// 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!"