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Yogstation/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
SuperSlayer 1686764c32 Ports some funni midround rulesets from TG (#13971)
* Sussy baka

* Update blob.dm

* Update blob.dm
2022-05-21 12:58:24 +01:00

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//////////////////////////////////////////////
// //
// MIDROUND RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround // Can be drafted once in a while during a round
ruletype = "Midround"
/// If the ruleset should be restricted from ghost roles.
var/restrict_ghost_roles = TRUE
/// What mob type the ruleset is restricted to.
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
var/list/dead_players = list()
var/list/list_observers = list()
/datum/dynamic_ruleset/midround/from_ghosts
weight = 0
required_type = /mob/dead/observer
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
/datum/dynamic_ruleset/midround/trim_candidates()
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
for(var/mob/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if(antag_flag_override)
if(!(antag_flag_override in M.client.prefs.be_special) || is_banned_from(M.ckey, list(antag_flag_override, ROLE_SYNDICATE)))
trimmed_list.Remove(M)
continue
else
if(!(antag_flag in M.client.prefs.be_special) || is_banned_from(M.ckey, list(antag_flag, ROLE_SYNDICATE)))
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && (M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL])) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles) // Does their job allow it?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
trimmed_list.Remove(M)
continue
if(M.mind.quiet_round)
trimmed_list.Remove(M)
continue
return trimmed_list
// You can then for example prompt dead players in execute() to join as strike teams or whatever
// Or autotator someone
// IMPORTANT, since /datum/dynamic_ruleset/midround may accept candidates from both living, dead, and even antag players, you need to manually check whether there are enough candidates
// (see /datum/dynamic_ruleset/midround/autotraitor/ready(var/forced = FALSE) for example)
/datum/dynamic_ruleset/midround/ready(forced = FALSE)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD || !M.client)
continue // Dead/disconnected players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return TRUE
/datum/dynamic_ruleset/midround/from_ghosts/execute()
var/list/possible_candidates = list()
possible_candidates.Add(dead_players)
possible_candidates.Add(list_observers)
send_applications(possible_candidates)
if(assigned.len > 0)
return TRUE
else
return FALSE
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
if (possible_volunteers.len <= 0) // This shouldn't happen, as ready() should return FALSE if there is not a single valid candidate
message_admins("Possible volunteers was 0. This shouldn't appear, because of ready(), unless you forced it!")
return
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag_override ? antag_flag_override : antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
mode.executed_rules -= src
return
message_admins("[candidates.len] players volunteered for the ruleset [name].")
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
review_applications()
/// Here is where you can check if your ghost applicants are valid for the ruleset.
/// Called by send_applications().
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
for (var/i = 1, i <= required_candidates, i++)
if(candidates.len <= 0)
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
if(!isobserver(applicant))
if(applicant.stat == DEAD) // Not an observer? If they're dead, make them one.
applicant = applicant.ghostize(FALSE)
else // Not dead? Disregard them, pick a new applicant
i--
continue
if(!applicant)
i--
continue
var/mob/new_character = applicant
if (makeBody)
new_character = generate_ruleset_body(applicant)
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
new_character.dna.remove_all_mutations()
return new_character
/datum/dynamic_ruleset/midround/from_ghosts/proc/finish_setup(mob/new_character, index)
var/datum/antagonist/new_role = new antag_datum()
setup_role(new_role)
new_character.mind.add_antag_datum(new_role)
new_character.mind.special_role = antag_flag
/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
return
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/autotraitor
name = "Syndicate Sleeper Agent"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_TRAITOR
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Brig Physician")
restricted_roles = list("Cyborg", "AI", "Positronic Brain")
required_candidates = 1
weight = 7
cost = 10
requirements = list(50,40,30,20,10,10,10,10,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
var/max_traitors = round(player_count / 10) + 1
// adding traitors if the antag population is getting low
var/too_little_antags = antag_count < max_traitors
if (!too_little_antags)
log_game("DYNAMIC: Too many living antags compared to living players ([antag_count] living antags, [player_count] living players, [max_traitors] max traitors)")
return FALSE
if (!prob(mode.threat_level))
log_game("DYNAMIC: Random chance to roll autotraitor failed, it was a [mode.threat_level]% chance.")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/autotraitor/trim_candidates()
..()
for(var/mob/living/player in living_players)
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
living_players -= player
continue
if(is_centcom_level(player.z))
living_players -= player // We don't autotator people in CentCom
