mirror of
https://github.com/ParadiseSS13/Paradise.git
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471 lines
18 KiB
Plaintext
471 lines
18 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* GAMEMODES (by Rastaf0)
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*
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* In the new mode system all special roles are fully supported.
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* You can have proper wizards/traitors/changelings/cultists during any mode.
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* Only two things really depends on gamemode:
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* 1. Starting roles, equipment and preparations
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* 2. Conditions of finishing the round.
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*
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*/
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/intercept_hacked = 0
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var/votable = 1
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var/probability = 0
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/list/datum/mind/modePlayer = new
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/protected_jobs = list() // Jobs that can't be traitors
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var/list/protected_species = list() // Species that can't be traitors
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var/required_players = 0
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var/required_enemies = 0
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var/recommended_enemies = 0
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var/newscaster_announcements = null
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var/ert_disabled = 0
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 20
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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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/datum/game_mode/proc/announce() //to be calles when round starts
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to_chat(world, "<B>Notice</B>: [src] did not define announce()")
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///can_start()
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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var/playerC = 0
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for(var/mob/new_player/player in player_list)
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if((player.client)&&(player.ready))
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playerC++
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if(playerC >= required_players)
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return 1
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return 0
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//pre_pre_setup() For when you really don't want certain jobs ingame.
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/datum/game_mode/proc/pre_pre_setup()
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return 1
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///pre_setup()
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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return 1
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///post_setup()
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup()
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spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
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display_roundstart_logout_report()
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feedback_set_details("round_start","[time2text(world.realtime)]")
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if(ticker && ticker.mode)
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feedback_set_details("game_mode","[ticker.mode]")
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// if(revdata)
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// feedback_set_details("revision","[revdata.revision]")
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feedback_set_details("server_ip","[world.internet_address]:[world.port]")
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start_state = new /datum/station_state()
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start_state.count()
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return 1
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///process()
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///Called by the gameticker
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/datum/game_mode/proc/process()
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return 0
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//Called by the gameticker
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/datum/game_mode/proc/process_job_tasks()
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var/obj/machinery/message_server/useMS = null
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if(message_servers)
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for(var/obj/machinery/message_server/MS in message_servers)
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if(MS.active)
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useMS = MS
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break
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for(var/mob/M in player_list)
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if(M.mind)
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var/obj/item/device/pda/P=null
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for(var/obj/item/device/pda/check_pda in PDAs)
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if(check_pda.owner==M.name)
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P=check_pda
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break
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var/count=0
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for(var/datum/job_objective/objective in M.mind.job_objectives)
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count++
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var/msg=""
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var/pay=0
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if(objective.per_unit && objective.units_compensated<objective.units_completed)
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var/newunits = objective.units_completed - objective.units_compensated
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msg="We see that you completed [newunits] new unit[newunits>1?"s":""] for Task #[count]! "
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pay=objective.completion_payment * newunits
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objective.units_compensated += newunits
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objective.is_completed() // So we don't get many messages regarding completion
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else if(!objective.completed)
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if(objective.is_completed())
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pay=objective.completion_payment
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msg="Task #[count] completed! "
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if(pay>0)
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if(M.mind.initial_account)
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M.mind.initial_account.money += pay
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var/datum/transaction/T = new()
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T.target_name = "[command_name()] Payroll"
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T.purpose = "Payment"
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T.amount = pay
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T.date = current_date_string
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T.time = worldtime2text()
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T.source_terminal = "\[CLASSIFIED\] Terminal #[rand(111,333)]"
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M.mind.initial_account.transaction_log.Add(T)
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msg += "You have been sent the $[pay], as agreed."
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else
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msg += "However, we were unable to send you the $[pay] you're entitled."
