Merge branch 'master' into cum
This commit is contained in:
@@ -178,6 +178,7 @@
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||||
#define TRAIT_FREERUNNING "freerunning"
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||||
#define TRAIT_SKITTISH "skittish"
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||||
#define TRAIT_POOR_AIM "poor_aim"
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#define TRAIT_INSANE_AIM "insane_aim" //they don't miss. they never miss. it was all part of their immaculate plan.
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#define TRAIT_PROSOPAGNOSIA "prosopagnosia"
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#define TRAIT_DRUNK_HEALING "drunk_healing"
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#define TRAIT_TAGGER "tagger"
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||||
@@ -202,7 +203,7 @@
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||||
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
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#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
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#define TRAIT_FAST_PUMP "fast_pump"
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#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
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#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good...
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// mobility flag traits
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||||
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
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@@ -126,7 +126,7 @@
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||||
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||||
/datum/crafting_recipe/brute_pack
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name = "Suture Pack"
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result = /obj/item/stack/medical/suture/one
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result = /obj/item/stack/medical/suture/five
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time = 1
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reqs = list(/obj/item/stack/medical/gauze = 1,
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/datum/reagent/medicine/styptic_powder = 10)
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||||
@@ -135,7 +135,7 @@
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||||
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||||
/datum/crafting_recipe/burn_pack
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name = "Regenerative Mesh"
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||||
result = /obj/item/stack/medical/mesh/one
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result = /obj/item/stack/medical/mesh/five
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time = 1
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reqs = list(/obj/item/stack/medical/gauze = 1,
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/datum/reagent/medicine/silver_sulfadiazine = 10)
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||||
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||||
@@ -92,6 +92,7 @@ Class Procs:
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||||
pressure_resistance = 15
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max_integrity = 200
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layer = BELOW_OBJ_LAYER //keeps shit coming out of the machine from ending up underneath it.
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flags_1 = DEFAULT_RICOCHET_1
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flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.3
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@@ -11,7 +11,7 @@
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max_integrity = 350
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armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
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CanAtmosPass = ATMOS_PASS_DENSITY
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flags_1 = PREVENT_CLICK_UNDER_1
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flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1
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ricochet_chance_mod = 0.8
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interaction_flags_atom = INTERACT_ATOM_UI_INTERACT
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@@ -298,7 +298,7 @@
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||||
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||||
/obj/machinery/door/firedoor/border_only
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icon = 'icons/obj/doors/edge_Doorfire.dmi'
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flags_1 = ON_BORDER_1
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flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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CanAtmosPass = ATMOS_PASS_PROC
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||||
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/obj/machinery/door/firedoor/border_only/closed
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@@ -320,7 +320,7 @@
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to_chat(M, "<span class='notice'>You pull [M.pulling] through [src] right as it closes</span>")
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M.pulling.forceMove(T1)
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M.start_pulling(M2)
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for(var/mob/living/M in T2)
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if(M.stat == CONSCIOUS && M.pulling && M.pulling.loc == T1 && !M.pulling.anchored && M.pulling.move_resist <= M.move_force)
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var/mob/living/M2 = M.pulling
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||||
@@ -11,7 +11,7 @@
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||||
integrity_failure = 0
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armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
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visible = FALSE
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||||
flags_1 = ON_BORDER_1
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||||
flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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||||
opacity = 0
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||||
CanAtmosPass = ATMOS_PASS_PROC
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||||
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
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||||
|
||||
@@ -239,6 +239,9 @@
|
||||
/obj/item/stack/medical/suture/one
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||||
amount = 1
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||||
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||||
/obj/item/stack/medical/suture/five
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amount = 5
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||||
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||||
/obj/item/stack/medical/suture/medicated
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name = "medicated suture"
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icon_state = "suture_purp"
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||||
@@ -319,6 +322,9 @@
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||||
/obj/item/stack/medical/mesh/one
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||||
amount = 1
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||||
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||||
/obj/item/stack/medical/mesh/five
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||||
amount = 5
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||||
|
||||
/obj/item/stack/medical/mesh/advanced
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name = "advanced regenerative mesh"
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||||
desc = "An advanced mesh made with aloe extracts and sterilizing chemicals, used to treat burns."
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||||
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||||
@@ -122,11 +122,14 @@
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||||
return TRUE
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||||
return ..()
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||||
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||||
/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user)
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if(is_parent_of_portal(target))
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||||
/obj/item/hand_tele/proc/try_dispel_portal(atom/target, mob/user, delay = 30)
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var/datum/beam/B = user.Beam(target, icon_state = "rped_upgrade", maxdistance = 50)
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if(is_parent_of_portal(target) && (!delay || do_after(user, delay, target = target)))
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||||
qdel(target)
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to_chat(user, "<span class='notice'>You dispel [target] with \the [src]!</span>")
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||||
qdel(B)
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return TRUE
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||||
qdel(B)
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return FALSE
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||||
/obj/item/hand_tele/afterattack(atom/target, mob/user)
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||||
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||||
@@ -252,6 +252,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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/obj/item/katana/timestop
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name = "temporal katana"
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desc = "Delicately balanced, this finely-crafted blade hums with barely-restrained potential."
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block_chance = 0 // oops
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force = 27.5 // oops
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item_flags = ITEM_CAN_PARRY
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||||
block_parry_data = /datum/block_parry_data/bokken/quick_parry/proj
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||||
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||||
@@ -259,7 +261,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
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||||
if(ishuman(owner))
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||||
var/mob/living/carbon/human/flynn = owner
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flynn.emote("smirk")
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new /obj/effect/timestop(get_turf(owner), 2, 50, list(owner))
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||||
new /obj/effect/timestop/magic(get_turf(owner), 1, 50, list(owner)) // null roddies counter
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||||
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||||
/obj/item/melee/bokken // parrying stick
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||||
name = "bokken"
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||||
|
||||
@@ -9,8 +9,10 @@
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||||
var/mob/living/structureclimber
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var/broken = 0 //similar to machinery's stat BROKEN
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||||
layer = BELOW_OBJ_LAYER
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||||
flags_ricochet = RICOCHET_HARD
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ricochet_chance_mod = 0.5
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||||
//ricochets on structures commented out for now because there's a lot of structures that /shouldnt/ be ricocheting and those need to be reviewed first
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//flags_1 = DEFAULT_RICOCHET_1
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//flags_ricochet = RICOCHET_HARD
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||||
//ricochet_chance_mod = 0.5
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||||
|
||||
/obj/structure/Initialize()
|
||||
if (!armor)
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||||
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||||
@@ -17,7 +17,6 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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layer = ABOVE_OBJ_LAYER //Just above doors
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||||
pressure_resistance = 4*ONE_ATMOSPHERE
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||||
anchored = TRUE //initially is 0 for tile smoothing
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||||
flags_1 = ON_BORDER_1
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||||
max_integrity = 25
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||||
var/ini_dir = null
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||||
var/state = WINDOW_OUT_OF_FRAME
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||||
@@ -38,7 +37,8 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup)
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||||
var/hitsound = 'sound/effects/Glasshit.ogg'
|
||||
rad_insulation = RAD_VERY_LIGHT_INSULATION
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||||
rad_flags = RAD_PROTECT_CONTENTS
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||||
flags_ricochet = RICOCHET_HARD
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||||
flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
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||||
flags_ricochet = RICOCHET_HARD
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||||
ricochet_chance_mod = 0.4
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||||
attack_hand_speed = CLICK_CD_MELEE
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||||
attack_hand_is_action = TRUE
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||||
|
||||
@@ -192,6 +192,7 @@
|
||||
icon_state = "map-shuttle"
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||||
explosion_block = 3
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||||
flags_1 = CAN_BE_DIRTY_1 | DEFAULT_RICOCHET_1
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||||
flags_ricochet = RICOCHET_SHINY | RICOCHET_HARD
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||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
|
||||
canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
|
||||
|
||||
@@ -6,7 +6,8 @@
|
||||
icon = 'icons/turf/walls/wall.dmi'
|
||||
icon_state = "wall"
|
||||
explosion_block = 1
|
||||
|
||||
flags_1 = DEFAULT_RICOCHET_1
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||||
flags_ricochet = RICOCHET_HARD
|
||||
thermal_conductivity = WALL_HEAT_TRANSFER_COEFFICIENT
|
||||
heat_capacity = 312500 //a little over 5 cm thick , 312500 for 1 m by 2.5 m by 0.25 m plasteel wall
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||||
attack_hand_speed = 8
|
||||
|
||||
@@ -45,11 +45,8 @@
|
||||
desc = "A solid wall of slightly twitching tendrils with a reflective glow."
|
||||
damaged_desc = "A wall of twitching tendrils with a reflective glow."
|
||||
icon_state = "blob_glow"
|
||||
flags_ricochet = RICOCHET_SHINY
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||||
point_return = 8
|
||||
max_integrity = 100
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||||
brute_resist = 1
|
||||
explosion_block = 2
|
||||
|
||||
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
|
||||
return PROJECTILE_RICOCHET_FORCE
|
||||
|
||||
|
||||
@@ -232,23 +232,6 @@
|
||||
/obj/item/organ/genital/proc/get_features(mob/living/carbon/human/H)
|
||||
return
|
||||
|
||||
|
||||
//procs to handle sprite overlays being applied to humans
|
||||
|
||||
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
|
||||
. = ..()
|
||||
if(!. && I && slot && !(slot in GLOB.no_genitals_update_slots)) //the item was successfully equipped, and the chosen slot wasn't merely storage, hands or cuffs.
|
||||
update_genitals()
|
||||
|
||||
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
|
||||
var/no_update = FALSE
|
||||
if(!I || I == l_store || I == r_store || I == s_store || I == handcuffed || I == legcuffed || get_held_index_of_item(I)) //stops storages, cuffs and held items from triggering it.
|
||||
no_update = TRUE
|
||||
. = ..()
|
||||
if(!. || no_update)
|
||||
return
|
||||
update_genitals()
|
||||
|
||||
/mob/living/carbon/human/proc/update_genitals()
|
||||
if(QDELETED(src))
|
||||
return
|
||||
|
||||
@@ -388,3 +388,9 @@
|
||||
Insert("polycrystal", 'icons/obj/telescience.dmi', "polycrystal")
|
||||
..()
|
||||
|
||||
/datum/asset/spritesheet/mafia
|
||||
name = "mafia"
|
||||
|
||||
/datum/asset/spritesheet/mafia/register()
|
||||
InsertAll("", 'icons/obj/mafia.dmi')
|
||||
..()
|
||||
|
||||
@@ -223,3 +223,10 @@
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtrubber,
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtrubber)
|
||||
crate_name = "auto rifle ammo crate"
|
||||
|
||||
/datum/supply_pack/security/armory/hell_single
|
||||
name = "Hellgun Single-Pack"
|
||||
crate_name = "hellgun crate"
|
||||
desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids."
|
||||
cost = 1500
|
||||
contains = list(/obj/item/gun/energy/laser/hellgun)
|
||||
|
||||
@@ -76,12 +76,6 @@
|
||||
cost = 200
|
||||
contains = list(/obj/item/toy/beach_ball)
|
||||
|
||||
/datum/supply_pack/goody/hell_single
|
||||
name = "Hellgun Single-Pack"
|
||||
desc = "Contains one hellgun, an old pattern of laser gun infamous for its ability to horribly disfigure targets with burns. Technically violates the Space Geneva Convention when used on humanoids."
|
||||
cost = 1500
|
||||
contains = list(/obj/item/gun/energy/laser/hellgun)
|
||||
|
||||
/datum/supply_pack/goody/medipen_twopak
|
||||
name = "Medipen Two-Pak"
|
||||
desc = "Contains one standard epinephrine medipen and one standard emergency first-aid kit medipen. For when you want to prepare for the worst."
|
||||
|
||||
@@ -149,6 +149,30 @@
|
||||
icon_state = "eyepatch"
|
||||
item_state = "eyepatch"
|
||||
|
||||
/obj/item/clothing/glasses/eyepatch/syndicate
|
||||
name = "cybernetic eyepatch"
|
||||
desc = "An eyepatch used to enhance one's aim with guns."
|
||||
icon_state = "syndicatepatch"
|
||||
item_state = "syndicatepatch"
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
/obj/item/clothing/glasses/eyepatch/syndicate/equipped(mob/living/carbon/human/user, slot)
|
||||
. = ..()
|
||||
if(slot == SLOT_GLASSES)
|
||||
user.visible_message("<span class='warning'>Circuitry from the eyepatch links itself to your brain as you put on the eyepatch.")
|
||||
if(HAS_TRAIT(user, TRAIT_POOR_AIM))
|
||||
user.visible_message("<span class='warning'>You hear a fizzing noise from the circuit. That can't be good.")
|
||||
ADD_TRAIT(user, TRAIT_INSANE_AIM, "SYNDICATE_EYEPATCH_AIM")
|
||||
ADD_TRAIT(src, TRAIT_NODROP, "SYNDICATE_EYEPATCH_NODROP")
|
||||
|
||||
/obj/item/clothing/glasses/eyepatch/syndicate/dropped(mob/living/carbon/human/user)
|
||||
. = ..()
|
||||
REMOVE_TRAIT(user, TRAIT_INSANE_AIM, "SYNDICATE_EYEPATCH_AIM")
|
||||
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
|
||||
if(eyes)
|
||||
eyes.applyOrganDamage(30)
|
||||
user.visible_message("<span class='warning'>Your eye stings as the circuitry is removed from your eye!")
|
||||
|
||||
/obj/item/clothing/glasses/monocle
|
||||
name = "monocle"
|
||||
desc = "Such a dapper eyepiece!"
