Files
Bubberstation/code/controllers/subsystem/dynamic/dynamic_rulesets_roundstart.dm
SmArtKar 963ca5b1ee Cult Master title is now granted to the most experienced cult player, improvements and fixes (#90824)
## About The Pull Request

When the cult roundstart ruleset is picked, the most experienced cult
player is granted the cult Master title instead of it being determined
by voting. They can pass the role onto another willing cultist by using
an action once. Fixed cult masters not receiving their large speech
(instead not having any text spans whatsoever) and the Eldritch Pulse
spell being not usable whatsoever. Mark Target now displays an arrow
similar to heretic's living hearbeat to all cultists upon being cast.
This is a commission by Improvedname, but I do stand by the ideas
myself.

## Why It's Good For The Game

Cult Master, since its very inception, has been used for one thing and
one thing only - casting Final Reckoning on the summon rune by whoever
got to the area first and quickly used the vote that the cult reserved
for the finale. This results in other spells almost never being used, as
can be seen by the fact that one of them has been broken for the past 2
years. This change should make cult master more of a commander role akin
to how nuclear operative leader works, and make them a valuable target
for non-cultists to hunt down as they'll be present since roundstart.

## Changelog
🆑
add: Cult Master is now assigned to the player with most hours as a
cultist upon roundstart, instead of being votable.
add: Cult Masters can transfer their role once.
balance: Mark Target now gives all cultists a noticable directional
indicator, similar to heretics' living hearbeat
fix: Fixed cult master's broken speech spans
fix: Fixed Eldritch Pulse not working
/🆑
2025-05-05 00:30:34 +10:00