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if(useMS && P)
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useMS.send_pda_message("[P.owner]", "[command_name()] Payroll", msg)
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var/datum/data/pda/app/messenger/PM = P.find_program(/datum/data/pda/app/messenger)
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PM.notify("<b>Message from [command_name()] (Payroll), </b>\"[msg]\" (<i>Unable to Reply</i>)", 0)
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break
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/datum/game_mode/proc/check_finished() //to be called by ticker
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if(shuttle_master.emergency.mode >= SHUTTLE_ENDGAME || station_was_nuked)
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return 1
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return 0
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/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.
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return
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/datum/game_mode/proc/declare_completion()
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var/clients = 0
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var/surviving_humans = 0
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var/surviving_total = 0
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var/ghosts = 0
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var/escaped_humans = 0
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var/escaped_total = 0
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var/escaped_on_pod_1 = 0
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var/escaped_on_pod_2 = 0
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var/escaped_on_pod_3 = 0
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var/escaped_on_pod_5 = 0
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var/escaped_on_shuttle = 0
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var/list/area/escape_locations = list(/area/shuttle/escape, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
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if(shuttle_master.emergency.mode < SHUTTLE_ENDGAME) //shuttle didn't get to centcom
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escape_locations -= /area/shuttle/escape
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for(var/mob/M in player_list)
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if(M.client)
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clients++
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if(ishuman(M))
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if(!M.stat)
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surviving_humans++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_humans++
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if(!M.stat)
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surviving_total++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_total++
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if(M.loc && M.loc.loc && M.loc.loc.type == shuttle_master.emergency.areaInstance.type && shuttle_master.emergency.mode >= SHUTTLE_ENDGAME)
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escaped_on_shuttle++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom)
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escaped_on_pod_1++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom)
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escaped_on_pod_2++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom)
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escaped_on_pod_3++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom)
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escaped_on_pod_5++
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if(isobserver(M))
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ghosts++
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if(clients > 0)
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feedback_set("round_end_clients",clients)
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if(ghosts > 0)
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feedback_set("round_end_ghosts",ghosts)
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if(surviving_humans > 0)
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feedback_set("survived_human",surviving_humans)
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if(surviving_total > 0)
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feedback_set("survived_total",surviving_total)
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if(escaped_humans > 0)
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feedback_set("escaped_human",escaped_humans)
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if(escaped_total > 0)
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feedback_set("escaped_total",escaped_total)
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if(escaped_on_shuttle > 0)
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feedback_set("escaped_on_shuttle",escaped_on_shuttle)
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if(escaped_on_pod_1 > 0)
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feedback_set("escaped_on_pod_1",escaped_on_pod_1)
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if(escaped_on_pod_2 > 0)
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feedback_set("escaped_on_pod_2",escaped_on_pod_2)
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if(escaped_on_pod_3 > 0)
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feedback_set("escaped_on_pod_3",escaped_on_pod_3)
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if(escaped_on_pod_5 > 0)
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feedback_set("escaped_on_pod_5",escaped_on_pod_5)
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send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.")
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return 0
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
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var/list/players = list()
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var/list/candidates = list()
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//var/list/drafted = list()
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//var/datum/mind/applicant = null
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var/roletext = get_roletext(role)
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// Assemble a list of active players without jobbans.
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for(var/mob/new_player/player in player_list)
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if(player.client && player.ready)
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext))
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if(player_old_enough_antag(player.client,role))
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players += player
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// Shuffle the players list so that it becomes ping-independent.
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players = shuffle(players)
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// Get a list of all the people who want to be the antagonist for this round, except those with incompatible species
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for(var/mob/new_player/player in players)
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if((role in player.client.prefs.be_special) && !(player.client.prefs.species in protected_species))
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log_debug("[player.key] had [roletext] enabled, so we are drafting them.")
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candidates += player.mind
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players -= player
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// If we don't have enough antags, draft people who voted for the round.
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if(candidates.len < recommended_enemies)
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for(var/key in round_voters)
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for(var/mob/new_player/player in players)
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if(player.ckey == key)
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log_debug("[player.key] voted for this round, so we are drafting them.")
