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kiwistation/code/modules/admin/verbs/randomverbs.dm
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Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00

1304 lines
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/client/proc/cmd_admin_drop_everything(mob/M in GLOB.mob_list)
set category = null
set name = "Drop Everything"
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "Make [M] drop everything?", "Message", "Yes", "No")
if(confirm != "Yes")
return
for(var/obj/item/W in M)
if(!M.dropItemToGround(W))
qdel(W)
M.regenerate_icons()
log_admin("[key_name(usr)] made [key_name(M)] drop everything!")
var/msg = "[key_name_admin(usr)] made [ADMIN_LOOKUPFLW(M)] drop everything!"
message_admins(msg)
admin_ticket_log(M, msg)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Drop Everything") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_subtle_message(mob/M in GLOB.mob_list)
set category = "Admin - Events"
set name = "Subtle Message"
if(!ismob(M))
return
if(!check_rights(R_ADMIN))
return
message_admins("[key_name_admin(src)] has started answering [ADMIN_LOOKUPFLW(M)]'s prayer.")
var/msg = input("Message:", text("Subtle PM to [M.key]")) as text|null
if(!msg)
message_admins("[key_name_admin(src)] decided not to answer [ADMIN_LOOKUPFLW(M)]'s prayer")
return
if(usr)
if (usr.client)
if(usr.client.holder)
to_chat(M, "<i>You hear a voice in your head... <b>[msg]</i></b>", confidential = TRUE)
log_admin("SubtlePM: [key_name(usr)] -> [key_name(M)] : [msg]")
msg = "<span class='adminnotice'><b> SubtleMessage: [key_name_admin(usr)] -> [key_name_admin(M)] :</b> [msg]</span>"
message_admins(msg)
admin_ticket_log(M, msg)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Subtle Message") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_headset_message(mob/M in GLOB.mob_list)
set category = "Admin - Events"
set name = "Headset Message"
admin_headset_message(M)
/client/proc/admin_headset_message(mob/M in GLOB.mob_list, sender = null)
var/mob/living/carbon/human/H = M
if(!check_rights(R_ADMIN))
return
if(!istype(H))
to_chat(usr, "This can only be used on instances of type /mob/living/carbon/human", confidential = TRUE)
return
if(!istype(H.ears, /obj/item/radio/headset))
to_chat(usr, "The person you are trying to contact is not wearing a headset.", confidential = TRUE)
return
if (!sender)
sender = input("Who is the message from?", "Sender") as null|anything in list(RADIO_CHANNEL_CENTCOM,RADIO_CHANNEL_SYNDICATE)
if(!sender)
return
message_admins("[key_name_admin(src)] has started answering [key_name_admin(H)]'s [sender] request.")
var/input = input("Please enter a message to reply to [key_name(H)] via their headset.","Outgoing message from [sender]", "") as text|null
if(!input)
message_admins("[key_name_admin(src)] decided not to answer [key_name_admin(H)]'s [sender] request.")
return
log_directed_talk(mob, H, input, LOG_ADMIN, "reply")
message_admins("[key_name_admin(src)] replied to [key_name_admin(H)]'s [sender] message with: \"[input]\"")
to_chat(H, "<span class='hear'>You hear something crackle in your ears for a moment before a voice speaks. \"Please stand by for a message from [sender == "Syndicate" ? "your benefactor" : "Central Command"]. Message as follows[sender == "Syndicate" ? ", agent." : ":"] <b>[input].</b> Message ends.\"</span>", confidential = TRUE)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Headset Message") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_mod_antag_rep(client/C in GLOB.clients, operation)
set category = "null"
set name = "Modify Antagonist Reputation"
if(!check_rights(R_ADMIN))
return
var/msg = ""
var/log_text = ""
if(operation == "zero")
log_text = "Set to 0"
SSpersistence.antag_rep -= C.ckey
else
var/prompt = "Please enter the amount of reputation to [operation]:"
if(operation == "set")
prompt = "Please enter the new reputation value:"
msg = input("Message:", prompt) as num|null
if (!msg)
return
var/ANTAG_REP_MAXIMUM = CONFIG_GET(number/antag_rep_maximum)
if(operation == "set")
log_text = "Set to [num2text(msg)]"
SSpersistence.antag_rep[C.ckey] = max(0, min(msg, ANTAG_REP_MAXIMUM))
else if(operation == "add")
log_text = "Added [num2text(msg)]"
SSpersistence.antag_rep[C.ckey] = min(SSpersistence.antag_rep[C.ckey]+msg, ANTAG_REP_MAXIMUM)
else if(operation == "subtract")
log_text = "Subtracted [num2text(msg)]"
SSpersistence.antag_rep[C.ckey] = max(SSpersistence.antag_rep[C.ckey]-msg, 0)
else
to_chat(src, "Invalid operation for antag rep modification: [operation] by user [key_name(usr)]", confidential = TRUE)
return
if(SSpersistence.antag_rep[C.ckey] <= 0)
SSpersistence.antag_rep -= C.ckey
log_admin("[key_name(usr)]: Modified [key_name(C)]'s antagonist reputation [log_text]")
message_admins("<span class='adminnotice'>[key_name_admin(usr)]: Modified [key_name(C)]'s antagonist reputation ([log_text])</span>")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Modify Antagonist Reputation") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_world_narrate()
set category = "Admin - Events"
set name = "Global Narrate"
if(!check_rights(R_ADMIN))
return
var/msg = input("Message:", text("Enter the text you wish to appear to everyone:")) as text|null
if (!msg)
return
to_chat(world, "[msg]", confidential = TRUE)
log_admin("GlobalNarrate: [key_name(usr)] : [msg]")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] Sent a global narrate</span>")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Global Narrate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_direct_narrate(mob/M)
set category = "Admin - Events"
set name = "Direct Narrate"
if(!check_rights(R_ADMIN))
return
if(!M)
M = input("Direct narrate to whom?", "Active Players") as null|anything in GLOB.player_list
