Files
GS13/code/game/gamemodes/dynamic/dynamic_rulesets_events.dm
2021-10-12 01:16:05 -06:00

822 lines
29 KiB
Plaintext

/datum/dynamic_ruleset/event
ruletype = "Event"
var/typepath // typepath of the event
var/controller //round event controller for the event - Required for certain events dependendant on variables within their controllers
var/triggering
var/earliest_start = 20 MINUTES
var/occurances_current = 0 //Don't touch this. Skyrat Change.
var/occurances_max = 0 //Maximum occurances for this event. Set to 0 to allow an infinite amount of this event. Skyrat change.
var/needs_players = FALSE //If an event needs players, living or ghosts, set to TRUE. Bypasses the trim_candidates otherwise
var/restrict_ghost_roles = TRUE
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
var/list/dead_players = list()
var/list/list_observers = list()
var/list/map_blacklist = list() //Determines if a map, "BoxStation.dmm" for example, will spawn. Has to be case-sensitive
var/list/map_whitelist = list() //Blacklist/Whitelist does not check round event controllers, they are separate vars and are handled outside of dynamic mode
/datum/dynamic_ruleset/event/acceptable(population=0, threat_level=0)
if (map_blacklist.len && (map_blacklist.Find(SSmapping.config.map_file)))
return FALSE
if (map_whitelist.len && !(map_whitelist.Find(SSmapping.config.map_file)))
return FALSE
return ..()
/datum/dynamic_ruleset/event/ready(forced = 0)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = max(min(round(mode.threat_level/10),9),1) //min() to stop index errors at 100 threat //Max to stop breaking at 0 threat.
if (job_check < required_enemies[threat])
return FALSE
return ..()
/datum/dynamic_ruleset/event/execute()
var/datum/round_event/E
if(controller)
var/datum/round_event_control/C = locate(controller) in SSevents.control
E = C.runEvent()
else
E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
SSblackbox.record_feedback("tally", "event_ran", 1, "[E]")
occurances_current++
testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
deadchat_broadcast("<span class='deadsay'><b>[name]</b> has just been randomly triggered!</span>") //STOP ASSUMING IT'S BADMINS!
log_game("Random Event triggering: [name] ([typepath])")
return E
//Stolen from midround
/datum/dynamic_ruleset/event/trim_candidates()
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
//
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/event/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
var/antag_name = initial(antag_flag)
for(var/mob/living/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles) // Does their job allow it?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
trimmed_list.Remove(M)
continue
return trimmed_list
//////////////////////////////////////////////
// //
// PIRATES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/pirates
name = "Space Pirates"
//config_tag = "pirates"
typepath = /datum/round_event/pirates
antag_flag = ROLE_TRAITOR
enemy_roles = list("AI","Security Officer","Head of Security")
required_enemies = list(3,3,2,2,2,1,1,1,1,0)
weight = 3
cost = 0
earliest_start = 50 MINUTES
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
requirements = list(101,30,25,20,20,20,15,10,10,10)
//property_weights = list("story_potential" = 1, "trust" = 1, "chaos" = 1)
high_population_requirement = 15
occurances_max = 1
chaos_min = 2.0
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/pirates/ready(forced = FALSE)
if (!SSmapping.empty_space)
return FALSE
return ..()
//////////////////////////////////////////////
// //
// SPIDERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/spiders
name = "Spider Infestation"
//config_tag = "spiders"
typepath = /datum/round_event/spider_infestation
enemy_roles = list("AI","Security Officer","Head of Security")
required_enemies = list(3,2,2,2,2,1,1,1,0,0)
weight = 2
cost = 5
requirements = list(101,20,15,10,10,10,10,10,10,10)
high_population_requirement = 15
//property_weights = list("chaos" = 1, "valid" = 1)
earliest_start = 30 MINUTES //Skyrat change.
