_thief.target = obsessionmind//while you usually wouldn't need this for stealing, we need the name of the obsession
heirloom_thief.steal_target = family_heirloom.heirloom
objectives += heirloom_thief
if("jealous")
var/datum/objective/assassinate/jealous/jealous = new
jealous.owner = owner
jealous.target = obsessionmind//will reroll into a coworker on the objective itself
objectives += jealous
var/datum/objective/protect/yandere_one = new
yandere_one.owner = owner
yandere_one.target = obsessionmind
yandere_one.update_explanation_text()
objectives += yandere_one
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = owner
yandere_two.target = obsessionmind
yandere_two.update_explanation_text() //usually called in find_target()
objectives += yandere_two
for(var/datum/objective/O in objectives)
O.update_explanation_text()
/datum/antagonist/obsessed/roundend_report_header()
return "[span_header("Someone became obsessed!")]<br>"
/datum/antagonist/obsessed/roundend_report()
var/list/report = list()
if(!owner)
CRASH("antagonist datum without owner")
report += "<b>[printplayer(owner)]</b>"
var/objectives_complete = TRUE
if(objectives.len)
report += printobjectives(objectives)
for(var/datum/objective/objective in objectives)
if(!objective.check_completion())
objectives_complete = FALSE
break
if(trauma)
if(trauma.total_time_creeping > 0)
report += span_greentext("The [name] spent a total of [DisplayTimeText(trauma.total_time_creeping)] being near [trauma.obsession]!")
else
report += span_redtext("The [name] did not go near their obsession the entire round! That's extremely impressive!")
else
report += span_redtext("The [name] had no trauma attached to their antagonist ways! Either it bugged out or an admin incorrectly gave this good samaritan antag and it broke! You might as well show yourself!!")
if(objectives.len == 0 || objectives_complete)
report += "<span class='greentext big'>The [name] was successful!</span>"
else
report += "<span class='redtext big'>The [name] has failed!</span>"
return report.Join("<br>")
//////////////////////////////////////////////////
///CREEPY objectives (few chosen per obsession)///
//////////////////////////////////////////////////
/datum/objective/assassinate/obsessed //just a creepy version of assassinate
/datum/objective/assassinate/obsessed/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Murder [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
message_admins("WARNING! [ADMIN_LOOKUPFLW(owner)] obsessed objectives forged without an obsession!")
explanation_text = "Free Objective"
/datum/objective/assassinate/jealous //assassinate, but it changes the target to someone else in the previous target's department. cool, right?
var/datum/mind/old //the target the coworker was picked from.
/datum/objective/assassinate/jealous/update_explanation_text()
..()
old = find_coworker(target)
if(target && target.current && old)
explanation_text = "Murder [target.name], [old]'s coworker."
else
explanation_text = "Free Objective"
/datum/objective/assassinate/jealous/proc/find_coworker(datum/mind/oldmind)//returning null = free objective
if(!oldmind.assigned_role)
return
var/list/viable_coworkers = list()
var/list/all_coworkers = list()
var/chosen_department
var/their_chosen_department
//note that command and sillycone are gone because borgs can't be obsessions and the heads have their respective department. Sorry cap, your place is more with centcom or something
if(oldmind.assigned_role in GLOB.security_positions)
chosen_department = "security"
if(oldmind.assigned_role in GLOB.engineering_positions)
chosen_department = "engineering"
if(oldmind.assigned_role in GLOB.medical_positions)
chosen_department = "medical"
if(oldmind.assigned_role in GLOB.science_positions)
chosen_department = "science"
if(oldmind.assigned_role in GLOB.supply_positions)
chosen_department = "supply"
if(oldmind.assigned_role in GLOB.civilian_positions)
chosen_department = "civilian"
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
if(!H.mind)
continue
if(!SSjob.GetJob(H.mind.assigned_role) || H == oldmind.current || H.mind.has_antag_datum(/datum/antagonist/obsessed))
continue //the jealousy target has to have a job, and not be the obsession or obsessed.
