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* Configuration datum refactor * More WIP * New easier on the eyes format * More WIP * Finished config.txt * Fucktons more WIP * The end of conversion draws near... * Add all this shit * Done converting entries finally * Hunting down compile errors * More WIP * MORE CONVERSIONS * More WIP * More WIP * Oh shit only 90 errors this time! * IT COMPILES!!! * Fixes world start runtimes
396 lines
17 KiB
Plaintext
396 lines
17 KiB
Plaintext
// To add a rev to the list of revolutionaries, make sure it's rev (with if(SSticker.mode.name == "revolution)),
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// then call SSticker.mode:add_revolutionary(_THE_PLAYERS_MIND_)
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// nothing else needs to be done, as that proc will check if they are a valid target.
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// Just make sure the converter is a head before you call it!
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// To remove a rev (from brainwashing or w/e), call SSticker.mode:remove_revolutionary(_THE_PLAYERS_MIND_),
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// this will also check they're not a head, so it can just be called freely
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// If the game somtimes isn't registering a win properly, then SSticker.mode.check_win() isn't being called somewhere.
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/datum/game_mode
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var/list/datum/mind/head_revolutionaries = list()
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var/list/datum/mind/revolutionaries = list()
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/datum/game_mode/revolution
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name = "revolution"
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config_tag = "revolution"
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antag_flag = ROLE_REV
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false_report_weight = 10
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restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
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required_players = 20
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required_enemies = 1
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recommended_enemies = 3
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enemy_minimum_age = 14
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announce_span = "danger"
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announce_text = "Some crewmembers are attempting a coup!\n\
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<span class='danger'>Revolutionaries</span>: Expand your cause and overthrow the heads of staff by execution or otherwise.\n\
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<span class='notice'>Crew</span>: Prevent the revolutionaries from taking over the station."
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var/finished = 0
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var/check_counter = 0
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var/max_headrevs = 3
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var/list/datum/mind/heads_to_kill = list()
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///////////////////////////
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//Announces the game type//
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///////////////////////////
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/datum/game_mode/revolution/announce()
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to_chat(world, "<B>The current game mode is - Revolution!</B>")
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to_chat(world, "<B>Some crewmembers are attempting to start a revolution!<BR>\nRevolutionaries - Kill the Captain, HoP, HoS, CE, RD and CMO. Convert other crewmembers (excluding the heads of staff, and security officers) to your cause by flashing them. Protect your leaders.<BR>\nPersonnel - Protect the heads of staff. Kill the leaders of the revolution, and brainwash the other revolutionaries (by beating them in the head).</B>")
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///////////////////////////////////////////////////////////////////////////////
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//Gets the round setup, cancelling if there's not enough players at the start//
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///////////////////////////////////////////////////////////////////////////////
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/datum/game_mode/revolution/pre_setup()
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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restricted_jobs += protected_jobs
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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restricted_jobs += "Assistant"
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for (var/i=1 to max_headrevs)
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if (antag_candidates.len==0)
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break
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var/datum/mind/lenin = pick(antag_candidates)
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antag_candidates -= lenin
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head_revolutionaries += lenin
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lenin.restricted_roles = restricted_jobs
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if(head_revolutionaries.len < required_enemies)
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return 0
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return 1
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/datum/game_mode/revolution/post_setup()
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var/list/heads = get_living_heads()
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var/list/sec = get_living_sec()
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var/weighted_score = min(max(round(heads.len - ((8 - sec.len) / 3)),1),max_headrevs)
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for(var/datum/mind/rev_mind in head_revolutionaries) //People with return to lobby may still be in the lobby. Let's pick someone else in that case.
