var/global/antag_add_failed // Used in antag type voting. var/global/list/additional_antag_types = list() /////////////////////////////////// //Keeps track of all living heads// /////////////////////////////////// /proc/get_living_heads() var/list/heads = list() for(var/mob/living/carbon/human/player in mob_list) if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions)) heads += player.mind return heads /* * GAMEMODES (by Rastaf0) * * In the new mode system all special roles are fully supported. * You can have proper wizards/traitors/changelings/cultists during any mode. * Only two things really depends on gamemode: * 1. Starting roles, equipment and preparations * 2. Conditions of finishing the round. * */ /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/shuttle_delay = 1 // Shuttle transit time is multiplied by this. var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled? var/antag_tag // First (main) antag template 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/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/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 = input("Enter a new shuttle delay multiplier") as num if(!choice || choice < 1 || choice > 20) return shuttle_delay = choice if("antag_scaling") choice = input("Enter a new antagonist cap scaling coefficient.") as num if(!choice || choice < 0 || choice > 100) return antag_scaling_coeff = choice if("event_modifier_moderate") choice = input("Enter a new moderate event time modifier.") as num if(!choice || choice < 0 || choice > 100) return event_delay_mod_moderate = choice refresh_event_modifiers() if("event_modifier_severe") choice = input("Enter a new moderate event time modifier.") as num if(!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_tag && href_list["remove_antag_type"] == antag_tag) 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 = input("Which type do you wish to add?") as null|anything in all_antag_types if(!choice) return var/datum/antagonist/antag = all_antag_types[choice] if(antag) additional_antag_types |= 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 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 world << "The current game mode is [capitalize(name)]!" if(round_description) world << "[round_description]" if(round_autoantag) world << "Antagonists will be added to the round automagically as needed." if(antag_templates && antag_templates.len) var/antag_summary = "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") world << "[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 < required_players_secret) return 0 else if(playerC < required_players) return 0 if(!(antag_templates && antag_templates.len)) return 1 // Attempt to mark folks down as ready to go. Don't finalize until post setup. var/datum/antagonist/main_antags = antag_templates[1] var/list/candidates = main_antags.get_candidates() if(candidates.len >= required_enemies) for(var/datum/antagonist/antag in antag_templates) antag.attempt_spawn() return 1 return 0 /datum/game_mode/proc/refresh_event_modifiers() if(event_delay_mod_moderate || event_delay_mod_major) event_manager.report_at_round_end = 1 if(event_delay_mod_moderate) var/datum/event_container/EModerate = event_manager.event_containers[EVENT_LEVEL_MODERATE] EModerate.delay_modifier = event_delay_mod_moderate if(event_delay_mod_moderate) var/datum/event_container/EMajor = event_manager.event_containers[EVENT_LEVEL_MAJOR] EMajor.delay_modifier = event_delay_mod_major ///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)) send_intercept() spawn(rand(100,150)) announce_ert_disabled() if(antag_templates && antag_templates.len) for(var/datum/antagonist/antag in antag_templates) antag.finalize_spawn() 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)]") 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/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 Vox 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 xenomorph 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.continous_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) if(!config.objectives_disabled) 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() 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_5 = 0 var/escaped_on_shuttle = 0 var/list/area/escape_locations = list(/area/shuttle/escape/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom) for(var/mob/M in player_list) if(M.client) clients++ if(ishuman(M)) if(M.stat != DEAD) surviving_humans++ if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations) escaped_humans++ if(M.stat != DEAD) surviving_total++ if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations) escaped_total++ if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape/centcom) escaped_on_shuttle++ if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom) escaped_on_pod_1++ if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom) escaped_on_pod_2++ if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom) escaped_on_pod_3++ if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom) escaped_on_pod_5++ if(isobserver(M)) ghosts++ var/text = "" if(surviving_total > 0) text += "
There [surviving_total>1 ? "were [surviving_total] survivors" : "was one survivor"]" text += " ([escaped_total>0 ? escaped_total : "none"] [emergency_shuttle.evac ? "escaped" : "transferred"]) and [ghosts] ghosts.
