mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-22 16:12:19 +00:00
changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
813 lines
31 KiB
Plaintext
813 lines
31 KiB
Plaintext
var/global/antag_add_failed // Used in antag type voting.
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var/global/list/additional_antag_types = list()
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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/end_on_antag_death = 0 // Round will end when all antagonists are dead.
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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/waittime_l = 600 // Lower bound on time before intercept arrives (in tenths of seconds)
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var/waittime_h = 1800 // Upper bound on time before intercept arrives (in tenths of seconds)
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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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/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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/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 = 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 = 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 additional_antag_types))
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antag_templates -= antag
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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 all_antag_types
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if(!choice)
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return
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var/datum/antagonist/antag = 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_debug("GAMEMODE: 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 player_list)
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if(player.client && player.ready)
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playerC++
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log_debug("GAMEMODE: [playerC] players checked and readied.")
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if(required_players && playerC < required_players)
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log_debug("GAMEMODE: 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_debug("GAMEMODE: 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_debug("GAMEMODE: Checking antag templates...")
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if(antag_tags && antag_tags.len)
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log_debug("GAMEMODE: Checking antag tags...")
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var/total_enemy_count = 0
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for(var/antag_tag in antag_tags)
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var/datum/antagonist/antag = all_antag_types[antag_tag]
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if(!antag)
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continue
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log_debug("GAMEMODE: 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_debug("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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if(potential.len)
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log_debug("GAMEMODE: Found [potential.len] potential antagonists for [antag.role_text].")
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total_enemy_count += potential.len
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if(antag.initial_spawn_req && require_all_templates && potential.len < antag.initial_spawn_req)
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log_debug("GAMEMODE: 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_debug("GAMEMODE: Found [total_enemy_count] total enemies for [name].")
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if(required_enemies && total_enemy_count < required_enemies)
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log_debug("GAMEMODE: There are not enough total antagonists ([total_enemy_count]/[required_enemies]) to start [name]!")
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returning |= GAME_FAILURE_NO_ANTAGS
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log_debug("GAMEMODE: 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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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, /proc/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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sortTim(valid_templates_per_candidate, /proc/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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spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
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display_logout_report()
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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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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antag.finalize_spawn() //actually spawn antags
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if(emergency_shuttle && auto_recall_shuttle)
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emergency_shuttle.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("master_mode","[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 Vox arkship",
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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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if(emergency_shuttle.returned() || station_was_nuked)
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return 1