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
desc = "An expensive ring, studded with a diamond. Cultures have used these rings in courtship for a millenia."
|
||||
icon_state = "ringdiamond"
|
||||
item_state = "dring"
|
||||
|
||||
|
||||
/obj/item/clothing/gloves/ring/diamond/attack_self(mob/user)
|
||||
user.visible_message("<span class='warning'>\The [user] gets down on one knee, presenting \the [src].</span>","<span class='warning'>You get down on one knee, presenting \the [src].</span>")
|
||||
|
||||
@@ -30,3 +30,12 @@
|
||||
desc = "A tiny silver ring, sized to wrap around a finger."
|
||||
icon_state = "ringsilver"
|
||||
item_state = "sring"
|
||||
|
||||
/obj/item/clothing/gloves/ring/custom
|
||||
name = "ring"
|
||||
desc = "A ring."
|
||||
gender = NEUTER
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
obj_flags = UNIQUE_RENAME
|
||||
icon_state = "ringsilver"
|
||||
item_state = "sring"
|
||||
|
||||
@@ -214,7 +214,7 @@
|
||||
name = "advanced hardsuit"
|
||||
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
item_state = "ce_hardsuit"
|
||||
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 95, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
|
||||
|
||||
@@ -369,3 +369,12 @@
|
||||
icon_state = "plastics"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -40)
|
||||
flags_inv = HIDEACCESSORY
|
||||
|
||||
//necklace
|
||||
/obj/item/clothing/accessory/necklace
|
||||
name = "necklace"
|
||||
desc = "A necklace."
|
||||
icon_state = "locket"
|
||||
obj_flags = UNIQUE_RENAME
|
||||
custom_materials = list(/datum/material/iron=100)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -16,11 +16,16 @@
|
||||
search = findtext(text, ":", pos + length(text[pos]))
|
||||
if(search)
|
||||
emoji = lowertext(copytext(text, pos + length(text[pos]), search))
|
||||
var/isthisapath = (emoji[1] == "/") && text2path(emoji)
|
||||
var/datum/asset/spritesheet/sheet = get_asset_datum(/datum/asset/spritesheet/goonchat)
|
||||
var/tag = sheet.icon_tag("emoji-[emoji]")
|
||||
if(tag)
|
||||
parsed += "<i style='width:16px !important;height:16px !important;'>[tag]</i>" //evil way of enforcing 16x16
|
||||
pos = search + length(text[pos])
|
||||
else if(ispath(isthisapath, /atom)) //path
|
||||
var/atom/thisisanatom = isthisapath
|
||||
parsed += "[icon2html(initial(thisisanatom.icon), world, initial(thisisanatom.icon_state))]"
|
||||
pos = search + length(text[pos])
|
||||
else
|
||||
parsed += copytext(text, pos, search)
|
||||
pos = search
|
||||
|
||||
@@ -113,6 +113,27 @@
|
||||
tastes = list("pie" = 1, "meat" = 1)
|
||||
foodtype = GRAIN | MEAT
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/pie/burek
|
||||
name = "Burek"
|
||||
icon = 'icons/obj/food/piecake.dmi'
|
||||
icon_state = "burek"
|
||||
desc = "If you know, you know."
|
||||
slice_path = /obj/item/reagent_containers/food/snacks/pie/burekslice
|
||||
slices_num = 4
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/nutriment/vitamin = 6)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment= 20, /datum/reagent/consumable/nutriment/vitamin = 6)
|
||||
bitesize = 12
|
||||
tastes = list("meat" = 1, "oil" = 1)
|
||||
foodtype = GRAIN | MEAT
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/pie/burekslice
|
||||
name = "Burek Slice"
|
||||
icon = 'icons/obj/food/piecake.dmi'
|
||||
icon_state = "burekslice"
|
||||
desc = "A slice of Burek, watch out for oil stains!"
|
||||
tastes = list("meat" = 1, "oil" = 1)
|
||||
foodtype = GRAIN | MEAT
|
||||
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/pie/tofupie
|
||||
name = "tofu-pie"
|
||||
|
||||
@@ -130,6 +130,18 @@
|
||||
result = /obj/item/reagent_containers/food/snacks/pie/dulcedebatata
|
||||
subcategory = CAT_PIE
|
||||
|
||||
/datum/crafting_recipe/food/burek
|
||||
name = "Burek"
|
||||
reqs = list(
|
||||
/datum/reagent/consumable/blackpepper = 3,
|
||||
/datum/reagent/consumable/sodiumchloride = 3,
|
||||
/obj/item/reagent_containers/food/snacks/pizzabread = 2,
|
||||
/obj/item/reagent_containers/food/snacks/meat/cutlet/plain = 6,
|
||||
/obj/item/reagent_containers/food/snacks/butter = 1,
|
||||
)
|
||||
result = /obj/item/reagent_containers/food/snacks/pie/burek
|
||||
subcategory = CAT_PIE
|
||||
|
||||
/datum/crafting_recipe/food/meatpie
|
||||
name = "Meat pie"
|
||||
reqs = list(
|
||||
@@ -302,4 +314,4 @@
|
||||
/obj/item/reagent_containers/food/snacks/spiderling = 1
|
||||
)
|
||||
result = /obj/item/reagent_containers/food/snacks/spiderlollipop
|
||||
subcategory = CAT_PIE
|
||||
subcategory = CAT_PIE
|
||||
|
||||
65
code/modules/mafia/_defines.dm
Normal file
65
code/modules/mafia/_defines.dm
Normal file
@@ -0,0 +1,65 @@
|
||||
///how many people can play mafia without issues (running out of spawns, procs not expecting more than this amount of people, etc)
|
||||
#define MAFIA_MAX_PLAYER_COUNT 12
|
||||
|
||||
#define MAFIA_TEAM_TOWN "town"
|
||||
#define MAFIA_TEAM_MAFIA "mafia"
|
||||
#define MAFIA_TEAM_SOLO "solo"
|
||||
|
||||
//types of town roles for random setup gen
|
||||
/// assistants it's just assistants filling up the rest of the roles
|
||||
#define TOWN_OVERFLOW "overflow"
|
||||
/// roles that learn info about others in the game (chaplain, detective, psych)
|
||||
#define TOWN_INVEST "invest"
|
||||
/// roles that keep other roles safe (doctor, and weirdly enough lawyer counts)
|
||||
#define TOWN_PROTECT "protect"
|
||||
/// roles that don't fit into anything else (hop)
|
||||
#define TOWN_MISC "misc"
|
||||
|
||||
//other types (mafia team, neutrals)
|
||||
/// normal vote kill changelings
|
||||
#define MAFIA_REGULAR "regular"
|
||||
/// every other changeling role that has extra abilities
|
||||
#define MAFIA_SPECIAL "special"
|
||||
/// role that wins solo that nobody likes
|
||||
#define NEUTRAL_KILL "kill"
|
||||
/// role that upsets the game aka obsessed, usually worse for town than mafia but they can vote against mafia
|
||||
#define NEUTRAL_DISRUPT "disrupt"
|
||||
|
||||
#define MAFIA_PHASE_SETUP 1
|
||||
#define MAFIA_PHASE_DAY 2
|
||||
#define MAFIA_PHASE_VOTING 3
|
||||
#define MAFIA_PHASE_JUDGEMENT 4
|
||||
#define MAFIA_PHASE_NIGHT 5
|
||||
#define MAFIA_PHASE_VICTORY_LAP 6
|
||||
|
||||
#define MAFIA_ALIVE 1
|
||||
#define MAFIA_DEAD 2
|
||||
|
||||
#define COMSIG_MAFIA_ON_KILL "mafia_onkill"
|
||||
#define MAFIA_PREVENT_KILL 1
|
||||
|
||||
#define COMSIG_MAFIA_CAN_PERFORM_ACTION "mafia_can_perform_action"
|
||||
#define MAFIA_PREVENT_ACTION 1
|
||||
|
||||
//in order of events + game end
|
||||
|
||||
/// when the shutters fall, before the 45 second wait and night event resolution
|
||||
#define COMSIG_MAFIA_SUNDOWN "sundown"
|
||||
/// after the 45 second wait, for actions that must go first
|
||||
#define COMSIG_MAFIA_NIGHT_START "night_start"
|
||||
/// most night actions now resolve
|
||||
#define COMSIG_MAFIA_NIGHT_ACTION_PHASE "night_actions"
|
||||
/// now killing happens from the roles that do that. the reason this is post action phase is to ensure doctors can protect and lawyers can block
|
||||
#define COMSIG_MAFIA_NIGHT_KILL_PHASE "night_kill"
|
||||
/// now undoing states like protection, actions that must happen last, etc. right before shutters raise and the day begins
|
||||
#define COMSIG_MAFIA_NIGHT_END "night_end"
|
||||
|
||||
/// signal sent to roles when the game is confirmed ending
|
||||
#define COMSIG_MAFIA_GAME_END "game_end"
|
||||
|
||||
/// list of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in
|
||||
GLOBAL_LIST_EMPTY(mafia_signup)
|
||||
/// list of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game.
|
||||
GLOBAL_LIST_EMPTY(mafia_bad_signup)
|
||||
/// the current global mafia game running.
|
||||
GLOBAL_VAR(mafia_game)
|
||||
947
code/modules/mafia/controller.dm
Normal file
947
code/modules/mafia/controller.dm
Normal file
@@ -0,0 +1,947 @@
|
||||
|
||||
|
||||
/**
|
||||
* The mafia controller handles the mafia minigame in progress.
|
||||
* It is first created when the first ghost signs up to play.
|
||||
*/
|
||||
/datum/mafia_controller
|
||||
///list of observers that should get game updates.
|
||||
var/list/spectators = list()
|
||||
///all roles in the game, dead or alive. check their game status if you only want living or dead.
|
||||
var/list/all_roles = list()
|
||||
///exists to speed up role retrieval, it's a dict. player_role_lookup[player ckey] will give you the role they play
|
||||
var/list/player_role_lookup = list()
|
||||
///what part of the game you're playing in. day phases, night phases, judgement phases, etc.
|
||||
var/phase = MAFIA_PHASE_SETUP
|
||||
///how long the game has gone on for, changes with every sunrise. day one, night one, day two, etc.
|
||||
var/turn = 0
|
||||
///for debugging and testing a full game, or adminbuse. If this is not null, it will use this as a setup. clears when game is over
|
||||
var/list/custom_setup = list()
|
||||
///first day has no voting, and thus is shorter
|
||||
var/first_day_phase_period = 20 SECONDS
|
||||
///talk with others about the last night
|
||||
var/day_phase_period = 1 MINUTES
|
||||
///vote someone to get put on trial
|
||||
var/voting_phase_period = 30 SECONDS
|
||||
///defend yourself! don't get lynched! sometimes skipped if nobody votes.
|
||||
var/judgement_phase_period = 30 SECONDS
|
||||
///guilty or innocent, we want a bit of time for players to process the outcome of the vote
|
||||
var/judgement_lynch_period = 5 SECONDS
|
||||
///mafia talk at night and pick someone to kill, some town roles use their actions, etc etc.
|
||||
var/night_phase_period = 45 SECONDS
|
||||
///like the lynch period, players need to see what the other players in the game's roles were
|
||||
var/victory_lap_period = 20 SECONDS
|
||||
|
||||
///template picked when the game starts. used for the name and desc reading
|
||||
var/datum/map_template/mafia/current_map
|
||||
///map generation tool that deletes the current map after the game finishes
|
||||
var/datum/mapGenerator/massdelete/map_deleter
|
||||
|
||||
///Readable list of roles in current game, sent to the tgui panel for roles list > list("Psychologist x1", "Clown x2")
|
||||
var/list/current_setup_text
|
||||
|
||||
///starting outfit for all mafia players. it's just a grey jumpsuit.
|
||||
var/player_outfit = /datum/outfit/mafia
|
||||
|
||||
///spawn points for players, each one has a house
|
||||
var/list/landmarks = list()
|
||||
///town center for when people get put on trial
|
||||
var/town_center_landmark
|
||||
|
||||
///group voting on one person, like putting people to trial or choosing who to kill as mafia
|
||||
var/list/votes = list()
|
||||
///and these (judgement_innocent_votes, judgement_abstain_votes and judgement_guilty_votes) are the judgement phase votes, aka people sorting themselves into guilty and innocent, and "eh, i don't really care" lists. whichever has more inno or guilty wins!
|
||||
var/list/judgement_abstain_votes = list()
|
||||
var/list/judgement_innocent_votes = list()
|
||||
var/list/judgement_guilty_votes = list()
|
||||
///current role on trial for the judgement phase, will die if guilty is greater than innocent
|
||||
var/datum/mafia_role/on_trial
|
||||
|
||||
///current timer for phase
|
||||
var/next_phase_timer
|
||||
|
||||
///used for debugging in testing (doesn't put people out of the game, some other shit i forgot, who knows just don't set this in live) honestly kinda deprecated
|
||||
var/debug = FALSE
|
||||
|
||||
///Max player count
|
||||
var/max_player = MAFIA_MAX_PLAYER_COUNT
|
||||
///Required player count
|
||||
var/required_player = 5
|
||||
|
||||
/datum/mafia_controller/New()
|
||||
. = ..()
|
||||
GLOB.mafia_game = src
|
||||
map_deleter = new
|
||||
|
||||
/datum/mafia_controller/Destroy(force, ...)
|
||||
. = ..()
|
||||
GLOB.mafia_game = null
|
||||
end_game()
|
||||
qdel(map_deleter)
|
||||
|
||||
/**
|
||||
* Triggers at beginning of the game when there is a confirmed list of valid, ready players.
|
||||
* Creates a 100% ready game that has NOT started (no players in bodies)
|
||||
* Followed by start game
|
||||
*
|
||||
* Does the following:
|
||||
* * Picks map, and loads it
|
||||
* * Grabs landmarks if it is the first time it's loading
|
||||
* * Sets up the role list
|
||||
* * Puts players in each role randomly
|
||||
* Arguments:
|
||||
* * setup_list: list of all the datum setups (fancy list of roles) that would work for the game
|
||||
* * ready_players: list of filtered, sane players (so not playing or disconnected) for the game to put into roles
|
||||
*/
|
||||
/datum/mafia_controller/proc/prepare_game(setup_list,ready_players)
|
||||
|
||||
var/list/possible_maps = subtypesof(/datum/map_template/mafia)
|
||||
var/turf/spawn_area = get_turf(locate(/obj/effect/landmark/mafia_game_area) in GLOB.landmarks_list)
|
||||
|
||||
current_map = pick(possible_maps)
|
||||
current_map = new current_map
|
||||
|
||||
if(!spawn_area)
|
||||
CRASH("No spawn area detected for Mafia!")
|
||||
var/list/bounds = current_map.load(spawn_area)
|
||||
if(!bounds)
|
||||
CRASH("Loading mafia map failed!")
|
||||
map_deleter.defineRegion(spawn_area, locate(spawn_area.x + 23,spawn_area.y + 23,spawn_area.z), replace = TRUE) //so we're ready to mass delete when round ends
|
||||
|
||||
if(!landmarks.len)//we grab town center when we grab landmarks, if there is none (the first game signed up for let's grab them post load)
|
||||
for(var/obj/effect/landmark/mafia/possible_spawn in GLOB.landmarks_list)
|
||||
if(istype(possible_spawn, /obj/effect/landmark/mafia/town_center))
|
||||
town_center_landmark = possible_spawn
|
||||
else
|
||||
landmarks += possible_spawn
|
||||
|
||||
current_setup_text = list()
|
||||
for(var/rtype in setup_list)
|
||||
for(var/i in 1 to setup_list[rtype])
|
||||
all_roles += new rtype(src)
|
||||
var/datum/mafia_role/rp = rtype
|
||||
current_setup_text += "[initial(rp.name)] x[setup_list[rtype]]"
|
||||
var/list/spawnpoints = landmarks.Copy()
|
||||
for(var/datum/mafia_role/role in all_roles)
|
||||
role.assigned_landmark = pick_n_take(spawnpoints)
|
||||
if(!debug)
|
||||
role.player_key = pick_n_take(ready_players)
|
||||
else
|
||||
role.player_key = pop(ready_players)
|
||||
|
||||
/datum/mafia_controller/proc/send_message(msg,team)
|
||||
for(var/datum/mafia_role/R in all_roles)
|
||||
if(team && R.team != team)
|
||||
continue
|
||||
to_chat(R.body,msg)
|
||||
var/team_suffix = team ? "([uppertext(team)] CHAT)" : ""
|
||||
for(var/M in GLOB.dead_mob_list)
|
||||
var/mob/spectator = M
|
||||
if(spectator.ckey in spectators) //was in current game, or spectatin' (won't send to living)
|
||||
var/link = FOLLOW_LINK(M, town_center_landmark)
|
||||
to_chat(M, "[link] MAFIA: [msg] [team_suffix]")
|
||||
|
||||
/**
|
||||
* The game by this point is now all set up, and so we can put people in their bodies and start the first phase.
