IT JUST WORKS

This commit is contained in:
Sishen
2019-08-09 00:46:14 -04:00
parent ce064522fe
commit 4ba3d851ed
13 changed files with 2698 additions and 0 deletions
+6
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@@ -201,4 +201,10 @@
return list(region_x1 & region_x2, region_y1 & region_y2)
#define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) )
#define LORENTZ_DISTRIBUTION(x, s) ( s*TAN(TODEGREES(PI*(rand()-0.5))) + x )
#define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 )
#define RULE_OF_THREE(a, b, x) ((a*x)/b)
// )
+7
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@@ -308,6 +308,13 @@
//ignore this comment, it fixes the broken sytax parsing caused by the " above
else
parts += "[GLOB.TAB]<i>Nobody died this shift!</i>"
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
parts += "[GLOB.TAB]Threat level: [mode.threat_level]"
parts += "[GLOB.TAB]Threat left: [mode.threat]"
parts += "[GLOB.TAB]Executed rules:"
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
parts += "[GLOB.TAB][GLOB.TAB][rule.ruletype] - <b>[rule.name]</b>: -[rule.cost] threat"
return parts.Join("<br>")
/client/proc/roundend_report_file()
+8
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@@ -73,3 +73,11 @@ GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/daysSince(realtimev)
return round((world.realtime - realtimev) / (24 HOURS))
/proc/worldtime2text()
return gameTimestamp("hh:mm:ss", world.time)
/proc/gameTimestamp(format = "hh:mm:ss", wtime=null)
if(!wtime)
wtime = world.time
return time2text(wtime - GLOB.timezoneOffset, format)
+750
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@@ -0,0 +1,750 @@
#define CURRENT_LIVING_PLAYERS 1
#define CURRENT_LIVING_ANTAGS 2
#define CURRENT_DEAD_PLAYERS 3
#define CURRENT_OBSERVERS 4
#define ONLY_RULESET 1
#define HIGHLANDER_RULESET 2
#define TRAITOR_RULESET 4
#define MINOR_RULESET 8
#define RULESET_STOP_PROCESSING 1
// -- Injection delays
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES))
// Are HIGHLANDER_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// A number between -5 and +5.
// A negative value will give a more peaceful round and
// a positive value will give a round with higher threat.
GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
// A number between 0.5 and 4.
// Higher value will favour extreme rounds and
// lower value rounds closer to the average.
GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
// How many roundstart players required for high population override to take effect.
GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
// If enabled does not accept or execute any rulesets.
GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
// How high threat is required for HIGHLANDER_RULESETs stacking.
// This is independent of dynamic_no_stacking.
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
// List of forced roundstart rulesets.
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic
name = "dynamic mode"
config_tag = "dynamic"
announce_span = "danger"
announce_text = "Dynamic mode!" // This needs to be changed maybe
reroll_friendly = FALSE;
// Threat logging vars
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
var/threat_level = 0
/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
var/threat = 0
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// List of roundstart rules used for selecting the rules.
var/list/roundstart_rules = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules = list()
/// List of midround rules used for selecting the rules.
var/list/midround_rules = list()
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
* If it is six the range is:
* 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
* If it is seven the range is:
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
*/
var/pop_per_requirement = 6
/// The requirement used for checking if a second rule should be selected.
var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
/// The requirement used for checking if a third rule should be selected.
var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
/// Threat requirement for a second ruleset when high pop override is in effect.
var/high_pop_second_rule_req = 40
/// Threat requirement for a third ruleset when high pop override is in effect.
var/high_pop_third_rule_req = 60
/// Number of players who were ready on roundstart.
var/roundstart_pop_ready = 0
/// List of candidates used on roundstart rulesets.
var/list/candidates = list()
/// Rules that are processed, rule_process is called on the rules in this list.
var/list/current_rules = list()
/// List of executed rulesets.
var/list/executed_rules = list()
/// Associative list of current players, in order: living players, living antagonists, dead players and observers.
var/list/list/current_players = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
/// When world.time is over this number the mode tries to inject a latejoin ruleset.
var/latejoin_injection_cooldown = 0
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null
/// When current_players was updated last time.
var/pop_last_updated = 0
/// How many percent of the rounds are more peaceful.
var/peaceful_percentage = 50
/// If a highlander executed.
var/highlander_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/datum/game_mode/dynamic/admin_panel()
var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
dat += "<br/>"
dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
dat += "Classic secret (only autotraitor): <a href='?src=\ref[src];[HrefToken()];classic_secret=1'><b>[GLOB.dynamic_classic_secret ? "On" : "Off"]</b></a><br/>"
dat += "No stacking (only one round-ender): <a href='?src=\ref[src];[HrefToken()];no_stacking=1'><b>[GLOB.dynamic_no_stacking ? "On" : "Off"]</b></a><br/>"
dat += "Stacking limit: [GLOB.dynamic_stacking_limit] <a href='?src=\ref[src];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
dat += "<br/>"
dat += "Executed rulesets: "
if (executed_rules.len > 0)
dat += "<br/>"
for (var/datum/dynamic_ruleset/DR in executed_rules)
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
else
dat += "none.<br>"
dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
if (..()) // Sanity, maybe ?
return
if(!check_rights(R_ADMIN))
message_admins("[usr.key] has attempted to override the game mode panel!")
log_admin("[key_name(usr)] tried to use the game mode panel without authorization.")
return
if (href_list["forced_extended"])
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
else if (href_list["no_stacking"])
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
else if (href_list["classic_secret"])
GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret
else if (href_list["adjustthreat"])
var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num
if(!threatadd)
return
if(threatadd > 0)
create_threat(threatadd)
else
spend_threat(-threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a latejoin injection.", 1)
else if (href_list["injectmid"])
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.", 1)
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
admin_panel() // Refreshes the window
// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
/datum/game_mode/dynamic/set_round_result()
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
if(rule.check_finished()) // Only the rule that actually finished the round sets round result.
return rule.round_result()
// If it got to this part, just pick one highlander if it exists
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
if(0 to 19)
update_playercounts()
if(!current_players[CURRENT_LIVING_ANTAGS].len)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
else
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
if(20 to 39)
. += "<b>Anomalous Exogeology</b></center><BR>"
. += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution."
if(40 to 65)
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
if(66 to 79)
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
if(80 to 99)
. += "<b>Black Orbit</b></center><BR>"
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
if(100)
. += "<b>Impending Doom</b></center><BR>"
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
. += "Good luck."
if(station_goals.len)
. += "<hr><b>Special Orders for [station_name()]:</b>"
for(var/datum/station_goal/G in station_goals)
G.on_report()
. += G.get_report()
print_command_report(., "Central Command Status Summary", announce=FALSE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", 'sound/ai/intercept.ogg')
if(GLOB.security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
// Yes, this is copy pasted from game_mode
/datum/game_mode/dynamic/check_finished(force_ending)
if(!SSticker.setup_done || !gamemode_ready)
return FALSE
if(replacementmode && round_converted == 2)
return replacementmode.check_finished()
if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
return TRUE
if(station_was_nuked)
return TRUE
if(force_ending)
return TRUE
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
return rule.check_finished()
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
alert("The round hasn't started yet!")
return
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
for(var/entry in threat_log)
if(istext(entry))
out += "[entry]<BR>"
out += "<B>Remaining threat/threat_level:</B> [threat]/[threat_level]"
usr << browse(out.Join(), "window=threatlog;size=700x500")
/// Generates the threat level using lorentz distribution and assigns peaceful_percentage.
