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# Summary This PR is the next update to the persistency subsystem. The goal of this PR is to provide more framework like functions to allow more types of content to be made persistent. Currently only volatile game objects created during a round can be (*in a [clean](https://www.youtube.com/watch?v=rZ3ETK7-ZM8) way*) saved and made persistent. This update attempts to provide methods to make *everything*¹ persistent. This introduces persistent generics and history. ## Database The following things are going to be changed and added in the database (open in new tab for better visibility, PNG file includes the drawIO code): <img width="1692" height="1041" alt="aurora_persistency_db drawio" src="https://github.com/user-attachments/assets/ea53f419-f9aa-4592-af8f-3a8d5edf3177" /> **Deviations on database implementation from diagram:** - Removed unique constraint on history table - Prevented adding multiple records per round per attribute. ## Framework surface changes - MC/VV: Moved global object track register to subsystem var space. - MC/VV: Point of interest: Added history_cache and generic_cache to subsystem var space. - MC/VV: Updated subsystem stat entry message, now providing information on cache sizes of new types. - Added `singleton/persistent_type` defines (Type, clean-up rules, finalization hook) and macros allowing new definitions of said types. - Added cache structures that are also used for returns on public procs in generics and history persistent types. - Major new framework features: Persistent history (example: Mining yield records) and persistent generics (example: Persistent Horizon overmap position). See documentation for more information. DrawIO diagram for documentation, includes source in it (open in new tab): <img width="200" height="200" alt="Persistence-subsystem-flowchart drawio" src="https://github.com/user-attachments/assets/51f28331-f999-49a2-a7cc-58278f7ae416" /> ## Tasks (These lists are not comprehensive.) **General** - [x] Update DB - Write SQL scripts. - [x] Add subsystem modular files for generics and history. - [x] Add type definition logic, macros. - [x] Add type-DB init logic. - [x] Logging. - [x] A lot of testing. *A lot.* - [x] Changelog. - [x] Self-Review. - [x] Update documentation on the persistence subsystem. **"Persistent history"** - [x] Add init logic. - [x] Add finalize logic. - [x] Add framework surface procs. - [x] Get last record. - [x] Get last X records. - [x] Add record. - [x] Add character ID related validation. - [x] Add initial example mechanic. **"Persistent generics"** - [x] Add init logic. - [x] Add finalize logic. - [x] Add framework surface procs. - [x] Save. - [x] Load. - [x] Add initial example mechanic. ## Changes Too many changes to be listed here - Check changelog and actual changes. ## Warning There are certain use/test cases that *cannot* be tested locally due to missing preexisting data in the database. This should only affect new data structures (new persistent types), not existing data. ¹ _Large scale persistent mapping is excluded for this version._ --------- Co-authored-by: Copilot <copilot@github.com>
644 lines
25 KiB
Plaintext
644 lines
25 KiB
Plaintext
GLOBAL_LIST_EMPTY(additional_antag_types)
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/datum/game_mode
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var/name = "invalid"
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var/round_description = "How did you even vote this in?"
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var/extended_round_description = "This roundtype should not be spawned, let alone votable. Someone contact a developer and tell them the game's broken again."
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var/config_tag = null
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var/votable = 1
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var/probability = 0
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var/required_players = 0 // Minimum players for round to start if voted in.
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var/max_players = 0 // Maximum players for round to start for secret voting. 0 means "doesn't matter"
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var/required_enemies = 0 // Minimum antagonists for round to start.
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var/newscaster_announcements = null
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var/ert_disabled = 0 // ERT cannot be called.
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var/deny_respawn = 0 // Disable respawn during this round.
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var/list/disabled_jobs = list() // Mostly used for Malf. This check is performed in job_controller so it doesn't spawn a regular AI.
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var/shuttle_delay = 1 // Shuttle transit time is multiplied by this.
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var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled?
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var/list/antag_tags = list() // Core antag templates to spawn.
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var/list/antag_templates // Extra antagonist types to include.