|
||||
*
|
||||
* Does the following:
|
||||
* * Creates bodies for all of the roles with the first proc
|
||||
* * Starts the first day manually (so no timer) with the second proc
|
||||
*/
|
||||
/datum/mafia_controller/proc/start_game()
|
||||
create_bodies()
|
||||
start_day()
|
||||
|
||||
/**
|
||||
* How every day starts.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * If day one, just a small starting period to see who is in the game and check role, leading to the night phase.
|
||||
* * Otherwise, it's a longer period used to discuss events that happened during the night, leading to the voting phase.
|
||||
*/
|
||||
/datum/mafia_controller/proc/start_day()
|
||||
turn += 1
|
||||
phase = MAFIA_PHASE_DAY
|
||||
if(!check_victory())
|
||||
if(turn == 1)
|
||||
send_message("<span class='notice'><b>The selected map is [current_map.name]!</b></br>[current_map.description]</span>")
|
||||
send_message("<b>Day [turn] started! There is no voting on the first day. Say hello to everybody!</b>")
|
||||
next_phase_timer = addtimer(CALLBACK(src,.proc/check_trial, FALSE),first_day_phase_period,TIMER_STOPPABLE) //no voting period = no votes = instant night
|
||||
else
|
||||
send_message("<b>Day [turn] started! Voting will start in 1 minute.</b>")
|
||||
next_phase_timer = addtimer(CALLBACK(src,.proc/start_voting_phase),day_phase_period,TIMER_STOPPABLE)
|
||||
|
||||
SStgui.update_uis(src)
|
||||
|
||||
/**
|
||||
* Players have finished the discussion period, and now must put up someone to the chopping block.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * Vote on which player to put up for lynching, leading to the judgement phase.
|
||||
* * If no votes are case, the judgement phase is skipped, leading to the night phase.
|
||||
*/
|
||||
/datum/mafia_controller/proc/start_voting_phase()
|
||||
phase = MAFIA_PHASE_VOTING
|
||||
next_phase_timer = addtimer(CALLBACK(src, .proc/check_trial, TRUE),voting_phase_period,TIMER_STOPPABLE) //be verbose!
|
||||
send_message("<b>Voting started! Vote for who you want to see on trial today.</b>")
|
||||
SStgui.update_uis(src)
|
||||
|
||||
/**
|
||||
* Players have voted someone up, and now the person must defend themselves while the town votes innocent or guilty.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * Vote innocent or guilty, if they are not on trial.
|
||||
* * Defend themselves and wait for judgement, if they are.
|
||||
* * Leads to the lynch phase.
|
||||
* Arguments:
|
||||
* * verbose: boolean, announces whether there were votes or not. after judgement it goes back here with no voting period to end the day.
|
||||
*/
|
||||
/datum/mafia_controller/proc/check_trial(verbose = TRUE)
|
||||
var/datum/mafia_role/loser = get_vote_winner("Day")//, majority_of_town = TRUE)
|
||||
// var/loser_votes = get_vote_count(loser,"Day")
|
||||
if(loser)
|
||||
// if(loser_votes > 12)
|
||||
// loser.body.client?.give_award(/datum/award/achievement/mafia/universally_hated, loser.body)
|
||||
send_message("<b>[loser.body.real_name] wins the day vote, Listen to their defense and vote \"INNOCENT\" or \"GUILTY\"!</b>")
|
||||
//refresh the lists
|
||||
judgement_abstain_votes = list()
|
||||
judgement_innocent_votes = list()
|
||||
judgement_guilty_votes = list()
|
||||
for(var/i in all_roles)
|
||||
var/datum/mafia_role/abstainee = i
|
||||
if(abstainee.game_status == MAFIA_ALIVE && abstainee != loser)
|
||||
judgement_abstain_votes += abstainee
|
||||
on_trial = loser
|
||||
on_trial.body.forceMove(get_turf(town_center_landmark))
|
||||
phase = MAFIA_PHASE_JUDGEMENT
|
||||
next_phase_timer = addtimer(CALLBACK(src, .proc/lynch),judgement_phase_period,TIMER_STOPPABLE)
|
||||
reset_votes("Day")
|
||||
else
|
||||
if(verbose)
|
||||
send_message("<b>Not enough people have voted to put someone on trial, nobody will be lynched today.</b>")
|
||||
if(!check_victory())
|
||||
lockdown()
|
||||
SStgui.update_uis(src)
|
||||
|
||||
/**
|
||||
* Players have voted innocent or guilty on the person on trial, and that person is now killed or returned home.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * r/watchpeopledie
|
||||
* * If the accused is killed, their true role is revealed to the rest of the players.
|
||||
*/
|
||||
/datum/mafia_controller/proc/lynch()
|
||||
for(var/i in judgement_innocent_votes)
|
||||
var/datum/mafia_role/role = i
|
||||
send_message("<span class='green'>[role.body.real_name] voted innocent.</span>")
|
||||
for(var/ii in judgement_abstain_votes)
|
||||
var/datum/mafia_role/role = ii
|
||||
send_message("<span class='comradio'>[role.body.real_name] abstained.</span>")
|
||||
for(var/iii in judgement_guilty_votes)
|
||||
var/datum/mafia_role/role = iii
|
||||
send_message("<span class='red'>[role.body.real_name] voted guilty.</span>")
|
||||
if(judgement_guilty_votes.len > judgement_innocent_votes.len) //strictly need majority guilty to lynch
|
||||
send_message("<span class='red'><b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b></span>")
|
||||
on_trial.kill(src, lynch = TRUE)
|
||||
addtimer(CALLBACK(src, .proc/send_home, on_trial),judgement_lynch_period)
|
||||
else
|
||||
send_message("<span class='green'><b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b></span>")
|
||||
on_trial.body.forceMove(get_turf(on_trial.assigned_landmark))
|
||||
on_trial = null
|
||||
//day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else
|
||||
next_phase_timer = addtimer(CALLBACK(src, .proc/check_trial, FALSE),judgement_lynch_period,TIMER_STOPPABLE)// small pause to see the guy dead, no verbosity since we already did this
|
||||
|
||||
/**
|
||||
* Teenie helper proc to move players back to their home.
|
||||
* Used in the above, but also used in the debug button "send all players home"
|
||||
* Arguments:
|
||||
* * role: mafia role that is getting sent back to the game.
|
||||
*/
|
||||
/datum/mafia_controller/proc/send_home(datum/mafia_role/role)
|
||||
role.body.forceMove(get_turf(role.assigned_landmark))
|
||||
|
||||
/**
|
||||
* Checks to see if a faction (or solo antagonist) has won.
|
||||
*
|
||||
* Calculates in this order:
|
||||
* * counts up town, mafia, and solo
|
||||
* * solos can count as town members for the purposes of mafia winning
|
||||
* * sends the amount of living people to the solo antagonists, and see if they won OR block the victory of the teams
|
||||
* * checks if solos won from above, then if town, then if mafia
|
||||
* * starts the end of the game if a faction won
|
||||
* * returns TRUE if someone won the game, halting other procs from continuing in the case of a victory
|
||||
*/
|
||||
/datum/mafia_controller/proc/check_victory()
|
||||
//needed for achievements
|
||||
var/list/total_town = list()
|
||||
var/list/total_mafia = list()
|
||||
|
||||
var/alive_town = 0
|
||||
var/alive_mafia = 0
|
||||
var/list/solos_to_ask = list() //need to ask after because first round is counting team sizes
|
||||
var/list/total_victors = list() //if this list gets filled with anyone, they win. list because side antags can with with people
|
||||
var/blocked_victory = FALSE //if a solo antagonist is stopping the town or mafia from finishing the game.
|
||||
|
||||
///PHASE ONE: TALLY UP ALL NUMBERS OF PEOPLE STILL ALIVE
|
||||
|
||||
for(var/datum/mafia_role/R in all_roles)
|
||||
switch(R.team)
|
||||
if(MAFIA_TEAM_MAFIA)
|
||||
total_mafia += R
|
||||
if(R.game_status == MAFIA_ALIVE)
|
||||
alive_mafia += R.vote_power
|
||||
if(MAFIA_TEAM_TOWN)
|
||||
total_town += R
|
||||
if(R.game_status == MAFIA_ALIVE)
|
||||
alive_town += R.vote_power
|
||||
if(MAFIA_TEAM_SOLO)
|
||||
if(R.game_status == MAFIA_ALIVE)
|
||||
if(R.solo_counts_as_town)
|
||||
alive_town += R.vote_power
|
||||
solos_to_ask += R
|
||||
|
||||
///PHASE TWO: SEND STATS TO SOLO ANTAGS, SEE IF THEY WON OR TEAMS CANNOT WIN
|
||||
|
||||
for(var/datum/mafia_role/solo in solos_to_ask)
|
||||
if(solo.check_total_victory(alive_town, alive_mafia))
|
||||
total_victors += solo
|
||||
if(solo.block_team_victory(alive_town, alive_mafia))
|
||||
blocked_victory = TRUE
|
||||
|
||||
//solo victories!
|
||||
var/solo_end = FALSE
|
||||
for(var/datum/mafia_role/winner in total_victors)
|
||||
send_message("<span class='big comradio'>!! [uppertext(winner.name)] VICTORY !!</span>")
|
||||
// var/client/winner_client = GLOB.directory[winner.player_key]
|
||||
// winner_client?.give_award(winner.winner_award, winner.body)
|
||||
solo_end = TRUE
|
||||
if(solo_end)
|
||||
start_the_end()
|
||||
return TRUE
|
||||
if(blocked_victory)
|
||||
return FALSE
|
||||
if(alive_mafia == 0)
|
||||
// for(var/datum/mafia_role/townie in total_town)
|
||||
// var/client/townie_client = GLOB.directory[townie.player_key]
|
||||
// townie_client?.give_award(townie.winner_award, townie.body)
|
||||
start_the_end("<span class='big green'>!! TOWN VICTORY !!</span>")
|
||||
return TRUE
|
||||
else if(alive_mafia >= alive_town) //guess could change if town nightkill is added
|
||||
start_the_end("<span class='big red'>!! MAFIA VICTORY !!</span>")
|
||||
// for(var/datum/mafia_role/changeling in total_mafia)
|
||||
// var/client/changeling_client = GLOB.directory[changeling.player_key]
|
||||
// changeling_client?.give_award(changeling.winner_award, changeling.body)
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* The end of the game is in two procs, because we want a bit of time for players to see eachothers roles.
|
||||
* Because of how check_victory works, the game is halted in other places by this point.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * See everyone's role postgame
|
||||
* * See who won the game
|
||||
* Arguments:
|
||||
* * message: string, if non-null it sends it to all players. used to announce team victories while solos are handled in check victory
|
||||
*/
|
||||
/datum/mafia_controller/proc/start_the_end(message)
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_GAME_END)
|
||||
if(message)
|
||||
send_message(message)
|
||||
for(var/datum/mafia_role/R in all_roles)
|
||||
R.reveal_role(src)
|
||||
phase = MAFIA_PHASE_VICTORY_LAP
|
||||
next_phase_timer = addtimer(CALLBACK(src,.proc/end_game),victory_lap_period,TIMER_STOPPABLE)
|
||||
|
||||
/**
|
||||
* Cleans up the game, resetting variables back to the beginning and removing the map with the generator.
|
||||
*/
|
||||
/datum/mafia_controller/proc/end_game()
|
||||
map_deleter.generate() //remove the map, it will be loaded at the start of the next one
|
||||
QDEL_LIST(all_roles)
|
||||
current_setup_text = null
|
||||
custom_setup = list()
|
||||
turn = 0
|
||||
votes = list()
|
||||
//map gen does not deal with landmarks
|
||||
QDEL_LIST(landmarks)
|
||||
QDEL_NULL(town_center_landmark)
|
||||
phase = MAFIA_PHASE_SETUP
|
||||
|
||||
/**
|
||||
* After the voting and judgement phases, the game goes to night shutting the windows and beginning night with a proc.
|
||||
*/
|
||||
/datum/mafia_controller/proc/lockdown()
|
||||
toggle_night_curtains(close=TRUE)
|
||||
start_night()
|
||||
|
||||
/**
|
||||
* Shuts poddoors attached to mafia.
|
||||
* Arguments:
|
||||
* * close: boolean, the state you want the curtains in.
|
||||
*/
|
||||
/datum/mafia_controller/proc/toggle_night_curtains(close)
|
||||
for(var/obj/machinery/door/poddoor/D in GLOB.machines) //I really dislike pathing of these
|
||||
if(D.id != "mafia") //so as to not trigger shutters on station, lol
|
||||
continue
|
||||
if(close)
|
||||
INVOKE_ASYNC(D, /obj/machinery/door/poddoor.proc/close)
|
||||
else
|
||||
INVOKE_ASYNC(D, /obj/machinery/door/poddoor.proc/open)
|
||||
|
||||
/**
|
||||
* The actual start of night for players. Mostly info is given at the start of the night as the end of the night is when votes and actions are submitted and tried.
|
||||
*
|
||||
* What players do in this phase:
|
||||
* * Mafia are told to begin voting on who to kill
|
||||
* * Powers that are picked during the day announce themselves right now
|
||||
*/
|
||||
/datum/mafia_controller/proc/start_night()
|
||||
phase = MAFIA_PHASE_NIGHT
|
||||
send_message("<b>Night [turn] started! Lockdown will end in 45 seconds.</b>")
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_SUNDOWN)
|
||||
next_phase_timer = addtimer(CALLBACK(src, .proc/resolve_night),night_phase_period,TIMER_STOPPABLE)
|
||||
SStgui.update_uis(src)
|
||||
|
||||
/**
|
||||
* The end of the night, and a series of signals for the order of events on a night.
|
||||
*
|
||||
* Order of events, and what they mean:
|
||||
* * Start of resolve (NIGHT_START) is for activating night abilities that MUST go first
|
||||
* * Action phase (NIGHT_ACTION_PHASE) is for non-lethal day abilities
|
||||
* * Mafia then tallies votes and kills the highest voted person (note: one random voter visits that person for the purposes of roleblocking)
|
||||
* * Killing phase (NIGHT_KILL_PHASE) is for lethal night abilities
|
||||
* * End of resolve (NIGHT_END) is for cleaning up abilities that went off and i guess doing some that must go last
|
||||
* * Finally opens the curtains and calls the start of day phase, completing the cycle until check victory returns TRUE
|
||||
*/
|
||||
/datum/mafia_controller/proc/resolve_night()
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_START)
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_ACTION_PHASE)
|
||||
//resolve mafia kill, todo unsnowflake this
|
||||
var/datum/mafia_role/R = get_vote_winner("Mafia")
|
||||
if(R)
|
||||
var/datum/mafia_role/killer = get_random_voter("Mafia")
|
||||
if(SEND_SIGNAL(killer,COMSIG_MAFIA_CAN_PERFORM_ACTION,src,"mafia killing",R) & MAFIA_PREVENT_ACTION)
|
||||
send_message("<span class='danger'>[killer.body.real_name] was unable to attack [R.body.real_name] tonight!</span>",MAFIA_TEAM_MAFIA)
|
||||
else
|
||||
send_message("<span class='danger'>[killer.body.real_name] has attacked [R.body.real_name]!</span>",MAFIA_TEAM_MAFIA)
|
||||
R.kill(src)
|
||||
reset_votes("Mafia")
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_KILL_PHASE)
|
||||
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_END)
|
||||
toggle_night_curtains(close=FALSE)
|
||||
start_day()
|
||||
SStgui.update_uis(src)
|
||||
|
||||
/**
|
||||
* Proc that goes off when players vote for something with their mafia panel.
