Files
Paradise/code/game/gamemodes/game_mode.dm
Tigercat2000 71e5344a98 Mass replace
2016-07-07 19:34:02 -07:00

471 lines
18 KiB
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
* GAMEMODES (by Rastaf0)
*
* In the new mode system all special roles are fully supported.
* You can have proper wizards/traitors/changelings/cultists during any mode.
* Only two things really depends on gamemode:
* 1. Starting roles, equipment and preparations
* 2. Conditions of finishing the round.
*
*/
/datum/game_mode
var/name = "invalid"
var/config_tag = null
var/intercept_hacked = 0
var/votable = 1
var/probability = 0
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/explosion_in_progress = 0 //sit back and relax
var/list/datum/mind/modePlayer = new
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
var/list/protected_jobs = list() // Jobs that can't be traitors
var/list/protected_species = list() // Species that can't be traitors
var/required_players = 0
var/required_enemies = 0
var/recommended_enemies = 0
var/newscaster_announcements = null
var/ert_disabled = 0
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 20
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
/datum/game_mode/proc/announce() //to be calles when round starts
to_chat(world, "<B>Notice</B>: [src] did not define announce()")
///can_start()
///Checks to see if the game can be setup and ran with the current number of players or whatnot.
/datum/game_mode/proc/can_start()
var/playerC = 0
for(var/mob/new_player/player in player_list)
if((player.client)&&(player.ready))
playerC++
if(playerC >= required_players)
return 1
return 0
//pre_pre_setup() For when you really don't want certain jobs ingame.
/datum/game_mode/proc/pre_pre_setup()
return 1
///pre_setup()
///Attempts to select players for special roles the mode might have.
/datum/game_mode/proc/pre_setup()
return 1
///post_setup()
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup()
spawn (ROUNDSTART_LOGOUT_REPORT_TIME)
display_roundstart_logout_report()
feedback_set_details("round_start","[time2text(world.realtime)]")
if(ticker && ticker.mode)
feedback_set_details("game_mode","[ticker.mode]")
// if(revdata)
// feedback_set_details("revision","[revdata.revision]")
feedback_set_details("server_ip","[world.internet_address]:[world.port]")
start_state = new /datum/station_state()
start_state.count()
return 1
///process()
///Called by the gameticker
/datum/game_mode/proc/process()
return 0
//Called by the gameticker
/datum/game_mode/proc/process_job_tasks()
var/obj/machinery/message_server/useMS = null
if(message_servers)
for(var/obj/machinery/message_server/MS in message_servers)
if(MS.active)
useMS = MS
break
for(var/mob/M in player_list)
if(M.mind)
var/obj/item/device/pda/P=null
for(var/obj/item/device/pda/check_pda in PDAs)
if(check_pda.owner==M.name)
P=check_pda
break
var/count=0
for(var/datum/job_objective/objective in M.mind.job_objectives)
count++
var/msg=""
var/pay=0
if(objective.per_unit && objective.units_compensated<objective.units_completed)
var/newunits = objective.units_completed - objective.units_compensated
msg="We see that you completed [newunits] new unit[newunits>1?"s":""] for Task #[count]! "
pay=objective.completion_payment * newunits
objective.units_compensated += newunits
objective.is_completed() // So we don't get many messages regarding completion
else if(!objective.completed)
if(objective.is_completed())
pay=objective.completion_payment
msg="Task #[count] completed! "
if(pay>0)
if(M.mind.initial_account)
M.mind.initial_account.money += pay
var/datum/transaction/T = new()
T.target_name = "[command_name()] Payroll"
T.purpose = "Payment"
T.amount = pay
T.date = current_date_string
T.time = worldtime2text()
T.source_terminal = "\[CLASSIFIED\] Terminal #[rand(111,333)]"
M.mind.initial_account.transaction_log.Add(T)
msg += "You have been sent the $[pay], as agreed."
else
msg += "However, we were unable to send you the $[pay] you're entitled."
