GLOBAL_LIST_INIT(mafia_roles_by_name, setup_mafia_roles_by_name()) GLOBAL_LIST_INIT(mafia_role_by_alignment, setup_mafia_role_by_alignment()) /** * The mafia controller handles the mafia minigame in progress. * It is first created when the first ghost signs up to play. */ /datum/mafia_controller ///list of observers that should get game updates. var/list/mafia_spectators = list() ///all roles in the game, dead or alive. check their game status if you only want living or dead. var/list/datum/mafia_role/all_roles = list() ///all living roles in the game, removed on death. var/list/datum/mafia_role/living_roles = list() ///exists to speed up role retrieval, it's a dict. `player_role_lookup[player ckey]` will give you the role they play var/list/player_role_lookup = list() ///what part of the game you're playing in. day phases, night phases, judgement phases, etc. var/phase = MAFIA_PHASE_SETUP ///how long the game has gone on for, changes with every sunrise. day one, night one, day two, etc. var/turn = 0 ///How much faster the game should be, which triggers when half the players are dead. var/time_speedup = 1 ///for debugging and testing a full game, or adminbuse. If this is not empty, it will use this as a setup. clears when game is over var/list/custom_setup ///template picked when the game starts. used for the name and desc reading var/datum/map_template/mafia/current_map ///map generation tool that deletes the current map after the game finishes var/datum/map_generator/massdelete/map_deleter ///Readable list of roles in current game, sent to the tgui panel for roles list > list("Psychologist x1", "Clown x2") var/list/current_setup_text ///starting outfit for all mafia players. it's just a grey jumpsuit. var/player_outfit = /datum/outfit/mafia ///spawn points for players, each one has a house var/list/landmarks = list() ///town center for when people get put on trial var/town_center_landmark ///group voting on one person, like putting people to trial or choosing who to kill as mafia var/list/votes = list() ///and these (judgement_innocent_votes, judgement_abstain_votes and judgement_guilty_votes) are the judgement phase votes, aka people sorting themselves into guilty and innocent, and "eh, i don't really care" lists. whichever has more inno or guilty wins! var/list/judgement_abstain_votes = list() var/list/judgement_innocent_votes = list() var/list/judgement_guilty_votes = list() ///current role on trial for the judgement phase, will die if guilty is greater than innocent var/datum/mafia_role/on_trial ///current timer for phase var/next_phase_timer ///used for debugging in testing (doesn't put people out of the game, some other shit i forgot, who knows just don't set this in live) honestly kinda deprecated var/debug = FALSE ///was our game forced to start early? var/early_start = FALSE ///The 12 roles used in a default game, selected randomly from each list, going in order of position. ///This is balanced for player amount, regardless of players you'll still be about equal town and evils. var/static/list/default_role_list = list( //town list(TOWN_INVEST, TOWN_OVERFLOW), list(TOWN_SUPPORT), //mafia list(MAFIA_REGULAR), //town list(TOWN_INVEST), //neutral list(NEUTRAL_DISRUPT), //town list(TOWN_PROTECT), list(TOWN_OVERFLOW), //mafia hard-hitting list(MAFIA_REGULAR, MAFIA_SPECIAL), //town list(TOWN_PROTECT, TOWN_KILLING), list(TOWN_KILLING), //neutral hard-hitting list(NEUTRAL_KILL, NEUTRAL_DISRUPT), //town list(TOWN_SUPPORT, TOWN_OVERFLOW), ) /proc/setup_mafia_roles_by_name() var/list/rolelist_dict = list() for(var/datum/mafia_role/mafia_role as anything in typesof(/datum/mafia_role)) rolelist_dict[initial(mafia_role.name) + " ([uppertext(initial(mafia_role.team))])"] = mafia_role return rolelist_dict /proc/setup_mafia_role_by_alignment() var/list/rolelist_dict = list() for(var/datum/mafia_role/mafia_role as anything in typesof(/datum/mafia_role)) if(!rolelist_dict[initial(mafia_role.role_type)]) rolelist_dict[initial(mafia_role.role_type)] = list() rolelist_dict[initial(mafia_role.role_type)] += mafia_role return rolelist_dict /datum/mafia_controller/New() . = ..() GLOB.mafia_game = src map_deleter = new /datum/mafia_controller/Destroy(force, ...) . = ..() GLOB.mafia_game = null end_game() qdel(map_deleter) /** * Triggers at beginning of the game when there is a confirmed list of valid, ready players. * Creates a 100% ready game that has NOT started (no players in bodies) * Followed by start game * * Does the following: * * Picks map, and loads it * * Grabs landmarks if it is the first time it's loading * * Sets up the role list * * Puts players in each role randomly * Arguments: * * setup_list: list of all the datum setups (fancy list of roles) that would work for the game * * ready_players: list of filtered, sane players (so not playing or disconnected) for the game to put into roles */ /datum/mafia_controller/proc/prepare_game(setup_list, ready_players) var/static/list/possible_maps = subtypesof(/datum/map_template/mafia) var/turf/spawn_area = get_turf(locate(/obj/effect/landmark/mafia_game_area) in GLOB.landmarks_list) current_map = pick(possible_maps) current_map = new current_map if(!spawn_area) CRASH("No spawn area detected for Mafia!") var/list/bounds = current_map.load(spawn_area) if(!bounds) CRASH("Loading mafia map failed!") map_deleter.defineRegion(spawn_area, locate(spawn_area.x + 23,spawn_area.y + 23,spawn_area.z), replace = TRUE) //so we're ready to mass delete when round ends if(!landmarks.len)//we grab town center when we grab landmarks, if there is none (the first game signed up for let's grab them post load) for(var/obj/effect/landmark/mafia/possible_spawn in GLOB.landmarks_list) if(istype(possible_spawn, /obj/effect/landmark/mafia/town_center)) town_center_landmark = possible_spawn else landmarks += possible_spawn current_setup_text = list() for(var/rtype in setup_list) for(var/i in 1 to setup_list[rtype]) var/datum/mafia_role/new_role = new rtype(src) all_roles += new_role living_roles += new_role current_setup_text += "[new_role.name] x[setup_list[new_role.type]]" var/list/spawnpoints = landmarks.Copy() for(var/datum/mafia_role/role as anything in all_roles) role.assigned_landmark = pick_n_take(spawnpoints) if(!debug) role.player_key = pick_n_take(ready_players) else role.player_key = pop(ready_players) /datum/mafia_controller/proc/send_message(msg, team) for(var/datum/mafia_role/role as anything in all_roles) if(team && role.team != team) continue to_chat(role.body, msg) /** * The game by this point is now all set up, and so we can put people in their bodies and start the first phase. * * Does the following: * * Creates bodies for all of the roles with the first proc * * Starts the first day manually (so no timer) with the second proc */ /datum/mafia_controller/proc/start_game() create_bodies() start_day(can_vote = FALSE) send_message(span_notice("The selected map is [current_map.name]!
[current_map.description]")) send_message("Day [turn] started! There is no voting on the first day. Say hello to everybody!") next_phase_timer = addtimer(CALLBACK(src, PROC_REF(check_trial), FALSE), (FIRST_DAY_PERIOD_LENGTH / time_speedup), TIMER_STOPPABLE) //no voting period = no votes = instant night /** * How every day starts. * * What players do in this phase: * * If day one, just a small starting period to see who is in the game and check role, leading to the night phase. * * Otherwise, it's a longer period used to discuss events that happened during the night, leading to the voting phase. */ /datum/mafia_controller/proc/start_day(can_vote = TRUE) turn += 1 phase = MAFIA_PHASE_DAY if(check_victory()) return if(!time_speedup)//lets check if the game should be sped up, if not already. if(living_roles.len < all_roles.len / 2) time_speedup = MAFIA_SPEEDUP_INCREASE send_message("With only [living_roles.len] living players left, the game timers have been sped up.") if(can_vote) send_message("Day [turn] started! Voting will start in 1 minute.") next_phase_timer = addtimer(CALLBACK(src, PROC_REF(start_voting_phase)), (DAY_PERIOD_LENGTH / time_speedup), TIMER_STOPPABLE) /** * Players have finished the discussion period, and now must put up someone to the chopping block. * * What players do in this phase: * * Vote on which player to put up for lynching, leading to the judgement phase. * * If no votes are case, the judgement phase is skipped, leading to the night phase. */ /datum/mafia_controller/proc/start_voting_phase() phase = MAFIA_PHASE_VOTING next_phase_timer = addtimer(CALLBACK(src, PROC_REF(check_trial), TRUE), (VOTING_PERIOD_LENGTH / time_speedup),TIMER_STOPPABLE) //be verbose! send_message("Voting started! Vote for who you want to see on trial today.") /** * Players have voted someone up, and now the person must defend themselves while the town votes innocent or guilty. * * What players do in this phase: * * Vote innocent or guilty, if they are not on trial. * * Defend themselves and wait for judgement, if they are. * * Leads to the lynch phase. * Arguments: * * verbose: boolean, announces whether there were votes or not. after judgement it goes back here with no voting period to end the day. */ /datum/mafia_controller/proc/check_trial(verbose = TRUE) var/datum/mafia_role/loser = get_vote_winner("Day")//, majority_of_town = TRUE) var/loser_votes = get_vote_count(loser, "Day") if(loser) if(loser_votes > 12) award_role(/datum/award/achievement/mafia/universally_hated, loser) //refresh the lists judgement_abstain_votes = list() judgement_innocent_votes = list() judgement_guilty_votes = list() for(var/datum/mafia_role/voters as anything in living_roles) if(voters == loser) continue voters.mafia_alert.update_text("[loser.body.real_name] wins the day vote, Listen to their defense and vote INNOCENT or GUILTY!") judgement_abstain_votes += voters on_trial = loser on_trial.body.forceMove(get_turf(town_center_landmark)) phase = MAFIA_PHASE_JUDGEMENT next_phase_timer = addtimer(CALLBACK(src, PROC_REF(lynch)), (JUDGEMENT_PERIOD_LENGTH / time_speedup), TIMER_STOPPABLE) reset_votes("Day") else lockdown() if(verbose) send_message("Not