|
||||
*
|
||||
* If teams, it hides the tally overlay and only sends the vote messages to the team that is voting
|
||||
* Arguments:
|
||||
* * voter: the mafia role that is trying to vote for...
|
||||
* * target: the mafia role that is getting voted for
|
||||
* * vote_type: type of vote submitted (is this the day vote? is this the mafia night vote?)
|
||||
* * teams: see mafia team defines for what to put in, makes the messages only send to a specific team (so mafia night votes only sending messages to mafia at night)
|
||||
*/
|
||||
/datum/mafia_controller/proc/vote_for(datum/mafia_role/voter,datum/mafia_role/target,vote_type, teams)
|
||||
if(!votes[vote_type])
|
||||
votes[vote_type] = list()
|
||||
var/old_vote = votes[vote_type][voter]
|
||||
if(old_vote && old_vote == target)
|
||||
votes[vote_type] -= voter
|
||||
else
|
||||
votes[vote_type][voter] = target
|
||||
if(old_vote && old_vote == target)
|
||||
send_message("<span class='notice'>[voter.body.real_name] retracts their vote for [target.body.real_name]!</span>", team = teams)
|
||||
else
|
||||
send_message("<span class='notice'>[voter.body.real_name] voted for [target.body.real_name]!</span>",team = teams)
|
||||
if(!teams)
|
||||
target.body.update_icon() //Update the vote display if it's a public vote
|
||||
var/datum/mafia_role/old = old_vote
|
||||
if(old)
|
||||
old.body.update_icon()
|
||||
|
||||
/**
|
||||
* Clears out the votes of a certain type (day votes, mafia kill votes) while leaving others untouched
|
||||
*/
|
||||
/datum/mafia_controller/proc/reset_votes(vote_type)
|
||||
var/list/bodies_to_update = list()
|
||||
for(var/vote in votes[vote_type])
|
||||
var/datum/mafia_role/R = votes[vote_type][vote]
|
||||
bodies_to_update += R.body
|
||||
votes[vote_type] = list()
|
||||
for(var/mob/M in bodies_to_update)
|
||||
M.update_icon()
|
||||
|
||||
/**
|
||||
* Returns how many people voted for the role, in whatever vote (day vote, night kill vote)
|
||||
* Arguments:
|
||||
* * role: the mafia role the proc tries to get the amount of votes for
|
||||
* * vote_type: the vote type (getting how many day votes were for the role, or mafia night votes for the role)
|
||||
*/
|
||||
/datum/mafia_controller/proc/get_vote_count(role,vote_type)
|
||||
. = 0
|
||||
for(var/v in votes[vote_type])
|
||||
var/datum/mafia_role/votee = v
|
||||
if(votes[vote_type][votee] == role)
|
||||
. += votee.vote_power
|
||||
|
||||
/**
|
||||
* Returns whichever role got the most votes, in whatever vote (day vote, night kill vote)
|
||||
* returns null if no votes
|
||||
* Arguments:
|
||||
* * vote_type: the vote type (getting the role that got the most day votes, or the role that got the most mafia votes)
|
||||
*/
|
||||
/datum/mafia_controller/proc/get_vote_winner(vote_type)
|
||||
var/list/tally = list()
|
||||
for(var/votee in votes[vote_type])
|
||||
if(!tally[votes[vote_type][votee]])
|
||||
tally[votes[vote_type][votee]] = 1
|
||||
else
|
||||
tally[votes[vote_type][votee]] += 1
|
||||
sortTim(tally,/proc/cmp_numeric_dsc,associative=TRUE)
|
||||
return length(tally) ? tally[1] : null
|
||||
|
||||
/**
|
||||
* Returns a random person who voted for whatever vote (day vote, night kill vote)
|
||||
* Arguments:
|
||||
* * vote_type: vote type (getting a random day voter, or mafia night voter)
|
||||
*/
|
||||
/datum/mafia_controller/proc/get_random_voter(vote_type)
|
||||
if(length(votes[vote_type]))
|
||||
return pick(votes[vote_type])
|
||||
|
||||
/**
|
||||
* Adds mutable appearances to people who get publicly voted on (so not night votes) showing how many people are picking them
|
||||
* Arguments:
|
||||
* * source: the body of the role getting the overlays
|
||||
* * overlay_list: signal var passing the overlay list of the mob
|
||||
*/
|
||||
/datum/mafia_controller/proc/display_votes(atom/source, list/overlay_list)
|
||||
if(phase != MAFIA_PHASE_VOTING)
|
||||
return
|
||||
var/v = get_vote_count(player_role_lookup[source],"Day")
|
||||
var/mutable_appearance/MA = mutable_appearance('icons/obj/mafia.dmi',"vote_[v > 12 ? "over_12" : v]")
|
||||
overlay_list += MA
|
||||
|
||||
/**
|
||||
* Called when the game is setting up, AFTER map is loaded but BEFORE the phase timers start. Creates and places each role's body and gives the correct player key
|
||||
*
|
||||
* Notably:
|
||||
* * Toggles godmode so the mafia players cannot kill themselves
|
||||
* * Adds signals for voting overlays, see display_votes proc
|
||||
* * gives mafia panel
|
||||
* * sends the greeting text (goals, role name, etc)
|
||||
*/
|
||||
/datum/mafia_controller/proc/create_bodies()
|
||||
for(var/datum/mafia_role/role in all_roles)
|
||||
var/mob/living/carbon/human/H = new(get_turf(role.assigned_landmark))
|
||||
H.equipOutfit(player_outfit)
|
||||
H.status_flags |= GODMODE
|
||||
RegisterSignal(H,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/display_votes)
|
||||
var/datum/action/innate/mafia_panel/mafia_panel = new(null,src)
|
||||
mafia_panel.Grant(H)
|
||||
var/client/player_client = GLOB.directory[role.player_key]
|
||||
if(player_client)
|
||||
player_client.prefs.copy_to(H)
|
||||
if(H.dna.species.outfit_important_for_life) //plasmamen
|
||||
H.set_species(/datum/species/human)
|
||||
role.body = H
|
||||
player_role_lookup[H] = role
|
||||
H.key = role.player_key
|
||||
role.greet()
|
||||
|
||||
/datum/mafia_controller/ui_data(mob/user)
|
||||
. = ..()
|
||||
switch(phase)
|
||||
if(MAFIA_PHASE_DAY,MAFIA_PHASE_VOTING,MAFIA_PHASE_JUDGEMENT)
|
||||
.["phase"] = "Day [turn]"
|
||||
if(MAFIA_PHASE_NIGHT)
|
||||
.["phase"] = "Night [turn]"
|
||||
else
|
||||
.["phase"] = "No Game"
|
||||
if(user.client?.holder)
|
||||
.["admin_controls"] = TRUE //show admin buttons to start/setup/stop
|
||||
if(phase == MAFIA_PHASE_JUDGEMENT)
|
||||
.["judgement_phase"] = TRUE //show judgement section
|
||||
else
|
||||
.["judgement_phase"] = FALSE
|
||||
var/datum/mafia_role/user_role = player_role_lookup[user]
|
||||
if(user_role)
|
||||
.["roleinfo"] = list("role" = user_role.name,"desc" = user_role.desc, "action_log" = user_role.role_notes, "hud_icon" = user_role.hud_icon, "revealed_icon" = user_role.revealed_icon)
|
||||
var/actions = list()
|
||||
for(var/action in user_role.actions)
|
||||
if(user_role.validate_action_target(src,action,null))
|
||||
actions += action
|
||||
.["actions"] = actions
|
||||
.["role_theme"] = user_role.special_theme
|
||||
else
|
||||
var/list/lobby_data = list()
|
||||
for(var/key in GLOB.mafia_signup + GLOB.mafia_bad_signup)
|
||||
var/list/lobby_member = list()
|
||||
lobby_member["name"] = key
|
||||
lobby_member["status"] = "Ready"
|
||||
if(key in GLOB.mafia_bad_signup)
|
||||
lobby_member["status"] = "Disconnected"
|
||||
lobby_member["spectating"] = "Ghost"
|
||||
if(key in spectators)
|
||||
lobby_member["spectating"] = "Spectator"
|
||||
lobby_data += list(lobby_member)
|
||||
.["lobbydata"] = lobby_data
|
||||
var/list/player_data = list()
|
||||
for(var/datum/mafia_role/R in all_roles)
|
||||
var/list/player_info = list()
|
||||
var/list/actions = list()
|
||||
if(user_role) //not observer
|
||||
for(var/action in user_role.targeted_actions)
|
||||
if(user_role.validate_action_target(src,action,R))
|
||||
actions += action
|
||||
//Awful snowflake, could use generalizing
|
||||
if(phase == MAFIA_PHASE_VOTING)
|
||||
player_info["votes"] = get_vote_count(R,"Day")
|
||||
if(R.game_status == MAFIA_ALIVE && R != user_role)
|
||||
actions += "Vote"
|
||||
if(phase == MAFIA_PHASE_NIGHT && user_role.team == MAFIA_TEAM_MAFIA && R.game_status == MAFIA_ALIVE && R.team != MAFIA_TEAM_MAFIA)
|
||||
actions += "Kill Vote"
|
||||
player_info["name"] = R.body.real_name
|
||||
player_info["ref"] = REF(R)
|
||||
player_info["actions"] = actions
|
||||
player_info["alive"] = R.game_status == MAFIA_ALIVE
|
||||
player_data += list(player_info)
|
||||
.["players"] = player_data
|
||||
.["timeleft"] = next_phase_timer ? timeleft(next_phase_timer) : 0
|
||||
|
||||
//Not sure on this, should this info be visible
|
||||
.["all_roles"] = current_setup_text
|
||||
|
||||
/datum/mafia_controller/ui_assets(mob/user)
|
||||
return list(
|
||||
get_asset_datum(/datum/asset/spritesheet/mafia),
|
||||
)
|
||||
|
||||
/datum/mafia_controller/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
var/datum/mafia_role/user_role = player_role_lookup[usr]
|
||||
//Admin actions
|
||||
if(usr.client?.holder)
|
||||
switch(action)
|
||||
if("new_game")
|
||||
end_game()
|
||||
basic_setup()
|
||||
if("nuke")
|
||||
end_game()
|
||||
qdel(src)
|
||||
if("next_phase")
|
||||
var/datum/timedevent/timer = SStimer.timer_id_dict[next_phase_timer]
|
||||
if(!timer.spent)
|
||||
var/datum/callback/tc = timer.callBack
|
||||
deltimer(next_phase_timer)
|
||||
tc.InvokeAsync()
|
||||
return TRUE
|
||||
if("players_home")
|
||||
var/list/failed = list()
|
||||
for(var/datum/mafia_role/player in all_roles)
|
||||
if(!player.body)
|
||||
failed += player
|
||||
continue
|
||||
player.body.forceMove(get_turf(player.assigned_landmark))
|
||||
if(failed.len)
|
||||
to_chat(usr, "List of players who no longer had a body (if you see this, the game is runtiming anyway so just hit \"New Game\" to end it)")
|
||||
for(var/i in failed)
|
||||
var/datum/mafia_role/fail = i
|
||||
to_chat(usr, fail.player_key)
|
||||
if("debug_setup")
|
||||
var/list/debug_setup = list()
|
||||
var/list/rolelist_dict = list()
|
||||
var/done = FALSE
|
||||
for(var/p in typesof(/datum/mafia_role))
|
||||
var/datum/mafia_role/path = p
|
||||
rolelist_dict[initial(path.name) + " ([uppertext(initial(path.team))])"] = path
|
||||
rolelist_dict = list("CANCEL", "FINISH") + rolelist_dict
|
||||
while(!done)
|
||||
to_chat(usr, "You have a total player count of [assoc_value_sum(debug_setup)] in this setup.")
|
||||
var/chosen_role_name = input(usr,"Select a role!","Custom Setup Creation",rolelist_dict[1]) as null|anything in rolelist_dict
|
||||
if(chosen_role_name == "CANCEL")
|
||||
return
|
||||
if(chosen_role_name == "FINISH")
|
||||
break
|
||||
var/found_path = rolelist_dict[chosen_role_name]
|
||||
var/role_count = input(usr,"How many? Zero to cancel.","Custom Setup Creation",0) as null|num
|
||||
if(role_count > 0)
|
||||
debug_setup[found_path] = role_count
|
||||
custom_setup = debug_setup
|
||||
if("cancel_setup")
|
||||
custom_setup = list()
|
||||
switch(action) //both living and dead
|
||||
if("mf_lookup")
|
||||
var/role_lookup = params["atype"]
|
||||
var/datum/mafia_role/helper
|
||||
for(var/datum/mafia_role/role in all_roles)
|
||||
if(role_lookup == role.name)
|
||||
helper = role
|
||||
break
|
||||
helper.show_help(usr)
|
||||
if(!user_role)//just the dead
|
||||
var/client/C = ui.user.client
|
||||
switch(action)
|
||||
if("mf_signup")
|
||||
if(!SSticker.HasRoundStarted())
|
||||
to_chat(usr, "<span class='warning'>Wait for the round to start.</span>")
|
||||
return
|
||||
if(GLOB.mafia_signup[C.ckey])
|
||||
GLOB.mafia_signup -= C.ckey
|
||||
to_chat(usr, "<span class='notice'>You unregister from Mafia.</span>")
|
||||
return
|
||||
else
|
||||
GLOB.mafia_signup[C.ckey] = C
|
||||
to_chat(usr, "<span class='notice'>You sign up for Mafia.</span>")
|
||||
if(phase == MAFIA_PHASE_SETUP)
|
||||
check_signups()
|
||||
try_autostart()
|
||||
if("mf_spectate")
|
||||
if(C.ckey in spectators)
|
||||
to_chat(usr, "<span class='notice'>You will no longer get messages from the game.</span>")
|
||||
spectators -= C.ckey
|
||||
else
|
||||
to_chat(usr, "<span class='notice'>You will now get messages from the game.</span>")
|
||||
spectators += C.ckey
|
||||
if(user_role.game_status == MAFIA_DEAD)
|
||||
return
|
||||
//User actions (just living)
|
||||
switch(action)
|
||||
if("mf_action")
|
||||
if(!user_role.actions.Find(params["atype"]))
|
||||
return
|
||||
user_role.handle_action(src,params["atype"],null)
|
||||
return TRUE //vals for self-ui update
|
||||
if("mf_targ_action")
|
||||
var/datum/mafia_role/target = locate(params["target"]) in all_roles
|
||||
if(!istype(target))
|
||||
return
|
||||
switch(params["atype"])
|
||||
if("Vote")
|
||||
if(phase != MAFIA_PHASE_VOTING)
|
||||
return
|
||||
vote_for(user_role,target,vote_type="Day")
|
||||
if("Kill Vote")
|
||||
if(phase != MAFIA_PHASE_NIGHT || user_role.team != MAFIA_TEAM_MAFIA)
|
||||
return
|
||||
vote_for(user_role,target,"Mafia", MAFIA_TEAM_MAFIA)
|
||||
to_chat(user_role.body,"You will vote for [target.body.real_name] for tonights killing.")
|
||||
else
|
||||
if(!user_role.targeted_actions.Find(params["atype"]))
|
||||
return
|
||||
if(!user_role.validate_action_target(src,params["atype"],target))
|
||||
return
|
||||
user_role.handle_action(src,params["atype"],target)
|
||||
return TRUE
|
||||
if(user_role != on_trial)
|
||||
switch(action)
|
||||
if("vote_abstain")
|
||||
if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_abstain_votes))
|
||||
return
|
||||
to_chat(user_role.body,"You have decided to abstain.")