occurances_max = 2
chaos_min = 1.5
//////////////////////////////////////////////
// //
// MIMICS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/mimics
name = "Mimic Infestation"
typepath = /datum/round_event/mimic_infestation
enemy_roles = list("AI","Security Officer","Head of Security","Captain")
required_enemies = list(3,2,2,2,2,1,1,1,0,0)
weight = 2
cost = 5
requirements = list(101,20,15,10,10,10,10,10,10,10)
high_population_requirement = 15
earliest_start = 30 MINUTES
occurances_max = 2
chaos_min = 2
//////////////////////////////////////////////
// //
// CLOGGED VENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ventclog
name = "Clogged Vents"
//config_tag = "ventclog"
typepath = /datum/round_event/vent_clog
enemy_roles = list("Chemist","Medical Doctor","Chief Medical Officer")
required_enemies = list(2,2,2,2,2,2,2,2,2,0)
cost = 2
weight = 1
repeatable_weight_decrease = 1
requirements = list(101,101,10,10,5,5,5,5,5,5) // yes, can happen on fake-extended
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("chaos" = 1, "extended" = 2)
occurances_max = 2
chaos_min = 1.2
/datum/dynamic_ruleset/event/ventclog/ready()
if(mode.threat_level > 30 && mode.threat >= 5 && prob(20))
name = "Clogged Vents: Threatening"
cost = 8
required_enemies = list(3,3,3,2,2,2,1,1,0,0)
typepath = /datum/round_event/vent_clog/threatening
chaos_min = 1.5
else if(mode.threat_level > 15 && mode.threat > 15 && prob(30))
name = "Clogged Vents: Catastrophic"
cost = 15
required_enemies = list(4,4,4,3,3,3,2,1,1,1)
typepath = /datum/round_event/vent_clog/catastrophic
chaos_min = 1.8
else
cost = 0
name = "Clogged Vents: Normal"
required_enemies = list(2,2,2,1,1,1,1,0,0,0)
typepath = /datum/round_event/vent_clog
return ..()
//////////////////////////////////////////////
// //
// ION STORM //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/ion_storm
name = "Ion Storm"
//config_tag = "ion_storm"
typepath = /datum/round_event/ion_storm
enemy_roles = list("Research Director","Captain","Chief Engineer")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
weight = 3
// no repeatable weight decrease. too variable to be unfun multiple times in one round
cost = 1
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("story_potential" = 1, "extended" = 1)
//always_max_weight = TRUE
occurances_max = 3
chaos_min = 1.0
//////////////////////////////////////////////
// //
// METEORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/meteor_wave
name = "Meteor Wave"
//config_tag = "meteor_wave"
typepath = /datum/round_event/meteor_wave
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg")
required_enemies = list(2,2,2,2,2,2,2,2,1,1)
cost = 0
weight = 2
earliest_start = 45 MINUTES
repeatable_weight_decrease = 2
requirements = list(101,101,25,25,20,20,15,15,10,10)
high_population_requirement = 30
//property_weights = list("extended" = -2)
occurances_max = 2
chaos_min = 1.5
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(world.time-SSticker.round_start_time > 35 MINUTES && mode.threat_level > 40 && mode.threat >= 25 && prob(30))
name = "Meteor Wave: Threatening"
cost = 5
typepath = /datum/round_event/meteor_wave/threatening
requirements = list(101,101,30,25,20,20,20,20,20,15)
chaos_min = 1.8
else if(world.time-SSticker.round_start_time > 45 MINUTES && mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 10
typepath = /datum/round_event/meteor_wave/catastrophic
required_enemies = list(3,3,3,3,3,2,2,2,2,2)
requirements = list(101,101,40,30,30,30,30,30,30,30)
chaos_min = 2.0
else
name = "Meteor Wave: Normal"
cost = 5
typepath = /datum/round_event/meteor_wave
chaos_min = 1.5
required_enemies = list(2,2,2,2,1,1,1,1,0,0)
return ..()
//////////////////////////////////////////////
// //
// ANOMALIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/anomaly_bluespace
name = "Anomaly: Bluespace"
//config_tag = "anomaly_bluespace"
typepath = /datum/round_event/anomaly/anomaly_bluespace
enemy_roles = list("Research Director","Scientist")
required_enemies = list(2,2,2,1,1,1,1,1,1,0)
weight = 2
earliest_start = 40 MINUTES
repeatable_weight_decrease = 2
cost = 0
requirements = list(101,101,10,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 2
chaos_min = 1.2
/datum/dynamic_ruleset/event/anomaly_flux
name = "Anomaly: Hyper-Energetic Flux"
//config_tag = "anomaly_flux"
typepath = /datum/round_event/anomaly/anomaly_flux
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist")
required_enemies = list(2,2,2,2,2,2,2,2,2,0)