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var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists?
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var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.
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var/require_all_templates = 0 // Will only start if all templates are checked and can spawn.
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var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm.
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var/explosion_in_progress = 0 // Sit back and relax
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var/event_delay_mod_moderate // Modifies the timing of random events.
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var/event_delay_mod_major // As above.
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/// The canon type of this gamemode. THIS SHOULD ALWAYS BE SET.
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var/canon_type = /singleton/canonicity/limited
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/datum/game_mode/New()
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..()
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// Enforce some formatting.
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// This will probably break something.
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name = capitalize(lowertext(name))
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config_tag = lowertext(config_tag)
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if(!canon_type)
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message_admins("Gamemode [name] has no canon_type set! Defaulting to limited canon.")
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canon_type = /singleton/canonicity/limited
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/datum/game_mode/Topic(href, href_list[])
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if(..())
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return
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if(href_list["toggle"])
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switch(href_list["toggle"])
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if("respawn")
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deny_respawn = !deny_respawn
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if("ert")
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ert_disabled = !ert_disabled
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announce_ert_disabled()
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if("shuttle_recall")
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auto_recall_shuttle = !auto_recall_shuttle
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if("autotraitor")
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round_autoantag = !round_autoantag
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message_admins("Admin [key_name_admin(usr)] toggled game mode option '[href_list["toggle"]]'.")
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else if(href_list["set"])
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var/choice = ""
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switch(href_list["set"])
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if("shuttle_delay")
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choice = input("Enter a new shuttle delay multiplier") as num
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if(!choice || choice < 1 || choice > 20)
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return
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shuttle_delay = choice
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if("antag_scaling")
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choice = input("Enter a new antagonist cap scaling coefficient.") as num
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if(isnull(choice) || choice < 0 || choice > 100)
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return
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antag_scaling_coeff = choice
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if("event_modifier_moderate")
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choice = input("Enter a new moderate event time modifier.") as num
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if(isnull(choice) || choice < 0 || choice > 100)
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return
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event_delay_mod_moderate = choice
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refresh_event_modifiers()
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if("event_modifier_severe")
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choice = input("Enter a new moderate event time modifier.") as num
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if(isnull(choice) || choice < 0 || choice > 100)
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return
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event_delay_mod_major = choice
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refresh_event_modifiers()
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message_admins("Admin [key_name_admin(usr)] set game mode option '[href_list["set"]]' to [choice].")
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else if(href_list["debug_antag"])
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if(href_list["debug_antag"] == "self")
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usr.client.debug_variables(src)
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return
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var/datum/antagonist/antag = GLOB.all_antag_types[href_list["debug_antag"]]
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if(antag)
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usr.client.debug_variables(antag)
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message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
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else if(href_list["remove_antag_type"])
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if(antag_tags && (href_list["remove_antag_type"] in antag_tags))
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to_chat(usr, "Cannot remove core mode antag type.")
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return
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var/datum/antagonist/antag = GLOB.all_antag_types[href_list["remove_antag_type"]]
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if(antag_templates && antag_templates.len && antag && (antag in antag_templates) && (antag.id in GLOB.additional_antag_types))
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antag_templates -= antag
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GLOB.additional_antag_types -= antag.id
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message_admins("Admin [key_name_admin(usr)] removed [antag.role_text] template from game mode.")
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else if(href_list["add_antag_type"])
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var/choice = input("Which type do you wish to add?") as null|anything in GLOB.all_antag_types
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if(!choice)
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return
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var/datum/antagonist/antag = GLOB.all_antag_types[choice]
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if(antag)
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if(!islist(SSticker.mode.antag_templates))
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SSticker.mode.antag_templates = list()
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SSticker.mode.antag_templates |= antag
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message_admins("Admin [key_name_admin(usr)] added [antag.role_text] template to game mode.")
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// I am very sure there's a better way to do this, but I'm not sure what it might be. ~Z
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// yes there is. but let me first immortalize this code.