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
living_players -= player // We don't autotator people with roles already
continue
if(!(ROLE_TRAITOR in player.client.prefs.be_special))
living_players -= player
/datum/dynamic_ruleset/midround/autotraitor/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/autotraitor/execute()
var/mob/M = pick(living_players)
assigned += M
living_players -= M
var/datum/antagonist/traitor/newTraitor = new
M.mind.add_antag_datum(newTraitor)
return TRUE
//////////////////////////////////////////////
// //
// Malfunctioning AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/malf
name = "Malfunctioning AI"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_MALF
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_roles = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_candidates = 1
weight = 3
cost = 35
requirements = list(100,100,80,70,60,60,50,50,45,40)
required_type = /mob/living/silicon/ai
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
candidates = living_players
for(var/mob/living/player in candidates)
if(!isAI(player))
candidates -= player
continue
if(is_centcom_level(player.z))
candidates -= player
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
continue
if(!(ROLE_MALF in player.client.prefs.be_special))
living_players -= player
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick_n_take(candidates)
assigned += M.mind
var/datum/antagonist/traitor/AI = new
M.mind.special_role = antag_flag
M.mind.add_antag_datum(AI)
if(prob(ion_announce))
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", ANNOUNCER_IONSTORM)
if(prob(removeDontImproveChance))
M.replace_random_law(generate_ion_law(), list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
else
M.add_ion_law(generate_ion_law())
return TRUE
//////////////////////////////////////////////
// //
// WIZARD (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 1
cost = 20
requirements = list(90,90,70,40,30,20,10,10,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
..()
new_character.forceMove(pick(GLOB.wizardstart))
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nuclear
name = "Nuclear Assault"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,2,2,1,1,0,0)
required_candidates = 5
weight = 2
cost = 25
requirements = list(90,90,90,80,60,40,30,20,10,10)
var/list/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
flags = HIGH_IMPACT_RULESET
minimum_players = 40
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
return FALSE // Unavailable if nuke ops were already sent at roundstart
indice_pop = min(operative_cap.len, round(living_players.len/5)+1)
required_candidates = operative_cap[indice_pop]
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
new_character.mind.special_role = "Nuclear Operative"
new_character.mind.assigned_role = "Nuclear Operative"
if (index == 1) // Our first guy is the leader
var/datum/antagonist/nukeop/leader/new_role = new
nuke_team = new_role.nuke_team
new_character.mind.add_antag_datum(new_role)
else
return ..()
//////////////////////////////////////////////
// //
// BLOB (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/blob
name = "Blob"
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 2
cost = 10
requirements = list(100,100,100,80,60,50,45,30,20,20)
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
var/body = applicant.become_overmind()
return body
// Infects a random player, making them explode into a blob.
/datum/dynamic_ruleset/midround/blob_infection
name = "Blob Infection"
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
protected_roles = list("Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("Cyborg", "AI", "Positronic Brain")
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 2
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/midround/blob_infection/trim_candidates()
..()
candidates = living_players
for(var/mob/living/player as anything in candidates)
var/turf/player_turf = get_turf(player)
if(!player_turf || !is_station_level(player_turf.z))
candidates -= player
continue
if(player.mind && (player.mind.special_role || length(player.mind.antag_datums) > 0))
candidates -= player
/datum/dynamic_ruleset/midround/blob_infection/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/carbon/human/blob_antag = pick_n_take(candidates)
assigned += blob_antag.mind
blob_antag.mind.special_role = antag_flag
return ..()
//////////////////////////////////////////////
// //
// XENOMORPH (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph
name = "Alien Infestation"
antag_datum = /datum/antagonist/xeno
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 3
cost = 20
requirements = list(100,100,100,70,50,40,30,25,20,10)
repeatable = TRUE
var/list/vents = list()
minimum_players = 30
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
if(QDELETED(temp_vent))
continue
if(is_station_level(temp_vent.loc.z) && !temp_vent.welded)
var/datum/pipeline/temp_vent_parent = temp_vent.parents[1]
if(!temp_vent_parent)
continue // No parent vent
// Stops Aliens getting stuck in small networks.
// See: Security, Virology
if(temp_vent_parent.other_atmosmch.len > 20)
vents += temp_vent
if(!vents.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
var/obj/vent = pick_n_take(vents)
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
new_xeno.key = applicant.key
message_admins("[ADMIN_LOOKUPFLW(new_xeno)] has been made into an alien by the midround ruleset.")
log_game("DYNAMIC: [key_name(new_xeno)] was spawned as an alien by the midround ruleset.")
