/datum/game_mode // this includes admin-appointed traitors and multitraitors. Easy! var/list/datum/mind/traitors = list() /datum/game_mode/traitor name = "traitor" config_tag = "traitor" required_players = 0 var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target var/const/prob_right_murder_target_h = 50 // upper bound on probability of naimg the right assassination target var/const/prob_int_item = 50 // intercept names the theft target half the time var/const/prob_right_item_l = 25 // lower bound on probability of naming right theft target var/const/prob_right_item_h = 50 // upper bound on probability of naming the right theft target var/const/prob_int_sab_target = 50 // intercept names the sabotage target half the time var/const/prob_right_sab_target_l = 25 // lower bound on probability of naming right sabotage target var/const/prob_right_sab_target_h = 50 // upper bound on probability of naming right sabotage target var/const/prob_right_killer_l = 25 //lower bound on probability of naming the right operative var/const/prob_right_killer_h = 50 //upper bound on probability of naming the right operative var/const/prob_right_objective_l = 25 //lower bound on probability of determining the objective correctly var/const/prob_right_objective_h = 50 //upper bound on probability of determining the objective correctly /* var/const/laser = 1 var/const/hand_tele = 2 var/const/plasma_bomb = 3 var/const/jetpack = 4 var/const/captain_card = 5 var/const/captain_suit = 6 var/const/destroy_plasma = 1 var/const/destroy_ai = 2 var/const/kill_monkeys = 3 var/const/cut_power = 4 var/const/percentage_plasma_destroy = 70 // what percentage of the plasma tanks you gotta destroy var/const/percentage_station_cut_power = 80 // what percentage of the tiles have to have power cut var/const/percentage_station_evacuate = 80 // what percentage of people gotta leave - you also gotta change the objective in the traitor menu */ var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds) var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds) var/traitors_possible = 4 //hard limit on traitors if scaling is turned off var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors /datum/game_mode/traitor/announce() world << "The current game mode is - Traitor!" world << "There is a syndicate traitor on the station. Do not let the traitor succeed!" /*/datum/game_mode/traitor/can_start() for(var/mob/new_player/P in world) if(P.client && P.ready && !jobban_isbanned(P, "Syndicate")) return 1 return 0*/ /datum/game_mode/traitor/pre_setup() var/list/possible_traitors = get_players_for_role(BE_TRAITOR) // stop setup if no possible traitors if(!possible_traitors.len) return 0 var/num_traitors = 1 if(config.traitor_scaling) num_traitors = max(1, round((num_players())/(traitor_scaling_coeff))) else num_traitors = max(1, min(num_players(), traitors_possible)) // log_game("Number of traitors: [num_traitors]") // message_admins("Players counted: [num_players] Number of traitors chosen: [num_traitors]") for(var/j = 0, j < num_traitors, j++) if (!possible_traitors.len) break var/datum/mind/traitor = pick(possible_traitors) traitors += traitor traitor.special_role = "traitor" possible_traitors.Remove(traitor) if(!traitors.len) return 0 return 1 /datum/game_mode/traitor/post_setup() for(var/datum/mind/traitor in traitors) forge_traitor_objectives(traitor) spawn(rand(10,100)) finalize_traitor(traitor) greet_traitor(traitor) modePlayer += traitors spawn (rand(waittime_l, waittime_h)) send_intercept() ..() return 1 /datum/game_mode/proc/forge_traitor_objectives(var/datum/mind/traitor) if(istype(traitor.current, /mob/living/silicon)) var/datum/objective/assassinate/kill_objective = new kill_objective.owner = traitor kill_objective.find_target() traitor.objectives += kill_objective var/datum/objective/survive/survive_objective = new survive_objective.owner = traitor traitor.objectives += survive_objective if(prob(10)) var/datum/objective/block/block_objective = new block_objective.owner = traitor traitor.objectives += block_objective else switch(rand(1,100)) if(1 to 50) var/datum/objective/assassinate/kill_objective = new kill_objective.owner = traitor kill_objective.find_target() traitor.objectives += kill_objective else var/datum/objective/steal/steal_objective = new steal_objective.owner = traitor steal_objective.find_target() traitor.objectives += steal_objective switch(rand(1,100)) if(1 to 90) if (!(locate(/datum/objective/escape) in traitor.objectives)) var/datum/objective/escape/escape_objective = new escape_objective.owner = traitor traitor.objectives += escape_objective else if (!(locate(/datum/objective/hijack) in traitor.objectives)) var/datum/objective/hijack/hijack_objective = new hijack_objective.owner = traitor traitor.objectives += hijack_objective return /datum/game_mode/proc/greet_traitor(var/datum/mind/traitor) traitor.current << "You are the traitor." var/obj_count = 1 for(var/datum/objective/objective in traitor.objectives) traitor.current << "Objective #[obj_count]: [objective.explanation_text]" obj_count++ return /datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor) if (istype(traitor.current, /mob/living/silicon)) add_law_zero(traitor.current) else equip_traitor(traitor.current) return /datum/game_mode/traitor/declare_completion() return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder. /datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer) var/law = "Accomplish your objectives at all costs." killer << "Your