/datum/game_mode/dynamic/proc/generate_threat()
var/relative_threat = LORENTZ_DISTRIBUTION(GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width)
threat_level = round(lorentz_to_threat(relative_threat), 0.1)
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100
threat = threat_level
/datum/game_mode/dynamic/can_start()
/* Disabled for now, had some changes that need to be tested and this might interfere with that.
if(GLOB.dynamic_curve_centre == 0)
// 10 is when the centre starts to decrease
// 6 is just 1 + 5 (from the maximum value and the one decreased)
// 1 just makes the curve look better, I don't know.
// Limited between 1 and 5 then inverted and rounded
// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
*/
message_admins("Dynamic mode parameters for the round:")
message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
log_game("DYNAMIC: Dynamic mode parameters for the round:")
log_game("DYNAMIC: Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
log_game("DYNAMIC: Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
threat = threat_level
else
generate_threat()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time
message_admins("Dynamic Mode initialized with a Threat Level of... [threat_level]!")
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
return TRUE
/datum/game_mode/dynamic/pre_setup()
for (var/rule in subtypesof(/datum/dynamic_ruleset))
var/datum/dynamic_ruleset/ruleset = new rule()
// Simple check if the ruleset should be added to the lists.
if(ruleset.name == "")
continue
switch(ruleset.ruletype)
if("Roundstart")
roundstart_rules += ruleset
if ("Latejoin")
latejoin_rules += ruleset
if ("Midround")
if (ruleset.weight)
midround_rules += ruleset
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
roundstart_pop_ready++
candidates.Add(player)
log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
return TRUE
if (roundstart_rules.len <= 0)
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
roundstart()
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
candidates.Cut()
return TRUE
/datum/game_mode/dynamic/post_setup(report)
update_playercounts()
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
if(!rule.execute())
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
..()
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
/datum/game_mode/dynamic/proc/rigged_roundstart()
message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
log_game("DYNAMIC: [GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
for (var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
picking_roundstart_rule(list(rule), forced = TRUE)
/datum/game_mode/dynamic/proc/roundstart()
if (GLOB.dynamic_forced_extended)
log_game("DYNAMIC: Starting a round of forced extended.")
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
var/extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
if (threat_level > high_pop_second_rule_req)
extra_rulesets_amount++
if (threat_level > high_pop_third_rule_req)
extra_rulesets_amount++
else
if (threat_level >= second_rule_req[indice_pop])
extra_rulesets_amount++
if (threat_level >= third_rule_req[indice_pop])
extra_rulesets_amount++
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
picking_roundstart_rule(drafted_rules)
else
return FALSE
return TRUE
/// Picks a random roundstart rule from the list given as an argument and executes it.
/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
if(!starting_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(starting_rule.blocking_rules, executed_rules))
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
return FALSE
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
return FALSE
starting_rule = pickweight(drafted_rules)
message_admins("Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
roundstart_rules -= starting_rule
drafted_rules -= starting_rule
if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
starting_rule.trim_candidates()
if (starting_rule.pre_execute())
spend_threat(starting_rule.cost)
threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]"
if(starting_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(starting_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
executed_rules += starting_rule
if (starting_rule.persistent)
current_rules += starting_rule
for(var/mob/M in starting_rule.assigned)
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (!rule.ready())
drafted_rules -= rule // And removing rules that are no longer elligible
return TRUE
else
stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
return FALSE
/// Executes delayed roundstart rules and has a hack in it.
/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
update_playercounts()
rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
rule.trim_candidates()
if(rule.execute())
executed_rules += rule
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
return FALSE
/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
/// Also this could be named better.
/datum/game_mode/dynamic/proc/picking_midround_latejoin_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
if(!rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(rule.blocking_rules, executed_rules))
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
if(!rule.repeatable)
if(rule.ruletype == "Latejoin")
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
else if(rule.type == "Midround")
midround_rules = remove_from_list(midround_rules, rule.type)
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(rule.ruletype == "Latejoin")
var/mob/M = pick(rule.candidates)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
rule.candidates.Cut()
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
var/datum/dynamic_ruleset/midround/new_rule
if(ispath(ruletype))
new_rule = new ruletype() // You should only use it to call midround rules though.
else if(istype(ruletype, /datum/dynamic_ruleset))
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(new_rule.blocking_rules, executed_rules))
return FALSE
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(new_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
return FALSE
update_playercounts()
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
new_rule.candidates = current_players.Copy()
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
return FALSE
/datum/game_mode/dynamic/process()
if (pop_last_updated < world.time - (60 SECONDS))
pop_last_updated = world.time
update_playercounts()
for (var/datum/dynamic_ruleset/rule in current_rules)
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
current_rules -= rule
if (midround_injection_cooldown < world.time)
if (GLOB.dynamic_forced_extended)
return
// Somehow it manages to trigger midround multiple times so this was moved here.
// There is no way this should be able to trigger an injection twice now.
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
// Time to inject some threat into the round
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
return
log_game("DYNAMIC: Checking state of the round.")
update_playercounts()
if (prob(get_injection_chance()))
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.candidates = list()
rule.candidates = current_players.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0)
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
current_players[CURRENT_LIVING_PLAYERS] = list()
current_players[CURRENT_LIVING_ANTAGS] = list()
current_players[CURRENT_DEAD_PLAYERS] = list()
current_players[CURRENT_OBSERVERS] = list()
for (var/mob/M in GLOB.player_list)
if (istype(M, /mob/dead/new_player))
continue
if (M.stat != DEAD)
current_players[CURRENT_LIVING_PLAYERS].Add(M)
if (M.mind && (M.mind.special_role || M.mind.antag_datums?.len > 0))
current_players[CURRENT_LIVING_ANTAGS].Add(M)
else
if (istype(M,/mob/dead/observer))
var/mob/dead/observer/O = M
if (O.started_as_observer) // Observers
current_players[CURRENT_OBSERVERS].Add(M)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
/// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection.
/datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE)
if(forced_injection)
forced_injection = !dry_run
return 100
var/chance = 0
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!current_players[CURRENT_LIVING_ANTAGS].len)
chance += 50 // No antags at all? let's boost those odds!
else
var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
if (current_pop_per_antag > max_pop_per_antag)
chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
else
chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
chance -= 30 // More than half the crew died? ew, let's calm down on antags
if (threat > 70)
chance += 15
if (threat < 30)
chance -= 15
return round(max(0,chance))
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
if(istype(I, type))
type_list -= I
return type_list
/// Checks if a type in blocking_list is in rule_list.
/datum/game_mode/dynamic/proc/check_blocking(list/blocking_list, list/rule_list)
if(blocking_list.len > 0)
for(var/blocking in blocking_list)
for(var/datum/executed in rule_list)
if(blocking == executed.type)
return TRUE
return FALSE
/// Checks if client age is age or older.
/datum/game_mode/dynamic/proc/check_age(client/C, age)
enemy_minimum_age = age
if(get_remaining_days(C) == 0)
enemy_minimum_age = initial(enemy_minimum_age)
return TRUE // Available in 0 days = available right now = player is old enough to play.
enemy_minimum_age = initial(enemy_minimum_age)
return FALSE
/datum/game_mode/dynamic/make_antag_chance(mob/living/carbon/human/newPlayer)
if (GLOB.dynamic_forced_extended)
return
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left
return
update_playercounts()
if (forced_latejoin_rule)
forced_latejoin_rule.candidates = list(newPlayer)
forced_latejoin_rule.trim_candidates()
log_game("DYNAMIC: Forcing ruleset [forced_latejoin_rule]")
if (forced_latejoin_rule.ready(TRUE))
picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
// No stacking : only one round-enter, unless > stacking_limit threat.
