diff --git a/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm b/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
index ef9f9cf2d6..ed595d3218 100644
--- a/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
+++ b/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
@@ -20,6 +20,11 @@
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
+/datum/dynamic_ruleset/midround/event // Doesn't assume an antag
+ required_type = /mob
+ var/typepath // typepath of the event
+ var/triggering
+
/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,
@@ -161,6 +166,31 @@
/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
return
+/datum/dynamic_ruleset/midround/event/trim_list(list/L = list())
+ return L.Copy() // we're not drafting ghosts here
+
+/datum/dynamic_ruleset/midround/event/ready(forced = FALSE)
+ return TRUE
+
+// acceptable() takes the place of canSpawnEvent
+
+/datum/dynamic_ruleset/midround/event/proc/preRunEvent()
+ if(!ispath(typepath, /datum/round_event))
+ return EVENT_CANT_RUN
+ return EVENT_READY
+
+/datum/dynamic_ruleset/midround/event/proc/runEvent()
+ var/datum/round_event/E = new typepath()
+ E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
+ // E.control = src // can't be done! we just don't use events that require these, those can be from_ghost almost always
+
+ testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
+ if(alertadmins)
+ deadchat_broadcast("[name] has just been triggered by dynamic!") //STOP ASSUMING IT'S BADMINS!
+ log_game("Random Event triggering: [name] ([typepath])")
+
+ return E
+
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
@@ -490,13 +520,14 @@
name = "Revenant"
config_tag = "revenant"
antag_flag = ROLE_REVENANT
- enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain")
+ enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
+ var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready()
if(dead_players < REVENANT_SPAWN_THRESHOLD)
@@ -531,3 +562,205 @@
log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
return revvie
+/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon
+ name = "Slaughter Demon"
+ config_tag = "slaughter_demon"
+ antag_flag = ROLE_ALIEN
+ enemy_roles = list("Security Officer","Shaft Miner","Head of Security","Captain","Janitor","AI","Cyborg")
+ required_enemies = list(3,2,2,2,2,1,1,1,1,0)
+ required_candidates = 1
+ weight = 4
+ cost = 15
+ requirements = list(101,101,101,90,80,70,60,50,40,30)
+ high_population_requirement = 30
+ var/list/spawn_locs = list()
+
+/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/execute()
+ for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
+ if(isturf(L.loc))
+ spawn_locs += L.loc
+
+ if(!(spawn_locs.len))
+ message_admins("No valid spawn locations found for slaughter demon, aborting...")
+ return FALSE
+ return ..()
+
+/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/generate_ruleset_body(mob/applicant)
+ var/datum/mind/player_mind = new /datum/mind(applicant.key)
+ player_mind.active = 1
+ var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter((pick(spawn_locs)))
+ var/mob/living/simple_animal/slaughter/S = new (holder)
+ S.holder = holder
+ player_mind.transfer_to(S)
+ player_mind.assigned_role = "Slaughter Demon"
+ player_mind.special_role = "Slaughter Demon"
+ player_mind.add_antag_datum(/datum/antagonist/slaughter)
+ to_chat(S, S.playstyle_string)
+ to_chat(S, "You are currently not currently in the same plane of existence as the station. Blood Crawl near a blood pool to manifest.")
+ SEND_SOUND(S, 'sound/magic/demon_dies.ogg')
+ message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a slaughter demon by dynamic.")
+ log_game("[key_name(S)] was spawned as a slaughter demon by dynamic.")
+ return S
+
+/datum/dynamic_ruleset/midround/from_ghosts/abductors
+ name = "Abductors"
+ config_tag = "abductors"
+ antag_flag = ROLE_ABDUCTOR
+ // Has two antagonist flags, in fact
+ enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
+ required_enemies = list(3,3,2,2,1,1,0,0,0,0)
+ required_candidates = 2
+ weight = 8
+ cost = 10
+ requirements = list(80,80,70,50,40,30,30,20,15,15)
+ high_population_requirement = 15
+ var/datum/team/abductor_team/team
+
+/datum/dynamic_ruleset/midround/from_ghosts/abductors/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. yes, this is intentional for abductors too.
