2d2975f783
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
98 lines
3.3 KiB
Plaintext
98 lines
3.3 KiB
Plaintext
/datum/round_event_control/wizard/greentext //Gotta have it!
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name = "Greentext"
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weight = 4
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typepath = /datum/round_event/wizard/greentext/
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max_occurrences = 1
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earliest_start = 0
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/datum/round_event/wizard/greentext/start()
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var/list/holder_canadates = player_list.Copy()
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for(var/mob/M in holder_canadates)
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if(!ishuman(M))
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holder_canadates -= M
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if(!holder_canadates) //Very unlikely, but just in case
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return 0
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var/mob/living/carbon/human/H = pick(holder_canadates)
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new /obj/item/weapon/greentext(H.loc)
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H << "<font color='green'>The mythical greentext appear at your feet! Pick it up if you dare...</font>"
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/obj/item/weapon/greentext
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name = "greentext"
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desc = "No one knows what this massive tome does, but it feels <i><font color='green'>desirable</font></i> all the same..."
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w_class = 4
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icon = 'icons/obj/wizard.dmi'
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icon_state = "greentext"
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var/mob/living/last_holder
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var/mob/living/new_holder
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var/list/color_altered_mobs = list()
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resistance_flags = FIRE_PROOF | ACID_PROOF
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var/quiet = FALSE
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/obj/item/weapon/greentext/New()
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..()
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poi_list |= src
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/obj/item/weapon/greentext/equipped(mob/living/user as mob)
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user << "<font color='green'>So long as you leave this place with greentext in hand you know will be happy...</font>"
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if(user.mind && user.mind.objectives.len > 0)
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user << "<span class='warning'>... so long as you still perform your other objectives that is!</span>"
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new_holder = user
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if(!last_holder)
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last_holder = user
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if(!(user in color_altered_mobs))
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color_altered_mobs += user
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user.color = "#00FF00"
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START_PROCESSING(SSobj, src)
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..()
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/obj/item/weapon/greentext/dropped(mob/living/user as mob)
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if(user in color_altered_mobs)
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user << "<span class='warning'>A sudden wave of failure washes over you...</span>"
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user.color = "#FF0000" //ya blew it
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last_holder = null
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new_holder = null
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STOP_PROCESSING(SSobj, src)
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..()
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/obj/item/weapon/greentext/process()
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if(new_holder && new_holder.z == ZLEVEL_CENTCOM)//you're winner!
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new_holder << "<font color='green'>At last it feels like victory is assured!</font>"
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if(!(new_holder in ticker.mode.traitors))
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ticker.mode.traitors += new_holder.mind
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new_holder.mind.special_role = "winner"
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var/datum/objective/O = new /datum/objective("Succeed")
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O.completed = 1 //YES!
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O.owner = new_holder.mind
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new_holder.mind.objectives += O
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new_holder.attack_log += "\[[time_stamp()]\] <font color='green'>Won with greentext!!!</font>"
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color_altered_mobs -= new_holder
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resistance_flags |= ON_FIRE
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qdel(src)
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if(last_holder && last_holder != new_holder) //Somehow it was swiped without ever getting dropped
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last_holder << "<span class='warning'>A sudden wave of failure washes over you...</span>"
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last_holder.color = "#FF0000"
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last_holder = new_holder //long live the king
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/obj/item/weapon/greentext/Destroy(force)
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if(!(resistance_flags & ON_FIRE) && !force)
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return QDEL_HINT_LETMELIVE
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. = ..()
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poi_list.Remove(src)
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for(var/mob/M in mob_list)
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var/message = "<span class='warning'>A dark temptation has passed from this world"
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if(M in color_altered_mobs)
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message += " and you're finally able to forgive yourself"
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M.color = initial(M.color)
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message += "...</span>"
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// can't skip the mob check as it also does the decolouring
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if(!quiet)
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M << message
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/obj/item/weapon/greentext/quiet
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quiet = TRUE
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