return new_xeno
//////////////////////////////////////////////
// //
// NIGHTMARE (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nightmare
name = "Nightmare"
antag_datum = /datum/antagonist/nightmare
antag_flag = "Nightmare"
antag_flag_override = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(90,85,80,70,50,40,30,25,20,10)
repeatable = TRUE
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
for(var/X in GLOB.xeno_spawn)
var/turf/T = X
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
spawn_locs += T
if(!spawn_locs.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new (pick(spawn_locs))
player_mind.transfer_to(S)
player_mind.assigned_role = "Nightmare"
player_mind.special_role = "Nightmare"
player_mind.add_antag_datum(/datum/antagonist/nightmare)
S.set_species(/datum/species/shadow/nightmare)
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, TRUE, -1)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
//////////////////////////////////////////////
// //
// VAMPIRE //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/autovamp
name = "Vampire"
antag_flag = ROLE_VAMPIRE
antag_datum = /datum/antagonist/vampire
protected_roles = list("Head of Security", "Captain", "Head of Personnel", "Research Director", "Chief Engineer", "Chief Medical Officer", "Security Officer", "Chaplain", "Detective", "Warden", "Brig Physician")
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 5
cost = 25
requirements = list(80,70,60,50,50,45,30,30,25,25)
minimum_players = 25
/datum/dynamic_ruleset/midround/autovamp/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
var/max_vamp = round(player_count / 10) + 1
if ((antag_count < max_vamp) && prob(mode.threat_level))//adding vampire if the antag population is getting low
return ..()
else
return FALSE
/datum/dynamic_ruleset/midround/autovamp/trim_candidates()
..()
for(var/mob/living/player in living_players)
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
living_players -= player
continue
if(is_centcom_level(player.z))
living_players -= player // We don't autotator people in CentCom
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
living_players -= player // We don't autovamp people with roles already
continue
if(!(ROLE_VAMPIRE in player.client.prefs.be_special))
living_players -= player
/datum/dynamic_ruleset/midround/autovamp/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/autovamp/execute()
var/mob/M = pick(living_players)
assigned += M
living_players -= M
var/datum/antagonist/vampire/newVampire = new
M.mind.add_antag_datum(newVampire)
return TRUE
//////////////////////////////////////////////
// //
// ZOMBIE (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/zombie
name = "Zombie"
antag_flag = "ROLE_ZOMBIE"
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain", "Chief Medical Officer")
required_enemies = list(2,2,1,1,1,1,0,0,0,0)
required_candidates = 1
weight = 1
cost = 101 // Was 20
requirements = list(90,85,80,75,70,65,60,55)
repeatable = TRUE
var/list/spawn_locs = list()
minimum_players = 40
/datum/round_event/ghost_role/zombie/spawn_role()
var/list/candidates = get_candidates(ROLE_ZOMBIE, null, ROLE_ZOMBIE)
if(!candidates.len)
return NOT_ENOUGH_PLAYERS
var/mob/dead/selected = pick(candidates)
var/datum/mind/player_mind = new /datum/mind(selected.key)
player_mind.active = TRUE
var/list/spawn_locs = list()
for(var/X in GLOB.xeno_spawn)
var/turf/T = X
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
spawn_locs += T
if(!spawn_locs.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
var/mob/living/carbon/human/S = new ((pick(spawn_locs)))
player_mind.transfer_to(S)
player_mind.assigned_role = "Zombie"
player_mind.special_role = "Zombie"
S.set_species(/datum/species/zombie/infectious)
playsound(S, 'sound/hallucinations/growl1.ogg', 50, 1, -1)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Zombie by an event.")
log_game("[key_name(S)] was spawned as a Zombie by an event.")
spawned_mobs += S
return SUCCESSFUL_SPAWN
//////////////////////////////////////////////
// //
// ABDUCTORS (GHOST) //
// //
//////////////////////////////////////////////
#define ABDUCTOR_MAX_TEAMS 4
/datum/dynamic_ruleset/midround/from_ghosts/abductors
name = "Abductors"
antag_flag = "Abductor"
antag_flag_override = ROLE_ABDUCTOR
enemy_roles = list("Security Officer", "Detective", "Warden", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 2
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
repeatable = TRUE
var/datum/team/abductor_team/new_team
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/abductors/finish_setup(mob/new_character, index)
if (index == 1) // Our first guy is the scientist. We also initialize the team here as well since this should only happen once per pair of abductors.
new_team = new
if(new_team.team_number > ABDUCTOR_MAX_TEAMS)
return MAP_ERROR
var/datum/antagonist/abductor/scientist/new_role = new
new_character.mind.add_antag_datum(new_role, new_team)
else // Our second guy is the agent, team is already created, don't need to make another one.
