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Paradise/code/game/gamemodes/autotraitor/autotraitor.dm
DGamerL 382a71df0d Renames all typepaths + names of implants to biochips (#23172)
* The fix

* Contraaaaaa

* Fixes CI

* Fixes the pads + cases

* Uplink datums

* Update code/datums/mind.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>

* Update code/__HELPERS/unsorted.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/research/designs/medical_designs.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Update code/modules/surgery/implant_removal.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Outfits now use a proper variable name

* Fixes surgery (oops)

* More .dme changes

* Renames the folder

* Fixes bad merge

* Contra review

* Update code/game/objects/items/weapons/dice.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Fixes CI fail

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
2024-01-06 23:15:55 +00:00

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//This is a beta game mode to test ways to implement an "infinite" traitor round in which more traitors are automatically added in as needed.
//Automatic traitor adding is complete pending the inevitable bug fixes. Need to add a respawn system to let dead people respawn after 30 minutes or so.
/datum/game_mode/traitor/autotraitor
name = "AutoTraitor"
config_tag = "extend-a-traitormongous"
var/list/possible_traitors
var/num_players = 0
/datum/game_mode/traitor/autotraitor/announce()
..()
to_chat(world, "<B>Game mode is AutoTraitor. Traitors will be added to the round automagically as needed.</B>")
/datum/game_mode/traitor/autotraitor/pre_setup()
if(GLOB.configuration.gamemode.prevent_mindshield_antags)
restricted_jobs += protected_jobs
possible_traitors = get_players_for_role(ROLE_TRAITOR)
for(var/mob/new_player/P in world)
if(P.client && P.ready)
num_players++
//var/r = rand(5)
var/num_traitors = 1
var/max_traitors = 1
var/traitor_prob = 0
max_traitors = round(num_players / 10) + 1
traitor_prob = (num_players - (max_traitors - 1) * 10) * 10
// Stop setup if no possible traitors
if(!possible_traitors.len)
return 0
if(GLOB.configuration.gamemode.traitor_scaling)
num_traitors = max_traitors - 1 + prob(traitor_prob)
log_game("Number of traitors: [num_traitors]")
message_admins("Players counted: [num_players] Number of traitors chosen: [num_traitors]")
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/i = 0, i < num_traitors, i++)
var/datum/mind/traitor = pick(possible_traitors)
pre_traitors += traitor
possible_traitors.Remove(traitor)
for(var/datum/mind/traitor in pre_traitors)
if(!traitor || !istype(traitor))
pre_traitors.Remove(traitor)
continue
if(istype(traitor))
traitor.special_role = SPECIAL_ROLE_TRAITOR
traitor.restricted_roles = restricted_jobs
// if(!traitors.len)
// return 0
return 1
/datum/game_mode/traitor/autotraitor/post_setup()
..()
traitorcheckloop()
/datum/game_mode/traitor/autotraitor/proc/traitorcheckloop()
spawn(9000)
if(SSshuttle.emergency.mode >= SHUTTLE_ESCAPE)
return
//message_admins("Performing AutoTraitor Check")
var/playercount = 0
var/traitorcount = 0
var/possible_traitors[0]
for(var/mob/living/player in GLOB.mob_list)
if(player.client && player.stat != DEAD)
playercount += 1
if(!player.mind)
continue
if(player.mind.special_role)
traitorcount += 1
continue
if(ishuman(player) || isAI(player))
if((ROLE_TRAITOR in player.client.prefs.be_special) && !player.client.skip_antag && !jobban_isbanned(player, ROLE_TRAITOR) && !jobban_isbanned(player, ROLE_SYNDICATE))
possible_traitors += player.mind
for(var/datum/mind/player in possible_traitors)
for(var/job in restricted_jobs)
if(player.assigned_role == job)
possible_traitors -= player
if(!player.current || !ishuman(player.current)) // Remove mindshield-implanted mobs from the list
continue
var/mob/living/carbon/human/H = player.current
for(var/obj/item/bio_chip/mindshield/I in H.contents)
if(I && I.implanted)
possible_traitors -= player
if(!H.job || H.mind.offstation_role) //Golems, special events stuff, etc.
possible_traitors -= player
//message_admins("Live Players: [playercount]")
//message_admins("Live Traitors: [traitorcount]")
// message_admins("Potential Traitors:")
// for(var/mob/living/traitorlist in possible_traitors)
// message_admins("[traitorlist.real_name]")
// var/r = rand(5)
// var/target_traitors = 1
var/max_traitors = 1
var/traitor_prob = 0
max_traitors = round(playercount / 10) + 1
traitor_prob = (playercount - (max_traitors - 1) * 10) * 5
if(traitorcount < max_traitors - 1)
traitor_prob += 50
if(traitorcount < max_traitors)
//message_admins("Number of Traitors is below maximum. Rolling for new Traitor.")
//message_admins("The probability of a new traitor is [traitor_prob]%")
if(prob(traitor_prob))
message_admins("Making a new Traitor.")
if(!possible_traitors.len)
message_admins("No potential traitors. Cancelling new traitor.")
traitorcheckloop()
return
var/datum/mind/newtraitormind = pick(possible_traitors)
var/mob/living/newtraitor = newtraitormind.current
//message_admins("[newtraitor.real_name] is the new Traitor.")
to_chat(newtraitor, "<span class='danger'>ATTENTION:</span> It is time to pay your debt to the Syndicate...")
newtraitor.mind.add_antag_datum(/datum/antagonist/traitor)
//else
//message_admins("No new traitor being added.")
//else
//message_admins("Number of Traitors is at maximum. Not making a new Traitor.")
traitorcheckloop()
/datum/game_mode/traitor/autotraitor/latespawn(mob/living/carbon/human/character)
..()
if(SSshuttle.emergency.mode >= SHUTTLE_ESCAPE)
return
//message_admins("Late Join Check")
if(character.client && (ROLE_TRAITOR in character.client.prefs.be_special) && !character.client.skip_antag && !jobban_isbanned(character, ROLE_TRAITOR) && !jobban_isbanned(character, ROLE_SYNDICATE))
//message_admins("Late Joiner has Be Syndicate")
//message_admins("Checking number of players")
var/playercount = 0
var/traitorcount = 0
for(var/mob/living/player in GLOB.mob_list)
if(player.client && player.stat != DEAD)
playercount += 1
if(player.mind && player.mind.special_role)
traitorcount += 1
//message_admins("Live Players: [playercount]")
//message_admins("Live Traitors: [traitorcount]")
//var/r = rand(5)
//var/target_traitors = 1
var/max_traitors = 2
var/traitor_prob = 0
max_traitors = round(playercount / 10) + 1
traitor_prob = (playercount - (max_traitors - 1) * 10) * 5
if(traitorcount < max_traitors - 1)
traitor_prob += 50
//target_traitors = max(1, min(round((playercount + r) / 10, 1), traitors_possible))
//message_admins("Target Traitor Count is: [target_traitors]")
if(traitorcount < max_traitors)
for(var/job in restricted_jobs)
if(character.mind.assigned_role == job || !ishuman(character))
return
//message_admins("Number of Traitors is below maximum. Rolling for New Arrival Traitor.")
//message_admins("The probability of a new traitor is [traitor_prob]%")
if(prob(traitor_prob))
message_admins("New traitor roll passed. Making a new Traitor.")
character.mind.make_Traitor() //TEMP: Add proper checks for loyalty here. uc_guy
//else
//message_admins("New traitor roll failed. No new traitor.")
//else
//message_admins("Late Joiner does not have Be Syndicate")