laws have been changed!" killer.set_zeroth_law(law) killer << "New law: 0. [law]" //Begin code phrase. killer << "The Syndicate provided you with the following information on how to identify their agents:" if(prob(80)) killer << "\red Code Phrase: \black [syndicate_code_phrase]" killer.mind.store_memory("Code Phrase: [syndicate_code_phrase]") else killer << "Unfortunetly, the Syndicate did not provide you with a code phrase." if(prob(80)) killer << "\red Code Response: \black [syndicate_code_response]" killer.mind.store_memory("Code Response: [syndicate_code_response]") else killer << "Unfortunetly, the Syndicate did not provide you with a code response." killer << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe." //End code phrase. /datum/game_mode/proc/auto_declare_completion_traitor() for(var/datum/mind/traitor in traitors) var/traitor_name if(traitor.current) if(traitor.current == traitor.original) traitor_name = "[traitor.current.real_name] (played by [traitor.key])" else if (traitor.original) traitor_name = "[traitor.current.real_name] (originally [traitor.original.real_name]) (played by [traitor.key])" else traitor_name = "[traitor.current.real_name] (original character destroyed) (played by [traitor.key])" else traitor_name = "[traitor.key] (character destroyed)" var/special_role_text = traitor.special_role?(lowertext(traitor.special_role)):"antagonist" world << "The [special_role_text] was [traitor_name]" if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this. var/traitorwin = 1 var/count = 1 for(var/datum/objective/objective in traitor.objectives) if(objective.check_completion()) world << "Objective #[count]: [objective.explanation_text] \green Success" else world << "Objective #[count]: [objective.explanation_text] \red Failed" traitorwin = 0 count++ if(traitorwin) world << "The [special_role_text] was successful!" else world << "The [special_role_text] has failed!" return 1 /datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0) if (!istype(traitor_mob)) return . = 1 if (traitor_mob.mind) if (traitor_mob.mind.assigned_role == "Clown") traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself." traitor_mob.mutations &= ~CLOWN // find a radio! toolbox(es), backpack, belt, headset var/loc = "" var/obj/item/device/R = null //Hide the uplink in a PDA if available, otherwise radio if (!R && istype(traitor_mob.belt, /obj/item/device/pda)) R = traitor_mob.belt loc = "on your belt" if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda)) R = traitor_mob.wear_id loc = "on your jumpsuit" if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda)) R = traitor_mob.wear_id loc = "on your jumpsuit" if (!R && istype(traitor_mob.l_hand, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = traitor_mob.l_hand var/list/L = S.return_inv() for (var/obj/item/device/radio/foo in L) R = foo loc = "in the [S.name] in your left hand" break if (!R && istype(traitor_mob.r_hand, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = traitor_mob.r_hand var/list/L = S.return_inv() for (var/obj/item/device/radio/foo in L) R = foo loc = "in the [S.name] in your right hand" break if (!R && istype(traitor_mob.back, /obj/item/weapon/storage)) var/obj/item/weapon/storage/S = traitor_mob.back var/list/L = S.return_inv() for (var/obj/item/device/radio/foo in L) R = foo loc = "in the [S.name] on your back" break if (!R && traitor_mob.w_uniform && istype(traitor_mob.belt, /obj/item/device/radio)) R = traitor_mob.belt loc = "on your belt" if (!R && istype(traitor_mob.ears, /obj/item/device/radio)) R = traitor_mob.ears loc = "on your head" if (!R) traitor_mob << "Unfortunately, the Syndicate wasn't able to get you a radio." . = 0 else if (istype(R, /obj/item/device/radio)) // generate list of radio freqs var/freq = 1441 var/list/freqlist = list() while (freq <= 1489) if (freq < 1451 || freq > 1459) freqlist += freq freq += 2 if ((freq % 2) == 0) freq += 1 freq = freqlist[rand(1, freqlist.len)] var/obj/item/weapon/syndicate_uplink/T = new /obj/item/weapon/syndicate_uplink(R) R:traitorradio = T R:traitor_frequency = freq T.name = R.name T.icon_state = R.icon_state T.origradio = R traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features." traitor_mob.mind.store_memory("Radio Freq: [format_frequency(freq)] ([R.name] [loc]).") else if (istype(R, /obj/item/device/pda)) // generate a passcode if the uplink is hidden in a PDA var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]" var/obj/item/weapon/integrated_uplink/T = new /obj/item/weapon/integrated_uplink(R) R:uplink = T T.lock_code = pda_pass T.hostpda = R traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features." traitor_mob.mind.store_memory("Uplink Passcode: [pda_pass] ([R.name] [loc]).") //Begin code phrase. if(!safety)//If they are not a rev. Can be added on to. traitor_mob << "The Syndicate provided you with the following information on how to identify other agents:" if(prob(80)) traitor_mob << "\red Code Phrase: \black [syndicate_code_phrase]" traitor_mob.mind.store_memory("Code Phrase: [syndicate_code_phrase]") else traitor_mob << "Unfortunetly, the Syndicate did not provide you with a code phrase." if(prob(80)) traitor_mob << "\red Code Response: \black [syndicate_code_response]" traitor_mob.mind.store_memory("Code Response: [syndicate_code_response]") else traitor_mob << "Unfortunetly, the Syndicate did not provide you with a code response." traitor_mob << "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe." //End code phrase.