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More traitor to contractor renaming (discordia-space#6781)
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* contractor and blender

* more words

* RAT IS DEFEATED

* fuckupfix

* change

* Update highly visible and dangerous weapons.dm

* Update highly visible and dangerous weapons.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/datums/uplink/ammunition.dm

* Update code/modules/reagents/reagent_containers/food/snacks.dm

* Update cev_eris.dme

* Update hud.dmi
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Iglpigl authored Dec 24, 2021
1 parent f1579d2 commit 8b59cb3
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Showing 73 changed files with 249 additions and 246 deletions.
4 changes: 2 additions & 2 deletions cev_eris.dme
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Expand Up @@ -530,10 +530,10 @@
#include "code\game\antagonist\outer\mercenary\merc_faction.dm"
#include "code\game\antagonist\outer\mercenary\mercenary.dm"
#include "code\game\antagonist\station\changeling.dm"
#include "code\game\antagonist\station\contractor.dm"
#include "code\game\antagonist\station\inquisitor.dm"
#include "code\game\antagonist\station\marshal.dm"
#include "code\game\antagonist\station\rogue_ai.dm"
#include "code\game\antagonist\station\traitor.dm"
#include "code\game\antagonist\station\revolutionary\excel_faction.dm"
#include "code\game\antagonist\station\revolutionary\excelsior.dm"
#include "code\game\area\ai_monitored.dm"
Expand Down Expand Up @@ -862,6 +862,7 @@
#include "code\game\objects\items\devices\biosyphon.dm"
#include "code\game\objects\items\devices\camera_bug.dm"
#include "code\game\objects\items\devices\chameleonproj.dm"
#include "code\game\objects\items\devices\contractordevices.dm"
#include "code\game\objects\items\devices\debugger.dm"
#include "code\game\objects\items\devices\device.dm"
#include "code\game\objects\items\devices\flash.dm"
Expand All @@ -884,7 +885,6 @@
#include "code\game\objects\items\devices\t_scanner.dm"
#include "code\game\objects\items\devices\taperecorder.dm"
#include "code\game\objects\items\devices\techno_tribalism.dm"
#include "code\game\objects\items\devices\traitordevices.dm"
#include "code\game\objects\items\devices\transfer_valve.dm"
#include "code\game\objects\items\devices\uplink.dm"
#include "code\game\objects\items\devices\uplink_random_lists.dm"
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10 changes: 5 additions & 5 deletions code/__DEFINES/gamemode.dm
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Expand Up @@ -51,8 +51,8 @@
#define ROLE_CARRION "carrion"
#define ROLE_MONKEY "monkey"
#define ROLE_MALFUNCTION "malf"
#define ROLE_TRAITOR "traitor"
#define ROLE_TRAITOR_SYNTH "robo_traitor"
#define ROLE_CONTRACTOR "contractor"
#define ROLE_CONTRACTOR_SYNTH "robo_contractor"
#define ROLE_MARSHAL "marshal"

#define ROLE_EXCELSIOR_REV "excelsior_rev"
Expand All @@ -68,10 +68,10 @@
#define FACTION_NEOTHEOLOGY "neotheologists"

#define ROLES_CONTRACT_VIEWONLY ROLE_MARSHAL
#define ROLES_CONTRACT list(ROLE_TRAITOR,ROLE_CARRION,ROLE_BLITZ)
#define ROLES_UPLINK_BASE list(ROLE_TRAITOR,ROLE_MARSHAL,ROLE_INQUISITOR,ROLE_MERCENARY)
#define ROLES_CONTRACT list(ROLE_CONTRACTOR,ROLE_CARRION,ROLE_BLITZ)
#define ROLES_UPLINK_BASE list(ROLE_CONTRACTOR,ROLE_MARSHAL,ROLE_INQUISITOR,ROLE_MERCENARY)

#define ROLESET_TRAITOR "traitor"
#define ROLESET_CONTRACTOR "contractor"

#define DEFAULT_TELECRYSTAL_AMOUNT 25
#define IMPLANT_TELECRYSTAL_AMOUNT(x) (round(x * 0.49)) // If this cost is ever greater than half of DEFAULT_TELECRYSTAL_AMOUNT then it is possible to buy more TC than you spend
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10 changes: 5 additions & 5 deletions code/__HELPERS/names.dm
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Expand Up @@ -117,15 +117,15 @@ var/syndicate_name = null
return name


//Traitors and traitor silicons will get these. Revs will not.
var/syndicate_code_phrase//Code phrase for traitors.
var/syndicate_code_response//Code response for traitors.
//Contractors and contractor silicons will get these. Revs will not.
var/syndicate_code_phrase//Code phrase for contractors.
var/syndicate_code_response//Code response for contractors.