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candidates += player.mind
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players -= player
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break
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// Remove candidates who want to be antagonist but have a job that precludes it
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if(restricted_jobs)
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for(var/datum/mind/player in candidates)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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candidates -= player
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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 recommended_enemies
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// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
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// Less if there are not enough valid players in the game entirely to make recommended_enemies.
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/datum/game_mode/proc/latespawn(var/mob)
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/*
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/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/player)
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if(player.preferences.be_special & role)
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return 1
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return 0
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*/
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/datum/game_mode/proc/num_players()
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. = 0
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for(var/mob/new_player/P in player_list)
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if(P.client && P.ready)
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.++
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/datum/game_mode/proc/num_players_started()
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. = 0
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for(var/mob/living/carbon/human/H in player_list)
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if(H.client)
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.++
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///////////////////////////////////
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//Keeps track of all living heads//
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///////////////////////////////////
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/datum/game_mode/proc/get_living_heads()
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. = list()
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for(var/mob/living/carbon/human/player in mob_list)
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if(player.stat != DEAD && player.mind && (player.mind.assigned_role in command_positions))
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. |= player.mind
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////////////////////////////
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//Keeps track of all heads//
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////////////////////////////
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/datum/game_mode/proc/get_all_heads()
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. = list()
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for(var/mob/player in mob_list)
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if(player.mind && (player.mind.assigned_role in command_positions))
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. |= player.mind
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//////////////////////////////////////////////
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//Keeps track of all living security members//
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//////////////////////////////////////////////
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/datum/game_mode/proc/get_living_sec()
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. = list()
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for(var/mob/living/carbon/human/player in mob_list)
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if(player.stat != DEAD && player.mind && (player.mind.assigned_role in security_positions))
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. |= player.mind
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////////////////////////////////////////
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//Keeps track of all security members//
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////////////////////////////////////////
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/datum/game_mode/proc/get_all_sec()
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. = list()
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for(var/mob/living/carbon/human/player in mob_list)
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if(player.mind && (player.mind.assigned_role in security_positions))
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. |= player.mind
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/datum/game_mode/proc/check_antagonists_topic(href, href_list[])
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return 0
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/datum/game_mode/New()
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newscaster_announcements = pick(newscaster_standard_feeds)
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//////////////////////////
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//Reports player logouts//
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//////////////////////////
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proc/display_roundstart_logout_report()
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var/msg = "<span class='notice'>Roundstart logout report</span>\n\n"
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for(var/mob/living/L in mob_list)
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if(L.ckey)
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var/found = 0
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for(var/client/C in clients)
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if(C.ckey == L.ckey)
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found = 1
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break
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if(!found)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
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if(L.ckey && L.client)
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if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
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continue //AFK client
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if(L.stat)
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if(L.suiciding) //Suicider
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
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job_master.FreeRole(L.job)
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message_admins("<b>[key_name_admin(L)]</b>, the [L.job] has been freed due to (<font color='#ffcc00'><b>Early Round Suicide</b></font>)\n")
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continue //Disconnected client
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if(L.stat == UNCONSCIOUS)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
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continue //Unconscious
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if(L.stat == DEAD)
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msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
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continue //Dead
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continue //Happy connected client
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for(var/mob/dead/observer/D in mob_list)
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if(D.mind && (D.mind.original == L || D.mind.current == L))
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if(L.stat == DEAD)
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if(L.suiciding) //Suicider
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
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continue //Disconnected client
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else
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
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continue //Dead mob, ghost abandoned
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else
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if(D.can_reenter_corpse)
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>This shouldn't appear.</b></font>)\n"
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continue //Lolwhat
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else
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msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Ghosted</b></font>)\n"
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job_master.FreeRole(L.job)
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message_admins("<b>[key_name_admin(L)]</b>, the [L.job] has been freed due to (<font color='#ffcc00'><b>Early Round Ghosted While Alive</b></font>)\n")
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continue //Ghosted while alive
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for(var/mob/M in mob_list)
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if(M.client && M.client.holder)
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to_chat(M, msg)
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proc/get_nt_opposed()
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var/list/dudes = list()
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for(var/mob/living/carbon/human/man in player_list)
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if(man.client)
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if(man.client.prefs.nanotrasen_relation == "Opposed")
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dudes += man
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else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50))
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dudes += man
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if(dudes.len == 0) return null
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return pick(dudes)
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//Announces objectives/generic antag text.