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if(isnewplayer(rev_mind.current))
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head_revolutionaries -= rev_mind
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var/list/newcandidates = shuffle(antag_candidates)
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if(newcandidates.len == 0)
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continue
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for(var/M in newcandidates)
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var/datum/mind/lenin = M
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antag_candidates -= lenin
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newcandidates -= lenin
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if(isnewplayer(lenin.current)) //We don't want to make the same mistake again
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continue
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else
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var/mob/Nm = lenin.current
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if(Nm.job in restricted_jobs) //Don't make the HOS a replacement revhead
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antag_candidates += lenin //Let's let them keep antag chance for other antags
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continue
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head_revolutionaries += lenin
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break
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while(weighted_score < head_revolutionaries.len) //das vi danya
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var/datum/mind/trotsky = pick(head_revolutionaries)
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antag_candidates += trotsky
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head_revolutionaries -= trotsky
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update_rev_icons_removed(trotsky)
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for(var/datum/mind/rev_mind in head_revolutionaries)
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log_game("[rev_mind.key] (ckey) has been selected as a head rev")
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for(var/datum/mind/head_mind in heads)
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mark_for_death(rev_mind, head_mind)
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spawn(rand(10,100))
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// equip_traitor(rev_mind.current, 1) //changing how revs get assigned their uplink so they can get PDA uplinks. --NEO
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// Removing revolutionary uplinks. -Pete
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equip_revolutionary(rev_mind.current)
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for(var/datum/mind/rev_mind in head_revolutionaries)
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greet_revolutionary(rev_mind)
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modePlayer += head_revolutionaries
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SSshuttle.registerHostileEnvironment(src)
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..()
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/datum/game_mode/revolution/process()
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check_counter++
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if(check_counter >= 5)
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if(!finished)
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check_heads()
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SSticker.mode.check_win()
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check_counter = 0
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return 0
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/datum/game_mode/proc/forge_revolutionary_objectives(datum/mind/rev_mind)
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var/list/heads = get_living_heads()
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for(var/datum/mind/head_mind in heads)
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var/datum/objective/mutiny/rev_obj = new
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rev_obj.owner = rev_mind
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rev_obj.target = head_mind
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rev_obj.explanation_text = "Assassinate or exile [head_mind.name], the [head_mind.assigned_role]."
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rev_mind.objectives += rev_obj
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/datum/game_mode/proc/greet_revolutionary(datum/mind/rev_mind, you_are=1)
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update_rev_icons_added(rev_mind)
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if (you_are)
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to_chat(rev_mind.current, "<span class='userdanger'>You are a member of the revolutionaries' leadership!</span>")
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rev_mind.special_role = "Head Revolutionary"
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rev_mind.announce_objectives()
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/////////////////////////////////////////////////////////////////////////////////
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//This are equips the rev heads with their gear, and makes the clown not clumsy//
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/////////////////////////////////////////////////////////////////////////////////
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/datum/game_mode/proc/equip_revolutionary(mob/living/carbon/human/mob)
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if(!istype(mob))
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return
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if (mob.mind)
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if (mob.mind.assigned_role == "Clown")
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to_chat(mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
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mob.dna.remove_mutation(CLOWNMUT)
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var/obj/item/device/assembly/flash/T = new(mob)
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var/obj/item/organ/cyberimp/eyes/hud/security/S = new(mob)
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var/list/slots = list (
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"backpack" = slot_in_backpack,
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"left pocket" = slot_l_store,
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"right pocket" = slot_r_store
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)
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var/where = mob.equip_in_one_of_slots(T, slots)
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S.Insert(mob, special = FALSE, drop_if_replaced = FALSE)
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to_chat(mob, "Your eyes have been implanted with a cybernetic security HUD which will help you keep track of who is mindshield-implanted, and therefore unable to be recruited.")
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if (!where)
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to_chat(mob, "The Syndicate were unfortunately unable to get you a flash.")
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else
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to_chat(mob, "The flash in your [where] will help you to persuade the crew to join your cause.")
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return 1
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/////////////////////////////////
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//Gives head revs their targets//
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/////////////////////////////////
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/datum/game_mode/revolution/proc/mark_for_death(datum/mind/rev_mind, datum/mind/head_mind)
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var/datum/objective/mutiny/rev_obj = new
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rev_obj.owner = rev_mind
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rev_obj.target = head_mind
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rev_obj.explanation_text = "Assassinate [head_mind.name], the [head_mind.assigned_role]."