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
/// Refund threat, but no more than threat_level.
/datum/game_mode/dynamic/proc/refund_threat(regain)
threat = min(threat_level,threat+regain)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/game_mode/dynamic/proc/create_threat(gain)
threat = min(100, threat+gain)
if(threat > threat_level)
threat_level = threat
/// Expend threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_threat(cost)
threat = max(threat-cost,0)
/// Turns the value generated by lorentz distribution to threat value between 0 and 100.
/datum/game_mode/dynamic/proc/lorentz_to_threat(x)
switch (x)
if (-INFINITY to -20)
return rand(0, 10)
if (-20 to -10)
return RULE_OF_THREE(-40, -20, x) + 50
if (-10 to -5)
return RULE_OF_THREE(-30, -10, x) + 50
if (-5 to -2.5)
return RULE_OF_THREE(-20, -5, x) + 50
if (-2.5 to -0)
return RULE_OF_THREE(-10, -2.5, x) + 50
if (0 to 2.5)
return RULE_OF_THREE(10, 2.5, x) + 50
if (2.5 to 5)
return RULE_OF_THREE(20, 5, x) + 50
if (5 to 10)
return RULE_OF_THREE(30, 10, x) + 50
if (10 to 20)
return RULE_OF_THREE(40, 20, x) + 50
if (20 to INFINITY)
return rand(90, 100)
@@ -0,0 +1,211 @@
/datum/dynamic_ruleset
/// For admin logging and round end screen.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
/// List of players that were selected for this rule
var/list/datum/mind/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
var/minimum_required_age = 7
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/exclusive_roles = list()
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/enemy_roles = list()
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
/// 1 -> 9, probability for this rule to be picked against other rules
var/weight = 5
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
var/cost = 0
/// A flag that determines how the ruleset is handled
/// HIGHLANDER_RULESET are rulesets can end the round.
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
var/flags = 0
/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
var/pop_per_requirement = 0
/// Requirements are the threat level requirements per pop range.
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
var/high_population_requirement = 10
/// Reference to the mode, use this instead of SSticker.mode.
var/datum/game_mode/dynamic/mode = null
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/datum/dynamic_ruleset/New()
..()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_roles += protected_roles
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_roles += "Assistant"
if (istype(SSticker.mode, /datum/game_mode/dynamic))
mode = SSticker.mode
else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
qdel(src)
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = "Roundstart"
/datum/dynamic_ruleset/roundstart/delayed/ // Executed with a 30 seconds delay
var/delay = 30 SECONDS
var/required_type = /mob/living/carbon/human // No ghosts, new players or silicons allowed.
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = "Latejoin"
/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
if(minimum_players > population)
return FALSE
if(maximum_players > 0 && population > maximum_players)
return FALSE
if (population >= GLOB.dynamic_high_pop_limit)
return (threat_level >= high_population_requirement)
else
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
var/indice_pop = min(10,round(population/pop_per_requirement)+1)
return (threat_level >= requirements[indice_pop])
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on game mode pre_setup, used for non-delayed roundstart rulesets only.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
return TRUE
/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/proc/execute()
for(var/datum/mind/M in assigned)
M.add_antag_datum(antag_datum)
return TRUE
/// Called after delay set in ruleset.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/roundstart/delayed/execute()
if (SSticker && SSticker.current_state < GAME_STATE_PLAYING)
CRASH("The delayed ruleset [name] executed before the round started.")
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
return FALSE
return TRUE
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
/datum/dynamic_ruleset/proc/get_weight()
if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
if(istype(DR, type))
weight = max(weight-repeatable_weight_decrease,1)
return weight
/// Here you can remove candidates that do not meet your requirements.
/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Counts how many players are ready at roundstart.
/// Used only by non-delayed roundstart rulesets.
/datum/dynamic_ruleset/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
/// Set mode result and news report here.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/round_result()
/// Checks if round is finished, return true to end the round.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/check_finished()
return FALSE
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
// //
//////////////////////////////////////////////
/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
/datum/dynamic_ruleset/roundstart/trim_candidates()
for(var/mob/dead/new_player/P in candidates)
if (!P.client || !P.mind) // Are they connected?
candidates.Remove(P)
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if(P.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
/// Checks if candidates are required mob type, connected, banned and if the job is exclusive to the role.
/datum/dynamic_ruleset/roundstart/delayed/trim_candidates()
. = ..()
for (var/mob/P in candidates)
if (!istype(P, required_type))
candidates.Remove(P) // Can be a new_player, etc.
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(P.mind.special_role || P.mind.antag_datums?.len > 0) // Are they an antag already?
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
return ..()
@@ -0,0 +1,110 @@
//////////////////////////////////////////////
// //
// LATEJOIN RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/trim_candidates()
for(var/mob/P in candidates)
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
/datum/dynamic_ruleset/latejoin/ready(forced = 0)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
M.mind.add_antag_datum(antag_datum)
return TRUE
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/infiltrator
name = "Syndicate Infiltrator"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_TRAITOR
protected_roles = list("Security Officer", "Warden", "Head of Personnel", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI","Cyborg")
required_candidates = 1
weight = 7
cost = 5
requirements = list(40,30,20,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
flags = TRAITOR_RULESET
//////////////////////////////////////////////
// //
// REVOLUTIONARY PROVOCATEUR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/provocateur
name = "Provocateur"
antag_datum = /datum/antagonist/rev/head
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director")
enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 2
cost = 20
requirements = list(101,101,70,40,30,20,20,20,20,20)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/required_heads = 3
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
if (forced)
required_heads = 1
if(!..())
return FALSE
var/head_check = 0
for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
if (player.mind.assigned_role in GLOB.command_positions)
head_check++
return (head_check >= required_heads)
/datum/dynamic_ruleset/latejoin/provocateur/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head)
new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
return TRUE
@@ -0,0 +1,460 @@
//////////////////////////////////////////////
// //
// MIDROUND RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround // Can be drafted once in a while during a round
ruletype = "Midround"
/// If the ruleset should be restricted from ghost roles.
var/restrict_ghost_roles = TRUE
/// What type the ruleset is restricted to.
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
var/list/dead_players = list()
var/list/list_observers = list()
/datum/dynamic_ruleset/midround/from_ghosts
weight = 0
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
/datum/dynamic_ruleset/midround/trim_candidates()
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
//
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
living_players = trim_list(candidates[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(candidates[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(candidates[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(candidates[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
var/antag_name = initial(antag_flag)
for(var/mob/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles || HAS_TRAIT(M, TRAIT_MINDSHIELD)) // Does their job allow it or are they mindshielded?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
trimmed_list.Remove(M)
continue
return trimmed_list
// You can then for example prompt dead players in execute() to join as strike teams or whatever
// Or autotator someone
// IMPORTANT, since /datum/dynamic_ruleset/midround may accept candidates from both living, dead, and even antag players, you need to manually check whether there are enough candidates
// (see /datum/dynamic_ruleset/midround/autotraitor/ready(var/forced = FALSE) for example)
/datum/dynamic_ruleset/midround/ready(forced = FALSE)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in living_players)
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return TRUE
/datum/dynamic_ruleset/midround/from_ghosts/execute()
var/list/possible_candidates = list()
possible_candidates.Add(dead_players)
possible_candidates.Add(list_observers)
send_applications(possible_candidates)
if(assigned.len > 0)
return TRUE
else
return FALSE
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
if (possible_volunteers.len <= 0) // This shouldn't happen, as ready() should return FALSE if there is not a single valid candidate
message_admins("Possible volunteers was 0. This shouldn't appear, because of ready(), unless you forced it!")
return
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (no applications)"
mode.executed_rules -= src
return
message_admins("[candidates.len] players volunteered for the ruleset [name].")