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/proc/show_generic_antag_text(var/datum/mind/player)
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if(player.current)
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to_chat(player.current, "You are an antagonist! <font color=blue>Within the rules,</font> \
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try to act as an opposing force to the crew. Further RP and try to make sure \
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other players have <i>fun</i>! If you are confused or at a loss, always adminhelp, \
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and before taking extreme actions, please try to also contact the administration! \
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Think through your actions and make the roleplay immersive! <b>Please remember all \
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rules aside from those without explicit exceptions apply to antagonists.</b>")
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/proc/show_objectives(var/datum/mind/player)
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if(!player || !player.current) return
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var/obj_count = 1
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to_chat(player.current, "\blue Your current objectives:")
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for(var/datum/objective/objective in player.objectives)
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to_chat(player.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
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obj_count++
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/proc/get_roletext(var/role)
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return role
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/proc/get_nuke_code()
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var/nukecode = "ERROR"
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for(var/obj/machinery/nuclearbomb/bomb in world)
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if(bomb && bomb.r_code && bomb.z == ZLEVEL_STATION)
|
|
nukecode = bomb.r_code
|
|
return nukecode
|
|
|
|
/datum/game_mode/proc/replace_jobbaned_player(mob/living/M, role_type)
|
|
var/list/mob/dead/observer/candidates = pollCandidates("Do you want to play as a [role_type]?", role_type, 0, 100)
|
|
var/mob/dead/observer/theghost = null
|
|
if(candidates.len)
|
|
theghost = pick(candidates)
|
|
to_chat(M, "<span class='userdanger'>Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!</span>")
|
|
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)]) to replace a jobbanned player.")
|
|
M.ghostize()
|
|
M.key = theghost.key
|
|
else
|
|
message_admins("[M] ([M.key] has been converted into [role_type] with an active antagonist jobban for said role since no ghost has volunteered to take their place.")
|
|
to_chat(M, "<span class='biggerdanger'>You have been converted into [role_type] with an active jobban. Any further violations of the rules on your part are likely to result in a permanent ban.</span>")
|
|
|
|
/datum/game_mode/proc/printplayer(datum/mind/ply, fleecheck)
|
|
var/text = "<br><b>[ply.key]</b> was <b>[ply.name]</b> the <b>[ply.assigned_role]</b> and"
|
|
if(ply.current)
|
|
if(ply.current.stat == DEAD)
|
|
text += " <span class='boldannounce'>died</span>"
|
|
else
|
|
text += " <span class='greenannounce'>survived</span>"
|
|
if(fleecheck && ply.current.z > ZLEVEL_STATION)
|
|
text += " while <span class='boldannounce'>fleeing the station</span>"
|
|
if(ply.current.real_name != ply.name)
|
|
text += " as <b>[ply.current.real_name]</b>"
|
|
else
|
|
text += " <span class='boldannounce'>had their body destroyed</span>"
|
|
return text
|
|
|
|
/datum/game_mode/proc/printobjectives(datum/mind/ply)
|
|
var/text = ""
|
|
var/count = 1
|
|
for(var/datum/objective/objective in ply.objectives)
|
|
if(objective.check_completion())
|
|
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='greenannounce'>Success!</span>"
|
|
else
|
|
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='boldannounce'>Fail.</span>"
|
|
count++
|
|
return text |