mafia update.

This commit is contained in:
LetterN
2021-09-11 11:38:15 +08:00
parent 237fdb9893
commit 791da1b9b4
7 changed files with 551 additions and 232 deletions
+7 -3
View File
@@ -207,6 +207,10 @@
message_admins("[key_name(src)] (job: [src.job ? "[src.job]" : "None"]) [is_special_character(src) ? "(ANTAG!) " : ""][ghosting ? "ghosted" : "committed suicide"] at [AREACOORD(src)].")
/mob/living/proc/canSuicide()
var/area/A = get_area(src)
if(A.area_flags & BLOCK_SUICIDE)
to_chat(src, span_warning("You can't commit suicide here! You can ghost if you'd like."))
return FALSE
if(!CONFIG_GET(flag/suicide_allowed))
to_chat(src, "Suicide is not enabled in the config.")
return FALSE
@@ -214,11 +218,11 @@
if(CONSCIOUS)
return TRUE
if(SOFT_CRIT)
to_chat(src, "You can't commit suicide while in a critical condition!")
to_chat(src, span_warning("You can't commit suicide while in a critical condition!"))
if(UNCONSCIOUS)
to_chat(src, "You need to be conscious to commit suicide!")
to_chat(src, span_warning("You need to be conscious to commit suicide!"))
if(DEAD)
to_chat(src, "You're already dead!")
to_chat(src, span_warning("You're already dead!"))
return
/mob/living/carbon/canSuicide()
+22 -6
View File
@@ -6,14 +6,16 @@
#define MAFIA_TEAM_SOLO "solo"
//types of town roles for random setup gen
/// assistants it's just assistants filling up the rest of the roles
/// Add this if you don't want a role to be a choice in the selection
#define TOWN_OVERFLOW "overflow"
/// roles that learn info about others in the game (chaplain, detective, psych)
#define TOWN_INVEST "invest"
/// roles that keep other roles safe (doctor, and weirdly enough lawyer counts)
/// roles that keep other roles safe (doctor, sec officer, and weirdly enough lawyer counts)
#define TOWN_PROTECT "protect"
/// roles that are only there to kill bad guys.
#define TOWN_KILLING "killing"
/// roles that don't fit into anything else (hop)
#define TOWN_MISC "misc"
#define TOWN_SUPPORT "support"
//other types (mafia team, neutrals)
/// normal vote kill changelings
@@ -25,6 +27,20 @@
/// role that upsets the game aka obsessed, usually worse for town than mafia but they can vote against mafia
#define NEUTRAL_DISRUPT "disrupt"
//role flags (special status of roles like detection immune)
///to all forms of detection, shows themselves as an assistant.
#define ROLE_UNDETECTABLE (1<<0)
///has the ability to kill at night and thus, blocks the game from ending with other teams alive.
#define ROLE_CAN_KILL (1<<1)
///can only be one in a randomly generated game
#define ROLE_UNIQUE (1<<2)
///role is public to all other players in the game.
#define ROLE_REVEALED (1<<3)
///can not be defended, protected, or any other form of protection. all kills succeed no matter what.
#define ROLE_VULNERABLE (1<<4)
///cannot perform any actions that night, preselected actions fail
#define ROLE_ROLEBLOCKED (1<<5)
#define MAFIA_PHASE_SETUP 1
#define MAFIA_PHASE_DAY 2
#define MAFIA_PHASE_VOTING 3
@@ -35,12 +51,12 @@
#define MAFIA_ALIVE 1
#define MAFIA_DEAD 2
#define COMSIG_MAFIA_ON_VISIT "mafia_onvisit"
#define MAFIA_VISIT_INTERRUPTED 1
#define COMSIG_MAFIA_ON_KILL "mafia_onkill"
#define MAFIA_PREVENT_KILL 1
#define COMSIG_MAFIA_CAN_PERFORM_ACTION "mafia_can_perform_action"
#define MAFIA_PREVENT_ACTION 1
//in order of events + game end
/// when the shutters fall, before the 45 second wait and night event resolution
+101 -64
View File
@@ -15,6 +15,8 @@
var/phase = MAFIA_PHASE_SETUP
///how long the game has gone on for, changes with every sunrise. day one, night one, day two, etc.
var/turn = 0
///if enabled, the game has fallen under half pop and is sped up
var/speed_up = FALSE
///for debugging and testing a full game, or adminbuse. If this is not empty, it will use this as a setup. clears when game is over
var/list/custom_setup = list()
///first day has no voting, and thus is shorter
@@ -187,8 +189,22 @@
turn += 1
phase = MAFIA_PHASE_DAY
if(!check_victory())
if(!speed_up)//lets check if the game should be sped up, if not already.
var/living_players = 0
for(var/i in all_roles)
var/datum/mafia_role/player = i
if(player.game_status == MAFIA_ALIVE)
living_players += 1
if(living_players < all_roles.len / 2)
speed_up = TRUE
send_message("<span class='bold notice'>With only [living_players] living players left, the game timers have been sped up.</span>")
day_phase_period /= 2
voting_phase_period /= 2
judgement_phase_period /= 2
judgement_lynch_period /= 2
night_phase_period /= 2
if(turn == 1)
send_message("<span class='notice'><b>The selected map is [current_map.name]!</b></br>[current_map.description]</span>")
send_message(span_notice("<b>The selected map is [current_map.name]!</b></br>[current_map.description]"))
send_message("<b>Day [turn] started! There is no voting on the first day. Say hello to everybody!</b>")
next_phase_timer = addtimer(CALLBACK(src,.proc/check_trial, FALSE),first_day_phase_period,TIMER_STOPPABLE) //no voting period = no votes = instant night
else
@@ -257,19 +273,19 @@
/datum/mafia_controller/proc/lynch()
for(var/i in judgement_innocent_votes)
var/datum/mafia_role/role = i
send_message("<span class='green'>[role.body.real_name] voted innocent.</span>")
send_message(span_green("[role.body.real_name] voted innocent."))
for(var/ii in judgement_abstain_votes)
var/datum/mafia_role/role = ii
send_message("<span class='comradio'>[role.body.real_name] abstained.</span>")
send_message(span_comradio("[role.body.real_name] abstained."))
for(var/iii in judgement_guilty_votes)
var/datum/mafia_role/role = iii
send_message("<span class='red'>[role.body.real_name] voted guilty.</span>")
send_message(span_red("[role.body.real_name] voted guilty."))
if(judgement_guilty_votes.len > judgement_innocent_votes.len) //strictly need majority guilty to lynch
send_message("<span class='red'><b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b></span>")
on_trial.kill(src, lynch = TRUE)
send_message(span_red("<b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b>"))
on_trial.kill(src,lynch = TRUE)
addtimer(CALLBACK(src, .proc/send_home, on_trial),judgement_lynch_period)
else
send_message("<span class='green'><b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b></span>")
send_message(span_green("<b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b>"))
on_trial.body.forceMove(get_turf(on_trial.assigned_landmark))
on_trial = null
//day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else
@@ -300,11 +316,14 @@
var/list/total_town = list()
var/list/total_mafia = list()
var/alive_town = 0
//voting power of town + solos (since they don't want mafia to overpower)
var/anti_mafia_power = 0
//voting power of mafia (greater than anti mafia power + team end not blocked = mafia victory)
var/alive_mafia = 0
var/list/solos_to_ask = list() //need to ask after because first round is counting team sizes
var/list/total_victors = list() //if this list gets filled with anyone, they win. list because side antags can with with people
var/blocked_victory = FALSE //if a solo antagonist is stopping the town or mafia from finishing the game.
