IT JUST WORKS
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//////////////////////////////////////////////
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// //
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// LATEJOIN RULESETS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/latejoin/trim_candidates()
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for(var/mob/P in candidates)
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if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
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candidates.Remove(P)
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continue
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if(!mode.check_age(P.client, minimum_required_age))
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candidates.Remove(P)
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continue
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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?
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candidates.Remove(P)
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continue
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if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
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candidates.Remove(P)
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continue
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if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
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candidates.Remove(P)
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continue
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/datum/dynamic_ruleset/latejoin/ready(forced = 0)
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if (!forced)
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var/job_check = 0
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if (enemy_roles.len > 0)
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M.stat == DEAD)
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continue // Dead players cannot count as opponents
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if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
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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
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var/threat = round(mode.threat_level/10)
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if (job_check < required_enemies[threat])
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return FALSE
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return ..()
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/datum/dynamic_ruleset/latejoin/execute()
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var/mob/M = pick(candidates)
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assigned += M.mind
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M.mind.special_role = antag_flag
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M.mind.add_antag_datum(antag_datum)
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return TRUE
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//////////////////////////////////////////////
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// //
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// SYNDICATE TRAITORS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/latejoin/infiltrator
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name = "Syndicate Infiltrator"
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antag_datum = /datum/antagonist/traitor
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antag_flag = ROLE_TRAITOR
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protected_roles = list("Security Officer", "Warden", "Head of Personnel", "Detective", "Head of Security", "Captain")
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restricted_roles = list("AI","Cyborg")
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required_candidates = 1
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weight = 7
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cost = 5
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requirements = list(40,30,20,10,10,10,10,10,10,10)
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high_population_requirement = 10
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repeatable = TRUE
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flags = TRAITOR_RULESET
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//////////////////////////////////////////////
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// //
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// REVOLUTIONARY PROVOCATEUR //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/latejoin/provocateur
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name = "Provocateur"
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antag_datum = /datum/antagonist/rev/head
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antag_flag = ROLE_REV_HEAD
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antag_flag_override = ROLE_REV
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restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director")
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enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
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required_enemies = list(2,2,1,1,1,1,1,0,0,0)
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required_candidates = 1
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weight = 2
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cost = 20
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requirements = list(101,101,70,40,30,20,20,20,20,20)
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high_population_requirement = 50
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flags = HIGHLANDER_RULESET
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var/required_heads = 3
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/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
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if (forced)
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required_heads = 1
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if(!..())
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return FALSE
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var/head_check = 0
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for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (player.mind.assigned_role in GLOB.command_positions)
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head_check++
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return (head_check >= required_heads)
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/datum/dynamic_ruleset/latejoin/provocateur/execute()
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var/mob/M = pick(candidates)
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assigned += M.mind
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M.mind.special_role = antag_flag
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var/datum/antagonist/rev/head/new_head = new()
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new_head.give_flash = TRUE
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new_head.give_hud = TRUE
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new_head.remove_clumsy = TRUE
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new_head = M.mind.add_antag_datum(new_head)
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new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
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return TRUE
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