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/* spawn(1)
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for(var/datum/admins/admin in world)
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if(usr.client == admin.owner)
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admin.show_game_mode(usr)
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return */
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if (usr.client && usr.client.holder)
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usr.client.holder.show_game_mode(usr)
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/datum/game_mode/proc/announce() //to be called when round starts
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to_world("<B>The current game mode is [capitalize(name)]!</B>")
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if(round_description)
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to_world("[round_description]")
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if(round_autoantag)
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to_world("Antagonists will be added to the round automagically as needed.")
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if(antag_templates && antag_templates.len)
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var/antag_summary = "<b>Possible antagonist types:</b> "
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var/i = 1
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for(var/datum/antagonist/antag in antag_templates)
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if(i > 1)
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if(i == antag_templates.len)
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antag_summary += " and "
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else
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antag_summary += ", "
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antag_summary += "[antag.role_text_plural]"
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i++
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antag_summary += "."
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if(antag_templates.len > 1 && !SSticker.hide_mode)
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to_world("[antag_summary]")
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else
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message_admins("[antag_summary]")
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///can_start()
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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log_game_mode("Checking gamemode possibility selection for: [name]...")
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var/returning = GAME_FAILURE_NONE
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var/playerC = 0
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for(var/mob/abstract/new_player/player in GLOB.player_list)
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if(player.client && player.ready)
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playerC++
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log_traitor("[playerC] players checked and readied.")
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if(required_players && playerC < required_players)
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log_game_mode("There aren't enough players ([playerC]/[required_players]) to start [name]!")
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returning |= GAME_FAILURE_NO_PLAYERS
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if(max_players && playerC > max_players)
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log_game_mode("There are too many players ([playerC]/[max_players]) to start [name]!")
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returning |= GAME_FAILURE_TOO_MANY_PLAYERS
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if(antag_templates && antag_templates.len)
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log_game_mode("Checking antag templates...")
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if(antag_tags && antag_tags.len)
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log_game_mode("Checking antag tags...")
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for(var/antag_tag in antag_tags)
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var/datum/antagonist/antag = GLOB.all_antag_types[antag_tag]
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if(!antag)
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continue
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log_game_mode("Checking antag tag: [antag.role_text]...")
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var/list/potential = list() //List of potential players to spawn as antagonists
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if(antag.flags & ANTAG_OVERRIDE_JOB)
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potential = antag.pending_antagonists
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else
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potential = antag.candidates
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if(islist(potential))
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for(var/potential_antag in potential)
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var/datum/mind/player = potential_antag
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if(!(antag.flags & ANTAG_OVERRIDE_JOB) && (player.assigned_role in antag.restricted_jobs))
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potential -= potential_antag
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antag.candidates -= player
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log_traitor("GAMEMODE: Player [player.name] ([player.key]) was removed from the potential antags list due to being given the role [player.assigned_role] which is a restricted job!")
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// Split the for loop here so that we can have a complete set of potential lists for each antag_tag before continuing
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var/list/total_enemies = list()
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for(var/antag_tag in antag_tags)
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var/datum/antagonist/antag = GLOB.all_antag_types[antag_tag]
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if(!antag)
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continue
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var/list/potential = list()
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if(antag.flags & ANTAG_OVERRIDE_JOB)
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potential = antag.pending_antagonists
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else
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potential = antag.candidates
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if(potential.len)
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log_traitor("GAMEMODE: Found [potential.len] potential antagonists for [antag.role_text].")
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total_enemies |= potential //Only count candidates once for our total enemy pool
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if(antag.initial_spawn_req && require_all_templates && potential.len < antag.initial_spawn_req)
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log_game_mode("There are not enough antagonists ([potential.len]/[antag.initial_spawn_req]) for the role [antag.role_text]!")
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returning |= GAME_FAILURE_NO_ANTAGS
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log_traitor("GAMEMODE: Found [total_enemies.len] total enemies for [name].")
