mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
546 lines
22 KiB
Plaintext
546 lines
22 KiB
Plaintext
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/*
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* GAMEMODES (by Rastaf0)
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*
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* In the new mode system all special roles are fully supported.
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* You can have proper wizards/traitors/changelings/cultists during any mode.
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* Only two things really depends on gamemode:
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* 1. Starting roles, equipment and preparations
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* 2. Conditions of finishing the round.
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*
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*/
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/votable = 1
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var/probability = 0
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var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/nuke_off_station = 0 //Used for tracking where the nuke hit
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var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
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var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/protected_jobs = list() // Jobs that can't be traitors because
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var/required_players = 0
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var/maximum_players = -1 // -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations
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var/required_enemies = 0
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var/recommended_enemies = 0
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var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
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var/mob/living/living_antag_player = null
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var/list/datum/game_mode/replacementmode = null
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var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
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var/reroll_friendly //During mode conversion only these are in the running
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var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
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var/enemy_minimum_age = 7 //How many days must players have been playing before they can play this antagonist
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var/announce_span = "warning" //The gamemode's name will be in this span during announcement.
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var/announce_text = "This gamemode forgot to set a descriptive text! Uh oh!" //Used to describe a gamemode when it's announced.
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var/const/waittime_l = 600
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var/const/waittime_h = 1800 // started at 1800
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var/list/datum/station_goal/station_goals = list()
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var/allow_persistence_save = TRUE
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var/gamemode_ready = FALSE //Is the gamemode all set up and ready to start checking for ending conditions.
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/datum/game_mode/proc/announce() //Shows the gamemode's name and a fast description.
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to_chat(world, "<b>The gamemode is: <span class='[announce_span]'>[name]</span>!</b>")
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to_chat(world, "<b>[announce_text]</b>")
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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var/playerC = 0
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if((player.client)&&(player.ready == PLAYER_READY_TO_PLAY))
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playerC++
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if(!GLOB.Debug2)
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if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
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return 0
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antag_candidates = get_players_for_role(antag_flag)
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if(!GLOB.Debug2)
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if(antag_candidates.len < required_enemies)
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return 0
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return 1
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else
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message_admins("<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.</span>")
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return 1
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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return 1
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
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if(!report)
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report = !CONFIG_GET(flag/no_intercept_report)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME)
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if(SSdbcore.Connect())
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var/sql
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if(SSticker.mode)
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sql += "game_mode = '[SSticker.mode]'"
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if(GLOB.revdata.originmastercommit)
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if(sql)
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sql += ", "
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sql += "commit_hash = '[GLOB.revdata.originmastercommit]'"
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if(sql)
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var/datum/DBQuery/query_round_game_mode = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET [sql] WHERE id = [GLOB.round_id]")
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query_round_game_mode.Execute()
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if(report)
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addtimer(CALLBACK(src, .proc/send_intercept, 0), rand(waittime_l, waittime_h))
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generate_station_goals()
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gamemode_ready = TRUE
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return 1
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///Handles late-join antag assignments
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/datum/game_mode/proc/make_antag_chance(mob/living/carbon/human/character)
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if(replacementmode && round_converted == 2)
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replacementmode.make_antag_chance(character)
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return
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///Allows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags.
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/datum/game_mode/proc/convert_roundtype()
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set waitfor = FALSE
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var/list/living_crew = list()
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for(var/mob/Player in GLOB.mob_list)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
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living_crew += Player
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var/malc = CONFIG_GET(number/midround_antag_life_check)
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if(living_crew.len / GLOB.joined_player_list.len <= malc) //If a lot of the player base died, we start fresh
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message_admins("Convert_roundtype failed due to too many dead people. Limit is [malc * 100]% living crew")
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return null
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var/list/datum/game_mode/runnable_modes = config.get_runnable_midround_modes(living_crew.len)
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var/list/datum/game_mode/usable_modes = list()
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for(var/datum/game_mode/G in runnable_modes)
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if(G.reroll_friendly && living_crew.len >= G.required_players)
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usable_modes += G
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else
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qdel(G)
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if(!usable_modes)
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message_admins("Convert_roundtype failed due to no valid modes to convert to. Please report this error to the Coders.")
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return null
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replacementmode = pickweight(usable_modes)
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switch(SSshuttle.emergency.mode) //Rounds on the verge of ending don't get new antags, they just run out
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if(SHUTTLE_STRANDED, SHUTTLE_ESCAPE)
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return 1
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if(SHUTTLE_CALL)
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if(SSshuttle.emergency.timeLeft(1) < initial(SSshuttle.emergencyCallTime)*0.5)
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return 1
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var/matc = CONFIG_GET(number/midround_antag_time_check)
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if(world.time >= (matc * 600))
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message_admins("Convert_roundtype failed due to round length. Limit is [matc] minutes.")