if(!M)
return
var/msg = input("Message:", text("Enter the text you wish to appear to your target:")) as text|null
if( !msg )
return
to_chat(M, msg, confidential = TRUE)
log_admin("DirectNarrate: [key_name(usr)] to ([M.name]/[M.key]): [msg]")
msg = "<span class='adminnotice'><b> DirectNarrate: [key_name(usr)] to ([M.name]/[M.key]):</b> [msg]<BR></span>"
message_admins(msg)
admin_ticket_log(M, msg)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Direct Narrate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_local_narrate(atom/A)
set category = "Admin - Events"
set name = "Local Narrate"
if(!check_rights(R_ADMIN))
return
if(!A)
return
var/range = input("Range:", "Narrate to mobs within how many tiles:", 7) as num|null
if(!range)
return
var/msg = input("Message:", text("Enter the text you wish to appear to everyone within view:")) as text|null
if (!msg)
return
for(var/mob/M in view(range,A))
to_chat(M, msg, confidential = TRUE)
log_admin("LocalNarrate: [key_name(usr)] at [AREACOORD(A)]: [msg]")
message_admins("<span class='adminnotice'><b> LocalNarrate: [key_name_admin(usr)] at [ADMIN_VERBOSEJMP(A)]:</b> [msg]<BR></span>")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Local Narrate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_godmode(mob/M in GLOB.mob_list)
set category = "Admin - Game"
set name = "Godmode"
if(!check_rights(R_ADMIN))
return
M.status_flags ^= GODMODE
to_chat(usr, "<span class='adminnotice'>Toggled [(M.status_flags & GODMODE) ? "ON" : "OFF"]</span>", confidential = TRUE)
log_admin("[key_name(usr)] has toggled [key_name(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]")
var/msg = "[key_name_admin(usr)] has toggled [ADMIN_LOOKUPFLW(M)]'s nodamage to [(M.status_flags & GODMODE) ? "On" : "Off"]"
message_admins(msg)
admin_ticket_log(M, msg)
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Godmode", "[M.status_flags & GODMODE ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/proc/cmd_admin_mute(whom, mute_type, automute = 0)
if(!whom)
return
var/muteunmute
var/mute_string
var/feedback_string
switch(mute_type)
if(MUTE_IC)
mute_string = "IC (say and emote)"
feedback_string = "IC"
if(MUTE_OOC)
mute_string = "OOC"
feedback_string = "OOC"
if(MUTE_PRAY)
mute_string = "pray"
feedback_string = "Pray"
if(MUTE_ADMINHELP)
mute_string = "adminhelp, admin PM and ASAY"
feedback_string = "Adminhelp"
if(MUTE_DEADCHAT)
mute_string = "deadchat and DSAY"
feedback_string = "Deadchat"
if(MUTE_ALL)
mute_string = "everything"
feedback_string = "Everything"
else
return
var/client/C
if(istype(whom, /client))
C = whom
else if(istext(whom))
C = GLOB.directory[whom]
else
return
var/datum/preferences/P
if(C)
P = C.prefs
else
P = GLOB.preferences_datums[whom]
if(!P)
return
if(automute)
if(!CONFIG_GET(flag/automute_on))
return
else
if(!check_rights())
return
if(automute)
muteunmute = "auto-muted"
P.muted |= mute_type
log_admin("SPAM AUTOMUTE: [muteunmute] [key_name(whom)] from [mute_string]")
message_admins("SPAM AUTOMUTE: [muteunmute] [key_name_admin(whom)] from [mute_string].")
if(C)
to_chat(C, "You have been [muteunmute] from [mute_string] by the SPAM AUTOMUTE system. Contact an admin.", confidential = TRUE)
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Auto Mute [feedback_string]", "1")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
if(P.muted & mute_type)
muteunmute = "unmuted"
P.muted &= ~mute_type
else
muteunmute = "muted"
P.muted |= mute_type
log_admin("[key_name(usr)] has [muteunmute] [key_name(whom)] from [mute_string]")
message_admins("[key_name_admin(usr)] has [muteunmute] [key_name_admin(whom)] from [mute_string].")
if(C)
to_chat(C, "You have been [muteunmute] from [mute_string] by [key_name(usr, include_name = FALSE)].", confidential = TRUE)
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Mute [feedback_string]", "[P.muted & mute_type]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//I use this proc for respawn character too. /N
/proc/create_xeno(ckey)
if(!ckey)
var/list/candidates = list()
for(var/mob/M in GLOB.player_list)
if(M.stat != DEAD)
continue //we are not dead!
if(!(ROLE_ALIEN in M.client.prefs.be_special))
continue //we don't want to be an alium
if(M.client.is_afk())
continue //we are afk
if(M.mind && M.mind.current && M.mind.current.stat != DEAD)
continue //we have a live body we are tied to
candidates += M.ckey
if(candidates.len)
ckey = input("Pick the player you want to respawn as a xeno.", "Suitable Candidates") as null|anything in sortKey(candidates)
else
to_chat(usr, "<span class='danger'>Error: create_xeno(): no suitable candidates.</span>", confidential = TRUE)
if(!istext(ckey))
return 0
var/alien_caste = input(usr, "Please choose which caste to spawn.","Pick a caste",null) as null|anything in list("Queen","Praetorian","Hunter","Sentinel","Drone","Larva")
var/obj/effect/landmark/spawn_here = GLOB.xeno_spawn.len ? pick(GLOB.xeno_spawn) : null
var/mob/living/carbon/alien/new_xeno
switch(alien_caste)
if("Queen")
new_xeno = new /mob/living/carbon/alien/humanoid/royal/queen(spawn_here)
if("Praetorian")
new_xeno = new /mob/living/carbon/alien/humanoid/royal/praetorian(spawn_here)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(spawn_here)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(spawn_here)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(spawn_here)
if("Larva")
new_xeno = new /mob/living/carbon/alien/larva(spawn_here)
else
return 0
if(!spawn_here)
SSjob.SendToLateJoin(new_xeno, FALSE)
new_xeno.ckey = ckey
var/msg = "<span class='notice'>[key_name_admin(usr)] has spawned [ckey] as a filthy xeno [alien_caste].</span>"
message_admins(msg)
admin_ticket_log(new_xeno, msg)
return 1
/*
If a guy was gibbed and you want to revive him, this is a good way to do so.
