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* Devils made via event can no longer ascend. Admins can control whether or not a devil may ascend via traitor panel. * Adds logging * Fixes #21326, Fixes #21321 * Fixes compile error, removes dead code. * Moves logging to where it's supposed to be. * Arch devils can now destroy walls with pitchfork. * Fixes compile error. * Summon dancefloor can't be used to break down walls. * Improves disco floor wall check * Fixes traitor panel for devils. * refactors human attack_hand * Fixes compile error * Devils now respawn with clothes.
62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
/datum/game_mode/devil
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name = "devil"
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config_tag = "devil"
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antag_flag = ROLE_DEVIL
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protected_jobs = list("Lawyer", "Librarian", "Chaplain", "Head of Security", "Captain", "AI")
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required_players = 0
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required_enemies = 1
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recommended_enemies = 4
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reroll_friendly = 1
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enemy_minimum_age = 0
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var/traitors_possible = 4 //hard limit on devils if scaling is turned off
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var/num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
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var/objective_count = 2
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var/minimum_devils = 1
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announce_text = "There are devils onboard the station!\n\
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+ <span class='danger'>Devils</span>: Purchase souls and tempt the crew to sin!\n\
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+ <span class='notice'>Crew</span>: Resist the lure of sin and remain pure!"
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/datum/game_mode/devil/pre_setup()
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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if(config.protect_assistant_from_antagonist)
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restricted_jobs += "Assistant"
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var/num_devils = 1
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if(config.traitor_scaling_coeff)
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num_devils = max(minimum_devils, min( round(num_players()/(config.traitor_scaling_coeff*3))+ 2 + num_modifier, round(num_players()/(config.traitor_scaling_coeff*1.5)) + num_modifier ))
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else
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num_devils = max(minimum_devils, min(num_players(), traitors_possible))
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for(var/j = 0, j < num_devils, j++)
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if (!antag_candidates.len)
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break
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var/datum/mind/devil = pick(antag_candidates)
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devils += devil
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devil.special_role = traitor_name
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devil.restricted_roles = restricted_jobs
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log_game("[devil.key] (ckey) has been selected as a [traitor_name]")
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antag_candidates.Remove(devil)
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if(devils.len < required_enemies)
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return 0
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return 1
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/datum/game_mode/devil/post_setup()
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for(var/datum/mind/devil in devils)
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spawn(rand(10,100))
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finalize_devil(devil, TRUE)
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spawn(100)
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add_devil_objectives(devil, objective_count) //This has to be in a separate loop, as we need devil names to be generated before we give objectives in devil agent.
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devil.announceDevilLaws()
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devil.announce_objectives()
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modePlayer += devils
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..()
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return 1
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