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return null
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var/list/antag_candidates = list()
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for(var/mob/living/carbon/human/H in living_crew)
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if(H.client && H.client.prefs.allow_midround_antag)
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antag_candidates += H
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if(!antag_candidates)
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message_admins("Convert_roundtype failed due to no antag candidates.")
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return null
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antag_candidates = shuffle(antag_candidates)
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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replacementmode.restricted_jobs += replacementmode.protected_jobs
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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replacementmode.restricted_jobs += "Assistant"
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message_admins("The roundtype will be converted. If you have other plans for the station or feel the station is too messed up to inhabit <A HREF='?_src_=holder;[HrefToken()];toggle_midround_antag=[REF(usr)]'>stop the creation of antags</A> or <A HREF='?_src_=holder;[HrefToken()];end_round=[REF(usr)]'>end the round now</A>.")
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log_game("Roundtype converted to [replacementmode.name]")
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. = 1
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sleep(rand(600,1800))
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if(!SSticker.IsRoundInProgress())
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message_admins("Roundtype conversion cancelled, the game appears to have finished!")
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round_converted = 0
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return
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//somewhere between 1 and 3 minutes from now
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if(!CONFIG_GET(keyed_flag_list/midround_antag)[SSticker.mode.config_tag])
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round_converted = 0
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return 1
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for(var/mob/living/carbon/human/H in antag_candidates)
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if(H.client)
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replacementmode.make_antag_chance(H)
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round_converted = 2
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message_admins("-- IMPORTANT: The roundtype has been converted to [replacementmode.name], antagonists may have been created! --")
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///Called by the gameSSticker
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/datum/game_mode/process()
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return 0
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//For things that do not die easily
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/datum/game_mode/proc/are_special_antags_dead()
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return TRUE
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/datum/game_mode/proc/check_finished(force_ending) //to be called by SSticker
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if(!SSticker.setup_done || !gamemode_ready)
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return FALSE
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if(replacementmode && round_converted == 2)
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return replacementmode.check_finished()
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if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
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return TRUE
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if(station_was_nuked)
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return TRUE
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var/list/continuous = CONFIG_GET(keyed_flag_list/continuous)
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var/list/midround_antag = CONFIG_GET(keyed_flag_list/midround_antag)
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if(!round_converted && (!continuous[config_tag] || (continuous[config_tag] && midround_antag[config_tag]))) //Non-continuous or continous with replacement antags
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if(!continuous_sanity_checked) //make sure we have antags to be checking in the first place
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for(var/mob/Player in GLOB.mob_list)
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if(Player.mind)
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if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums))
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continuous_sanity_checked = 1
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return 0
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if(!continuous_sanity_checked)
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message_admins("The roundtype ([config_tag]) has no antagonists, continuous round has been defaulted to on and midround_antag has been defaulted to off.")
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continuous[config_tag] = TRUE
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midround_antag[config_tag] = FALSE
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SSshuttle.clearHostileEnvironment(src)
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return 0
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if(living_antag_player && living_antag_player.mind && isliving(living_antag_player) && living_antag_player.stat != DEAD && !isnewplayer(living_antag_player) &&!isbrain(living_antag_player))
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return 0 //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark.
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for(var/mob/Player in GLOB.alive_mob_list)
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if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
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if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums)) //Someone's still antaging!
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living_antag_player = Player
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return 0
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if(!are_special_antags_dead())
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return FALSE
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if(!continuous[config_tag] || force_ending)
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return 1
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else
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round_converted = convert_roundtype()
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if(!round_converted)
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if(round_ends_with_antag_death)
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return 1
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else
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midround_antag[config_tag] = 0
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return 0
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return 0
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/send_intercept()
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var/intercepttext = "<b><i>Central Command Status Summary</i></b><hr>"
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intercepttext += "<b>Central Command has intercepted and partially decoded a Syndicate transmission with vital information regarding their movements. The following report outlines the most \
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likely threats to appear in your sector.</b>"
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var/list/report_weights = config.mode_false_report_weight.Copy()
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report_weights[config_tag] = 0 //Prevent the current mode from being falsely selected.
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var/list/reports = list()
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var/Count = 0 //To compensate for missing correct report
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if(prob(65)) // 65% chance the actual mode will appear on the list
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reports += config.mode_reports[config_tag]
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Count++
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for(var/i in Count to rand(3,5)) //Between three and five wrong entries on the list.
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var/false_report_type = pickweightAllowZero(report_weights)
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report_weights[false_report_type] = 0 //Make it so the same false report won't be selected twice
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reports += config.mode_reports[false_report_type]
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reports = shuffle(reports) //Randomize the order, so the real one is at a random position.