enough people have voted to put someone on trial, nobody will be lynched today.") /** * Players have voted innocent or guilty on the person on trial, and that person is now killed or returned home. * * What players do in this phase: * * r/watchpeopledie * * If the accused is killed, their true role is revealed to the rest of the players. */ /datum/mafia_controller/proc/lynch() for(var/datum/mafia_role/role as anything in judgement_abstain_votes) send_message(span_comradio("[role.body.real_name] abstained.")) var/total_innocent_votes for(var/datum/mafia_role/role as anything in judgement_innocent_votes) send_message(span_green("[role.body.real_name] voted innocent.")) total_innocent_votes += role.vote_power var/total_guilty_votes for(var/datum/mafia_role/role as anything in judgement_guilty_votes) send_message(span_red("[role.body.real_name] voted guilty.")) total_guilty_votes += role.vote_power if(total_guilty_votes > total_innocent_votes) //strictly need majority guilty to lynch send_message(span_red("Guilty wins majority, [on_trial.body.real_name] has been lynched.")) on_trial.kill(src, lynch = TRUE) addtimer(CALLBACK(src, PROC_REF(send_home), on_trial), (LYNCH_PERIOD_LENGTH / time_speedup)) else send_message(span_green("Innocent wins majority, [on_trial.body.real_name] has been spared.")) on_trial.body.forceMove(get_turf(on_trial.assigned_landmark)) on_trial = null if(!check_victory()) //day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else next_phase_timer = addtimer(CALLBACK(src, PROC_REF(check_trial), FALSE), (LYNCH_PERIOD_LENGTH / time_speedup), TIMER_STOPPABLE)// small pause to see the guy dead, no verbosity since we already did this /** * Teenie helper proc to move players back to their home. * Used in the above, but also used in the debug button "send all players home" * Arguments: * * role: mafia role that is getting sent back to the game. */ /datum/mafia_controller/proc/send_home(datum/mafia_role/role) role.body.forceMove(get_turf(role.assigned_landmark)) /** * Checks to see if a faction (or solo antagonist) has won. * * Calculates in this order: * * counts up town, mafia, and solo * * solos can count as town members for the purposes of mafia winning * * sends the amount of living people to the solo antagonists, and see if they won, then if town, then if mafia * * starts the end of the game if a faction won * * returns TRUE if someone won the game, halting other procs from continuing in the case of a victory */ /datum/mafia_controller/proc/check_victory() var/list/datum/mafia_role/living_town = list() var/list/datum/mafia_role/living_mafia = list() var/list/datum/mafia_role/living_neutrals = list() var/list/datum/mafia_role/neutral_killers = list() //voting power of town + solos (since they don't want mafia to overpower) var/anti_mafia_power = 0 //whether town has a role that can theoretically get someone killed singlehandedly. var/town_can_kill = FALSE for(var/datum/mafia_role/R as anything in living_roles) switch(R.team) if(MAFIA_TEAM_MAFIA) living_mafia += R if(MAFIA_TEAM_TOWN) living_town += R anti_mafia_power += R.vote_power //the game cannot autoresolve with killing roles (unless a solo wins anyways, like traitors who are immune) if(R.role_flags & ROLE_CAN_KILL) town_can_kill = TRUE if(MAFIA_TEAM_SOLO) living_neutrals += R anti_mafia_power += R.vote_power if(R.role_flags & ROLE_CAN_KILL) neutral_killers += R if(living_mafia.len && living_town.len && living_neutrals.len) return FALSE var/victory_message if((living_mafia.len + living_town.len) <= 1) victory_message = "Draw!" //this is in-case no neutrals won, but there's no town/mafia left. for(var/datum/mafia_role/solo as anything in neutral_killers) victory_message = "[uppertext(solo.name)] VICTORY!" if(!early_start) award_role(solo.winner_award, solo) else if(!living_mafia.len && !neutral_killers.len) victory_message = "TOWN VICTORY!" if(!early_start) for(var/datum/mafia_role/townie as anything in living_town) award_role(townie.winner_award, townie) else if((living_mafia.len >= anti_mafia_power) && !town_can_kill && !neutral_killers.len) victory_message = "MAFIA VICTORY!" if(!early_start) for(var/datum/mafia_role/changeling as anything in living_mafia) award_role(changeling.winner_award, changeling) if(victory_message) start_the_end(victory_message) return TRUE return FALSE /** * Lets the game award roles with all their checks and sanity, prevents achievements given out for debug games * * Arguments: * * award: path of the award * * role: mafia_role datum to reward. */ /datum/mafia_controller/proc/award_role(award, datum/mafia_role/rewarded) var/client/role_client = GLOB.directory[rewarded.player_key] role_client?.give_award(award, rewarded.body) /** * The end of the game is in two procs, because we want a bit of time for players to see eachothers roles. * Because of how check_victory works, the game is halted in other places by this point. * * What players do in this phase: * * See everyone's role postgame * * See who won the game * Arguments: * * message: