mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-21 07:42:21 +00:00
416 lines
16 KiB
Plaintext
416 lines
16 KiB
Plaintext
/datum/game_mode
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// this includes admin-appointed traitors and multitraitors. Easy!
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var/list/datum/mind/traitors = list()
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var/list/datum/mind/implanter = list()
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var/list/datum/mind/implanted = list()
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var/datum/mind/exchange_red
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var/datum/mind/exchange_blue
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/datum/game_mode/traitor
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name = "traitor"
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config_tag = "traitor"
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restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Internal Affairs Agent", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Magistrate", "Internal Affairs Agent", "Brig Physician", "Nanotrasen Navy Officer", "Special Operations Officer")//AI", Currently out of the list as malf does not work for shit
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required_players = 0
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required_enemies = 1
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recommended_enemies = 4
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var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
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var/const/traitor_scaling_coeff = 5.0 //how much does the amount of players get divided by to determine traitors
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/datum/game_mode/traitor/announce()
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to_chat(world, "<B>The current game mode is - Traitor!</B>")
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to_chat(world, "<B>There is a syndicate traitor on the station. Do not let the traitor succeed!</B>")
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/datum/game_mode/traitor/pre_setup()
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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var/list/possible_traitors = get_players_for_role(ROLE_TRAITOR)
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// stop setup if no possible traitors
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if(!possible_traitors.len)
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return 0
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var/num_traitors = 1
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if(config.traitor_scaling)
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num_traitors = max(1, round((num_players())/(traitor_scaling_coeff)))
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else
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num_traitors = max(1, min(num_players(), traitors_possible))
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for(var/j = 0, j < num_traitors, j++)
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if(!possible_traitors.len)
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break
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var/datum/mind/traitor = pick(possible_traitors)
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traitors += traitor
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traitor.special_role = "traitor"
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var/datum/mindslaves/slaved = new()
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slaved.masters += traitor
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traitor.som = slaved //we MIGT want to mindslave someone
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traitor.restricted_roles = restricted_jobs
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possible_traitors.Remove(traitor)
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if(!traitors.len)
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return 0
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return 1
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/datum/game_mode/traitor/post_setup()
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for(var/datum/mind/traitor in traitors)
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forge_traitor_objectives(traitor)
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spawn(rand(10,100))
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finalize_traitor(traitor)
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greet_traitor(traitor)
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modePlayer += traitors
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..()
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/datum/game_mode/proc/forge_traitor_objectives(datum/mind/traitor)
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if(istype(traitor.current, /mob/living/silicon))
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var/objective_count = 0
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if(prob(30))
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var/special_pick = rand(1,2)
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switch(special_pick)
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if(1)
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var/datum/objective/block/block_objective = new
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block_objective.owner = traitor
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traitor.objectives += block_objective
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objective_count++
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if(2) //Protect and strand a target
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var/datum/objective/protect/yandere_one = new
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yandere_one.owner = traitor
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traitor.objectives += yandere_one
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yandere_one.find_target()
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objective_count++
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var/datum/objective/maroon/yandere_two = new
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yandere_two.owner = traitor
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yandere_two.target = yandere_one.target
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traitor.objectives += yandere_two
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objective_count++
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for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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var/datum/objective/survive/survive_objective = new
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survive_objective.owner = traitor
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traitor.objectives += survive_objective
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else
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var/is_hijacker = prob(10)
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var/martyr_chance = prob(20)
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var/objective_count = is_hijacker //Hijacking counts towards number of objectives
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if(!exchange_blue && traitors.len >= 8) //Set up an exchange if there are enough traitors
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if(!exchange_red)
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exchange_red = traitor
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else
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exchange_blue = traitor
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assign_exchange_role(exchange_red)
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assign_exchange_role(exchange_blue)
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objective_count += 1 //Exchange counts towards number of objectives
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var/list/active_ais = active_ais()
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for(var/i = objective_count, i < config.traitor_objectives_amount, i++)
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if(prob(50))
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if(active_ais.len && prob(100/player_list.len))
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var/datum/objective/destroy/destroy_objective = new
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destroy_objective.owner = traitor
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destroy_objective.find_target()
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traitor.objectives += destroy_objective
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else if(prob(5))
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var/datum/objective/debrain/debrain_objective = new
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debrain_objective.owner = traitor
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debrain_objective.find_target()
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traitor.objectives += debrain_objective
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else if(prob(30))
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var/datum/objective/maroon/maroon_objective = new
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maroon_objective.owner = traitor
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maroon_objective.find_target()
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traitor.objectives += maroon_objective
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else
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var/datum/objective/assassinate/kill_objective = new
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kill_objective.owner = traitor
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kill_objective.find_target()
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traitor.objectives += kill_objective
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else
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var/datum/objective/steal/steal_objective = new
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steal_objective.owner = traitor
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steal_objective.find_target()
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traitor.objectives += steal_objective
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if(is_hijacker && objective_count <= config.traitor_objectives_amount) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
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if(!(locate(/datum/objective/hijack) in traitor.objectives))
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var/datum/objective/hijack/hijack_objective = new
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hijack_objective.owner = traitor
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traitor.objectives += hijack_objective
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return
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var/martyr_compatibility = 1 //You can't succeed in stealing if you're dead.