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if(required_enemies && total_enemies.len < required_enemies)
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log_traitor("GAMEMODE: There are not enough total antagonists ([total_enemies.len]/[required_enemies]) to start [name]!")
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returning |= GAME_FAILURE_NO_ANTAGS
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log_game_mode("Finished gamemode checking. [name] returned [returning].")
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return returning
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/datum/game_mode/proc/refresh_event_modifiers()
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if(event_delay_mod_moderate || event_delay_mod_major)
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SSevents.report_at_round_end = 1
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if(event_delay_mod_moderate)
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var/datum/event_container/EModerate = SSevents.event_containers[EVENT_LEVEL_MODERATE]
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EModerate.delay_modifier = event_delay_mod_moderate
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if(event_delay_mod_moderate)
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var/datum/event_container/EMajor = SSevents.event_containers[EVENT_LEVEL_MAJOR]
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EMajor.delay_modifier = event_delay_mod_major
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/datum/game_mode/proc/pre_setup()
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SHOULD_CALL_PARENT(TRUE)
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for(var/datum/antagonist/antag in antag_templates)
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antag.update_current_antag_max()
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antag.update_initial_spawn_target()
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antag.build_candidate_list() //compile a list of all eligible candidates
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if(length(antag_templates) > 1) // If we have multiple templates to satisfy, we must pick candidates who satisfy fewer templates first, and fill the template with fewest candidates first
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var/list/template_candidates = list()
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var/list/all_candidates = list() // All candidates for every template, may contain duplicates
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var/list/antag_templates_by_initial_spawn_req = list()
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for(var/datum/antagonist/antag in antag_templates)
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template_candidates[antag.id] = length(antag.candidates)
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all_candidates += antag.candidates
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antag_templates_by_initial_spawn_req[antag] = antag.initial_spawn_req
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sortTim(antag_templates_by_initial_spawn_req, GLOBAL_PROC_REF(cmp_numeric_asc), TRUE)
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antag_templates = list_keys(antag_templates_by_initial_spawn_req)
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var/list/valid_templates_per_candidate = list() // number of roles each candidate can satisfy
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for(var/candidate in all_candidates)
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valid_templates_per_candidate[candidate]++
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valid_templates_per_candidate = shuffle(valid_templates_per_candidate) // shuffle before sorting so that candidates with the same number of templates will be in random order
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sortTim(valid_templates_per_candidate, GLOBAL_PROC_REF(cmp_numeric_asc), TRUE)
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for(var/datum/antagonist/antag in antag_templates)
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antag.candidates = list_keys(valid_templates_per_candidate) & antag.candidates // orders antag.candidates by valid_templates_per_candidate
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var/datum/antagonist/last_template = antag_templates[antag_templates.len]
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last_template.candidates = shuffle(last_template.candidates)
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for(var/datum/antagonist/antag in antag_templates)
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//antag roles that replace jobs need to be assigned before the job controller hands out jobs.
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if(antag.flags & ANTAG_OVERRIDE_JOB)
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antag.attempt_spawn() //select antags to be spawned
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antag.candidates = shuffle(antag.candidates) // makes selection past initial_spawn_req fairer
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///post_setup()
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/datum/game_mode/proc/post_setup()
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next_spawn = world.time + rand(min_autotraitor_delay, max_autotraitor_delay)
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refresh_event_modifiers()
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(display_logout_report)), ROUNDSTART_LOGOUT_REPORT_TIME)
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SSatlas.current_map.post_gamemode_setup()
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addtimer(CALLBACK(SSatlas.current_map, TYPE_PROC_REF(/datum/map, load_holodeck_programs)), 5 MINUTES)
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//Assign all antag types for this game mode. Any players spawned as antags earlier should have been removed from the pending list, so no need to worry about those.