weight = 3
earliest_start = 20 MINUTES
repeatable_weight_decrease = 2
cost = 2
requirements = list(101,101,10,5,5,5,5,5,5,5)
high_population_requirement = 10
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 2
chaos_min = 1.0
/datum/dynamic_ruleset/event/anomaly_gravitational
name = "Anomaly: Gravitational"
//config_tag = "anomaly_gravitational"
typepath = /datum/round_event/anomaly/anomaly_grav
weight = 3
repeatable_weight_decrease = 1
cost = 0
requirements = list(101,4,3,2,1,0,0,0,0,0)
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 3
chaos_min = 0.5
/datum/dynamic_ruleset/event/anomaly_pyroclastic
name = "Anomaly: Pyroclastic"
//config_tag = "anomaly_pyroclastic"
typepath = /datum/round_event/anomaly/anomaly_pyro
weight = 2
earliest_start = 20 MINUTES
repeatable_weight_decrease = 1
cost = 0
enemy_roles = list("Research Director","Scientist")
required_enemies = list(2,2,2,2,2,1,1,1,1,0)
requirements = list(101,101,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 2
chaos_min = 1.5
/datum/dynamic_ruleset/event/anomaly_vortex
name = "Anomaly: Vortex"
//config_tag = "anomaly_vortex"
typepath = /datum/round_event/anomaly/anomaly_vortex
weight = 2
earliest_start = 30 MINUTES
repeatable_weight_decrease = 1
cost = 0
enemy_roles = list("Research Director","Scientist")
required_enemies = list(3,3,3,2,2,2,2,2,2,0)
requirements = list(101,101,101,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 1
chaos_min = 1.5
//////////////////////////////////////////////
// //
// LONE OPERATIVE //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/operative
name = "Lone Operative"
controller = /datum/round_event_control/operative
typepath = /datum/round_event/ghost_role/operative
required_enemies = list(0,0,0,0,0,0,0,0,0,0)
weight = 0 //This is changed in nuclearbomb.dm
occurances_max = 0 //Turned off. For now.
requirements = list(10,10,10,10,10,10,10,10,10,10) //SECURE THAT DISK
cost = 50
chaos_min = 3
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/operative/get_weight()
var/datum/round_event_control/operative/loneop = locate(/datum/round_event_control/operative) in SSevents.control
if(istype(loneop))
weight = loneop.weight //Get the weight whenever it's called.
if(weight < 5)
weight = 0
to_chat(GLOB.admins, "<span class='adminnotice'>Current LoneOP weight [weight]</span>")
else
to_chat(GLOB.admins, "<span class='adminnotice'>LoneOP is fucking broken.</span>")
return weight
//////////////////////////////////////////////
// //
// WOW THAT'S A LOT OF EVENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/brand_intelligence
name = "Brand Intelligence"
//config_tag = "brand_intelligence"
typepath = /datum/round_event/brand_intelligence
weight = 1
earliest_start = 30 MINUTES
repeatable_weight_decrease = 1
cost = 0
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician")
required_enemies = list(3,2,2,2,1,1,1,0,0,0)
requirements = list(101,25,20,15,15,15,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
//property_weights = list("extended" = -1, "chaos" = 1)
occurances_max = 1
chaos_min = 1.8
/datum/dynamic_ruleset/event/carp_migration
name = "Carp Migration"
//config_tag = "carp_migration"
typepath = /datum/round_event/carp_migration
weight = 4
repeatable_weight_decrease = 2
cost = 4
requirements = list(101,5,5,5,5,1,1,1,1,1)
high_population_requirement = 10
earliest_start = 10 MINUTES
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 3
chaos_min = 0.5
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/communications_blackout
name = "Communications Blackout"
//config_tag = "communications_blackout"
typepath = /datum/round_event/communications_blackout
cost = 2
weight = 10
repeatable_weight_decrease = 2
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(0,0,0,0,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("extended" = 1, "chaos" = 1)
occurances_max = 5
/datum/dynamic_ruleset/event/processor_overload
name = "Processor Overload"
//config_tag = "processor_overload"
typepath = /datum/round_event/processor_overload
cost = 4
weight = 2
earliest_start = 30 MINUTES
repeatable_weight_decrease = 3
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,2,2,1,1,1,1,1,1)
requirements = list(101,101,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
//property_weights = list("extended" = 1, "chaos" = 1)
//always_max_weight = TRUE
occurances_max = 2
/datum/dynamic_ruleset/event/space_dust
name = "Minor Space Dust"
//config_tag = "space_dust"