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for(var/datum/objective/O in traitor.objectives)
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if(!O.martyr_compatible)
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martyr_compatibility = 0
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break
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if(martyr_compatibility && martyr_chance)
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var/datum/objective/die/martyr_objective = new
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martyr_objective.owner = traitor
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traitor.objectives += martyr_objective
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return
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else
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if(!(locate(/datum/objective/escape) in traitor.objectives))
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var/datum/objective/escape/escape_objective = new
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escape_objective.owner = traitor
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traitor.objectives += escape_objective
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return
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/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
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to_chat(traitor.current, "<B><font size=3 color=red>You are the traitor.</font></B>")
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var/obj_count = 1
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for(var/datum/objective/objective in traitor.objectives)
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to_chat(traitor.current, "<B>Objective #[obj_count]</B>: [objective.explanation_text]")
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obj_count++
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return
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/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)
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if(istype(traitor.current, /mob/living/silicon))
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add_law_zero(traitor.current)
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else
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equip_traitor(traitor.current)
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return
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/datum/game_mode/traitor/declare_completion()
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..()
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return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
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/datum/game_mode/traitor/process()
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// Make sure all objectives are processed regularly, so that objectives
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// which can be checked mid-round are checked mid-round.
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for(var/datum/mind/traitor_mind in traitors)
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for(var/datum/objective/objective in traitor_mind.objectives)
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objective.check_completion()
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return 0
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/datum/game_mode/proc/give_codewords(mob/living/traitor_mob)
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to_chat(traitor_mob, "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>")
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to_chat(traitor_mob, "<B>Code Phrase</B>: <span class='danger'>[syndicate_code_phrase]</span>")
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to_chat(traitor_mob, "<B>Code Response</B>: <span class='danger'>[syndicate_code_response]</span>")
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traitor_mob.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
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traitor_mob.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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to_chat(traitor_mob, "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe.")
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/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
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var/law = "Accomplish your objectives at all costs."
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var/law_borg = "Accomplish your AI's objectives at all costs."
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to_chat(killer, "<b>Your laws have been changed!</b>")
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killer.set_zeroth_law(law, law_borg)
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to_chat(killer, "New law: 0. [law]")
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give_codewords(killer)
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/datum/game_mode/proc/auto_declare_completion_traitor()
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if(traitors.len)
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var/text = "<FONT size = 2><B>The traitors were:</B></FONT>"
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for(var/datum/mind/traitor in traitors)
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var/traitorwin = 1
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text += "<br>[traitor.key] was [traitor.name] ("
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if(traitor.current)
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if(traitor.current.stat == DEAD)
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text += "died"
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else
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text += "survived"
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if(traitor.current.real_name != traitor.name)
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text += " as [traitor.current.real_name]"
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else
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text += "body destroyed"
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text += ")"
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var/TC_uses = 0
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var/uplink_true = 0
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var/purchases = ""
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for(var/obj/item/device/uplink/H in world_uplinks)
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if(H && H.uplink_owner && H.uplink_owner==traitor.key)
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TC_uses += H.used_TC
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uplink_true=1
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purchases += H.purchase_log
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if(uplink_true) text += " (used [TC_uses] TC) [purchases]"
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if(traitor.objectives && traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
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var/count = 1
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for(var/datum/objective/objective in traitor.objectives)
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if(objective.check_completion())
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
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feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
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else
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text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
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feedback_add_details("traitor_objective","[objective.type]|FAIL")
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traitorwin = 0
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count++
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var/special_role_text
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if(traitor.special_role)
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special_role_text = lowertext(traitor.special_role)
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else
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special_role_text = "antagonist"
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if(traitorwin)
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text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
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feedback_add_details("traitor_success","SUCCESS")
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else
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text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
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feedback_add_details("traitor_success","FAIL")
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to_chat(world, text)
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return 1
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/datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0)
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if(!istype(traitor_mob))
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return
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. = 1
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if(traitor_mob.mind)
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if(traitor_mob.mind.assigned_role == "Clown")
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to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
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traitor_mob.mutations.Remove(CLUMSY)
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// find a radio! toolbox(es), backpack, belt, headset
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var/obj/item/R = locate(/obj/item/device/pda) in traitor_mob.contents //Hide the uplink in a PDA if available, otherwise radio
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if(!R)
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R = locate(/obj/item/device/radio) in traitor_mob.contents
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if(!R)
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to_chat(traitor_mob, "Unfortunately, the Syndicate wasn't able to get you a radio.")