Works kind of like entering the game with a new character. Character receives a new mind if they didn't have one.
Traitors and the like can also be revived with the previous role mostly intact.
/N */
/client/proc/respawn_character()
set category = "Admin - Game"
set name = "Respawn Character"
set desc = "Respawn a person that has been gibbed/dusted/killed. They must be a ghost for this to work and preferably should not have a body to go back into."
if(!check_rights(R_ADMIN))
return
var/input = ckey(input(src, "Please specify which key will be respawned.", "Key", ""))
if(!input)
return
var/mob/dead/observer/G_found
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.ckey == input)
G_found = G
break
if(!G_found)//If a ghost was not found.
to_chat(usr, "<font color='red'>There is no active key like that in the game or the person is not currently a ghost.</font>", confidential = TRUE)
return
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
//Check if they were an alien
if(G_found.mind.assigned_role == ROLE_ALIEN)
if(alert("This character appears to have been an alien. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/turf/T
if(GLOB.xeno_spawn.len)
T = pick(GLOB.xeno_spawn)
var/mob/living/carbon/alien/new_xeno
switch(G_found.mind.special_role)//If they have a mind, we can determine which caste they were.
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(T)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(T)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(T)
if("Praetorian")
new_xeno = new /mob/living/carbon/alien/humanoid/royal/praetorian(T)
if("Queen")
new_xeno = new /mob/living/carbon/alien/humanoid/royal/queen(T)
else//If we don't know what special role they have, for whatever reason, or they're a larva.
create_xeno(G_found.ckey)
return
if(!T)
SSjob.SendToLateJoin(new_xeno, FALSE)
//Now to give them their mind back.
G_found.mind.transfer_to(new_xeno) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_xeno.key = G_found.key
to_chat(new_xeno, "You have been fully respawned. Enjoy the game.", confidential = TRUE)
var/msg = "<span class='adminnotice'>[key_name_admin(usr)] has respawned [new_xeno.key] as a filthy xeno.</span>"
message_admins(msg)
admin_ticket_log(new_xeno, msg)
return //all done. The ghost is auto-deleted
//check if they were a monkey
else if(findtext(G_found.real_name,"monkey"))
if(alert("This character appears to have been a monkey. Would you like to respawn them as such?",,"Yes","No")=="Yes")
var/mob/living/carbon/monkey/new_monkey = new
SSjob.SendToLateJoin(new_monkey)
G_found.mind.transfer_to(new_monkey) //be careful when doing stuff like this! I've already checked the mind isn't in use
new_monkey.key = G_found.key
to_chat(new_monkey, "You have been fully respawned. Enjoy the game.", confidential = TRUE)
var/msg = "<span class='adminnotice'>[key_name_admin(usr)] has respawned [new_monkey.key] as a filthy xeno.</span>"
message_admins(msg)
admin_ticket_log(new_monkey, msg)
return //all done. The ghost is auto-deleted
//Ok, it's not a xeno or a monkey. So, spawn a human.
var/mob/living/carbon/human/new_character = new//The mob being spawned.
SSjob.SendToLateJoin(new_character)
var/datum/data/record/record_found //Referenced to later to either randomize or not randomize the character.
if(G_found.mind && !G_found.mind.active) //mind isn't currently in use by someone/something
/*Try and locate a record for the person being respawned through GLOB.data_core.
This isn't an exact science but it does the trick more often than not.*/
var/id = md5("[G_found.real_name][G_found.mind.assigned_role]")
record_found = find_record("id", id, GLOB.data_core.locked)
if(record_found)//If they have a record we can determine a few things.
new_character.real_name = record_found.fields["name"]
new_character.gender = record_found.fields["gender"]
new_character.age = record_found.fields["age"]
new_character.hardset_dna(record_found.fields["identity"], record_found.fields["enzymes"], null, record_found.fields["name"], record_found.fields["blood_type"], new record_found.fields["species"], record_found.fields["features"])
else
var/datum/preferences/A = new()
A.copy_to(new_character)
A.real_name = G_found.real_name
new_character.dna.update_dna_identity()
new_character.name = new_character.real_name
if(G_found.mind && !G_found.mind.active)
G_found.mind.transfer_to(new_character) //be careful when doing stuff like this! I've already checked the mind isn't in use
else
new_character.mind_initialize()
if(!new_character.mind.assigned_role)
new_character.mind.assigned_role = "Assistant"//If they somehow got a null assigned role.
new_character.key = G_found.key
/*
The code below functions with the assumption that the mob is already a traitor if they have a special role.
So all it does is re-equip the mob with powers and/or items. Or not, if they have no special role.
If they don't have a mind, they obviously don't have a special role.
*/
//Two variables to properly announce later on.
var/admin = key_name_admin(src)
var/player_key = G_found.key
//Now for special roles and equipment.
var/datum/antagonist/traitor/traitordatum = new_character.mind.has_antag_datum(/datum/antagonist/traitor)
if(traitordatum)
SSjob.EquipRank(new_character, new_character.mind.assigned_role, 1)
traitordatum.equip()
switch(new_character.mind.special_role)
if(ROLE_WIZARD)
new_character.forceMove(pick(GLOB.wizardstart))
var/datum/antagonist/wizard/A = new_character.mind.has_antag_datum(/datum/antagonist/wizard,TRUE)
A.equip_wizard()
if(ROLE_SYNDICATE)
new_character.forceMove(pick(GLOB.nukeop_start))
var/datum/antagonist/nukeop/N = new_character.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
N.equip_op()
if(ROLE_NINJA)
var/list/ninja_spawn = list()
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
ninja_spawn += L
var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(/datum/antagonist/ninja)
ninjadatum.equip_space_ninja()
if(ninja_spawn.len)
new_character.forceMove(pick(ninja_spawn))
else//They may also be a cyborg or AI.
switch(new_character.mind.assigned_role)
if("Cyborg")//More rigging to make em' work and check if they're traitor.
new_character = new_character.Robotize(TRUE)
if("AI")
new_character = new_character.AIize()
else
SSjob.EquipRank(new_character, new_character.mind.assigned_role, 1)//Or we simply equip them.
