mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
326 lines
12 KiB
Plaintext
326 lines
12 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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restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
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protected_jobs = list("Security Officer", "Warden", "Detective", "Internal Affairs Agent", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
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required_players = 0
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required_enemies = 1
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recommended_enemies = 4
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uplink_welcome = "AntagCorp Portable Teleportation Relay:"
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uplink_uses = 10
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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/pre_setup()
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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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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for(var/datum/mind/player in possible_traitors)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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possible_traitors -= player
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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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if (!config.objectives_disabled)
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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 (config.objectives_disabled)
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return
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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 33)
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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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if(34 to 50)
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var/datum/objective/brig/brig_objective = new
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brig_objective.owner = traitor
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brig_objective.find_target()
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traitor.objectives += brig_objective
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if(51 to 66)
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var/datum/objective/harm/harm_objective = new
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harm_objective.owner = traitor
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harm_objective.find_target()
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traitor.objectives += harm_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 100)
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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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show_objectives(traitor)
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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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..()
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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/traitor/process()
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// Make sure all objectives are processed regularly, so that objectives
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// which can be checked mid-round are checked mid-round.
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for(var/datum/mind/traitor_mind in traitors)
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for(var/datum/objective/objective in traitor_mind.objectives)
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objective.check_completion()
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return 0
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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. You may ignore all other laws."
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var/law_borg = "Accomplish your AI's objectives at all costs. You may ignore all other laws."
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killer << "<b>Your laws have been changed!</b>"
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killer.set_zeroth_law(law, law_borg)
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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 << "Unfortunately, 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 << "Unfortunately, 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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if(traitors.len)
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var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
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for(var/datum/mind/traitor in traitors)
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var/traitorwin = 1
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text += "<br>[traitor.key] was [traitor.name] ("
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if(traitor.current)
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if(traitor.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(traitor.current.real_name != traitor.name)
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text += " as [traitor.current.real_name]"
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else
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text += "body destroyed"
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text += ")"
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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/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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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("traitor_objective","[objective.type]|FAIL")
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traitorwin = 0
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count++
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var/special_role_text
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if(traitor.special_role)
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special_role_text = lowertext(traitor.special_role)
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else
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special_role_text = "antagonist"
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if(!config.objectives_disabled)
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if(traitorwin)
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text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
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feedback_add_details("traitor_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
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feedback_add_details("traitor_success","FAIL")
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world << text
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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.Remove(CLUMSY)
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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/R = locate() //Hide the uplink in a PDA if available, otherwise radio
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if(traitor_mob.client.prefs.uplinklocation == "Headset")
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R = locate(/obj/item/device/radio) in traitor_mob.contents
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if(!R)
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R = locate(/obj/item/device/pda) in traitor_mob.contents
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traitor_mob << "Could not locate a Radio, installing in PDA instead!"
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if (!R)
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traitor_mob << "Unfortunately, neither a radio or a PDA relay could be installed."
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else if(traitor_mob.client.prefs.uplinklocation == "PDA")
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R = locate(/obj/item/device/pda) in traitor_mob.contents
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if(!R)
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R = locate(/obj/item/device/radio) in traitor_mob.contents
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traitor_mob << "Could not locate a PDA, installing into a Radio instead!"
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if (!R)
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traitor_mob << "Unfortunately, neither a radio or a PDA relay could be installed."
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else if(traitor_mob.client.prefs.uplinklocation == "None")
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traitor_mob << "You have elected to not have an AntagCorp portable teleportation relay installed!"
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R = null
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else
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traitor_mob << "You have not selected a location for your relay in the antagonist options! Defaulting to PDA!"
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R = locate(/obj/item/device/pda) in traitor_mob.contents
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if (!R)
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R = locate(/obj/item/device/radio) in traitor_mob.contents
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traitor_mob << "Could not locate a PDA, installing into a Radio instead!"
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if (!R)
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traitor_mob << "Unfortunately, neither a radio or a PDA relay could be installed."
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if (!R)
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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/obj/item/device/radio/target_radio = R
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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/device/uplink/hidden/T = new(R)
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target_radio.hidden_uplink = T
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target_radio.traitor_frequency = freq
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traitor_mob << "A portable object teleportation relay has been installed in 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/device/uplink/hidden/T = new(R)
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R.hidden_uplink = T
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var/obj/item/device/pda/P = R
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P.lock_code = pda_pass
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traitor_mob << "A portable object teleportation relay has been installed in 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 << "Unfortunately, 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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// Tell them about people they might want to contact.
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var/mob/living/carbon/human/M = get_nt_opposed()
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if(M && M != traitor_mob)
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traitor_mob << "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them."
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traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]") |