/*
Should be expanded.
How this works:
Instead of "I'm looking for James Smith, " the traitor would say "James Smith" as part of a conversation.
Another traitor may then respond with: "They enjoy running through the void-filled vacuum of the derelict."
Instead of "I'm looking for James Smith, " the contractor would say "James Smith" as part of a conversation.
Another contractor may then respond with: "They enjoy running through the void-filled vacuum of the derelict."
The phrase should then have the words: James Smith.
The response should then have the words: run, void, and derelict.
This way assures that the code is suited to the conversation and is unpredicatable.
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2 changes: 1 addition & 1 deletion code/controllers/configuration.dm
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Expand Up @@ -36,7 +36,7 @@ GLOBAL_LIST_EMPTY(storyteller_cache)
//var/enable_authentication = 0 // goon authentication
var/del_new_on_log = 1 // del's new players if they log before they spawn in
var/objectives_disabled = 0 //if objectives are disabled or not
var/protect_roles_from_antagonist = 0// If security and such can be traitor/cult/other
var/protect_roles_from_antagonist = 0// If security and such can be contractor/cult/other
var/allow_Metadata = 0 // Metadata is supported.
var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
var/tick_limit_mc_init = TICK_LIMIT_MC_INIT_DEFAULT //SSinitialization throttling
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2 changes: 1 addition & 1 deletion code/controllers/subsystems/ticker.dm
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Expand Up @@ -21,7 +21,7 @@ SUBSYSTEM_DEF(ticker)

var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders

var/list/syndicate_coalition = list() // list of traitor-compatible factions
var/list/syndicate_coalition = list() // list of contractor-compatible factions
var/list/factions = list() // list of all factions
var/list/availablefactions = list() // list of factions with openings

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2 changes: 1 addition & 1 deletion code/controllers/subsystems/tickets/tickets.dm
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Expand Up @@ -17,7 +17,7 @@
#define ADMIN_PP(user,display) "<a href='?_src_=holder;adminplayeropts=\ref[user]'>[display]</a>"
#define ADMIN_VV(atom,display) "<a href='?_src_=vars;Vars=\ref[atom]'>[display]</a>"
#define ADMIN_SM(user,display) "<a href='?_src_=holder;subtlemessage=\ref[user]'>[display]</a>"
#define ADMIN_TP(user,display) "<a href='?_src_=holder;traitor=\ref[user]'>[display]</a>"
#define ADMIN_TP(user,display) "<a href='?_src_=holder;contractor=\ref[user]'>[display]</a>"

SUBSYSTEM_DEF(tickets)
name = "Admin Tickets"
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2 changes: 1 addition & 1 deletion code/datums/ai_laws.dm
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Expand Up @@ -93,7 +93,7 @@ var/global/const/base_law_type = /datum/ai_laws/eris


/mob/living/silicon/proc/sync_zeroth(var/datum/ai_law/zeroth_law, var/datum/ai_law/zeroth_law_borg)
if (!is_malf_or_traitor(src))
if (!is_malf_or_contractor(src))
if(zeroth_law_borg)
laws.set_zeroth_law(zeroth_law_borg.law)
else if(zeroth_law)
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4 changes: 2 additions & 2 deletions code/datums/contract.dm
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@@ -1,4 +1,4 @@
GLOBAL_LIST_EMPTY(various_antag_contracts) //Contracts from "Various" emloyers, currently used by Traitors, Carrions and Blitzshells
GLOBAL_LIST_EMPTY(various_antag_contracts) //Contracts from "Various" emloyers, currently used by Contractors, Carrions and Blitzshells
GLOBAL_LIST_EMPTY(excel_antag_contracts) //Excelsior contracts
GLOBAL_LIST_INIT(antag_item_targets,list(
"the captain's antique laser gun" = /obj/item/gun/energy/captain,
Expand Down Expand Up @@ -136,7 +136,7 @@ GLOBAL_LIST_INIT(excel_item_targets,list(
candidates -= candidate_mind