+ return ..()
+
+/datum/dynamic_ruleset/midround/from_ghosts/abductors/execute()
+ var/datum/team/abductor_team/team = new
+ if(team.team_number > ABDUCTOR_MAX_TEAMS)
+ return FALSE
+ return ..()
+
+/datum/dynamic_ruleset/midround/from_ghosts/abductors/finish_setup(mob/new_character, index)
+ switch(index)
+ if(1) // yeah this seems like a baffling anti-pattern but it's actually the best way to do this, shit you not
+ var/mob/living/carbon/human/agent = new_character
+ agent.mind.add_antag_datum(/datum/antagonist/abductor/agent, team)
+ log_game("[key_name(scientist)] has been selected as [T.name] abductor scientist.")
+ if(2)
+ var/mob/living/carbon/human/scientist = new_character
+ scientist.mind.add_antag_datum(/datum/antagonist/abductor/scientist, team)
+ log_game("[key_name(agent)] has been selected as [T.name] abductor agent.")
+
+/datum/dynamic_ruleset/midround/from_ghosts/ninja
+ name = "Space Ninja"
+ config_tag = "ninja"
+ antag_flag = ROLE_NINJA
+ enemy_roles = list("Security Officer","Head of Security","Captain","AI","Cyborg")
+ required_enemies = list(3,2,2,2,2,1,1,1,1,0)
+ required_candidates = 1
+ weight = 4
+ cost = 15
+ requirements = list(101,101,101,90,80,70,60,50,40,30)
+ high_population_requirement = 30
+ var/list/spawn_locs = list()
+
+/datum/dynamic_ruleset/midround/from_ghosts/ninja/execute()
+ if(!spawn_loc)
+ var/list/spawn_locs = list()
+ for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
+ if(isturf(L.loc))
+ spawn_locs += L.loc
+ if(!(spawn_locs.len))
+ return FALSE
+ spawn_loc = pick(spawn_locs)
+ if(!spawn_loc)
+ return FALSE
+ return ..()
+
+/datum/dynamic_ruleset/midround/from_ghosts/ninja/generate_ruleset_body(mob/applicant)
+ var/key = applicant.key
+
+ //Prepare ninja player mind
+ var/datum/mind/Mind = new /datum/mind(key)
+ Mind.assigned_role = ROLE_NINJA
+ Mind.special_role = ROLE_NINJA
+ Mind.active = 1
+
+ //spawn the ninja and assign the candidate
+ var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
+ Mind.transfer_to(Ninja)
+ var/datum/antagonist/ninja/ninjadatum = new
+ ninjadatum.helping_station = pick(TRUE,FALSE)
+ if(ninjadatum.helping_station)
+ mode.refund_threat(5)
+ Mind.add_antag_datum(ninjadatum)
+
+ if(Ninja.mind != Mind) //something has gone wrong!