//Announces the character on all the systems, based on the record.
if(!issilicon(new_character))//If they are not a cyborg/AI.
if(!record_found&&new_character.mind.assigned_role!=new_character.mind.special_role)//If there are no records for them. If they have a record, this info is already in there. MODE people are not announced anyway.
//Power to the user!
if(alert(new_character,"Warning: No data core entry detected. Would you like to announce the arrival of this character by adding them to various databases, such as medical records?",,"No","Yes")=="Yes")
GLOB.data_core.manifest_inject(new_character)
if(alert(new_character,"Would you like an active AI to announce this character?",,"No","Yes")=="Yes")
AnnounceArrival(new_character, new_character.mind.assigned_role)
var/msg = "<span class='adminnotice'>[admin] has respawned [player_key] as [new_character.real_name].</span>"
message_admins(msg)
admin_ticket_log(new_character, msg)
to_chat(new_character, "You have been fully respawned. Enjoy the game.", confidential = TRUE)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Respawn Character") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return new_character
/client/proc/cmd_admin_add_freeform_ai_law()
set category = "Admin - Events"
set name = "Add Custom AI law"
if(!check_rights(R_ADMIN))
return
var/input = input(usr, "Please enter anything you want the AI to do. Anything. Serious.", "What?", "") as text|null
if(!input)
return
log_admin("Admin [key_name(usr)] has added a new AI law - [input]")
message_admins("Admin [key_name_admin(usr)] has added a new AI law - [input]")
var/show_log = alert(src, "Show ion message?", "Message", "Yes", "No")
var/announce_ion_laws = (show_log == "Yes" ? 100 : 0)
var/datum/round_event/ion_storm/add_law_only/ion = new()
ion.announceChance = announce_ion_laws
ion.ionMessage = input
SSblackbox.record_feedback("tally", "admin_verb", 1, "Add Custom AI Law") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_rejuvenate(mob/living/M in GLOB.mob_list)
set category = "Debug"
set name = "Rejuvenate"
if(!check_rights(R_ADMIN))
return
if(!mob)
return
if(!istype(M))
alert("Cannot revive a ghost")
return
M.revive(full_heal = TRUE, admin_revive = TRUE)
log_admin("[key_name(usr)] healed / revived [key_name(M)]")
var/msg = "<span class='danger'>Admin [key_name_admin(usr)] healed / revived [ADMIN_LOOKUPFLW(M)]!</span>"
message_admins(msg)
admin_ticket_log(M, msg)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Rejuvenate") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_create_centcom_report()
set category = "Admin - Events"
set name = "Create Command Report"
if(!check_rights(R_ADMIN))
return
var/input = input(usr, "Enter a Command Report. Ensure it makes sense IC. Command's name is currently set to [command_name()].", "What?", "") as message|null
if(!input)
return
var/confirm = alert(src, "Do you want to announce the contents of the report to the crew?", "Announce", "Yes", "No", "Cancel")
var/announce_command_report = TRUE
switch(confirm)
if("Yes")
priority_announce(input, null, 'sound/ai/commandreport.ogg')
announce_command_report = FALSE
if("Cancel")
return
print_command_report(input, "[announce_command_report ? "Classified " : ""][command_name()] Update", announce_command_report)
log_admin("[key_name(src)] has created a command report: [input]")
message_admins("[key_name_admin(src)] has created a command report")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Create Command Report") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_change_command_name()
set category = "Admin - Events"
set name = "Change Command Name"
if(!check_rights(R_ADMIN))
return
var/input = input(usr, "Please input a new name for Central Command.", "What?", "") as text|null
if(!input)
return
change_command_name(input)
message_admins("[key_name_admin(src)] has changed Central Command's name to [input]")
log_admin("[key_name(src)] has changed the Central Command name to: [input]")
/client/proc/cmd_admin_delete(atom/A as obj|mob|turf in world)
set category = "Debug"
set name = "Delete"
if(!check_rights(R_SPAWN|R_DEBUG))
return
admin_delete(A)
/client/proc/cmd_admin_list_open_jobs()
set category = "Admin - Game"
set name = "Manage Job Slots"
if(!check_rights(R_ADMIN))
return
holder.manage_free_slots()
SSblackbox.record_feedback("tally", "admin_verb", 1, "Manage Job Slots") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_explosion(atom/O as obj|mob|turf in world)
set category = "Fun"
set name = "Explosion"
if(!check_rights(R_ADMIN))
return
var/devastation = input("Range of total devastation. -1 to none", text("Input")) as num|null
if(devastation == null)
return
var/heavy = input("Range of heavy impact. -1 to none", text("Input")) as num|null
if(heavy == null)
return
var/light = input("Range of light impact. -1 to none", text("Input")) as num|null
if(light == null)
return
var/flash = input("Range of flash. -1 to none", text("Input")) as num|null
if(flash == null)
return
var/flames = input("Range of flames. -1 to none", text("Input")) as num|null
if(flames == null)
return
if ((devastation != -1) || (heavy != -1) || (light != -1) || (flash != -1) || (flames != -1))
if ((devastation > 20) || (heavy > 20) || (light > 20) || (flames > 20))
if (alert(src, "Are you sure you want to do this? It will laaag.", "Confirmation", "Yes", "No") == "No")
return
explosion(O, devastation, heavy, light, flash, null, null,flames)
log_admin("[key_name(usr)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(O)]")
message_admins("[key_name_admin(usr)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(O)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Explosion") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
else
return
/client/proc/cmd_admin_emp(atom/O as obj|mob|turf in world)
set category = "Fun"
set name = "EM Pulse"
if(!check_rights(R_ADMIN))
return
var/heavy = input("Range of heavy pulse.", text("Input")) as num|null
if(heavy == null)
return
var/light = input("Range of light pulse.", text("Input")) as num|null
if(light == null)
return
if (heavy || light)
empulse(O, heavy, light)
log_admin("[key_name(usr)] created an EM Pulse ([heavy],[light]) at [AREACOORD(O)]")
message_admins("[key_name_admin(usr)] created an EM Pulse ([heavy],[light]) at [AREACOORD(O)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "EM Pulse") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
