mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
480 lines
18 KiB
Plaintext
480 lines
18 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* GAMEMODES (by Rastaf0)
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*
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* In the new mode system all special roles are fully supported.
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* You can have proper wizards/traitors/changelings/cultists during any mode.
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* Only two things really depends on gamemode:
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* 1. Starting roles, equipment and preparations
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* 2. Conditions of finishing the round.
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*
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*/
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/intercept_hacked = 0
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var/votable = 1
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var/probability = 0
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/list/datum/mind/modePlayer = new
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/protected_jobs = list() // Jobs that can't be traitors because
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var/required_players = 0
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var/required_players_secret = 0 //Minimum number of players for that game mode to be chose in Secret
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var/required_enemies = 0
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var/recommended_enemies = 0
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var/newscaster_announcements = null
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 10
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var/uplink_items = {"Highly Visible and Dangerous Weapons;
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/obj/item/weapon/gun/projectile:6:Revolver;
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/obj/item/ammo_magazine/a357:2:Ammo-357;
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/obj/item/weapon/gun/energy/crossbow:5:Energy Crossbow;
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/obj/item/weapon/melee/energy/sword:4:Energy Sword;
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/obj/item/weapon/storage/box/syndicate:10:Syndicate Bundle;
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/obj/item/weapon/storage/box/emps:3:5 EMP Grenades;
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Whitespace:Seperator;
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Stealthy and Inconspicuous Weapons;
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/obj/item/weapon/pen/paralysis:3:Paralysis Pen;
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/obj/item/weapon/soap/syndie:1:Syndicate Soap;
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/obj/item/weapon/cartridge/syndicate:3:Detomatix PDA Cartridge;
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Whitespace:Seperator;
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Stealth and Camouflage Items;
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/obj/item/weapon/storage/box/syndie_kit/chameleon:3:Chameleon Kit;
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/obj/item/clothing/shoes/syndigaloshes:2:No-Slip Syndicate Shoes;
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/obj/item/weapon/card/id/syndicate:2:Agent ID card;
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/obj/item/clothing/mask/gas/voice:4:Voice Changer;
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/obj/item/device/chameleon:4:Chameleon-Projector;
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Whitespace:Seperator;
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Devices and Tools;
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/obj/item/weapon/card/emag:3:Cryptographic Sequencer;
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/obj/item/weapon/storage/toolbox/syndicate:1:Fully Loaded Toolbox;
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/obj/item/weapon/storage/box/syndie_kit/space:3:Space Suit;
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/obj/item/clothing/glasses/thermal/syndi:3:Thermal Imaging Glasses;
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/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
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/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
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/obj/item/weapon/plastique:2:C-4 (Destroys walls);
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/obj/item/device/powersink:5:Powersink (DANGER!);
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/obj/item/device/radio/beacon/syndicate:7:Singularity Beacon (DANGER!);
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/obj/item/weapon/circuitboard/teleporter:20:Teleporter Circuit Board;
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Whitespace:Seperator;
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Implants;
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/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
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/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
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/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
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/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
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(Pointless) Badassery;
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/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
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// Items removed from above:
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/*
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/obj/item/weapon/cloaking_device:4:Cloaking Device; //Replacing cloakers with thermals. -Pete
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*/
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/datum/game_mode/proc/announce() //to be calles when round starts
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world << "<B>Notice</B>: [src] did not define announce()"
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///can_start()
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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var/playerC = 0
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for(var/mob/new_player/player in player_list)
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if((player.client)&&(player.ready))
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playerC++
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if(master_mode=="secret")
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if(playerC >= required_players_secret)
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return 1
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else
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if(playerC >= required_players)
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return 1
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return 0
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///pre_setup()
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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return 1
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///post_setup()
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup()
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spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
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display_roundstart_logout_report()
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feedback_set_details("round_start","[time2text(world.realtime)]")
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if(ticker && ticker.mode)
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feedback_set_details("game_mode","[ticker.mode]")
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if(revdata)
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feedback_set_details("revision","[revdata.revision]")
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feedback_set_details("server_ip","[world.internet_address]:[world.port]")
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return 1
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///process()
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///Called by the gameticker
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/datum/game_mode/proc/process()
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return 0
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/datum/game_mode/proc/check_finished() //to be called by ticker
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if(emergency_shuttle.location==2 || station_was_nuked)
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return 1
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return 0
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/datum/game_mode/proc/declare_completion()
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var/clients = 0
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var/surviving_humans = 0
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var/surviving_total = 0
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var/ghosts = 0
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var/escaped_humans = 0
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var/escaped_total = 0
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var/escaped_on_pod_1 = 0
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var/escaped_on_pod_2 = 0
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var/escaped_on_pod_3 = 0
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var/escaped_on_pod_5 = 0