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if(end_on_antag_death && antag_templates && antag_templates.len)
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for(var/datum/antagonist/antag in antag_templates)
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if(!antag.antags_are_dead())
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return 0
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if(config.continous_rounds)
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emergency_shuttle.auto_recall = 0
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return 0
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return 1
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return 0
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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! \[Game ID: [game_id]\]\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 (discord_bot.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
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discord_bot.send_to_announce(discord_text, 1)
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discord_text = ""
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var/clients = 0
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var/surviving_humans = 0
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var/surviving_total = 0
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var/ghosts = 0
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var/escaped_humans = 0
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var/escaped_total = 0
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var/escaped_on_pod_1 = 0
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var/escaped_on_pod_2 = 0
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var/escaped_on_pod_3 = 0
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var/escaped_on_shuttle = 0
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var/list/area/escape_locations = list(/area/shuttle/escape, /area/shuttle/escape_pod/pod1, /area/shuttle/escape_pod/pod2, /area/shuttle/escape_pod/pod3)
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for(var/mob/M in player_list)
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if(M.client)
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clients++
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(M.stat != DEAD)
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surviving_humans++
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if(M.loc && M.loc.loc && (M.loc.loc.type in escape_locations))
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escaped_humans++
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if (isipc(H))
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var/datum/species/machine/machine = H.species
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machine.update_tag(H, H.client)
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if(M.stat != DEAD)
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surviving_total++
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if(M.loc && M.loc.loc && (M.loc.loc.type in escape_locations))
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escaped_total++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape)
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escaped_on_shuttle++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod/pod1)
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escaped_on_pod_1++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod/pod2)
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escaped_on_pod_2++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod/pod3)
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escaped_on_pod_3++
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if(isobserver(M))
|
|
ghosts++
|
|
|
|
var/text = ""
|
|
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"] [emergency_shuttle.evac ? "escaped" : "transferred"]</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"] [emergency_shuttle.evac ? "escaped" : "transferred"]) 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)
|
|
|
|
discord_bot.send_to_announce(discord_text)
|
|
post_webhook_event(WEBHOOK_ROUNDEND, list("survivours"=surviving_total, "escaped"=escaped_total, "ghosts"=ghosts, "gamemode"=name, "gameid"=game_id, "antags"=antag_text))
|
|
|
|
if(clients > 0)
|
|
feedback_set("round_end_clients",clients)
|
|
if(ghosts > 0)
|
|
feedback_set("round_end_ghosts",ghosts)
|
|
if(surviving_humans > 0)
|
|
feedback_set("survived_human",surviving_humans)
|
|
if(surviving_total > 0)
|
|
feedback_set("survived_total",surviving_total)
|
|
if(escaped_humans > 0)
|
|
feedback_set("escaped_human",escaped_humans)
|
|
if(escaped_total > 0)
|
|
feedback_set("escaped_total",escaped_total)
|
|
if(escaped_on_shuttle > 0)
|
|
feedback_set("escaped_on_shuttle",escaped_on_shuttle)
|
|
if(escaped_on_pod_1 > 0)
|
|
feedback_set("escaped_on_pod_1",escaped_on_pod_1)
|
|
if(escaped_on_pod_2 > 0)
|
|
feedback_set("escaped_on_pod_2",escaped_on_pod_2)
|
|
if(escaped_on_pod_3 > 0)
|
|
feedback_set("escaped_on_pod_3",escaped_on_pod_3)
|
|
|
|
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/send_intercept()
|
|
|
|
var/intercepttext = "<center><img src = ntlogo.png></center><BR><FONT size = 3><BR><B>Cent. Com. Update</B><BR>FOR YOUR EYES ONLY:</FONT><HR><font face='Courier New'>"
|
|
|
|
var/list/disregard_roles = list()
|
|
for(var/antag_type in all_antag_types)
|
|
var/datum/antagonist/antag = all_antag_types[antag_type]
|
|
if(antag.flags & ANTAG_SUSPICIOUS)
|
|
disregard_roles |= antag.role_text
|
|
|
|
var/list/suspects = list()
|
|
var/list/loyalists
|
|
var/list/repeat_offenders = list()
|
|
var/eng_suspect = 0
|
|
var/eng = 0
|
|
var/sec_suspect = 0
|
|
var/sec = 0
|
|