return
else
return
/client/proc/cmd_admin_gib(mob/M in GLOB.mob_list)
set category = "Fun"
set name = "Gib"
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "Drop a brain?", "Confirm", "Yes", "No","Cancel")
if(confirm == "Cancel")
return
//Due to the delay here its easy for something to have happened to the mob
if(!M)
return
log_admin("[key_name(usr)] has gibbed [key_name(M)]")
message_admins("[key_name_admin(usr)] has gibbed [key_name_admin(M)]")
if(isobserver(M))
new /obj/effect/gibspawner/generic(get_turf(M))
return
if(confirm == "Yes")
M.gib()
else
M.gib(1)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Gib") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_gib_self()
set name = "Gibself"
set category = "Fun"
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm == "Yes")
log_admin("[key_name(usr)] used gibself.")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] used gibself.</span>")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Gib Self") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
mob.gib(1, 1, 1)
/client/proc/cmd_admin_check_contents(mob/living/M in GLOB.mob_list)
set category = "Debug"
set name = "Check Contents"
var/list/L = M.get_contents()
for(var/t in L)
to_chat(usr, "[t]", confidential = TRUE)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Check Contents") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_view_range()
set category = "Admin - Game"
set name = "Change View Range"
set desc = "switches between 1x and custom views"
if(view_size.getView() == view_size.default)
view_size.setTo(input("Select view range:", "FUCK YE", 7) in list(1,2,3,4,5,6,7,8,9,10,11,12,13,14,128) - 7)
else
view_size.resetToDefault(getScreenSize(prefs.widescreenpref))
log_admin("[key_name(usr)] changed their view range to [view].")
//message_admins("\blue [key_name_admin(usr)] changed their view range to [view].") //why? removed by order of XSI
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Change View Range", "[view]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_call_shuttle()
set category = "Admin - Events"
set name = "Call Shuttle"
if(EMERGENCY_AT_LEAST_DOCKED)
return
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "You sure?", "Confirm", "Yes", "No")
if(confirm != "Yes")
return
SSshuttle.emergency.request()
SSblackbox.record_feedback("tally", "admin_verb", 1, "Call Shuttle") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] admin-called the emergency shuttle.")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] admin-called the emergency shuttle.</span>")
return
/client/proc/admin_cancel_shuttle()
set category = "Admin - Events"
set name = "Cancel Shuttle"
if(!check_rights(0))
return
if(alert(src, "You sure?", "Confirm", "Yes", "No") != "Yes")
return
if(EMERGENCY_AT_LEAST_DOCKED)
return
SSshuttle.emergency.cancel()
SSblackbox.record_feedback("tally", "admin_verb", 1, "Cancel Shuttle") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] admin-recalled the emergency shuttle.")
message_admins("<span class='adminnotice'>[key_name_admin(usr)] admin-recalled the emergency shuttle.</span>")
return
/client/proc/everyone_random()
set category = "Fun"
set name = "Make Everyone Random"
set desc = "Make everyone have a random appearance. You can only use this before rounds!"
if(SSticker.HasRoundStarted())
to_chat(usr, "Nope you can't do this, the game's already started. This only works before rounds!", confidential = TRUE)
return
var/frn = CONFIG_GET(flag/force_random_names)
if(frn)
CONFIG_SET(flag/force_random_names, FALSE)
message_admins("Admin [key_name_admin(usr)] has disabled \"Everyone is Special\" mode.")
to_chat(usr, "Disabled.", confidential = TRUE)
return
var/notifyplayers = alert(src, "Do you want to notify the players?", "Options", "Yes", "No", "Cancel")
if(notifyplayers == "Cancel")
return
log_admin("Admin [key_name(src)] has forced the players to have random appearances.")
message_admins("Admin [key_name_admin(usr)] has forced the players to have random appearances.")
if(notifyplayers == "Yes")
to_chat(world, "<span class='adminnotice'>Admin [usr.key] has forced the players to have completely random identities!</span>", confidential = TRUE)
to_chat(usr, "<i>Remember: you can always disable the randomness by using the verb again, assuming the round hasn't started yet</i>.", confidential = TRUE)
CONFIG_SET(flag/force_random_names, TRUE)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Make Everyone Random") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_random_events()
set category = "Server"
set name = "Toggle random events on/off"
set desc = "Toggles random events such as meteors, black holes, blob (but not space dust) on/off"
var/new_are = !CONFIG_GET(flag/allow_random_events)
CONFIG_SET(flag/allow_random_events, new_are)
if(new_are)
to_chat(usr, "Random events enabled", confidential = TRUE)
message_admins("Admin [key_name_admin(usr)] has enabled random events.")
else
to_chat(usr, "Random events disabled", confidential = TRUE)
message_admins("Admin [key_name_admin(usr)] has disabled random events.")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Random Events", "[new_are ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/admin_change_sec_level()
set category = "Admin - Events"
set name = "Set Security Level"
set desc = "Changes the security level. Announcement only, i.e. setting to Delta won't activate nuke"
if(!check_rights(R_ADMIN))
return
var/level = input("Select security level to change to","Set Security Level") as null|anything in list("green","blue","red","delta")
if(level)
set_security_level(level)
log_admin("[key_name(usr)] changed the security level to [level]")
message_admins("[key_name_admin(usr)] changed the security level to [level]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Set Security Level [capitalize(level)]") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_nuke(obj/machinery/nuclearbomb/N in GLOB.nuke_list)
set name = "Toggle Nuke"
set category = "Admin - Events"
set popup_menu = 0
if(!check_rights(R_DEBUG))
return
if(!N.timing)
var/newtime = input(usr, "Set activation timer.", "Activate Nuke", "[N.timer_set]") as num|null
if(!newtime)
return
N.timer_set = newtime
N.set_safety()
N.set_active()
log_admin("[key_name(usr)] [N.timing ? "activated" : "deactivated"] a nuke at [AREACOORD(N)].")
