Merge remote-tracking branch 'upstream/master' into tackling_and_lunge

This commit is contained in:
Artur
2020-04-15 12:19:37 +03:00
499 changed files with 5377 additions and 3805 deletions
+34 -55
View File
@@ -9,8 +9,14 @@
var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee, /datum/antagonist/valentine, /datum/antagonist/heartbreaker,)
// The antags you're allowed to be if turning Vassal.
/proc/isvamp(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/bloodsucker)
/proc/AmBloodsucker(mob/living/M, falseIfInDisguise = FALSE)
if(!M.mind)
return FALSE
// No Datum
if(!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
return FALSE
return TRUE
/datum/game_mode/bloodsucker
name = "bloodsucker"
@@ -70,49 +76,27 @@
// Gamemode is all done being set up. We have all our Vamps. We now pick objectives and let them know what's happening.
/datum/game_mode/bloodsucker/post_setup()
// Sunlight (Creating Bloodsuckers manually will check to create this, too)
check_start_sunlight()
// Vamps
for(var/datum/mind/bloodsucker in bloodsuckers)
// spawn() --> Run block of code but game continues on past it.
// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
//Clean Bloodsucker Species (racist?)
//clean_invalid_species(bloodsucker)
// TO-DO !!!
// Add Bloodsucker Antag Datum (or remove from list on Fail)
if (!make_bloodsucker(bloodsucker))
if(!make_bloodsucker(bloodsucker))
bloodsuckers -= bloodsucker
// NOTE: Hunters are done in ..() parent proc
return ..()
// Checking for ACTUALLY Dead Vamps
/datum/game_mode/bloodsucker/are_special_antags_dead()
// Bloodsucker not Final Dead
for(var/datum/mind/bloodsucker in bloodsuckers)
if(!bloodsucker.AmFinalDeath())
return FALSE
return TRUE
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
return
bloodsucker_sunlight = new ()
// End Sun (last bloodsucker removed)
/datum/game_mode/proc/check_cancel_sunlight()
// No Sunlight
if (!istype(bloodsucker_sunlight))
if(!istype(bloodsucker_sunlight))
return
if (bloodsuckers.len <= 0)
if(bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
@@ -151,43 +135,37 @@
// Not High Enough
if(creator)
var/datum/antagonist/bloodsucker/creator_bloodsucker = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(creator_bloodsucker) || creator_bloodsucker.vamplevel < BLOODSUCKER_LEVEL_TO_EMBRACE)
if(!istype(creator_bloodsucker) || creator_bloodsucker.bloodsucker_level < BLOODSUCKER_LEVEL_TO_EMBRACE)
to_chat(creator, "<span class='danger'>Your blood is too thin to turn this corpse!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
if (!can_make_bloodsucker(bloodsucker))
if(!can_make_bloodsucker(bloodsucker))
return FALSE
// Create Datum: Fledgling
var/datum/antagonist/bloodsucker/A
// [FLEDGLING]
if (creator)
if(creator)
A = new (bloodsucker)
A.creator = creator
bloodsucker.add_antag_datum(A)
// Log
message_admins("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
log_admin("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
// [MASTER]
else
A = bloodsucker.add_antag_datum(ANTAG_DATUM_BLOODSUCKER)
return TRUE
/datum/game_mode/proc/remove_bloodsucker(datum/mind/bloodsucker)
bloodsucker.remove_antag_datum(ANTAG_DATUM_BLOODSUCKER)
/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
// Only checking for Humans here
if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
if(!ishuman(bloodsucker.current) || !bloodsucker.current.client)
return
var/am_valid = TRUE
var/mob/living/carbon/human/H = bloodsucker.current
@@ -202,7 +180,7 @@
// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
// Convert to HUMAN (along with ID and PDA)
if (!am_valid)
if(!am_valid)
H.set_species(/datum/species/human)
H.real_name = H.client.prefs.custom_names["human"]
var/obj/item/card/id/ID = H.wear_id?.GetID()
@@ -211,12 +189,13 @@
ID.update_label()
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning = TRUE)//, check_antag_or_loyal=FALSE)
// Not Correct Type: Abort
if (!iscarbon(target) || !creator)
if(!iscarbon(target) || !creator)
return FALSE
if (target.stat > UNCONSCIOUS)
if(target.stat > UNCONSCIOUS)
return FALSE
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
@@ -233,23 +212,23 @@
//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
// return 0
// No Mind!
