Files
fulpstation/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm
skoglol cc03593d12 Removes changeling teams and hivemind channel (#54054)
* Removes changeling teams and hivemind channel.

* More cleanup

* some more stuff
2020-10-28 14:51:34 -04:00

670 lines
23 KiB
Plaintext

//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
persistent = TRUE
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor/
minimum_required_age = 0
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("Cyborg")
required_candidates = 1
weight = 5
cost = 10 // Avoid raising traitor threat above 10, as it is the default low cost ruleset.
scaling_cost = 10
requirements = list(10,10,10,10,10,10,10,10,10,10)
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
. = ..()
var/num_traitors = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_traitors)
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/traitor/rule_process()
if (autotraitor_cooldown > 0)
autotraitor_cooldown--
else
autotraitor_cooldown = 450 // 15 minutes
message_admins("Checking if we can turn someone into a traitor.")
log_game("DYNAMIC: Checking if we can turn someone into a traitor.")
mode.picking_specific_rule(/datum/dynamic_ruleset/midround/autotraitor)
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother/
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("Cyborg", "AI")
required_candidates = 2
weight = 4
cost = 15
scaling_cost = 15
requirements = list(40,30,30,20,20,15,15,15,10,10)
antag_cap = list(2,2,2,2,2,2,2,2,2,2) // Can pick 3 per team, but rare enough it doesn't matter.
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
. = ..()
var/num_teams = (antag_cap[indice_pop]/min_team_size) * (scaled_times + 1) // 1 team per scaling
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick_n_take(candidates)
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
bro.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += bro.mind
pre_brother_teams += team
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for(var/datum/team/brother_team/team in pre_brother_teams)
team.pick_meeting_area()
team.forge_brother_objectives()
for(var/datum/mind/M in team.members)
M.add_antag_datum(/datum/antagonist/brother, team)
GLOB.pre_setup_antags -= M
team.update_name()
mode.brother_teams += pre_brother_teams
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 3
cost = 15
scaling_cost = 15
requirements = list(70,70,60,50,40,20,20,10,10,10)
antag_cap = list(1,1,1,1,1,2,2,2,2,3)
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
. = ..()
var/num_changelings = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_changelings)
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
changeling.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= changeling
return TRUE
//////////////////////////////////////////////
// //
// ELDRITCH CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_HERETIC
antag_datum = /datum/antagonist/heretic
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 3
cost = 20
scaling_cost = 15
requirements = list(50,45,45,40,35,20,20,15,10,10)
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
/datum/dynamic_ruleset/roundstart/heretics/pre_execute()
. = ..()
var/num_ecult = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_ecult)
var/mob/picked_candidate = pick_n_take(candidates)
assigned += picked_candidate.mind
picked_candidate.mind.restricted_roles = restricted_roles
picked_candidate.mind.special_role = ROLE_HERETIC
GLOB.pre_setup_antags += picked_candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/heretics/execute()
for(var/c in assigned)
var/datum/mind/cultie = c
var/datum/antagonist/heretic/new_antag = new antag_datum()
cultie.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= cultie
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 2
cost = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
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/roundstart/wizard/pre_execute()
. = ..()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick_n_take(candidates)
if (M)
assigned += M.mind
M.mind.assigned_role = ROLE_WIZARD
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel")
required_candidates = 2
weight = 3
cost = 35
requirements = list(100,90,80,60,40,30,10,10,10,10)
flags = HIGHLANDER_RULESET
antag_cap = list(2,2,2,3,3,4,4,4,4,4)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
. = ..()
var/cultists = antag_cap[indice_pop]
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
GLOB.pre_setup_antags -= M
main_cult.setup_objectives()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
..()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
else
SSticker.mode_result = "loss - staff stopped the cult"
SSticker.news_report = CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 40
requirements = list(90,90,90,80,60,40,30,20,10,10)
flags = HIGHLANDER_RULESET
antag_cap = list(2,2,2,3,3,3,4,4,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
required_candidates = antag_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
. = ..()
// If ready() did its job, candidates should have 5 or more members in it
var/operatives = antag_cap[indice_pop]
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.assigned_role = "Nuclear Operative"
M.mind.special_role = "Nuclear Operative"
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/leader = TRUE
for(var/datum/mind/M in assigned)
if (leader)
leader = FALSE
var/datum/antagonist/nukeop/leader/new_op = M.add_antag_datum(antag_leader_datum)
nuke_team = new_op.nuke_team
else
var/datum/antagonist/nukeop/new_op = new antag_datum()
M.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
var/result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg", "Prisoner", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 3
weight = 2
delay = 7 MINUTES
cost = 35
requirements = list(101,101,70,40,30,20,10,10,10,10)
antag_cap = list(3,3,3,3,3,3,3,3,3,3)
flags = HIGHLANDER_RULESET
blocking_rules = list(/datum/dynamic_ruleset/latejoin/provocateur)
