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https://github.com/vgstation-coders/vgstation13.git
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Conflicts: code/ATMOSPHERICS/pipe/pipe_dispenser.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/embedded_controller/embedded_controller_base.dm code/modules/mining/money_bag.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/silicon/mommi/mommi.dm code/modules/mob/living/simple_animal/friendly/farm_animals.dm code/modules/research/destructive_analyzer.dm code/modules/research/rdconsole.dm code/modules/research/xenoarchaeology/machinery/analysis_base.dm code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
207 lines
6.9 KiB
Plaintext
207 lines
6.9 KiB
Plaintext
//This is a beta game mode to test ways to implement an "infinite" traitor round in which more traitors are automatically added in as needed.
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//Automatic traitor adding is complete pending the inevitable bug fixes. Need to add a respawn system to let dead people respawn after 30 minutes or so.
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/datum/game_mode/traitor/autotraitor
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name = "AutoTraitor"
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config_tag = "autotraitor"
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var/list/possible_traitors
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var/num_players = 0
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/datum/game_mode/traitor/autotraitor/announce()
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..()
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world << "<B>Game mode is AutoTraitor. Traitors will be added to the round automagically as needed.<br>Expect bugs.</B>"
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/datum/game_mode/traitor/autotraitor/pre_setup()
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if(istype(ticker.mode, /datum/game_mode/mixed))
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mixed = 1
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if(config.protect_roles_from_antagonist)
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restricted_jobs += protected_jobs
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possible_traitors = get_players_for_role(ROLE_TRAITOR)
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for(var/datum/mind/player in possible_traitors)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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possible_traitors -= player
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num_players = num_players()
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//var/r = rand(5)
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var/num_traitors = 1
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var/max_traitors = 1
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var/traitor_prob = 0
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max_traitors = round(num_players / 10) + 1
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traitor_prob = (num_players - (max_traitors - 1) * 10) * 10
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// Stop setup if no possible traitors
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if(!possible_traitors.len)
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return 0
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if(config.traitor_scaling)
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num_traitors = max_traitors - 1 + prob(traitor_prob)
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// mixed mode scaling
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if(mixed)
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num_traitors = min(3, num_traitors)
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log_game("Number of traitors: [num_traitors]")
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message_admins("Players counted: [num_players] Number of traitors chosen: [num_traitors]")
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else
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num_traitors = max(1, min(num_players(), traitors_possible))
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for(var/i = 0, i < num_traitors, i++)
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var/datum/mind/traitor = pick(possible_traitors)
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if(traitor.special_role)
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possible_traitors.Remove(traitor)
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continue
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traitors += traitor
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possible_traitors.Remove(traitor)
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for(var/datum/mind/traitor in traitors)
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if(!traitor || !istype(traitor))
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traitors.Remove(traitor)
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continue
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if(istype(traitor))
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traitor.special_role = "traitor"
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// if(!traitors.len)
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// return 0
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return 1
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/datum/game_mode/traitor/autotraitor/post_setup()
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..()
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abandon_allowed = 1
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traitorcheckloop()
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/datum/game_mode/traitor/autotraitor/proc/traitorcheckloop()
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spawn(9000)
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if(emergency_shuttle.departed)
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return
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//message_admins("Performing AutoTraitor Check")
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var/playercount = 0
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var/traitorcount = 0
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var/possible_traitors[0]
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for(var/mob/living/player in mob_list)
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if (player.client && player.stat != 2)
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playercount += 1
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if (player.client && player.mind && player.mind.special_role && player.stat != 2)
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traitorcount += 1
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if (player.client && player.mind && !player.mind.special_role && player.stat != 2 && (player.client && player.client.desires_role(ROLE_TRAITOR)) && !jobban_isbanned(player, "Syndicate") && !isMoMMI(player))
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possible_traitors += player
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for(var/datum/mind/player in possible_traitors)
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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possible_traitors -= player
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//message_admins("Live Players: [playercount]")
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//message_admins("Live Traitors: [traitorcount]")
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// message_admins("Potential Traitors:")
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// for(var/mob/living/traitorlist in possible_traitors)
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// message_admins("[traitorlist.real_name]")
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// var/r = rand(5)
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// var/target_traitors = 1
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var/max_traitors = 1
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var/traitor_prob = 0
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max_traitors = round(playercount / 10) + 1
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traitor_prob = (playercount - (max_traitors - 1) * 10) * 5
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if(traitorcount < max_traitors - 1)
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traitor_prob += 50
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if(traitorcount < max_traitors)
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//message_admins("Number of Traitors is below maximum. Rolling for new Traitor.")