if(useMS && P)
useMS.send_pda_message("[P.owner]", "[command_name()] Payroll", msg)
var/datum/data/pda/app/messenger/PM = P.find_program(/datum/data/pda/app/messenger)
PM.notify("<b>Message from [command_name()] (Payroll), </b>\"[msg]\" (<i>Unable to Reply</i>)", 0)
break
/datum/game_mode/proc/check_finished() //to be called by ticker
if(shuttle_master.emergency.mode >= SHUTTLE_ENDGAME || station_was_nuked)
return 1
return 0
/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.
return
/datum/game_mode/proc/declare_completion()
var/clients = 0
var/surviving_humans = 0
var/surviving_total = 0
var/ghosts = 0
var/escaped_humans = 0
var/escaped_total = 0
var/escaped_on_pod_1 = 0
var/escaped_on_pod_2 = 0
var/escaped_on_pod_3 = 0
var/escaped_on_pod_5 = 0
var/escaped_on_shuttle = 0
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)
if(shuttle_master.emergency.mode < SHUTTLE_ENDGAME) //shuttle didn't get to centcom
escape_locations -= /area/shuttle/escape
for(var/mob/M in player_list)
if(M.client)
clients++
if(ishuman(M))
if(!M.stat)
surviving_humans++
if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
escaped_humans++
if(!M.stat)
surviving_total++
if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
escaped_total++
if(M.loc && M.loc.loc && M.loc.loc.type == shuttle_master.emergency.areaInstance.type && shuttle_master.emergency.mode >= SHUTTLE_ENDGAME)
escaped_on_shuttle++
if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom)
escaped_on_pod_1++
if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom)
escaped_on_pod_2++
if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom)
escaped_on_pod_3++
if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom)
escaped_on_pod_5++
if(isobserver(M))
ghosts++
if(clients > 0)
feedback_set("round_end_clients",clients)
if(ghosts > 0)
feedback_set("round_end_ghosts",ghosts)
if(surviving_humans > 0)
feedback_set("survived_human",surviving_humans)
if(surviving_total > 0)
feedback_set("survived_total",surviving_total)
if(escaped_humans > 0)
feedback_set("escaped_human",escaped_humans)
if(escaped_total > 0)
feedback_set("escaped_total",escaped_total)
if(escaped_on_shuttle > 0)
feedback_set("escaped_on_shuttle",escaped_on_shuttle)
if(escaped_on_pod_1 > 0)
feedback_set("escaped_on_pod_1",escaped_on_pod_1)
if(escaped_on_pod_2 > 0)
feedback_set("escaped_on_pod_2",escaped_on_pod_2)
if(escaped_on_pod_3 > 0)
feedback_set("escaped_on_pod_3",escaped_on_pod_3)
if(escaped_on_pod_5 > 0)
feedback_set("escaped_on_pod_5",escaped_on_pod_5)
send2mainirc("A round of [src.name] has ended - [surviving_total] survivors, [ghosts] ghosts.")
return 0
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
return 0
/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=0)
var/list/players = list()
var/list/candidates = list()
//var/list/drafted = list()
//var/datum/mind/applicant = null
var/roletext = get_roletext(role)
// Assemble a list of active players without jobbans.
for(var/mob/new_player/player in player_list)
if(player.client && player.ready)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext))
if(player_old_enough_antag(player.client,role))
players += player
// Shuffle the players list so that it becomes ping-independent.
players = shuffle(players)
// Get a list of all the people who want to be the antagonist for this round, except those with incompatible species
for(var/mob/new_player/player in players)
if((role in player.client.prefs.be_special) && !(player.client.prefs.species in protected_species))
log_debug("[player.key] had [roletext] enabled, so we are drafting them.")
candidates += player.mind
players -= player
// If we don't have enough antags, draft people who voted for the round.
if(candidates.len < recommended_enemies)
for(var/key in round_voters)
for(var/mob/new_player/player in players)
if(player.ckey == key)
log_debug("[player.key] voted for this round, so we are drafting them.")
