/datum/game_mode
var/list/datum/mind/vampires = list()
var/list/datum/mind/vampire_enthralled = list() //those controlled by a vampire
/datum/game_mode/vampire
name = "vampire"
config_tag = "vampire"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Blueshield", "Nanotrasen Representative", "Magistrate", "Chaplain", "Internal Affairs Agent", "Nanotrasen Navy Officer", "Special Operations Officer", "Syndicate Officer", "Solar Federation General")
protected_species = list("Machine")
required_players = 15
required_enemies = 1
recommended_enemies = 4
///list of minds of soon to be vampires
var/list/datum/mind/pre_vampires = list()
/datum/game_mode/vampire/announce()
to_chat(world, "The current game mode is - Vampires!")
to_chat(world, "There are Bluespace Vampires infesting your fellow crewmates, keep your blood close and neck safe!")
/datum/game_mode/vampire/pre_setup()
if(GLOB.configuration.gamemode.prevent_mindshield_antags)
restricted_jobs += protected_jobs
var/list/datum/mind/possible_vampires = get_players_for_role(ROLE_VAMPIRE)
var/vampire_amount = 1 + round(num_players() / 10)
if(length(possible_vampires))
for(var/i in 1 to vampire_amount)
if(!length(possible_vampires))
break
var/datum/mind/vampire = pick_n_take(possible_vampires)
pre_vampires += vampire
vampire.special_role = SPECIAL_ROLE_VAMPIRE
vampire.restricted_roles = restricted_jobs
..()
return TRUE
else
return FALSE
/datum/game_mode/vampire/post_setup()
for(var/datum/mind/vampire in pre_vampires)
vampire.add_antag_datum(/datum/antagonist/vampire)
..()
/datum/game_mode/proc/auto_declare_completion_vampire()
if(!length(vampires))
return
var/list/text = list("The vampires were:")
for(var/datum/mind/vampire in vampires)
var/traitorwin = TRUE
var/datum/antagonist/vampire/V = vampire.has_antag_datum(/datum/antagonist/vampire)
text += "
[vampire.get_display_key()] was [vampire.name] ("
if(vampire.current)
if(vampire.current.stat == DEAD)
text += "died"
else
text += "survived"
if(V.subclass)
text += " as a [V.subclass.name]"
else
text += "body destroyed"
text += ")"
var/list/all_objectives = vampire.get_all_objectives(include_team = FALSE)
if(length(all_objectives))//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in all_objectives)
if(objective.check_completion())
text += "
Objective #[count]: [objective.explanation_text] Success!"
if(istype(objective, /datum/objective/steal))
var/datum/objective/steal/S = objective
SSblackbox.record_feedback("nested tally", "vampire_steal_objective", 1, list("Steal [S.steal_target]", "SUCCESS"))
else
SSblackbox.record_feedback("nested tally", "vampire_objective", 1, list("[objective.type]", "SUCCESS"))
else
text += "
Objective #[count]: [objective.explanation_text] Fail."
if(istype(objective, /datum/objective/steal))
var/datum/objective/steal/S = objective
SSblackbox.record_feedback("nested tally", "vampire_steal_objective", 1, list("Steal [S.steal_target]", "FAIL"))
else
SSblackbox.record_feedback("nested tally", "vampire_objective", 1, list("[objective.type]", "FAIL"))
traitorwin = FALSE
count++
var/special_role_text
if(vampire.special_role)
special_role_text = lowertext(vampire.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "
The [special_role_text] was successful!"
SSblackbox.record_feedback("tally", "vampire_success", 1, "SUCCESS")
else
text += "
The [special_role_text] has failed!"
SSblackbox.record_feedback("tally", "vampire_success", 1, "FAIL")
return text.Join("")
/datum/game_mode/proc/auto_declare_completion_enthralled()
if(!length(vampire_enthralled))
return
var/list/text = list("The Enthralled were:")
for(var/datum/mind/mind in vampire_enthralled)
text += "
[mind.get_display_key()] was [mind.name] ("
if(mind.current)
if(mind.current.stat == DEAD)
text += "died"
else
text += "survived"
if(mind.current.real_name != mind.name)
text += " as [mind.current.real_name]"
else
text += "body destroyed"
text += ")"
return text.Join("")