mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Station Roles are picked before Syndie Roles unless it is nuke or wizard People should no longer spawn in space because they did not get a job. Heads and such should no longer get a role they should not have. Rounds now have a minimum number of players required for it to start up. Also the atmos pipes should stop exploding all over the place. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
312 lines
13 KiB
Plaintext
312 lines
13 KiB
Plaintext
/datum/game_mode
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// this includes admin-appointed traitors and multitraitors. Easy!
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var/list/datum/mind/traitors = list()
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/datum/game_mode/traitor
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name = "traitor"
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config_tag = "traitor"
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required_players = 0
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var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
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var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target
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var/const/prob_right_murder_target_h = 50 // upper bound on probability of naimg the right assassination target
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var/const/prob_int_item = 50 // intercept names the theft target half the time
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var/const/prob_right_item_l = 25 // lower bound on probability of naming right theft target
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var/const/prob_right_item_h = 50 // upper bound on probability of naming the right theft target
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var/const/prob_int_sab_target = 50 // intercept names the sabotage target half the time
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var/const/prob_right_sab_target_l = 25 // lower bound on probability of naming right sabotage target
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var/const/prob_right_sab_target_h = 50 // upper bound on probability of naming right sabotage target
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var/const/prob_right_killer_l = 25 //lower bound on probability of naming the right operative
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var/const/prob_right_killer_h = 50 //upper bound on probability of naming the right operative
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var/const/prob_right_objective_l = 25 //lower bound on probability of determining the objective correctly
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var/const/prob_right_objective_h = 50 //upper bound on probability of determining the objective correctly
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/*
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var/const/laser = 1
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var/const/hand_tele = 2
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var/const/plasma_bomb = 3
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var/const/jetpack = 4
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var/const/captain_card = 5
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var/const/captain_suit = 6
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var/const/destroy_plasma = 1
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var/const/destroy_ai = 2
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var/const/kill_monkeys = 3
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var/const/cut_power = 4
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var/const/percentage_plasma_destroy = 70 // what percentage of the plasma tanks you gotta destroy
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var/const/percentage_station_cut_power = 80 // what percentage of the tiles have to have power cut
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var/const/percentage_station_evacuate = 80 // what percentage of people gotta leave - you also gotta change the objective in the traitor menu
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*/
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var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
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var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
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var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
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var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
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/datum/game_mode/traitor/announce()
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world << "<B>The current game mode is - Traitor!</B>"
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world << "<B>There is a syndicate traitor on the station. Do not let the traitor succeed!</B>"
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/*/datum/game_mode/traitor/can_start()
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for(var/mob/new_player/P in world)
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if(P.client && P.ready && !jobban_isbanned(P, "Syndicate"))
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return 1
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return 0*/
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/datum/game_mode/traitor/pre_setup()
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var/list/possible_traitors = get_players_for_role(BE_TRAITOR)
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// stop setup if no possible traitors
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if(!possible_traitors.len)
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return 0
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var/num_traitors = 1
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if(config.traitor_scaling)
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num_traitors = max(1, round((num_players())/(traitor_scaling_coeff)))
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else
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num_traitors = max(1, min(num_players(), traitors_possible))
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// log_game("Number of traitors: [num_traitors]")
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// message_admins("Players counted: [num_players] Number of traitors chosen: [num_traitors]")
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for(var/j = 0, j < num_traitors, j++)
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if (!possible_traitors.len)
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break
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var/datum/mind/traitor = pick(possible_traitors)
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traitors += traitor
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traitor.special_role = "traitor"
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possible_traitors.Remove(traitor)
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if(!traitors.len)
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return 0
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return 1
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/datum/game_mode/traitor/post_setup()
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for(var/datum/mind/traitor in traitors)
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forge_traitor_objectives(traitor)
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spawn(rand(10,100))
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finalize_traitor(traitor)
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greet_traitor(traitor)
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modePlayer += traitors
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spawn (rand(waittime_l, waittime_h))
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send_intercept()
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..()
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return 1
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/datum/game_mode/proc/forge_traitor_objectives(var/datum/mind/traitor)
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if(istype(traitor.current, /mob/living/silicon))
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = traitor
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traitor.objectives += survive_objective
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if(prob(10))
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var/datum/objective/block/block_objective = new
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block_objective.owner = traitor
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traitor.objectives += block_objective
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else
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switch(rand(1,100))
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if(1 to 50)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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else
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = traitor
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steal_objective.find_target()
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traitor.objectives += steal_objective
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switch(rand(1,100))
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if(1 to 90)
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if (!(locate(/datum/objective/escape) in traitor.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = traitor
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traitor.objectives += escape_objective
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else
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if (!(locate(/datum/objective/hijack) in traitor.objectives))
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = traitor
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traitor.objectives += hijack_objective
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return
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/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
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traitor.current << "<B><font size=3 color=red>You are the traitor.</font></B>"
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var/obj_count = 1
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for(var/datum/objective/objective in traitor.objectives)
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traitor.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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return
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/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)
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if (istype(traitor.current, /mob/living/silicon))
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add_law_zero(traitor.current)
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else
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equip_traitor(traitor.current)
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return
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/datum/game_mode/traitor/declare_completion()
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return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
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/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
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var/law = "Accomplish your objectives at all costs."