var/town_can_kill = FALSE //Town has a killing role and it cannot allow mafia to win
///PHASE ONE: TALLY UP ALL NUMBERS OF PEOPLE STILL ALIVE
@@ -313,23 +332,24 @@
if(MAFIA_TEAM_MAFIA)
total_mafia += R
if(R.game_status == MAFIA_ALIVE)
alive_mafia += R.vote_power
alive_mafia += R.vote_potential
if(MAFIA_TEAM_TOWN)
total_town += R
if(R.game_status == MAFIA_ALIVE)
alive_town += R.vote_power
anti_mafia_power += R.vote_potential
if(R.role_flags & ROLE_CAN_KILL) //the game cannot autoresolve with killing roles (unless a solo wins anyways, like traitors who are immune)
town_can_kill = TRUE
if(MAFIA_TEAM_SOLO)
if(R.game_status == MAFIA_ALIVE)
if(R.solo_counts_as_town)
alive_town += R.vote_power
anti_mafia_power += R.vote_potential
solos_to_ask += R
///PHASE TWO: SEND STATS TO SOLO ANTAGS, SEE IF THEY WON OR TEAMS CANNOT WIN
for(var/datum/mafia_role/solo in solos_to_ask)
if(solo.check_total_victory(alive_town, alive_mafia))
if(solo.check_total_victory(anti_mafia_power, alive_mafia))
total_victors += solo
if(solo.block_team_victory(alive_town, alive_mafia))
if(solo.block_team_victory(anti_mafia_power, alive_mafia))
blocked_victory = TRUE
//solo victories!
@@ -348,7 +368,7 @@
award_role(townie.winner_award, townie)
start_the_end("<span class='big green'>!! TOWN VICTORY !!</span>")
return TRUE
else if(alive_mafia >= alive_town) //guess could change if town nightkill is added
else if(alive_mafia >= anti_mafia_power && !town_can_kill)
start_the_end("<span class='big red'>!! MAFIA VICTORY !!</span>")
for(var/datum/mafia_role/changeling in total_mafia)
award_role(changeling.winner_award, changeling)
@@ -396,6 +416,13 @@
custom_setup = list()
turn = 0
votes = list()
day_phase_period = initial(day_phase_period)
voting_phase_period = initial(voting_phase_period)
judgement_phase_period = initial(judgement_phase_period)
judgement_lynch_period = initial(judgement_lynch_period)
night_phase_period = initial(night_phase_period)
//map gen does not deal with landmarks
QDEL_LIST(landmarks)
QDEL_NULL(town_center_landmark)
@@ -451,14 +478,15 @@
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_START)
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_ACTION_PHASE)
//resolve mafia kill, todo unsnowflake this
var/datum/mafia_role/R = get_vote_winner("Mafia")
if(R)
var/datum/mafia_role/victim = get_vote_winner("Mafia")
if(victim)
var/datum/mafia_role/killer = get_random_voter("Mafia")
if(SEND_SIGNAL(killer,COMSIG_MAFIA_CAN_PERFORM_ACTION,src,"mafia killing",R) & MAFIA_PREVENT_ACTION)
send_message("<span class='danger'>[killer.body.real_name] was unable to attack [R.body.real_name] tonight!</span>",MAFIA_TEAM_MAFIA)
if(!victim.can_action(src, killer, "changeling murder"))
send_message(span_danger("[killer.body.real_name] was unable to attack [victim.body.real_name] tonight!"),MAFIA_TEAM_MAFIA)
else
send_message("<span class='danger'>[killer.body.real_name] has attacked [R.body.real_name]!</span>",MAFIA_TEAM_MAFIA)
R.kill(src)
send_message(span_danger("[killer.body.real_name] has attacked [victim.body.real_name]!"),MAFIA_TEAM_MAFIA)
if(victim.kill(src,killer,lynch=FALSE))
to_chat(victim.body, span_userdanger("You have been killed by a Changeling!"))
reset_votes("Mafia")
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_KILL_PHASE)
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_END)
@@ -485,14 +513,14 @@
else
votes[vote_type][voter] = target
if(old_vote && old_vote == target)
send_message("<span class='notice'>[voter.body.real_name] retracts their vote for [target.body.real_name]!</span>", team = teams)
send_message(span_notice("[voter.body.real_name] retracts their vote for [target.body.real_name]!"), team = teams)
else
send_message("<span class='notice'>[voter.body.real_name] voted for [target.body.real_name]!</span>",team = teams)
send_message(span_notice("[voter.body.real_name] voted for [target.body.real_name]!"),team = teams)
if(!teams)
target.body.update_icon() //Update the vote display if it's a public vote
target.body.update_appearance() //Update the vote display if it's a public vote
var/datum/mafia_role/old = old_vote
if(old)
old.body.update_icon()
old.body.update_appearance()
/**
* Clears out the votes of a certain type (day votes, mafia kill votes) while leaving others untouched
@@ -504,7 +532,7 @@
bodies_to_update += R.body
votes[vote_type] = list()
for(var/mob/M in bodies_to_update)
M.update_icon()
M.update_appearance()
/**
* Returns how many people voted for the role, in whatever vote (day vote, night kill vote)
@@ -571,6 +599,9 @@
/datum/mafia_controller/proc/create_bodies()
for(var/datum/mafia_role/role in all_roles)
var/mob/living/carbon/human/H = new(get_turf(role.assigned_landmark))
ADD_TRAIT(H, TRAIT_NOFIRE, MAFIA_TRAIT)
ADD_TRAIT(H, TRAIT_NOBREATH, MAFIA_TRAIT)
// ADD_TRAIT(H, TRAIT_CANNOT_CRYSTALIZE, MAFIA_TRAIT) freon tomfoolery
H.equipOutfit(player_outfit)
H.status_flags |= GODMODE
RegisterSignal(H,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/display_votes)
@@ -707,6 +738,7 @@
if(role_count > 0)
debug_setup[found_path] = role_count
custom_setup = debug_setup
try_autostart()//don't worry, this fails if there's a game in progress
if("cancel_setup")
custom_setup = list()
switch(action) //both living and dead
@@ -723,28 +755,28 @@
switch(action)
if("mf_signup")
if(!SSticker.HasRoundStarted())
to_chat(usr, "<span class='warning'>Wait for the round to start.</span>")
to_chat(usr, span_warning("Wait for the round to start."))