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
review_applications()
/// Here is where you can check if your ghost applicants are valid for the ruleset.
/// Called by send_applications().
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
for (var/i = 1, i <= required_candidates, i++)
if(candidates.len <= 0)
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (all applications invalid)"
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
if(!isobserver(applicant))
if(applicant.stat == DEAD) // Not an observer? If they're dead, make them one.
applicant = applicant.ghostize(FALSE)
else // Not dead? Disregard them, pick a new applicant
i--
continue
if(!applicant)
i--
continue
var/mob/new_character = applicant
if (makeBody)
new_character = generate_ruleset_body(applicant)
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
new_character.dna.remove_all_mutations()
return new_character
/datum/dynamic_ruleset/midround/from_ghosts/proc/finish_setup(mob/new_character, index)
var/datum/antagonist/new_role = new antag_datum()
setup_role(new_role)
new_character.mind.add_antag_datum(new_role)
new_character.mind.special_role = antag_flag
/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
return
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/autotraitor
name = "Syndicate Sleeper Agent"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_TRAITOR
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
restricted_roles = list("Cyborg", "AI", "Positronic Brain")
required_candidates = 1
weight = 7
cost = 10
requirements = list(50,40,30,20,10,10,10,10,10,10)
repeatable = TRUE
high_population_requirement = 10
flags = TRAITOR_RULESET
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
var/max_traitors = round(player_count / 10) + 1
if ((antag_count < max_traitors) && prob(mode.threat_level))//adding traitors if the antag population is getting low
return ..()
else
return FALSE
/datum/dynamic_ruleset/midround/autotraitor/trim_candidates()
..()
for(var/mob/living/player in living_players)
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
living_players -= player
continue
if(is_centcom_level(player.z))
living_players -= player // We don't autotator people in CentCom
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
living_players -= player // We don't autotator people with roles already
/datum/dynamic_ruleset/midround/autotraitor/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/autotraitor/execute()
var/mob/M = pick(living_players)
assigned += M
living_players -= M
var/datum/antagonist/traitor/newTraitor = new
M.mind.add_antag_datum(newTraitor)
return TRUE
//////////////////////////////////////////////
// //
// Malfunctioning AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/malf
name = "Malfunctioning AI"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_MALF
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_roles = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_candidates = 1
weight = 3
cost = 35
requirements = list(101,101,80,70,60,60,50,50,40,40)
high_population_requirement = 35
required_type = /mob/living/silicon/ai
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
candidates = candidates[CURRENT_LIVING_PLAYERS]
for(var/mob/living/player in candidates)
if(!isAI(player))
candidates -= player
continue
if(is_centcom_level(player.z))
candidates -= player
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick(candidates)
candidates -= M
assigned += M.mind
var/datum/antagonist/traitor/AI = new
M.mind.special_role = antag_flag
M.mind.add_antag_datum(AI)
if(prob(ion_announce))
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", 'sound/ai/ionstorm.ogg')
if(prob(removeDontImproveChance))
M.replace_random_law(generate_ion_law(), list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
else
M.add_ion_law(generate_ion_law())
return TRUE
//////////////////////////////////////////////
// //
// WIZARD (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 1
cost = 20
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
..()
new_character.forceMove(pick(GLOB.wizardstart))
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nuclear
name = "Nuclear Assault"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
required_candidates = 5
weight = 5
cost = 35
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
flags = HIGHLANDER_RULESET
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
return FALSE // Unavailable if nuke ops were already sent at roundstart
var/indice_pop = min(10,round(living_players.len/5)+1)
required_candidates = operative_cap[indice_pop]
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
new_character.mind.special_role = "Nuclear Operative"
new_character.mind.assigned_role = "Nuclear Operative"
if (index == 1) // Our first guy is the leader
var/datum/antagonist/nukeop/leader/new_role = new
nuke_team = new_role.nuke_team
new_character.mind.add_antag_datum(new_role)
else
return ..()
//////////////////////////////////////////////
// //
// BLOB (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/blob
name = "Blob"
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
var/body = applicant.become_overmind()
return body
//////////////////////////////////////////////
// //
// XENOMORPH (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph
name = "Alien Infestation"
antag_datum = /datum/antagonist/xeno
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
high_population_requirement = 50
repeatable = TRUE
var/list/vents = list()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
if(QDELETED(temp_vent))
continue
if(is_station_level(temp_vent.loc.z) && !temp_vent.welded)
var/datum/pipeline/temp_vent_parent = temp_vent.parents[1]
if(!temp_vent_parent)
continue // No parent vent
// Stops Aliens getting stuck in small networks.
// See: Security, Virology
if(temp_vent_parent.other_atmosmch.len > 20)
vents += temp_vent
if(!vents.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
var/obj/vent = pick_n_take(vents)
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
new_xeno.key = applicant.key
message_admins("[ADMIN_LOOKUPFLW(new_xeno)] has been made into an alien by the midround ruleset.")
log_game("DYNAMIC: [key_name(new_xeno)] was spawned as an alien by the midround ruleset.")
return new_xeno
//////////////////////////////////////////////
// //
// NIGHTMARE (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nightmare
name = "Nightmare"
antag_datum = /datum/antagonist/nightmare
antag_flag = "Nightmare"
antag_flag_override = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
high_population_requirement = 50
repeatable = TRUE
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
for(var/X in GLOB.xeno_spawn)
var/turf/T = X
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
spawn_locs += T
if(!spawn_locs.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new (pick(spawn_locs))
player_mind.transfer_to(S)
player_mind.assigned_role = "Nightmare"
player_mind.special_role = "Nightmare"
player_mind.add_antag_datum(/datum/antagonist/nightmare)
S.set_species(/datum/species/shadow/nightmare)
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
@@ -0,0 +1,729 @@
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
persistent = TRUE
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor/
minimum_required_age = 0
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("Cyborg")
required_candidates = 1
weight = 5
cost = 10
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5) // Above 50 threat level, coeff goes down by 1 for every 10 levels
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
for (var/i = 1 to num_traitors)
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/traitor/rule_process()
if (autotraitor_cooldown > 0)
autotraitor_cooldown--
else
autotraitor_cooldown = 450 // 15 minutes
message_admins("Checking if we can turn someone into a traitor.")
log_game("DYNAMIC: Checking if we can turn someone into a traitor.")
