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Bubberstation/code/controllers/subsystem/dynamic/dynamic_ruleset_roundstart.dm

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/datum/dynamic_ruleset/roundstart
// We can pick multiple of a roundstart ruleset to "scale up" (spawn more of the same type of antag)
// Set this to FALSE if you DON'T want this ruleset to "scale up"
repeatable = TRUE
/// If TRUE, the ruleset will be the only one selected for roundstart
var/solo = FALSE
/datum/dynamic_ruleset/roundstart/is_valid_candidate(mob/candidate, client/candidate_client)
if(isnull(candidate.mind))
return FALSE
// Checks that any other roundstart ruleset hasn't already picked this guy
for(var/datum/dynamic_ruleset/roundstart/ruleset as anything in SSdynamic.queued_rulesets)
if(candidate.mind in ruleset.selected_minds)
return FALSE
return ..()
/// Helpful proc - to use if your ruleset forces a job - which ensures a candidate can play the passed job typepath
/datum/dynamic_ruleset/roundstart/proc/ruleset_forced_job_check(mob/candidate, client/candidate_client, datum/job/job_typepath)
// Malf AI can only go to people who want to be AI
if(!candidate_client.prefs.job_preferences[job_typepath::title])
return FALSE
// And only to people who can actually be AI this round
if(SSjob.check_job_eligibility(candidate, SSjob.get_job_type(job_typepath), "[name] Candidacy") != JOB_AVAILABLE)
return FALSE
// (Something else forced us to play a job that isn't AI)
var/forced_job = LAZYACCESS(SSjob.forced_occupations, candidate)
if(forced_job && forced_job != job_typepath)
return FALSE
// (Something else forced us NOT to play AI)
if(job_typepath::title in LAZYACCESS(SSjob.prevented_occupations, candidate))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
config_tag = "Roundstart Traitor"
preview_antag_datum = /datum/antagonist/traitor
pref_flag = ROLE_TRAITOR
weight = 10
min_pop = 3
max_antag_cap = list("denominator" = 24)
/datum/dynamic_ruleset/roundstart/traitor/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/traitor)
/datum/dynamic_ruleset/roundstart/malf_ai
name = "Malfunctioning AI"
config_tag = "Roundstart Malfunctioning AI"
pref_flag = ROLE_MALF
preview_antag_datum = /datum/antagonist/malf_ai
ruleset_flags = RULESET_HIGH_IMPACT
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
max_antag_cap = 1
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/malf_ai/get_always_blacklisted_roles()
return list()
/datum/dynamic_ruleset/roundstart/malf_ai/is_valid_candidate(mob/candidate, client/candidate_client)
return ..() && ruleset_forced_job_check(candidate, candidate_client, /datum/job/ai)
/datum/dynamic_ruleset/roundstart/malf_ai/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/ai)
/datum/dynamic_ruleset/roundstart/malf_ai/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/malf_ai)
/datum/dynamic_ruleset/roundstart/malf_ai/can_be_selected()
return ..() && !HAS_TRAIT(SSstation, STATION_TRAIT_HUMAN_AI)
/datum/dynamic_ruleset/roundstart/blood_brother
name = "Blood Brothers"
config_tag = "Roundstart Blood Brothers"
preview_antag_datum = /datum/antagonist/brother
pref_flag = ROLE_BROTHER
weight = 5
max_antag_cap = list("denominator" = 29)
min_pop = 10
/datum/dynamic_ruleset/roundstart/blood_brother/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/brother)
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
config_tag = "Roundstart Changeling"
preview_antag_datum = /datum/antagonist/changeling
pref_flag = ROLE_CHANGELING
weight = 3
min_pop = 15
max_antag_cap = list("denominator" = 29)
/datum/dynamic_ruleset/roundstart/changeling/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/changeling)
// Quick thing about this event, it turns out roundstart blood worms, despite being granted a host, are worse at antaggery in practice.
// They have their static, so unlike blood worms who spawn in the middle of the round, they just kinda tend to do nothing. So having at least 2 is ideal.
