var/global/antag_add_failed // Used in antag type voting. var/global/list/additional_antag_types = list() /datum/game_mode var/name = "invalid" var/round_description = "How did you even vote this in?" 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." var/config_tag = null var/votable = 1 var/probability = 0 var/required_players = 0 // Minimum players for round to start if voted in. var/required_players_secret = 0 // Minimum number of players for that game mode to be chose in Secret var/required_enemies = 0 // Minimum antagonists for round to start. var/newscaster_announcements = null var/end_on_antag_death = 0 // Round will end when all antagonists are dead. var/ert_disabled = 0 // ERT cannot be called. var/deny_respawn = 0 // Disable respawn during this round. var/list/disabled_jobs = list() // Mostly used for Malf. This check is performed in job_controller so it doesn't spawn a regular AI. var/shuttle_delay = 1 // Shuttle transit time is multiplied by this. var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled? var/list/antag_tags = list() // Core antag templates to spawn. var/list/antag_templates // Extra antagonist types to include. var/list/latejoin_templates = list() var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists? var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count. var/require_all_templates = 0 // Will only start if all templates are checked and can spawn. var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm. var/explosion_in_progress = 0 // Sit back and relax var/waittime_l = 600 // Lower bound on time before intercept arrives (in tenths of seconds) var/waittime_h = 1800 // Upper bound on time before intercept arrives (in tenths of seconds) var/event_delay_mod_moderate // Modifies the timing of random events. var/event_delay_mod_major // As above. /datum/game_mode/New() ..() /datum/game_mode/Topic(href, href_list[]) if(..()) return if(href_list["toggle"]) switch(href_list["toggle"]) if("respawn") deny_respawn = !deny_respawn if("ert") ert_disabled = !ert_disabled announce_ert_disabled() if("shuttle_recall") auto_recall_shuttle = !auto_recall_shuttle if("autotraitor") round_autoantag = !round_autoantag message_admins("Admin [key_name_admin(usr)] toggled game mode option '[href_list["toggle"]]'.") else if(href_list["set"]) var/choice = "" switch(href_list["set"]) if("shuttle_delay") choice = tgui_input_number(usr, "Enter a new shuttle delay multiplier", null, null, 20, 1) if(!choice || choice < 1 || choice > 20) return shuttle_delay = choice if("antag_scaling") choice = tgui_input_number(usr, "Enter a new antagonist cap scaling coefficient.", null, null, 100, 0) if(isnull(choice) || choice < 0 || choice > 100) return antag_scaling_coeff = choice if("event_modifier_moderate") choice = tgui_input_number(usr, "Enter a new moderate event time modifier.", null, null, 100, 0) if(isnull(choice) || choice < 0 || choice > 100) return event_delay_mod_moderate = choice refresh_event_modifiers() if("event_modifier_severe") choice = tgui_input_number(usr, "Enter a new moderate event time modifier.", null, null, 100, 0) if(isnull(choice) || choice < 0 || choice > 100) return event_delay_mod_major = choice refresh_event_modifiers() message_admins("Admin [key_name_admin(usr)] set game mode option '[href_list["set"]]' to [choice].") else if(href_list["debug_antag"]) if(href_list["debug_antag"] == "self") usr.client.debug_variables(src) return var/datum/antagonist/antag = all_antag_types[href_list["debug_antag"]] if(antag) usr.client.debug_variables(antag) message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.") else if(href_list["remove_antag_type"]) if(antag_tags && (href_list["remove_antag_type"] in antag_tags)) to_chat(usr, "Cannot remove core mode antag type.") return var/datum/antagonist/antag = all_antag_types[href_list["remove_antag_type"]] if(antag_templates && antag_templates.len && antag && (antag in antag_templates) && (antag.id in additional_antag_types)) antag_templates -= antag additional_antag_types -= antag.id message_admins("Admin [key_name_admin(usr)] removed [antag.role_text] template from game mode.") else