mode.picking_specific_rule(/datum/dynamic_ruleset/midround/autotraitor)
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother/
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("Cyborg", "AI")
required_candidates = 2
weight = 4
cost = 10
requirements = list(40,30,30,20,20,15,15,15,10,10)
high_population_requirement = 15
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/team_amount = 2 // Hard limit on brother teams if scaling is turned off
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
var/num_teams = team_amount
var/bsc = CONFIG_GET(number/brother_scaling_coeff)
if(bsc)
num_teams = max(1, round(num_players() / bsc))
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick(candidates)
candidates -= bro
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
bro.mind.restricted_roles = restricted_roles
pre_brother_teams += team
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for(var/datum/team/brother_team/team in pre_brother_teams)
team.pick_meeting_area()
team.forge_brother_objectives()
for(var/datum/mind/M in team.members)
M.add_antag_datum(/datum/antagonist/brother, team)
team.update_name()
mode.brother_teams += pre_brother_teams
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
restricted_roles = list("AI", "Cyborg")
required_candidates = 1
weight = 3
cost = 30
requirements = list(80,70,60,50,40,20,20,10,10,10)
high_population_requirement = 10
var/team_mode_probability = 30
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
for (var/i = 1 to num_changelings)
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
var/team_mode = FALSE
if(prob(team_mode_probability))
team_mode = TRUE
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
var/list/possible_team_objectives = list()
for(var/T in team_objectives)
var/datum/objective/changeling_team_objective/CTO = T
if(assigned.len >= initial(CTO.min_lings))
possible_team_objectives += T
if(possible_team_objectives.len && prob(20*assigned.len))
GLOB.changeling_team_objective_type = pick(possible_team_objectives)
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
new_antag.team_mode = team_mode
changeling.add_antag_datum(new_antag)
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 2
cost = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 10
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick(candidates)
if (M)
candidates -= M
assigned += M.mind
M.mind.assigned_role = ROLE_WIZARD
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel")
required_candidates = 2
weight = 3
cost = 30
requirements = list(100,90,80,60,40,30,10,10,10,10)
high_population_requirement = 10
flags = HIGHLANDER_RULESET
var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = cultist_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
var/cultists = cultist_cap[indice_pop]
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
main_cult.setup_objectives()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
..()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
else
SSticker.mode_result = "loss - staff stopped the cult"
SSticker.news_report = CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 40
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
flags = HIGHLANDER_RULESET
var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = operative_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
// If ready() did its job, candidates should have 5 or more members in it
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/operatives = operative_cap[indice_pop]
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.assigned_role = "Nuclear Operative"
M.mind.special_role = "Nuclear Operative"
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/leader = TRUE
for(var/datum/mind/M in assigned)
if (leader)
leader = FALSE
var/datum/antagonist/nukeop/leader/new_op = M.add_antag_datum(antag_leader_datum)
nuke_team = new_op.nuke_team
else
var/datum/antagonist/nukeop/new_op = new antag_datum()
M.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
var result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/delayed/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director")
required_candidates = 3
weight = 2
cost = 35
requirements = list(101,101,70,40,30,20,10,10,10,10)
high_population_requirement = 10
delay = 5 MINUTES
flags = HIGHLANDER_RULESET
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = 0
/datum/dynamic_ruleset/roundstart/delayed/revs/execute()
var/max_canditates = 4
revolution = new()
for(var/i = 1 to max_canditates)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.mind.add_antag_datum(new_head,revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
if(check_rev_victory())
finished = 1
else if(check_heads_victory())
finished = 2
return
/datum/dynamic_ruleset/roundstart/delayed/revs/check_finished()
if(CONFIG_GET(keyed_list/continuous)["revolution"])
if(finished)
SSshuttle.clearHostileEnvironment(src)
return ..()
if(finished != 0)
return TRUE
else
return ..()
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/round_result()
if(finished == 1)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == 2)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
mode.spend_threat(mode.threat)
return TRUE
//////////////////////////////////////////////
// //
// CLOCKCULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/clockcult
name = "Clockcult"
antag_flag = ROLE_SERVANT_OF_RATVAR
antag_datum = /datum/antagonist/clockcult
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Chaplain", "Head of Personnel")
required_candidates = 4
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
flags = HIGHLANDER_RULESET
var/ark_time
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len)
message_admins("Reebe failed to load!")
log_game("Reebe failed to load!")
return FALSE
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
var/starter_servants = 4
var/number_players = num_players()
if(number_players > 30)
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8)
for (var/i in 1 to starter_servants)
var/mob/servant = pick(candidates)
candidates -= servant
assigned += servant.mind
servant.mind.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.mind.special_role = ROLE_SERVANT_OF_RATVAR
ark_time = 30 + round((number_players / 5))
ark_time = min(ark_time, 35)
return TRUE
/datum/dynamic_ruleset/roundstart/clockcult/execute()
var/list/spread_out_spawns = GLOB.servant_spawns.Copy()
for(var/datum/mind/servant in assigned)
var/mob/S = servant.current
if(!spread_out_spawns.len)
spread_out_spawns = GLOB.servant_spawns.Copy()
log_game("[key_name(servant)] was made an initial servant of Ratvar")
var/turf/T = pick_n_take(spread_out_spawns)
S.forceMove(T)
greet_servant(S)
equip_servant(S)
add_servant_of_ratvar(S, TRUE)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
G.final_countdown(ark_time)
return TRUE
/datum/dynamic_ruleset/roundstart/clockcult/proc/greet_servant(mob/M) //Description of their role
if(!M)
return 0
to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
to_chat(M, "<span class='brass'>You have approximately <b>[ark_time]</b> minutes until the Ark activates.</span>")
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant.</span>")
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked halfway until the Ark's activation.</span>")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
/datum/dynamic_ruleset/roundstart/clockcult/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
if(!M || !ishuman(M))
return FALSE
var/mob/living/carbon/human/L = M
L.equipOutfit(/datum/outfit/servant_of_ratvar)
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
if(ishuman(L))
var/mob/living/carbon/human/H = L
slot = H.equip_in_one_of_slots(S, slots)
if(slot == "In your backpack")
slot = "In your [H.back.name]"
if(slot == "At your feet")
if(!S.forceMove(get_turf(L)))
qdel(S)
if(S && !QDELETED(S))
to_chat(L, "<span class='bold large_brass'>There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.</span>")
to_chat(L, "<span class='alloy'>[slot] is a <b>clockwork slab</b>, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
as a servant, you can find a concise tutorial in the Recollection category of its interface.</span>")
to_chat(L, "<span class='alloy italics'>If you want more information, you can read <a href=\"https://tgstation13.org/wiki/Clockwork_Cult\">the wiki page</a> to learn more.</span>")
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/clockcult/round_result()
if(GLOB.clockwork_gateway_activated)
SSticker.news_report = CLOCK_SUMMON
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
else
SSticker.news_report = CULT_FAILURE
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Ops"
antag_datum = /datum/antagonist/nukeop/clownop
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(.)
for(var/obj/machinery/nuclearbomb/syndicate/S in GLOB.nuke_list)
var/turf/T = get_turf(S)
if(T)
qdel(S)
new /obj/machinery/nuclearbomb/syndicate/bananium(T)
for(var/datum/mind/V in assigned)
V.assigned_role = "Clown Operative"
V.special_role = "Clown Operative"
//////////////////////////////////////////////
// //
// DEVIL //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/devil
name = "Devil"
antag_flag = ROLE_DEVIL
antag_datum = /datum/antagonist/devil
restricted_roles = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
required_candidates = 1
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
var/num_devils = 1
if(tsc)
num_devils = max(required_candidates, min(round(num_players() / (tsc * 3)) + 2, round(num_players() / (tsc * 1.5))))
else
num_devils = max(required_candidates, min(num_players(), devil_limit))
for(var/j = 0, j < num_devils, j++)
if (!candidates.len)
break
var/mob/devil = pick(candidates)
assigned += devil
candidates -= devil
devil.mind.special_role = ROLE_DEVIL
devil.mind.restricted_roles = restricted_roles
log_game("[key_name(devil)] has been selected as a devil")
return TRUE
/datum/dynamic_ruleset/roundstart/devil/execute()
for(var/datum/mind/devil in assigned)
add_devil(devil.current, ascendable = TRUE)
add_devil_objectives(devil,2)
return TRUE
/datum/dynamic_ruleset/roundstart/devil/proc/add_devil_objectives(datum/mind/devil_mind, quantity)
var/list/validtypes = list(/datum/objective/devil/soulquantity, /datum/objective/devil/soulquality, /datum/objective/devil/sintouch, /datum/objective/devil/buy_target)
var/datum/antagonist/devil/D = devil_mind.has_antag_datum(/datum/antagonist/devil)
for(var/i = 1 to quantity)
var/type = pick(validtypes)
var/datum/objective/devil/objective = new type(null)
objective.owner = devil_mind
D.objectives += objective
if(!istype(objective, /datum/objective/devil/buy_target))
validtypes -= type
else
objective.find_target()
//////////////////////////////////////////////
// //
// MONKEY //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/monkey
name = "Monkey"
antag_flag = ROLE_MONKEY
antag_datum = /datum/antagonist/monkey/leader
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/players_per_carrier = 30
var/monkeys_to_win = 1
var/escaped_monkeys = 0
var/datum/team/monkey/monkey_team
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
var/carriers_to_make = max(round(num_players()/players_per_carrier, 1), 1)
for(var/j = 0, j < carriers_to_make, j++)
if (!candidates.len)
break
var/mob/carrier = pick(candidates)
candidates -= carrier
assigned += carrier.mind
carrier.mind.special_role = "Monkey Leader"
carrier.mind.restricted_roles = restricted_roles
log_game("[key_name(carrier)] has been selected as a Jungle Fever carrier")
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/execute()
for(var/datum/mind/carrier in assigned)
var/datum/antagonist/monkey/M = add_monkey_leader(carrier)
if(M)
monkey_team = M.monkey_team
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/proc/check_monkey_victory()
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return FALSE
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if (M.HasDisease(D))
if(M.onCentCom() || M.onSyndieBase())
escaped_monkeys++
if(escaped_monkeys >= monkeys_to_win)
return TRUE
else
return FALSE
// This does not get called. Look into making it work.