// This way, if one ends up being a fluke, the other can hopefully pick up the slack. It's a semi-rare event, so having a massive chance to just fizzle out isn't ideal.
/datum/dynamic_ruleset/roundstart/blood_worm
name = "Blood Worms"
config_tag = "Roundstart Blood Worm"
preview_antag_datum = /datum/antagonist/blood_worm
pref_flag = ROLE_BLOOD_WORM
weight = 1
min_pop = 10 // Resource limited, spawning on lowpop is fine.
max_antag_cap = list("denominator" = 29) // +1 blood worm per 30 pop.
repeatable = FALSE // Yeah no.
/datum/dynamic_ruleset/roundstart/blood_worm/is_valid_candidate(mob/living/candidate, client/candidate_client)
if (!..())
return FALSE
var/species_type = candidate_client.prefs.read_preference(/datum/preference/choiced/species)
var/datum/species/species = GLOB.species_prototypes[species_type]
return !(TRAIT_NOBLOOD in species.inherent_traits)
/datum/dynamic_ruleset/roundstart/blood_worm/assign_role(datum/mind/candidate)
if (!CAN_HAVE_BLOOD(candidate.current))
CRASH("A roundstart blood worm tried to spawn into a candidate mob with no blood. This shouldn't happen, because we already checked for TRAIT_NOBLOOD in species traits.")
var/mob/living/carbon/human/host = candidate.current
var/mob/living/basic/blood_worm/hatchling/worm = new(get_turf(host))
candidate.transfer_to(worm)
candidate.add_antag_datum(/datum/antagonist/blood_worm/infestation)
worm.enter_host(host, silent = TRUE, gain_progress = FALSE)
/datum/dynamic_ruleset/roundstart/heretic
name = "Heretics"
config_tag = "Roundstart Heretics"
preview_antag_datum = /datum/antagonist/heretic
pref_flag = ROLE_HERETIC
weight = 3
max_antag_cap = list("denominator" = 24)
min_pop = 30 // Ensures good spread of sacrifice targets
/datum/dynamic_ruleset/roundstart/heretic/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/heretic)
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
config_tag = "Roundstart Wizard"
preview_antag_datum = /datum/antagonist/wizard
pref_flag = ROLE_WIZARD
ruleset_flags = RULESET_INVADER|RULESET_HIGH_IMPACT
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 0,
DYNAMIC_TIER_MEDIUMHIGH = 1,
DYNAMIC_TIER_HIGH = 2,
)
max_antag_cap = 1
min_pop = 30
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/wizard/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/space_wizard)
/datum/dynamic_ruleset/roundstart/wizard/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/wizard) // moves to lair for us
/datum/dynamic_ruleset/roundstart/wizard/round_result()
for(var/datum/mind/wiz as anything in selected_minds)
if(considered_alive(wiz) && !considered_exiled(wiz))
return FALSE
SSticker.news_report = WIZARD_KILLED
return TRUE
/datum/dynamic_ruleset/roundstart/blood_cult
name = "Blood Cult"
config_tag = "Roundstart Blood Cult"
preview_antag_datum = /datum/antagonist/cult
pref_flag = ROLE_CULTIST
ruleset_flags = RULESET_HIGH_IMPACT
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
blacklisted_roles = list(
JOB_HEAD_OF_PERSONNEL,
)
min_antag_cap = list("denominator" = 20, "offset" = 1)
repeatable = FALSE
/// Ratio of cultists getting on the shuttle to be considered a minor win
var/ratio_to_be_considered_escaped = 0.5
/datum/dynamic_ruleset/roundstart/blood_cult/get_always_blacklisted_roles()
return ..() | JOB_CHAPLAIN
/datum/dynamic_ruleset/roundstart/blood_cult/create_execute_args()
return list(
new /datum/team/cult(),
get_most_experienced(selected_minds, pref_flag),
)
/datum/dynamic_ruleset/roundstart/blood_cult/execute()
. = ..()
// future todo, find a cleaner way to get this from execute args
