Files
Paradise/code/game/gamemodes/traitor/traitor.dm
2015-07-09 02:48:34 -04:00

446 lines
17 KiB
Plaintext

/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", "Internal Affairs Agent", "Captain", "Blueshield", "Nanotrasen Representative", "Security Pod Pilot", "Magistrate", "Internal Affairs Agent", "Brig Physician")//AI", Currently out of the list as malf does not work for shit
required_players = 0
required_enemies = 1
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
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)
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
/datum/game_mode/traitor/announce()
world << "<B>The current game mode is - Traitor!</B>"
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(BE_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)
traitors += traitor
traitor.special_role = "traitor"
traitor.restricted_roles = restricted_jobs
possible_traitors.Remove(traitor)
if(!traitors.len)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in traitors)
forge_traitor_objectives(traitor)
spawn(rand(10,100))
finalize_traitor(traitor)
greet_traitor(traitor)
modePlayer += traitors
spawn (rand(waittime_l, waittime_h))
send_intercept()
..()
return 1
/datum/game_mode/proc/forge_traitor_objectives(var/datum/mind/traitor)
if(istype(traitor.current, /mob/living/silicon))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
var/datum/objective/survive/survive_objective = new
survive_objective.owner = traitor
traitor.objectives += survive_objective
if(prob(10))
var/datum/objective/block/block_objective = new
block_objective.owner = traitor
traitor.objectives += block_objective
else
if(!exchange_blue && traitors.len >= 5 && name != "AutoTraitor") //Set up an exchange if there are enough traitors, turned off during autotraitor temporarily due to bugs.
if(!exchange_red)
exchange_red = traitor
else
exchange_blue = traitor
assign_exchange_role(exchange_red)
assign_exchange_role(exchange_blue)
else
var/list/active_ais = active_ais()
if(active_ais.len && prob(4)) // Leaving this at a flat chance for now, problems with the num_players() proc due to latejoin antags.
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = traitor
destroy_objective.find_target()
traitor.objectives += destroy_objective
else
switch(rand(1,100))
if(1 to 30)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = traitor
kill_objective.find_target()
traitor.objectives += kill_objective
if(31 to 40)
var/datum/objective/debrain/debrain_objective = new
debrain_objective.owner = traitor
debrain_objective.find_target()
traitor.objectives += debrain_objective
if(41 to 50)
var/datum/objective/protect/protect_objective = new
protect_objective.owner = traitor
protect_objective.find_target_with_special_role(null,0)
if (!protect_objective.target)
protect_objective.find_target() //We could not find any traitors, protect somebody
traitor.objectives += protect_objective
if(51 to 61)
var/datum/objective/harm/harm_objective = new
harm_objective.owner = traitor
harm_objective.find_target()
traitor.objectives += harm_objective
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = traitor
steal_objective.find_target()
traitor.objectives += steal_objective
switch(rand(1,100))
if(1 to 30) // Die glorious death
if (!(locate(/datum/objective/die) in traitor.objectives) && !(locate(/datum/objective/steal) in traitor.objectives) && !(locate(/datum/objective/steal/exchange) in traitor.objectives) && !(locate(/datum/objective/steal/exchange/backstab) in traitor.objectives))
var/datum/objective/die/die_objective = new
die_objective.owner = traitor
traitor.objectives += die_objective
else
if(prob(85))
if (!(locate(/datum/objective/escape) in traitor.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = traitor
traitor.objectives += escape_objective
else
if(prob(50))
if (!(locate(/datum/objective/hijack) in traitor.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = traitor
traitor.objectives += hijack_objective
else
if (!(locate(/datum/objective/minimize_casualties) in traitor.objectives))
var/datum/objective/minimize_casualties/escape_objective = new
escape_objective.owner = traitor
traitor.objectives += escape_objective
if(31 to 85)
if (!(locate(/datum/objective/escape) in traitor.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = traitor
traitor.objectives += escape_objective
else
if (!(locate(/datum/objective/hijack) in traitor.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = traitor
traitor.objectives += hijack_objective
return
/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
traitor.current << "<B><font size=3 color=red>You are the traitor.</font></B>"
var/obj_count = 1
for(var/datum/objective/objective in traitor.objectives)
traitor.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
/datum/game_mode/proc/finalize_traitor(var/datum/mind/traitor)
if (istype(traitor.current, /mob/living/silicon))
add_law_zero(traitor.current)
else
equip_traitor(traitor.current)
return
/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/give_codewords(mob/living/traitor_mob)
traitor_mob << "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>"
traitor_mob << "<B>Code Phrase</B>: <span class='danger'>[syndicate_code_phrase]</span>"
traitor_mob << "<B>Code Response</B>: <span class='danger'>[syndicate_code_response]</span>"
traitor_mob.mind.store_memory("<b>Code Phrase</b>: [syndicate_code_phrase]")
traitor_mob.mind.store_memory("<b>Code Response</b>: [syndicate_code_response]")
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."
/datum/game_mode/proc/add_law_zero(mob/living/silicon/ai/killer)
var/law = "Accomplish your objectives at all costs."
var/law_borg = "Accomplish your AI's objectives at all costs."
killer << "<b>Your laws have been changed!</b>"
killer.set_zeroth_law(law, law_borg)
killer << "New law: 0. [law]"
give_codewords(killer)
/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/device/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")
world << text
return 1
/datum/game_mode/proc/equip_traitor(mob/living/carbon/human/traitor_mob, var/safety = 0)
if (!istype(traitor_mob))
return
. = 1
if (traitor_mob.mind)
if (traitor_mob.mind.assigned_role == "Clown")
traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
traitor_mob.mutations.Remove(CLUMSY)
// find a radio! toolbox(es), backpack, belt, headset
var/obj/item/R = locate(/obj/item/device/pda) in traitor_mob.contents //Hide the uplink in a PDA if available, otherwise radio
if(!R)
R = locate(/obj/item/device/radio) in traitor_mob.contents
if (!R)
traitor_mob << "Unfortunately, the Syndicate wasn't able to get you a radio."