if (!target.mind || !target.mind.key)
if (display_warning)
if(!target.mind || !target.mind.key)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
return FALSE
// Already MY Vassal
var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if (istype(V) && V.master)
if (V.master.owner == creator)
if (display_warning)
if(istype(V) && V.master)
if(V.master.owner == creator)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
else
if (display_warning)
if(display_warning)
to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
return FALSE
// Already Antag or Loyal (Vamp Hunters count as antags)
if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if (display_warning)
if(target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if(display_warning)
to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
return FALSE
return TRUE
@@ -268,24 +247,24 @@
return FALSE
// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
for(var/datum/antagonist/antag_datum in M.antag_datums)
if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
if(!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
return TRUE
//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
return FALSE
/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
if (!can_make_vassal(target,creator))
/datum/game_mode/proc/make_vassal(var/mob/living/target, var/datum/mind/creator)
if(!can_make_vassal(target, creator))
return FALSE
// Make Vassal
var/datum/antagonist/vassal/V = new (target.mind)
var/datum/antagonist/vassal/V = new(target.mind)
var/datum/antagonist/bloodsucker/B = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
V.master = B
target.mind.add_antag_datum(V, V.master.get_team())
// Update Bloodsucker Title (we're a daddy now)
B.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
// Log
// Log it
message_admins("[target] has become a Vassal, and is enslaved to [creator].")
log_admin("[target] has become a Vassal, and is enslaved to [creator].")
return TRUE
@@ -119,7 +119,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
C.appearance = chosen_prof.appearance_list[slot]
C.name = chosen_prof.name_list[slot]
C.flags_cover = chosen_prof.flags_cover_list[slot]
C.item_color = chosen_prof.item_color_list[slot]
C.item_state = chosen_prof.item_state_list[slot]
if(equip)
user.equip_to_slot_or_del(C, GLOB.slot2slot[slot])
+8 -6
View File
@@ -45,8 +45,11 @@ Credit where due:
// PROCS //
///////////
/proc/is_servant_of_ratvar(mob/M)
return istype(M) && !isobserver(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/clockcult)
/proc/is_servant_of_ratvar(mob/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M) || isobserver(M))
return FALSE
var/datum/antagonist/clockcult/D = M?.mind?.has_antag_datum(/datum/antagonist/clockcult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/proc/is_eligible_servant(mob/M)
if(!istype(M))
@@ -70,12 +73,14 @@ Credit where due:
return TRUE
return FALSE
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE, override_type)
if(!L || !L.mind)
return
var/update_type = /datum/antagonist/clockcult
if(silent)
update_type = /datum/antagonist/clockcult/silent
if(override_type) //prioritizes
update_type = override_type
var/datum/antagonist/clockcult/C = new update_type(L.mind)
C.make_team = create_team
C.show_in_roundend = create_team //tutorial scarabs begone
@@ -105,9 +110,6 @@ Credit where due:
L.playsound_local(get_turf(L), 'sound/ambience/antag/clockcultalr.ogg', 40, TRUE, frequency = 100000, pressure_affected = FALSE)
flash_color(L, flash_color = list("#BE8700", "#BE8700", "#BE8700", rgb(0,0,0)), flash_time = 5)
/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
if(!L || !L.mind)
return
@@ -63,7 +63,7 @@
attack_verb_on = list("slipped")
clumsy_check = FALSE
sharpness = IS_BLUNT
item_color = "yellow"
sword_color = "yellow"
heat = 0
light_color = "#ffff00"
var/next_trombone_allowed = 0
+6 -3
View File
@@ -3,8 +3,11 @@
/datum/game_mode
var/list/datum/mind/cult = list()
/proc/iscultist(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/cult)
/proc/iscultist(mob/living/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M))
return FALSE
var/datum/antagonist/cult/D = M?.mind?.has_antag_datum(/datum/antagonist/cult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/datum/team/cult/proc/is_sacrifice_target(datum/mind/mind)
for(var/datum/objective/sacrifice/sac_objective in objectives)
@@ -93,7 +96,7 @@
add_cultist(cult_mind, 0, equip=TRUE)
if(!main_cult)
var/datum/antagonist/cult/C = cult_mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team)
if(C?.cult_team)
main_cult = C.cult_team
..()
+22 -4
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@@ -54,12 +54,18 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
// Current storyteller
var/datum/dynamic_storyteller/storyteller = null
// Threat logging vars
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Target threat level right now. Events and antags will try to keep the round at this level.
