This commit is contained in:
Ghommie
2019-11-15 00:36:50 +01:00
447 changed files with 16075 additions and 3073 deletions
@@ -167,6 +167,7 @@ Credit where due:
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8) //max 8 servants (that sould only happen with a ton of players)
GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
while(starter_servants)
var/datum/mind/servant = antag_pick(antag_candidates)
servants_to_serve += servant
@@ -138,7 +138,7 @@
var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
slipper.signal_enabled = active
/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1)
/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback)
if(active)
if(iscarbon(thrower))
var/mob/living/carbon/C = thrower
@@ -29,10 +29,10 @@
// 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(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
@@ -126,7 +126,7 @@
/datum/dynamic_ruleset/roundstart/changeling/execute()
var/team_mode = FALSE
if(prob(team_mode_probability))
if(prob(team_mode_probability))
team_mode = TRUE
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
var/list/possible_team_objectives = list()
@@ -174,14 +174,14 @@
/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()
@@ -189,7 +189,7 @@
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
@@ -238,7 +238,7 @@
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)
M.add_antag_datum(new_cultist)
main_cult.setup_objectives()
return TRUE
@@ -390,7 +390,7 @@
SSshuttle.registerHostileEnvironment(src)
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
if(check_rev_victory())
finished = 1
@@ -492,6 +492,7 @@
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8)
GLOB.clockwork_vitality += 50 * starter_servants //some starter Vitality to help recover from initial fuck ups
for (var/i in 1 to starter_servants)
var/mob/servant = pick(candidates)
candidates -= servant
@@ -605,7 +606,7 @@
high_population_requirement = 101
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
var/num_devils = 1
+1 -1
View File
@@ -31,7 +31,7 @@
var/recommended_enemies = 0
var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
var/mob/living/living_antag_player = null
var/list/datum/game_mode/replacementmode = null
var/datum/game_mode/replacementmode = null
var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
var/reroll_friendly //During mode conversion only these are in the running
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