. = 0
else
if (istype(R, /obj/item/device/radio))
// generate list of radio freqs
var/obj/item/device/radio/target_radio = R
var/freq = 1441
var/list/freqlist = list()
while (freq <= 1489)
if (freq < 1451 || freq > 1459)
freqlist += freq
freq += 2
if ((freq % 2) == 0)
freq += 1
freq = freqlist[rand(1, freqlist.len)]
var/obj/item/device/uplink/hidden/T = new(R)
target_radio.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
target_radio.traitor_frequency = freq
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."
traitor_mob.mind.store_memory("<B>Radio Freq:</B> [format_frequency(freq)] ([R.name] [T.loc]).")
else if (istype(R, /obj/item/device/pda))
// generate a passcode if the uplink is hidden in a PDA
var/pda_pass = "[rand(100,999)] [pick("Alpha","Bravo","Delta","Omega")]"
var/obj/item/device/uplink/hidden/T = new(R)
R.hidden_uplink = T
T.uplink_owner = "[traitor_mob.key]"
var/obj/item/device/pda/P = R
P.lock_code = pda_pass
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."
traitor_mob.mind.store_memory("<B>Uplink Passcode:</B> [pda_pass] ([R.name] [T.loc]).")
if(!safety)//If they are not a rev. Can be added on to.
give_codewords(traitor_mob)
// Tell them about people they might want to contact.
var/mob/living/carbon/human/M = get_nt_opposed()
if(M && M != traitor_mob)
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."
traitor_mob.mind.store_memory("<b>Potential Collaborator</b>: [M.real_name]")
/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/ref = "\ref[traitor_mind]"
if(ref in implanter)
if(traitor_mind.current)
if(traitor_mind.current.client)
var/I = image('icons/mob/mob.dmi', loc = traitor_mind.current, icon_state = "greytide_head")
traitor_mind.current.client.images += I
for(var/headref in implanter)
for(var/datum/mind/t_mind in implanter[headref])
var/datum/mind/head = locate(headref)
if(head)
if(head.current)
if(head.current.client)
var/I = image('icons/mob/mob.dmi', loc = t_mind.current, icon_state = "greytide")
head.current.client.images += I
if(t_mind.current)
if(t_mind.current.client)
var/I = image('icons/mob/mob.dmi', loc = head.current, icon_state = "greytide_head")
t_mind.current.client.images += I
if(t_mind.current)
if(t_mind.current.client)
var/I = image('icons/mob/mob.dmi', loc = t_mind.current, icon_state = "greytide")
t_mind.current.client.images += I
/datum/game_mode/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
for(var/headref in implanter)
var/datum/mind/head = locate(headref)
for(var/datum/mind/t_mind in implanter[headref])
if(t_mind.current)
if(t_mind.current.client)
for(var/image/I in t_mind.current.client.images)
if((I.icon_state == "greytide" || I.icon_state == "greytide_head") && I.loc == traitor_mind.current)
//world.log << "deleting [traitor_mind] overlay"
qdel(I)
if(head)
//world.log << "found [head.name]"
if(head.current)
if(head.current.client)
for(var/image/I in head.current.client.images)
if((I.icon_state == "greytide" || I.icon_state == "greytide_head") && I.loc == traitor_mind.current)
//world.log << "deleting [traitor_mind] overlay"
qdel(I)
if(traitor_mind.current)
if(traitor_mind.current.client)
for(var/image/I in traitor_mind.current.client.images)
if(I.icon_state == "greytide" || I.icon_state == "greytide_head")
qdel(I)
/datum/game_mode/proc/remove_traitor_mind(datum/mind/traitor_mind, datum/mind/head)
//var/list/removal
var/ref = "\ref[head]"
if(ref in implanter)
implanter[ref] -= traitor_mind
implanted -= traitor_mind
traitors -= traitor_mind
traitor_mind.special_role = null
update_traitor_icons_removed(traitor_mind)
//world << "Removed [traitor_mind.current.name] from traitor shit"
traitor_mind.current << "\red <FONT size = 3><B>The fog clouding your mind clears. You remember nothing from the moment you were implanted until now.(You don't remember who implanted you)</B></FONT>"
/datum/game_mode/proc/assign_exchange_role(var/datum/mind/owner)
//set faction
var/faction = "red"
if(owner == exchange_blue)
faction = "blue"
//Assign objectives
var/datum/objective/steal/exchange/exchange_objective = new
exchange_objective.set_faction(faction,((faction == "red") ? exchange_blue : exchange_red))
exchange_objective.owner = owner
owner.objectives += exchange_objective
if(prob(20))
var/datum/objective/steal/exchange/backstab/backstab_objective = new
backstab_objective.set_faction(faction)
backstab_objective.owner = owner
owner.objectives += backstab_objective
//Spawn and equip documents
var/mob/living/carbon/human/mob = owner.current
var/obj/item/weapon/folder/syndicate/folder
if(owner == exchange_red)
folder = new/obj/item/weapon/folder/syndicate/red(mob.locs)
else
folder = new/obj/item/weapon/folder/syndicate/blue(mob.locs)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store,
"left hand" = slot_l_hand,
"right hand" = slot_r_hand,
)
var/where = "At your feet"
var/equipped_slot = mob.equip_in_one_of_slots(folder, slots)
if (equipped_slot)
where = "In your [equipped_slot]"
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>"
mob.update_icons()