candidates += player.mind
players -= player
break
// Remove candidates who want to be antagonist but have a job that precludes it
if(restricted_jobs)
for(var/datum/mind/player in candidates)
for(var/job in restricted_jobs)
if(player.assigned_role == job)
candidates -= player
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
// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
/datum/game_mode/proc/latespawn(var/mob)
/*
/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/player)
if(player.preferences.be_special & role)
return 1
return 0
*/
/datum/game_mode/proc/num_players()
. = 0
for(var/mob/new_player/P in player_list)
if(P.client && P.ready)
.++
/datum/game_mode/proc/num_players_started()
. = 0
for(var/mob/living/carbon/human/H in player_list)
if(H.client)
.++
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/datum/game_mode/proc/get_living_heads()
. = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in command_positions))
. |= player.mind
////////////////////////////
//Keeps track of all heads//
////////////////////////////
/datum/game_mode/proc/get_all_heads()
. = list()
for(var/mob/player in mob_list)
if(player.mind && (player.mind.assigned_role in command_positions))
. |= player.mind
//////////////////////////////////////////////
//Keeps track of all living security members//
//////////////////////////////////////////////
/datum/game_mode/proc/get_living_sec()
. = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in security_positions))
. |= player.mind
////////////////////////////////////////
//Keeps track of all security members//
////////////////////////////////////////
/datum/game_mode/proc/get_all_sec()
. = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.mind && (player.mind.assigned_role in security_positions))
. |= player.mind
/datum/game_mode/proc/check_antagonists_topic(href, href_list[])
return 0
/datum/game_mode/New()
newscaster_announcements = pick(newscaster_standard_feeds)
//////////////////////////
//Reports player logouts//
//////////////////////////
proc/display_roundstart_logout_report()
var/msg = "<span class='notice'>Roundstart logout report</span>\n\n"
for(var/mob/living/L in mob_list)
if(L.ckey)
var/found = 0
for(var/client/C in clients)
if(C.ckey == L.ckey)
found = 1
break
if(!found)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
if(L.ckey && L.client)
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
continue //AFK client
if(L.stat)
if(L.suiciding) //Suicider
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
job_master.FreeRole(L.job)
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")
continue //Disconnected client
if(L.stat == UNCONSCIOUS)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
continue //Unconscious
if(L.stat == DEAD)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
continue //Dead
continue //Happy connected client
for(var/mob/dead/observer/D in mob_list)
if(D.mind && (D.mind.original == L || D.mind.current == L))
if(L.stat == DEAD)
if(L.suiciding) //Suicider
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Suicide</b></font>)\n"
continue //Disconnected client
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
continue //Dead mob, ghost abandoned
else
if(D.can_reenter_corpse)
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>This shouldn't appear.</b></font>)\n"
continue //Lolwhat
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<font color='red'><b>Ghosted</b></font>)\n"
job_master.FreeRole(L.job)
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")
continue //Ghosted while alive
for(var/mob/M in mob_list)
if(M.client && M.client.holder)
to_chat(M, msg)
proc/get_nt_opposed()
var/list/dudes = list()
for(var/mob/living/carbon/human/man in player_list)
if(man.client)
if(man.client.prefs.nanotrasen_relation == "Opposed")
dudes += man
else if(man.client.prefs.nanotrasen_relation == "Skeptical" && prob(50))
dudes += man
if(dudes.len == 0) return null
return pick(dudes)
//Announces objectives/generic antag text.
/proc/show_generic_antag_text(var/datum/mind/player)
if(player.current)
to_chat(player.current, "You are an antagonist! <font color=blue>Within the rules,</font> \
try to act as an opposing force to the crew. Further RP and try to make sure \
other players have <i>fun</i>! If you are confused or at a loss, always adminhelp, \
and before taking extreme actions, please try to also contact the administration! \
Think through your actions and make the roleplay immersive! <b>Please remember all \
rules aside from those without explicit exceptions apply to antagonists.</b>")
/proc/show_objectives(var/datum/mind/player)
if(!player || !player.current) return
var/obj_count = 1
to_chat(player.current, "\blue Your current objectives:")
for(var/datum/objective/objective in player.objectives)
to_chat(player.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
obj_count++
/proc/get_roletext(var/role)
return role
/proc/get_nuke_code()
var/nukecode = "ERROR"
for(var/obj/machinery/nuclearbomb/bomb in world)
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