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killer << "<b>Your laws have been changed!</b>"
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killer.set_zeroth_law(law)
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killer << "New law: 0. [law]"
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//Begin code phrase.
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killer << "The Syndicate provided you with the following information on how to identify their agents:"
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if(prob(80))
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killer << "\red Code Phrase: \black [syndicate_code_phrase]"
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killer.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
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else
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killer << "Unfortunetly, the Syndicate did not provide you with a code phrase."
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if(prob(80))
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killer << "\red Code Response: \black [syndicate_code_response]"
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killer.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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else
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killer << "Unfortunetly, the Syndicate did not provide you with a code response."
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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."
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//End code phrase.
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/datum/game_mode/proc/auto_declare_completion_traitor()
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for(var/datum/mind/traitor in traitors)
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var/traitor_name
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if(traitor.current)
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if(traitor.current == traitor.original)
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traitor_name = "[traitor.current.real_name] (played by [traitor.key])"
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else if (traitor.original)
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traitor_name = "[traitor.current.real_name] (originally [traitor.original.real_name]) (played by [traitor.key])"
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else
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traitor_name = "[traitor.current.real_name] (original character destroyed) (played by [traitor.key])"
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else
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traitor_name = "[traitor.key] (character destroyed)"
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var/special_role_text = traitor.special_role?(lowertext(traitor.special_role)):"antagonist"
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world << "<B>The [special_role_text] was [traitor_name]</B>"
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if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
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var/traitorwin = 1
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var/count = 1
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for(var/datum/objective/objective in traitor.objectives)
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if(objective.check_completion())
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world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
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else
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world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
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traitorwin = 0
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count++
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if(traitorwin)
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world << "<B>The [special_role_text] was successful!<B>"
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else
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world << "<B>The [special_role_text] has failed!<B>"
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return 1
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/datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0)
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if (!istype(traitor_mob))
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return
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. = 1
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if (traitor_mob.mind)
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if (traitor_mob.mind.assigned_role == "Clown")
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traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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traitor_mob.mutations &= ~CLOWN
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// find a radio! toolbox(es), backpack, belt, headset
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var/loc = ""
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var/obj/item/device/R = null //Hide the uplink in a PDA if available, otherwise radio
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if (!R && istype(traitor_mob.belt, /obj/item/device/pda))
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R = traitor_mob.belt
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loc = "on your belt"
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if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda))
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R = traitor_mob.wear_id
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loc = "on your jumpsuit"
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if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda))
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R = traitor_mob.wear_id
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loc = "on your jumpsuit"
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if (!R && istype(traitor_mob.l_hand, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = traitor_mob.l_hand
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var/list/L = S.return_inv()
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for (var/obj/item/device/radio/foo in L)
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R = foo
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loc = "in the [S.name] in your left hand"
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break
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if (!R && istype(traitor_mob.r_hand, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = traitor_mob.r_hand
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var/list/L = S.return_inv()
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for (var/obj/item/device/radio/foo in L)
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R = foo
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loc = "in the [S.name] in your right hand"
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break
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if (!R && istype(traitor_mob.back, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = traitor_mob.back
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var/list/L = S.return_inv()
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for (var/obj/item/device/radio/foo in L)
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R = foo
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loc = "in the [S.name] on your back"
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break
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if (!R && traitor_mob.w_uniform && istype(traitor_mob.belt, /obj/item/device/radio))
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R = traitor_mob.belt
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loc = "on your belt"
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if (!R && istype(traitor_mob.ears, /obj/item/device/radio))
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R = traitor_mob.ears
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loc = "on your head"
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if (!R)
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traitor_mob << "Unfortunately, the Syndicate wasn't able to get you a radio."
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. = 0
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else
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if (istype(R, /obj/item/device/radio))
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// generate list of radio freqs
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var/freq = 1441
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var/list/freqlist = list()
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while (freq <= 1489)
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if (freq < 1451 || freq > 1459)
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freqlist += freq
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freq += 2
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if ((freq % 2) == 0)
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freq += 1
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freq = freqlist[rand(1, freqlist.len)]
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var/obj/item/weapon/syndicate_uplink/T = new /obj/item/weapon/syndicate_uplink(R)
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R:traitorradio = T
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R:traitor_frequency = freq
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T.name = R.name
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T.icon_state = R.icon_state
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T.origradio = R
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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."
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traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name] [loc]).")
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else if (istype(R, /obj/item/device/pda))
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// generate a passcode if the uplink is hidden in a PDA
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var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
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var/obj/item/weapon/integrated_uplink/T = new /obj/item/weapon/integrated_uplink(R)
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R:uplink = T
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T.lock_code = pda_pass
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T.hostpda = R
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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."
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traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [loc]).")
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//Begin code phrase.
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if(!safety)//If they are not a rev. Can be added on to.
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traitor_mob << "The Syndicate provided you with the following information on how to identify other agents:"
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if(prob(80))
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traitor_mob << "\red Code Phrase: \black [syndicate_code_phrase]"
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traitor_mob.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
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else
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traitor_mob << "Unfortunetly, the Syndicate did not provide you with a code phrase."
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if(prob(80))
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traitor_mob << "\red Code Response: \black [syndicate_code_response]"
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traitor_mob.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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else
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traitor_mob << "Unfortunetly, the Syndicate did not provide you with a code response."
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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."
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//End code phrase.
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