Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit265
This commit is contained in:
@@ -167,6 +167,7 @@ Credit where due:
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number_players -= 30
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starter_servants += round(number_players / 10)
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starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
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GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
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while(starter_servants)
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var/datum/mind/servant = antag_pick(antag_candidates)
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servants_to_serve += servant
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@@ -138,7 +138,7 @@
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var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
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slipper.signal_enabled = active
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/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1)
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/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
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if(active)
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if(iscarbon(thrower))
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var/mob/living/carbon/C = thrower
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@@ -29,10 +29,10 @@
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// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
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// 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.
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// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
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living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
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living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
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dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
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living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
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dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
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var/list/trimmed_list = L.Copy()
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@@ -126,7 +126,7 @@
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/datum/dynamic_ruleset/roundstart/changeling/execute()
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var/team_mode = FALSE
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if(prob(team_mode_probability))
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if(prob(team_mode_probability))
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team_mode = TRUE
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var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
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var/list/possible_team_objectives = list()
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@@ -174,14 +174,14 @@
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/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
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if(GLOB.wizardstart.len == 0)
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return FALSE
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var/mob/M = pick(candidates)
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if (M)
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candidates -= M
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assigned += M.mind
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M.mind.assigned_role = ROLE_WIZARD
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M.mind.special_role = ROLE_WIZARD
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return TRUE
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/datum/dynamic_ruleset/roundstart/wizard/execute()
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@@ -189,7 +189,7 @@
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M.current.forceMove(pick(GLOB.wizardstart))
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M.add_antag_datum(new antag_datum())
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return TRUE
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//////////////////////////////////////////////
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// //
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// BLOOD CULT //
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@@ -238,7 +238,7 @@
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var/datum/antagonist/cult/new_cultist = new antag_datum()
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new_cultist.cult_team = main_cult
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new_cultist.give_equipment = TRUE
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M.add_antag_datum(new_cultist)
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M.add_antag_datum(new_cultist)
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main_cult.setup_objectives()
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return TRUE
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@@ -390,7 +390,7 @@
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SSshuttle.registerHostileEnvironment(src)
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return TRUE
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/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
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if(check_rev_victory())
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finished = 1
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@@ -492,6 +492,7 @@
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number_players -= 30
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starter_servants += round(number_players / 10)
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starter_servants = min(starter_servants, 8)
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GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
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for (var/i in 1 to starter_servants)
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var/mob/servant = pick(candidates)
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candidates -= servant
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@@ -605,7 +606,7 @@
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high_population_requirement = 101
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var/devil_limit = 4 // Hard limit on devils if scaling is turned off
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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/datum/dynamic_ruleset/roundstart/devil/pre_execute()
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var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
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var/num_devils = 1
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@@ -31,7 +31,7 @@
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var/recommended_enemies = 0
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var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
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var/mob/living/living_antag_player = null
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var/list/datum/game_mode/replacementmode = null
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var/datum/game_mode/replacementmode = null
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var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
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var/reroll_friendly //During mode conversion only these are in the running
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var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
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