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var/escaped_on_shuttle = 0
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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)
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for(var/mob/M in player_list)
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if(M.client)
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clients++
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if(ishuman(M))
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if(!M.stat)
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surviving_humans++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_humans++
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if(!M.stat)
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surviving_total++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_total++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape/centcom)
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escaped_on_shuttle++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom)
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escaped_on_pod_1++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom)
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escaped_on_pod_2++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom)
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escaped_on_pod_3++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom)
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escaped_on_pod_5++
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if(isobserver(M))
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ghosts++
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if(clients > 0)
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feedback_set("round_end_clients",clients)
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if(ghosts > 0)
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feedback_set("round_end_ghosts",ghosts)
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if(surviving_humans > 0)
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feedback_set("survived_human",surviving_humans)
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if(surviving_total > 0)
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feedback_set("survived_total",surviving_total)
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if(escaped_humans > 0)
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feedback_set("escaped_human",escaped_humans)
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if(escaped_total > 0)
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feedback_set("escaped_total",escaped_total)
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if(escaped_on_shuttle > 0)
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feedback_set("escaped_on_shuttle",escaped_on_shuttle)
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if(escaped_on_pod_1 > 0)
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feedback_set("escaped_on_pod_1",escaped_on_pod_1)
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if(escaped_on_pod_2 > 0)
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feedback_set("escaped_on_pod_2",escaped_on_pod_2)
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if(escaped_on_pod_3 > 0)
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feedback_set("escaped_on_pod_3",escaped_on_pod_3)
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if(escaped_on_pod_5 > 0)
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feedback_set("escaped_on_pod_5",escaped_on_pod_5)
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send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.")
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return 0
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/send_intercept()
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var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested status information:</FONT><HR>"
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intercepttext += "<B> In case you have misplaced your copy, attached is a list of personnel whom reliable sources™ suspect may be affiliated with the Syndicate:</B><br>"
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var/list/suspects = list()
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for(var/mob/living/carbon/human/man in player_list) if(man.client && man.mind)
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// NT relation option
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var/special_role = man.mind.special_role
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if (special_role == "Wizard" || special_role == "Ninja" || special_role == "Syndicate" || special_role == "Vox Raider")
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continue //NT intelligence ruled out possiblity that those are too classy to pretend to be a crew.
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if(man.client.prefs.nanotrasen_relation == "Opposed" && prob(50) || \
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man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20))
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suspects += man
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// Antags
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else if(special_role == "traitor" && prob(40) || \
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special_role == "Changeling" && prob(50) || \
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special_role == "Cultist" && prob(30) || \
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special_role == "Head Revolutionary" && prob(30))
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suspects += man
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// If they're a traitor or likewise, give them extra TC in exchange.
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var/obj/item/device/uplink/hidden/suplink = man.mind.find_syndicate_uplink()
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if(suplink)
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var/extra = 4
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suplink.uses += extra
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man << "\red We have received notice that enemy intelligence suspects you to be linked with us. We have thus invested significant resources to increase your uplink's capacity."
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else
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// Give them a warning!
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man << "\red They are on to you!"
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// Some poor people who were just in the wrong place at the wrong time..
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else if(prob(10))
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suspects += man
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for(var/mob/M in suspects)
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switch(rand(1, 100))
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if(1 to 50)
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intercepttext += "Someone with the job of <b>[M.mind.assigned_role]</b> <br>"
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else
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intercepttext += "<b>[M.name]</b>, the <b>[M.mind.assigned_role]</b> <br>"
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for (var/obj/machinery/computer/communications/comm in machines)
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if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper - 'Cent. Com. Status Summary'"
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intercept.info = intercepttext
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comm.messagetitle.Add("Cent. Com. Status Summary")
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comm.messagetext.Add(intercepttext)
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world << sound('sound/AI/commandreport.ogg')
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/* command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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for(var/mob/M in player_list)
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if(!istype(M,/mob/new_player))
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M << sound('sound/AI/intercept.ogg')
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if(security_level < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)*/
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
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var/list/players = list()
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var/list/candidates = list()
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//var/list/drafted = list()
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//var/datum/mind/applicant = null
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var/roletext
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switch(role)
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if(BE_CHANGELING) roletext="changeling"
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if(BE_TRAITOR) roletext="traitor"
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if(BE_OPERATIVE) roletext="operative"
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if(BE_WIZARD) roletext="wizard"
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if(BE_REV) roletext="revolutionary"
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if(BE_CULTIST) roletext="cultist"
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if(BE_NINJA) roletext="ninja"
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if(BE_RAIDER) roletext="raider"
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// Assemble a list of active players without jobbans.