return
if(GLOB.mafia_signup[C.ckey])
GLOB.mafia_signup -= C.ckey
to_chat(usr, "<span class='notice'>You unregister from Mafia.</span>")
to_chat(usr, span_notice("You unregister from Mafia."))
return TRUE
else
GLOB.mafia_signup[C.ckey] = C
to_chat(usr, "<span class='notice'>You sign up for Mafia.</span>")
to_chat(usr, span_notice("You sign up for Mafia."))
if(phase == MAFIA_PHASE_SETUP)
check_signups()
try_autostart()
return TRUE
if("mf_spectate")
if(C.ckey in spectators)
to_chat(usr, "<span class='notice'>You will no longer get messages from the game.</span>")
to_chat(usr, span_notice("You will no longer get messages from the game."))
spectators -= C.ckey
else
to_chat(usr, "<span class='notice'>You will now get messages from the game.</span>")
to_chat(usr, span_notice("You will now get messages from the game."))
spectators += C.ckey
return TRUE
if(user_role.game_status == MAFIA_DEAD)
if(user_role && user_role.game_status == MAFIA_DEAD)
return
//User actions (just living)
switch(action)
@@ -814,58 +846,59 @@
. += L[key]
/**
* Returns a semirandom setup, with...
* Town, Two invest roles, one protect role, sometimes a misc role, and the rest assistants for town.
* Mafia, 2 normal mafia and one special.
* Neutral, two disruption roles, sometimes one is a killing.
* Returns a semirandom setup with 12 roles. balance not guaranteed!
*
* See _defines.dm in the mafia folder for a rundown on what these groups of roles include.
* please check the variables at the top of the proc to see how much of each role types it picks
*/
/datum/mafia_controller/proc/generate_random_setup()
var/invests_left = 2
var/protects_left = 1
var/miscs_left = prob(35)
var/protects_left = 2
var/killings_left = 1
var/supports_left = 2
var/mafiareg_left = 2
var/mafiaspe_left = 1
var/killing_role = prob(50)
var/disruptors = killing_role ? 1 : 2 //still required to calculate overflow
var/overflow_left = max_player - (invests_left + protects_left + miscs_left + mafiareg_left + mafiaspe_left + killing_role + disruptors)
// if there is one killing role, there will be less disruptors
var/neutral_killing_role = prob(50)
var/list/random_setup = list()
var/list/unique_roles_added = list()
for(var/i in 1 to max_player) //should match the number of roles to add
if(overflow_left)
add_setup_role(random_setup, TOWN_OVERFLOW)
overflow_left--
else if(invests_left)
add_setup_role(random_setup, TOWN_INVEST)
if(invests_left)
add_setup_role(random_setup, unique_roles_added, TOWN_INVEST)
invests_left--
else if(protects_left)
add_setup_role(random_setup, TOWN_PROTECT)
add_setup_role(random_setup, unique_roles_added, TOWN_PROTECT)
protects_left--
else if(miscs_left)
add_setup_role(random_setup, TOWN_MISC)
miscs_left--
else if(killings_left)
add_setup_role(random_setup, unique_roles_added, TOWN_KILLING)
killings_left--
else if(supports_left)
add_setup_role(random_setup, unique_roles_added, TOWN_SUPPORT)
supports_left--
else if(mafiareg_left)
add_setup_role(random_setup, MAFIA_REGULAR)
add_setup_role(random_setup, unique_roles_added, MAFIA_REGULAR)
mafiareg_left--
else if(mafiaspe_left)
add_setup_role(random_setup, MAFIA_SPECIAL)
add_setup_role(random_setup, unique_roles_added, MAFIA_SPECIAL)
mafiaspe_left--
else if(killing_role)
add_setup_role(random_setup, NEUTRAL_KILL)
killing_role--
else if(neutral_killing_role)
add_setup_role(random_setup, unique_roles_added, NEUTRAL_KILL)
neutral_killing_role--
else
add_setup_role(random_setup, NEUTRAL_DISRUPT)
add_setup_role(random_setup, unique_roles_added, NEUTRAL_DISRUPT)
debug = random_setup
return random_setup
/**
* Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one
* Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one. unique roles can only get added once.
*/
/datum/mafia_controller/proc/add_setup_role(setup_list, wanted_role_type)
/datum/mafia_controller/proc/add_setup_role(setup_list, banned_roles, wanted_role_type)
var/list/role_type_paths = list()
for(var/path in typesof(/datum/mafia_role))
var/datum/mafia_role/instance = path
if(initial(instance.role_type) == wanted_role_type)
if(initial(instance.role_type) == wanted_role_type && !(path in banned_roles))
role_type_paths += instance
var/mafia_path = pick(role_type_paths)
@@ -880,6 +913,8 @@
setup_list[found_role] += 1
return
setup_list[mafia_path] = 1
if(initial(mafia_path_type.role_flags) & ROLE_UNIQUE) //check to see if we should no longer consider this okay to add to the game
banned_roles += mafia_path
/**
* Called when enough players have signed up to fill a setup. DOESN'T NECESSARILY MEAN THE GAME WILL START.
@@ -893,6 +928,8 @@
var/list/setup = custom_setup
if(!setup.len)
req_players = max_player //MAFIA_MAX_PLAYER_COUNT
else if(low_pop_mode)
req_players = required_player
else
req_players = assoc_value_sum(setup)
@@ -909,10 +946,10 @@
GLOB.mafia_signup -= key //not valid to play when we checked so remove them from signups
//if there were not enough players, don't start. we already trimmed the list to now hold only valid signups
if(length(possible_keys) < req_players)
return
else //hacky implementation of max players
req_players = clamp(length(possible_keys), 1, max_player)
req_players = clamp(length(possible_keys), required_player, max_player)
//if there were too many players, still start but only make filtered keys as big as it needs to be (cut excess)
//also removes people who do get into final player list from the signup so they have to sign up again when game ends
@@ -923,8 +960,8 @@
//small message about not getting into this game for clarity on why they didn't get in
for(var/unpicked in possible_keys)
var/client/unpicked_client = GLOB.directory[unpicked]
to_chat(unpicked_client, "<span class='danger'>Sorry, the starting mafia game has too many players and you were not picked.</span>")
to_chat(unpicked_client, "<span class='warning'>You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.</span>")
to_chat(unpicked_client, span_danger("Sorry, the starting mafia game has too many players and you were not picked."))
to_chat(unpicked_client, span_warning("You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes."))
if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start.
setup = generate_random_setup()
+2 -2
View File
@@ -33,7 +33,7 @@
requires_power = FALSE
has_gravity = STANDARD_GRAVITY
flags_1 = NONE
// block_suicide = TRUE
area_flags = BLOCK_SUICIDE | UNIQUE_AREA
/datum/map_template/mafia
var/description = ""
@@ -75,5 +75,5 @@
/datum/map_template/mafia/reebe
name = "Reebe"
description = "Trouble in Reebe station! Copypaste guranteed by ClockCo&trade;"
description = "Based of the place known as <i>reebee</i>. Syndicate spies have infiltrated and everyone has to find out who's who before they destroy the ark!"
