/datum/game_mode
// this includes admin-appointed traitors and multitraitors. Easy!
var/list/datum/mind/traitors = list()
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
restricted_jobs = list("Cyborg", "AI")//Approved by headmins for a week test, if you see this it would be nice if you didn't spread it everywhere
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_enemies = 1
recommended_enemies = 4
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
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 = 10.0 //how much does the amount of players get divided by to determine traitors
var/num_players = 0
/datum/game_mode/traitor/announce()
world << "The current game mode is - Traitor!"
world << "There is a syndicate traitor on the station. Do not let the traitor succeed!"
/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)) + 1)
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/datum/mind/player in possible_traitors)
for(var/job in restricted_jobs)
if(player.assigned_role == job)
possible_traitors -= player
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"
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)
var/datum/traitorinfo/info = new
info.ckey = traitor.key
info.starting_player_count = num_players()
info.starting_name = traitor.current.name
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
info.starting_occupation = "AI"
else
info.starting_occupation = (traitor.current:wear_id && traitor.current:wear_id:assignment ? traitor.current:wear_id:assignment : traitor.assigned_role)
for(var/datum/objective/o in SelectObjectives((istype(traitor.current:wear_id, /obj/item/weapon/card/id) ? traitor.current:wear_id:assignment : traitor.assigned_role), traitor))
o.owner = traitor
traitor.objectives += o
for(var/datum/objective/objective in traitor.objectives)
info.starting_objective += "[objective.explanation_text] "
logtraitors[traitor] = info
return
/datum/game_mode/proc/greet_traitor(var/datum/mind/traitor)
traitor.current << "You are the traitor."
traitor.current << "\red REPEAT"
traitor.current << "\red You are the traitor."
spawn(rand(600,1800)) //Strumpetplaya - Just another friendly reminder so people don't forget they're the traitor.
traitor.current << "\red In case you missed it the first time - YOU ARE THE TRAITOR!"
var/obj_count = 1
for(var/datum/objective/objective in traitor.objectives)
traitor.current << "Objective #[obj_count]: [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/proc/add_law_zero(mob/living/silicon/ai/killer)
var/law = "Accomplish your objectives at all costs."
killer << "Your laws have been changed!"
killer.set_zeroth_law(law)
killer << "New law: 0. [law]"
//Begin code phrase.
killer << "The Syndicate provided you with the following information on how to identify their agents:"
if(prob(80))
killer << "\red Code Phrase: \black [syndicate_code_phrase]"
killer.mind.store_memory("Code Phrase: [syndicate_code_phrase]")
else
killer << "Unfortunately, the Syndicate did not provide you with a code phrase."
if(prob(80))
killer << "\red Code Response: \black [syndicate_code_response]"
killer.mind.store_memory("Code Response: [syndicate_code_response]")
else
killer << "Unfortunately, the Syndicate did not provide you with a code response."
killer << "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."
spawn(30)
killer << sound('AISyndiHack.ogg',volume=50)
//End code phrase.
/datum/game_mode/proc/auto_declare_completion_traitor()
for(var/datum/mind/traitor in traitors)
var/traitor_name
if(traitor.current)
if(traitor.current == traitor.original)
traitor_name = "[traitor.current.real_name] (played by [traitor.key])"
else if (traitor.original)
traitor_name = "[traitor.current.real_name] (originally [traitor.original.real_name]) (played by [traitor.key])"
else
traitor_name = "[traitor.current.real_name] (original character destroyed) (played by [traitor.key])"
else
traitor_name = "[traitor.key] (character destroyed)"
var/special_role_text = traitor.special_role?(lowertext(traitor.special_role)):"antagonist"
world << "The [special_role_text] was [traitor_name]"
if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/traitorwin = 1
var/count = 1
var/list/success_log = list("Steal-Win" = 0, "Steal-Fail" = 0, "Protect-Win" = 0, "Protect-Fail" = 0,\
"Frame-Win" = 0, "Frame-Fail" = 0, "Kill-Win" = 0, "Kill-Fail" = 0)
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
if(istype(objective, /datum/objective/frame))
success_log["Frame-Win"]++
if(istype(objective, /datum/objective/protection))
success_log["Protect-Win"]++
if(istype(objective, /datum/objective/assassinate))
success_log["Kill-Win"]++
if(istype(objective, /datum/objective/steal))
success_log["Steal-Win"]++
world << "Objective #[count]: [objective.explanation_text] \green Success"
//feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
else
if(istype(objective, /datum/objective/frame))
success_log["Frame-Fail"]++
if(istype(objective, /datum/objective/protection))
success_log["Protect-Fail"]++
if(istype(objective, /datum/objective/assassinate))
success_log["Kill-Fail"]++
if(istype(objective, /datum/objective/steal))
success_log["Steal-Fail"]++
world << "Objective #[count]: [objective.explanation_text] \red Failed"
//feedback_add_details("traitor_objective","[objective.type]|FAIL")
traitorwin = 0
count++
if(traitorwin)
world << "The [special_role_text] was successful!"