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for(var/mob/new_player/player in player_list)
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if( player.client && player.ready )
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext))
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players += player
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// Shuffle the players list so that it becomes ping-independent.
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players = shuffle(players)
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// Get a list of all the people who want to be the antagonist for this round
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for(var/mob/new_player/player in players)
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if(player.client.prefs.be_special & role)
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log_debug("[player.key] had [roletext] enabled, so we are drafting them.")
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candidates += player.mind
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players -= player
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// If we don't have enough antags, draft people who voted for the round.
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if(candidates.len < recommended_enemies)
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for(var/key in round_voters)
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for(var/mob/new_player/player in players)
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if(player.ckey == key)
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log_debug("[player.key] voted for this round, so we are drafting them.")
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candidates += player.mind
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players -= player
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break
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// Remove candidates who want to be antagonist but have a job that precludes it
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if(restricted_jobs)
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for(var/datum/mind/player in candidates)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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candidates -= player
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/*if(candidates.len < recommended_enemies)
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for(var/mob/new_player/player in players)
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if(player.client && player.ready)
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if(!(player.client.prefs.be_special & role)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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log_debug("[applicant.key] was force-drafted as [roletext], because there aren't enough candidates.")
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drafted.Remove(applicant)
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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if(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people.
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for(var/mob/new_player/player in players)
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if (player.client && player.ready)
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if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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drafted.Remove(applicant)
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log_debug("[applicant.key] was force-drafted as [roletext], because there aren't enough candidates.")
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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*/
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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 recommended_enemies
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// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
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// Less if there are not enough valid players in the game entirely to make recommended_enemies.
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/datum/game_mode/proc/latespawn(var/mob)
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/*
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/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/new_player/player)
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if(player.preferences.be_special & role)
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return 1
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return 0
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*/
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/datum/game_mode/proc/num_players()
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. = 0
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for(var/mob/new_player/P in player_list)
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if(P.client && P.ready)
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. ++
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///////////////////////////////////
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//Keeps track of all living heads//
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///////////////////////////////////
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/datum/game_mode/proc/get_living_heads()
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var/list/heads = list()
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for(var/mob/living/carbon/human/player in mob_list)
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if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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////////////////////////////
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//Keeps track of all heads//
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////////////////////////////
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/datum/game_mode/proc/get_all_heads()
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var/list/heads = list()
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for(var/mob/player in mob_list)
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if(player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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/datum/game_mode/New()
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newscaster_announcements = pick(newscaster_standard_feeds)
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//////////////////////////
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//Reports player logouts//
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//////////////////////////
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proc/display_roundstart_logout_report()
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var/msg = "\blue <b>Roundstart logout report\n\n"
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for(var/mob/living/L in mob_list)
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if(L.ckey)
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var/found = 0
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for(var/client/C in clients)
|
|
if(C.ckey == L.ckey)
|
|
found = 1
|
|
break
|
|
if(!found)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
|
|
|
|
|
|
if(L.ckey && L.client)
|
|
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
|
|
continue //AFK client
|
|
if(L.stat)
|
|
if(L.suiciding) //Suicider
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
|
|
continue //Disconnected client
|
|
if(L.stat == UNCONSCIOUS)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
|
|
continue //Unconscious
|
|
if(L.stat == DEAD)
|
|
msg += "<b>[L.name]</b> ([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 += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
|
|
continue //Disconnected client
|
|
else
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
|
|
continue //Dead mob, ghost abandoned
|
|
else
|
|
if(D.can_reenter_corpse)
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>This shouldn't appear.</b></font>)\n"
|
|
continue //Lolwhat
|
|
else
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Ghosted</b></font>)\n"
|
|
continue //Ghosted while alive
|
|
|
|
|
|
|
|
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)
|