mappath = "_maps/map_files/Mafia/mafia_reebe.dmm"
+32 -3
View File
@@ -30,6 +30,11 @@
uniform = /obj/item/clothing/under/suit/black
shoes = /obj/item/clothing/shoes/laceup
/datum/outfit/mafia/chaplain
name = "Mafia Chaplain"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
/datum/outfit/mafia/md
name = "Mafia Medical Doctor"
@@ -37,10 +42,14 @@
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat
/datum/outfit/mafia/chaplain
name = "Mafia Chaplain"
/datum/outfit/mafia/security
name = "Mafia Security Officer"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
uniform = /obj/item/clothing/under/rank/security/officer
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/helmet/sec
suit = /obj/item/clothing/suit/armor/vest/alt
shoes = /obj/item/clothing/shoes/jackboots
/datum/outfit/mafia/lawyer
name = "Mafia Lawyer"
@@ -58,6 +67,26 @@
head = /obj/item/clothing/head/hopcap
glasses = /obj/item/clothing/glasses/sunglasses
/datum/outfit/mafia/hos
name = "Mafia Head of Security"
uniform = /obj/item/clothing/under/rank/security/head_of_security
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/beret/sec
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
/datum/outfit/mafia/warden
name = "Mafia Warden"
uniform = /obj/item/clothing/under/rank/security/warden
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/vest/warden/alt
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/warden
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
//mafia
/datum/outfit/mafia/changeling
+385 -154
View File
@@ -10,19 +10,21 @@
var/mob/living/carbon/human/body
var/obj/effect/landmark/mafia/assigned_landmark
///how many votes submitted when you vote.
///role flags (special status of roles like detection immune)
var/role_flags = NONE
///how many votes submitted when you vote. used in voting, but not victory
var/vote_power = 1
var/detect_immune = FALSE
var/revealed = FALSE
var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant //the assistants need a special path to call out they were in fact assistant, everything else can just use job equipment
//action = uses
///how many votes your role COULD count for, now or later. used in checking victory
var/vote_potential = 1
///what they get equipped with when they are revealed
var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant
///action = uses
var/list/actions = list()
var/list/targeted_actions = list()
//what the role gets when it wins a game
///what the role gets when it wins a game
var/winner_award = /datum/award/achievement/mafia/assistant
//so mafia have to also kill them to have a majority
var/solo_counts_as_town = FALSE //(don't set this for town)
///so mafia have to also kill them to have a majority
var/game_status = MAFIA_ALIVE
///icon state in the mafia dmi of the hud of the role, used in the mafia ui
@@ -38,8 +40,30 @@
/datum/mafia_role/New(datum/mafia_controller/game)
. = ..()
/datum/mafia_role/proc/kill(datum/mafia_controller/game,lynch=FALSE)
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,lynch) & MAFIA_PREVENT_KILL)
/**
* Tests if a visitor can actually perform an action on this role. Verbose on purpose!
*
* Will return false if: Your visit is roleblocked, they have perished, or your visit was interrupted
*/
/datum/mafia_role/proc/can_action(datum/mafia_controller/game, datum/mafia_role/visitor, action)
if(role_flags & ROLE_ROLEBLOCKED)
to_chat(visitor,span_danger("Your [action] was blocked!"))
return FALSE
if(game_status != MAFIA_ALIVE) //They're already dead
to_chat(visitor,span_danger("[body.real_name] perished before you could visit!"))
return FALSE
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_VISIT,game,visitor) & MAFIA_VISIT_INTERRUPTED) //visited a warden. something that prevents you by visiting that person
to_chat(visitor,span_danger("Your [action] was interrupted!"))
return FALSE
return TRUE
/**
* Tests kill immunities, if nothing prevents the kill, kills this role.
*
* Does not count as visiting, see visit proc.
*/
/datum/mafia_role/proc/kill(datum/mafia_controller/game, datum/mafia_role/attacker, lynch=FALSE)
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,attacker,lynch) & MAFIA_PREVENT_KILL)
return FALSE
game_status = MAFIA_DEAD
body.death()
@@ -55,19 +79,19 @@
/datum/mafia_role/proc/greet()
SEND_SOUND(body, 'sound/ambience/ambifailure.ogg')
to_chat(body,"<span class='danger'>You are the [name].</span>")
to_chat(body,"<span class='danger'>[desc]</span>")
to_chat(body,span_danger("You are the [name]."))
to_chat(body,span_danger("[desc]"))
switch(team)
if(MAFIA_TEAM_MAFIA)
to_chat(body,"<span class='danger'>You and your co-conspirators win if you outnumber crewmembers.</span>")
to_chat(body,span_danger("You and your co-conspirators win if you outnumber crewmembers."))
if(MAFIA_TEAM_TOWN)
to_chat(body,"<span class='danger'>You are a crewmember. Find out and lynch the changelings!</span>")
to_chat(body,span_danger("You are a crewmember. Find out and lynch the changelings!"))
if(MAFIA_TEAM_SOLO)
to_chat(body,"<span class='danger'>You are not aligned to town or mafia. Accomplish your own objectives!</span>")
to_chat(body, "<b>Be sure to read <a href=\"https://tgstation13.org/wiki/Mafia\">the wiki page</a> to learn more, if you have no idea what's going on.</b>")
to_chat(body,span_danger("You are not aligned to town or mafia. Accomplish your own objectives!"))
to_chat(body, "<span class='warningplain'><b>Be sure to read <a href=\"https://tgstation13.org/wiki/Mafia\">the wiki page</a> to learn more, if you have no idea what's going on.</b></span>")
/datum/mafia_role/proc/reveal_role(datum/mafia_controller/game, verbose = FALSE)
if(revealed)
if((role_flags & ROLE_REVEALED))
return
if(verbose)
game.send_message("<span class='big bold notice'>It is revealed that the true role of [body] [game_status == MAFIA_ALIVE ? "is" : "was"] [name]!</span>")
@@ -76,7 +100,7 @@
qdel(thing)
special_reveal_equip(game)
body.equipOutfit(revealed_outfit)
revealed = TRUE
role_flags |= ROLE_REVEALED
/datum/mafia_role/proc/special_reveal_equip(datum/mafia_controller/game)
return
@@ -85,7 +109,7 @@
return
/datum/mafia_role/proc/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,action,target) & MAFIA_PREVENT_ACTION)
if((role_flags & ROLE_ROLEBLOCKED))
return FALSE
return TRUE
@@ -114,9 +138,9 @@
team_desc = "Nobody"
team_span = "comradio"
the = FALSE
result += "<span class='notice'>The <span class='bold'>[name]</span> is aligned with [the ? "the " : ""]<span class='[team_span]'>[team_desc]</span></span>"
result += span_notice("The [span_bold("[name]")] is aligned with [the ? "the " : ""]<span class='[team_span]'>[team_desc]</span>")
result += "<span class='bold notice'>\"[desc]\"</span>"
result += "<span class='notice'>[name] wins when they [win_condition]</span>"
result += span_notice("[name] wins when they [win_condition]")
to_chat(clueless, result.Join("</br>"))
/datum/mafia_role/detective
@@ -145,35 +169,39 @@
/datum/mafia_role/detective/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,"<span class='warning'>You can only investigate alive people.</span>")
to_chat(body,span_warning("You can only investigate alive people."))