string, if non-null it sends it to all players. used to announce team victories while solos are handled in check victory */ /datum/mafia_controller/proc/start_the_end(message) SEND_SIGNAL(src, COMSIG_MAFIA_GAME_END) for(var/datum/mafia_role/roles as anything in all_roles) if(message) roles.mafia_alert.update_text("[message]") roles.reveal_role(src) phase = MAFIA_PHASE_VICTORY_LAP next_phase_timer = addtimer(CALLBACK(src, PROC_REF(end_game)), VICTORY_LAP_PERIOD_LENGTH) /** * Cleans up the game, resetting variables back to the beginning and removing the map with the generator. */ /datum/mafia_controller/proc/end_game() map_deleter.generate() //remove the map, it will be loaded at the start of the next one QDEL_LIST(all_roles) living_roles.Cut() current_setup_text = null custom_setup = list() turn = 0 votes = list() time_speedup = initial(time_speedup) //map gen does not deal with landmarks QDEL_LIST(landmarks) QDEL_NULL(town_center_landmark) phase = MAFIA_PHASE_SETUP early_start = initial(early_start) /** * After the voting and judgement phases, the game goes to night shutting the windows and beginning night with a proc. */ /datum/mafia_controller/proc/lockdown() toggle_night_curtains(close=TRUE) start_night() /** * Shuts poddoors attached to mafia. * Arguments: * * close: boolean, the state you want the curtains in. */ /datum/mafia_controller/proc/toggle_night_curtains(close) for(var/obj/machinery/door/poddoor/D in GLOB.airlocks) //I really dislike pathing of these if(D.id != "mafia") //so as to not trigger shutters on station, lol continue if(close) INVOKE_ASYNC(D, TYPE_PROC_REF(/obj/machinery/door/poddoor, close)) else INVOKE_ASYNC(D, TYPE_PROC_REF(/obj/machinery/door/poddoor, open)) /** * The actual start of night for players. Mostly info is given at the start of the night as the end of the night is when votes and actions are submitted and tried. * * What players do in this phase: * * Mafia are told to begin voting on who to kill * * Powers that are picked during the day announce themselves right now */ /datum/mafia_controller/proc/start_night() phase = MAFIA_PHASE_NIGHT send_message("Night [turn] started! Lockdown will end in 40 seconds.") SEND_SIGNAL(src, COMSIG_MAFIA_SUNDOWN) next_phase_timer = addtimer(CALLBACK(src, PROC_REF(resolve_night)), (NIGHT_PERIOD_LENGTH / time_speedup), TIMER_STOPPABLE) /** * The end of the night, and a series of signals for the order of events on a night. * * Order of events, and what they mean: * * Start of resolve (NIGHT_START) is for activating night abilities that MUST go first * * Action phase (NIGHT_ACTION_PHASE) is for non-lethal day abilities * * Mafia then tallies votes and kills the highest voted person (note: one random voter visits that person for the purposes of roleblocking) * * Killing phase (NIGHT_KILL_PHASE) is for lethal night abilities * * End of resolve (NIGHT_END) is for cleaning up abilities that went off and i guess doing some that must go last * * Finally opens the curtains and calls the start of day phase, completing the cycle until check victory returns TRUE */ /datum/mafia_controller/proc/resolve_night() SEND_SIGNAL(src, COMSIG_MAFIA_NIGHT_PRE_ACTION_PHASE) SEND_SIGNAL(src, COMSIG_MAFIA_NIGHT_ACTION_PHASE) SEND_SIGNAL(src, COMSIG_MAFIA_NIGHT_KILL_PHASE) SEND_SIGNAL(src, COMSIG_MAFIA_NIGHT_END) toggle_night_curtains(close=FALSE) start_day() /** * Proc that goes off when players vote for something with their mafia panel. * * If teams, it hides the tally overlay and only sends the vote messages to the team that is voting * Arguments: * * voter: the mafia role that is trying to vote for... * * target: the mafia role that is getting voted for * * vote_type: type of vote submitted (is this the day vote? is this the mafia night vote?) * * teams: see mafia team defines for what to put in, makes the messages only send to a specific team (so mafia night votes only sending messages to mafia at night) */ /datum/mafia_controller/proc/vote_for(datum/mafia_role/voter, datum/mafia_role/target, vote_type, teams) if(!votes[vote_type]) votes[vote_type] = list() var/old_vote = votes[vote_type][voter] if(old_vote && old_vote == target) votes[vote_type] -= voter else votes[vote_type][voter] = target if(old_vote && old_vote == target) voter.body.maptext_y = initial(voter.body.maptext_y) voter.body.maptext_x = initial(voter.body.maptext_x) voter.body.maptext_width = initial(voter.body.maptext_width) voter.body.maptext = null send_message(span_notice("[voter.body.real_name] retracts their vote for [target.body.real_name]!"), team = teams) else voter.body.maptext_y = 12 voter.body.maptext_x = -16 voter.body.maptext_width = 64 voter.body.maptext = "[target.body.real_name]" send_message(span_notice("[voter.body.real_name] voted for [target.body.real_name]!"), team = teams) if(!teams) target.body.update_appearance() //Update the vote display if it's a public vote var/datum/mafia_role/old = old_vote if(old) old.body.update_appearance() /** * Clears out the votes of a certain type (day votes, mafia kill votes) while leaving others