var/threat_level = 0
/// The current antag threat. Recalculated every time a ruletype starts or ends.
var/threat = 0
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Threat average over the course of the round, for endgame logs.
var/threat_average = 0
/// Number of times threat average has been calculated, for calculating above.
var/threat_average_weight = 0
/// Last time a threat average sample was taken. Used for weighting the rolling average.
var/last_threat_sample_time = 0
/// Things that cause a rolling threat adjustment to be displayed at roundend.
var/list/threat_tallies = list()
/// Running information about the threat. Can store text or datum entries.
@@ -199,7 +205,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
if(threatadd > 0)
create_threat(threatadd)
else
spend_threat(-threatadd)
remove_threat(threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
@@ -241,6 +247,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -251,6 +258,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -490,7 +498,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level <= GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
@@ -715,6 +723,16 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
threat = storyteller.calculate_threat() + added_threat
if(threat_average_weight)
var/cur_sample_weight = world.time - last_threat_sample_time
threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
threat_average_weight += cur_sample_weight
last_threat_sample_time = world.time
else
threat_average = threat
threat_average_weight++
last_threat_sample_time = world.time
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
@@ -222,6 +222,26 @@
message_admins("[M.name] was made into a bloodsucker by dynamic.")
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/changeling
name = "Changeling Infiltrator"
config_tag = "latejoin_changeling"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
property_weights = list("trust" = -2, "valid" = 2)
high_population_requirement = 101
//////////////////////////////////////////////
// //
// COLLECTOR //
@@ -34,8 +34,7 @@
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
ghost_eligible = trim_list(get_all_ghost_role_eligible())
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
@@ -11,6 +11,7 @@
WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
FORCE_IF_WON: If this mode won the vote, forces it
USE_PREV_ROUND_WEIGHTS: Changes its threat centre based on the average chaos of previous rounds.
*/
var/flags = 0
var/dead_player_weight = 1 // How much dead players matter for threat calculation
@@ -92,6 +93,8 @@ Property weights are:
mean += 5
if(voters)
GLOB.dynamic_curve_centre += (mean/voters)
if(flags & USE_PREV_ROUND_WEIGHTS)
GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
GLOB.dynamic_forced_threat_level = forced_threat_level
/datum/dynamic_storyteller/proc/get_midround_cooldown()
@@ -230,7 +233,7 @@ Property weights are:
curve_width = 1.5
weight = 2
min_players = 30
flags = WAROPS_ALWAYS_ALLOWED
flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
property_weights = list("valid" = 3, "trust" = 5)
/datum/dynamic_storyteller/team/get_injection_chance(dry_run = FALSE)
@@ -268,9 +271,6 @@ Property weights are:
/datum/dynamic_storyteller/random/get_injection_chance()
return 50 // i would do rand(0,100) but it's actually the same thing when you do the math
/datum/dynamic_storyteller/random/calculate_threat()
return 0 // what IS threat
/datum/dynamic_storyteller/random/roundstart_draft()
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
@@ -324,6 +324,7 @@ Property weights are:
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
weight = 2
curve_width = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("story_potential" = 2)
@@ -336,7 +337,7 @@ Property weights are:
name = "Classic"
config_tag = "classic"
desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight."
flags = USE_PREF_WEIGHTS
flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
/datum/dynamic_storyteller/suspicion
name = "Intrigue"
@@ -345,6 +346,7 @@ Property weights are:
weight = 2
curve_width = 2
dead_player_weight = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("trust" = -3)
/datum/dynamic_storyteller/liteextended