Files
CHOMPStation2/code/game/gamemodes/game_mode.dm
2022-06-19 03:59:14 +00:00

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var/global/antag_add_failed // Used in antag type voting.
var/global/list/additional_antag_types = list()
/datum/game_mode
var/name = "invalid"
var/round_description = "How did you even vote this in?"
var/extended_round_description = "This roundtype should not be spawned, let alone votable. Someone contact a developer and tell them the game's broken again."
var/config_tag = null
var/votable = 1
var/probability = 0
var/required_players = 0 // Minimum players for round to start if voted in.
var/required_players_secret = 0 // Minimum number of players for that game mode to be chose in Secret
var/required_enemies = 0 // Minimum antagonists for round to start.
var/newscaster_announcements = null
var/end_on_antag_death = 0 // Round will end when all antagonists are dead.
var/ert_disabled = 0 // ERT cannot be called.
var/deny_respawn = 0 // Disable respawn during this round.
var/list/disabled_jobs = list() // Mostly used for Malf. This check is performed in job_controller so it doesn't spawn a regular AI.
var/shuttle_delay = 1 // Shuttle transit time is multiplied by this.
var/auto_recall_shuttle = 0 // Will the shuttle automatically be recalled?
var/list/antag_tags = list() // Core antag templates to spawn.
var/list/antag_templates // Extra antagonist types to include.
var/list/latejoin_templates = list()
var/round_autoantag = 0 // Will this round attempt to periodically spawn more antagonists?
var/antag_scaling_coeff = 5 // Coefficient for scaling max antagonists to player count.
var/require_all_templates = 0 // Will only start if all templates are checked and can spawn.
var/station_was_nuked = 0 // See nuclearbomb.dm and malfunction.dm.
var/explosion_in_progress = 0 // Sit back and relax
var/waittime_l = 600 // Lower bound on time before intercept arrives (in tenths of seconds)
var/waittime_h = 1800 // Upper bound on time before intercept arrives (in tenths of seconds)
var/event_delay_mod_moderate // Modifies the timing of random events.
var/event_delay_mod_major // As above.
/datum/game_mode/New()
..()
/datum/game_mode/Topic(href, href_list[])
if(..())
return
if(href_list["toggle"])
switch(href_list["toggle"])
if("respawn")
deny_respawn = !deny_respawn
if("ert")
ert_disabled = !ert_disabled
announce_ert_disabled()
if("shuttle_recall")
auto_recall_shuttle = !auto_recall_shuttle
if("autotraitor")
round_autoantag = !round_autoantag
message_admins("Admin [key_name_admin(usr)] toggled game mode option '[href_list["toggle"]]'.")
else if(href_list["set"])
var/choice = ""
switch(href_list["set"])
if("shuttle_delay")
choice = tgui_input_number(usr, "Enter a new shuttle delay multiplier", null, null, 20, 1)
if(!choice || choice < 1 || choice > 20)
return
shuttle_delay = choice
if("antag_scaling")
choice = tgui_input_number(usr, "Enter a new antagonist cap scaling coefficient.", null, null, 100, 0)
if(isnull(choice) || choice < 0 || choice > 100)
return
antag_scaling_coeff = choice
if("event_modifier_moderate")
choice = tgui_input_number(usr, "Enter a new moderate event time modifier.", null, null, 100, 0)
if(isnull(choice) || choice < 0 || choice > 100)
return
event_delay_mod_moderate = choice
refresh_event_modifiers()
if("event_modifier_severe")
choice = tgui_input_number(usr, "Enter a new moderate event time modifier.", null, null, 100, 0)
if(isnull(choice) || choice < 0 || choice > 100)
return
event_delay_mod_major = choice
refresh_event_modifiers()
message_admins("Admin [key_name_admin(usr)] set game mode option '[href_list["set"]]' to [choice].")