if(href_list["add_antag_type"]) var/choice = tgui_input_list(usr, "Which type do you wish to add?", "Select Antag Type", all_antag_types) if(!choice) return var/datum/antagonist/antag = all_antag_types[choice] if(antag) if(!islist(ticker.mode.antag_templates)) ticker.mode.antag_templates = list() ticker.mode.antag_templates |= antag message_admins("Admin [key_name_admin(usr)] added [antag.role_text] template to game mode.") // I am very sure there's a better way to do this, but I'm not sure what it might be. ~Z spawn(1) for(var/datum/admins/admin in world) if(usr.client == admin.owner) admin.show_game_mode(usr) return /datum/game_mode/proc/announce() //to be called when round starts to_world(span_world("The current game mode is [capitalize(name)]!")) if(round_description) to_world(span_filter_system("[round_description]")) if(round_autoantag) to_world(span_filter_system("Antagonists will be added to the round automagically as needed.")) if(antag_templates && antag_templates.len) var/antag_summary = span_bold("Possible antagonist types:") + " " var/i = 1 for(var/datum/antagonist/antag in antag_templates) if(i > 1) if(i == antag_templates.len) antag_summary += " and " else antag_summary += ", " antag_summary += "[antag.role_text_plural]" i++ antag_summary += "." if(antag_templates.len > 1 && master_mode != "secret") to_world(span_filter_system("[antag_summary]")) else message_admins("[antag_summary]") ///can_start() ///Checks to see if the game can be setup and ran with the current number of players or whatnot. /datum/game_mode/proc/can_start(var/do_not_spawn) var/playerC = 0 for(var/mob/new_player/player in player_list) if((player.client)&&(player.ready)) playerC++ if(master_mode=="secret") if(playerC < CONFIG_GET(keyed_list/player_requirements_secret)[config_tag]) return 0 else if(playerC < CONFIG_GET(keyed_list/player_requirements)[config_tag]) return 0 if(!(antag_templates && antag_templates.len)) return 1 var/enemy_count = 0 if(antag_tags && antag_tags.len) for(var/antag_tag in antag_tags) var/datum/antagonist/antag = all_antag_types[antag_tag] if(!antag) continue var/list/potential = list() if(antag.flags & ANTAG_OVERRIDE_JOB) potential = antag.pending_antagonists else potential = antag.candidates if(islist(potential)) if(require_all_templates && potential.len < antag.initial_spawn_req) return 0 enemy_count += potential.len if(enemy_count >= required_enemies) return 1 return 0 /datum/game_mode/proc/refresh_event_modifiers() if(event_delay_mod_moderate || event_delay_mod_major) SSevents.report_at_round_end = TRUE if(event_delay_mod_moderate) var/datum/event_container/EModerate = SSevents.event_containers[EVENT_LEVEL_MODERATE] EModerate.delay_modifier = event_delay_mod_moderate if(event_delay_mod_moderate) var/datum/event_container/EMajor = SSevents.event_containers[EVENT_LEVEL_MAJOR] EMajor.delay_modifier = event_delay_mod_major /datum/game_mode/proc/pre_setup() for(var/datum/antagonist/antag in antag_templates) antag.build_candidate_list() //compile a list of all eligible candidates //antag roles that replace jobs need to be assigned before the job controller hands out jobs. if(antag.flags & ANTAG_OVERRIDE_JOB) antag.attempt_spawn() //select antags to be spawned ///post_setup() /datum/game_mode/proc/post_setup() refresh_event_modifiers() spawn (ROUNDSTART_LOGOUT_REPORT_TIME) display_roundstart_logout_report() spawn (rand(waittime_l, waittime_h)) spawn(rand(100,150)) announce_ert_disabled() //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. for(var/datum/antagonist/antag in antag_templates) if(!