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for(var/datum/antagonist/antag in antag_templates)
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if(!(antag.flags & ANTAG_OVERRIDE_JOB))
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antag.attempt_spawn() //select antags to be spawned
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if(!(antag.flags & ANTAG_NO_ROUNDSTART_SPAWN))
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antag.finalize_spawn() //actually spawn antags
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if(GLOB.evacuation_controller && auto_recall_shuttle)
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GLOB.evacuation_controller.auto_recall(1)
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feedback_set_details("round_start","[time2text(world.realtime)]")
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if(SSticker.mode)
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feedback_set_details("GLOB.master_mode","[GLOB.master_mode]")
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feedback_set_details("game_mode","[SSticker.mode]")
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feedback_set_details("server_ip","[world.internet_address]:[world.port]")
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return 1
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/datum/game_mode/proc/fail_setup()
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for(var/datum/antagonist/antag in antag_templates)
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antag.reset_antag_selection()
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/datum/game_mode/proc/announce_ert_disabled()
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if(!ert_disabled)
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return
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var/list/reasons = list(
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"political instability",
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"quantum fluctuations",
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"hostile raiders",
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"derelict station debris",
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"REDACTED",
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"ancient alien artillery",
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"solar magnetic storms",
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"sentient time-travelling killbots",
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"gravitational anomalies",
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"wormholes to another dimension",
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"a telescience mishap",
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"radiation flares",
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"supermatter dust",
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"leaks into a negative reality",
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"antiparticle clouds",
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"residual bluespace energy",
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"suspected criminal operatives",
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"malfunctioning von Neumann probe swarms",
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"shadowy interlopers",
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"a stranded Vaurcan hiveship",
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"haywire IPC constructs",
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"rogue Unathi exiles",
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"artifacts of eldritch horror",
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"a brain slug infestation",
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"killer bugs that lay eggs in the husks of the living",
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"a deserted transport carrying xenomorph specimens",
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"an emissary for the gestalt requesting a security detail",
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"classified security operations"
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)
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command_announcement.Announce("The presence of [pick(reasons)] in the region is tying up all available local emergency resources; emergency response teams cannot be called at this time, and post-evacuation recovery efforts will be substantially delayed.","Emergency Transmission")
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/datum/game_mode/proc/check_finished()
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return GLOB.evacuation_controller.round_over() || station_was_nuked
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/datum/game_mode/proc/cleanup() //This is called when the round has ended but not the game, if any cleanup would be necessary in that case.
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return
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/datum/game_mode/proc/declare_completion()
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var/is_antag_mode = (antag_templates && antag_templates.len)
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var/discord_text = "A round of **[name]** has ended! \[Game ID: [GLOB.round_id]\]\n\n"
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var/antag_text = ""
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check_victory()
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if(is_antag_mode)
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sleep(10)
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for (var/datum/antagonist/antag in antag_templates)
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sleep(10)
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antag.check_victory()
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antag.print_player_summary()
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// Avoid the longest loop if we aren't actively using the bot.
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if (SSdiscord.active)
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antag_text += antag.print_player_summary_discord()
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sleep(10)
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print_ownerless_uplinks()
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discord_text += antag_text
|
|
SSdiscord.send_to_announce(discord_text, 1)
|
|
discord_text = ""
|
|
|
|
var/clients = 0
|
|
var/surviving_total = 0
|
|
var/escaped_total = 0
|
|
var/ghosts = 0
|
|
|
|
for(var/mob/M in GLOB.player_list)
|
|
if(M.client)
|
|
clients++
|
|
if(M.stat != DEAD && isipc(M))
|
|
var/mob/living/carbon/human/H = M
|
|
var/datum/species/machine/machine = H.species
|
|
machine.update_tag(H, H.client)
|
|
if(M.stat != DEAD)
|
|
var/turf/playerTurf = get_turf(M)
|
|
var/area/playerArea = get_area(playerTurf)
|
|
surviving_total++
|
|
if(is_station_level(playerTurf.z) && is_station_area(playerArea))
|
|
escaped_total++
|
|
if(isobserver(M))
|
|
ghosts++
|
|
|
|
var/text = ""
|
|
var/escape_text
|
|
if(GLOB.evacuation_controller.evacuation_type == TRANSFER_EMERGENCY)
|
|
escape_text = "escaped"
|
|
else
|
|
escape_text = "transferred"
|
|
if(surviving_total > 0)
|
|
text += "<br>There [surviving_total>1 ? "were <b>[surviving_total] survivors</b>" : "was <b>one survivor</b>"]"
|
|
text += " (<b>[escaped_total>0 ? escaped_total : "none"] [escape_text]</b>) and <b>[ghosts] ghosts</b>.<br>"
|
|
|
|
discord_text += "There [surviving_total>1 ? "were **[surviving_total] survivors**" : "was **one survivor**"]"
|
|
discord_text += " ([escaped_total>0 ? escaped_total : "none"] [escape_text]) and **[ghosts] ghosts**."
