Pass on minimum player counts for gamemodes

[Pending]
This commit is contained in:
dylanstrategie
2015-03-28 16:34:46 +01:00
parent 829ec09a57
commit 661ebce9a1
17 changed files with 28 additions and 31 deletions

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@@ -10,8 +10,8 @@ var/list/blob_nodes = list()
name = "Blob"
config_tag = "Blob"
required_players = 15
required_players_secret = 25
required_players = 1 //Failsafe since we need a blob player
required_players_secret = 25 //High-pop. Blob needs to face off a staffed crew !
restricted_jobs = list("Cyborg", "AI", "Mobile MMI")
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)

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@@ -7,7 +7,7 @@
name = "Cortical Borers"
config_tag = "borer"
required_players = 3
required_players_secret = 10
required_players_secret = 15 //Medium-low pop, forced stealth antag with possibility of new antags
restricted_jobs = list("AI", "Cyborg", "Mobile MMI")
recommended_enemies = 2 // need at least a borer and a host
votable = 0 // temporarily disable this mode for voting

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@@ -10,7 +10,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
restricted_jobs = list("AI", "Cyborg", "Mobile MMI")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_players = 1
required_players_secret = 10
required_players_secret = 10 //Low-pop, forced-stealth antag
required_enemies = 1
recommended_enemies = 4

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@@ -1,10 +1,10 @@
/datum/game_mode/traitor/changeling
name = "traitor+changeling"
config_tag = "traitorchan"
traitors_possible = 3 //hard limit on traitors if scaling is turned off
traitors_possible = 3 //Hard limit on traitors if scaling is turned off
restricted_jobs = list("AI", "Cyborg", "Mobile MMI")
required_players = 1
required_players_secret = 10
required_players_secret = 15 //Medium-pop. Traitors and changelings, need space for both to blend in
required_enemies = 2
recommended_enemies = 3

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@@ -34,8 +34,8 @@
config_tag = "cult"
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Internal Affairs Agent", "Mobile MMI")
protected_jobs = list()
required_players = 5
required_players_secret = 15
required_players = 5 //Maximum cultist number + one neutral crewman
required_players_secret = 20 //Medium-high-pop. Possibility for converts, so needs at least a staffed crew
required_enemies = 3
recommended_enemies = 4

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@@ -23,8 +23,8 @@
var/list/datum/mind/modePlayer = new
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
var/list/protected_jobs = list() // Jobs that can't be traitors
var/required_players = 0
var/required_players_secret = 0 //Minimum number of players for that game mode to be chose in Secret
var/required_players = 0 //Minimum number of players to be chosen at all. DO NOT SET THIS WITHOUT GOOD, FUNCTIONALITY-RELATED REASONS, THIS ALSO AFFECTS MANUAL PICKS
var/required_players_secret = 0 //Minimum number of players for that gamemode to be chosen during Secret. This is what you want to set to limit gamemodes based on population !
var/required_enemies = 0
var/recommended_enemies = 0
var/newscaster_announcements = null

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@@ -8,8 +8,8 @@
/datum/game_mode/heist
name = "heist"
config_tag = "heist"
required_players = 15
required_players_secret = 25
required_players = 5 //Enough raiders to start and one crewman
required_players_secret = 25 //High-pop. We want a fully staffed crew, otherwise it's a cakewalk !
required_enemies = 4
recommended_enemies = 6

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@@ -4,8 +4,8 @@
/datum/game_mode/malfunction
name = "AI malfunction"
config_tag = "malfunction"
required_players = 2
required_players_secret = 15
required_players = 2 //The AI and Dave
required_players_secret = 20 //Medium-high-pop. We want the AI to be challenged and the station to be staffed
required_enemies = 1
recommended_enemies = 1

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@@ -13,7 +13,7 @@
var/meteordelay = 2400 //Final meteor delay, failsafe as above
var/nometeors = 1 //Can we send the meteors ?
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread
required_players = 20
required_players = 20 //Medium-high-pop. We want a staffed station to face the onslaught
uplink_welcome = "EVIL METEOR Uplink Console:"
uplink_uses = 10

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@@ -6,8 +6,8 @@
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
required_players = 20
required_players_secret = 25
required_players = 10 //Safety bracket
required_players_secret = 30 //Higher-high-pop. It's antag boogaloo, so we aren't doing it without a full station
var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target

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@@ -5,8 +5,8 @@
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 6
required_players_secret = 25 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_players = 6 //5 operatives and a crewman
required_players_secret = 20 //Medium-high-pop. Staffed station at least
required_enemies = 5
recommended_enemies = 5

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@@ -15,8 +15,8 @@
name = "revolution"
config_tag = "revolution"
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Mobile MMI","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer", "Internal Affairs Agent")
required_players = 4
required_players_secret = 25
required_players = 4 //Enough to spawn all headrevs and one head
required_players_secret = 20 //Medium-high-pop. We want a fairly staffed station for what is about to happen
required_enemies = 3
recommended_enemies = 3

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@@ -1,7 +1,6 @@
/datum/game_mode/sandbox
name = "sandbox"
config_tag = "sandbox"
required_players = 0
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10

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@@ -9,7 +9,8 @@
config_tag = "traitor"
restricted_jobs = list("Cyborg","Mobile MMI")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")//AI", Currently out of the list as malf does not work for shit
required_players = 0
required_players = 1
required_players_secret = 5 //We need at least five players to make this worthwhile (see autotraitor.dm otherwise). Sorry super low-pop players
required_enemies = 1
recommended_enemies = 4
var/traitor_name = "traitor"

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@@ -10,7 +10,7 @@
restricted_jobs = list("AI", "Cyborg", "Mobile MMI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain") //Consistent screening has filtered all infiltration attempts on high value jobs
protected_jobs = list()
required_players = 1
required_players_secret = 15
required_players_secret = 15 //High-low-pop. Same thing as changelings, but we also need more counters like the Chaplain
required_enemies = 2
recommended_enemies = 4

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@@ -1,8 +1,8 @@
/datum/game_mode/wizard/raginmages
name = "Ragin' Mages"
config_tag = "raginmages"
required_players = 1
required_players_secret = 15
required_players = 2 //A wizard and a crewman
required_players_secret = 30 //Higher high-pop. We're airdropping a shitload of Wizards, each one his own one-man-army. We want a fully staffed station to counter !
var/max_mages = 0
var/making_mage = 0
var/mages_made = 1

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@@ -1,14 +1,11 @@
/*/proc/iswizard(mob/living/M as mob)
return istype(M) && M.mind && ticker && ticker.mode && (M.mind in ticker.mode.wizards)*/ //See _macros.dm
/datum/game_mode
var/list/datum/mind/wizards = list()
/datum/game_mode/wizard
name = "wizard"
config_tag = "wizard"
required_players = 2
required_players_secret = 10
required_players = 2 //A wizard and a crewman
required_players_secret = 10 //Low-pop. We can allow magic at low-pop, at worst the round will be other quickly
required_enemies = 1
recommended_enemies = 1