(antag.flags & ANTAG_OVERRIDE_JOB)) antag.attempt_spawn() //select antags to be spawned antag.finalize_spawn() //actually spawn antags if(antag.is_latejoin_template()) latejoin_templates |= antag if(emergency_shuttle && auto_recall_shuttle) emergency_shuttle.auto_recall = 1 feedback_set_details("round_start","[time2text(world.realtime)]") INVOKE_ASYNC(SSdbcore, TYPE_PROC_REF(/datum/controller/subsystem/dbcore,SetRoundStart)) // CHOMPEdit if(ticker && ticker.mode) feedback_set_details("game_mode","[ticker.mode]") feedback_set_details("server_ip","[world.internet_address]:[world.port]") return 1 /datum/game_mode/proc/fail_setup() for(var/datum/antagonist/antag in antag_templates) antag.reset() /datum/game_mode/proc/announce_ert_disabled() if(!ert_disabled) return var/list/reasons = list( "political instability", "quantum fluctuations", "hostile raiders", "derelict station debris", "REDACTED", "ancient alien artillery", "solar magnetic storms", "sentient time-travelling killbots", "gravitational anomalies", "wormholes to another dimension", "a telescience mishap", "radiation flares", "supermatter dust", "leaks into a negative reality", "antiparticle clouds", "residual bluespace energy", "suspected criminal operatives", "malfunctioning von Neumann probe swarms", "shadowy interlopers", "a stranded alien arkship", "haywire IPC constructs", "rogue Unathi exiles", "artifacts of eldritch horror", "a brain slug infestation", "killer bugs that lay eggs in the husks of the living", "a deserted transport carrying alien specimens", "an emissary for the gestalt requesting a security detail", "a Tajaran slave rebellion", "radical Skrellian transevolutionaries", "classified security operations" ) 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") /datum/game_mode/proc/check_finished() if(emergency_shuttle.returned() || station_was_nuked) return 1 if(end_on_antag_death && antag_templates && antag_templates.len) for(var/datum/antagonist/antag in antag_templates) if(!antag.antags_are_dead()) return 0 if(CONFIG_GET(flag/continuous_rounds)) emergency_shuttle.auto_recall = 0 return 0 return 1 return 0 /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. return /datum/game_mode/proc/declare_completion() var/is_antag_mode = (antag_templates && antag_templates.len) check_victory() if(is_antag_mode) sleep(10) for(var/datum/antagonist/antag in antag_templates) sleep(10) antag.check_victory() antag.print_player_summary() sleep(10) var/clients = 0 var/surviving_humans = 0 var/surviving_total = 0 var/ghosts = 0 var/escaped_humans = 0 var/escaped_total = 0 var/escaped_on_pod_1 = 0 var/escaped_on_pod_2 = 0 var/escaped_on_pod_3 = 0 var/escaped_on_pod_4 = 0 //CHOMP Add var/escaped_on_pod_5 = 0 var/escaped_on_pod_6 = 0 //CHOMP Add var/escaped_on_shuttle = 0 var/escaped_on_pod_large_1 = 0 //CHOMP Add var/escaped_on_pod_large_2 = 0 //CHOMP Add var/escaped_on_cryopod = 0 //CHOMP Add var/list/area/escape_locations = list(/area/shuttle/escape/centcom, /area/shuttle/cryo/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom, /area/shuttle/escape_pod6/centcom, /area/shuttle/large_escape_pod1/centcom , /area/shuttle/large_escape_pod2/centcom) //CHOMP Edit: Appended /centcom to the escape shuttle again to fix transfer message. Added some escape pods to the list. for(var/mob/M in player_list) if(M.client) clients++ var/M_area_type = (get_turf(M))?.loc?.type if(ishuman(M)) if(M.stat != DEAD) surviving_humans++ if(M_area_type in escape_locations) escaped_humans++ if(M.stat != DEAD) surviving_total++ if(M_area_type in escape_locations) escaped_total++ if(M_area_type == /area/shuttle/escape/centcom) escaped_on_shuttle++ if(M_area_type == /area/shuttle/escape_pod1/centcom) escaped_on_pod_1++ if(M_area_type == /area/shuttle/escape_pod2/centcom) escaped_on_pod_2++ if(M_area_type == /area/shuttle/escape_pod3/centcom) escaped_on_pod_3++ if(M_area_type == /area/shuttle/escape_pod4/centcom) //CHOMP Add escaped_on_pod_4++ if(M_area_type == /area/shuttle/escape_pod5/centcom) escaped_on_pod_5++ if(M_area_type == /area/shuttle/escape_pod6/centcom) //CHOMP Add escaped_on_pod_6++ if(M_area_type == /area/shuttle/large_escape_pod1/centcom) //CHOMP Add escaped_on_pod_large_1++ if(M_area_type == /area/shuttle/large_escape_pod2/centcom) //CHOMP Add escaped_on_pod_large_2++ if(M_area_type == /area/shuttle/cryo/centcom) //CHOMP Add escaped_on_cryopod++ if(isobserver(M)) ghosts++ var/text = "" if(surviving_total > 0) text += "
There [surviving_total>1 ? ("were " + span_bold("[surviving_total] survivors")) : ("was " + span_bold("one survivor"))] (" text += span_bold("[escaped_total>0 ? escaped_total : "none"] [emergency_shuttle.evac ? "escaped" : "transferred"]") + ") and " + span_bold("[ghosts] ghosts") text += ".