|
||||
judgement_innocent_votes -= user_role
|
||||
judgement_guilty_votes -= user_role
|
||||
judgement_abstain_votes += user_role
|
||||
if("vote_innocent")
|
||||
if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_innocent_votes))
|
||||
return
|
||||
to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as INNOCENT!")
|
||||
judgement_abstain_votes -= user_role//no fakers, and...
|
||||
judgement_guilty_votes -= user_role//no radical centrism
|
||||
judgement_innocent_votes += user_role
|
||||
if("vote_guilty")
|
||||
if(phase != MAFIA_PHASE_JUDGEMENT || (user_role in judgement_guilty_votes))
|
||||
return
|
||||
to_chat(user_role.body,"Your vote on [on_trial.body.real_name] submitted as GUILTY!")
|
||||
judgement_abstain_votes -= user_role//no fakers, and...
|
||||
judgement_innocent_votes -= user_role//no radical centrism
|
||||
judgement_guilty_votes += user_role
|
||||
|
||||
/datum/mafia_controller/ui_state(mob/user)
|
||||
return GLOB.always_state
|
||||
|
||||
/datum/mafia_controller/ui_interact(mob/user, datum/tgui/ui)
|
||||
ui = SStgui.try_update_ui(user, src, null)
|
||||
if(!ui)
|
||||
ui = new(user, src, "MafiaPanel")
|
||||
ui.set_autoupdate(FALSE)
|
||||
ui.open()
|
||||
|
||||
/proc/assoc_value_sum(list/L)
|
||||
. = 0
|
||||
for(var/key in L)
|
||||
. += L[key]
|
||||
|
||||
/**
|
||||
* Returns a semirandom setup, with...
|
||||
* Town, Two invest roles, one protect role, sometimes a misc role, and the rest assistants for town.
|
||||
* Mafia, 2 normal mafia and one special.
|
||||
* Neutral, two disruption roles, sometimes one is a killing.
|
||||
*
|
||||
* See _defines.dm in the mafia folder for a rundown on what these groups of roles include.
|
||||
*/
|
||||
/datum/mafia_controller/proc/generate_random_setup()
|
||||
var/invests_left = 2
|
||||
var/protects_left = 1
|
||||
var/miscs_left = prob(35)
|
||||
var/mafiareg_left = 2
|
||||
var/mafiaspe_left = 1
|
||||
var/killing_role = prob(50)
|
||||
var/disruptors = killing_role ? 1 : 2 //still required to calculate overflow
|
||||
var/overflow_left = max_player - (invests_left + protects_left + miscs_left + mafiareg_left + mafiaspe_left + killing_role + disruptors)
|
||||
|
||||
var/list/random_setup = list()
|
||||
for(var/i in 1 to max_player) //should match the number of roles to add
|
||||
if(overflow_left)
|
||||
add_setup_role(random_setup, TOWN_OVERFLOW)
|
||||
overflow_left--
|
||||
else if(invests_left)
|
||||
add_setup_role(random_setup, TOWN_INVEST)
|
||||
invests_left--
|
||||
else if(protects_left)
|
||||
add_setup_role(random_setup, TOWN_PROTECT)
|
||||
protects_left--
|
||||
else if(miscs_left)
|
||||
add_setup_role(random_setup, TOWN_MISC)
|
||||
miscs_left--
|
||||
else if(mafiareg_left)
|
||||
add_setup_role(random_setup, MAFIA_REGULAR)
|
||||
mafiareg_left--
|
||||
else if(mafiaspe_left)
|
||||
add_setup_role(random_setup, MAFIA_SPECIAL)
|
||||
mafiaspe_left--
|
||||
else if(killing_role)
|
||||
add_setup_role(random_setup, NEUTRAL_KILL)
|
||||
killing_role--
|
||||
else
|
||||
add_setup_role(random_setup, NEUTRAL_DISRUPT)
|
||||
return random_setup
|
||||
|
||||
/**
|
||||
* Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one
|
||||
*/
|
||||
/datum/mafia_controller/proc/add_setup_role(setup_list, wanted_role_type)
|
||||
var/list/role_type_paths = list()
|
||||
for(var/path in typesof(/datum/mafia_role))
|
||||
var/datum/mafia_role/instance = path
|
||||
if(initial(instance.role_type) == wanted_role_type)
|
||||
role_type_paths += instance
|
||||
|
||||
var/mafia_path = pick(role_type_paths)
|
||||
var/datum/mafia_role/mafia_path_type = mafia_path
|
||||
var/found_role
|
||||
for(var/searched_path in setup_list)
|
||||
var/datum/mafia_role/searched_path_type = searched_path
|
||||
if(initial(mafia_path_type.name) == initial(searched_path_type.name))
|
||||
found_role = searched_path
|
||||
break
|
||||
if(found_role)
|
||||
setup_list[found_role] += 1
|
||||
return
|
||||
setup_list[mafia_path] = 1
|
||||
|
||||
/**
|
||||
* Called when enough players have signed up to fill a setup. DOESN'T NECESSARILY MEAN THE GAME WILL START.
|
||||
*
|
||||
* Checks for a custom setup, if so gets the required players from that and if not it sets the player requirement to required_player(max_player) and generates one IF basic setup starts a game.
|
||||
* Checks if everyone signed up is an observer, and is still connected. If people aren't, they're removed from the list.
|
||||
* If there aren't enough players post sanity, it aborts. otherwise, it selects enough people for the game and starts preparing the game for real.
|
||||
*/
|
||||
/datum/mafia_controller/proc/basic_setup()
|
||||
var/req_players
|
||||
var/list/setup = custom_setup
|
||||
if(!setup.len)
|
||||
req_players = required_player //max_player
|
||||
else
|
||||
req_players = assoc_value_sum(setup)
|
||||
|
||||
//final list for all the players who will be in this game
|
||||
var/list/filtered_keys = list()
|
||||
//cuts invalid players from signups (disconnected/not a ghost)
|
||||
var/list/possible_keys = list()
|
||||
for(var/key in GLOB.mafia_signup)
|
||||
if(GLOB.directory[key])
|
||||
var/client/C = GLOB.directory[key]
|
||||
if(isobserver(C.mob))
|
||||
possible_keys += key
|
||||
continue
|
||||
GLOB.mafia_signup -= key //not valid to play when we checked so remove them from signups
|
||||
|
||||
//if there were not enough players, don't start. we already trimmed the list to now hold only valid signups
|
||||
if(length(possible_keys) < req_players)
|
||||
return
|
||||
else //hacky implementation of max players
|
||||
req_players = clamp(length(possible_keys), 1, max_player)
|
||||
|
||||
//if there were too many players, still start but only make filtered keys as big as it needs to be (cut excess)
|
||||
//also removes people who do get into final player list from the signup so they have to sign up again when game ends
|
||||
for(var/i in 1 to req_players)
|
||||
var/chosen_key = pick_n_take(possible_keys)
|
||||
filtered_keys += chosen_key
|
||||
GLOB.mafia_signup -= chosen_key
|
||||
//small message about not getting into this game for clarity on why they didn't get in
|
||||
for(var/unpicked in possible_keys)
|
||||
var/client/unpicked_client = GLOB.directory[unpicked]
|
||||
to_chat(unpicked_client, "<span class='danger'>Sorry, the starting mafia game has too many players and you were not picked.</span>")
|
||||
to_chat(unpicked_client, "<span class='warning'>You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.</span>")
|
||||
|
||||
if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start.
|
||||
setup = generate_random_setup()
|
||||
prepare_game(setup,filtered_keys)
|
||||
start_game()
|
||||
|
||||
/**
|
||||
* Called when someone signs up, and sees if there are enough people in the signup list to begin.
|
||||
*
|
||||
* Only checks if everyone is actually valid to start (still connected and an observer) if there are enough players (basic_setup)
|
||||
*/
|
||||
/datum/mafia_controller/proc/try_autostart()
|
||||
if(phase != MAFIA_PHASE_SETUP) // || !(GLOB.ghost_role_flags & GHOSTROLE_MINIGAME))
|
||||
return
|
||||
if(GLOB.mafia_signup.len >= max_player || GLOB.mafia_signup.len >= required_player|| custom_setup.len)//enough people to try and make something (or debug mode)
|
||||
basic_setup()
|
||||
|
||||
/**
|
||||
* Filters inactive player into a different list until they reconnect, and removes players who are no longer ghosts.
|
||||
*
|
||||
* If a disconnected player gets a non-ghost mob and reconnects, they will be first put back into mafia_signup then filtered by that.
|
||||
*/
|
||||
/datum/mafia_controller/proc/check_signups()
|
||||
for(var/bad_key in GLOB.mafia_bad_signup)
|
||||
if(GLOB.directory[bad_key])//they have reconnected if we can search their key and get a client
|
||||
GLOB.mafia_bad_signup -= bad_key
|
||||
GLOB.mafia_signup += bad_key
|
||||
for(var/key in GLOB.mafia_signup)
|
||||
var/client/C = GLOB.directory[key]
|
||||
if(!C)//vice versa but in a variable we use later
|
||||
GLOB.mafia_signup -= key
|
||||
GLOB.mafia_bad_signup += key
|
||||
if(!isobserver(C.mob))
|
||||
//they are back to playing the game, remove them from the signups
|
||||
GLOB.mafia_signup -= key
|
||||
|
||||
/datum/action/innate/mafia_panel
|
||||
name = "Mafia Panel"
|
||||
desc = "Use this to play."
|
||||
icon_icon = 'icons/obj/mafia.dmi'
|
||||
button_icon_state = "board"
|
||||
var/datum/mafia_controller/parent
|
||||
|
||||
/datum/action/innate/mafia_panel/New(Target,mf)
|
||||
. = ..()
|
||||
parent = mf
|
||||
|
||||
/datum/action/innate/mafia_panel/Activate()
|
||||
parent.ui_interact(owner)
|
||||
|
||||
/**
|
||||
* Creates the global datum for playing mafia games, destroys the last if that's required and returns the new.
|
||||
*/
|
||||
/proc/create_mafia_game()
|
||||
if(GLOB.mafia_game)
|
||||
QDEL_NULL(GLOB.mafia_game)
|
||||
var/datum/mafia_controller/MF = new()
|
||||
return MF
|
||||
79
code/modules/mafia/map_pieces.dm
Normal file
79
code/modules/mafia/map_pieces.dm
Normal file
@@ -0,0 +1,79 @@
|
||||
/obj/effect/landmark/mafia_game_area //locations where mafia will be loaded by the datum
|
||||
name = "Mafia Area Spawn"
|
||||
var/game_id = "mafia"
|
||||
|
||||
/obj/effect/landmark/mafia
|
||||
name = "Mafia Player Spawn"
|
||||
var/game_id = "mafia"
|
||||
|
||||
/obj/effect/landmark/mafia/town_center
|
||||
name = "Mafia Town Center"
|
||||
|
||||
//for ghosts/admins
|
||||
/obj/mafia_game_board
|
||||
name = "Mafia Game Board"
|
||||
icon = 'icons/obj/mafia.dmi'
|
||||
icon_state = "board"
|
||||
anchored = TRUE
|
||||
var/game_id = "mafia"
|
||||
var/datum/mafia_controller/MF
|
||||
|
||||
/obj/mafia_game_board/attack_ghost(mob/user)
|
||||
. = ..()
|
||||
if(!MF)
|
||||
MF = GLOB.mafia_game
|
||||
if(!MF)
|
||||
MF = create_mafia_game()
|
||||
MF.ui_interact(user)
|
||||
|
||||
/area/mafia
|
||||
name = "Mafia Minigame"
|
||||
icon_state = "mafia"
|
||||
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
|
||||
requires_power = FALSE
|
||||
has_gravity = STANDARD_GRAVITY
|
||||
flags_1 = NONE
|
||||
// block_suicide = TRUE
|
||||
|
||||
/datum/map_template/mafia
|
||||
var/description = ""
|
||||
|
||||
/datum/map_template/mafia/summerball
|
||||
name = "Summerball 2020"
|
||||
description = "The original, the OG. The 2020 Summer ball was where mafia came from, with this map."
|
||||
mappath = "_maps/map_files/Mafia/mafia_ball.dmm"
|
||||
|
||||
/datum/map_template/mafia/syndicate
|
||||
name = "Syndicate Megastation"
|
||||
description = "Yes, it's a very confusing day at the Megastation. Will the syndicate conflict resolution operatives succeed?"
|
||||
mappath = "_maps/map_files/Mafia/mafia_syndie.dmm"
|
||||
|
||||
/datum/map_template/mafia/lavaland
|
||||
name = "Lavaland Excursion"
|
||||
description = "The station has no idea what's going down on lavaland right now, we got changelings... traitors, and worst of all... lawyers roleblocking you every night."
|
||||
mappath = "_maps/map_files/Mafia/mafia_lavaland.dmm"
|
||||
|
||||
/datum/map_template/mafia/ufo
|
||||
name = "Alien Mothership"
|
||||
description = "The haunted ghost UFO tour has gone south and now it's up to our fine townies and scare seekers to kill the actual real alien changelings..."
|
||||
mappath = "_maps/map_files/Mafia/mafia_ayylmao.dmm"
|
||||
|
||||
/datum/map_template/mafia/spider_clan
|
||||
name = "Spider Clan Kidnapping"
|
||||
description = "New and improved spider clan kidnappings are a lot less boring and have a lot more lynching. Damn westaboos!"
|
||||
mappath = "_maps/map_files/Mafia/mafia_spiderclan.dmm"
|
||||
|
||||
/datum/map_template/mafia/snowy
|
||||
name = "Snowdin"
|
||||
description = "Based off of the icey moon map of the same name, the guy who reworked it pretty much did it for nothing since away missions are disabled but at least he'll get this...?"
|
||||
mappath = "_maps/map_files/Mafia/mafia_snow.dmm"
|
||||
|
||||
/datum/map_template/mafia/gothic
|
||||
name = "Vampire's Castle"
|
||||
description = "Vampires and changelings clash to find out who's the superior bloodsucking monster in this creepy castle map."