var/datum/team/cult/main_cult = locate() in GLOB.antagonist_teams
main_cult.setup_objectives()
/datum/dynamic_ruleset/roundstart/blood_cult/assign_role(datum/mind/candidate, datum/team/cult/cult, datum/mind/most_experienced)
var/datum/antagonist/cult/cultist = new()
cultist.give_equipment = TRUE
candidate.add_antag_datum(cultist, cult)
if(most_experienced == candidate)
cultist.make_cult_leader()
/datum/dynamic_ruleset/roundstart/blood_cult/round_result()
var/datum/team/cult/main_cult = locate() in GLOB.antagonist_teams
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
return TRUE
var/num_cultists = main_cult.size_at_maximum || 100
var/ratio_to_be_considered_escaped = 0.5
var/escaped_cultists = 0
for(var/datum/mind/escapee as anything in main_cult.members)
if(considered_escaped(escapee))
escaped_cultists++
SSticker.mode_result = "loss - staff stopped the cult"
SSticker.news_report = (escaped_cultists / num_cultists) >= ratio_to_be_considered_escaped ? CULT_ESCAPE : CULT_FAILURE
return TRUE
/datum/dynamic_ruleset/roundstart/nukies
name = "Nuclear Operatives"
config_tag = "Roundstart Nukeops"
preview_antag_datum = /datum/antagonist/nukeop
pref_flag = ROLE_OPERATIVE
ruleset_flags = RULESET_INVADER|RULESET_HIGH_IMPACT
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
min_antag_cap = list("denominator" = 18, "offset" = 1)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_NUKIEELEVATOR)
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/nukies/prepare_for_role(datum/mind/candidate)
// they all get the normal operative job, even the leader. (leader's job is updated when they get the antag datum)
// all this ultimately matters for is 1. ensuring they *don't* get a normal job and 2. spawning them in the elevator
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/nuclear_operative)
/datum/dynamic_ruleset/roundstart/nukies/execute()
. = ..()
addtimer(CALLBACK(src, PROC_REF(load_nukie_base)), 3 SECONDS)
#define ELEVATOR_WIDTH 6
#define ELEVATOR_HEIGHT 5
/datum/dynamic_ruleset/roundstart/nukies/proc/load_nukie_base()
SSmapping.lazy_load_template(LAZY_TEMPLATE_KEY_NUKIEBASE)
addtimer(CALLBACK(src, PROC_REF(teleport_elevator_contents)), 2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(open_nukie_elevator)), 3 SECONDS)
addtimer(CALLBACK(src, PROC_REF(call_infiltrator)), 5 SECONDS)
/datum/dynamic_ruleset/roundstart/nukies/proc/teleport_elevator_contents()
var/obj/effect/landmark/nukeop_elevator/interior/interior = locate() in GLOB.landmarks_list
var/obj/effect/landmark/nukeop_elevator/exterior/exterior = locate() in GLOB.landmarks_list
if(isnull(interior) || isnull(exterior))
stack_trace("Failed to find nukie elevator landmarks during load!")
message_admins("Failed to find nukie elevator landmarks during load, you might have some stuck nukies that need help.")
return
var/turf/top_right_interior = get_turf(interior)
var/turf/top_right_exterior = get_turf(exterior)
var/list/turf/elevator_turfs = block(
top_right_interior.x,
top_right_interior.y,
top_right_interior.z,
top_right_interior.x - ELEVATOR_WIDTH + 1,
top_right_interior.y - ELEVATOR_HEIGHT + 1,
top_right_interior.z,
)
for(var/turf/elevator_turf as anything in elevator_turfs)
var/turf/destination_turf = locate(
top_right_exterior.x - (top_right_interior.x - elevator_turf.x),
top_right_exterior.y - (top_right_interior.y - elevator_turf.y),
top_right_exterior.z,
)
if(isnull(destination_turf))
stack_trace("Failed to find destination turf for nukie elevator!")
message_admins("Failed to find corresponding elevator turf for nuke ops, you might have some stuck nukies that need help.")