untouched */ /datum/mafia_controller/proc/reset_votes(vote_type) var/list/bodies_to_update = list() for(var/datum/mafia_role/voter as anything in votes[vote_type]) voter.body.maptext_y = initial(voter.body.maptext_y) voter.body.maptext_x = initial(voter.body.maptext_x) voter.body.maptext_width = initial(voter.body.maptext_width) voter.body.maptext = null var/datum/mafia_role/R = votes[vote_type][voter] bodies_to_update += R.body votes[vote_type] = list() for(var/mob/M in bodies_to_update) M.update_appearance() /** * Returns how many people voted for the role, in whatever vote (day vote, night kill vote) * Arguments: * * role: the mafia role the proc tries to get the amount of votes for * * vote_type: the vote type (getting how many day votes were for the role, or mafia night votes for the role) */ /datum/mafia_controller/proc/get_vote_count(role,vote_type) . = 0 for(var/v in votes[vote_type]) var/datum/mafia_role/votee = v if(votes[vote_type][votee] == role) . += votee.vote_power /** * Returns whichever role got the most votes, in whatever vote (day vote, night kill vote) * returns null if no votes * Arguments: * * vote_type: the vote type (getting the role that got the most day votes, or the role that got the most mafia votes) */ /datum/mafia_controller/proc/get_vote_winner(vote_type) var/list/tally = list() for(var/votee in votes[vote_type]) var/datum/mafia_role/vote_role = votee if(!tally[votes[vote_type][votee]]) tally[votes[vote_type][votee]] = vote_role.vote_power else tally[votes[vote_type][votee]] += vote_role.vote_power sortTim(tally, GLOBAL_PROC_REF(cmp_numeric_dsc), associative=TRUE) return length(tally) ? tally[1] : null /** * Returns a random person who voted for whatever vote (day vote, night kill vote) * Arguments: * * vote_type: vote type (getting a random day voter, or mafia night voter) */ /datum/mafia_controller/proc/get_random_voter(vote_type) if(length(votes[vote_type])) return pick(votes[vote_type]) /** * Adds mutable appearances to people who get publicly voted on (so not night votes) showing how many people are picking them * Arguments: * * source: the body of the role getting the overlays * * overlay_list: signal var passing the overlay list of the mob */ /datum/mafia_controller/proc/display_votes(atom/source, list/overlay_list) SIGNAL_HANDLER if(phase != MAFIA_PHASE_VOTING) return var/v = get_vote_count(player_role_lookup[source],"Day") var/mutable_appearance/MA = mutable_appearance('icons/obj/mafia.dmi',"vote_[v > 12 ? "over_12" : v]") overlay_list += MA /** * Called when the game is setting up, AFTER map is loaded but BEFORE the phase timers start. Creates and places each role's body and gives the correct player key * * Notably: * * Toggles godmode so the mafia players cannot kill themselves * * Adds signals for voting overlays, see display_votes proc * * gives mafia panel * * sends the greeting text (goals, role name, etc) */ /datum/mafia_controller/proc/create_bodies() var/outfit_to_distribute if(current_map.custom_outfit) //If our map has a cool custom outfit override, we use that. outfit_to_distribute = current_map.custom_outfit else outfit_to_distribute = player_outfit for(var/datum/mafia_role/role as anything in all_roles) var/mob/living/carbon/human/H = new(get_turf(role.assigned_landmark)) H.add_traits(list(TRAIT_NOFIRE, TRAIT_NOBREATH, TRAIT_CANNOT_CRYSTALIZE), MAFIA_TRAIT) H.equipOutfit(outfit_to_distribute) H.status_flags |= GODMODE RegisterSignal(H, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(display_votes)) var/datum/action/innate/mafia_panel/mafia_panel = new(null,src) mafia_panel.Grant(H) var/client/player_client = GLOB.directory[role.player_key] if(player_client) player_client.prefs.safe_transfer_prefs_to(H, is_antag = TRUE) role.body = H player_role_lookup[H] = role H.key = role.player_key role.greet() /datum/mafia_controller/ui_static_data(mob/user) var/list/data = list() if(user.client?.holder) data["admin_controls"] = TRUE //show admin buttons to start/setup/stop data["all_roles"] = current_setup_text var/datum/mafia_role/user_role = player_role_lookup[user] if(user_role) data["roleinfo"] = list( "role" = user_role.name, "desc" = user_role.desc, "hud_icon" = user_role.hud_icon, "revealed_icon" = user_role.revealed_icon, ) return data /datum/mafia_controller/ui_data(mob/user) var/list/data = list() data["phase"] = phase if(turn) data["turn"] = " - Day [turn]" if(phase == MAFIA_PHASE_SETUP) data["lobbydata"] = list() for(var/key in GLOB.mafia_signup + GLOB.mafia_bad_signup) var/list/lobby_member = list() lobby_member["name"] = key lobby_member["status"] = (key in GLOB.mafia_bad_signup) ? "Disconnected" : "Ready" lobby_member["spectating"] = "Ghost" if(key in mafia_spectators) lobby_member["spectating"] = "Spectator" data["lobbydata"] += list(lobby_member) return data data["timeleft"] = next_phase_timer ? timeleft(next_phase_timer) : 0 //the tgui menu counts this down. var/datum/mafia_role/user_role = player_role_lookup[user] if(user_role) data["user_notes"] = user_role.written_notes