message_admins("[ADMIN_LOOKUPFLW(usr)] [N.timing ? "activated" : "deactivated"] a nuke at [ADMIN_VERBOSEJMP(N)].")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Nuke", "[N.timing]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/toggle_combo_hud()
set category = "Admin - Game"
set name = "Toggle Combo HUD"
set desc = "Toggles the Admin Combo HUD (antag, sci, med, eng)"
if(!check_rights(R_ADMIN))
return
var/adding_hud = !has_antag_hud()
for(var/hudtype in list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC_ADVANCED)) // add data huds
var/datum/atom_hud/H = GLOB.huds[hudtype]
(adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr)
for(var/datum/atom_hud/antag/H in GLOB.huds) // add antag huds
(adding_hud) ? H.add_hud_to(usr) : H.remove_hud_from(usr)
if(prefs.toggles & COMBOHUD_LIGHTING)
if(adding_hud)
mob.lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
else
mob.lighting_alpha = initial(mob.lighting_alpha)
mob.update_sight()
to_chat(usr, "You toggled your admin combo HUD [adding_hud ? "ON" : "OFF"].", confidential = TRUE)
message_admins("[key_name_admin(usr)] toggled their admin combo HUD [adding_hud ? "ON" : "OFF"].")
log_admin("[key_name(usr)] toggled their admin combo HUD [adding_hud ? "ON" : "OFF"].")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggle Combo HUD", "[adding_hud ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/has_antag_hud()
var/datum/atom_hud/A = GLOB.huds[ANTAG_HUD_TRAITOR]
return A.hudusers[mob]
/client/proc/run_weather()
set category = "Admin - Events"
set name = "Run Weather"
set desc = "Triggers a weather on the z-level you choose."
if(!holder)
return
var/weather_type = input("Choose a weather", "Weather") as null|anything in sortList(subtypesof(/datum/weather), /proc/cmp_typepaths_asc)
if(!weather_type)
return
var/turf/T = get_turf(mob)
var/z_level = input("Z-Level to target?", "Z-Level", T?.z) as num|null
if(!isnum(z_level))
return
SSweather.run_weather(weather_type, z_level)
message_admins("[key_name_admin(usr)] started weather of type [weather_type] on the z-level [z_level].")
log_admin("[key_name(usr)] started weather of type [weather_type] on the z-level [z_level].")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Run Weather")
/client/proc/mass_zombie_infection()
set category = "Fun"
set name = "Mass Zombie Infection"
set desc = "Infects all humans with a latent organ that will zombify \
them on death."
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "Please confirm you want to add latent zombie organs in all humans?", "Confirm Zombies", "Yes", "No")
if(confirm != "Yes")
return
for(var/i in GLOB.human_list)
var/mob/living/carbon/human/H = i
new /obj/item/organ/zombie_infection/nodamage(H)
message_admins("[key_name_admin(usr)] added a latent zombie infection to all humans.")
log_admin("[key_name(usr)] added a latent zombie infection to all humans.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Mass Zombie Infection")
/client/proc/mass_zombie_cure()
set category = "Fun"
set name = "Mass Zombie Cure"
set desc = "Removes the zombie infection from all humans, returning them to normal."
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "Please confirm you want to cure all zombies?", "Confirm Zombie Cure", "Yes", "No")
if(confirm != "Yes")
return
for(var/obj/item/organ/zombie_infection/nodamage/I in GLOB.zombie_infection_list)
qdel(I)
message_admins("[key_name_admin(usr)] cured all zombies.")
log_admin("[key_name(usr)] cured all zombies.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Mass Zombie Cure")
/client/proc/polymorph_all()
set category = "Fun"
set name = "Polymorph All"
set desc = "Applies the effects of the bolt of change to every single mob."
if(!check_rights(R_ADMIN))
return
var/confirm = alert(src, "Please confirm you want polymorph all mobs?", "Confirm Polymorph", "Yes", "No")
if(confirm != "Yes")
return
var/list/mobs = shuffle(GLOB.alive_mob_list.Copy()) // might change while iterating
var/who_did_it = key_name_admin(usr)
message_admins("[key_name_admin(usr)] started polymorphed all living mobs.")
log_admin("[key_name(usr)] polymorphed all living mobs.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Polymorph All")
for(var/mob/living/M in mobs)
CHECK_TICK
if(!M)
continue
M.audible_message("<span class='hear'>...wabbajack...wabbajack...</span>")
playsound(M.loc, 'sound/magic/staff_change.ogg', 50, TRUE, -1)
wabbajack(M)
message_admins("Mass polymorph started by [who_did_it] is complete.")
/client/proc/show_tip()
set category = "Admin"
set name = "Show Tip"
set desc = "Sends a tip (that you specify) to all players. After all \
you're the experienced player here."
if(!check_rights(R_ADMIN))
return
var/input = input(usr, "Please specify your tip that you want to send to the players.", "Tip", "") as message|null
if(!input)
return
if(!SSticker)
return
SSticker.selected_tip = input
// If we've already tipped, then send it straight away.
if(SSticker.tipped)
SSticker.send_tip_of_the_round()
message_admins("[key_name_admin(usr)] sent a tip of the round.")