continue
for(var/atom/movable/thing in elevator_turf)
if(thing.anchored || thing.orbit_target)
continue
thing.forceMove(destination_turf)
/datum/dynamic_ruleset/roundstart/nukies/proc/open_nukie_elevator()
for(var/obj/machinery/door/poddoor/shutter in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor))
if(shutter.id_tag == "nukiespawnlift")
shutter.open()
/datum/dynamic_ruleset/roundstart/nukies/proc/call_infiltrator()
for(var/datum/mind/leader_mind as anything in selected_minds)
var/datum/antagonist/nukeop/leader/nuke_leader = leader_mind.has_antag_datum(/datum/antagonist/nukeop/leader)
nuke_leader?.spawn_infiltrator()
#undef ELEVATOR_WIDTH
#undef ELEVATOR_HEIGHT
/datum/dynamic_ruleset/roundstart/nukies/create_execute_args()
return list(
new /datum/team/nuclear(),
get_most_experienced(selected_minds, pref_flag),
)
/datum/dynamic_ruleset/roundstart/nukies/assign_role(datum/mind/candidate, datum/team/nuke_team, datum/mind/most_experienced)
if(most_experienced == candidate)
var/datum/antagonist/nukeop/leader/nuke_leader = new()
nuke_leader.send_to_spawnpoint = FALSE // because they get spawned in the elevator
nuke_leader.spawn_ship = FALSE // spawned manually later
candidate.add_antag_datum(nuke_leader, nuke_team)
else
var/datum/antagonist/nukeop/nukie = new()
nukie.send_to_spawnpoint = FALSE // ditto
candidate.add_antag_datum(nukie, nuke_team)
/datum/dynamic_ruleset/roundstart/nukies/round_result()
var/datum/antagonist/nukeop/nukie = selected_minds[1].has_antag_datum(/datum/antagonist/nukeop)
var/datum/team/nuclear/nuke_team = nukie.get_team()
var/result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
/datum/dynamic_ruleset/roundstart/nukies/clown
name = "Clown Operatives"
config_tag = "Roundstart Clownops"
preview_antag_datum = /datum/antagonist/nukeop/clownop
pref_flag = ROLE_CLOWN_OPERATIVE
weight = 0
/datum/dynamic_ruleset/roundstart/nukies/clown/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/nuclear_operative/clown_operative)
/datum/dynamic_ruleset/roundstart/nukies/clown/assign_role(datum/mind/candidate, datum/team/nuke_team, datum/mind/most_experienced)
if(most_experienced == candidate)
candidate.add_antag_datum(/datum/antagonist/nukeop/leader/clownop)
else
candidate.add_antag_datum(/datum/antagonist/nukeop/clownop)
/datum/dynamic_ruleset/roundstart/revolution
name = "Revolution"
config_tag = "Roundstart Revolution"
preview_antag_datum = /datum/antagonist/rev/head
pref_flag = ROLE_REV_HEAD
ruleset_flags = RULESET_HIGH_IMPACT
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
min_antag_cap = 1
max_antag_cap = 3
repeatable = FALSE
/// If we have fewer heads of staff than this 7 minutes into the round, we'll cancel the revolution
var/heads_necessary = 2
/datum/dynamic_ruleset/roundstart/revolution/get_always_blacklisted_roles()
. = ..()
for(var/datum/job/job as anything in SSjob.all_occupations)
if(job.job_flags & JOB_HEAD_OF_STAFF)
. |= job.title
/datum/dynamic_ruleset/roundstart/revolution/assign_role(datum/mind/candidate)
LAZYADD(candidate.special_roles, "Dormant Head Revolutionary")
addtimer(CALLBACK(src, PROC_REF(reveal_head), candidate), 7 MINUTES, TIMER_DELETE_ME)
/// Reveals the headrev after a set amount of time
/datum/dynamic_ruleset/roundstart/revolution/proc/reveal_head(datum/mind/candidate)
LAZYREMOVE(candidate.special_roles, "Dormant Head Revolutionary")
var/head_check = 0
for(var/mob/player as anything in get_active_player_list(alive_check = TRUE, afk_check = TRUE))
if(player.mind?.assigned_role.job_flags & JOB_HEAD_OF_STAFF)
head_check++
if(head_check < heads_necessary)
log_dynamic("[config_tag]: Not enough heads of staff were present to start a revolution.")