|
||||
mappath = "_maps/map_files/Mafia/mafia_gothic.dmm"
|
||||
|
||||
/datum/map_template/mafia/gothic
|
||||
name = "Reebe"
|
||||
description = "Trouble in Reebe station! Copypaste guranteed by ClockCo™"
|
||||
mappath = "_maps/map_files/Mafia/mafia_reebe.dmm"
|
||||
108
code/modules/mafia/outfits.dm
Normal file
108
code/modules/mafia/outfits.dm
Normal file
@@ -0,0 +1,108 @@
|
||||
|
||||
//what people wear unrevealed
|
||||
|
||||
/datum/outfit/mafia
|
||||
name = "Mafia Game Outfit"
|
||||
uniform = /obj/item/clothing/under/color/grey
|
||||
shoes = /obj/item/clothing/shoes/sneakers/black
|
||||
|
||||
//town
|
||||
|
||||
/datum/outfit/mafia/assistant
|
||||
name = "Mafia Assistant"
|
||||
|
||||
uniform = /obj/item/clothing/under/color/rainbow
|
||||
|
||||
/datum/outfit/mafia/detective
|
||||
name = "Mafia Detective"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/security/detective
|
||||
// neck = /obj/item/clothing/neck/tie/detective
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
suit = /obj/item/clothing/suit/det_suit
|
||||
gloves = /obj/item/clothing/gloves/color/black
|
||||
head = /obj/item/clothing/head/fedora/det_hat
|
||||
mask = /obj/item/clothing/mask/cigarette
|
||||
|
||||
/datum/outfit/mafia/psychologist
|
||||
name = "Mafia Psychologist"
|
||||
|
||||
uniform = /obj/item/clothing/under/suit/black
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
|
||||
/datum/outfit/mafia/md
|
||||
name = "Mafia Medical Doctor"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/medical/doctor
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
suit = /obj/item/clothing/suit/toggle/labcoat
|
||||
|
||||
/datum/outfit/mafia/chaplain
|
||||
name = "Mafia Chaplain"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/civilian/chaplain
|
||||
|
||||
/datum/outfit/mafia/lawyer
|
||||
name = "Mafia Lawyer"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/civilian/lawyer/bluesuit
|
||||
suit = /obj/item/clothing/suit/toggle/lawyer
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
|
||||
/datum/outfit/mafia/hop
|
||||
name = "Mafia Head of Personnel"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/civilian/head_of_personnel
|
||||
suit = /obj/item/clothing/suit/armor/vest/alt
|
||||
shoes = /obj/item/clothing/shoes/sneakers/brown
|
||||
head = /obj/item/clothing/head/hopcap
|
||||
glasses = /obj/item/clothing/glasses/sunglasses
|
||||
|
||||
//mafia
|
||||
|
||||
/datum/outfit/mafia/changeling
|
||||
name = "Mafia Changeling"
|
||||
|
||||
head = /obj/item/clothing/head/helmet/changeling
|
||||
suit = /obj/item/clothing/suit/armor/changeling
|
||||
|
||||
//solo
|
||||
|
||||
/datum/outfit/mafia/fugitive
|
||||
name = "Mafia Fugitive"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/prisoner
|
||||
shoes = /obj/item/clothing/shoes/sneakers/orange
|
||||
|
||||
/datum/outfit/mafia/obsessed
|
||||
name = "Mafia Obsessed"
|
||||
uniform = /obj/item/clothing/under/misc/overalls
|
||||
shoes = /obj/item/clothing/shoes/sneakers/white
|
||||
gloves = /obj/item/clothing/gloves/color/latex
|
||||
mask = /obj/item/clothing/mask/surgical
|
||||
suit = /obj/item/clothing/suit/apron
|
||||
|
||||
/datum/outfit/mafia/obsessed/post_equip(mob/living/carbon/human/H)
|
||||
for(var/obj/item/carried_item in H.get_equipped_items(TRUE))
|
||||
carried_item.add_mob_blood(H)//Oh yes, there will be blood...
|
||||
H.regenerate_icons()
|
||||
|
||||
/datum/outfit/mafia/clown
|
||||
name = "Mafia Clown"
|
||||
|
||||
uniform = /obj/item/clothing/under/rank/civilian/clown
|
||||
shoes = /obj/item/clothing/shoes/clown_shoes
|
||||
mask = /obj/item/clothing/mask/gas/clown_hat
|
||||
|
||||
/datum/outfit/mafia/traitor
|
||||
name = "Mafia Traitor"
|
||||
|
||||
mask = /obj/item/clothing/mask/gas/syndicate
|
||||
uniform = /obj/item/clothing/under/syndicate/tacticool
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
|
||||
/datum/outfit/mafia/nightmare
|
||||
name = "Mafia Nightmare"
|
||||
|
||||
uniform = null
|
||||
shoes = null
|
||||
705
code/modules/mafia/roles.dm
Normal file
705
code/modules/mafia/roles.dm
Normal file
@@ -0,0 +1,705 @@
|
||||
/datum/mafia_role
|
||||
var/name = "Assistant"
|
||||
var/desc = "You are a crewmember without any special abilities."
|
||||
var/win_condition = "kill all mafia and solo killing roles."
|
||||
var/team = MAFIA_TEAM_TOWN
|
||||
///how the random setup chooses which roles get put in
|
||||
var/role_type = TOWN_OVERFLOW
|
||||
|
||||
var/player_key
|
||||
var/mob/living/carbon/human/body
|
||||
var/obj/effect/landmark/mafia/assigned_landmark
|
||||
|
||||
///how many votes submitted when you vote.
|
||||
var/vote_power = 1
|
||||
var/detect_immune = FALSE
|
||||
var/revealed = FALSE
|
||||
var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant //the assistants need a special path to call out they were in fact assistant, everything else can just use job equipment
|
||||
//action = uses
|
||||
var/list/actions = list()
|
||||
var/list/targeted_actions = list()
|
||||
//what the role gets when it wins a game
|
||||
// var/winner_award = /datum/award/achievement/mafia/assistant
|
||||
|
||||
//so mafia have to also kill them to have a majority
|
||||
var/solo_counts_as_town = FALSE //(don't set this for town)
|
||||
var/game_status = MAFIA_ALIVE
|
||||
|
||||
///icon state in the mafia dmi of the hud of the role, used in the mafia ui
|
||||
var/hud_icon = "hudassistant"
|
||||
///icon state in the mafia dmi of the hud of the role, used in the mafia ui
|
||||
var/revealed_icon = "assistant"
|
||||
///set this to something cool for antagonists and their window will look different
|
||||
var/special_theme
|
||||
|
||||
var/list/role_notes = list()
|
||||
|
||||
|
||||
/datum/mafia_role/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
|
||||
/datum/mafia_role/proc/kill(datum/mafia_controller/game,lynch=FALSE)
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,lynch) & MAFIA_PREVENT_KILL)
|
||||
return FALSE
|
||||
game_status = MAFIA_DEAD
|
||||
body.death()
|
||||
if(lynch)
|
||||
reveal_role(game, verbose = TRUE)
|
||||
if(!(player_key in game.spectators)) //people who played will want to see the end of the game more often than not
|
||||
game.spectators += player_key
|
||||
return TRUE
|
||||
|
||||
/datum/mafia_role/Destroy(force, ...)
|
||||
QDEL_NULL(body)
|
||||
. = ..()
|
||||
|
||||
/datum/mafia_role/proc/greet()
|
||||
SEND_SOUND(body, 'sound/ambience/ambifailure.ogg')
|
||||
to_chat(body,"<span class='danger'>You are the [name].</span>")
|
||||
to_chat(body,"<span class='danger'>[desc]</span>")
|
||||
switch(team)
|
||||
if(MAFIA_TEAM_MAFIA)
|
||||
to_chat(body,"<span class='danger'>You and your co-conspirators win if you outnumber crewmembers.</span>")
|
||||
if(MAFIA_TEAM_TOWN)
|
||||
to_chat(body,"<span class='danger'>You are a crewmember. Find out and lynch the changelings!</span>")
|
||||
if(MAFIA_TEAM_SOLO)
|
||||
to_chat(body,"<span class='danger'>You are not aligned to town or mafia. Accomplish your own objectives!</span>")
|
||||
to_chat(body, "<b>Be sure to read <a href=\"https://tgstation13.org/wiki/Mafia\">the wiki page</a> to learn more, if you have no idea what's going on.</b>")
|
||||
|
||||
/datum/mafia_role/proc/reveal_role(datum/mafia_controller/game, verbose = FALSE)
|
||||
if(revealed)
|
||||
return
|
||||
if(verbose)
|
||||
game.send_message("<span class='big bold notice'>It is revealed that the true role of [body] [game_status == MAFIA_ALIVE ? "is" : "was"] [name]!</span>")
|
||||
var/list/oldoutfit = body.get_equipped_items()
|
||||
for(var/thing in oldoutfit)
|
||||
qdel(thing)
|
||||
special_reveal_equip(game)
|
||||
body.equipOutfit(revealed_outfit)
|
||||
revealed = TRUE
|
||||
|
||||
/datum/mafia_role/proc/special_reveal_equip(datum/mafia_controller/game)
|
||||
return
|
||||
|
||||
/datum/mafia_role/proc/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
return
|
||||
|
||||
/datum/mafia_role/proc/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,action,target) & MAFIA_PREVENT_ACTION)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/mafia_role/proc/add_note(note)
|
||||
role_notes += note
|
||||
|
||||
/datum/mafia_role/proc/check_total_victory(alive_town, alive_mafia) //solo antags can win... solo.
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/proc/block_team_victory(alive_town, alive_mafia) //solo antags can also block team wins.
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/proc/show_help(clueless)
|
||||
var/list/result = list()
|
||||
var/team_desc = ""
|
||||
var/team_span = ""
|
||||
var/the = TRUE
|
||||
switch(team)
|
||||
if(MAFIA_TEAM_TOWN)
|
||||
team_desc = "Town"
|
||||
team_span = "nicegreen"
|
||||
if(MAFIA_TEAM_MAFIA)
|
||||
team_desc = "Mafia"
|
||||
team_span = "red"
|
||||
if(MAFIA_TEAM_SOLO)
|
||||
team_desc = "Nobody"
|
||||
team_span = "comradio"
|
||||
the = FALSE
|
||||
result += "<span class='notice'>The <span class='bold'>[name]</span> is aligned with [the ? "the " : ""]<span class='[team_span]'>[team_desc]</span></span>"
|
||||
result += "<span class='bold notice'>\"[desc]\"</span>"
|
||||
result += "<span class='notice'>[name] wins when they [win_condition]</span>"
|
||||
to_chat(clueless, result.Join("</br>"))
|
||||
|
||||
/datum/mafia_role/detective
|
||||
name = "Detective"
|
||||
desc = "You can investigate a single person each night to learn their team."
|
||||
revealed_outfit = /datum/outfit/mafia/detective
|
||||
role_type = TOWN_INVEST
|
||||
// winner_award = /datum/award/achievement/mafia/detective
|
||||
|
||||
hud_icon = "huddetective"
|
||||
revealed_icon = "detective"
|
||||
|
||||
targeted_actions = list("Investigate")
|
||||
|
||||
var/datum/mafia_role/current_investigation
|
||||
|
||||
/datum/mafia_role/detective/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/investigate)
|
||||
|
||||
/datum/mafia_role/detective/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
|
||||
|
||||
/datum/mafia_role/detective/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
if(!target || target.game_status != MAFIA_ALIVE)
|
||||
to_chat(body,"<span class='warning'>You can only investigate alive people.</span>")
|
||||
return
|
||||
to_chat(body,"<span class='warning'>You will investigate [target.body.real_name] tonight.</span>")
|
||||
current_investigation = target
|
||||
|
||||
/datum/mafia_role/detective/proc/investigate(datum/mafia_controller/game)
|
||||
var/datum/mafia_role/target = current_investigation
|
||||
if(target)
|
||||
if(target.detect_immune)
|
||||
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is a true member of the station.</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - Town")
|
||||
else
|
||||
var/team_text
|
||||
var/fluff
|
||||
switch(target.team)
|
||||
if(MAFIA_TEAM_TOWN)
|
||||
team_text = "Town"
|
||||
fluff = "a true member of the station."
|
||||
if(MAFIA_TEAM_MAFIA)
|
||||
team_text = "Mafia"
|
||||
fluff = "an unfeeling, hideous changeling!"
|
||||
if(MAFIA_TEAM_SOLO)
|
||||
team_text = "Solo"
|
||||
fluff = "a rogue, with their own objectives..."
|
||||
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is [fluff]</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - [team_text]")
|
||||
current_investigation = null
|
||||
|
||||
/datum/mafia_role/psychologist
|
||||
name = "Psychologist"
|
||||
desc = "You can visit someone ONCE PER GAME to reveal their true role in the morning!"
|
||||
revealed_outfit = /datum/outfit/mafia/psychologist
|
||||
role_type = TOWN_INVEST
|
||||
// winner_award = /datum/award/achievement/mafia/psychologist
|
||||
|
||||
hud_icon = "hudpsychologist"
|
||||
revealed_icon = "psychologist"
|
||||
|
||||
targeted_actions = list("Reveal")
|
||||
var/datum/mafia_role/current_target
|
||||
var/can_use = TRUE
|
||||
|
||||
/datum/mafia_role/psychologist/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/therapy_reveal)
|
||||
|
||||
/datum/mafia_role/psychologist/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target.revealed || target == src)
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/psychologist/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
to_chat(body,"<span class='warning'>You will reveal [target.body.real_name] tonight.</span>")
|
||||
current_target = target
|
||||
|
||||
/datum/mafia_role/psychologist/proc/therapy_reveal(datum/mafia_controller/game)
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"reveal",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by a lawyer.
|
||||
current_target = null
|
||||
if(current_target)
|
||||
add_note("N[game.turn] - [current_target.body.real_name] - Revealed true identity")
|
||||
to_chat(body,"<span class='warning'>You have revealed the true nature of the [current_target]!</span>")
|
||||
current_target.reveal_role(game, verbose = TRUE)
|
||||
current_target = null
|
||||
can_use = FALSE
|
||||
|
||||
/datum/mafia_role/chaplain
|
||||
name = "Chaplain"
|
||||
desc = "You can communicate with spirits of the dead each night to discover dead crewmember roles."
|
||||
revealed_outfit = /datum/outfit/mafia/chaplain
|
||||
role_type = TOWN_INVEST
|
||||
hud_icon = "hudchaplain"
|
||||
revealed_icon = "chaplain"
|
||||
// winner_award = /datum/award/achievement/mafia/chaplain
|
||||
|
||||
targeted_actions = list("Pray")
|
||||
var/current_target
|
||||
|
||||
/datum/mafia_role/chaplain/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/commune)
|
||||
|
||||
/datum/mafia_role/chaplain/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !target.revealed
|
||||
|
||||
/datum/mafia_role/chaplain/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
to_chat(body,"<span class='warning'>You will commune with the spirit of [target.body.real_name] tonight.</span>")
|
||||
current_target = target
|
||||
|
||||
/datum/mafia_role/chaplain/proc/commune(datum/mafia_controller/game)
|
||||
var/datum/mafia_role/target = current_target
|
||||
if(target)
|
||||
to_chat(body,"<span class='warning'>You invoke spirit of [target.body.real_name] and learn their role was <b>[target.name]<b>.</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
|
||||
current_target = null
|
||||
|
||||
/datum/mafia_role/md
|
||||
name = "Medical Doctor"
|
||||
desc = "You can protect a single person each night from killing."