log_admin("[key_name(usr)] sent \"[input]\" as the Tip of the Round.")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Show Tip")
/client/proc/modify_goals()
set category = "Debug"
set name = "Modify goals"
if(!check_rights(R_ADMIN))
return
holder.modify_goals()
/datum/admins/proc/modify_goals()
var/dat = ""
for(var/datum/station_goal/S in SSticker.mode.station_goals)
dat += "[S.name] - <a href='?src=[REF(S)];[HrefToken()];announce=1'>Announce</a> | <a href='?src=[REF(S)];[HrefToken()];remove=1'>Remove</a><br>"
dat += "<br><a href='?src=[REF(src)];[HrefToken()];add_station_goal=1'>Add New Goal</a>"
usr << browse(dat, "window=goals;size=400x400")
/proc/immerse_player(mob/living/carbon/target, toggle=TRUE, remove=FALSE)
var/list/immersion_components = list(/datum/component/manual_breathing, /datum/component/manual_blinking)
for(var/immersies in immersion_components)
var/has_component = target.GetComponent(immersies)
if(has_component && (toggle || remove))
qdel(has_component)
else if(toggle || !remove)
target.AddComponent(immersies)
/proc/mass_immerse(remove=FALSE)
for(var/mob/living/carbon/M in GLOB.mob_list)
immerse_player(M, toggle=FALSE, remove=remove)
/client/proc/toggle_hub()
set category = "Server"
set name = "Toggle Hub"
world.update_hub_visibility(!GLOB.hub_visibility)
log_admin("[key_name(usr)] has toggled the server's hub status for the round, it is now [(GLOB.hub_visibility?"on":"off")] the hub.")
message_admins("[key_name_admin(usr)] has toggled the server's hub status for the round, it is now [(GLOB.hub_visibility?"on":"off")] the hub.")
if (GLOB.hub_visibility && !world.reachable)
message_admins("WARNING: The server will not show up on the hub because byond is detecting that a filewall is blocking incoming connections.")
SSblackbox.record_feedback("nested tally", "admin_toggle", 1, list("Toggled Hub Visibility", "[GLOB.hub_visibility ? "Enabled" : "Disabled"]")) //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/smite(mob/living/target as mob)
set name = "Smite"
set category = "Fun"
if(!check_rights(R_ADMIN) || !check_rights(R_FUN))
return
var/list/punishment_list = list(ADMIN_PUNISHMENT_LIGHTNING,
ADMIN_PUNISHMENT_BRAINDAMAGE,
ADMIN_PUNISHMENT_GIB,
ADMIN_PUNISHMENT_BSA,
ADMIN_PUNISHMENT_FIREBALL,
ADMIN_PUNISHMENT_ROD,
ADMIN_PUNISHMENT_SUPPLYPOD_QUICK,
ADMIN_PUNISHMENT_SUPPLYPOD,
ADMIN_PUNISHMENT_MAZING,
ADMIN_PUNISHMENT_IMMERSE,
ADMIN_PUNISHMENT_FAT,
ADMIN_PUNISHMENT_FAKEBWOINK,
ADMIN_PUNISHMENT_NUGGET,
ADMIN_PUNISHMENT_CRACK,
ADMIN_PUNISHMENT_BLEED,
ADMIN_PUNISHMENT_SCARIFY
)
var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in sortList(punishment_list)
if(QDELETED(target) || !punishment)
return
switch(punishment)
if(ADMIN_PUNISHMENT_LIGHTNING)
var/turf/T = get_step(get_step(target, NORTH), NORTH)
T.Beam(target, icon_state="lightning[rand(1,12)]", time = 5)
target.adjustFireLoss(75)
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.electrocution_animation(40)
to_chat(target, "<span class='userdanger'>The gods have punished you for your sins!</span>", confidential = TRUE)
if(ADMIN_PUNISHMENT_BRAINDAMAGE)
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 199, 199)
if(ADMIN_PUNISHMENT_GIB)
target.gib(FALSE)
if(ADMIN_PUNISHMENT_BSA)
bluespace_artillery(target)
if(ADMIN_PUNISHMENT_FIREBALL)
new /obj/effect/temp_visual/target(get_turf(target))
if(ADMIN_PUNISHMENT_ROD)
var/turf/T = get_turf(target)
var/startside = pick(GLOB.cardinals)
var/turf/startT = spaceDebrisStartLoc(startside, T.z)
var/turf/endT = spaceDebrisFinishLoc(startside, T.z)
new /obj/effect/immovablerod(startT, endT,target)
if(ADMIN_PUNISHMENT_SUPPLYPOD_QUICK)
var/target_path = input(usr,"Enter typepath of an atom you'd like to send with the pod (type \"empty\" to send an empty pod):" ,"Typepath","/obj/item/reagent_containers/food/snacks/grown/harebell") as null|text
var/obj/structure/closet/supplypod/centcompod/pod = new()
pod.damage = 40
pod.explosionSize = list(0,0,0,2)
pod.effectStun = TRUE
if (isnull(target_path)) //The user pressed "Cancel"
return
if (target_path != "empty")//if you didn't type empty, we want to load the pod with a delivery
var/delivery = text2path(target_path)
if(!ispath(delivery))
delivery = pick_closest_path(target_path)
if(!delivery)
alert("ERROR: Incorrect / improper path given.")
return
new delivery(pod)
new /obj/effect/DPtarget(get_turf(target), pod)
if(ADMIN_PUNISHMENT_SUPPLYPOD)
var/datum/centcom_podlauncher/plaunch = new(usr)
if(!holder)
return
plaunch.specificTarget = target
plaunch.launchChoice = 0
plaunch.damageChoice = 1
plaunch.explosionChoice = 1
plaunch.temp_pod.damage = 40//bring the mother fuckin ruckus
plaunch.temp_pod.explosionSize = list(0,0,0,2)
plaunch.temp_pod.effectStun = TRUE
plaunch.ui_interact(usr)
return //We return here because punish_log() is handled by the centcom_podlauncher datum
if(ADMIN_PUNISHMENT_MAZING)
if(!puzzle_imprison(target))
to_chat(usr,"<span class='warning'>Imprisonment failed!</span>", confidential = TRUE)
return
if(ADMIN_PUNISHMENT_IMMERSE)
immerse_player(target)
if(ADMIN_PUNISHMENT_FAT)
target.set_nutrition(NUTRITION_LEVEL_FAT*2)
if(ADMIN_PUNISHMENT_FAKEBWOINK)
SEND_SOUND(target, 'sound/effects/adminhelp.ogg')
if(ADMIN_PUNISHMENT_NUGGET)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
var/timer = 2 SECONDS
for(var/obj/item/bodypart/thing in C.bodyparts)
if(thing.body_part == HEAD || thing.body_part == CHEST)
continue
addtimer(CALLBACK(thing, /obj/item/bodypart/.proc/dismember), timer)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, C, 'sound/effects/cartoon_pop.ogg', 70), timer)
addtimer(CALLBACK(C, /mob/living/.proc/spin, 4, 1), timer - 0.4 SECONDS)
timer += 2 SECONDS
if(ADMIN_PUNISHMENT_CRACK)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
for(var/obj/item/bodypart/squish_part in C.bodyparts)
var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate))
squish_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_BLEED)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
for(var/obj/item/bodypart/slice_part in C.bodyparts)
var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe))
slice_part.force_wound_upwards(type_wound, smited=TRUE)
if(ADMIN_PUNISHMENT_SCARIFY)
if(!iscarbon(target))
to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
return
var/mob/living/carbon/C = target
C.generate_fake_scars(rand(1, 4))
to_chat(C, "<span class='warning'>You feel your body grow jaded and torn...</span>")
punish_log(target, punishment)
/client/proc/punish_log(whom, punishment)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
message_admins(msg)
admin_ticket_log(whom, msg)
log_admin("[key_name(usr)] punished [key_name(whom)] with [punishment].")
