// Overthrow gamemode, based on the sleeping agent antagonist.
/datum/game_mode/overthrow
name = "overthrow"
config_tag = "overthrow"
report_type = "overthrow"
antag_flag = ROLE_OVERTHROW
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
required_players = 20 // the core idea is of a swift, bloodless coup, so it shouldn't be as chaotic as revs.
required_enemies = 2 // minimum two teams, otherwise it's just nerfed revs.
recommended_enemies = 4
announce_span = "danger"
announce_text = "There are sleeping Syndicate agents on the station who are trying to stage a coup!\n\
Agents: Accomplish your objectives, convert heads and targets, take control of the AI.\n\
Crew: Do not let the agents succeed!"
var/list/initial_agents = list() // Why doesn't this exist at /game_mode level? Literally every gamemode has some sort of version for this, what the fuck
/datum/game_mode/overthrow/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
var/sleeping_agents = required_enemies + round(num_players()*0.05) // At 100 players, it'd be 2 + 5 = 7 teams existing.
for (var/i in 1 to sleeping_agents)
if (!antag_candidates.len)
break
var/datum/mind/sleeping_agent = antag_pick(antag_candidates)
antag_candidates -= sleeping_agent
initial_agents += sleeping_agent
sleeping_agent.restricted_roles = restricted_jobs
sleeping_agent.special_role = ROLE_OVERTHROW
if(initial_agents.len < required_enemies)
setup_error = "Not enough initial sleeping agents candidates"
return FALSE
return TRUE
/datum/game_mode/overthrow/post_setup()
for(var/i in initial_agents) // each agent will have its own team.
var/datum/mind/agent = i
var/datum/antagonist/overthrow/O = agent.add_antag_datum(/datum/antagonist/overthrow) // create_team called on_gain will create the team
O.equip_initial_overthrow_agent()
return ..()
/datum/game_mode/overthrow/generate_report()
return "Some sleeping agents have managed to get aboard. Their objective is to stage a coup and take over the station stealthly."
// Calculates points for each team and displays the winners.
/datum/game_mode/overthrow/special_report() // so many for loops, I am deeply sorry
var/list/teams = list()
for(var/datum/antagonist/overthrow/I in GLOB.antagonists)
var/datum/team/overthrow/Oteam = I.team
if(istype(Oteam)) // same
teams |= Oteam
var/max_points = 0 // the maximum amount of points reached
for(var/j in teams)
var/datum/team/T = j
var/points = 0 // Sum of points of all the objectives done
for(var/k in T.objectives)
var/datum/objective/overthrow/obj = k
if(istype(obj))
points += obj.get_points()
if(max_points < points)
max_points = points
teams[T] = points
// Now we will have a list of team=points and a max_points var. Let's fetch all the teams with points=maxpoints and display them as winner. This code allows multiple teams to win if they both achieved
// the same amount of points and they got the most points out of all the teams.
var/list/winners = list()
for(var/l in teams)
var/datum/team/Tagain = l
if(teams[Tagain] == max_points)
winners += Tagain.name
return "The [english_list(winners)] team[winners.len > 1 ? "s tied" : " won"] with [max_points] points!"