var/datum/antagonist/abductor/agent/new_role = new
new_character.mind.add_antag_datum(new_role, new_team)
#undef ABDUCTOR_MAX_TEAMS
//////////////////////////////////////////////
// //
// BLOODSUCKER //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/bloodsucker
name = "Vampiric Accident"
antag_datum = /datum/antagonist/bloodsucker
antag_flag = ROLE_VAMPIRICACCIDENT
antag_flag_override = ROLE_BLOODSUCKER
protected_roles = list(
"Captain", "Head of Personnel", "Head of Security",
"Warden", "Security Officer", "Detective", "Brig Physician",
"Curator"
)
restricted_roles = list("AI","Cyborg", "Positronic Brain")
required_candidates = 1
weight = 5
cost = 10
requirements = list(40,30,20,10,10,10,10,10,10,10)
repeatable = FALSE
/datum/dynamic_ruleset/midround/bloodsucker/trim_candidates()
. = ..()
for(var/mob/living/player in living_players)
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
living_players -= player
else if(is_centcom_level(player.z))
living_players -= player // We don't allow people in CentCom
else if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
living_players -= player // We don't allow people with roles already
/datum/dynamic_ruleset/midround/bloodsucker/execute()
var/mob/selected_mobs = pick(living_players)
assigned += selected_mobs
living_players -= selected_mobs
var/datum/mind/bloodsuckermind = selected_mobs
var/datum/antagonist/bloodsucker/sucker = new
if(!bloodsuckermind.make_bloodsucker(selected_mobs))
assigned -= selected_mobs
message_admins("[ADMIN_LOOKUPFLW(selected_mobs)] was selected by the [name] ruleset, but couldn't be made into a Bloodsucker.")
return FALSE
sucker.bloodsucker_level_unspent = rand(2,3)
message_admins("[ADMIN_LOOKUPFLW(selected_mobs)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
log_game("DYNAMIC: [key_name(selected_mobs)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
return TRUE
/// Revenant ruleset
/datum/dynamic_ruleset/midround/from_ghosts/revenant
name = "Revenant"
antag_datum = /datum/antagonist/revenant
antag_flag = "Revenant"
antag_flag_override = ROLE_REVENANT
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
repeatable = TRUE
var/dead_mobs_required = 20
var/need_extra_spawns_value = 15
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/acceptable(population=0, threat=0)
if(GLOB.dead_mob_list.len < dead_mobs_required)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/execute()
for(var/mob/living/corpse in GLOB.dead_mob_list) //look for any dead bodies
var/turf/corpse_turf = get_turf(corpse)
if(corpse_turf && is_station_level(corpse_turf.z))
spawn_locs += corpse_turf
if(!spawn_locs.len || spawn_locs.len < need_extra_spawns_value) //look for any morgue trays, crematoriums, ect if there weren't alot of dead bodies on the station to pick from
for(var/obj/structure/bodycontainer/corpse_container in GLOB.bodycontainers)
var/turf/container_turf = get_turf(corpse_container)
if(container_turf && is_station_level(container_turf.z))
spawn_locs += container_turf
if(!spawn_locs.len) //If we can't find any valid spawnpoints, try the carp spawns
for(var/obj/effect/landmark/carpspawn/carp_spawnpoint in GLOB.landmarks_list)
if(isturf(carp_spawnpoint.loc))
spawn_locs += carp_spawnpoint.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
var/mob/living/simple_animal/revenant/revenant = new(pick(spawn_locs))
revenant.key = applicant.key
message_admins("[ADMIN_LOOKUPFLW(revenant)] has been made into a revenant by the midround ruleset.")
log_game("[key_name(revenant)] was spawned as a revenant by the midround ruleset.")
return revenant
/// Sentient Disease ruleset
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease
name = "Sentient Disease"
antag_datum = /datum/antagonist/disease
antag_flag = "Sentient Disease"
antag_flag_override = ROLE_ALIEN
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
virus.key = applicant.key
INVOKE_ASYNC(virus, /mob/camera/disease/proc/pick_name)
message_admins("[ADMIN_LOOKUPFLW(virus)] has been made into a sentient disease by the midround ruleset.")
log_game("[key_name(virus)] was spawned as a sentient disease by the midround ruleset.")
return virus
/// Obsessed ruleset
/datum/dynamic_ruleset/midround/obsessed
name = "Obsessed"
antag_datum = /datum/antagonist/obsessed
antag_flag = ROLE_OBSESSED
restricted_roles = list("Cyborg", "AI", "Positronic Brain")
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/midround/obsessed/trim_candidates()
..()
candidates = living_players
for(var/mob/living/carbon/human/candidate in candidates)
if( \
!candidate.getorgan(/obj/item/organ/brain) \
|| candidate.mind.has_antag_datum(/datum/antagonist/obsessed) \
|| candidate.stat == DEAD \
|| !(ROLE_OBSESSED in candidate.client?.prefs?.be_special) \
|| !SSjob.GetJob(candidate.mind.assigned_role) \
|| (candidate.mind.assigned_role in GLOB.nonhuman_positions) \
)
candidates -= candidate
/datum/dynamic_ruleset/midround/obsessed/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/carbon/human/obsessed = pick_n_take(candidates)
obsessed.gain_trauma(/datum/brain_trauma/special/obsessed)
message_admins("[ADMIN_LOOKUPFLW(obsessed)] has been made Obsessed by the midround ruleset.")
log_game("[key_name(obsessed)] was made Obsessed by the midround ruleset.")
return ..()