data["players"] = list() for(var/datum/mafia_role/role as anything in all_roles) var/list/player_info = list() player_info["name"] = role.body.real_name player_info["ref"] = REF(role) player_info["alive"] = role.game_status == MAFIA_ALIVE player_info["possible_actions"] = list() if(user_role) //not observer for(var/datum/mafia_ability/action as anything in user_role.role_unique_actions) if(action.validate_action_target(src, potential_target = role, silent = TRUE)) player_info["possible_actions"] += list(list("name" = action, "ref" = REF(action))) data["players"] += list(player_info) return data /datum/mafia_controller/ui_assets(mob/user) return list( get_asset_datum(/datum/asset/spritesheet/mafia), ) /datum/mafia_controller/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state) . = ..() if(.) return var/datum/mafia_role/user_role = player_role_lookup[usr] //Admin actions if(usr.client?.holder) switch(action) if("new_game") end_game() basic_setup() if("nuke") end_game() qdel(src) if("next_phase") var/datum/timedevent/timer = SStimer.timer_id_dict[next_phase_timer] if(!timer.spent) var/datum/callback/tc = timer.callBack deltimer(next_phase_timer) tc.InvokeAsync() return TRUE if("players_home") var/list/failed = list() for(var/datum/mafia_role/player in all_roles) if(!player.body) failed += player continue player.body.forceMove(get_turf(player.assigned_landmark)) if(failed.len) to_chat(usr, "List of players who no longer had a body (if you see this, the game is runtiming anyway so just hit \"New Game\" to end it)") for(var/i in failed) var/datum/mafia_role/fail = i to_chat(usr, fail.player_key) if("debug_setup") var/list/debug_setup = list() var/list/rolelist_dict = list("CANCEL", "FINISH") + GLOB.mafia_roles_by_name var/done = FALSE while(!done) to_chat(usr, "You have a total player count of [assoc_value_sum(debug_setup)] in this setup.") var/chosen_role_name = tgui_input_list(usr, "Select a role!", "Custom Setup Creation", rolelist_dict) switch(chosen_role_name) if("CANCEL") return if("FINISH") break else var/found_path = rolelist_dict[chosen_role_name] var/role_count = tgui_input_number(usr, "How many? Zero to cancel.", "Custom Setup Creation", 0, 12) if(role_count > 0) debug_setup[found_path] = role_count custom_setup = debug_setup early_start = TRUE try_autostart()//don't worry, this fails if there's a game in progress if("cancel_setup") custom_setup = list() if("start_now") forced_setup() switch(action) //both living and dead if("mf_lookup") var/role_lookup = params["role_name"] var/datum/mafia_role/helper for(var/datum/mafia_role/role as anything in all_roles) if(role_lookup == role.name) helper = role break helper.show_help(usr) if(!user_role)//just the dead switch(action) if("mf_signup") var/client/C = ui.user.client if(!SSticker.HasRoundStarted()) to_chat(usr, span_warning("Wait for the round to start.")) return if(GLOB.mafia_signup[C.ckey]) GLOB.mafia_signup -= C.ckey GLOB.mafia_early_votes -= C.ckey //Remove their early start vote as well to_chat(usr, span_notice("You unregister from Mafia.")) return TRUE else GLOB.mafia_signup[C.ckey] = TRUE to_chat(usr, span_notice("You sign up for Mafia.")) if(phase == MAFIA_PHASE_SETUP) check_signups() try_autostart() return TRUE if("mf_spectate") var/client/C = ui.user.client if(C.ckey in mafia_spectators) to_chat(usr, span_notice("You will no longer get messages from the game.")) mafia_spectators -= C.ckey else to_chat(usr, span_notice("You will now get messages from the game.")) mafia_spectators += C.ckey return TRUE if("vote_to_start") var/client/C = ui.user.client if(phase != MAFIA_PHASE_SETUP) to_chat(usr, span_notice("You cannot vote to start while a game is underway!")) return if(!GLOB.mafia_signup[C.ckey]) to_chat(usr, span_notice("You must be signed up for this game to vote!")) return if(GLOB.mafia_early_votes[C.ckey]) GLOB.mafia_early_votes -= C.ckey to_chat(usr, span_notice("You are no longer voting to start the game early.")) else GLOB.mafia_early_votes[C.ckey] = C to_chat(usr, span_notice("You vote to start the game early ([length(GLOB.mafia_early_votes)] out of [max(round(length(GLOB.mafia_signup) / 2), round(MAFIA_MIN_PLAYER_COUNT / 2))]).")) if(check_start_votes()) //See if we have enough votes to start forced_setup() return TRUE if(user_role && user_role.game_status == MAFIA_DEAD) return //User actions (just living) switch(action) if("change_notes") if(user_role.game_status == MAFIA_DEAD) return TRUE user_role.written_notes = params["new_notes"] user_role.body.balloon_alert(user_role.body, "notes saved") return TRUE if("send_notes_to_chat") if(user_role.game_status == MAFIA_DEAD || !user_role.written_notes) return TRUE if(phase == MAFIA_PHASE_NIGHT) return TRUE if(!COOLDOWN_FINISHED(user_role, note_chat_sending_cooldown)) return FALSE COOLDOWN_START(user_role, note_chat_sending_cooldown, MAFIA_NOTE_SENDING_COOLDOWN) user_role.body.say("[user_role.written_notes]", forced = "mafia notes sending") return TRUE if("perform_action") var/datum/mafia_role/target = locate(params["target"]) in all_roles if(!istype(target)) return