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for(var/report in reports)
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intercepttext += "<hr>"
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intercepttext += report
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if(station_goals.len)
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intercepttext += "<hr><b>Special Orders for [station_name()]:</b>"
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for(var/datum/station_goal/G in station_goals)
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G.on_report()
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intercepttext += G.get_report()
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print_command_report(intercepttext, "Central Command Status Summary", announce=FALSE)
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priority_announce("A summary has been copied and printed to all communications consoles.", "Enemy communication intercepted. Security level elevated.", 'sound/ai/intercept.ogg')
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if(GLOB.security_level < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)
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// This is a frequency selection system. You may imagine it like a raffle where each player can have some number of tickets. The more tickets you have the more likely you are to
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// "win". The default is 100 tickets. If no players use any extra tickets (earned with the antagonist rep system) calling this function should be equivalent to calling the normal
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// pick() function. By default you may use up to 100 extra tickets per roll, meaning at maximum a player may double their chances compared to a player who has no extra tickets.
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//
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// The odds of being picked are simply (your_tickets / total_tickets). Suppose you have one player using fifty (50) extra tickets, and one who uses no extra:
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// Player A: 150 tickets
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// Player B: 100 tickets
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// Total: 250 tickets
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//
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// The odds become:
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// Player A: 150 / 250 = 0.6 = 60%
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// Player B: 100 / 250 = 0.4 = 40%
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/datum/game_mode/proc/antag_pick(list/datum/candidates)
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if(!CONFIG_GET(flag/use_antag_rep)) // || candidates.len <= 1)
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return pick(candidates)
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// Tickets start at 100
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var/DEFAULT_ANTAG_TICKETS = CONFIG_GET(number/default_antag_tickets)
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// You may use up to 100 extra tickets (double your odds)
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var/MAX_TICKETS_PER_ROLL = CONFIG_GET(number/max_tickets_per_roll)
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var/total_tickets = 0
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MAX_TICKETS_PER_ROLL += DEFAULT_ANTAG_TICKETS
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var/p_ckey
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var/p_rep
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for(var/datum/mind/mind in candidates)
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p_ckey = ckey(mind.key)
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total_tickets += min(SSpersistence.antag_rep[p_ckey] + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
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var/antag_select = rand(1,total_tickets)
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var/current = 1
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for(var/datum/mind/mind in candidates)
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p_ckey = ckey(mind.key)
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p_rep = SSpersistence.antag_rep[p_ckey]
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p_rep = p_rep == null ? 0 : p_rep
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if(current <= antag_select)
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var/subtract = min(p_rep + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL) - DEFAULT_ANTAG_TICKETS
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SSpersistence.antag_rep_change[p_ckey] = -subtract
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// WARNING("AR_DEBUG: Player [mind.key] won spending [subtract] tickets from starting value [SSpersistence.antag_rep[p_ckey]]")
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return mind
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current += min(p_rep + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
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WARNING("Something has gone terribly wrong. /datum/game_mode/proc/antag_pick failed to select a candidate. Falling back to pick()")
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return pick(candidates)
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/datum/game_mode/proc/get_players_for_role(role)
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var/list/players = list()
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var/list/candidates = list()
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var/list/drafted = list()
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var/datum/mind/applicant = null
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// Ultimate randomizing code right here
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if(player.client && player.ready == PLAYER_READY_TO_PLAY)
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players += player
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// Shuffling, the players list is now ping-independent!!!
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// Goodbye antag dante
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players = shuffle(players)
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for(var/mob/dead/new_player/player in players)