|
|
else
|
|
text += "There were <b>no survivors</b> (<b>[ghosts] ghosts</b>)."
|
|
|
|
discord_text += "There were **no survivors** ([ghosts] ghosts)."
|
|
to_world(text)
|
|
|
|
SSdiscord.send_to_announce(discord_text)
|
|
SSdiscord.post_webhook_event(WEBHOOK_ROUNDEND, list("survivours"=surviving_total, "escaped"=escaped_total, "ghosts"=ghosts, "gamemode"=name, "gameid"=GLOB.round_id, "antags"=antag_text))
|
|
|
|
if(clients > 0)
|
|
feedback_set("round_end_clients", clients)
|
|
if(ghosts > 0)
|
|
feedback_set("round_end_ghosts", ghosts)
|
|
if(surviving_total > 0)
|
|
feedback_set("survived_total", surviving_total)
|
|
if(escaped_total > 0)
|
|
feedback_set("escaped_total", escaped_total)
|
|
|
|
return 0
|
|
|
|
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
|
|
return 0
|
|
|
|
/datum/game_mode/proc/get_players_for_role(var/role, var/antag_id)
|
|
var/list/players = list()
|
|
var/list/candidates = list()
|
|
|
|
var/datum/antagonist/antag_template = GLOB.all_antag_types[antag_id]
|
|
if(!antag_template)
|
|
return candidates
|
|
|
|
// If this is being called post-roundstart then it doesn't care about ready status.
|
|
if(SSticker.current_state == GAME_STATE_PLAYING)
|
|
for(var/mob/player in GLOB.player_list)
|
|
if(!player.client)
|
|
continue
|
|
if(isnewplayer(player))
|
|
continue
|
|
if(!role || (role in player.client.prefs.be_special_role))
|
|
log_traitor("[player.key] had [antag_id] enabled, so we are drafting them.")
|
|
candidates |= player.mind
|
|
else
|
|
// Assemble a list of active players without jobbans.
|
|
for(var/mob/abstract/new_player/player in GLOB.player_list)
|
|
if( player.client && player.ready )
|
|
players += player
|
|
|
|
// Get a list of all the people who want to be the antagonist for this round
|
|
for(var/mob/abstract/new_player/player in players)
|
|
if(!role || (role in player.client.prefs.be_special_role))
|
|
log_traitor("[player.key] had [antag_id] enabled, so we are drafting them.")
|
|
candidates += player.mind
|
|
players -= player
|
|
|
|
return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than required_enemies
|
|
// required_enemies if the number of people with that role set to yes is less than recomended_enemies,
|
|
// Less if there are not enough valid players in the game entirely to make required_enemies.