747 lines
24 KiB
Plaintext

GLOBAL_VAR_INIT(revolutionary_win, FALSE)
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor
minimum_required_age = 0
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 5
cost = 8 // Avoid raising traitor threat above this, as it is the default low cost ruleset.
scaling_cost = 9
requirements = list(8,8,8,8,8,8,8,8,8,8)
antag_cap = list("denominator" = 38)
var/autotraitor_cooldown = (15 MINUTES)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
//////////////////////////////////////////////
// //
// MALFUNCTIONING AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/malf_ai
name = "Malfunctioning AI"
antag_flag = ROLE_MALF
antag_datum = /datum/antagonist/malf_ai
minimum_required_age = 14
exclusive_roles = list(JOB_AI)
required_candidates = 1
weight = 3
cost = 18
requirements = list(101,101,101,80,60,50,30,20,10,10)
antag_cap = 1
flags = HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/roundstart/malf_ai/ready(forced)
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
// If we're not forced, we're going to make sure we can actually have an AI in this shift,
if(!forced && min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions) <= 0)
log_dynamic("FAIL: [src] could not run, because there is nobody who wants to be an AI")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/malf_ai/pre_execute(population)
. = ..()
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
// Maybe a bit too pedantic, but there should never be more malf AIs than there are available positions, spawn positions or antag cap allocations.
var/num_malf = min(get_antag_cap(population), min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions))
for (var/i in 1 to num_malf)
if(candidates.len <= 0)
break
var/mob/new_malf = pick_n_take(candidates)
assigned += new_malf.mind
new_malf.mind.special_role = ROLE_MALF
GLOB.pre_setup_antags += new_malf.mind
// We need an AI for the malf roundstart ruleset to execute. This means that players who get selected as malf AI get priority, because antag selection comes before role selection.
LAZYADDASSOC(SSjob.dynamic_forced_occupations, new_malf, "AI")
return TRUE
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
weight = 5
cost = 8
scaling_cost = 15
requirements = list(40,30,30,20,20,15,15,15,10,10)
antag_cap = 1
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
var/mob/candidate = pick_n_take(candidates)
if (isnull(candidate))
break
assigned += candidate.mind
candidate.mind.restricted_roles = restricted_roles
candidate.mind.special_role = ROLE_BROTHER
GLOB.pre_setup_antags += candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for (var/datum/mind/mind in assigned)
new /datum/team/brother_team(mind)
GLOB.pre_setup_antags -= mind
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 16
scaling_cost = 10
requirements = list(70,70,60,50,40,20,20,10,10,10)
antag_cap = list("denominator" = 29)
/datum/dynamic_ruleset/roundstart/changeling/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
changeling.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= changeling
return TRUE
//////////////////////////////////////////////
// //
// HERETICS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_HERETIC
antag_datum = /datum/antagonist/heretic
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 16
scaling_cost = 9
requirements = list(101,101,60,30,30,25,20,15,10,10)
antag_cap = list("denominator" = 24)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_HERETIC_SACRIFICE)
/datum/dynamic_ruleset/roundstart/heretics/pre_execute(population)
. = ..()
var/num_ecult = get_antag_cap(population) * (scaled_times + 1)
for (var/i = 1 to num_ecult)
if(candidates.len <= 0)
break
var/mob/picked_candidate = pick_n_take(candidates)
assigned += picked_candidate.mind
picked_candidate.mind.restricted_roles = restricted_roles
picked_candidate.mind.special_role = ROLE_HERETIC
GLOB.pre_setup_antags += picked_candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/heretics/execute()
for(var/c in assigned)
var/datum/mind/cultie = c
var/datum/antagonist/heretic/new_antag = new antag_datum()
cultie.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= cultie
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
flags = HIGH_IMPACT_RULESET
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 2
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
/datum/dynamic_ruleset/roundstart/wizard/ready(forced = FALSE)
if(!check_candidates())
return FALSE
if(!length(GLOB.wizardstart))
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/wizard/round_result()
for(var/datum/antagonist/wizard/wiz in GLOB.antagonists)
var/mob/living/real_wiz = wiz.owner?.current
if(isnull(real_wiz))
continue
var/turf/wiz_location = get_turf(real_wiz)
// If this wiz is alive AND not in an away level, then we know not all wizards are dead and can leave entirely
if(considered_alive(wiz.owner) && wiz_location && !is_away_level(wiz_location.z))
return
SSticker.news_report = WIZARD_KILLED
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
. = ..()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick_n_take(candidates)
if (M)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(/datum/job/space_wizard))
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHAPLAIN,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 2
weight = 3
cost = 20
requirements = list(100,90,80,60,40,30,10,10,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 20, "offset" = 1)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute(population)
. = ..()
var/cultists = get_antag_cap(population)
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
GLOB.pre_setup_antags -= M
main_cult.setup_objectives()
var/datum/mind/most_experienced = get_most_experienced(assigned, antag_flag)
if(!most_experienced)
most_experienced = assigned[1]