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if(player.client && player.ready == PLAYER_READY_TO_PLAY)
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if(role in player.client.prefs.be_special)
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if(!jobban_isbanned(player, ROLE_SYNDICATE) && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
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if(age_check(player.client)) //Must be older than the minimum age
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candidates += player.mind // Get a list of all the people who want to be the antagonist for this round
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if(restricted_jobs)
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for(var/datum/mind/player in candidates)
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for(var/job in restricted_jobs) // Remove people who want to be antagonist but have a job already that precludes it
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if(player.assigned_role == job)
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candidates -= player
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if(candidates.len < recommended_enemies)
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for(var/mob/dead/new_player/player in players)
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if(player.client && player.ready == PLAYER_READY_TO_PLAY)
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if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one
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if(!jobban_isbanned(player, ROLE_SYNDICATE) && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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drafted.Remove(applicant)
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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drafted.Remove(applicant)
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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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
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// 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/num_players()
|
|
. = 0
|
|
for(var/mob/dead/new_player/P in GLOB.player_list)
|
|
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
|
|
. ++
|
|
|
|
//////////////////////////
|
|
//Reports player logouts//
|
|
//////////////////////////
|
|
/proc/display_roundstart_logout_report()
|
|
var/msg = "<span class='boldnotice'>Roundstart logout report\n\n</span>"
|
|
for(var/i in GLOB.mob_living_list)
|
|
var/mob/living/L = i
|
|
var/mob/living/carbon/C = L
|
|
if (istype(C) && !C.last_mind)
|
|
continue // never had a client
|
|
|
|
if(L.ckey && !GLOB.directory[L.ckey])
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
|
|
|
|
|
|
if(L.ckey && L.client)
|
|
var/failed = FALSE
|
|
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
|
|
failed = TRUE //AFK client
|
|
if(!failed && L.stat)
|
|
if(L.suiciding) //Suicider
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
|
|
failed = TRUE //Disconnected client
|
|
if(!failed && L.stat == UNCONSCIOUS)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
|
|
failed = TRUE //Unconscious
|
|
if(!failed && L.stat == DEAD)
|
|
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
|
|
failed = TRUE //Dead
|
|
|
|
var/p_ckey = L.client.ckey
|
|
// WARNING("AR_DEBUG: [p_ckey]: failed - [failed], antag_rep_change: [SSpersistence.antag_rep_change[p_ckey]]")
|
|
|
|
// people who died or left should not gain any reputation
|
|
// people who rolled antagonist still lose it
|
|
if(failed && SSpersistence.antag_rep_change[p_ckey] > 0)
|
|
// WARNING("AR_DEBUG: Zeroed [p_ckey]'s antag_rep_change")
|
|
SSpersistence.antag_rep_change[p_ckey] = 0
|
|
|
|
continue //Happy connected client
|
|
for(var/mob/dead/observer/D in GLOB.mob_list)
|
|
if(D.mind && D.mind.current == L)
|
|
if(L.stat == DEAD)
|
|
if(L.suiciding) //Suicider
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
|
|
continue //Disconnected client
|
|
else
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
|
|
continue //Dead mob, ghost abandoned
|
|
else
|
|
if(D.can_reenter_corpse)
|
|
continue //Adminghost, or cult/wizard ghost
|
|
else
|
|
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Ghosted</span>)\n"
|
|
continue //Ghosted while alive
|
|
|
|
|
|
for (var/C in GLOB.admins)
|
|
to_chat(C, msg)
|
|
|
|
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
|
|
/datum/game_mode/proc/age_check(client/C)
|
|
if(get_remaining_days(C) == 0)
|
|
return 1 //Available in 0 days = available right now = player is old enough to play.
|
|
return 0
|
|
|
|
|
|
/datum/game_mode/proc/get_remaining_days(client/C)
|
|
if(!C)
|
|
return 0
|
|
if(!CONFIG_GET(flag/use_age_restriction_for_jobs))
|
|
return 0
|
|
if(!isnum(C.player_age))
|
|
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
|
|
if(!isnum(enemy_minimum_age))
|
|
return 0
|
|
|
|
return max(0, enemy_minimum_age - C.player_age)
|
|
|
|
/datum/game_mode/proc/remove_antag_for_borging(datum/mind/newborgie)
|
|
SSticker.mode.remove_cultist(newborgie, 0, 0)
|
|
var/datum/antagonist/rev/rev = newborgie.has_antag_datum(/datum/antagonist/rev)
|
|
if(rev)
|
|
rev.remove_revolutionary(TRUE)
|
|
|
|
/datum/game_mode/proc/generate_station_goals()
|
|
var/list/possible = list()
|
|
for(var/T in subtypesof(/datum/station_goal))
|
|
var/datum/station_goal/G = T
|
|
if(config_tag in initial(G.gamemode_blacklist))
|
|
continue
|
|
possible += T
|
|
var/goal_weights = 0
|
|
while(possible.len && goal_weights < STATION_GOAL_BUDGET)
|
|
var/datum/station_goal/picked = pick_n_take(possible)
|
|
goal_weights += initial(picked.weight)
|
|
station_goals += new picked
|
|
|
|
|
|
/datum/game_mode/proc/generate_report() //Generates a small text blurb for the gamemode in centcom report
|
|
return "Gamemode report for [name] not set. Contact a coder."
|
|
|
|
//By default nuke just ends the round
|
|
/datum/game_mode/proc/OnNukeExplosion(off_station)
|
|
nuke_off_station = off_station
|
|
if(off_station < 2)
|
|
station_was_nuked = TRUE //Will end the round on next check.
|
|
|
|
//Additional report section in roundend report
|
|
/datum/game_mode/proc/special_report()
|
|
return
|
|
|
|
//Set result and news report here
|
|
/datum/game_mode/proc/set_round_result()
|
|
SSticker.mode_result = "undefined"
|
|
if(station_was_nuked)
|
|
SSticker.news_report = STATION_DESTROYED_NUKE
|
|
if(EMERGENCY_ESCAPED_OR_ENDGAMED)
|
|
SSticker.news_report = STATION_EVACUATED
|
|
if(SSshuttle.emergency.is_hijacked())
|
|
SSticker.news_report = SHUTTLE_HIJACK
|