Files
Paradise/code/game/gamemodes/game_mode.dm
T
giacomand@gmail.com b37ad5df02 -Changelings will start with the free powers. Meaning they don't have to buy it everytime.
-Buffed paralyse sting to 20 weaken. I made this change due to the new choking, as it was nearly impossible for the changeling to have enough time to sting their victim and get them into the killing grab, while before it would be extremely easy.

-When editing someone's memory and making them antags, it will display a warning message to admins to notify them of your action.

-Fixed EMP'ed lockers not updating their icons when they're unlocked.
-Lowered the cost of the agent card to 2 Telecrystals.
-When vent crawling, welded vents won't show up in the list.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4740 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 15:35:07 +00:00

359 lines
13 KiB
Plaintext

//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 = 1
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 tratiors because
var/required_players = 0
var/required_enemies = 0
var/recommended_enemies = 0
var/uplink_welcome = "Syndicate Uplink Console:"
var/uplink_uses = 10
var/uplink_items = {"Highly Visible and Dangerous Weapons;
/obj/item/weapon/gun/projectile:6:Revolver;
/obj/item/ammo_magazine/a357:2:Ammo-357;
/obj/item/weapon/gun/energy/crossbow:5:Energy Crossbow;
/obj/item/weapon/melee/energy/sword:4:Energy Sword;
/obj/item/weapon/storage/box/syndicate:10:Syndicate Bundle;
/obj/item/weapon/storage/emp_kit:3:5 EMP Grenades;
Whitespace:Seperator;
Stealthy and Inconspicuous Weapons;
/obj/item/weapon/pen/paralysis:3:Paralysis Pen;
/obj/item/weapon/soap/syndie:1:Syndicate Soap;
/obj/item/weapon/cartridge/syndicate:3:Detomatix PDA Cartridge;
Whitespace:Seperator;
Stealth and Camouflage Items;
/obj/item/clothing/under/chameleon:3:Chameleon Jumpsuit;
/obj/item/clothing/shoes/syndigaloshes:2:No-Slip Syndicate Shoes;
/obj/item/weapon/card/id/syndicate:2:Agent ID card;
/obj/item/clothing/mask/gas/voice:4:Voice Changer;
/obj/item/device/chameleon:4:Chameleon-Projector;
Whitespace:Seperator;
Devices and Tools;
/obj/item/weapon/card/emag:3:Cryptographic Sequencer;
/obj/item/weapon/storage/toolbox/syndicate:1:Fully Loaded Toolbox;
/obj/item/weapon/storage/syndie_kit/space:3:Space Suit;
/obj/item/clothing/glasses/thermal/syndi:3:Thermal Imaging Glasses;
/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
/obj/item/weapon/plastique:2:C-4 (Destroys walls);
/obj/item/device/powersink:5:Powersink (DANGER!);
/obj/item/device/radio/beacon/syndicate:7:Singularity Beacon (DANGER!);
/obj/item/weapon/circuitboard/teleporter:20:Teleporter Circuit Board;
Whitespace:Seperator;
Implants;
/obj/item/weapon/storage/syndie_kit/imp_freedom:3:Freedom Implant;
/obj/item/weapon/storage/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
Whitespace:Seperator;
(Pointless) Badassery;
/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
// Items removed from above:
/*
/obj/item/weapon/cloaking_device:4:Cloaking Device; //Replacing cloakers with thermals. -Pete
*/
/datum/game_mode/proc/announce() //to be calles when round starts
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_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()
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]")
return 1
///process()
///Called by the gameticker
/datum/game_mode/proc/process()
return 0
/datum/game_mode/proc/check_finished() //to be called by ticker
if(emergency_shuttle.location==2 || station_was_nuked)
return 1
return 0
/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/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
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 == /area/shuttle/escape/centcom)
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)
send2irc("Server", "Round just ended.")
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/send_intercept()
var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested staus information:</FONT><HR>"
intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
var/list/possible_modes = list()
possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf", "changeling", "cult")
possible_modes -= "[ticker.mode]"
var/number = pick(2, 3)
var/i = 0
for(i = 0, i < number, i++)
possible_modes.Remove(pick(possible_modes))
if(!intercept_hacked)
possible_modes.Insert(rand(possible_modes.len), "[ticker.mode]")
shuffle(possible_modes)
var/datum/intercept_text/i_text = new /datum/intercept_text
for(var/A in possible_modes)
if(modePlayer.len == 0)
intercepttext += i_text.build(A)
else
intercepttext += i_text.build(A, pick(modePlayer))
for (var/obj/machinery/computer/communications/comm in world)
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
intercept.name = "paper- 'Cent. Com. Status Summary'"
intercept.info = intercepttext
comm.messagetitle.Add("Cent. Com. Status Summary")
comm.messagetext.Add(intercepttext)
command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
world << sound('sound/AI/intercept.ogg')
if(security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=1)
var/list/players = list()
var/list/candidates = list()
var/list/drafted = list()
var/datum/mind/applicant = null
var/roletext
switch(role)
if(BE_CHANGELING) roletext="changeling"
if(BE_TRAITOR) roletext="traitor"
if(BE_OPERATIVE) roletext="operative"
if(BE_WIZARD) roletext="wizard"
if(BE_REV) roletext="revolutionary"
if(BE_CULTIST) roletext="cultist"
// Ultimate randomizing code right here
for(var/mob/new_player/player in player_list)
if(player.client && player.ready)
players += player
// Shuffling, the players list is now ping-independent!!!
// Goodbye antag dante
players = shuffle(players)
for(var/mob/new_player/player in players)
if(player.client && player.ready)
if(player.preferences.be_special & role)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
candidates += player.mind // Get a list of all the people who want to be the antagonist for this round
if(restricted_jobs)
for(var/datum/mind/player in candidates)
for(var/job in restricted_jobs) // Remove people who want to be antagonist but have a job already that precludes it
if(player.assigned_role == job)
candidates -= player
if(candidates.len < recommended_enemies)
for(var/mob/new_player/player in players)
if (player.client && player.ready)
if(!(player.preferences.be_special & role)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
if(player.assigned_role == job)
drafted -= player
drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
if(drafted.len > 0)
applicant = pick(drafted)
if(applicant)
candidates += applicant
drafted.Remove(applicant)
else // Not enough scrubs, ABORT ABORT ABORT
break
if(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people.
for(var/mob/new_player/player in players)
if (player.client && player.ready)
if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
if(player.assigned_role == job)
drafted -= player
drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
if(drafted.len > 0)
applicant = pick(drafted)
if(applicant)
candidates += applicant
drafted.Remove(applicant)
else // Not enough scrubs, ABORT ABORT ABORT
break
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/check_player_role_pref(var/role, var/mob/new_player/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)
. ++
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/datum/game_mode/proc/get_living_heads()
var/list/heads = list()
for(var/mob/living/carbon/human/player in mob_list)
if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
return heads
////////////////////////////
//Keeps track of all heads//
////////////////////////////
/datum/game_mode/proc/get_all_heads()
var/list/heads = list()
for(var/mob/player in mob_list)
if(player.mind && (player.mind.assigned_role in command_positions))
heads += player.mind
return heads