|
||||
revealed_outfit = /datum/outfit/mafia/md // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
|
||||
role_type = TOWN_PROTECT
|
||||
hud_icon = "hudmedicaldoctor"
|
||||
revealed_icon = "medicaldoctor"
|
||||
// winner_award = /datum/award/achievement/mafia/md
|
||||
|
||||
targeted_actions = list("Protect")
|
||||
var/datum/mafia_role/current_protected
|
||||
|
||||
/datum/mafia_role/md/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/protect)
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/end_protection)
|
||||
|
||||
/datum/mafia_role/md/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
if(target.name == "Head of Personnel" && target.revealed)
|
||||
return FALSE
|
||||
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
|
||||
|
||||
/datum/mafia_role/md/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
if(!target || target.game_status != MAFIA_ALIVE)
|
||||
to_chat(body,"<span class='warning'>You can only protect alive people.</span>")
|
||||
return
|
||||
to_chat(body,"<span class='warning'>You will protect [target.body.real_name] tonight.</span>")
|
||||
current_protected = target
|
||||
|
||||
/datum/mafia_role/md/proc/protect(datum/mafia_controller/game)
|
||||
if(current_protected)
|
||||
RegisterSignal(current_protected,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
|
||||
add_note("N[game.turn] - Protected [current_protected.body.real_name]")
|
||||
|
||||
/datum/mafia_role/md/proc/prevent_kill(datum/source)
|
||||
to_chat(body,"<span class='warning'>The person you protected tonight was attacked!</span>")
|
||||
to_chat(current_protected.body,"<span class='userdanger'>You were attacked last night, but someone nursed you back to life!</span>")
|
||||
return MAFIA_PREVENT_KILL
|
||||
|
||||
/datum/mafia_role/md/proc/end_protection(datum/mafia_controller/game)
|
||||
if(current_protected)
|
||||
UnregisterSignal(current_protected,COMSIG_MAFIA_ON_KILL)
|
||||
current_protected = null
|
||||
|
||||
/datum/mafia_role/lawyer
|
||||
name = "Lawyer"
|
||||
desc = "You can choose a person during the day to provide extensive legal advice to during the night, preventing night actions."
|
||||
revealed_outfit = /datum/outfit/mafia/lawyer
|
||||
role_type = TOWN_PROTECT
|
||||
hud_icon = "hudlawyer"
|
||||
revealed_icon = "lawyer"
|
||||
// winner_award = /datum/award/achievement/mafia/lawyer
|
||||
|
||||
targeted_actions = list("Advise")
|
||||
var/datum/mafia_role/current_target
|
||||
|
||||
/datum/mafia_role/lawyer/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock_text)
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_START,.proc/try_to_roleblock)
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/release)
|
||||
|
||||
/datum/mafia_role/lawyer/proc/roleblock_text(datum/mafia_controller/game)
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"roleblock",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by another lawyer.
|
||||
current_target = null
|
||||
if(current_target)
|
||||
to_chat(current_target.body,"<span class='big bold red'>YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.</span>")
|
||||
add_note("N[game.turn] - [current_target.body.real_name] - Blocked")
|
||||
|
||||
/datum/mafia_role/lawyer/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return FALSE
|
||||
if(game.phase == MAFIA_PHASE_NIGHT)
|
||||
return FALSE
|
||||
if(target.game_status != MAFIA_ALIVE)
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/lawyer/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(target == current_target)
|
||||
current_target = null
|
||||
to_chat(body,"<span class='warning'>You have decided against blocking anyone tonight.</span>")
|
||||
else
|
||||
current_target = target
|
||||
to_chat(body,"<span class='warning'>You will block [target.body.real_name] tonight.</span>")
|
||||
|
||||
/datum/mafia_role/lawyer/proc/try_to_roleblock(datum/mafia_controller/game)
|
||||
if(current_target)
|
||||
RegisterSignal(current_target,COMSIG_MAFIA_CAN_PERFORM_ACTION, .proc/prevent_action)
|
||||
|
||||
/datum/mafia_role/lawyer/proc/release(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
if(current_target)
|
||||
UnregisterSignal(current_target, COMSIG_MAFIA_CAN_PERFORM_ACTION)
|
||||
current_target = null
|
||||
|
||||
/datum/mafia_role/lawyer/proc/prevent_action(datum/source)
|
||||
if(game_status == MAFIA_ALIVE) //in case we got killed while imprisoning sk - bad luck edge
|
||||
return MAFIA_PREVENT_ACTION
|
||||
|
||||
/datum/mafia_role/hop
|
||||
name = "Head of Personnel"
|
||||
desc = "You can reveal yourself once per game, tripling your vote power but becoming unable to be protected!"
|
||||
revealed_outfit = /datum/outfit/mafia/hop
|
||||
role_type = TOWN_MISC
|
||||
hud_icon = "hudheadofpersonnel"
|
||||
revealed_icon = "headofpersonnel"
|
||||
// winner_award = /datum/award/achievement/mafia/hop
|
||||
|
||||
targeted_actions = list("Reveal")
|
||||
|
||||
/datum/mafia_role/hop/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || revealed)
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/hop/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
reveal_role(game, TRUE)
|
||||
vote_power = 2
|
||||
|
||||
///MAFIA ROLES/// only one until i rework this to allow more, they're the "anti-town" working to kill off townies to win
|
||||
|
||||
/datum/mafia_role/mafia
|
||||
name = "Changeling"
|
||||
desc = "You're a member of the changeling hive. Use ':j' talk prefix to talk to your fellow lings."
|
||||
team = MAFIA_TEAM_MAFIA
|
||||
role_type = MAFIA_REGULAR
|
||||
hud_icon = "hudchangeling"
|
||||
revealed_icon = "changeling"
|
||||
// winner_award = /datum/award/achievement/mafia/changeling
|
||||
|
||||
revealed_outfit = /datum/outfit/mafia/changeling
|
||||
special_theme = "syndicate"
|
||||
win_condition = "become majority over the town and no solo killing role can stop them."
|
||||
|
||||
/datum/mafia_role/mafia/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/mafia_text)
|
||||
|
||||
/datum/mafia_role/mafia/proc/mafia_text(datum/mafia_controller/source)
|
||||
to_chat(body,"<b>Vote for who to kill tonight. The killer will be chosen randomly from voters.</b>")
|
||||
|
||||
//better detective for mafia
|
||||
/datum/mafia_role/mafia/thoughtfeeder
|
||||
name = "Thoughtfeeder"
|
||||
desc = "You're a changeling variant that feeds on the memories of others. Use ':j' talk prefix to talk to your fellow lings, and visit people at night to learn their role."
|
||||
role_type = MAFIA_SPECIAL
|
||||
hud_icon = "hudthoughtfeeder"
|
||||
revealed_icon = "thoughtfeeder"
|
||||
// winner_award = /datum/award/achievement/mafia/thoughtfeeder
|
||||
|
||||
targeted_actions = list("Learn Role")
|
||||
var/datum/mafia_role/current_investigation
|
||||
|
||||
/datum/mafia_role/mafia/thoughtfeeder/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/investigate)
|
||||
|
||||
/datum/mafia_role/mafia/thoughtfeeder/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
|
||||
|
||||
/datum/mafia_role/mafia/thoughtfeeder/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
|
||||
to_chat(body,"<span class='warning'>You will feast on the memories of [target.body.real_name] tonight.</span>")
|
||||
current_investigation = target
|
||||
|
||||
/datum/mafia_role/mafia/thoughtfeeder/proc/investigate(datum/mafia_controller/game)
|
||||
var/datum/mafia_role/target = current_investigation
|
||||
current_investigation = null
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"thoughtfeed",target) & MAFIA_PREVENT_ACTION)
|
||||
to_chat(body,"<span class='warning'>You were unable to investigate [target.body.real_name].</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - Unable to investigate")
|
||||
return
|
||||
if(target)
|
||||
if(target.detect_immune)
|
||||
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the Assistant.</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - Assistant")
|
||||
else
|
||||
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the [target.name].</span>")
|
||||
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
|
||||
|
||||
|
||||
///SOLO ROLES/// they range from anomalous factors to deranged killers that try to win alone.
|
||||
|
||||
/datum/mafia_role/traitor
|
||||
name = "Traitor"
|
||||
desc = "You're a solo traitor. You are immune to night kills, can kill every night and you win by outnumbering everyone else."
|
||||
win_condition = "kill everyone."
|
||||
team = MAFIA_TEAM_SOLO
|
||||
role_type = NEUTRAL_KILL
|
||||
// winner_award = /datum/award/achievement/mafia/traitor
|
||||
|
||||
targeted_actions = list("Night Kill")
|
||||
revealed_outfit = /datum/outfit/mafia/traitor
|
||||
|
||||
hud_icon = "hudtraitor"
|
||||
revealed_icon = "traitor"
|
||||
special_theme = "neutral"
|
||||
|
||||
var/datum/mafia_role/current_victim
|
||||
|
||||
/datum/mafia_role/traitor/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/nightkill_immunity)
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/try_to_kill)
|
||||
|
||||
/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead
|
||||
return alive_town + alive_mafia <= 1
|
||||
|
||||
/datum/mafia_role/traitor/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
|
||||
return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
|
||||
|
||||
/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,lynch)
|
||||
if(game.phase == MAFIA_PHASE_NIGHT && !lynch)
|
||||
to_chat(body,"<span class='userdanger'>You were attacked, but they'll have to try harder than that to put you down.</span>")
|
||||
return MAFIA_PREVENT_KILL
|
||||
|
||||
/datum/mafia_role/traitor/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return FALSE
|
||||
if(game.phase != MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target == src)
|
||||
return FALSE
|
||||
|
||||
/datum/mafia_role/traitor/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
current_victim = target
|
||||
to_chat(body,"<span class='warning'>You will attempt to kill [target.body.real_name] tonight.</span>")
|
||||
|
||||
/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/source)
|
||||
var/datum/mafia_role/target = current_victim
|
||||
current_victim = null
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"traitor kill",target) & MAFIA_PREVENT_ACTION)
|
||||
return
|
||||
if(game_status == MAFIA_ALIVE && target && target.game_status == MAFIA_ALIVE)
|
||||
if(!target.kill(source))
|
||||
to_chat(body,"<span class='danger'>Your attempt at killing [target.body] was prevented!</span>")
|
||||
|
||||
/datum/mafia_role/nightmare
|
||||
name = "Nightmare"
|
||||
desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
|
||||
win_condition = "kill everyone."
|
||||
revealed_outfit = /datum/outfit/mafia/nightmare
|
||||
detect_immune = TRUE
|
||||
team = MAFIA_TEAM_SOLO
|
||||
role_type = NEUTRAL_KILL
|
||||
special_theme = "neutral"
|
||||
hud_icon = "hudnightmare"
|
||||
revealed_icon = "nightmare"
|
||||
// winner_award = /datum/award/achievement/mafia/nightmare
|
||||
|
||||
targeted_actions = list("Flicker", "Hunt")
|
||||
var/list/flickering = list()
|
||||
var/datum/mafia_role/flicker_target
|
||||
|
||||
/datum/mafia_role/nightmare/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/flicker_or_hunt)
|
||||
|
||||
/datum/mafia_role/nightmare/check_total_victory(alive_town, alive_mafia) //nightmares just want teams dead
|
||||
return alive_town + alive_mafia <= 1
|
||||
|
||||
/datum/mafia_role/nightmare/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
|
||||
return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
|
||||
|
||||
/datum/mafia_role/nightmare/special_reveal_equip()
|
||||
body.underwear = "Nude"
|
||||
body.undershirt = "Nude"
|
||||
body.socks = "Nude"
|
||||
body.set_species(/datum/species/shadow)
|
||||
body.update_body()
|
||||
|
||||
/datum/mafia_role/nightmare/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!. || game.phase != MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE)
|
||||
return FALSE
|
||||
if(action == "Flicker")
|
||||
return target != src && !(target in flickering)
|
||||
return target == src
|
||||
|
||||
/datum/mafia_role/nightmare/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(target == flicker_target)
|
||||
to_chat(body,"<span class='warning'>You will do nothing tonight.</span>")
|
||||
flicker_target = null
|
||||
flicker_target = target
|
||||
if(action == "Flicker")
|
||||
to_chat(body,"<span class='warning'>You will attempt to flicker [target.body.real_name]'s room tonight.</span>")
|
||||
else
|
||||
to_chat(body,"<span class='danger'>You will hunt everyone in a flickering room down tonight.</span>")
|
||||
|
||||
/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/source)
|
||||
if(game_status != MAFIA_ALIVE || !flicker_target)
|
||||
return
|
||||
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"nightmare actions",flicker_target) & MAFIA_PREVENT_ACTION)
|
||||
to_chat(flicker_target.body, "<span class='warning'>Your actions were prevented!</span>")
|
||||
return
|
||||
var/datum/mafia_role/target = flicker_target
|
||||
flicker_target = null
|
||||
if(target != src) //flicker instead of hunt
|
||||
to_chat(target.body, "<span class='userdanger'>The lights begin to flicker and dim. You're in danger.</span>")
|
||||
flickering += target
|
||||
return
|
||||
for(var/r in flickering)
|
||||
var/datum/mafia_role/role = r
|
||||
if(role && role.game_status == MAFIA_ALIVE)
|
||||
to_chat(role.body, "<span class='userdanger'>A shadowy monster appears out of the darkness!</span>")
|
||||
role.kill(source)
|
||||
flickering -= role
|
||||
|
||||
//just helps read better
|
||||
#define FUGITIVE_NOT_PRESERVING 0//will not become night immune tonight
|
||||
#define FUGITIVE_WILL_PRESERVE 1 //will become night immune tonight
|
||||
|
||||
/datum/mafia_role/fugitive
|
||||
name = "Fugitive"
|
||||
desc = "You're on the run. You can become immune to night kills exactly twice, and you win by surviving to the end of the game with anyone."
|
||||
win_condition = "survive to the end of the game, with anyone"
|
||||
solo_counts_as_town = TRUE //should not count towards mafia victory, they should have the option to work with town
|
||||
revealed_outfit = /datum/outfit/mafia/fugitive
|
||||
team = MAFIA_TEAM_SOLO
|
||||
role_type = NEUTRAL_DISRUPT
|
||||
special_theme = "neutral"
|
||||
hud_icon = "hudfugitive"
|
||||
revealed_icon = "fugitive"
|
||||
// winner_award = /datum/award/achievement/mafia/fugitive
|
||||
|
||||
actions = list("Self Preservation")
|
||||
var/charges = 2
|
||||
var/protection_status = FUGITIVE_NOT_PRESERVING
|
||||
|
||||
|
||||
/datum/mafia_role/fugitive/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/night_start)
|
||||
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/night_end)
|
||||
RegisterSignal(game,COMSIG_MAFIA_GAME_END,.proc/survived)
|
||||
|
||||
/datum/mafia_role/fugitive/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
|
||||
. = ..()
|
||||
if(!charges)
|
||||
to_chat(body,"<span class='danger'>You're out of supplies and cannot protect yourself anymore.</span>")
|
||||
return
|
||||
if(game.phase == MAFIA_PHASE_NIGHT)
|
||||
to_chat(body,"<span class='danger'>You don't have time to prepare, night has already arrived.</span>")
|
||||
return
|
||||
if(protection_status == FUGITIVE_WILL_PRESERVE)
|
||||
to_chat(body,"<span class='danger'>You decide to not prepare tonight.</span>")
|
||||
else
|
||||
to_chat(body,"<span class='danger'>You decide to prepare for a horrible night.</span>")
|
||||
protection_status = !protection_status
|
||||
|
||||
/datum/mafia_role/fugitive/proc/night_start(datum/mafia_controller/game)
|
||||
if(protection_status == FUGITIVE_WILL_PRESERVE)
|
||||
to_chat(body,"<span class='danger'>Your preparations are complete. Nothing could kill you tonight!</span>")
|
||||
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prevent_death)
|
||||
|
||||
/datum/mafia_role/fugitive/proc/night_end(datum/mafia_controller/game)
|
||||
if(protection_status == FUGITIVE_WILL_PRESERVE)
|
||||
charges--
|
||||
UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
|
||||
to_chat(body,"<span class='danger'>You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power.</span>")
|
||||
protection_status = FUGITIVE_NOT_PRESERVING
|
||||
|
||||
/datum/mafia_role/fugitive/proc/prevent_death(datum/mafia_controller/game)
|
||||
to_chat(body,"<span class='userdanger'>You were attacked! Luckily, you were ready for this!</span>")
|
||||
return MAFIA_PREVENT_KILL
|
||||
|
||||
/datum/mafia_role/fugitive/proc/survived(datum/mafia_controller/game)
|
||||
if(game_status == MAFIA_ALIVE)
|
||||
// var/client/winner_client = GLOB.directory[player_key]
|
||||
// winner_client?.give_award(winner_award, body)
|
||||
game.send_message("<span class='big comradio'>!! FUGITIVE VICTORY !!</span>")
|
||||
|
||||
#undef FUGITIVE_NOT_PRESERVING
|
||||
#undef FUGITIVE_WILL_PRESERVE
|
||||
|
||||
/datum/mafia_role/obsessed
|
||||
name = "Obsessed"
|
||||
desc = "You're completely lost in your own mind. You win by lynching your obsession before you get killed in this mess. Obsession assigned on the first night!"