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. = 0
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else
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if(istype(R, /obj/item/device/radio))
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// generate list of radio freqs
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var/obj/item/device/radio/target_radio = R
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var/freq = PUBLIC_LOW_FREQ
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var/list/freqlist = list()
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while(freq <= PUBLIC_HIGH_FREQ)
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if(freq < 1451 || freq > 1459)
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freqlist += freq
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freq += 2
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if((freq % 2) == 0)
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freq += 1
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freq = freqlist[rand(1, freqlist.len)]
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var/obj/item/device/uplink/hidden/T = new(R)
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target_radio.hidden_uplink = T
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T.uplink_owner = "[traitor_mob.key]"
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target_radio.traitor_frequency = freq
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to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [T.loc]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features.")
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traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name] [T.loc]).")
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else if(istype(R, /obj/item/device/pda))
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// generate a passcode if the uplink is hidden in a PDA
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var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
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var/obj/item/device/uplink/hidden/T = new(R)
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R.hidden_uplink = T
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T.uplink_owner = "[traitor_mob.key]"
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var/obj/item/device/pda/P = R
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P.lock_code = pda_pass
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to_chat(traitor_mob, "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [T.loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features.")
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traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [T.loc]).")
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if(!safety)//If they are not a rev. Can be added on to.
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give_codewords(traitor_mob)
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// Tell them about people they might want to contact.
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var/mob/living/carbon/human/M = get_nt_opposed()
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if(M && M != traitor_mob)
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to_chat(traitor_mob, "We have received credible reports that [M.real_name] might be willing to help our cause. If you need assistance, consider contacting them.")
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traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]")
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/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
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var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
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//var/ref = "\ref[traitor_mind]"
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tatorhud.join_hud(traitor_mind.current)
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set_antag_hud(traitor_mind.current, "hudsyndicate")
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/datum/game_mode/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
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var/datum/atom_hud/antag/tatorhud = huds[ANTAG_HUD_TRAITOR]
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tatorhud.leave_hud(traitor_mind.current)
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set_antag_hud(traitor_mind.current, null)
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/datum/game_mode/proc/remove_traitor_mind(datum/mind/traitor_mind, datum/mind/head)
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//var/list/removal
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var/ref = "\ref[head]"
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if(ref in implanter)
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implanter[ref] -= traitor_mind
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implanted -= traitor_mind
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traitors -= traitor_mind
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if(traitor_mind.som)
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var/datum/mindslaves/slaved = traitor_mind.som
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slaved.serv -= traitor_mind
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traitor_mind.special_role = null
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traitor_mind.som = null
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slaved.leave_serv_hud(traitor_mind)
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for(var/datum/objective/protect/mindslave/MS in traitor_mind.objectives)
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traitor_mind.objectives -= MS
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update_traitor_icons_removed(traitor_mind)
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to_chat(traitor_mind.current, "<span class='userdanger'>You are no longer a mindslave; you have complete and free control of your own faculties, once more!</span>")
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/datum/game_mode/proc/assign_exchange_role(var/datum/mind/owner)
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//set faction
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var/faction = "red"
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if(owner == exchange_blue)
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faction = "blue"
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//Assign objectives
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var/datum/objective/steal/exchange/exchange_objective = new
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exchange_objective.set_faction(faction,((faction == "red") ? exchange_blue : exchange_red))
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exchange_objective.owner = owner
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owner.objectives += exchange_objective
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if(prob(20))
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var/datum/objective/steal/exchange/backstab/backstab_objective = new
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backstab_objective.set_faction(faction)
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backstab_objective.owner = owner
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owner.objectives += backstab_objective
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//Spawn and equip documents
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var/mob/living/carbon/human/mob = owner.current
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var/obj/item/weapon/folder/syndicate/folder
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if(owner == exchange_red)
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folder = new/obj/item/weapon/folder/syndicate/red(mob.locs)
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else
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folder = new/obj/item/weapon/folder/syndicate/blue(mob.locs)
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var/list/slots = list (
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"backpack" = slot_in_backpack,
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"left pocket" = slot_l_store,
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"right pocket" = slot_r_store,
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"left hand" = slot_l_hand,
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"right hand" = slot_r_hand,
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)
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var/where = "At your feet"
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var/equipped_slot = mob.equip_in_one_of_slots(folder, slots)
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if(equipped_slot)
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where = "In your [equipped_slot]"
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to_chat(mob, "<BR><BR><span class='info'>[where] is a folder containing <b>secret documents</b> that another Syndicate group wants. We have set up a meeting with one of their agents on station to make an exchange. Exercise extreme caution as they cannot be trusted and may be hostile.</span><BR>")
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mob.update_icons()
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