var/med_suspect = 0
|
|
var/med = 0
|
|
var/sci_suspect = 0
|
|
var/sci = 0
|
|
var/civ_suspect = 0
|
|
var/civ = 0
|
|
var/loyal_crew = 0
|
|
var/total_crew = 0
|
|
var/evil_department
|
|
|
|
for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind)
|
|
|
|
// NT relation option
|
|
var/special_role = man.mind.special_role
|
|
var/datum/antagonist/special_role_data = get_antag_data(special_role)
|
|
|
|
total_crew += 1
|
|
if (special_role in disregard_roles)
|
|
continue
|
|
else if(man.mind.assigned_job)
|
|
var/datum/job/job = man.mind.assigned_job
|
|
var/evil = 0
|
|
if(man.client.prefs.nanotrasen_relation == COMPANY_OPPOSED || man.client.prefs.nanotrasen_relation == COMPANY_SKEPTICAL)
|
|
evil = 1
|
|
switch(job.department)
|
|
if("Civilian" || "Cargo")
|
|
civ += 1
|
|
if(evil)
|
|
civ_suspect += 1
|
|
if("Engineering")
|
|
eng += 1
|
|
if(evil)
|
|
eng_suspect += 1
|
|
if("Security")
|
|
sec += 1
|
|
if(evil)
|
|
sec_suspect += 1
|
|
if("Medical")
|
|
med +=1
|
|
if(evil)
|
|
med_suspect += 1
|
|
if("Science")
|
|
sci += 1
|
|
if(evil)
|
|
sci_suspect += 1
|
|
|
|
else if(man.client.prefs.nanotrasen_relation == COMPANY_OPPOSED && prob(25))
|
|
suspects += man
|
|
else if(man.client.prefs.nanotrasen_relation == COMPANY_LOYAL || man.client.prefs.nanotrasen_relation == COMPANY_SUPPORTATIVE)
|
|
loyal_crew += 1
|
|
if(prob(25))
|
|
loyalists += man
|
|
// Antags
|
|
else if(special_role_data && prob(special_role_data.suspicion_chance))
|
|
suspects += man
|
|
if(man.incidents.len >= 3)
|
|
repeat_offenders += man
|
|
|
|
var/civ_ratio = 0
|
|
if(civ)
|
|
civ_ratio = civ_suspect / civ
|
|
var/eng_ratio = 0
|
|
if(eng)
|
|
eng_ratio = eng_suspect / eng
|
|
var/sec_ratio = 0
|
|
if(sec)
|
|
sec_ratio = sec_suspect / sec
|
|
var/med_ratio = 0
|
|
if(med)
|
|
med_ratio = med_suspect / med
|
|
var/sci_ratio = 0
|
|
if(sci)
|
|
sci_ratio = sci_suspect / sci
|
|
|
|
var/most_evil = max(civ_ratio, eng_ratio, sec_ratio, med_ratio, sci_ratio)
|
|
if(most_evil >= 0.5)
|
|
if(most_evil == civ_ratio)
|
|
evil_department = "Civilian & Supply"
|
|
else if(most_evil == eng_ratio)
|
|
evil_department = "Engineering"
|
|
else if(most_evil == sec_ratio)
|
|
evil_department = "Security"
|
|
else if(most_evil == med_ratio)
|
|
evil_department = "Medical"
|
|
else if(most_evil == sci_ratio)
|
|
evil_department = "Science"
|
|
|
|
var/business_jargon = list("Collated incident reports","Assembled peer-reviews","Persistently negative staff reviews","Collected shift logs","Accumulated negative reports","Analyzed shift data")
|
|
var/mean_words = list("has expressed consistent disapproval with the network", "is no longer working efficiently","has gone on record against NanoTrasen practices","is spreading minor dissent in response to recent NanoTrasen behavior","has expressed subversive intent","is unhappy with their employment package")
|
|
|
|
if(suspects)
|
|
intercepttext += "<B>The personnel listed below have been marked at-risk elements that Cent. Com. has deemed priority handling for the current shift:</B><br>"
|
|
for(var/mob/living/carbon/human/M in suspects)
|
|
if(player_is_antag(M.mind, only_offstation_roles = 1))
|
|
continue
|
|
intercepttext += "<br> + [pick(business_jargon)] indicate that [M.mind.assigned_role] [M.name] [pick(mean_words)].<br>"
|
|
intercepttext += "Cent. Com recommends coordinating with human resources to resolve any issues with employment.<br>"
|
|
|
|
if(repeat_offenders)
|
|
intercepttext += "<br><B>The personnel listed below possess three or more offenses listed on record:</B>"
|
|
for(var/mob/living/carbon/human/M in repeat_offenders)
|
|
if(player_is_antag(M.mind, only_offstation_roles = 1))
|
|
continue
|
|
intercepttext += "<br> + [M.mind.assigned_role] [M.name], [M.incidents.len] offenses.<br>"
|
|
intercepttext += "Cent. Com recommends coordinating with internal security to monitor and rehabilitate these personnel.<br>"
|
|
|
|
if(loyalists)
|
|
intercepttext += "<br><B>The personnel listed below have been indicated as particularly loyal to NanoTrasen:</B>"
|
|
for(var/mob/living/carbon/human/M in loyalists)
|
|
if(player_is_antag(M.mind, only_offstation_roles = 1))
|
|
continue
|
|
intercepttext += "<br> + [M.mind.assigned_role] [M.name].<br>"
|
|
intercepttext += "Cent. Com recommends coordinating with human resources to reward and further motivate these personnel for their loyalty.<br>"
|
|
|
|
if(evil_department)
|
|
intercepttext += "<br>[pick(business_jargon)] indicate that a majority of the [evil_department] department [pick(mean_words)]. This department has been marked at-risk and Cent. Com. recommends immediate action before the situation worsens.<br>"
|
|
if(total_crew)
|
|
intercepttext += "<br>Data collected and analyzed by Bubble indicate that [round((loyal_crew/total_crew)*100)]% of the current crew detail are supportive of NanoTrasen actions. Cent. Com. implores the current Head of Staff detail to increase this percentage.<br>"
|
|
|
|
intercepttext += "<hr> </font>Respectfully,<br><i>Quix Repi'Weish</i>, Chief Personnel Director<br>"
|
|
intercepttext += "<center><img src = barcode[rand(0, 3)].png></center>"
|
|
|
|
//New message handling
|
|
post_comm_message("Cent. Com. Status Summary", intercepttext)
|
|
|
|
sound_to(world, ('sound/AI/commandreport.ogg'))
|
|
|
|
/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 = 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 player_list)
|
|
if(!player.client)
|
|
continue
|
|
if(istype(player, /mob/abstract/new_player))
|
|
continue
|
|
if(!role || (role in player.client.prefs.be_special_role))
|
|
log_debug("[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 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_debug("[player.key] had [antag_id] enabled, so we are drafting them.")