addtimer(CALLBACK(src, PROC_REF(revs_execution_failed)), 1 MINUTES, TIMER_UNIQUE|TIMER_DELETE_ME)
return
if(!can_be_headrev(candidate, TRUE))
log_dynamic("[config_tag]: [key_name(candidate)] was not eligible to be a headrev after the timer expired - finding a replacement.")
find_another_headrev()
return
GLOB.revolution_handler ||= new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
candidate.add_antag_datum(new_head, GLOB.revolution_handler.revs)
GLOB.revolution_handler.start_revolution()
/datum/dynamic_ruleset/roundstart/revolution/proc/find_another_headrev()
for(var/mob/living/carbon/human/upstanding_citizen in GLOB.player_list)
if(!can_be_headrev(upstanding_citizen.mind, TRUE))
continue
reveal_head(upstanding_citizen.mind)
log_dynamic("[config_tag]: [key_name(upstanding_citizen)] was selected as a replacement headrev.")
return
log_dynamic("[config_tag]: Failed to find a replacement headrev.")
addtimer(CALLBACK(src, PROC_REF(revs_execution_failed)), 1 MINUTES, TIMER_UNIQUE|TIMER_DELETE_ME)
/datum/dynamic_ruleset/roundstart/revolution/proc/revs_execution_failed()
if(GLOB.revolution_handler)
return
// Execution is effectively cancelled by this point, but it's not like we can go back and refund it
SSdynamic.unreported_rulesets += src
name += " (Canceled)"
log_dynamic("[config_tag]: All headrevs were ineligible after the timer expired, and no replacements could be found. Ruleset canceled.")
message_admins("[config_tag]: All headrevs were ineligible after the timer expired, and no replacements could be found. Ruleset canceled.")
/datum/dynamic_ruleset/roundstart/spies
name = "Spies"
config_tag = "Roundstart Spies"
preview_antag_datum = /datum/antagonist/spy
pref_flag = ROLE_SPY
weight = alist(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 10
min_antag_cap = list("denominator" = 20, "offset" = 1)
/datum/dynamic_ruleset/roundstart/spies/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/spy)
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
config_tag = "Extended"
weight = 0
min_antag_cap = 0
repeatable = FALSE
solo = TRUE
/datum/dynamic_ruleset/roundstart/extended/execute()
// No midrounds no latejoins
for(var/category in SSdynamic.rulesets_to_spawn)
SSdynamic.rulesets_to_spawn[category] = 0
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
config_tag = "Meteor"
weight = 0
min_antag_cap = 0
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/meteor/execute()
GLOB.meteor_mode ||= new()
GLOB.meteor_mode.start_meteor()
/datum/dynamic_ruleset/roundstart/nations
name = "Nations"
config_tag = "Nations"
weight = 0
min_antag_cap = 0
repeatable = FALSE
solo = TRUE
/datum/dynamic_ruleset/roundstart/nations/execute()
// No midrounds no latejoins
for(var/category in SSdynamic.rulesets_to_spawn)
SSdynamic.rulesets_to_spawn[category] = 0
//notably assistant is not in this list to prevent the round turning into BARBARISM instantly, and silicon is in this list for UN
var/list/department_types = list(
/datum/job_department/silicon, //united nations
/datum/job_department/cargo,
/datum/job_department/engineering,
/datum/job_department/medical,
/datum/job_department/science,
/datum/job_department/security,
/datum/job_department/service,
)
for(var/department_type in department_types)
create_separatist_nation(department_type, announcement = FALSE, dangerous = FALSE, message_admins = FALSE)
GLOB.round_default_lawset = /datum/ai_laws/united_nations