else if(href_list["debug_antag"])
if(href_list["debug_antag"] == "self")
usr.client.debug_variables(src)
return
var/datum/antagonist/antag = all_antag_types[href_list["debug_antag"]]
if(antag)
usr.client.debug_variables(antag)
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
else if(href_list["remove_antag_type"])
if(antag_tags && (href_list["remove_antag_type"] in antag_tags))
to_chat(usr, "Cannot remove core mode antag type.")
return
var/datum/antagonist/antag = all_antag_types[href_list["remove_antag_type"]]
if(antag_templates && antag_templates.len && antag && (antag in antag_templates) && (antag.id in additional_antag_types))
antag_templates -= antag
additional_antag_types -= antag.id
message_admins("Admin [key_name_admin(usr)] removed [antag.role_text] template from game mode.")
else if(href_list["add_antag_type"])
var/choice = tgui_input_list(usr, "Which type do you wish to add?", "Select Antag Type", all_antag_types)
if(!choice)
return
var/datum/antagonist/antag = all_antag_types[choice]
if(antag)
if(!islist(ticker.mode.antag_templates))
ticker.mode.antag_templates = list()
ticker.mode.antag_templates |= antag
message_admins("Admin [key_name_admin(usr)] added [antag.role_text] template to game mode.")
// I am very sure there's a better way to do this, but I'm not sure what it might be. ~Z
spawn(1)
for(var/datum/admins/admin in world)
if(usr.client == admin.owner)
admin.show_game_mode(usr)
return
/datum/game_mode/proc/announce() //to be called when round starts
to_world("<B>The current game mode is [capitalize(name)]!</B>")
if(round_description)
to_world("[round_description]")
if(round_autoantag)
to_world("Antagonists will be added to the round automagically as needed.")
if(antag_templates && antag_templates.len)
var/antag_summary = "<b>Possible antagonist types:</b> "
var/i = 1
for(var/datum/antagonist/antag in antag_templates)
if(i > 1)
if(i == antag_templates.len)
antag_summary += " and "
else
antag_summary += ", "
antag_summary += "[antag.role_text_plural]"
i++
antag_summary += "."
if(antag_templates.len > 1 && master_mode != "secret")
to_world("[antag_summary]")
else
message_admins("[antag_summary]")
///can_start()
///Checks to see if the game can be setup and ran with the current number of players or whatnot.
/datum/game_mode/proc/can_start(var/do_not_spawn)
var/playerC = 0
for(var/mob/new_player/player in player_list)
if((player.client)&&(player.ready))
playerC++
if(master_mode=="secret")
if(playerC < config.player_requirements_secret[config_tag])
return 0
else
if(playerC < config.player_requirements[config_tag])
return 0
if(!(antag_templates && antag_templates.len))
return 1
var/enemy_count = 0
if(antag_tags && antag_tags.len)
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(!antag)
continue
var/list/potential = list()
if(antag.flags & ANTAG_OVERRIDE_JOB)
potential = antag.pending_antagonists
else
potential = antag.candidates
if(islist(potential))
if(require_all_templates && potential.len < antag.initial_spawn_req)
return 0
enemy_count += potential.len
if(enemy_count >= required_enemies)
return 1
return 0
/datum/game_mode/proc/refresh_event_modifiers()
if(event_delay_mod_moderate || event_delay_mod_major)
SSevents.report_at_round_end = TRUE
if(event_delay_mod_moderate)
var/datum/event_container/EModerate = SSevents.event_containers[EVENT_LEVEL_MODERATE]
EModerate.delay_modifier = event_delay_mod_moderate
if(event_delay_mod_moderate)
var/datum/event_container/EMajor = SSevents.event_containers[EVENT_LEVEL_MAJOR]
EMajor.delay_modifier = event_delay_mod_major
/datum/game_mode/proc/pre_setup()
for(var/datum/antagonist/antag in antag_templates)
antag.build_candidate_list() //compile a list of all eligible candidates
//antag roles that replace jobs need to be assigned before the job controller hands out jobs.