var/datum/antagonist/cult/leader = most_experienced.has_antag_datum(/datum/antagonist/cult)
leader.make_cult_leader()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
return
SSticker.mode_result = "loss - staff stopped the cult"
if(main_cult.size_at_maximum == 0)
CRASH("Cult team existed with a size_at_maximum of 0 at round end!")
// If more than a certain ratio of our cultists have escaped, give the "cult escape" resport.
// Otherwise, give the "cult failure" report.
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.news_report = (escaped_cultists / main_cult.size_at_maximum) >= ratio_to_be_considered_escaped ? CULT_ESCAPE : CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 18, "offset" = 1)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_NUKIEBASE)
var/required_role = ROLE_NUCLEAR_OPERATIVE
var/datum/team/nuclear/nuke_team
///The job type to dress up our nuclear operative as.
var/datum/job/job_type = /datum/job/nuclear_operative
/datum/dynamic_ruleset/roundstart/nuclear/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute(population)
. = ..()
// If ready() did its job, candidates should have 5 or more members in it
var/operatives = get_antag_cap(population)
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(job_type))
M.mind.special_role = required_role
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/datum/mind/most_experienced = get_most_experienced(assigned, required_role)
if(!most_experienced)
most_experienced = assigned[1]
var/datum/antagonist/nukeop/leader/leader = most_experienced.add_antag_datum(antag_leader_datum)
nuke_team = leader.nuke_team
for(var/datum/mind/assigned_player in assigned)
if(assigned_player == most_experienced)
continue
var/datum/antagonist/nukeop/new_op = new antag_datum()
assigned_player.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
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
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV_HEAD
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHIEF_ENGINEER,
JOB_CHIEF_MEDICAL_OFFICER,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_QUARTERMASTER,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 3
weight = 3
delay = 7 MINUTES
cost = 20
requirements = list(101,101,70,40,30,20,10,10,10,10)
antag_cap = 3
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/latejoin/provocateur)
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/revs/pre_execute(population)
. = ..()
var/max_candidates = get_antag_cap(population)
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/revs/execute()
revolution = new()
for(var/datum/mind/M in assigned)
GLOB.pre_setup_antags -= M
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_dynamic("[ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(revolution.members.len)
revolution.update_objectives()
revolution.update_rev_heads()
SSshuttle.registerHostileEnvironment(revolution)
return TRUE
log_dynamic("[ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
var/winner = revolution.process_victory()
if (isnull(winner))
return
finished = winner
if(winner == REVOLUTION_VICTORY)
GLOB.revolutionary_win = TRUE
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_MIND_TRAIT(M.current, TRAIT_UNCONVERTABLE))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/round_result()
revolution.round_result(finished)
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
. = ..()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
SSdynamic.spend_roundstart_budget(SSdynamic.round_start_budget)
SSdynamic.spend_midround_budget(SSdynamic.mid_round_budget)
SSdynamic.threat_log += "[gameTimestamp()]: Extended ruleset set threat to 0."
return TRUE
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Operatives"
antag_datum = /datum/antagonist/nukeop/clownop
antag_flag = ROLE_CLOWN_OPERATIVE
antag_flag_override = ROLE_OPERATIVE
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
required_role = ROLE_CLOWN_OPERATIVE
job_type = /datum/job/clown_operative
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(!.)
return
var/list/nukes = SSmachines.get_machines_by_type(/obj/machinery/nuclearbomb/syndicate)
for(var/obj/machinery/nuclearbomb/syndicate/nuke as anything in nukes)
new /obj/machinery/nuclearbomb/syndicate/bananium(nuke.loc)
qdel(nuke)
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
var/meteordelay = 2000
var/nometeors = FALSE
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
/// Ruleset for Nations
/datum/dynamic_ruleset/roundstart/nations
name = "Nations"
required_candidates = 0
weight = 0 //admin only (and for good reason)
cost = 0
flags = LONE_RULESET | ONLY_RULESET
/datum/dynamic_ruleset/roundstart/nations/execute()
. = ..()
//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
/datum/dynamic_ruleset/roundstart/spies
name = "Spies"
antag_flag = ROLE_SPY
antag_datum = /datum/antagonist/spy
minimum_required_age = 0
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL, // AA = bad
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 3 // lives or dies by there being a few spies
weight = 5
cost = 8
scaling_cost = 4
minimum_players = 10
antag_cap = list("denominator" = 20, "offset" = 1)
requirements = list(8, 8, 8, 8, 8, 8, 8, 8, 8, 8)
/// What fraction is added to the antag cap for each additional scale
var/fraction_per_scale = 0.2
/datum/dynamic_ruleset/roundstart/spies/pre_execute(population)
for(var/i in 1 to get_antag_cap_scaling_included(population))
if(length(candidates) <= 0)
break
var/mob/picked_player = pick_n_take(candidates)
assigned += picked_player.mind
picked_player.mind.special_role = ROLE_SPY
picked_player.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += picked_player.mind
return TRUE
// Scaling adds a fraction of the amount of additional spies rather than the full amount.
/datum/dynamic_ruleset/roundstart/spies/get_scaling_antag_cap(population)
return ceil(..() * fraction_per_scale)