/client/proc/trigger_centcom_recall()
if(!check_rights(R_ADMIN))
return
var/message = pick(GLOB.admiral_messages)
message = input("Enter message from the on-call admiral to be put in the recall report.", "Admiral Message", message) as text|null
if(!message)
return
message_admins("[key_name_admin(usr)] triggered a CentCom recall, with the admiral message of: [message]")
log_game("[key_name(usr)] triggered a CentCom recall, with the message of: [message]")
SSshuttle.centcom_recall(SSshuttle.emergency.timer, message)
/client/proc/cmd_admin_check_player_exp() //Allows admins to determine who the newer players are.
set category = "Admin"
set name = "Player Playtime"
if(!check_rights(R_ADMIN))
return
if(!CONFIG_GET(flag/use_exp_tracking))
to_chat(usr, "<span class='warning'>Tracking is disabled in the server configuration file.</span>", confidential = TRUE)
return
var/list/msg = list()
msg += "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Playtime Report</title></head><body>Playtime:<BR><UL>"
for(var/client/C in GLOB.clients)
msg += "<LI> - [key_name_admin(C)]: <A href='?_src_=holder;[HrefToken()];getplaytimewindow=[REF(C.mob)]'>" + C.get_exp_living() + "</a></LI>"
msg += "</UL></BODY></HTML>"
src << browse(msg.Join(), "window=Player_playtime_check")
/datum/admins/proc/cmd_show_exp_panel(client/C)
if(!check_rights(R_ADMIN))
return
if(!C)
to_chat(usr, "<span class='danger'>ERROR: Client not found.</span>", confidential = TRUE)
return
if(!CONFIG_GET(flag/use_exp_tracking))
to_chat(usr, "<span class='warning'>Tracking is disabled in the server configuration file.</span>", confidential = TRUE)
return
var/list/body = list()
body += "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Playtime for [C.key]</title></head><BODY><BR>Playtime:"
body += C.get_exp_report()
body += "<A href='?_src_=holder;[HrefToken()];toggleexempt=[REF(C)]'>Toggle Exempt status</a>"
body += "</BODY></HTML>"
usr << browse(body.Join(), "window=playerplaytime[C.ckey];size=550x615")
/datum/admins/proc/toggle_exempt_status(client/C)
if(!check_rights(R_ADMIN))
return
if(!C)
to_chat(usr, "<span class='danger'>ERROR: Client not found.</span>", confidential = TRUE)
return
if(!C.set_db_player_flags())
to_chat(usr, "<span class='danger'>ERROR: Unable read player flags from database. Please check logs.</span>", confidential = TRUE)
var/dbflags = C.prefs.db_flags
var/newstate = FALSE
if(dbflags & DB_FLAG_EXEMPT)
newstate = FALSE
else
newstate = TRUE
if(C.update_flag_db(DB_FLAG_EXEMPT, newstate))
to_chat(usr, "<span class='danger'>ERROR: Unable to update player flags. Please check logs.</span>", confidential = TRUE)
else
message_admins("[key_name_admin(usr)] has [newstate ? "activated" : "deactivated"] job exp exempt status on [key_name_admin(C)]")
log_admin("[key_name(usr)] has [newstate ? "activated" : "deactivated"] job exp exempt status on [key_name(C)]")
/// Allow admin to add or remove traits of datum
/datum/admins/proc/modify_traits(datum/D)
if(!D)
return
var/add_or_remove = input("Remove/Add?", "Trait Remove/Add") as null|anything in list("Add","Remove")
if(!add_or_remove)
return
var/list/availible_traits = list()
switch(add_or_remove)
if("Add")
for(var/key in GLOB.traits_by_type)
if(istype(D,key))
availible_traits += GLOB.traits_by_type[key]
if("Remove")
if(!GLOB.trait_name_map)
GLOB.trait_name_map = generate_trait_name_map()
for(var/trait in D.status_traits)
var/name = GLOB.trait_name_map[trait] || trait
availible_traits[name] = trait
var/chosen_trait = input("Select trait to modify", "Trait") as null|anything in sortList(availible_traits)
if(!chosen_trait)
return
chosen_trait = availible_traits[chosen_trait]
var/source = "adminabuse"
switch(add_or_remove)
if("Add") //Not doing source choosing here intentionally to make this bit faster to use, you can always vv it.
ADD_TRAIT(D,chosen_trait,source)
if("Remove")
var/specific = input("All or specific source ?", "Trait Remove/Add") as null|anything in list("All","Specific")
if(!specific)
return
switch(specific)
if("All")
source = null
if("Specific")
source = input("Source to be removed","Trait Remove/Add") as null|anything in sortList(D.status_traits[chosen_trait])
if(!source)
return
REMOVE_TRAIT(D,chosen_trait,source)