typepath = /datum/round_event/space_dust
cost = 2
weight = 10
repeatable_weight_decrease = 2
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(5,5,5,5,5,5,5,0,0,0)
high_population_requirement = 5
repeatable = TRUE
earliest_start = 0 MINUTES
//property_weights = list("extended" = 1)
//always_max_weight = TRUE
occurances_max = 0
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/major_dust
name = "Major Space Dust"
//config_tag = "major_dust"
typepath = /datum/round_event/meteor_wave/major_dust
cost = 5
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,1,1,1,1,1,1,1,1)
requirements = list(15,10,9,8,7,6,5,4,3,2)
high_population_requirement = 10
repeatable = TRUE
//property_weights = list("extended" = 1)
occurances_max = 3
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/electrical_storm
name = "Electrical Storm"
typepath = /datum/round_event/electrical_storm
cost = 1
weight = 20
repeatable_weight_decrease = 2
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(1,1,1,0,0,0,0,0,0,0)
requirements = list(3,3,2,2,1,1,0,0,0,0)
high_population_requirement = 5
repeatable = TRUE
occurances_max = 10
/datum/dynamic_ruleset/event/heart_attack
name = "Random Heart Attack"
typepath = /datum/round_event/heart_attack
cost = 0
weight = 2
earliest_start = 30 MINUTES
repeatable_weight_decrease = 1
enemy_roles = list("Medical Doctor","Chief Medical Officer", "Chemist")
required_enemies = list(3,3,2,2,2,2,2,2,2,1)
requirements = list(101,101,101,10,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
occurances_max = 2
chaos_min = 1.0
/datum/dynamic_ruleset/event/radiation_storm
name = "Radiation Storm"
//config_tag = "radiation_storm"
typepath = /datum/round_event/radiation_storm
cost = 6
weight = 1
repeatable_weight_decrease = 1
enemy_roles = list("Chemist","Chief Medical Officer","Geneticist","Medical Doctor")
required_enemies = list(2,2,2,2,1,1,1,1,1,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 10
//property_weights = list("extended" = 1,"chaos" = 1)
occurances_max = 1
/datum/dynamic_ruleset/event/portal_storm_syndicate
name = "Portal Storm"
//config_tag = "portal_storm"
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
cost = 0
weight = 1
enemy_roles = list("Head of Security","Security Officer")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,40,35,30,30,30,30,25,20)
high_population_requirement = 30
earliest_start = 40 MINUTES
//property_weights = list("teamwork" = 1,"chaos" = 1, "extended" = -1)
occurances_max = 1
chaos_min = 1.5
/datum/dynamic_ruleset/event/wormholes
name = "Wormholes"
//config_tag = "wormhole"
typepath = /datum/round_event/wormholes
cost = 3
weight = 2
repeatable_weight_decrease = 1
enemy_roles = list("AI","Medical Doctor","Station Engineer","Head of Personnel","Captain")
required_enemies = list(2,2,2,2,2,2,2,2,2,0)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
//property_weights = list("extended" = 1)
occurances_max = 2
chaos_min = 1.0
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/swarmers
name = "Swarmers"
//config_tag = "swarmer"
typepath = /datum/round_event/spawn_swarmer
cost = 0
weight = 1
earliest_start = 40 MINUTES
enemy_roles = list("AI","Security Officer","Head of Security","Captain","Station Engineer","Atmos Technician","Chief Engineer")
required_enemies = list(4,4,4,4,3,3,3,3,2,2)
requirements = list(101,101,50,40,40,40,40,35,30,30)
high_population_requirement = 5
//property_weights = list("extended" = -2)
occurances_max = 1
chaos_min = 1.5
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/sentient_disease
name = "Sentient Disease"
//config_tag = "sentient_disease"
typepath = /datum/round_event/ghost_role/sentient_disease
enemy_roles = list("Virologist","Chief Medical Officer","Chemist")
required_enemies = list(2,2,2,1,1,1,1,0,0,0)
required_candidates = 1
weight = 2
cost = 5
earliest_start = 30 MINUTES
requirements = list(101,101,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
//property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
occurances_max = 1
chaos_min = 2
/datum/dynamic_ruleset/event/revenant
name = "Revenant"
//config_tag = "revenant"
typepath = /datum/round_event/ghost_role/revenant
enemy_roles = list("Chief Engineer","Station Engineer","Chaplain")
required_enemies = list(2,1,1,1,1,1,1,1,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(101,101,23,21,18,18,15,15,10,10)
high_population_requirement = 15
//property_weights = list("story_potential" = -2, "extended" = -1)
occurances_max = 1 //Skyrat change.
