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vgstation13/code/datums/gamemode/dynamic/dynamic_rulesets_roundstart.dm
DeityLink e35719ecea Cult 3.0 (#20662)
* altar stuff

* bloodstone

* dance

* objectives

* Early fixes

* some fixes

* conflicts etc
2018-11-11 20:51:37 -02:00

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13 KiB
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//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Syndicate Traitors"
persistent = 1
role_category = ROLE_TRAITOR
protected_from_jobs = list("Security Officer", "Merchant", "Warden", "Head of Personnel", "Cyborg", "Detective", "Head of Security", "Captain")
restricted_from_jobs = list("AI","Mobile MMI")
required_candidates = 1
weight = 7
cost = 10
requirements = list(40,30,20,10,10,10,10,10,10,10)
var/autotraitor_cooldown = 900//15 minutes
/datum/dynamic_ruleset/roundstart/traitor/execute()
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5)//above 50 threat level, coeff goes down by 1 for every 10 levels
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
for (var/i = 1 to num_traitors)
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/role/traitor/newTraitor = new
newTraitor.AssignToRole(M.mind,1)
newTraitor.Greet(GREET_ROUNDSTART)
return 1
/datum/dynamic_ruleset/roundstart/traitor/process()
if (autotraitor_cooldown)
autotraitor_cooldown--
else
autotraitor_cooldown = 900//15 minutes
message_admins("Dynamic Mode: Checking if we can turn someone into a traitor...")
mode.picking_specific_rule(/datum/dynamic_ruleset/midround/autotraitor)
//////////////////////////////////////////////
// //
// CHANGELINGS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/*
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
role_category = ROLE_CHANGELING
protected_from_jobs = list("Security Officer", "Warden", "Merchant", "Head of Personnel", "Detective", "Head of Security", "Captain")
restricted_from_jobs = list("AI","Cyborg","Mobile MMI")
enemy_jobs = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
required_candidates = 1
weight = 3
cost = 30
requirements = list(80,60,40,20,20,10,10,10,10,10)
/datum/dynamic_ruleset/roundstart/changeling/execute()
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
for (var/i = 1 to num_changelings)
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/role/changeling/newChangeling = new
newChangeling.AssignToRole(M.mind,1)
newChangeling.Greet(GREET_ROUNDSTART)
return 1
*/
//////////////////////////////////////////////
// //
// VAMPIRES ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/vampire
name = "Vampires"
role_category = ROLE_VAMPIRE
protected_from_jobs = list("Security Officer", "Warden","Merchant", "Head of Personnel", "Detective", "Head of Security", "Captain")
restricted_from_jobs = list("AI","Cyborg","Mobile MMI", "Chaplain")
enemy_jobs = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
required_candidates = 1
weight = 3
cost = 18
requirements = list(80,60,40,20,20,10,10,10,10,10)
/datum/dynamic_ruleset/roundstart/vampire/execute()
var/num_vampires = min(round(mode.candidates.len / 10) + 1, candidates.len)
for (var/i = 1 to num_vampires)
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/faction/vampire/fac = ticker.mode.CreateFaction(/datum/faction/vampire, null, 1)
var/datum/role/vampire/newVampire = new(M.mind, fac, override = TRUE)
newVampire.Greet(GREET_ROUNDSTART)
newVampire.AnnounceObjectives()
update_faction_icons()
return 1
//////////////////////////////////////////////
// //
// WIZARDS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
role_category = ROLE_WIZARD
restricted_from_jobs = 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
enemy_jobs = 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 = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(var/population=0,var/threat=0)
if(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 0
return ..()
/datum/dynamic_ruleset/roundstart/wizard/execute()
var/mob/M = pick(candidates)
if (M)
assigned += M
candidates -= M
var/datum/role/wizard/newWizard = new
newWizard.AssignToRole(M.mind,1)
roundstart_wizards += newWizard
var/datum/faction/wizard/federation = find_active_faction_by_type(/datum/faction/wizard)
if (!federation)
federation = ticker.mode.CreateFaction(/datum/faction/wizard, null, 1)
federation.HandleRecruitedRole(newWizard)//this will give the wizard their icon
newWizard.Greet(GREET_ROUNDSTART)
return 1
//////////////////////////////////////////////
// //
// BLOOD CULT ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
role_category = ROLE_CULTIST
protected_from_jobs = list("Merchant")