|
|
|
|
/datum/game_mode/proc/num_players()
|
|
. = 0
|
|
for(var/mob/abstract/new_player/P in GLOB.player_list)
|
|
if(P.client && P.ready)
|
|
. ++
|
|
|
|
/datum/game_mode/proc/check_antagonists_topic(href, href_list[])
|
|
return 0
|
|
|
|
/datum/game_mode/proc/create_antagonists()
|
|
|
|
if(!GLOB.config.traitor_scaling)
|
|
antag_scaling_coeff = 0
|
|
|
|
if(antag_tags && antag_tags.len)
|
|
antag_templates = list()
|
|
for(var/antag_tag in antag_tags)
|
|
var/datum/antagonist/antag = GLOB.all_antag_types[antag_tag]
|
|
if(antag)
|
|
antag_templates |= antag
|
|
|
|
if(GLOB.additional_antag_types && GLOB.additional_antag_types.len)
|
|
if(!antag_templates)
|
|
antag_templates = list()
|
|
for(var/antag_type in GLOB.additional_antag_types)
|
|
var/datum/antagonist/antag = GLOB.all_antag_types[antag_type]
|
|
if(antag)
|
|
antag_templates |= antag
|
|
|
|
shuffle(antag_templates) //In the case of multiple antag types
|
|
newscaster_announcements = pick(GLOB.newscaster_standard_feeds)
|
|
|
|
/datum/game_mode/proc/check_victory()
|
|
return
|
|
|
|
/**
|
|
* This proc runs immediately after the gamemode datum is created, right before the jobs and antag roles are divvied out.
|
|
* Essentially, in the lobby right before game start.
|
|
* This proc should always return TRUE on a success and FALSE if something went wrong, so that if the initialization failed, the game can reset to lobby state.
|
|
*/
|
|
/datum/game_mode/proc/pre_game_setup()
|
|
if(!SSticker.round_canon_admin_forced)
|
|
SSticker.set_round_canon(canon_type, TRUE)
|
|
return TRUE
|
|
|
|
//////////////////////////
|
|
//Reports player logouts//
|
|
//////////////////////////
|
|
/proc/get_logout_report()
|
|
var/msg = "<span class='notice'><b>Logout report</b>\n\n"
|
|
for(var/mob/living/L in GLOB.mob_list)
|
|
|
|
if(L.ckey)
|
|
var/found = 0
|
|
for(var/client/C in GLOB.clients)
|
|
if(C.ckey == L.ckey)
|
|
found = 1
|
|
break
|
|
if(!found)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
|
|
|
|
if(L.ckey && L.client)
|
|
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
|
|
continue //AFK client
|
|
if(L.stat)
|
|
if(L.stat == UNCONSCIOUS)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Unconscious)\n"
|
|
continue //Unconscious
|
|
if(L.stat == DEAD)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
|
|
continue //Dead
|
|
|
|
continue //Happy connected client
|
|
for(var/mob/abstract/ghost/observer/D in GLOB.mob_list)
|
|
if(D.mind && (D.mind.original == L || D.mind.current == L))
|
|
if(L.stat == DEAD)
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
|
|
continue //Dead mob, ghost abandoned
|
|
else
|
|
if(D.can_reenter_corpse)
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='warning'><b>Adminghosted</b></span>)\n"
|
|
continue //Lolwhat
|
|
else
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='warning'><b>Ghosted</b></span>)\n"
|
|
continue //Ghosted while alive
|
|
|
|
msg += "</span>" // close the span from right at the top
|
|
return msg
|
|
|
|
/proc/display_logout_report()
|
|
var/logout_report = get_logout_report()
|
|
for(var/s in GLOB.staff)
|
|
var/client/C = s
|
|
if(check_rights(R_MOD|R_ADMIN,0,C.mob))
|
|
to_chat(C.mob, logout_report)
|
|
|
|
/client/proc/print_logout_report()
|
|
set category = "Admin.Player Info"
|
|
set name = "Print Logout Report"
|
|
|
|
if(!check_rights(R_ADMIN|R_MOD))
|
|
return
|
|
to_chat(src,get_logout_report())
|
|
|
|
/proc/get_poor()
|
|
var/list/characters = list()
|
|
|
|
for(var/mob/living/carbon/human/character in GLOB.player_list)
|
|
if(character.client)
|
|
if((character.client.prefs.economic_status == ECONOMICALLY_DESTITUTE) || (character.client.prefs.economic_status == ECONOMICALLY_RUINED)) // Discrimination.