return
to_chat(body,"<span class='warning'>You will investigate [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will investigate [target.body.real_name] tonight."))
current_investigation = target
/datum/mafia_role/detective/proc/investigate(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_investigation)
return
var/datum/mafia_role/target = current_investigation
if(target)
if(target.detect_immune)
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is a true member of the station.</span>")
add_note("N[game.turn] - [target.body.real_name] - Town")
else
var/team_text
var/fluff
switch(target.team)
if(MAFIA_TEAM_TOWN)
team_text = "Town"
fluff = "a true member of the station."
if(MAFIA_TEAM_MAFIA)
team_text = "Mafia"
fluff = "an unfeeling, hideous changeling!"
if(MAFIA_TEAM_SOLO)
team_text = "Solo"
fluff = "a rogue, with their own objectives..."
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is [fluff]</span>")
add_note("N[game.turn] - [target.body.real_name] - [team_text]")
current_investigation = null
if(!target.can_action(game, src, "investigation"))
return
if((target.role_flags & ROLE_UNDETECTABLE))
to_chat(body,span_warning("Your investigations reveal that [target.body.real_name] is a true member of the station."))
add_note("N[game.turn] - [target.body.real_name] - Town")
else
var/team_text
var/fluff
switch(target.team)
if(MAFIA_TEAM_TOWN)
team_text = "Town"
fluff = "a true member of the station."
if(MAFIA_TEAM_MAFIA)
team_text = "Mafia"
fluff = "an unfeeling, hideous changeling!"
if(MAFIA_TEAM_SOLO)
team_text = "Solo"
fluff = "a rogue, with their own objectives..."
to_chat(body,span_warning("Your investigations reveal that [target.body.real_name] is [fluff]"))
add_note("N[game.turn] - [target.body.real_name] - [team_text]")
/datum/mafia_role/psychologist
name = "Psychologist"
@@ -195,25 +223,27 @@
/datum/mafia_role/psychologist/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target.revealed || target == src)
if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || (target.role_flags & ROLE_REVEALED) || target == src)
return FALSE
/datum/mafia_role/psychologist/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
to_chat(body,"<span class='warning'>You will reveal [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will reveal [target.body.real_name] tonight."))
current_target = target
/datum/mafia_role/psychologist/proc/therapy_reveal(datum/mafia_controller/game)
SIGNAL_HANDLER
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"reveal",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by a lawyer.
current_target = null
if(current_target)
add_note("N[game.turn] - [current_target.body.real_name] - Revealed true identity")
to_chat(body,"<span class='warning'>You have revealed the true nature of the [current_target]!</span>")
current_target.reveal_role(game, verbose = TRUE)
current_target = null
can_use = FALSE
if(!current_target)
return
var/datum/mafia_role/target = current_target
current_target = null
if(!target.can_action(game, src, "role reveal"))
return
add_note("N[game.turn] - [target.body.real_name] - Revealed true identity")
to_chat(body,span_warning("You have revealed the true nature of the [target]!"))
target.reveal_role(game, verbose = TRUE)
can_use = FALSE
/datum/mafia_role/chaplain
name = "Chaplain"
@@ -225,7 +255,7 @@
winner_award = /datum/award/achievement/mafia/chaplain
targeted_actions = list("Pray")
var/current_target
var/datum/mafia_role/current_target
/datum/mafia_role/chaplain/New(datum/mafia_controller/game)
. = ..()
@@ -235,25 +265,29 @@
. = ..()
if(!.)
return
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !target.revealed
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !(target.role_flags & ROLE_REVEALED)
/datum/mafia_role/chaplain/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
to_chat(body,"<span class='warning'>You will commune with the spirit of [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will commune with the spirit of [target.body.real_name] tonight."))
current_target = target
/datum/mafia_role/chaplain/proc/commune(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_target)
return
var/datum/mafia_role/target = current_target
current_target = null
if(!target.can_action(game, src, "communion"))
return
if(target)
to_chat(body,"<span class='warning'>You invoke spirit of [target.body.real_name] and learn their role was <b>[target.name]<b>.</span>")
to_chat(body,span_warning("You invoke spirit of [target.body.real_name] and learn their role was <b>[target.name]<b>."))
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
current_target = null
/datum/mafia_role/md
name = "Medical Doctor"
desc = "You can protect a single person each night from killing."
revealed_outfit = /datum/outfit/mafia/md // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
revealed_outfit = /datum/outfit/mafia/md
role_type = TOWN_PROTECT
hud_icon = "hudmedicaldoctor"
revealed_icon = "medicaldoctor"
@@ -271,29 +305,38 @@
. = ..()
if(!.)
return
if(target.name == "Head of Personnel" && target.revealed)
if((target.role_flags & ROLE_VULNERABLE) && (target.role_flags & ROLE_REVEALED)) //do not give the option to protect roles that your protection will fail on
return FALSE
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/md/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,"<span class='warning'>You can only protect alive people.</span>")
to_chat(body,span_warning("You can only protect alive people."))
return
to_chat(body,"<span class='warning'>You will protect [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will protect [target.body.real_name] tonight."))
current_protected = target
/datum/mafia_role/md/proc/protect(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_protected)
RegisterSignal(current_protected,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
add_note("N[game.turn] - Protected [current_protected.body.real_name]")
if(!current_protected)
return
var/datum/mafia_role/target = current_protected
//current protected is unset at the end, as this action ends at a different phase
if(!target.can_action(game, src, "medical assistance"))
return
/datum/mafia_role/md/proc/prevent_kill(datum/source)
RegisterSignal(target,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
add_note("N[game.turn] - Protected [target.body.real_name]")
/datum/mafia_role/md/proc/prevent_kill(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,"<span class='warning'>The person you protected tonight was attacked!</span>")
to_chat(current_protected.body,"<span class='userdanger'>You were attacked last night, but someone nursed you back to life!</span>")
if((current_protected.role_flags & ROLE_VULNERABLE))
to_chat(body,span_warning("The person you protected could not be saved."))
return
to_chat(body,span_warning("The person you protected tonight was attacked!"))
to_chat(current_protected.body,span_greentext("You were attacked last night, but someone nursed you back to life!"))
return MAFIA_PREVENT_KILL
/datum/mafia_role/md/proc/end_protection(datum/mafia_controller/game)
@@ -303,11 +346,77 @@
UnregisterSignal(current_protected,COMSIG_MAFIA_ON_KILL)
current_protected = null
/datum/mafia_role/officer
name = "Security Officer"
desc = "You can protect a single person each night. If they are attacked, you will retaliate, killing yourself and the attacker."