restricted_from_jobs = list("AI", "Cyborg", "Mobile MMI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Internal Affairs Agent", "Chaplain")
enemy_jobs = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Chaplain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 4
weight = 4
cost = 25
requirements = list(90,80,60,30,20,10,10,10,10,10)
var/cultist_cap = list(2,2,3,4,4,4,4,4,4,4)
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
//if ready() did its job, candidates should have 4 or more members in it
var/datum/faction/bloodcult/cult = find_active_faction_by_type(/datum/faction/bloodcult)
if (!cult)
cult = ticker.mode.CreateFaction(/datum/faction/bloodcult, null, 1)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/cultists = cultist_cap[indice_pop]
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/role/cultist/newCultist = new
newCultist.AssignToRole(M.mind,1)
cult.HandleRecruitedRole(newCultist)
newCultist.Greet(GREET_ROUNDSTART)
return 1
//////////////////////////////////////////////
// //
// CULT (LEGACY) ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/*
/datum/dynamic_ruleset/roundstart/cult_legacy
name = "Cult (Legacy)"
role_category = ROLE_LEGACY_CULTIST
role_category_override = ROLE_CULTIST // H-ha
protected_from_jobs = list("Merchant")
restricted_from_jobs = list("AI", "Cyborg", "Mobile MMI", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel", "Internal Affairs Agent", "Chaplain")
enemy_jobs = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Chaplain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 4
weight = 3
cost = 25
requirements = list(90,90,70,40,30,20,10,10,10,10)
/datum/dynamic_ruleset/roundstart/cult_legacy/execute()
//if ready() did its job, candidates should have 4 or more members in it
var/datum/faction/cult/narsie/legacy = find_active_faction_by_type(/datum/faction/cult/narsie)
if (!legacy)
legacy = ticker.mode.CreateFaction(/datum/faction/cult/narsie, null, 1)
for(var/cultists_number = 1 to required_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/role/legacy_cultist/newCultist = new
newCultist.AssignToRole(M.mind,1)
legacy.HandleRecruitedRole(newCultist)
newCultist.Greet(GREET_ROUNDSTART)
return 1
*/
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
role_category = ROLE_OPERATIVE
restricted_from_jobs = 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
enemy_jobs = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
required_candidates = 5
weight = 5
cost = 30
requirements = list(90,90,90,80,60,40,30,20,10,10)
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
/datum/dynamic_ruleset/roundstart/nuclear/execute()
//if ready() did its job, candidates should have 5 or more members in it
var/datum/faction/syndicate/nuke_op/nuclear = find_active_faction_by_type(/datum/faction/syndicate/nuke_op)
if (!nuclear)
nuclear = ticker.mode.CreateFaction(/datum/faction/syndicate/nuke_op, null, 1)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/operatives = operative_cap[indice_pop]
var/leader = 1
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
assigned += M
candidates -= M
if (leader)
leader = 0
var/datum/role/nuclear_operative/leader/newCop = new
newCop.AssignToRole(M.mind,1)
nuclear.HandleRecruitedRole(newCop)
newCop.Greet(GREET_ROUNDSTART)
else
var/datum/role/nuclear_operative/newCop = new
newCop.AssignToRole(M.mind,1)
nuclear.HandleRecruitedRole(newCop)
newCop.Greet(GREET_ROUNDSTART)
return 1
//////////////////////////////////////////////
// //
// AI MALFUNCTION ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/malf
name = "Malfunctioning AI"
role_category = ROLE_MALF
enemy_jobs = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_to_jobs = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_candidates = 1
weight = 3
cost = 35
requirements = list(90,90,90,90,80,70,50,30,20,10)
/datum/dynamic_ruleset/roundstart/malf/execute()
var/datum/faction/malf/unction = find_active_faction_by_type(/datum/faction/malf)
if (!unction)
unction = ticker.mode.CreateFaction(/datum/faction/malf, null, 1)
var/mob/M = pick(candidates)
assigned += M
candidates -= M
var/datum/role/malfAI/AI = new
AI.AssignToRole(M.mind,1)
unction.HandleRecruitedRole(AI)
AI.Greet(GREET_ROUNDSTART)
return 1
//////////////////////////////////////////////
// //
// EXTENDED ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
role_category = null
restricted_from_jobs = list()
enemy_jobs = list()
required_enemies = list(0,0,0,0,0,0,0,0,0,0)
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101) // So that's not possible to roll it naturally
/datum/dynamic_ruleset/roundstart/extended/execute()
message_admins("Starting a round of extended.")
log_admin("Starting a round of extended.")
return TRUE