File standardisation (#13131)

* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
This commit is contained in:
AffectedArc07
2020-03-17 18:08:51 -04:00
committed by GitHub
parent ec19ea3d2d
commit 04ba5c1cc9
1451 changed files with 183694 additions and 183593 deletions
+147 -147
View File
@@ -1,147 +1,147 @@
/datum/game_mode
// this includes admin-appointed traitors and multitraitors. Easy!
var/list/datum/mind/traitors = list()
var/list/datum/mind/implanter = list()
var/list/datum/mind/implanted = list()
var/datum/mind/exchange_red
var/datum/mind/exchange_blue
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Magistrate", "Internal Affairs Agent", "Brig Physician", "Nanotrasen Navy Officer", "Special Operations Officer", "Syndicate Officer")
required_players = 0
required_enemies = 1
recommended_enemies = 4
var/list/datum/mind/pre_traitors = list()
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
var/antag_datum = /datum/antagonist/traitor //what type of antag to create
/datum/game_mode/traitor/announce()
to_chat(world, "<B>The current game mode is - Traitor!</B>")
to_chat(world, "<B>There is a syndicate traitor on the station. Do not let the traitor succeed!</B>")
/datum/game_mode/traitor/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
var/list/possible_traitors = get_players_for_role(ROLE_TRAITOR)
// stop setup if no possible traitors
if(!possible_traitors.len)
return 0
var/num_traitors = 1
if(config.traitor_scaling)
num_traitors = max(1, round((num_players())/(traitor_scaling_coeff)))
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/j = 0, j < num_traitors, j++)
if(!possible_traitors.len)
break
var/datum/mind/traitor = pick(possible_traitors)
pre_traitors += traitor
traitor.special_role = SPECIAL_ROLE_TRAITOR
traitor.restricted_roles = restricted_jobs
possible_traitors.Remove(traitor)
if(!pre_traitors.len)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in pre_traitors)
var/datum/antagonist/traitor/new_antag = new antag_datum()
addtimer(CALLBACK(traitor, /datum/mind.proc/add_antag_datum, new_antag), rand(10,100))
if(!exchange_blue)
exchange_blue = -1 //Block latejoiners from getting exchange objectives
..()
/datum/game_mode/traitor/declare_completion()
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/traitor/process()
// Make sure all objectives are processed regularly, so that objectives
// which can be checked mid-round are checked mid-round.
for(var/datum/mind/traitor_mind in traitors)
for(var/datum/objective/objective in traitor_mind.objectives)
objective.check_completion()
return 0
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
text += "<br>[traitor.key] was [traitor.name] ("
if(traitor.current)
if(traitor.current.stat == DEAD)
text += "died"
else
text += "survived"
if(traitor.current.real_name != traitor.name)
text += " as [traitor.current.real_name]"
else
text += "body destroyed"
text += ")"
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/uplink/H in world_uplinks)
if(H && H.uplink_owner && H.uplink_owner==traitor.key)
TC_uses += H.used_TC
uplink_true=1
purchases += H.purchase_log
if(uplink_true) text += " (used [TC_uses] TC) [purchases]"
if(traitor.objectives && traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("traitor_objective","[objective.type]|FAIL")
traitorwin = 0
count++
var/special_role_text
if(traitor.special_role)
special_role_text = lowertext(traitor.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
feedback_add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
feedback_add_details("traitor_success","FAIL")
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
text += "<br><br><b>The code phrases were:</b> <span class='danger'>[phrases]</span><br>\
<b>The code responses were:</b> <span class='danger'>[responses]</span><br><br>"
to_chat(world, text)
return 1
/datum/game_mode
// this includes admin-appointed traitors and multitraitors. Easy!
var/list/datum/mind/traitors = list()
var/list/datum/mind/implanter = list()
var/list/datum/mind/implanted = list()
var/datum/mind/exchange_red
var/datum/mind/exchange_blue
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Magistrate", "Internal Affairs Agent", "Brig Physician", "Nanotrasen Navy Officer", "Special Operations Officer", "Syndicate Officer")
required_players = 0
required_enemies = 1
recommended_enemies = 4
var/list/datum/mind/pre_traitors = list()
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
var/antag_datum = /datum/antagonist/traitor //what type of antag to create
/datum/game_mode/traitor/announce()
to_chat(world, "<B>The current game mode is - Traitor!</B>")
to_chat(world, "<B>There is a syndicate traitor on the station. Do not let the traitor succeed!</B>")
/datum/game_mode/traitor/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
var/list/possible_traitors = get_players_for_role(ROLE_TRAITOR)
// stop setup if no possible traitors
if(!possible_traitors.len)
return 0
var/num_traitors = 1
if(config.traitor_scaling)
num_traitors = max(1, round((num_players())/(traitor_scaling_coeff)))
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/j = 0, j < num_traitors, j++)
if(!possible_traitors.len)
break
var/datum/mind/traitor = pick(possible_traitors)
pre_traitors += traitor
traitor.special_role = SPECIAL_ROLE_TRAITOR
traitor.restricted_roles = restricted_jobs
possible_traitors.Remove(traitor)
if(!pre_traitors.len)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in pre_traitors)
var/datum/antagonist/traitor/new_antag = new antag_datum()
addtimer(CALLBACK(traitor, /datum/mind.proc/add_antag_datum, new_antag), rand(10,100))
if(!exchange_blue)
exchange_blue = -1 //Block latejoiners from getting exchange objectives
..()
/datum/game_mode/traitor/declare_completion()
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/traitor/process()
// Make sure all objectives are processed regularly, so that objectives
// which can be checked mid-round are checked mid-round.
for(var/datum/mind/traitor_mind in traitors)
for(var/datum/objective/objective in traitor_mind.objectives)
objective.check_completion()
return 0
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
text += "<br>[traitor.key] was [traitor.name] ("
if(traitor.current)
if(traitor.current.stat == DEAD)
text += "died"
else
text += "survived"
if(traitor.current.real_name != traitor.name)
text += " as [traitor.current.real_name]"
else
text += "body destroyed"
text += ")"
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/uplink/H in world_uplinks)
if(H && H.uplink_owner && H.uplink_owner==traitor.key)
TC_uses += H.used_TC
uplink_true=1
purchases += H.purchase_log
if(uplink_true) text += " (used [TC_uses] TC) [purchases]"
if(traitor.objectives && traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("traitor_objective","[objective.type]|FAIL")
traitorwin = 0
count++
var/special_role_text
if(traitor.special_role)
special_role_text = lowertext(traitor.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
feedback_add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
feedback_add_details("traitor_success","FAIL")
var/phrases = jointext(GLOB.syndicate_code_phrase, ", ")
var/responses = jointext(GLOB.syndicate_code_response, ", ")
text += "<br><br><b>The code phrases were:</b> <span class='danger'>[phrases]</span><br>\
<b>The code responses were:</b> <span class='danger'>[responses]</span><br><br>"
to_chat(world, text)
return 1