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rev_mind.objectives += rev_obj
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heads_to_kill += head_mind
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////////////////////////////////////////////
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//Checks if new heads have joined midround//
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////////////////////////////////////////////
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/datum/game_mode/revolution/proc/check_heads()
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var/list/heads = get_all_heads()
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var/list/sec = get_all_sec()
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if(heads_to_kill.len < heads.len)
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var/list/new_heads = heads - heads_to_kill
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for(var/datum/mind/head_mind in new_heads)
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for(var/datum/mind/rev_mind in head_revolutionaries)
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mark_for_death(rev_mind, head_mind)
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if(head_revolutionaries.len < max_headrevs && head_revolutionaries.len < round(heads.len - ((8 - sec.len) / 3)))
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latejoin_headrev()
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///////////////////////////////
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//Adds a new headrev midround//
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///////////////////////////////
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/datum/game_mode/revolution/proc/latejoin_headrev()
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if(revolutionaries) //Head Revs are not in this list
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var/list/promotable_revs = list()
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for(var/datum/mind/khrushchev in revolutionaries)
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if(khrushchev.current && !khrushchev.current.incapacitated() && !khrushchev.current.restrained() && khrushchev.current.client && khrushchev.current.stat != DEAD)
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if(ROLE_REV in khrushchev.current.client.prefs.be_special)
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promotable_revs += khrushchev
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if(promotable_revs.len)
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var/datum/mind/stalin = pick(promotable_revs)
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revolutionaries -= stalin
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head_revolutionaries += stalin
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log_game("[stalin.key] (ckey) has been promoted to a head rev")
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equip_revolutionary(stalin.current)
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forge_revolutionary_objectives(stalin)
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greet_revolutionary(stalin)
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//////////////////////////////////////
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//Checks if the revs have won or not//
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//////////////////////////////////////
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/datum/game_mode/revolution/check_win()
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if(check_rev_victory())
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finished = 1
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else if(check_heads_victory())
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finished = 2
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return
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///////////////////////////////
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//Checks if the round is over//
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///////////////////////////////
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/datum/game_mode/revolution/check_finished()
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if(CONFIG_GET(keyed_flag_list/continuous)["revolution"])
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if(finished)
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SSshuttle.clearHostileEnvironment(src)
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return ..()
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if(finished != 0)
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return 1
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else
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return ..()
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///////////////////////////////////////////////////
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//Deals with converting players to the revolution//
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///////////////////////////////////////////////////
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/proc/is_revolutionary(mob/M)
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return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.revolutionaries
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/proc/is_head_revolutionary(mob/M)
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return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.head_revolutionaries
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/proc/is_revolutionary_in_general(mob/M)
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return is_revolutionary(M) || is_head_revolutionary(M)
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/datum/game_mode/proc/add_revolutionary(datum/mind/rev_mind)
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if(rev_mind.assigned_role in GLOB.command_positions)
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return 0
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var/mob/living/carbon/human/H = rev_mind.current//Check to see if the potential rev is implanted
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if(H.isloyal())
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return 0
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if((rev_mind in revolutionaries) || (rev_mind in head_revolutionaries))
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return 0
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revolutionaries += rev_mind
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if(iscarbon(rev_mind.current))
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var/mob/living/carbon/carbon_mob = rev_mind.current
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carbon_mob.silent = max(carbon_mob.silent, 5)
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carbon_mob.flash_act(1, 1)
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rev_mind.current.Stun(100)
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to_chat(rev_mind.current, "<span class='danger'><FONT size = 3> You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</FONT></span>")
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rev_mind.current.log_message("<font color='red'>Has been converted to the revolution!</font>", INDIVIDUAL_ATTACK_LOG)
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rev_mind.special_role = "Revolutionary"
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update_rev_icons_added(rev_mind)
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if(jobban_isbanned(rev_mind.current, ROLE_REV))
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INVOKE_ASYNC(src, .proc/replace_jobbaned_player, rev_mind.current, ROLE_REV, ROLE_REV)
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return 1
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//////////////////////////////////////////////////////////////////////////////
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//Deals with players being converted from the revolution (Not a rev anymore)// // Modified to handle borged MMIs. Accepts another var if the target is being borged at the time -- Polymorph.
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//////////////////////////////////////////////////////////////////////////////
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/datum/game_mode/proc/remove_revolutionary(datum/mind/rev_mind , beingborged, deconverter)
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var/remove_head = 0
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if(beingborged && (rev_mind in head_revolutionaries))
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head_revolutionaries -= rev_mind
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remove_head = 1
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if((rev_mind in revolutionaries) || remove_head)
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revolutionaries -= rev_mind
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rev_mind.special_role = null
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log_attack("[rev_mind.current] (Key: [key_name(rev_mind.current)]) has been deconverted from the revolution by [deconverter] (Key: [key_name(deconverter)])!")
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if(beingborged)
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rev_mind.current.visible_message("The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.", \
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"<span class='userdanger'><FONT size = 3>The frame's firmware detects and deletes your neural reprogramming! You remember nothing[remove_head ? "." : " but the name of the one who flashed you."]</FONT></span>")
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message_admins("[ADMIN_LOOKUPFLW(rev_mind.current)] has been borged while being a [remove_head ? "leader" : " member"] of the revolution.")