var/datum/mafia_ability/used_action = locate(params["action_ref"]) in user_role.role_unique_actions if(!used_action) return switch(phase) if(MAFIA_PHASE_DAY, MAFIA_PHASE_VOTING) used_action.using_ability = TRUE used_action.perform_action_target(src, target) if(MAFIA_PHASE_NIGHT) used_action.set_target(src, target) return TRUE if(user_role != on_trial) switch(action) if("vote_abstain") if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_abstain_votes)) return to_chat(user_role.body,"You have decided to abstain.") judgement_innocent_votes -= user_role judgement_guilty_votes -= user_role judgement_abstain_votes += user_role if("vote_innocent") if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_innocent_votes)) return to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as INNOCENT!") judgement_abstain_votes -= user_role//no fakers, and... judgement_guilty_votes -= user_role//no radical centrism judgement_innocent_votes += user_role if("vote_guilty") if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_guilty_votes)) return to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as GUILTY!") judgement_abstain_votes -= user_role//no fakers, and... judgement_innocent_votes -= user_role//no radical centrism judgement_guilty_votes += user_role /datum/mafia_controller/ui_state(mob/user) return GLOB.always_state /datum/mafia_controller/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, null) if(!ui) ui = new(user, src, "MafiaPanel") ui.open() /proc/assoc_value_sum(list/L) . = 0 for(var/key in L) . += L[key] /** * Returns a standard setup, with certain important/unique roles guaranteed. * * please check the variables at the top of the proc to see how much of each role types it picks * Args: * req_players - The amount of players needed. */ /datum/mafia_controller/proc/generate_standard_setup(req_players) var/list/selected_roles = list() var/list/unique_roles_added = list() for(var/i in 1 to req_players) add_setup_role(selected_roles, unique_roles_added, pick(default_role_list[i])) return selected_roles /** * Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one. unique roles can only get added once. */ /datum/mafia_controller/proc/add_setup_role(setup_list, banned_roles, wanted_role_type) var/list/role_type_paths = list() for(var/datum/mafia_role/instance as anything in GLOB.mafia_role_by_alignment[wanted_role_type]) if(instance in banned_roles) continue role_type_paths += instance var/datum/mafia_role/mafia_path = pick(role_type_paths) if(setup_list[mafia_path]) setup_list[mafia_path] += 1 else setup_list[mafia_path] = 1 if(initial(mafia_path.role_flags) & ROLE_UNIQUE) //check to see if we should no longer consider this okay to add to the game banned_roles += mafia_path /** * Called when enough players have signed up to fill a setup. DOESN'T NECESSARILY MEAN THE GAME WILL START. * * Checks for a custom setup, if so gets the required players from that and if not it sets the player requirement to MAFIA_MAX_PLAYER_COUNT and generates one IF basic setup starts a game. * Checks if everyone signed up is an observer, and is still connected. If people aren't, they're removed from the list. * If there aren't enough players post sanity, it aborts. otherwise, it selects enough people for the game and starts preparing the game for real. */ /datum/mafia_controller/proc/basic_setup() var/req_players = MAFIA_MAX_PLAYER_COUNT var/list/setup = custom_setup if(setup.len) req_players = assoc_value_sum(setup) var/list/filtered_keys = filter_players(req_players) var/needed_players = length(filtered_keys) if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start. setup = generate_standard_setup(needed_players) prepare_game(setup, filtered_keys) start_game() /** * Generates a forced role list and runs the game with the current number of signed-up players. * * Generates a randomized setup, and begins the game with everyone currently signed up. */ /datum/mafia_controller/proc/forced_setup() check_signups() //Refresh the signup list, so our numbers are accurate and we only take active players into consideration. var/list/filtered_keys = filter_players(length(GLOB.mafia_signup)) var/req_players = length(filtered_keys) if(!req_players) //If we have nobody signed up, we give up on starting log_admin("Attempted to force a mafia game to start with nobody signed up!") return var/list/setup = generate_standard_setup(req_players) prepare_game(setup, filtered_keys) early_start = TRUE start_game() /** * Checks if we have enough early start votes to begin the game early. * * Checks if we have the bare minimum of three signups, then checks if the number of early voters is at least half of the total * number of active signups. */ /datum/mafia_controller/proc/check_start_votes() check_signups() //Same as before. What a useful proc. if(length(GLOB.mafia_signup) < MAFIA_MIN_PLAYER_COUNT) return FALSE //Make sure we have the minimum playercount to host a game first. if(length(GLOB.mafia_early_votes) < round(length(GLOB.mafia_signup) / 2)) return FALSE return TRUE /** * Handles