|
||||
win_condition = "lynch their obsession."
|
||||
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
|
||||
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
|
||||
team = MAFIA_TEAM_SOLO
|
||||
role_type = NEUTRAL_DISRUPT
|
||||
special_theme = "neutral"
|
||||
hud_icon = "hudobsessed"
|
||||
revealed_icon = "obsessed"
|
||||
|
||||
// winner_award = /datum/award/achievement/mafia/obsessed
|
||||
|
||||
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
|
||||
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
|
||||
var/datum/mafia_role/obsession
|
||||
var/lynched_target = FALSE
|
||||
|
||||
/datum/mafia_role/obsessed/New(datum/mafia_controller/game) //note: obsession is always a townie
|
||||
. = ..()
|
||||
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/find_obsession)
|
||||
|
||||
/datum/mafia_role/obsessed/proc/find_obsession(datum/mafia_controller/game)
|
||||
var/list/all_roles_shuffle = shuffle(game.all_roles)
|
||||
for(var/role in all_roles_shuffle)
|
||||
var/datum/mafia_role/possible = role
|
||||
if(possible.team == MAFIA_TEAM_TOWN && possible.game_status != MAFIA_DEAD)
|
||||
obsession = possible
|
||||
break
|
||||
if(!obsession)
|
||||
obsession = pick(all_roles_shuffle) //okay no town just pick anyone here
|
||||
//if you still don't have an obsession you're playing a single player game like i can't help your dumb ass
|
||||
to_chat(body, "<span class='userdanger'>Your obsession is [obsession.body.real_name]! Get them lynched to win!</span>")
|
||||
add_note("N[game.turn] - I vowed to watch my obsession, [obsession.body.real_name], hang!") //it'll always be N1 but whatever
|
||||
RegisterSignal(obsession,COMSIG_MAFIA_ON_KILL,.proc/check_victory)
|
||||
UnregisterSignal(game,COMSIG_MAFIA_SUNDOWN)
|
||||
|
||||
/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,lynch)
|
||||
UnregisterSignal(source,COMSIG_MAFIA_ON_KILL)
|
||||
if(game_status == MAFIA_DEAD)
|
||||
return
|
||||
if(lynch)
|
||||
game.send_message("<span class='big comradio'>!! OBSESSED VICTORY !!</span>")
|
||||
// var/client/winner_client = GLOB.directory[player_key]
|
||||
// winner_client?.give_award(winner_award, body)
|
||||
reveal_role(game, FALSE)
|
||||
else
|
||||
to_chat(body, "<span class='userdanger'>You have failed your objective to lynch [obsession.body]!</span>")
|
||||
|
||||
/datum/mafia_role/clown
|
||||
name = "Clown"
|
||||
desc = "If you are lynched you take down one of your voters (guilty or abstain) with you and win. HONK!"
|
||||
win_condition = "get themselves lynched!"
|
||||
revealed_outfit = /datum/outfit/mafia/clown
|
||||
solo_counts_as_town = TRUE
|
||||
team = MAFIA_TEAM_SOLO
|
||||
role_type = NEUTRAL_DISRUPT
|
||||
special_theme = "neutral"
|
||||
hud_icon = "hudclown"
|
||||
revealed_icon = "clown"
|
||||
// winner_award = /datum/award/achievement/mafia/clown
|
||||
|
||||
/datum/mafia_role/clown/New(datum/mafia_controller/game)
|
||||
. = ..()
|
||||
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prank)
|
||||
|
||||
/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,lynch)
|
||||
if(lynch)
|
||||
var/datum/mafia_role/victim = pick(game.judgement_guilty_votes + game.judgement_abstain_votes)
|
||||
game.send_message("<span class='big clown'>[body.real_name] WAS A CLOWN! HONK! They take down [victim.body.real_name] with their last prank.</span>")
|
||||
game.send_message("<span class='big clown'>!! CLOWN VICTORY !!</span>")
|
||||
// var/client/winner_client = GLOB.directory[player_key]
|
||||
// winner_client?.give_award(winner_award, body)
|
||||
victim.kill(game,FALSE)
|
||||
@@ -192,7 +192,13 @@
|
||||
extra = TRUE
|
||||
extra_color_src = MUTCOLORS3
|
||||
|
||||
/datum/sprite_accessory/snouts/mam_snouts/lcanid
|
||||
/datum/sprite_accessory/mam_snouts/skulldog
|
||||
name = "Skulldog"
|
||||
icon_state = "skulldog"
|
||||
extra = TRUE
|
||||
extra_color_src = MATRIXED
|
||||
|
||||
/datum/sprite_accessory/mam_snouts/lcanid
|
||||
name = "Mammal, Long"
|
||||
icon_state = "lcanid"
|
||||
|
||||
|
||||
@@ -905,6 +905,22 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
else
|
||||
to_chat(usr, "Can't become a pAI candidate while not dead!")
|
||||
|
||||
/mob/dead/observer/verb/mafia_game_signup()
|
||||
set category = "Ghost"
|
||||
set name = "Signup for Mafia"
|
||||
set desc = "Sign up for a game of Mafia to pass the time while dead."
|
||||
mafia_signup()
|
||||
/mob/dead/observer/proc/mafia_signup()
|
||||
if(!client)
|
||||
return
|
||||
if(!isobserver(src))
|
||||
to_chat(usr, "<span class='warning'>You must be a ghost to join mafia!</span>")
|
||||
return
|
||||
var/datum/mafia_controller/game = GLOB.mafia_game //this needs to change if you want multiple mafia games up at once.
|
||||
if(!game)
|
||||
game = create_mafia_game("mafia")
|
||||
game.ui_interact(usr)
|
||||
|
||||
/mob/dead/observer/CtrlShiftClick(mob/user)
|
||||
if(isobserver(user) && check_rights(R_SPAWN))
|
||||
change_mob_type( /mob/living/carbon/human , null, null, TRUE) //always delmob, ghosts shouldn't be left lingering
|
||||
|
||||
@@ -169,7 +169,7 @@
|
||||
//Item is handled and in slot, valid to call callback, for this proc should always be true
|
||||
if(!not_handled)
|
||||
I.equipped(src, slot)
|
||||
|
||||
update_genitals()
|
||||
return not_handled //For future deeper overrides
|
||||
|
||||
/mob/living/carbon/human/equipped_speed_mods()
|
||||
@@ -257,6 +257,7 @@
|
||||
s_store = null
|
||||
if(!QDELETED(src))
|
||||
update_inv_s_store()
|
||||
update_genitals()
|
||||
|
||||
/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
|
||||
if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR)))
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
set desc = "Open a list of available news channels"
|
||||
set category = "Ghost"
|
||||
|
||||
var/datum/browser/B = new(src, "ghost_news_list", "Chanenl List", 450, 600)
|
||||
var/datum/browser/B = new(src, "ghost_news_list", "Channel List", 450, 600)
|
||||
B.set_content(render_news_channel_list())
|
||||
B.open()
|
||||
|
||||
|
||||
@@ -147,7 +147,7 @@
|
||||
log_game("[user] [key_name(user)] has renamed [O] to [input]")
|
||||
|
||||
if(penchoice == "Change description")
|
||||
var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 100)
|
||||
var/input = stripped_input(user,"Describe \the [O.name] here", ,"", 2048)
|
||||
if(QDELETED(O) || !user.canUseTopic(O, BE_CLOSE))
|
||||
return
|
||||
O.desc = input
|
||||
|
||||
@@ -147,8 +147,16 @@
|
||||
set category = "Debug"
|
||||
|
||||
var/datum/mapGenerator/nature/N = new()
|
||||
var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text
|
||||
var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text
|
||||
var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text|null
|
||||
|
||||
if (isnull(startInput))
|
||||
return
|
||||
|
||||
var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text|null
|
||||
|
||||
if (isnull(endInput))
|
||||
return
|
||||
|
||||
//maxx maxy and current z so that if you fuck up, you only fuck up one entire z level instead of the entire universe
|
||||
if(!startInput || !endInput)
|
||||
to_chat(src, "Missing Input")
|
||||
|
||||
@@ -36,6 +36,14 @@
|
||||
if(isgun(fired_from))
|
||||
var/obj/item/gun/G = fired_from
|
||||
BB.damage *= G.projectile_damage_multiplier
|
||||
if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
|
||||
BB.ricochets_max = max(BB.ricochets_max, 10) //bouncy!
|
||||
BB.ricochet_chance = max(BB.ricochet_chance, 100) //it wont decay so we can leave it at 100 for always bouncing
|
||||
BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
|
||||
BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 360) //it can turn full circle and shoot you in the face because our aim? is insane.
|
||||
BB.ricochet_decay_chance = 0
|
||||
BB.ricochet_decay_damage = max(BB.ricochet_decay_damage, 0.1)
|
||||
BB.ricochet_incidence_leeway = 0
|
||||
|
||||
if(reagents && BB.reagents)
|
||||
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
|
||||
var/sawn_desc = null //description change if weapon is sawn-off
|
||||
var/sawn_off = FALSE
|
||||
|
||||
|
||||
/// can we be put into a turret
|
||||
var/can_turret = TRUE
|
||||
/// can we be put in a circuit
|
||||
@@ -310,8 +310,6 @@
|
||||
randomized_gun_spread = rand(0, spread)
|
||||
else if(burst_size > 1 && burst_spread)
|
||||
randomized_gun_spread = rand(0, burst_spread)
|
||||
if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
|
||||
bonus_spread += 25
|
||||
var/randomized_bonus_spread = rand(0, bonus_spread)
|
||||
|
||||
if(burst_size > 1)
|
||||
@@ -603,10 +601,16 @@
|
||||
var/penalty = (last_fire + GUN_AIMING_TIME + fire_delay) - world.time
|
||||
if(penalty > 0) //Yet we only penalize users firing it multiple times in a haste. fire_delay isn't necessarily cumbersomeness.
|
||||
aiming_delay = penalty
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //To be removed in favor of something less tactless later.
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) || HAS_TRAIT(user, TRAIT_INSANE_AIM)) //To be removed in favor of something less tactless later.
|
||||
base_inaccuracy /= 1.5
|
||||
if(stamloss > STAMINA_NEAR_SOFTCRIT) //This can null out the above bonus.
|
||||
base_inaccuracy *= 1 + (stamloss - STAMINA_NEAR_SOFTCRIT)/(STAMINA_NEAR_CRIT - STAMINA_NEAR_SOFTCRIT)*0.5
|
||||
if(HAS_TRAIT(user, TRAIT_POOR_AIM)) //nice shootin' tex
|
||||
if(!HAS_TRAIT(user, TRAIT_INSANE_AIM))
|
||||
bonus_spread += 25
|
||||
else
|
||||
//you have both poor aim and insane aim, why?
|
||||
bonus_spread += rand(0,50)
|
||||
var/mult = max((GUN_AIMING_TIME + aiming_delay + user.last_click_move - world.time)/GUN_AIMING_TIME, -0.5) //Yes, there is a bonus for taking time aiming.
|
||||
if(mult < 0) //accurate weapons should provide a proper bonus with negative inaccuracy. the opposite is true too.
|
||||
mult *= 1/inaccuracy_modifier
|
||||
|
||||
@@ -327,16 +327,18 @@
|
||||
if(!trajectory)
|
||||
return
|
||||
var/turf/T = get_turf(A)
|
||||
if(check_ricochet(A) && A.handle_ricochet(src)) //if you can ricochet, attempt to ricochet off the object
|
||||
on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
|
||||
var/datum/point/pcache = trajectory.copy_to()
|
||||
if(hitscan)
|
||||
store_hitscan_collision(pcache)
|
||||
decayedRange = max(0, decayedRange - reflect_range_decrease)
|
||||
ricochet_chance *= ricochet_decay_chance
|
||||
damage *= ricochet_decay_damage
|
||||
range = decayedRange
|
||||
return TRUE
|
||||
if(check_ricochet_flag(A) && check_ricochet(A)) //if you can ricochet, attempt to ricochet off the object
|
||||
ricochets++
|
||||
if(A.handle_ricochet(src))
|
||||
on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above
|
||||
var/datum/point/pcache = trajectory.copy_to()
|
||||
if(hitscan)
|
||||
store_hitscan_collision(pcache)
|
||||
decayedRange = max(0, decayedRange - reflect_range_decrease)
|
||||
ricochet_chance *= ricochet_decay_chance
|
||||
damage *= ricochet_decay_damage
|
||||
range = decayedRange
|
||||
return TRUE
|
||||
|
||||
var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
|
||||
if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
|
||||
@@ -680,7 +682,8 @@
|
||||
if(!ignore_source_check && firer)
|
||||
var/mob/M = firer
|
||||
if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
|
||||
return FALSE
|
||||
if(!ricochets) //if it has ricocheted, it can hit the firer.
|
||||
return FALSE
|
||||
if(!ignore_loc && (loc != target.loc))
|
||||
return FALSE
|
||||
if(target in passthrough)
|
||||
|
||||
@@ -97,3 +97,9 @@
|
||||
item = /obj/item/clothing/gloves/tackler/combat/insulated
|
||||
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
|
||||
cost = 2
|
||||
|
||||
/datum/uplink_item/device_tools/syndicate_eyepatch
|
||||
name = "Mechanical Eyepatch"
|
||||
desc = "An eyepatch that connects itself to your eye socket, enhancing your shooting to an impossible degree, allowing your bullets to ricochet far more often than usual."
|
||||
item = /obj/item/clothing/glasses/eyepatch/syndicate
|
||||
cost = 8
|
||||
|
||||
@@ -112,13 +112,13 @@
|
||||
name = "Radio Jammer"
|
||||
desc = "This device will disrupt any nearby outgoing radio communication when activated. Does not affect binary chat."
|
||||
item = /obj/item/jammer
|
||||
cost = 5
|
||||
cost = 2
|
||||
|
||||
/datum/uplink_item/stealthy_tools/smugglersatchel
|
||||
name = "Smuggler's Satchel"
|
||||
desc = "This satchel is thin enough to be hidden in the gap between plating and tiling; great for stashing \
|
||||
your stolen goods. Comes with a crowbar and a floor tile inside. Properly hidden satchels have been \
|
||||
known to survive intact even beyond the current shift. "
|
||||
known to survive intact even beyond the current shift, but this is just a myth. "
|
||||
item = /obj/item/storage/backpack/satchel/flat
|
||||
cost = 2
|
||||
cost = 1
|
||||
surplus = 30
|
||||
|
||||
Reference in New Issue
Block a user