|
|
candidates += player.mind
|
|
players -= player
|
|
|
|
// If we don't have enough antags, draft people who voted for the round.
|
|
if(candidates.len < required_enemies)
|
|
var/initial_candidates = candidates.len
|
|
|
|
for(var/mob/abstract/new_player/player in players)
|
|
if(player.ckey in SSvote.round_voters)
|
|
log_debug("[player.key] voted for this round, so we are drafting them.")
|
|
candidates += player.mind
|
|
players -= player
|
|
|
|
if (candidates.len >= required_enemies)
|
|
log_debug("Drafted [candidates.len - initial_candidates] new antags from voters.")
|
|
break
|
|
|
|
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 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(!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 = all_antag_types[antag_tag]
|
|
if(antag)
|
|
antag_templates |= antag
|
|
|
|
if(additional_antag_types && additional_antag_types.len)
|
|
if(!antag_templates)
|
|
antag_templates = list()
|
|
for(var/antag_type in additional_antag_types)
|
|
var/datum/antagonist/antag = all_antag_types[antag_type]
|
|
if(antag)
|
|
antag_templates |= antag
|
|
|
|
shuffle(antag_templates) //In the case of multiple antag types
|
|
newscaster_announcements = pick(newscaster_standard_feeds)
|
|
|
|
/datum/game_mode/proc/check_victory()
|
|
return
|
|
|
|
//////////////////////////
|
|
//Reports player logouts//
|
|
//////////////////////////
|
|
proc/get_logout_report()
|
|
var/msg = "<span class='notice'><b>Logout report</b>\n\n"
|
|
for(var/mob/living/L in mob_list)
|
|
|
|
if(L.ckey)
|
|
var/found = 0
|
|
for(var/client/C in 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] (Dying)\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/observer/D in 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 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"
|
|
set name = "Print Logout Report"
|
|
|
|
if(!check_rights(R_ADMIN|R_MOD))
|
|
return
|
|
to_chat(src,get_logout_report())
|
|
|
|
proc/get_nt_opposed()
|
|
var/list/dudes = list()
|
|
for(var/mob/living/carbon/human/man in player_list)
|
|
if(man.client)
|
|
if(man.client.prefs.nanotrasen_relation == COMPANY_OPPOSED)
|
|
dudes += man
|
|
else if(man.client.prefs.nanotrasen_relation == COMPANY_SKEPTICAL && prob(50))
|
|
dudes += man
|
|
if(dudes.len == 0) return null
|
|
return pick(dudes)
|
|
|
|
//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(config.objectives_disabled)
|
|
show_generic_antag_text(player)
|
|
return
|
|
|
|
var/obj_count = 1
|
|
to_chat(player.current, "<span class='notice'>Your current objectives:</span>")
|
|
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"
|
|
|
|
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"
|
|
|
|
if(config.show_game_type_odd)
|
|
to_chat(src, "<b>Secret Mode Odds:</b>")
|
|
var/sum = 0
|
|
for(var/config_tag in config.probabilities_secret)
|
|
sum += config.probabilities_secret[config_tag]
|
|
for(var/config_tag in config.probabilities_secret)
|
|
if(config.probabilities_secret[config_tag] > 0)
|
|
var/percentage = round(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 config.probabilities_mixed_secret)
|
|
sum += config.probabilities_mixed_secret[config_tag]
|
|
for(var/config_tag in config.probabilities_mixed_secret)
|
|
if(config.probabilities_mixed_secret[config_tag] > 0)
|
|
var/percentage = round(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.")
|