revealed_outfit = /datum/outfit/mafia/security
revealed_icon = "securityofficer"
hud_icon = "hudsecurityofficer"
role_type = TOWN_PROTECT
role_flags = ROLE_CAN_KILL
winner_award = /datum/award/achievement/mafia/officer
targeted_actions = list("Defend")
var/datum/mafia_role/current_defended
/datum/mafia_role/officer/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/defend)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/end_defense)
/datum/mafia_role/officer/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
. = ..()
if(!.)
return
if((role_flags & ROLE_VULNERABLE) && (target.role_flags & ROLE_REVEALED)) //do not give the option to protect roles that your protection will fail on
return FALSE
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/officer/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,span_warning("You can only defend alive people."))
return
to_chat(body,span_warning("You will defend [target.body.real_name] tonight."))
current_defended = target
/datum/mafia_role/officer/proc/defend(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_defended)
return
var/datum/mafia_role/target = current_defended
//current defended is unset at the end, as this action ends at a different phase
if(!target.can_action(game, src, "security patrol"))
return
if(target)
RegisterSignal(target,COMSIG_MAFIA_ON_KILL,.proc/retaliate)
add_note("N[game.turn] - Defended [target.body.real_name]")
/datum/mafia_role/officer/proc/retaliate(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if((current_defended.role_flags & ROLE_VULNERABLE))
to_chat(body,span_warning("The person you defended could not be saved. You could not attack the killer."))
return
to_chat(body,span_userdanger("The person you defended tonight was attacked!"))
to_chat(current_defended.body,span_userdanger("You were attacked last night, but security fought off the attacker!"))
if(attacker.kill(game,src,FALSE)) //you attack the attacker
to_chat(attacker.body, span_userdanger("You have been ambushed by Security!"))
kill(game,attacker,FALSE) //the attacker attacks you, they were able to attack the target so they can attack you.
return MAFIA_PREVENT_KILL
/datum/mafia_role/officer/proc/end_defense(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_defended)
UnregisterSignal(current_defended,COMSIG_MAFIA_ON_KILL)
current_defended = null
/datum/mafia_role/lawyer
name = "Lawyer"
desc = "You can choose a person during the day to provide extensive legal advice to during the night, preventing night actions."
revealed_outfit = /datum/outfit/mafia/lawyer
role_type = TOWN_PROTECT
role_type = TOWN_SUPPORT
hud_icon = "hudlawyer"
revealed_icon = "lawyer"
winner_award = /datum/award/achievement/mafia/lawyer
@@ -317,23 +426,30 @@
/datum/mafia_role/lawyer/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock_text)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_START,.proc/try_to_roleblock)
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/release)
/datum/mafia_role/lawyer/proc/roleblock_text(datum/mafia_controller/game)
/datum/mafia_role/lawyer/proc/roleblock(datum/mafia_controller/game)
SIGNAL_HANDLER
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"roleblock",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by another lawyer.
if(!current_target)
return
var/datum/mafia_role/target = current_target
if(!target.can_action(game, src, "roleblock")) //roleblocking a warden moment
current_target = null
if(current_target)
to_chat(current_target.body,"<span class='big bold red'>YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.</span>")
add_note("N[game.turn] - [current_target.body.real_name] - Blocked")
return
to_chat(target.body,"<span class='big bold red'>YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.</span>")
add_note("N[game.turn] - [target.body.real_name] - Blocked")
target.role_flags |= ROLE_ROLEBLOCKED
/datum/mafia_role/lawyer/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!.)
return FALSE
if(target == src)
return FALSE
if(game.phase == MAFIA_PHASE_NIGHT)
return FALSE
if(target.game_status != MAFIA_ALIVE)
@@ -343,53 +459,164 @@
. = ..()
if(target == current_target)
current_target = null
to_chat(body,"<span class='warning'>You have decided against blocking anyone tonight.</span>")
to_chat(body,span_warning("You have decided against blocking anyone tonight."))
else
current_target = target
to_chat(body,"<span class='warning'>You will block [target.body.real_name] tonight.</span>")
/datum/mafia_role/lawyer/proc/try_to_roleblock(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_target)
RegisterSignal(current_target,COMSIG_MAFIA_CAN_PERFORM_ACTION, .proc/prevent_action)
to_chat(body,span_warning("You will block [target.body.real_name] tonight."))
/datum/mafia_role/lawyer/proc/release(datum/mafia_controller/game)
SIGNAL_HANDLER
. = ..()
if(current_target)
UnregisterSignal(current_target, COMSIG_MAFIA_CAN_PERFORM_ACTION)
current_target.role_flags &= ~ROLE_ROLEBLOCKED
current_target = null
/datum/mafia_role/lawyer/proc/prevent_action(datum/source)
SIGNAL_HANDLER
if(game_status == MAFIA_ALIVE) //in case we got killed while imprisoning sk - bad luck edge
return MAFIA_PREVENT_ACTION
/datum/mafia_role/hop
name = "Head of Personnel"
desc = "You can reveal yourself once per game, tripling your vote power but becoming unable to be protected!"
revealed_outfit = /datum/outfit/mafia/hop
role_type = TOWN_MISC
role_type = TOWN_SUPPORT
role_flags = ROLE_UNIQUE
hud_icon = "hudheadofpersonnel"
revealed_icon = "headofpersonnel"
revealed_outfit = /datum/outfit/mafia/hop
winner_award = /datum/award/achievement/mafia/hop
targeted_actions = list("Reveal")
vote_potential = 3
/datum/mafia_role/hop/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || revealed)
if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || (role_flags & ROLE_REVEALED))
return FALSE
/datum/mafia_role/hop/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
reveal_role(game, TRUE)
vote_power = 2
role_flags |= ROLE_VULNERABLE
vote_power = 3
///MAFIA ROLES/// only one until i rework this to allow more, they're the "anti-town" working to kill off townies to win
/datum/mafia_role/hos
name = "Head of Security"
desc = "You can decide to execute during the night, visiting someone killing, and revealing them. If they are innocent, you will die at the start of the next night."
role_type = TOWN_KILLING
role_flags = ROLE_CAN_KILL | ROLE_UNIQUE
revealed_outfit = /datum/outfit/mafia/hos
revealed_icon = "headofsecurity"
hud_icon = "hudheadofsecurity"
winner_award = /datum/award/achievement/mafia/hos
targeted_actions = list("Execute")
var/datum/mafia_role/execute_target
/datum/mafia_role/hos/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/execute)
/datum/mafia_role/hos/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
. = ..()
if(!.)
return
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/hos/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(execute_target == target)
to_chat(body,span_warning("You have decided against executing tonight."))
to_chat(body,span_warning("You have decided to execute [target.body.real_name] tonight."))
execute_target = target
/datum/mafia_role/hos/proc/execute(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!execute_target)
return
var/datum/mafia_role/target = execute_target
execute_target = null
if(!target.can_action(game, src, "execution")) //roleblocking a warden moment
return
if(!target.kill(game,src,FALSE))//protection
to_chat(body,span_danger("Your attempt at executing [target.body.real_name] was prevented, or [target.body.real_name] is immune!"))
else
to_chat(target.body, span_userdanger("You have been executed by the Head of Security!"))
target.reveal_role(game, verbose = TRUE)
if(target.team == MAFIA_TEAM_TOWN)
to_chat(body,span_userdanger("You have killed an innocent crewmember. You will die tomorrow night."))