if(antag.flags & ANTAG_OVERRIDE_JOB)
antag.attempt_spawn() //select antags to be spawned
///post_setup()
/datum/game_mode/proc/post_setup()
refresh_event_modifiers()
spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
display_roundstart_logout_report()
spawn (rand(waittime_l, waittime_h))
spawn(rand(100,150))
announce_ert_disabled()
//Assign all antag types for this game mode. Any players spawned as antags earlier should have been removed from the pending list, so no need to worry about those.
for(var/datum/antagonist/antag in antag_templates)
if(!(antag.flags & ANTAG_OVERRIDE_JOB))
antag.attempt_spawn() //select antags to be spawned
antag.finalize_spawn() //actually spawn antags
if(antag.is_latejoin_template())
latejoin_templates |= antag
if(emergency_shuttle && auto_recall_shuttle)
emergency_shuttle.auto_recall = 1
feedback_set_details("round_start","[time2text(world.realtime)]")
if(ticker && ticker.mode)
feedback_set_details("game_mode","[ticker.mode]")
feedback_set_details("server_ip","[world.internet_address]:[world.port]")
return 1
/datum/game_mode/proc/fail_setup()
for(var/datum/antagonist/antag in antag_templates)
antag.reset()
/datum/game_mode/proc/announce_ert_disabled()
if(!ert_disabled)
return
var/list/reasons = list(
"political instability",
"quantum fluctuations",
"hostile raiders",
"derelict station debris",
"REDACTED",
"ancient alien artillery",
"solar magnetic storms",
"sentient time-travelling killbots",
"gravitational anomalies",
"wormholes to another dimension",
"a telescience mishap",
"radiation flares",
"supermatter dust",
"leaks into a negative reality",
"antiparticle clouds",
"residual bluespace energy",
"suspected criminal operatives",
"malfunctioning von Neumann probe swarms",
"shadowy interlopers",
"a stranded alien arkship",
"haywire IPC constructs",
"rogue Unathi exiles",
"artifacts of eldritch horror",
"a brain slug infestation",
"killer bugs that lay eggs in the husks of the living",
"a deserted transport carrying alien specimens",
"an emissary for the gestalt requesting a security detail",
"a Tajaran slave rebellion",
"radical Skrellian transevolutionaries",
"classified security operations"
)
command_announcement.Announce("The presence of [pick(reasons)] in the region is tying up all available local emergency resources; emergency response teams cannot be called at this time, and post-evacuation recovery efforts will be substantially delayed.","Emergency Transmission")
/datum/game_mode/proc/check_finished()
if(emergency_shuttle.returned() || station_was_nuked)
return 1
if(end_on_antag_death && antag_templates && antag_templates.len)
for(var/datum/antagonist/antag in antag_templates)
if(!antag.antags_are_dead())
return 0
if(config.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)
check_victory()
if(is_antag_mode)
sleep(10)
for(var/datum/antagonist/antag in antag_templates)
sleep(10)
antag.check_victory()
antag.print_player_summary()
sleep(10)
var/clients = 0
var/surviving_humans = 0
var/surviving_total = 0
var/ghosts = 0
var/escaped_humans = 0
var/escaped_total = 0
var/escaped_on_pod_1 = 0
var/escaped_on_pod_2 = 0
var/escaped_on_pod_3 = 0
var/escaped_on_pod_4 = 0 //CHOMP Add
var/escaped_on_pod_5 = 0
var/escaped_on_pod_6 = 0 //CHOMP Add
var/escaped_on_shuttle = 0
var/escaped_on_pod_large_1 = 0 //CHOMP Add
var/escaped_on_pod_large_2 = 0 //CHOMP Add
var/escaped_on_cryopod = 0 //CHOMP Add
var/list/area/escape_locations = list(/area/shuttle/escape/centcom, /area/shuttle/cryo/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom, /area/shuttle/escape_pod6/centcom, /area/shuttle/large_escape_pod1/centcom
, /area/shuttle/large_escape_pod2/centcom) //CHOMP Edit: Appended /centcom to the escape shuttle again to fix transfer message. Added some escape pods to the list.