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else
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rev_mind.current.visible_message("[rev_mind.current] looks like they just remembered their real allegiance!", \
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"<span class='userdanger'><FONT size = 3>You are no longer a brainwashed revolutionary! Your memory is hazy from the time you were a rebel...the only thing you remember is the name of the one who brainwashed you...</FONT></span>")
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rev_mind.current.Unconscious(100)
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update_rev_icons_removed(rev_mind)
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/////////////////////////////////////
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//Adds the rev hud to a new convert//
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/////////////////////////////////////
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/datum/game_mode/proc/update_rev_icons_added(datum/mind/rev_mind)
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var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV]
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revhud.join_hud(rev_mind.current)
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set_antag_hud(rev_mind.current, ((rev_mind in head_revolutionaries) ? "rev_head" : "rev"))
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/////////////////////////////////////////
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//Removes the hud from deconverted revs//
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/////////////////////////////////////////
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/datum/game_mode/proc/update_rev_icons_removed(datum/mind/rev_mind)
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var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV]
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revhud.leave_hud(rev_mind.current)
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set_antag_hud(rev_mind.current, null)
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//////////////////////////
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//Checks for rev victory//
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//////////////////////////
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/datum/game_mode/revolution/proc/check_rev_victory()
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for(var/datum/mind/rev_mind in head_revolutionaries)
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for(var/datum/objective/mutiny/objective in rev_mind.objectives)
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if(!(objective.check_completion()))
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return 0
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return 1
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/////////////////////////////
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//Checks for a head victory//
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/////////////////////////////
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/datum/game_mode/revolution/proc/check_heads_victory()
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for(var/datum/mind/rev_mind in head_revolutionaries)
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var/turf/T = get_turf(rev_mind.current)
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if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != DEAD) && T && (T.z in GLOB.station_z_levels))
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if(ishuman(rev_mind.current))
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return 0
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return 1
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//////////////////////////////////////////////////////////////////////
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//Announces the end of the game with all relavent information stated//
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//////////////////////////////////////////////////////////////////////
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/datum/game_mode/revolution/declare_completion()
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if(finished == 1)
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SSticker.mode_result = "win - heads killed"
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to_chat(world, "<span class='redtext'>The heads of staff were killed or exiled! The revolutionaries win!</span>")
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SSticker.news_report = REVS_WIN
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else if(finished == 2)
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SSticker.mode_result = "loss - rev heads killed"
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to_chat(world, "<span class='redtext'>The heads of staff managed to stop the revolution!</span>")
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SSticker.news_report = REVS_LOSE
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..()
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return 1
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/datum/game_mode/proc/auto_declare_completion_revolution()
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var/list/targets = list()
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if(head_revolutionaries.len || istype(SSticker.mode, /datum/game_mode/revolution))
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var/num_revs = 0
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var/num_survivors = 0
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for(var/mob/living/carbon/survivor in GLOB.living_mob_list)
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if(survivor.ckey)
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num_survivors++
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if(survivor.mind)
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if((survivor.mind in head_revolutionaries) || (survivor.mind in revolutionaries))
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num_revs++
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if(num_survivors)
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to_chat(world, "[GLOB.TAB]Command's Approval Rating: <B>[100 - round((num_revs/num_survivors)*100, 0.1)]%</B>" )
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var/text = "<br><font size=3><b>The head revolutionaries were:</b></font>"
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for(var/datum/mind/headrev in head_revolutionaries)
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text += printplayer(headrev, 1)
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text += "<br>"
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to_chat(world, text)
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if(revolutionaries.len || istype(SSticker.mode, /datum/game_mode/revolution))
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var/text = "<br><font size=3><b>The revolutionaries were:</b></font>"
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for(var/datum/mind/rev in revolutionaries)
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text += printplayer(rev, 1)
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text += "<br>"
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to_chat(world, text)
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if( head_revolutionaries.len || revolutionaries.len || istype(SSticker.mode, /datum/game_mode/revolution) )
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var/text = "<br><font size=3><b>The heads of staff were:</b></font>"
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var/list/heads = get_all_heads()
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for(var/datum/mind/head in heads)
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var/target = (head in targets)
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if(target)
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text += "<span class='boldannounce'>Target</span>"
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text += printplayer(head, 1)
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text += "<br>"
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to_chat(world, text)
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/datum/game_mode/revolution/generate_report()
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return "Employee unrest has spiked in recent weeks, with several attempted mutinies on heads of staff. Some crew have been observed using flashbulb devices to blind their colleagues, \
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who then follow their orders without question and work towards dethroning departmental leaders. Watch for behavior such as this with caution. If the crew attempts a mutiny, you and \
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your heads of staff are fully authorized to execute them using lethal weaponry - they will be later cloned and interrogated at Central Command."
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