/datum/dynamic_ruleset/roundstart/monkey/round_result()
if(check_monkey_victory())
SSticker.mode_result = "win - monkey win"
else
SSticker.mode_result = "loss - staff stopped the monkeys"
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/meteordelay = 2000
var/nometeors = 0
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
+57
View File
@@ -0,0 +1,57 @@
# DYNAMIC
## ROUNDSTART
Dynamic rolls threat based on a special sauce formula:
"dynamic_curve_width \* tan((3.1416 \* (rand() - 0.5) \* 57.2957795)) + dynamic_curve_centre"
Latejoin and midround injection cooldowns are set using exponential distribution between
5 minutes and 25 for latejoin
15 minutes and 35 for midround
this value is then added to world.time and assigned to the injection cooldown variables.
rigged_roundstart() is called instead if there are forced rules (an admin set the mode)
can_start() -> pre_setup() -> roundstart() OR rigged_roundstart() -> picking_roundstart_rule(drafted_rules) -> post_setup()
## PROCESS
Calls rule_process on every rule which is in the current_rules list.
Every sixty seconds, update_playercounts()
Midround injection time is checked against world.time to see if an injection should happen.
If midround injection time is lower than world.time, it updates playercounts again, then tries to inject and generates a new cooldown regardless of whether a rule is picked.
## LATEJOIN
make_antag_chance(newPlayer) -> [For each latespawn rule...]
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
**If true, add to drafted rules
**NOTE that acceptable uses threat_level not threat!
**NOTE Latejoin timer is ONLY reset if at least one rule was drafted.
**NOTE the new_player.dm AttemptLateSpawn() calls OnPostSetup for all roles (unless assigned role is MODE)
[After collecting all draftble rules...]
-> picking_latejoin_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## MIDROUND
process() -> [For each midround rule...]
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
[After collecting all draftble rules...]
-> picking_midround_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## FORCED
For latejoin, it simply sets forced_latejoin_rule
make_antag_chance(newPlayer) -> trim_candidates() -> ready(forced=TRUE) **NOTE no acceptable() call
For midround, calls the below proc with forced = TRUE
picking_specific_rule(ruletype,forced) -> forced OR acceptable(living_players, threat_level) -> trim_candidates() -> ready(forced) -> spend threat -> execute()
**NOTE specific rule can be called by RS traitor->MR autotraitor w/ forced=FALSE
**NOTE that due to short circuiting acceptable() need not be called if forced.
## RULESET
acceptable(population,threat) just checks if enough threat_level for population indice.
**NOTE that we currently only send threat_level as the second arg, not threat.
ready(forced) checks if enough candidates and calls the map's map_ruleset(dynamic_ruleset) at the parent level
trim_candidates() varies significantly according to the ruleset type
Roundstart: All candidates are new_player mobs. Check them for standard stuff: connected, desire role, not banned, etc.
**NOTE Roundstart deals with both candidates (trimmed list of valid players) and mode.candidates (everyone readied up). Don't confuse them!
Latejoin: Only one candidate, the latejoiner. Standard checks.
Midround: Instead of building a single list candidates, candidates contains four lists: living, dead, observing, and living antags. Standard checks in trim_list(list).
Midround - Rulesets have additional types
/from_ghosts: execute() -> send_applications() -> review_applications() -> finish_setup(mob/newcharacter, index) -> setup_role(role)
**NOTE: execute() here adds dead players and observers to candidates list
+4
View File
@@ -558,3 +558,7 @@
SSticker.news_report = STATION_EVACUATED
if(SSshuttle.emergency.is_hijacked())
SSticker.news_report = SHUTTLE_HIJACK
/// Mode specific admin panel.
/datum/game_mode/proc/admin_panel()
return
+57
View File
@@ -423,6 +423,25 @@
if(GLOB.master_mode == "secret")
dat += "<A href='?src=[REF(src)];[HrefToken()];f_secret=1'>(Force Secret Mode)</A><br>"
if(GLOB.master_mode == "dynamic")
if(SSticker.current_state <= GAME_STATE_PREGAME)
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart=1'>(Force Roundstart Rulesets)</A><br>"
if (GLOB.dynamic_forced_roundstart_ruleset.len > 0)
for(var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
dat += {"<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_remove=\ref[rule]'>-> [rule.name] <-</A><br>"}
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_clear=1'>(Clear Rulesets)</A><br>"
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_options=1'>(Dynamic mode options)</A><br>"
else if (SSticker.IsRoundInProgress())
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_latejoin=1'>(Force Next Latejoin Ruleset)</A><br>"
if (SSticker && SSticker.mode && istype(SSticker.mode,/datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
if (mode.forced_latejoin_rule)
dat += {"<A href='?src=[REF(src)];[HrefToken()];f_dynamic_latejoin_clear=1'>-> [mode.forced_latejoin_rule.name] <-</A><br>"}
dat += "<A href='?src=[REF(src)];[HrefToken()];f_dynamic_midround=1'>(Execute Midround Ruleset!)</A><br>"
dat += "<hr/>"
if(SSticker.IsRoundInProgress())
dat += "<a href='?src=[REF(src)];[HrefToken()];gamemode_panel=1'>(Game Mode Panel)</a><BR>"
dat += {"
<BR>
<A href='?src=[REF(src)];[HrefToken()];create_object=1'>Create Object</A><br>
@@ -839,6 +858,44 @@
browser.set_content(dat.Join())
browser.open()
/datum/admins/proc/dynamic_mode_options(mob/user)
var/dat = {"
<center><B><h2>Dynamic Mode Options</h2></B></center><hr>
<br/>
<h3>Common options</h3>
<i>All these options can be changed midround.</i> <br/>
<br/>
<b>Force extended:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_force_extended=1'> <b>[GLOB.dynamic_forced_extended ? "ON" : "OFF"]</a></b>.
<br/>This will force the round to be extended. No rulesets will be drafted. <br/>
<br/>
<b>No stacking:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_no_stacking=1'> <b>[GLOB.dynamic_no_stacking ? "ON" : "OFF"]</b></a>.