for(var/mob/M in player_list)
if(M.client)
clients++
var/M_area_type = (get_turf(M))?.loc?.type
if(ishuman(M))
if(M.stat != DEAD)
surviving_humans++
if(M_area_type in escape_locations)
escaped_humans++
if(M.stat != DEAD)
surviving_total++
if(M_area_type in escape_locations)
escaped_total++
if(M_area_type == /area/shuttle/escape/centcom)
escaped_on_shuttle++
if(M_area_type == /area/shuttle/escape_pod1/centcom)
escaped_on_pod_1++
if(M_area_type == /area/shuttle/escape_pod2/centcom)
escaped_on_pod_2++
if(M_area_type == /area/shuttle/escape_pod3/centcom)
escaped_on_pod_3++
if(M_area_type == /area/shuttle/escape_pod4/centcom) //CHOMP Add
escaped_on_pod_4++
if(M_area_type == /area/shuttle/escape_pod5/centcom)
escaped_on_pod_5++
if(M_area_type == /area/shuttle/escape_pod6/centcom) //CHOMP Add
escaped_on_pod_6++
if(M_area_type == /area/shuttle/large_escape_pod1/centcom) //CHOMP Add
escaped_on_pod_large_1++
if(M_area_type == /area/shuttle/large_escape_pod2/centcom) //CHOMP Add
escaped_on_pod_large_2++
if(M_area_type == /area/shuttle/cryo/centcom) //CHOMP Add
escaped_on_cryopod++
if(isobserver(M))
ghosts++
var/text = ""
if(surviving_total > 0)
text += "<br>There [surviving_total>1 ? "were <b>[surviving_total] survivors</b>" : "was <b>one survivor</b>"]"
text += " (<b>[escaped_total>0 ? escaped_total : "none"] [emergency_shuttle.evac ? "escaped" : "transferred"]</b>) and <b>[ghosts] ghosts</b>.<br>"
else
text += "There were <b>no survivors</b> (<b>[ghosts] ghosts</b>)."
to_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_4 > 0) //CHOMP Add
feedback_set("escaped_on_pod_4",escaped_on_pod_4)
if(escaped_on_pod_5 > 0)
feedback_set("escaped_on_pod_5",escaped_on_pod_5)
if(escaped_on_pod_6 > 0) //CHOMP Add
feedback_set("escaped_on_pod_6",escaped_on_pod_6)
if(escaped_on_pod_large_1 > 0) //CHOMP Add
feedback_set("escaped_on_pod_large_1",escaped_on_pod_large_1)
if(escaped_on_pod_large_2 > 0) //CHOMP Add
feedback_set("escaped_on_pod_large_2",escaped_on_pod_large_2)
if(escaped_on_cryopod > 0) //CHOMP Add
feedback_set("escaped_on_cryopod",escaped_on_cryopod)
send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.")
SSwebhooks.send(
WEBHOOK_ROUNDEND,
list(
"survivors" = surviving_total,
"escaped" = escaped_total,
"ghosts" = ghosts,
"clients" = clients
)
)
return 0
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
return 0
/datum/game_mode/proc/get_players_for_role(var/role, var/antag_id, var/ghosts_only)
var/list/players = list()
var/list/candidates = list()
var/datum/antagonist/antag_template = all_antag_types[antag_id]
if(!antag_template)
return candidates
// If this is being called post-roundstart then it doesn't care about ready status.
if(ticker && ticker.current_state == GAME_STATE_PLAYING)
for(var/mob/player in player_list)
if(!player.client)
continue
if(istype(player, /mob/new_player))
continue
if(istype(player, /mob/observer/dead) && !ghosts_only)
continue
if(!role || (player.client.prefs.be_special & role))
log_debug("[player.key] had [antag_id] enabled, so we are drafting them.")
candidates |= player.mind
else
// Assemble a list of active players without jobbans.
for(var/mob/new_player/player in player_list)
if( player.client && player.ready )
players += player
// Get a list of all the people who want to be the antagonist for this round
for(var/mob/new_player/player in players)
if(!role || (player.client.prefs.be_special & role))
log_debug("[player.key] had [antag_id] enabled, so we are drafting them.")
candidates += player.mind
players -= player
// Below is commented out as an attempt to solve an issue of too little people wanting to join the round due to wanting to have cake and eat it too.