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//message_admins("The probability of a new traitor is [traitor_prob]%")
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if(prob(traitor_prob))
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message_admins("Making a new Traitor.")
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if(!possible_traitors.len)
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message_admins("No potential traitors. Cancelling new traitor.")
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traitorcheckloop()
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return
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var/mob/living/newtraitor = pick(possible_traitors)
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//message_admins("[newtraitor.real_name] is the new Traitor.")
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forge_traitor_objectives(newtraitor.mind)
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if(istype(newtraitor, /mob/living/silicon))
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add_law_zero(newtraitor)
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else
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equip_traitor(newtraitor)
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traitors += newtraitor.mind
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newtraitor << "<span class='warning'><B>ATTENTION:</B> </span>It is time to pay your debt to the Syndicate..."
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newtraitor << "<B>You are now a traitor.</B>"
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newtraitor.mind.special_role = "traitor"
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var/obj_count = 1
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newtraitor << "<span class='notice'>Your current objectives:</span>"
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for(var/datum/objective/objective in newtraitor.mind.objectives)
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newtraitor << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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//else
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//message_admins("No new traitor being added.")
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//else
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//message_admins("Number of Traitors is at maximum. Not making a new Traitor.")
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traitorcheckloop()
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/datum/game_mode/traitor/autotraitor/latespawn(mob/living/carbon/human/character)
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..()
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if(emergency_shuttle.departed)
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return
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//message_admins("Late Join Check")
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if((character.client && character.client.desires_role(ROLE_TRAITOR)) && !jobban_isbanned(character, "Syndicate"))
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//message_admins("Late Joiner has Be Syndicate")
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//message_admins("Checking number of players")
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var/playercount = 0
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var/traitorcount = 0
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for(var/mob/living/player in mob_list)
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if (player.client && player.stat != 2)
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playercount += 1
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if (player.client && player.mind && player.mind.special_role && player.stat != 2)
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traitorcount += 1
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//message_admins("Live Players: [playercount]")
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//message_admins("Live Traitors: [traitorcount]")
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//var/r = rand(5)
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//var/target_traitors = 1
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var/max_traitors = 2
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var/traitor_prob = 0
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max_traitors = round(playercount / 10) + 1
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traitor_prob = (playercount - (max_traitors - 1) * 10) * 5
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if(traitorcount < max_traitors - 1)
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traitor_prob += 50
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//target_traitors = max(1, min(round((playercount + r) / 10, 1), traitors_possible))
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//message_admins("Target Traitor Count is: [target_traitors]")
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if (traitorcount < max_traitors)
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//message_admins("Number of Traitors is below maximum. Rolling for New Arrival Traitor.")
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//message_admins("The probability of a new traitor is [traitor_prob]%")
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if(prob(traitor_prob))
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message_admins("New traitor roll passed. Making a new Traitor.")
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forge_traitor_objectives(character.mind)
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equip_traitor(character)
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traitors += character.mind
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character << "<span class='warning'><B>You are the traitor.</B></span>"
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character.mind.special_role = "traitor"
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var/obj_count = 1
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character << "<span class='notice'>Your current objectives:</span>"
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for(var/datum/objective/objective in character.mind.objectives)
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character << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
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obj_count++
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//else
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//message_admins("New traitor roll failed. No new traitor.")
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//else
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//message_admins("Late Joiner does not have Be Syndicate")
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