|
|
characters += character
|
|
else if(character.client.prefs.economic_status == ECONOMICALLY_POOR && prob(50)) // 50% discrimination.
|
|
characters += character
|
|
|
|
if(!length(characters))
|
|
return
|
|
|
|
return pick(characters)
|
|
|
|
//Announces objectives/generic antag text.
|
|
/proc/show_generic_antag_text(var/datum/mind/player)
|
|
if(player.current)
|
|
to_chat(player.current, "You are an antagonist! <span class='notice'><b>Within the rules</b></span>, try to act as an opposing force to the crew. Further RP and try to make sure other players have <i>fun</i>! If you are confused or at a loss, always adminhelp, and before taking extreme actions, please try to also contact the administration! Think through your actions and make the roleplay immersive! <b>Please remember all rules aside from those without explicit exceptions apply to antagonists.</b>")
|
|
|
|
/proc/show_objectives(var/datum/mind/player)
|
|
|
|
if(!player || !player.current) return
|
|
|
|
if(GLOB.config.objectives_disabled)
|
|
show_generic_antag_text(player)
|
|
return
|
|
|
|
var/obj_count = 1
|
|
to_chat(player.current, SPAN_NOTICE("Your current objectives:"))
|
|
for(var/datum/objective/objective in player.objectives)
|
|
to_chat(player.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
|
|
obj_count++
|
|
|
|
/mob/verb/check_round_info()
|
|
set name = "Check Round Info"
|
|
set category = "OOC.Round"
|
|
|
|
if(!SSticker.mode)
|
|
to_chat(usr, "Something is terribly wrong; there is no gametype.")
|
|
return
|
|
|
|
if(!SSticker.hide_mode)
|
|
to_chat(usr, "<b>The roundtype is [capitalize(SSticker.mode.name)]</b>")
|
|
if(SSticker.mode.round_description)
|
|
to_chat(usr, "<i>[SSticker.mode.round_description]</i>")
|
|
if(SSticker.mode.extended_round_description)
|
|
to_chat(usr, "[SSticker.mode.extended_round_description]")
|
|
else
|
|
to_chat(usr, "<i>Shhhh</i>. It's a secret.")
|
|
return
|
|
|
|
/mob/verb/check_gamemode_probability()
|
|
set name = "Check Gamemode Probability"
|
|
set category = "OOC.Round"
|
|
|
|
if(GLOB.config.show_game_type_odd)
|
|
to_chat(src, "<b>Secret Mode Odds:</b>")
|
|
var/sum = 0
|
|
for(var/config_tag in GLOB.config.probabilities_secret)
|
|
sum += GLOB.config.probabilities_secret[config_tag]
|
|
for(var/config_tag in GLOB.config.probabilities_secret)
|
|
if(GLOB.config.probabilities_secret[config_tag] > 0)
|
|
var/percentage = round(GLOB.config.probabilities_secret[config_tag] / sum * 100, 0.1)
|
|
to_chat(src, "[config_tag] [percentage]%")
|
|
|
|
to_chat(src, "<b>Mixed Secret Mode Odds:</b>")
|
|
sum = 0
|
|
for(var/config_tag in GLOB.config.probabilities_mixed_secret)
|
|
sum += GLOB.config.probabilities_mixed_secret[config_tag]
|
|
for(var/config_tag in GLOB.config.probabilities_mixed_secret)
|
|
if(GLOB.config.probabilities_mixed_secret[config_tag] > 0)
|
|
var/percentage = round(GLOB.config.probabilities_mixed_secret[config_tag] / sum * 100, 0.1)
|
|
to_chat(src, "[config_tag] [percentage]%")
|
|
else
|
|
to_chat(src, "Displaying gamemode odds is disabled in the config.")
|