chaos_min = 1.9
/datum/dynamic_ruleset/event/immovable_rod
name = "Immovable Rod"
controller = /datum/round_event_control/immovable_rod
typepath = /datum/round_event/immovable_rod
enemy_roles = list("Research Director","Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,2,2,2,2,2,1,1,1,0)
requirements = list(101,101,20,18,16,14,12,10,8,6)
high_population_requirement = 15
cost = 0
occurances_max = 2
weight = 3
repeatable_weight_decrease = 2
chaos_min = 1.5
var/atom/special_target
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/crystalline_reentry
name = "Crystalline Asteroid"
controller = /datum/round_event_control/crystalline_reentry
typepath = /datum/round_event/crystalline_reentry
enemy_roles = list("Chief Engineer","Station Engineer")
required_enemies = list(2,2,2,2,2,2,1,1,1,0)
requirements = list(101,101,20,18,16,14,12,10,8,6)
high_population_requirement = 15
cost = 5
occurances_max = 2
weight = 3
repeatable_weight_decrease = 2
chaos_min = 1.5
var/atom/special_target
map_whitelist = list("LayeniaStation.dmm")
/*
/datum/dynamic_ruleset/event/immovable_rod/execute() //I do not know why this is necessary
var/datum/round_event_control/E = locate(/datum/round_event_control/immovable_rod) in SSevents.control
var/datum/round_event/event = E.runEvent() //But it is.
event.announceWhen = -1 //So it isn't double announced.
return ..()
*/
//////////////////////////////////////////////
// //
// NEUTRAL EVENTS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/event/aurora_caelus //A good omen. Drop chaos a little.
name = "Aurora Caelus"
typepath = /datum/round_event/aurora_caelus
requirements = list(0,0,0,0,0,0,0,0,0,0)
high_population_requirement = 0
weight = 5
cost = 10
repeatable = TRUE
occurances_max = 2
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/high_priority_bounty
name = "High Priority Bounty"
typepath = /datum/round_event/high_priority_bounty
requirements = list(0,0,0,0,0,0,0,0,0,0)
high_population_requirement = 0
weight = 10
repeatable = TRUE
occurances_max = 3
/datum/dynamic_ruleset/event/bureaucratic_error
name = "Bureaucratic Error"
requirements = list(0,0,0,0,0,0,0,0,0,0)
high_population_requirement = 0
typepath = /datum/round_event/bureaucratic_error
occurances_max = 1
weight = 5
/datum/dynamic_ruleset/event/camera_failure
name = "Camera Failure"
typepath = /datum/round_event/camera_failure
requirements = list(0,0,0,0,0,0,0,0,0,0)
high_population_requirement = 0
weight = 100
repeatable_weight_decrease = 1 //Slightly drop the weight each time it is called to keep the pool from getting too diluted as the round goes on.