" else text += "There were " + span_bold("no survivors") + " (" + span_bold("[ghosts] ghosts") + ")." to_world(span_filter_system(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) if(escaped_on_pod_4 > 0) //CHOMP Add feedback_set("escaped_on_pod_4",escaped_on_pod_4) if(escaped_on_pod_5 > 0) feedback_set("escaped_on_pod_5",escaped_on_pod_5) if(escaped_on_pod_6 > 0) //CHOMP Add feedback_set("escaped_on_pod_6",escaped_on_pod_6) if(escaped_on_pod_large_1 > 0) //CHOMP Add feedback_set("escaped_on_pod_large_1",escaped_on_pod_large_1) if(escaped_on_pod_large_2 > 0) //CHOMP Add feedback_set("escaped_on_pod_large_2",escaped_on_pod_large_2) if(escaped_on_cryopod > 0) //CHOMP Add feedback_set("escaped_on_cryopod",escaped_on_cryopod) send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.") SSwebhooks.send( WEBHOOK_ROUNDEND, list( "survivors" = surviving_total, "escaped" = escaped_total, "ghosts" = ghosts, "clients" = clients ) ) 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/get_players_for_role(var/role, var/antag_id, var/ghosts_only) 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(ticker && ticker.current_state == GAME_STATE_PLAYING) for(var/mob/player in player_list) if(!player.client) continue if(istype(player, /mob/new_player)) continue if(istype(player, /mob/observer/dead) && !ghosts_only) continue if(!role || (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/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/new_player/player in players) if(!role || (player.client.prefs.be_special & role)) log_debug("[player.key] had [antag_id] enabled, so we are drafting them.") candidates += player.mind players -= player // Below is commented out as an attempt to solve an issue of too little people wanting to join the round due to wanting to have cake and eat it too. /* // If we don't have enough antags, draft people who voted for the round. if(candidates.len < required_enemies) for(var/mob/new_player/player in players) if(player.ckey in round_voters) log_debug("[player.key] voted for this round, so we are drafting them.") candidates += player.mind players -= player 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/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_GET(flag/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 newscaster_announcements = pick(newscaster_standard_feeds) /datum/game_mode/proc/check_victory() return ////////////////////////// //Reports player logouts// ////////////////////////// /proc/display_roundstart_logout_report() var/msg = span_bold("Roundstart logout report") msg += "

" for(var/mob/living/L in mob_list) if(L.ckey) var/found = 0 for(var/client/C in GLOB.clients) if(C.ckey == L.ckey) found = 1 break if(!found) msg += "[span_bold(L.name)] ([L.ckey]), the [L.job] ([span_yellow(span_bold("Disconnected"))])
" if(L.ckey && L.client) if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something) msg += "[span_bold(L.name)] ([L.ckey]), the [L.job] ([span_yellow(span_bold("Connected, Inactive"))])
" continue //AFK client if(L.stat) if(L.suiciding) //Suicider msg += "[span_bold(L.name)] ([L.ckey]), the [L.job] ([span_red(span_bold("Suicide"))])
" continue //Disconnected client if(L.stat == UNCONSCIOUS) msg += "[span_bold(L.name)] ([L.ckey]), the [L.job] (Dying)
" continue //Unconscious if(L.stat == DEAD) msg += "[span_bold(L.name)] ([L.ckey]), the [L.job] (Dead)
" continue //Dead continue //Happy connected client for(var/mob/observer/dead/D in mob_list) if(D.mind && (D.mind.original == L || D.mind.current == L)) if(L.stat == DEAD) if(L.suiciding) //Suicider msg += "[span_bold(L.name)] ([ckey(D.mind.key)]), the [L.job] ([span_red(span_bold("Suicide"))])
" continue //Disconnected client else msg += "[span_bold(L.name)] ([ckey(D.mind.key)]), the [L.job] (Dead)
" continue //Dead mob, ghost abandoned else if(D.can_reenter_corpse) msg += "[span_bold(L.name)] ([ckey(D.mind.key)]), the [L.job] ([span_red(span_bold("Adminghosted"))])
" continue //Lolwhat else msg += "[span_bold(L.name)] ([ckey(D.mind.key)]), the [L.job] ([span_red(span_bold("Ghosted"))])
" continue //Ghosted while alive continue // CHOMPEdit: Escape infinite loop in case there's nobody connected. Shouldn't happen ever, but. msg = span_notice(msg)// close the span from right at the top for(var/mob/M in mob_list) if(M.client && M.client.holder) to_chat(M,msg) /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.economic_status == CLASS_LOWER) dudes += man else if(man.client.prefs.economic_status == CLASS_LOWMID && prob(50)) dudes += man if(dudes.len == 0) return null return pick(dudes) /proc/show_objectives(var/datum/mind/player) if(!player || !player.current) return var/obj_count = 1 to_chat(player.current, span_notice("Your current objectives:")) for(var/datum/objective/objective in player.objectives) to_chat(player.current, span_bold("Objective #[obj_count]") + ": [objective.explanation_text]") obj_count++ /mob/verb/check_round_info() set name = "Check Round Info" set category = "OOC.Game" //CHOMPEdit if(!ticker || !ticker.mode) to_chat(usr, span_warning("Something is terribly wrong; there is no gametype.")) return if(master_mode != "secret") to_chat(usr, span_boldnotice("The roundtype is [capitalize(ticker.mode.name)]")) if(ticker.mode.round_description) to_chat(usr, span_notice(span_italics("[ticker.mode.round_description]"))) if(ticker.mode.extended_round_description) to_chat(usr, span_notice("[ticker.mode.extended_round_description]")) else to_chat(usr, span_notice(span_italics("Shhhh") + ". It's a secret.")) return