" else text += "There were no survivors ([ghosts] ghosts)." world << 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_5 > 0) feedback_set("escaped_on_pod_5",escaped_on_pod_5) send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.") 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/send_intercept() var/intercepttext = "Cent. Com. Update Requested status information:
" intercepttext += " In case you have misplaced your copy, attached is a list of personnel whom reliable sources™ suspect may be affiliated with subversive elements:
" var/list/disregard_roles = list() for(var/antag_type in all_antag_types) var/datum/antagonist/antag = all_antag_types[antag_type] if(antag.flags & ANTAG_SUSPICIOUS) disregard_roles |= antag.role_text var/list/suspects = list() for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind) // NT relation option var/special_role = man.mind.special_role var/datum/antagonist/special_role_data = get_antag_data(special_role) if (special_role in disregard_roles) continue else if(man.client.prefs.nanotrasen_relation == "Opposed" && prob(50) || \ man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20)) suspects += man // Antags else if(special_role_data && prob(special_role_data.suspicion_chance)) suspects += man // Some poor people who were just in the wrong place at the wrong time.. else if(prob(10)) suspects += man for(var/mob/M in suspects) if(M.mind.assigned_role == "MODE") continue switch(rand(1, 100)) if(1 to 50) intercepttext += "Someone with the job of [M.mind.assigned_role]
" else intercepttext += "[M.name], the [M.mind.assigned_role]
" for (var/obj/machinery/computer/communications/comm in machines) if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept) var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc ) intercept.name = "Cent. Com. Status Summary" intercept.info = intercepttext comm.messagetitle.Add("Cent. Com. Status Summary") comm.messagetext.Add(intercepttext) world << sound('sound/AI/commandreport.ogg') /datum/game_mode/proc/get_players_for_role(var/role, var/antag_id) var/list/players = list() var/list/candidates = list() var/datum/antagonist/antag_template = all_antag_types[antag_id] if(!antag_template) return candidates var/roletext // Assemble a list of active players without jobbans. for(var/mob/new_player/player in player_list) if( player.client && player.ready ) if(!(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, antag_template.bantype))) players += player // Shuffle the players list so that it becomes ping-independent. players = shuffle(players) // 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 [roletext] enabled, so we are drafting them.") candidates += player.mind players -= player // If we don't have enough antags, draft people who voted for the round. if(candidates.len < required_enemies) for(var/key in round_voters) for(var/mob/new_player/player in players) if(player.ckey == key) 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.traitor_scaling) antag_scaling_coeff = 0 if(antag_tag) antag_templates = list() 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 if(antag_templates && antag_templates.len) for(var/datum/antagonist/antag in antag_templates) if(antag.flags & (ANTAG_OVERRIDE_JOB|ANTAG_RANDSPAWN)) continue antag_templates -= antag world << "[antag.role_text_plural] are invalid for additional roundtype antags!" newscaster_announcements = pick(newscaster_standard_feeds) /datum/game_mode/proc/check_victory() return ////////////////////////// //Reports player logouts// ////////////////////////// proc/display_roundstart_logout_report() var/msg = "Roundstart logout report\n\n" for(var/mob/living/L in mob_list) if(L.ckey) var/found = 0 for(var/client/C in clients) if(C.ckey == L.ckey) found = 1 break if(!found) msg += "[L.name] ([L.ckey]), the [L.job] (Disconnected)\n" if(L.ckey && L.client) if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something) msg += "[L.name] ([L.ckey]), the [L.job] (Connected, Inactive)\n" continue //AFK client if(L.stat) if(L.suiciding) //Suicider msg += "[L.name] ([L.ckey]), the [L.job] (Suicide)\n" continue //Disconnected client if(L.stat == UNCONSCIOUS) msg += "[L.name] ([L.ckey]), the [L.job] (Dying)\n" continue //Unconscious if(L.stat == DEAD) msg += "[L.name] ([L.ckey]), the [L.job] (Dead)\n" continue //Dead continue //Happy connected client for(var/mob/dead/observer/D in mob_list) if(D.mind && (D.mind.original == L || D.mind.current == L)) if(L.stat == DEAD) if(L.suiciding) //Suicider msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Suicide)\n" continue //Disconnected client else msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Dead)\n" continue //Dead mob, ghost abandoned else if(D.can_reenter_corpse) msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Adminghosted)\n" continue //Lolwhat else msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Ghosted)\n" continue //Ghosted while alive msg += "" // close the span from right at the top for(var/mob/M in mob_list) if(M.client && M.client.holder) 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.nanotrasen_relation == "Opposed") dudes += man else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50)) dudes += man if(dudes.len == 0) return null return pick(dudes) //Announces objectives/generic antag text. /proc/show_generic_antag_text(var/datum/mind/player) if(player.current) player.current << \ "You are an antagonist! Within the rules, \ try to act as an opposing force to the crew. Further RP and try to make sure \ other players have fun! If you are confused or at a loss, always adminhelp, \ and before taking extreme actions, please try to also contact the administration! \ Think through your actions and make the roleplay immersive! Please remember all \ rules aside from those without explicit exceptions apply to antagonists." /proc/show_objectives(var/datum/mind/player) if(!player || !player.current) return if(config.objectives_disabled) show_generic_antag_text(player) return var/obj_count = 1 player.current << "Your current objectives:" for(var/datum/objective/objective in player.objectives) player.current << "Objective #[obj_count]: [objective.explanation_text]" obj_count++ /mob/verb/check_round_info() set name = "Check Round Info" set category = "OOC" if(!ticker || !ticker.mode) usr << "Something is terribly wrong; there is no gametype." return if(master_mode != "secret") usr << "The roundtype is [capitalize(ticker.mode.name)]" if(ticker.mode.round_description) usr << "[ticker.mode.round_description]" if(ticker.mode.extended_round_description) usr << "[ticker.mode.extended_round_description]" else usr << "Shhhh. It's a secret." return