//feedback_add_details("traitor_success","SUCCESS")
else
world << "The [special_role_text] has failed!"
//feedback_add_details("traitor_success","FAIL")
var/savefile/traitor_logs = new("data/player_saves/[copytext(traitor.key, 1, 2)]/[traitor.key]/traitor.sav")
var/list/infos
traitor_logs >> infos
if(istype(infos))
infos["Total"]++
infos["Success"] += traitorwin
infos["Steal"] = (success_log["Steal-Win"]+success_log["Steal-Fail"]+infos["Steal_Total"]) ? ((infos["Steal"]*infos["Steal_Total"]) + success_log["Steal-Win"])/(success_log["Steal-Win"]+success_log["Steal-Fail"]+infos["Steal_Total"]) : 1
infos["Kill"] = (success_log["Kill-Win"]+success_log["Kill-Fail"]+infos["Kill_Total"]) ? ((infos["Kill"]*infos["Kill_Total"]) + success_log["Kill-Win"])/(success_log["Kill-Win"]+success_log["Kill-Fail"]+infos["Kill_Total"]) : 1
infos["Frame"] = (success_log["Frame-Win"]+success_log["Frame-Fail"]+infos["Frame_Total"]) ? ((infos["Frame"]*infos["Frame_Total"]) + success_log["Frame-Win"])/(success_log["Frame-Win"]+success_log["Frame-Fail"]+infos["Frame_Total"]) : 1
infos["Protect"] = (success_log["Protect-Win"]+success_log["Protect-Fail"]+infos["Protect_Total"]) ? ((infos["Protect"]*infos["Protect_Total"]) + success_log["Protect-Win"])/(success_log["Protect-Win"]+success_log["Protect-Fail"]+infos["Protect_Total"]) : 1
infos["Steal_Total"] = infos["Steal_Total"]+success_log["Steal-Win"]+success_log["Steal-Fail"]
infos["Kill_Total"] = infos["Kill_Total"]+success_log["Kill-Win"]+success_log["Kill-Fail"]
infos["Frame_Total"] = infos["Frame_Total"]+success_log["Frame-Win"]+success_log["Frame-Fail"]
infos["Protect_Total"] = infos["Protect_Total"]+success_log["Protect-Win"]+success_log["Protect-Fail"]
else
infos = list("Total" = 1, "Success" = traitorwin,
"Steal" = (success_log["Steal-Win"]+success_log["Steal-Fail"]) ? success_log["Steal-Win"]/(success_log["Steal-Win"]+success_log["Steal-Fail"]) : 1,
"Kill" = (success_log["Kill-Win"]+success_log["Kill-Fail"]) ? success_log["Kill-Win"]/(success_log["Kill-Win"]+success_log["Kill-Fail"]) : 1,
"Frame" = (success_log["Frame-Win"]+success_log["Frame-Fail"]) ? success_log["Frame-Win"]/(success_log["Frame-Win"]+success_log["Frame-Fail"]) : 1,
"Protect" = (success_log["Protect-Win"]+success_log["Protect-Fail"]) ? success_log["Protect-Win"]/(success_log["Protect-Win"]+success_log["Protect-Fail"]) : 1,
"Steal_Total" = success_log["Steal-Win"]+success_log["Steal-Fail"],
"Kill_Total" = success_log["Kill-Win"]+success_log["Kill-Fail"],
"Frame_Total" = success_log["Frame-Win"]+success_log["Frame-Fail"],
"Protect_Total" = success_log["Protect-Win"]+success_log["Protect-Fail"])
traitor_logs << infos
var/datum/traitorinfo/info = logtraitors[traitor]
if (info)
var/DBConnection/dbcon = new()
dbcon.Connect("dbi:mysql:[sqldb]:[sqladdress]:[sqlport]","[sqllogin]","[sqlpass]")
if(dbcon.IsConnected())
var/DBQuery/query = dbcon.NewQuery("INSERT INTO `bay12`.`traitorlogs` (`CKey`, `Objective`, `Succeeded`, `Spawned`, `Occupation`, `PlayerCount`) VALUES ('[info.ckey]', [dbcon.Quote(info.starting_objective)], '[traitorwin]', '[dd_list2text(info.spawnlist, ";")]', '[info.starting_occupation]', '[info.starting_player_count]')")
query.Execute()
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, pockets
var/loc = ""
var/obj/item/device/R = null //Hide the uplink in a PDA if available, otherwise radio
if (!R && istype(traitor_mob.belt, /obj/item/device/pda))