// Implant contracts are 75% less likely to target contract-based antags to reduce the amount of cheesy self-implants
if((player_is_antag_id(candidate_mind, ROLE_TRAITOR) || player_is_antag_id(candidate_mind, ROLE_CARRION)) && prob(75))
if((player_is_antag_id(candidate_mind, ROLE_CONTRACTOR) || player_is_antag_id(candidate_mind, ROLE_CARRION)) && prob(75))
continue

// No check for cruciform because the spying implant can bypass it
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2 changes: 1 addition & 1 deletion code/datums/mind.dm
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Expand Up @@ -24,7 +24,7 @@
new_mob.key = key
The Login proc will handle making a new mob for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
However if you want that mind to have any special properties like being a contractor etc you will have to do that
yourself.
*/
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2 changes: 1 addition & 1 deletion code/datums/perks/fate.dm
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Expand Up @@ -122,7 +122,7 @@
name = "Noble"
icon_state = "family" //https://game-icons.net
desc = "You are a descendant of a long-lasting family, bearing a name of high status that can be traced back to the early civilization of your domain. \
Start with an heirloom weapon, higher chance to be on traitor contracts and removed sanity cap. Stay clear of filth and danger."
Start with an heirloom weapon, higher chance to be on contractor contracts and removed sanity cap. Stay clear of filth and danger."

/datum/perk/fate/noble/assign(mob/living/carbon/human/H)
..()
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4 changes: 2 additions & 2 deletions code/datums/perks/job.dm
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Expand Up @@ -110,15 +110,15 @@
..()

#define CHOICE_LANG "language" // Random language chosen from a pool
#define CHOICE_TCONTRACT "tcontract" // Traitor contract
#define CHOICE_TCONTRACT "tcontract" // Contractor contract
#define CHOICE_STASHPAPER "stashpaper" //stash location paper
#define CHOICE_RAREOBJ "rareobj" // Rare loot object

// ALERT: This perk has no removal method. Mostly because 3 out of 4 choices give knowledge to the player in the form of text, that would be pointless to remove.
/datum/perk/deep_connection
name = "Deep connection"
desc = "With the help of your numerous trustworthy contacts, you manage to collect some useful information. \
Provides you with 1 of 4 boons: Language, Traitor Contract, a stash location or a special item in a box."
Provides you with 1 of 4 boons: Language, Contractor Contract, a stash location or a special item in a box."
icon_state = "deepconnection" // https://game-icons.net/1x1/quoting/card-pickup.html

/datum/perk/deep_connection/assign(mob/living/carbon/human/H)
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2 changes: 1 addition & 1 deletion code/datums/setup_option/backgrounds/fate.dm
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Expand Up @@ -66,7 +66,7 @@
name = "Noble"
desc = "You are a descendant of a long-lasting family, being part of a lineage of high status that can be traced back to the early civilization of your domain. \
What legacy will you build? \
Start with an heirloom weapon, higher chance to be on traitor contracts and removed sanity cap. Stay clear of filth and danger."
Start with an heirloom weapon, higher chance to be on contractor contracts and removed sanity cap. Stay clear of filth and danger."

perks = list(PERK_NOBLE)

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10 changes: 5 additions & 5 deletions code/datums/topic/admin.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1236,20 +1236,20 @@
source.view_log_panel(M)


/datum/admin_topic/traitor
keyword = "traitor"
/datum/admin_topic/contractor
keyword = "contractor"
require_perms = list(R_MOD|R_ADMIN)

/datum/admin_topic/traitor/Run(list/input)
/datum/admin_topic/contractor/Run(list/input)
if(!GLOB.storyteller)
alert("The game hasn't started yet!")
return

var/mob/M = locate(input["traitor"])
var/mob/M = locate(input["contractor"])
if(!ismob(M))
to_chat(usr, "This can only be used on instances of type /mob.")
return
source.show_traitor_panel(M)
source.show_contractor_panel(M)


/datum/admin_topic/create_object
Expand Down
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