<br/>Unless the threat goes above [GLOB.dynamic_stacking_limit], only one "round-ender" ruleset will be drafted. <br/>
<br/>
<b>Classic secret mode:</b> - Option is <a href='?src=[REF(src)];[HrefToken()];f_dynamic_classic_secret=1'> <b>[GLOB.dynamic_classic_secret ? "ON" : "OFF"]</b></a>.
<br/>Only one roundstart ruleset will be drafted. Only traitors and minor roles will latespawn. <br/>
<br/>
<br/>
<b>Forced threat level:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_forced_threat=1'><b>[GLOB.dynamic_forced_threat_level]</b></a>.
<br/>The value threat is set to if it is higher than -1.<br/>
<br/>
<b>High population limit:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_high_pop_limit=1'><b>[GLOB.dynamic_high_pop_limit]</b></a>.
<br/>The threshold at which "high population override" will be in effect. <br/>
<br/>
<b>Stacking threeshold:</b> Current value : <a href='?src=[REF(src)];[HrefToken()];f_dynamic_stacking_limit=1'><b>[GLOB.dynamic_stacking_limit]</b></a>.
<br/>The threshold at which "round-ender" rulesets will stack. A value higher than 100 ensure this never happens. <br/>
<h3>Advanced parameters</h3>
Curve centre: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_centre=1'>-> [GLOB.dynamic_curve_centre] <-</A><br>
Curve width: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_width=1'>-> [GLOB.dynamic_curve_width] <-</A><br>
Latejoin injection delay:<br>
Minimum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_latejoin_min=1'>-> [GLOB.dynamic_latejoin_delay_min / 60 / 10] <-</A> Minutes<br>
Maximum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_latejoin_max=1'>-> [GLOB.dynamic_latejoin_delay_max / 60 / 10] <-</A> Minutes<br>
Midround injection delay:<br>
Minimum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_midround_min=1'>-> [GLOB.dynamic_midround_delay_min / 60 / 10] <-</A> Minutes<br>
Maximum: <A href='?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_midround_max=1'>-> [GLOB.dynamic_midround_delay_max / 60 / 10] <-</A> Minutes<br>
"}
user << browse(dat, "window=dyn_mode_options;size=900x650")
/datum/admins/proc/create_or_modify_area()
set category = "Debug"
set name = "Create or modify area"
+290
View File
@@ -291,6 +291,11 @@
else if(href_list["editrights"])
edit_rights_topic(href_list)
else if(href_list["gamemode_panel"])
if(!check_rights(R_ADMIN))
return
SSticker.mode.admin_panel()
else if(href_list["call_shuttle"])
if(!check_rights(R_ADMIN))
return
@@ -1342,6 +1347,291 @@
else if(href_list["f_secret"])
return HandleFSecret()
else if(href_list["f_dynamic_roundstart"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode.", null, null, null, null)
var/roundstart_rules = list()
for (var/rule in subtypesof(/datum/dynamic_ruleset/roundstart))
var/datum/dynamic_ruleset/roundstart/newrule = new rule()
roundstart_rules[newrule.name] = newrule
var/added_rule = input(usr,"What ruleset do you want to force? This will bypass threat level and population restrictions.", "Rigging Roundstart", null) as null|anything in roundstart_rules
if (added_rule)
GLOB.dynamic_forced_roundstart_ruleset += roundstart_rules[added_rule]
log_admin("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.")
message_admins("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.", 1)
Game()
else if(href_list["f_dynamic_roundstart_clear"])
if(!check_rights(R_ADMIN))
return
GLOB.dynamic_forced_roundstart_ruleset = list()
Game()
log_admin("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.")
message_admins("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.", 1)
else if(href_list["f_dynamic_roundstart_remove"])
if(!check_rights(R_ADMIN))
return
var/datum/dynamic_ruleset/roundstart/rule = locate(href_list["f_dynamic_roundstart_remove"])
GLOB.dynamic_forced_roundstart_ruleset -= rule
Game()
log_admin("[key_name(usr)] removed [rule] from the forced roundstart rulesets.")
message_admins("[key_name(usr)] removed [rule] from the forced roundstart rulesets.", 1)
else if(href_list["f_dynamic_latejoin"])
if(!check_rights(R_ADMIN))
return
if(!SSticker || !SSticker.mode)
return alert(usr, "The game must start first.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/latejoin_rules = list()
for (var/rule in subtypesof(/datum/dynamic_ruleset/latejoin))
var/datum/dynamic_ruleset/latejoin/newrule = new rule()
latejoin_rules[newrule.name] = newrule
var/added_rule = input(usr,"What ruleset do you want to force upon the next latejoiner? This will bypass threat level and population restrictions.", "Rigging Latejoin", null) as null|anything in latejoin_rules
if (added_rule)
var/datum/game_mode/dynamic/mode = SSticker.mode
mode.forced_latejoin_rule = latejoin_rules[added_rule]
log_admin("[key_name(usr)] set [added_rule] to proc on the next latejoin.")
message_admins("[key_name(usr)] set [added_rule] to proc on the next latejoin.", 1)
Game()
else if(href_list["f_dynamic_latejoin_clear"])
if(!check_rights(R_ADMIN))
return
if (SSticker && SSticker.mode && istype(SSticker.mode,/datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
mode.forced_latejoin_rule = null
Game()
log_admin("[key_name(usr)] cleared the forced latejoin ruleset.")
message_admins("[key_name(usr)] cleared the forced latejoin ruleset.", 1)
else if(href_list["f_dynamic_midround"])
if(!check_rights(R_ADMIN))
return
if(!SSticker || !SSticker.mode)
return alert(usr, "The game must start first.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/midround_rules = list()
for (var/rule in subtypesof(/datum/dynamic_ruleset/midround))
var/datum/dynamic_ruleset/midround/newrule = new rule()
midround_rules[newrule.name] = rule
var/added_rule = input(usr,"What ruleset do you want to force right now? This will bypass threat level and population restrictions.", "Execute Ruleset", null) as null|anything in midround_rules
if (added_rule)
var/datum/game_mode/dynamic/mode = SSticker.mode
log_admin("[key_name(usr)] executed the [added_rule] ruleset.")
message_admins("[key_name(usr)] executed the [added_rule] ruleset.", 1)
mode.picking_specific_rule(midround_rules[added_rule],1)
else if (href_list["f_dynamic_options"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_centre"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_centre = input(usr,"Change the centre of the dynamic mode threat curve. A negative value will give a more peaceful round ; a positive value, a round with higher threat. Any number between -5 and +5 is allowed.", "Change curve centre", null) as num
if (new_centre < -5 || new_centre > 5)
return alert(usr, "Only values between -5 and +5 are allowed.", null, null, null, null)
log_admin("[key_name(usr)] changed the distribution curve center to [new_centre].")
message_admins("[key_name(usr)] changed the distribution curve center to [new_centre]", 1)
GLOB.dynamic_curve_centre = new_centre
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_width"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_width = input(usr,"Change the width of the dynamic mode threat curve. A higher value will favour extreme rounds ; a lower value, a round closer to the average. Any Number between 0.5 and 4 are allowed.", "Change curve width", null) as num
if (new_width < 0.5 || new_width > 4)
return alert(usr, "Only values between 0.5 and +2.5 are allowed.", null, null, null, null)
log_admin("[key_name(usr)] changed the distribution curve width to [new_width].")