the filtering of disconected signups when picking who gets to be in the round. * * Filters out the player list, from a given max_players count. If more players are found * in the signup list than max_players, those players will be notified that they will not be put into the game. * * This should only be run as we are in the process of starting a game. * * max_players - The maximum number of keys to put in our return list before we start telling people they're not getting in. * filtered_keys - A list of player ckeys, to be included in the game. */ /datum/mafia_controller/proc/filter_players(max_players) //final list for all the players who will be in this game var/list/filtered_keys = list() //cuts invalid players from signups (disconnected/not a ghost) var/list/possible_keys = list() for(var/key in GLOB.mafia_signup) if(GLOB.directory[key]) var/client/C = GLOB.directory[key] if(isobserver(C.mob)) possible_keys += key continue GLOB.mafia_signup -= key //not valid to play when we checked so remove them from signups //If we're not over capacity and don't need to notify anyone of their exclusion, return early. if(length(possible_keys) < max_players) return filtered_keys //if there were too many players, still start but only make filtered keys as big as it needs to be (cut excess) //also removes people who do get into final player list from the signup so they have to sign up again when game ends for(var/i in 1 to max_players) var/chosen_key = pick_n_take(possible_keys) filtered_keys += chosen_key GLOB.mafia_signup -= chosen_key //small message about not getting into this game for clarity on why they didn't get in for(var/unpicked in possible_keys) var/client/unpicked_client = GLOB.directory[unpicked] to_chat(unpicked_client, span_danger("Sorry, the starting mafia game has too many players and you were not picked.")) to_chat(unpicked_client, span_warning("You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.")) return filtered_keys /** * Called when someone signs up, and sees if there are enough people in the signup list to begin. * * Only checks if everyone is actually valid to start (still connected and an observer) if there are enough players (basic_setup) */ /datum/mafia_controller/proc/try_autostart() if(phase != MAFIA_PHASE_SETUP || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME)) return if(GLOB.mafia_signup.len >= MAFIA_MAX_PLAYER_COUNT || custom_setup)//enough people to try and make something (or debug mode) basic_setup() /** * Filters inactive player into a different list until they reconnect, and removes players who are no longer ghosts. * * If a disconnected player gets a non-ghost mob and reconnects, they will be first put back into mafia_signup then filtered by that. */ /datum/mafia_controller/proc/check_signups() for(var/bad_key in GLOB.mafia_bad_signup) if(GLOB.directory[bad_key])//they have reconnected if we can search their key and get a client GLOB.mafia_bad_signup -= bad_key GLOB.mafia_signup[bad_key] = TRUE for(var/key in GLOB.mafia_signup) var/client/C = GLOB.directory[key] if(!C)//vice versa but in a variable we use later GLOB.mafia_signup -= key GLOB.mafia_bad_signup[key] = TRUE continue if(!isobserver(C.mob)) //they are back to playing the game, remove them from the signups GLOB.mafia_signup -= key /datum/action/innate/mafia_panel name = "Mafia Panel" desc = "Use this to play." button_icon = 'icons/obj/mafia.dmi' button_icon_state = "board" ///The mafia controller that the button will use the UI of. var/datum/mafia_controller/controller_panel /datum/action/innate/mafia_panel/New(Target, datum/mafia_controller/controller) . = ..() controller_panel = controller /datum/action/innate/mafia_panel/Activate() controller_panel.ui_interact(owner) /** * The popup used for sending important messages to players. */ /atom/movable/screen/mafia_popup icon = null icon_state = null plane = ABOVE_HUD_PLANE layer = SCREENTIP_LAYER mouse_opacity = MOUSE_OPACITY_TRANSPARENT screen_loc = "TOP-5,LEFT" maptext_height = 480 maptext_width = 480 ///The client that owns the popup. var/datum/mafia_role/mafia/owner /atom/movable/screen/mafia_popup/Initialize(mapload, datum/mafia_role/mafia) . = ..() src.owner = mafia /atom/movable/screen/mafia_popup/Destroy() owner = null return ..() /atom/movable/screen/mafia_popup/proc/update_text(text) maptext = MAPTEXT(" [text]") maptext_width = view_to_pixels(owner.body.client?.view_size.getView())[1] owner.body.client?.screen += src addtimer(CALLBACK(src, PROC_REF(null_text), owner.body.client), 10 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE) ///Clears all text to re-use in the future. We use to_clear here in case someone takes over their old body. /atom/movable/screen/mafia_popup/proc/null_text(client/to_clear) maptext = null to_clear?.screen -= src /** * Creates the global datum for playing mafia games, destroys the last if that's required and returns the new. */ /proc/create_mafia_game() if(GLOB.mafia_game) QDEL_NULL(GLOB.mafia_game) var/datum/mafia_controller/new_controller = new() return new_controller