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/revs/pre_execute()
. = ..()
var/max_candidates = antag_cap[indice_pop]
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/revs/execute()
revolution = new()
for(var/datum/mind/M in assigned)
GLOB.pre_setup_antags -= M
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(revolution.members.len)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
log_game("DYNAMIC: [ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
if(check_rev_victory())
finished = REVOLUTION_VICTORY
return RULESET_STOP_PROCESSING
else if (check_heads_victory())
finished = STATION_VICTORY
SSshuttle.clearHostileEnvironment(src)
revolution.save_members()
for(var/datum/mind/M in revolution.members) // Remove antag datums and prevents podcloned or exiled headrevs restarting rebellions.
if(M.has_antag_datum(/datum/antagonist/rev/head))
var/datum/antagonist/rev/head/R = M.has_antag_datum(/datum/antagonist/rev/head)
R.remove_revolutionary(FALSE, "gamemode")
if(M.current)
var/mob/living/carbon/C = M.current
if(istype(C) && C.stat == DEAD)
C.makeUncloneable()
if(M.has_antag_datum(/datum/antagonist/rev))
var/datum/antagonist/rev/R = M.has_antag_datum(/datum/antagonist/rev)
R.remove_revolutionary(FALSE, "gamemode")
priority_announce("It appears the mutiny has been quelled. Please return yourself and your incapacitated colleagues to work. \
We have remotely blacklisted the head revolutionaries in your medical records to prevent accidental revival.", null, 'sound/ai/attention.ogg', null, "Central Command Loyalty Monitoring Division")
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/check_finished()
if(finished == REVOLUTION_VICTORY)
return TRUE
else
return ..()
/datum/dynamic_ruleset/roundstart/revs/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/revs/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/revs/round_result()
if(finished == REVOLUTION_VICTORY)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == STATION_VICTORY)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
//////////////////////////////////////////////
// //
// FAMILIES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/families
name = "Families"
persistent = TRUE
antag_flag = ROLE_FAMILIES
protected_roles = list("Prisoner", "Head of Personnel")
restricted_roles = list("Cyborg", "AI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_candidates = 6 // gotta have 'em ALL
weight = 2
cost = 30
requirements = list(101,101,101,101,101,70,40,10,10,10)
flags = HIGHLANDER_RULESET
minimum_players = 36
antag_cap = list(6,6,6,6,6,6,6,6,6,6)
/// A reference to the handler that is used to run pre_execute(), execute(), etc..
var/datum/gang_handler/handler
/datum/dynamic_ruleset/roundstart/families/pre_execute()
..()
handler = new /datum/gang_handler(candidates,restricted_roles)
handler.gangs_to_generate = (antag_cap[indice_pop] / 2)
handler.gang_balance_cap = clamp((indice_pop - 3), 2, 5) // gang_balance_cap by indice_pop: (2,2,2,2,2,3,4,5,5,5)
handler.use_dynamic_timing = TRUE
return handler.pre_setup_analogue()
/datum/dynamic_ruleset/roundstart/families/execute()
return handler.post_setup_analogue(TRUE)
/datum/dynamic_ruleset/roundstart/families/clean_up()
QDEL_NULL(handler)
..()
/datum/dynamic_ruleset/roundstart/families/rule_process()
return handler.process_analogue()
/datum/dynamic_ruleset/roundstart/families/round_result()
return handler.set_round_result_analogue()
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
. = ..()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
mode.spend_threat(mode.threat)
mode.threat_log += "[worldtime2text()]: Extended ruleset set threat to 0."
return TRUE
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Ops"
antag_datum = /datum/antagonist/nukeop/clownop
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(.)
for(var/obj/machinery/nuclearbomb/syndicate/S in GLOB.nuke_list)
var/turf/T = get_turf(S)
if(T)
qdel(S)
new /obj/machinery/nuclearbomb/syndicate/bananium(T)
for(var/datum/mind/V in assigned)
V.assigned_role = "Clown Operative"
V.special_role = "Clown Operative"
//////////////////////////////////////////////
// //
// MONKEY //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/monkey
name = "Monkey"
antag_flag = ROLE_MONKEY
antag_datum = /datum/antagonist/monkey/leader
restricted_roles = list("Cyborg", "AI", "Prisoner")
required_candidates = 1
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
var/players_per_carrier = 30
var/monkeys_to_win = 1
var/escaped_monkeys = 0
var/datum/team/monkey/monkey_team
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
. = ..()
var/carriers_to_make = max(round(mode.roundstart_pop_ready / players_per_carrier, 1), 1)
for(var/j = 0, j < carriers_to_make, j++)
if (!candidates.len)
break
var/mob/carrier = pick_n_take(candidates)
assigned += carrier.mind
carrier.mind.special_role = "Monkey Leader"
carrier.mind.restricted_roles = restricted_roles
log_game("[key_name(carrier)] has been selected as a Jungle Fever carrier")
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/execute()
for(var/datum/mind/carrier in assigned)
var/datum/antagonist/monkey/M = add_monkey_leader(carrier)
if(M)
monkey_team = M.monkey_team
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/proc/check_monkey_victory()
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return FALSE
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if (M.HasDisease(D))
if(M.onCentCom() || M.onSyndieBase())
escaped_monkeys++
if(escaped_monkeys >= monkeys_to_win)
return TRUE
else
return FALSE
// This does not get called. Look into making it work.
/datum/dynamic_ruleset/roundstart/monkey/round_result()
if(check_monkey_victory())
SSticker.mode_result = "win - monkey win"
else
SSticker.mode_result = "loss - staff stopped the monkeys"
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
var/meteordelay = 2000
var/nometeors = FALSE
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)