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/internal_affairs)
role_flags |= ROLE_VULNERABLE
/datum/mafia_role/hos/proc/internal_affairs(datum/mafia_controller/game)
to_chat(body,span_userdanger("You have been killed by Nanotrasen Internal Affairs!"))
reveal_role(game, verbose = TRUE)
kill(game,src,FALSE) //you technically kill yourself but that shouldn't matter
//just helps read better
#define WARDEN_NOT_LOCKDOWN 0//will NOT kill visitors tonight
#define WARDEN_WILL_LOCKDOWN 1 //will kill visitors tonight
/datum/mafia_role/warden
name = "Warden"
desc = "You can lockdown during the night once, killing any visitors. WARNING: This kills fellow town members, too!"
role_type = TOWN_KILLING
role_flags = ROLE_CAN_KILL
revealed_outfit = /datum/outfit/mafia/warden
revealed_icon = "warden"
hud_icon = "hudwarden"
winner_award = /datum/award/achievement/mafia/warden
actions = list("Lockdown")
var/charges = 1
var/protection_status = WARDEN_NOT_LOCKDOWN
/datum/mafia_role/warden/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/night_start)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/night_end)
/datum/mafia_role/warden/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!charges)
to_chat(body,span_danger("You've already locked down this game!"))
return
if(game.phase == MAFIA_PHASE_NIGHT)
to_chat(body,span_danger("You don't have time to lockdown, night has already arrived."))
return
if(protection_status == WARDEN_WILL_LOCKDOWN)
to_chat(body,span_danger("You decide to not lockdown tonight."))
else
to_chat(body,span_danger("You decide to lockdown, killing any visitors."))
protection_status = !protection_status
/datum/mafia_role/warden/proc/night_start(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == WARDEN_WILL_LOCKDOWN)
to_chat(body,span_danger("Any and all visitors are going to eat buckshot tonight."))
RegisterSignal(src,COMSIG_MAFIA_ON_VISIT,.proc/self_defense)
/datum/mafia_role/warden/proc/night_end(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == WARDEN_WILL_LOCKDOWN)
charges--
UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
to_chat(body,span_danger("You are no longer protected. You have used up your power."))
protection_status = WARDEN_NOT_LOCKDOWN
/datum/mafia_role/warden/proc/self_defense(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,span_userdanger("You have shot a visitor!"))
to_chat(attacker,span_userdanger("You have visited the warden!"))
attacker.kill(game, src, lynch = FALSE)
return MAFIA_VISIT_INTERRUPTED
#undef WARDEN_NOT_LOCKDOWN
#undef WARDEN_WILL_LOCKDOWN
///MAFIA ROLES/// they're the "anti-town" working to kill off townies to win
/datum/mafia_role/mafia
name = "Changeling"
@@ -436,7 +663,7 @@
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/mafia/thoughtfeeder/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
to_chat(body,"<span class='warning'>You will feast on the memories of [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will feast on the memories of [target.body.real_name] tonight."))
current_investigation = target
/datum/mafia_role/mafia/thoughtfeeder/proc/investigate(datum/mafia_controller/game)
@@ -444,18 +671,15 @@
var/datum/mafia_role/target = current_investigation
current_investigation = null
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"thoughtfeed",target) & MAFIA_PREVENT_ACTION)
to_chat(body,"<span class='warning'>You were unable to investigate [target.body.real_name].</span>")
if(!target.can_action(game, src, "thought feeding"))
add_note("N[game.turn] - [target.body.real_name] - Unable to investigate")
return
if(target)
if(target.detect_immune)
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the Assistant.</span>")
add_note("N[game.turn] - [target.body.real_name] - Assistant")
else
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the [target.name].</span>")
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
if((target.role_flags & ROLE_UNDETECTABLE))
to_chat(body,span_warning("[target.body.real_name]'s memories reveal that they are the Assistant."))
add_note("N[game.turn] - [target.body.real_name] - Assistant")
else
to_chat(body,span_warning("[target.body.real_name]'s memories reveal that they are the [target.name]."))
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
///SOLO ROLES/// they range from anomalous factors to deranged killers that try to win alone.
@@ -465,15 +689,14 @@
win_condition = "kill everyone."
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_KILL
role_flags = ROLE_CAN_KILL
winner_award = /datum/award/achievement/mafia/traitor
targeted_actions = list("Night Kill")
revealed_outfit = /datum/outfit/mafia/traitor
hud_icon = "hudtraitor"
revealed_icon = "traitor"
hud_icon = "hudtraitor"
special_theme = "neutral"
targeted_actions = list("Night Kill")
var/datum/mafia_role/current_victim
/datum/mafia_role/traitor/New(datum/mafia_controller/game)
@@ -481,17 +704,17 @@
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/nightkill_immunity)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/try_to_kill)
/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead
/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead, they cannot be stopped by killing roles anyways
return alive_town + alive_mafia <= 1
/datum/mafia_role/traitor/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,lynch)
/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(game.phase == MAFIA_PHASE_NIGHT && !lynch)
to_chat(body,"<span class='userdanger'>You were attacked, but they'll have to try harder than that to put you down.</span>")
to_chat(body,span_userdanger("You were attacked, but they'll have to try harder than that to put you down."))
return MAFIA_PREVENT_KILL
/datum/mafia_role/traitor/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
@@ -504,25 +727,29 @@
/datum/mafia_role/traitor/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
current_victim = target
to_chat(body,"<span class='warning'>You will attempt to kill [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will attempt to kill [target.body.real_name] tonight."))
/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/source)
// SIGNAL_HANDLER
/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_victim)
return
var/datum/mafia_role/target = current_victim
current_victim = null
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"traitor kill",target) & MAFIA_PREVENT_ACTION)
if(!target.can_action(game, src, "flickering")) //flickering a warden
return
if(game_status == MAFIA_ALIVE && target && target.game_status == MAFIA_ALIVE)
if(!target.kill(source))
to_chat(body,"<span class='danger'>Your attempt at killing [target.body] was prevented!</span>")
if(game_status == MAFIA_ALIVE)
if(!target.kill(game,src,FALSE))
to_chat(body,span_danger("Your attempt at killing [target.body.real_name] was prevented!"))
else
to_chat(target.body, span_userdanger("You have been killed by a Traitor!"))