repeatable = TRUE
occurances_max = 200 //Our rounds can go for a WHILE
/datum/dynamic_ruleset/event/disease_outbreak
name = "Disease Outbreak"
enemy_roles = list("Virologist","Chief Medical Officer","Chemist")
controller = /datum/round_event_control/disease_outbreak
typepath = /datum/round_event/disease_outbreak
required_enemies = list(2,1,1,1,1,1,1,1,0,0)
requirements = list(10,8,5,5,5,5,5,5,5,5)
high_population_requirement = 5
weight = 2
cost = 0
repeatable = TRUE
occurances_max = 2
/datum/dynamic_ruleset/event/falsealarm
name = "False Alarm"
controller = /datum/round_event_control/falsealarm
typepath = /datum/round_event/falsealarm
requirements = list(5,5,5,5,5,5,5,5,5,5) //Tell me lieeeess
high_population_requirement = 0
weight = 5
repeatable = TRUE
occurances_max = 5
/datum/dynamic_ruleset/event/grid_check
name = "Grid Check"
typepath = /datum/round_event/grid_check
requirements = list(5,5,5,5,5,5,0,0,0,0) //Can actually cause problems
high_population_requirement = 0
cost = 0
weight = 5
repeatable = TRUE
occurances_max = 2
/datum/dynamic_ruleset/event/mass_hallucination
name = "Mass Hallucination"
typepath = /datum/round_event/mass_hallucination
requirements = list(0,0,0,0,0,0,0,0,0,0)
high_population_requirement = 0
weight = 4
repeatable_weight_decrease = 5
repeatable = TRUE
occurances_max = 2
/datum/dynamic_ruleset/event/mice_migration
name = "Mice Migration"
typepath = /datum/round_event/mice_migration
enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician")
required_enemies = list(1,1,1,1,1,1,0,0,0,0)
requirements = list(5,5,5,5,0,0,0,0,0,0)
high_population_requirement = 0
weight = 10
repeatable_weight_decrease = 3
repeatable = TRUE
occurances_max = 3
/datum/dynamic_ruleset/event/grey_tide
name = "Grey Tide"
typepath = /datum/round_event/grey_tide
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Atmospheric Technician","AI","Cyborg")
required_enemies = list(3,2,2,2,2,2,1,1,1,0)
requirements = list(101,101,101,5,5,5,5,5,5,5)
high_population_requirement = 0
repeatable = TRUE
weight = 4
repeatable_weight_decrease = 3
occurances_max = 2
map_blacklist = list("LayeniaStation.dmm")
/datum/dynamic_ruleset/event/sentience
name = "Random Human-level Intelligence"
typepath = /datum/round_event/ghost_role/sentience
requirements = list(101,101,0,0,0,0,0,0,0,0)
high_population_requirement = 0
weight = 5
repeatable_weight_decrease = 1
/datum/dynamic_ruleset/event/shuttle_loan
name = "Shuttle Loan"
typepath = /datum/round_event/shuttle_loan
enemy_roles = list("Quartermaster","Cargo Technician")
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
requirements = list(5,5,5,5,5,5,0,0,0,0)
high_population_requirement = 0
weight = 5
repeatable_weight_decrease = 3
repeatable = TRUE
occurances_max = 2
/datum/dynamic_ruleset/event/spacevine
name = "Spacevine"
typepath = /datum/round_event/spacevine
enemy_roles = list("Cook","Botanist","Security Officer","Station Engineer")
required_enemies = list(2,2,2,1,1,1,1,1,1,0)
requirements = list(101,101,10,9,8,7,5,5,5,0)
cost = 2
high_population_requirement = 0
weight = 4
repeatable_weight_decrease = 2
earliest_start = 20 MINUTES
repeatable = TRUE
occurances_max = 3
/datum/dynamic_ruleset/event/spontaneous_appendicitis
name = "Spontaneous Appendicitis"
typepath = /datum/round_event/spontaneous_appendicitis
enemy_roles = list("Medical Doctor","Chief Medical Officer")
required_enemies = list(2,2,2,2,2,2,2,1,1,1)
requirements = list(5,5,5,5,5,5,5,5,0,0)
high_population_requirement = 5
weight = 5
repeatable = TRUE
repeatable_weight_decrease = 3
occurances_max = 3