all_coworkers += H.mind
//this won't be called often thankfully.
if(H.mind.assigned_role in GLOB.security_positions)
their_chosen_department = "security"
if(H.mind.assigned_role in GLOB.engineering_positions)
their_chosen_department = "engineering"
if(H.mind.assigned_role in GLOB.medical_positions)
their_chosen_department = "medical"
if(H.mind.assigned_role in GLOB.science_positions)
their_chosen_department = "science"
if(H.mind.assigned_role in GLOB.supply_positions)
their_chosen_department = "supply"
if(H.mind.assigned_role in GLOB.civilian_positions)
their_chosen_department = "civilian"
if(their_chosen_department != chosen_department)
continue
viable_coworkers += H.mind
if(viable_coworkers.len > 0)//find someone in the same department
target = pick(viable_coworkers)
else if(all_coworkers.len > 0)//find someone who works on the station
target = pick(all_coworkers)
return oldmind
/datum/objective/spendtime //spend some time around someone, handled by the obsessed trauma since that ticks
name = "spendtime"
var/timer = 1800 //5 minutes
/datum/objective/spendtime/update_explanation_text()
if(timer == initial(timer))//just so admins can mess with it
timer += pick(-600, 0)
var/datum/antagonist/obsessed/creeper = owner.has_antag_datum(/datum/antagonist/obsessed)
if(target && target.current && creeper)
creeper.trauma.attachedobsessedobj = src
explanation_text = "Spend [DisplayTimeText(timer)] around [target.name] while they're alive."
else
explanation_text = "Free Objective"
/datum/objective/spendtime/check_completion()
if(..())
return TRUE
return timer <= 0 || explanation_text == "Free Objective"
/datum/objective/hug//this objective isn't perfect. hugging the correct amount of times, then switching bodies, might fail the objective anyway. maybe i'll come back and fix this sometime.
name = "hugs"
var/hugs_needed
/datum/objective/hug/update_explanation_text()
..()
if(!hugs_needed)//just so admins can mess with it
hugs_needed = rand(4,6)
var/datum/antagonist/obsessed/creeper = owner.has_antag_datum(/datum/antagonist/obsessed)
if(target && target.current && creeper)
explanation_text = "Hug [target.name] [hugs_needed] times while they're alive."
else
explanation_text = "Free Objective"
/datum/objective/hug/check_completion()
if(..())
return TRUE
var/datum/antagonist/obsessed/creeper = owner.has_antag_datum(/datum/antagonist/obsessed)
if(!creeper || !creeper.trauma || !hugs_needed)
return TRUE//free objective
return creeper.trauma.obsession_hug_count >= hugs_needed
/datum/objective/polaroid //take a picture of the target with you in it.
name = "polaroid"
/datum/objective/polaroid/update_explanation_text()
..()
if(target && target.current)
explanation_text = "Take a photo with [target.name] while they're alive."
else
explanation_text = "Free Objective"
/datum/objective/polaroid/check_completion()
if(..())
return TRUE
var/list/datum/mind/owners = get_owners()
for(var/datum/mind/M in owners)
if(!isliving(M.current))
continue
var/list/all_items = M.current.get_all_contents() //this should get things in cheesewheels, books, etc.
for(var/obj/I in all_items) //Check for wanted items
if(istype(I, /obj/item/photo))
var/obj/item/photo/P = I
if(P.picture.minds_seen.Find(owner) && P.picture.minds_seen.Find(target) && !P.picture.dead_seen.Find(target))//you are in the picture, they are but they are not dead.
return TRUE
return FALSE
/datum/objective/steal/heirloom_thief //exactly what it sounds like, steal someone's heirloom.
name = "heirloomthief"
/datum/objective/steal/heirloom_thief/update_explanation_text()
..()
if(steal_target)
explanation_text = "Steal [target.name]'s family heirloom, [steal_target] they cherish."
else
explanation_text = "Free Objective"