/datum/mafia_role/nightmare
name = "Nightmare"
desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night, becoming immune to attacks from those roles. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
win_condition = "kill everyone."
revealed_outfit = /datum/outfit/mafia/nightmare
detect_immune = TRUE
role_flags = ROLE_UNDETECTABLE | ROLE_CAN_KILL
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_KILL
special_theme = "neutral"
@@ -536,6 +763,7 @@
/datum/mafia_role/nightmare/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/flickering_immunity)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/flicker_or_hunt)
/datum/mafia_role/nightmare/check_total_victory(alive_town, alive_mafia) //nightmares just want teams dead
@@ -562,33 +790,42 @@
/datum/mafia_role/nightmare/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(target == flicker_target)
to_chat(body,"<span class='warning'>You will do nothing tonight.</span>")
to_chat(body,span_warning("You will do nothing tonight."))
flicker_target = null
flicker_target = target
if(action == "Flicker")
to_chat(body,"<span class='warning'>You will attempt to flicker [target.body.real_name]'s room tonight.</span>")
to_chat(body,span_warning("You will attempt to flicker [target.body.real_name]'s room tonight."))
else
to_chat(body,"<span class='danger'>You will hunt everyone in a flickering room down tonight.</span>")
to_chat(body,span_danger("You will hunt everyone in a flickering room down tonight."))
/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/source)
// SIGNAL_HANDLER
/datum/mafia_role/nightmare/proc/flickering_immunity(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(!attacker)
return //no chance man, that's a town lynch
if(game_status != MAFIA_ALIVE || !flicker_target)
return
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"nightmare actions",flicker_target) & MAFIA_PREVENT_ACTION)
to_chat(flicker_target.body, "<span class='warning'>Your actions were prevented!</span>")
if(attacker in flickering)
to_chat(body,span_userdanger("You were attacked by someone in a flickering room. You have danced in the shadows, evading them."))
return MAFIA_PREVENT_KILL
/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!flicker_target)
return
var/datum/mafia_role/target = flicker_target
flicker_target = null
if(!target.can_action(game, src, "flickering")) //flickering a warden
return
if(target != src) //flicker instead of hunt
to_chat(target.body, "<span class='userdanger'>The lights begin to flicker and dim. You're in danger.</span>")
to_chat(target.body, span_userdanger("The lights begin to flicker and dim. You're in danger."))
flickering += target
return
for(var/r in flickering)
var/datum/mafia_role/role = r
if(role && role.game_status == MAFIA_ALIVE)
to_chat(role.body, "<span class='userdanger'>A shadowy monster appears out of the darkness!</span>")
role.kill(source)
to_chat(role.body, span_userdanger("A shadowy figure appears out of the darkness!"))
role.kill(game,src,FALSE)
flickering -= role
//just helps read better
@@ -599,7 +836,6 @@
name = "Fugitive"
desc = "You're on the run. You can become immune to night kills exactly twice, and you win by surviving to the end of the game with anyone."
win_condition = "survive to the end of the game, with anyone"
solo_counts_as_town = TRUE //should not count towards mafia victory, they should have the option to work with town
revealed_outfit = /datum/outfit/mafia/fugitive
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
@@ -622,22 +858,22 @@
/datum/mafia_role/fugitive/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!charges)
to_chat(body,"<span class='danger'>You're out of supplies and cannot protect yourself anymore.</span>")
to_chat(body,span_danger("You're out of supplies and cannot protect yourself anymore."))
return
if(game.phase == MAFIA_PHASE_NIGHT)
to_chat(body,"<span class='danger'>You don't have time to prepare, night has already arrived.</span>")
to_chat(body,span_danger("You don't have time to prepare, night has already arrived."))
return
if(protection_status == FUGITIVE_WILL_PRESERVE)
to_chat(body,"<span class='danger'>You decide to not prepare tonight.</span>")
to_chat(body,span_danger("You decide to not prepare tonight."))
else
to_chat(body,"<span class='danger'>You decide to prepare for a horrible night.</span>")
to_chat(body,span_danger("You decide to prepare for a horrible night."))
protection_status = !protection_status
/datum/mafia_role/fugitive/proc/night_start(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == FUGITIVE_WILL_PRESERVE)
to_chat(body,"<span class='danger'>Your preparations are complete. Nothing could kill you tonight!</span>")
to_chat(body,span_danger("Your preparations are complete. Nothing could kill you tonight!"))
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prevent_death)
/datum/mafia_role/fugitive/proc/night_end(datum/mafia_controller/game)
@@ -646,13 +882,13 @@
if(protection_status == FUGITIVE_WILL_PRESERVE)
charges--
UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
to_chat(body,"<span class='danger'>You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power.</span>")
to_chat(body,span_danger("You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power."))
protection_status = FUGITIVE_NOT_PRESERVING
/datum/mafia_role/fugitive/proc/prevent_death(datum/mafia_controller/game)
/datum/mafia_role/fugitive/proc/prevent_death(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,"<span class='userdanger'>You were attacked! Luckily, you were ready for this!</span>")
to_chat(body,span_userdanger("You were attacked! Luckily, you were ready for this!"))
return MAFIA_PREVENT_KILL
/datum/mafia_role/fugitive/proc/survived(datum/mafia_controller/game)
@@ -669,8 +905,7 @@
name = "Obsessed"
desc = "You're completely lost in your own mind. You win by lynching your obsession before you get killed in this mess. Obsession assigned on the first night!"
win_condition = "lynch their obsession."
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
revealed_outfit = /datum/outfit/mafia/obsessed
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
special_theme = "neutral"
@@ -678,9 +913,6 @@
revealed_icon = "obsessed"
winner_award = /datum/award/achievement/mafia/obsessed
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
var/datum/mafia_role/obsession
var/lynched_target = FALSE
@@ -700,12 +932,12 @@
if(!obsession)
obsession = pick(all_roles_shuffle) //okay no town just pick anyone here
//if you still don't have an obsession you're playing a single player game like i can't help your dumb ass
to_chat(body, "<span class='userdanger'>Your obsession is [obsession.body.real_name]! Get them lynched to win!</span>")
to_chat(body, span_userdanger("Your obsession is [obsession.body.real_name]! Get them lynched to win!"))
add_note("N[game.turn] - I vowed to watch my obsession, [obsession.body.real_name], hang!") //it'll always be N1 but whatever
RegisterSignal(obsession,COMSIG_MAFIA_ON_KILL,.proc/check_victory)
UnregisterSignal(game,COMSIG_MAFIA_SUNDOWN)
/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,lynch)
/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
UnregisterSignal(source,COMSIG_MAFIA_ON_KILL)
@@ -716,14 +948,13 @@
game.award_role(winner_award, src)
reveal_role(game, FALSE)
else
to_chat(body, "<span class='userdanger'>You have failed your objective to lynch [obsession.body]!</span>")
to_chat(body, span_userdanger("You have failed your objective to lynch [obsession.body.real_name]!"))
/datum/mafia_role/clown
name = "Clown"
desc = "If you are lynched you take down one of your voters (guilty or abstain) with you and win. HONK!"
win_condition = "get themselves lynched!"
revealed_outfit = /datum/outfit/mafia/clown
solo_counts_as_town = TRUE
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
special_theme = "neutral"
@@ -735,8 +966,8 @@
. = ..()
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prank)
/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,lynch)
// SIGNAL_HANDLER
/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(lynch)
var/datum/mafia_role/victim = pick(game.judgement_guilty_votes + game.judgement_abstain_votes)