message_admins("[key_name(usr)] changed the distribution curve width to [new_width]", 1)
GLOB.dynamic_curve_width = new_width
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_latejoin_min"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_min = input(usr,"Change the minimum delay of latejoin injection in minutes.", "Change latejoin injection delay minimum", null) as num
if(new_min <= 0)
return alert(usr, "The minimum can't be zero or lower.", null, null, null, null)
if((new_min MINUTES) > GLOB.dynamic_latejoin_delay_max)
return alert(usr, "The minimum must be lower than the maximum.", null, null, null, null)
log_admin("[key_name(usr)] changed the latejoin injection minimum delay to [new_min] minutes.")
message_admins("[key_name(usr)] changed the latejoin injection minimum delay to [new_min] minutes", 1)
GLOB.dynamic_latejoin_delay_min = (new_min MINUTES)
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_latejoin_max"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_max = input(usr,"Change the maximum delay of latejoin injection in minutes.", "Change latejoin injection delay maximum", null) as num
if(new_max <= 0)
return alert(usr, "The maximum can't be zero or lower.", null, null, null, null)
if((new_max MINUTES) < GLOB.dynamic_latejoin_delay_min)
return alert(usr, "The maximum must be higher than the minimum.", null, null, null, null)
log_admin("[key_name(usr)] changed the latejoin injection maximum delay to [new_max] minutes.")
message_admins("[key_name(usr)] changed the latejoin injection maximum delay to [new_max] minutes", 1)
GLOB.dynamic_latejoin_delay_max = (new_max MINUTES)
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_midround_min"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_min = input(usr,"Change the minimum delay of midround injection in minutes.", "Change midround injection delay minimum", null) as num
if(new_min <= 0)
return alert(usr, "The minimum can't be zero or lower.", null, null, null, null)
if((new_min MINUTES) > GLOB.dynamic_midround_delay_max)
return alert(usr, "The minimum must be lower than the maximum.", null, null, null, null)
log_admin("[key_name(usr)] changed the midround injection minimum delay to [new_min] minutes.")
message_admins("[key_name(usr)] changed the midround injection minimum delay to [new_min] minutes", 1)
GLOB.dynamic_midround_delay_min = (new_min MINUTES)
dynamic_mode_options(usr)
else if(href_list["f_dynamic_roundstart_midround_max"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_max = input(usr,"Change the maximum delay of midround injection in minutes.", "Change midround injection delay maximum", null) as num
if(new_max <= 0)
return alert(usr, "The maximum can't be zero or lower.", null, null, null, null)
if((new_max MINUTES) > GLOB.dynamic_midround_delay_max)
return alert(usr, "The maximum must be higher than the minimum.", null, null, null, null)
log_admin("[key_name(usr)] changed the midround injection maximum delay to [new_max] minutes.")
message_admins("[key_name(usr)] changed the midround injection maximum delay to [new_max] minutes", 1)
GLOB.dynamic_midround_delay_max = (new_max MINUTES)
dynamic_mode_options(usr)
else if(href_list["f_dynamic_force_extended"])
if(!check_rights(R_ADMIN))
return
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
log_admin("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
message_admins("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_no_stacking"])
if(!check_rights(R_ADMIN))
return
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
log_admin("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
message_admins("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_classic_secret"])
if(!check_rights(R_ADMIN))
return
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret
log_admin("[key_name(usr)] set 'classic_secret' to [GLOB.dynamic_classic_secret].")
message_admins("[key_name(usr)] set 'classic_secret' to [GLOB.dynamic_classic_secret].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_stacking_limit"])
if(!check_rights(R_ADMIN))
return
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
log_admin("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
message_admins("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_high_pop_limit"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_value = input(usr, "Enter the high-pop override threshold for dynamic mode.", "High pop override") as num
if (new_value < 0)
return alert(usr, "Only positive values allowed!", null, null, null, null)
GLOB.dynamic_high_pop_limit = new_value
log_admin("[key_name(usr)] set 'high_pop_limit' to [GLOB.dynamic_high_pop_limit].")
message_admins("[key_name(usr)] set 'high_pop_limit' to [GLOB.dynamic_high_pop_limit].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_forced_threat"])
if(!check_rights(R_ADMIN))
return
if(SSticker && SSticker.mode)
return alert(usr, "The game has already started.", null, null, null, null)
if(GLOB.master_mode != "dynamic")
return alert(usr, "The game mode has to be dynamic mode!", null, null, null, null)
var/new_value = input(usr, "Enter the forced threat level for dynamic mode.", "Forced threat level") as num
if (new_value > 100)
return alert(usr, "The value must be be under 100.", null, null, null, null)
GLOB.dynamic_forced_threat_level = new_value
log_admin("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
message_admins("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
dynamic_mode_options(usr)
else if(href_list["c_mode2"])
if(!check_rights(R_ADMIN|R_SERVER))
+9
View File
@@ -544,6 +544,11 @@
#include "code\game\gamemodes\devil\game_mode.dm"
#include "code\game\gamemodes\devil\objectives.dm"
#include "code\game\gamemodes\devil\devil agent\devil_agent.dm"
#include "code\game\gamemodes\dynamic\dynamic.dm"
#include "code\game\gamemodes\dynamic\dynamic_rulesets.dm"
#include "code\game\gamemodes\dynamic\dynamic_rulesets_latejoin.dm"
#include "code\game\gamemodes\dynamic\dynamic_rulesets_midround.dm"
#include "code\game\gamemodes\dynamic\dynamic_rulesets_roundstart.dm"
#include "code\game\gamemodes\extended\extended.dm"
#include "code\game\gamemodes\meteor\meteor.dm"
#include "code\game\gamemodes\meteor\meteors.dm"
@@ -2926,6 +2931,7 @@
#include "modular_citadel\code\modules\arousal\toys\dildos.dm"
#include "modular_citadel\code\modules\awaymissions\citadel_ghostrole_spawners.dm"
#include "modular_citadel\code\modules\cargo\console.dm"
#include "modular_citadel\code\modules\cargo\packs.dm"
#include "modular_citadel\code\modules\client\client_defines.dm"
#include "modular_citadel\code\modules\client\client_procs.dm"
#include "modular_citadel\code\modules\client\preferences.dm"
@@ -2959,6 +2965,7 @@
#include "modular_citadel\code\modules\clothing\under\trek_under.dm"
#include "modular_citadel\code\modules\clothing\under\turtlenecks.dm"
#include "modular_citadel\code\modules\clothing\under\under.dm"
#include "modular_citadel\code\modules\crafting\recipes.dm"
#include "modular_citadel\code\modules\custom_loadout\custom_items.dm"
#include "modular_citadel\code\modules\custom_loadout\load_to_mob.dm"
#include "modular_citadel\code\modules\custom_loadout\read_from_file.dm"
@@ -2983,6 +2990,7 @@
#include "modular_citadel\code\modules\mentor\mentorhelp.dm"
#include "modular_citadel\code\modules\mentor\mentorpm.dm"
#include "modular_citadel\code\modules\mentor\mentorsay.dm"
#include "modular_citadel\code\modules\mining\mine_items.dm"
#include "modular_citadel\code\modules\mining\mining_ruins.dm"
#include "modular_citadel\code\modules\mob\cit_emotes.dm"
#include "modular_citadel\code\modules\mob\mob.dm"
@@ -3040,6 +3048,7 @@
#include "modular_citadel\code\modules\research\designs\xenobio_designs.dm"
#include "modular_citadel\code\modules\research\designs\weapon_designs\weapon_designs.dm"
#include "modular_citadel\code\modules\research\techweb\_techweb.dm"
#include "modular_citadel\code\modules\research\techweb\all_nodes.dm"
#include "modular_citadel\code\modules\research\xenobiology\xenobio_camera.dm"
#include "modular_citadel\code\modules\vehicles\secway.dm"
#include "modular_citadel\code\modules\vore\hook-defs_vr.dm"