/*
// If we don't have enough antags, draft people who voted for the round.
if(candidates.len < required_enemies)
for(var/mob/new_player/player in players)
if(player.ckey in round_voters)
log_debug("[player.key] voted for this round, so we are drafting them.")
candidates += player.mind
players -= player
break
*/
return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than required_enemies
// required_enemies if the number of people with that role set to yes is less than recomended_enemies,
// Less if there are not enough valid players in the game entirely to make required_enemies.
/datum/game_mode/proc/num_players()
. = 0
for(var/mob/new_player/P in player_list)
if(P.client && P.ready)
. ++
/datum/game_mode/proc/check_antagonists_topic(href, href_list[])
return 0
/datum/game_mode/proc/create_antagonists()
if(!config.traitor_scaling)
antag_scaling_coeff = 0
if(antag_tags && antag_tags.len)
antag_templates = list()
for(var/antag_tag in antag_tags)
var/datum/antagonist/antag = all_antag_types[antag_tag]
if(antag)
antag_templates |= antag
if(additional_antag_types && additional_antag_types.len)
if(!antag_templates)
antag_templates = list()
for(var/antag_type in additional_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(antag)
antag_templates |= antag
newscaster_announcements = pick(newscaster_standard_feeds)
/datum/game_mode/proc/check_victory()
return
//////////////////////////
//Reports player logouts//
//////////////////////////
/proc/display_roundstart_logout_report()
var/msg = "<span class='notice'><b>Roundstart logout report</b>\n\n"
for(var/mob/living/L in mob_list)
if(L.ckey)
var/found = 0
for(var/client/C in GLOB.clients)
if(C.ckey == L.ckey)
found = 1
break
if(!found)
msg += "<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/observer/dead/D in mob_list)
if(D.mind && (D.mind.original == L || D.mind.current == L))
if(L.stat == DEAD)
if(L.suiciding) //Suicider
msg += "<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>Adminghosted</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
msg += "</span>" // close the span from right at the top
for(var/mob/M in mob_list)
if(M.client && M.client.holder)
to_chat(M,msg)
/proc/get_nt_opposed()
var/list/dudes = list()
for(var/mob/living/carbon/human/man in player_list)
if(man.client)
if(man.client.prefs.economic_status == CLASS_LOWER)
dudes += man
else if(man.client.prefs.economic_status == CLASS_LOWMID && prob(50))
dudes += man
if(dudes.len == 0) return null
return pick(dudes)
/proc/show_objectives(var/datum/mind/player)
if(!player || !player.current) return
var/obj_count = 1
to_chat(player.current, "<span class='notice'>Your current objectives:</span>")
for(var/datum/objective/objective in player.objectives)
to_chat(player.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
/mob/verb/check_round_info()
set name = "Check Round Info"
set category = "OOC"
if(!ticker || !ticker.mode)
to_chat(usr, "<span class='warning'>Something is terribly wrong; there is no gametype.</span>")
return
if(master_mode != "secret")
to_chat(usr, "<span class='notice'><b>The roundtype is [capitalize(ticker.mode.name)]</b></span>")
if(ticker.mode.round_description)
to_chat(usr, "<span class='notice'><i>[ticker.mode.round_description]</i></span>")
if(ticker.mode.extended_round_description)
to_chat(usr, "<span class='notice'>[ticker.mode.extended_round_description]</span>")
else
to_chat(usr, "<span class='notice'><i>Shhhh</i>. It's a secret.</span>")
return