+ throw EXCEPTION("Ninja created with incorrect mind")
+
+ message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
+ log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
+ return Ninja
+
+/datum/dynamic_ruleset/midround/event/spiders
+ name = "Spider Infestation"
+ config_tag = "spiders"
+ typepath = /datum/round_event/spider_infestation
+ enemy_roles = list("AI","Security Officer","Head of Security","Captain")
+ required_enemies = list(2,2,1,1,0,0,0,0,0,0)
+ weight = 5
+ cost = 10
+ requirements = list(70,60,50,50,40,40,40,30,20,15)
+ high_population_requirement = 15
+
+/datum/dynamic_ruleset/midround/event/ventclog
+ name = "Clogged Vents: Normal"
+ config_tag = "ventclog_normal"
+ typepath = /datum/round_event/vent_clog
+ enemy_roles = list("Chemist","Medical Doctor","Chief Medical Officer")
+ required_enemies = list(1,1,1,0,0,0,0,0,0,0)
+ cost = 2
+ requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended
+ high_population_requirement = 5
+
+/datum/dynamic_ruleset/midround/event/ventclog/threatening
+ name = "Clogged Vents: Threatening"
+ config_tag = "ventclog_threatening"
+ typepath = /datum/round_event/vent_clog/threatening
+ required_enemies = list(2,2,1,1,1,1,0,0,0,0)
+ cost = 5
+ requirements = list(15,15,15,15,15,15,15,15,15,15) // doesn't really scale with pop, so
+ high_population_requirement = 15
+
+/datum/dynamic_ruleset/midround/event/ventclog/catastrophic
+ name = "Clogged Vents: Catastrophic"
+ config_tag = "ventclog_catostrophic"
+ typepath = /datum/round_event/vent_clog/catastrophic
+ required_enemies = list(3,3,3,2,2,2,1,1,1,1)
+ cost = 15
+ requirements = list(30,30,30,30,30,30,30,30,30,30)
+ high_population_requirement = 30
+
+/datum/dynamic_ruleset/midround/event/ion_storm
+ name = "Ion Storm"
+ config_tag = "ion_storm"
+ typepath = /datum/round_event/ion_storm
+ enemy_roles = list("Research Director","Captain","Chief Engineer")
+ required_enemies = list(1,1,0,0,0,0,0,0,0,0)
+ cost = 3
+ requirements = list(5,5,5,5,5,5,5,5,5,5)
+ high_population_requirement = 5
+
+/datum/dynamic_ruleset/midround/event/meteor_wave
+ name = "Meteor Wave: Normal"
+ config_tag = "meteor_wave_normal"
+ typepath = /datum/round_event/meteor_wave
+ enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg")
+ required_enemies = list(2,2,2,2,2,2,2,2,2,2)
+ cost = 15
+ requirements = list(60,50,40,30,30,30,30,30,30,30)
+ high_population_requirement = 30
+
+/datum/dynamic_ruleset/midround/event/meteor_wave/threatening
+ name = "Meteor Wave: Threatening"
+ config_tag = "meteor_wave_threatening"
+ typepath = /datum/round_event/meteor_wave/threatening
+ cost = 25
+ requirements = list(80,70,60,50,40,40,40,40,40,40)
+ high_population_requirement = 40
+
+/datum/dynamic_ruleset/midround/event/meteor_wave/catastrophic
+ name = "Meteor Wave: Catastrophic"
+ config_tag = "meteor_wave_catastrophic"
+ typepath = /datum/round_event/meteor_wave/catastrophic
+ cost = 40
+ requirements = list(101,100,90,80,70,60,50,50,50,50)
+ high_population_requirement = 50
+
diff --git a/code/modules/antagonists/swarmer/swarmer_event.dm b/code/modules/antagonists/swarmer/swarmer_event.dm
index 04ce151b95..e086485a49 100644
--- a/code/modules/antagonists/swarmer/swarmer_event.dm
+++ b/code/modules/antagonists/swarmer/swarmer_event.dm
@@ -3,7 +3,6 @@
typepath = /datum/round_event/spawn_swarmer
weight = 7
max_occurrences = 1 //Only once okay fam
- gamemode_blacklist = list("dynamic")
earliest_start = 30 MINUTES
min_players = 15
diff --git a/code/modules/events/ion_storm.dm b/code/modules/events/ion_storm.dm
index cd7c0e3b1f..40364483bf 100644
--- a/code/modules/events/ion_storm.dm
+++ b/code/modules/events/ion_storm.dm
@@ -3,6 +3,7 @@
/datum/round_event_control/ion_storm
name = "Ion Storm"
typepath = /datum/round_event/ion_storm
+ gamemode_blacklist = list("dynamic")
weight = 15
min_players = 2