R = traitor_mob.belt
loc = "on your belt"
if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda))
R = traitor_mob.wear_id
loc = "on your jumpsuit"
if (!R && istype(traitor_mob.wear_id, /obj/item/device/pda))
R = traitor_mob.wear_id
loc = "on your jumpsuit"
if (!R && istype(traitor_mob.l_hand, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = traitor_mob.l_hand
var/list/L = S.return_inv()
for (var/obj/item/device/radio/foo in L)
R = foo
loc = "in the [S.name] in your left hand"
break
if (!R && istype(traitor_mob.r_hand, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = traitor_mob.r_hand
var/list/L = S.return_inv()
for (var/obj/item/device/radio/foo in L)
R = foo
loc = "in the [S.name] in your right hand"
break
if (!R && istype(traitor_mob.back, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = traitor_mob.back
var/list/L = S.return_inv()
for (var/obj/item/device/radio/foo in L)
R = foo
loc = "in the [S.name] on your back"
break
if (!R && istype(traitor_mob.l_store, /obj/item/device/pda))
R = traitor_mob.l_store
loc = "in your pocket"
if (!R && istype(traitor_mob.r_store, /obj/item/device/pda))
R = traitor_mob.r_store
loc = "in your pocket"
if (!R && traitor_mob.w_uniform && istype(traitor_mob.belt, /obj/item/device/radio))
R = traitor_mob.belt
loc = "on your belt"
if (!R && istype(traitor_mob.l_ear, /obj/item/device/radio))
R = traitor_mob.l_ear
loc = "on your head"
if (!R && istype(traitor_mob.r_ear, /obj/item/device/radio))
R = traitor_mob.r_ear
loc = "on your head"
if (!R)
traitor_mob << "Unfortunately, the Syndicate wasn't able to get you an uplink."
traitor_mob << "\red ADMINHELP THIS AT ONCE."
. = 0
else
if (istype(R, /obj/item/device/radio))
// generate list of radio freqs
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/radio/T = new /obj/item/device/uplink/radio(R)
R:traitorradio = T
R:traitor_frequency = freq
T.name = R.name
T.icon = R.icon
T.w_class = R.w_class
T.icon_state = R.icon_state
T.item_state = R.item_state
T.origradio = R
traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply dial the frequency [format_frequency(freq)] to unlock its hidden features."
traitor_mob.mind.store_memory("Radio Freq: [format_frequency(freq)] ([R.name] [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/pda/T = new /obj/item/device/uplink/pda(R)
R:uplink = T
T.lock_code = pda_pass
T.hostpda = R
traitor_mob << "The Syndicate have cunningly disguised a Syndicate Uplink as your [R.name] [loc]. Simply enter the code \"[pda_pass]\" into the ringtone select to unlock its hidden features."
traitor_mob.mind.store_memory("Uplink Passcode: [pda_pass] ([R.name] [loc]).")
//Begin code phrase.
if(!safety)//If they are not a rev. Can be added on to.
traitor_mob << "The Syndicate provided you with the following information on how to identify other agents:"
if(prob(80))
traitor_mob << "\red Code Phrase: \black [syndicate_code_phrase]"
traitor_mob.mind.store_memory("Code Phrase: [syndicate_code_phrase]")
else
traitor_mob << "Unfortunately, the Syndicate did not provide you with a code phrase."
if(prob(80))
traitor_mob << "\red Code Response: \black [syndicate_code_response]"
traitor_mob.mind.store_memory("Code Response: [syndicate_code_response]")
else
traitor_mob << "Unfortunately, the Syndicate did not provide you with a 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."
spawn(30)
traitor_mob << sound('syndicate intro.ogg',volume=50)
//End code phrase.