Conflict fixes
This commit is contained in:
@@ -119,7 +119,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
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C.appearance = chosen_prof.appearance_list[slot]
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C.name = chosen_prof.name_list[slot]
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C.flags_cover = chosen_prof.flags_cover_list[slot]
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C.item_color = chosen_prof.item_color_list[slot]
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C.item_state = chosen_prof.item_state_list[slot]
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if(equip)
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user.equip_to_slot_or_del(C, GLOB.slot2slot[slot])
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@@ -45,8 +45,11 @@ Credit where due:
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// PROCS //
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///////////
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/proc/is_servant_of_ratvar(mob/M)
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return istype(M) && !isobserver(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/clockcult)
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/proc/is_servant_of_ratvar(mob/M, require_full_power = FALSE, holy_water_check = FALSE)
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if(!istype(M) || isobserver(M))
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return FALSE
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var/datum/antagonist/clockcult/D = M?.mind?.has_antag_datum(/datum/antagonist/clockcult)
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return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
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/proc/is_eligible_servant(mob/M)
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if(!istype(M))
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@@ -70,12 +73,14 @@ Credit where due:
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return TRUE
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return FALSE
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/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
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/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE, override_type)
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if(!L || !L.mind)
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return
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var/update_type = /datum/antagonist/clockcult
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if(silent)
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update_type = /datum/antagonist/clockcult/silent
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if(override_type) //prioritizes
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update_type = override_type
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var/datum/antagonist/clockcult/C = new update_type(L.mind)
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C.make_team = create_team
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C.show_in_roundend = create_team //tutorial scarabs begone
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@@ -105,9 +110,6 @@ Credit where due:
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L.playsound_local(get_turf(L), 'sound/ambience/antag/clockcultalr.ogg', 40, TRUE, frequency = 100000, pressure_affected = FALSE)
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flash_color(L, flash_color = list("#BE8700", "#BE8700", "#BE8700", rgb(0,0,0)), flash_time = 5)
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/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
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if(!L || !L.mind)
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return
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@@ -63,7 +63,7 @@
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attack_verb_on = list("slipped")
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clumsy_check = FALSE
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sharpness = IS_BLUNT
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item_color = "yellow"
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sword_color = "yellow"
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heat = 0
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light_color = "#ffff00"
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var/next_trombone_allowed = 0
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@@ -3,8 +3,11 @@
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/datum/game_mode
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var/list/datum/mind/cult = list()
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/proc/iscultist(mob/living/M)
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return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/cult)
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/proc/iscultist(mob/living/M, require_full_power = FALSE, holy_water_check = FALSE)
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if(!istype(M))
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return FALSE
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var/datum/antagonist/cult/D = M?.mind?.has_antag_datum(/datum/antagonist/cult)
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return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
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/datum/team/cult/proc/is_sacrifice_target(datum/mind/mind)
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for(var/datum/objective/sacrifice/sac_objective in objectives)
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@@ -93,7 +96,7 @@
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add_cultist(cult_mind, 0, equip=TRUE)
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if(!main_cult)
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var/datum/antagonist/cult/C = cult_mind.has_antag_datum(/datum/antagonist/cult,TRUE)
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if(C && C.cult_team)
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if(C?.cult_team)
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main_cult = C.cult_team
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..()
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@@ -54,12 +54,18 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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// Current storyteller
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var/datum/dynamic_storyteller/storyteller = null
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// Threat logging vars
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/// Starting threat level, for things that increase it but can bring it back down.
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var/initial_threat_level = 0
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/// Target threat level right now. Events and antags will try to keep the round at this level.
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var/threat_level = 0
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/// The current antag threat. Recalculated every time a ruletype starts or ends.
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var/threat = 0
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/// Starting threat level, for things that increase it but can bring it back down.
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var/initial_threat_level = 0
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/// Threat average over the course of the round, for endgame logs.
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var/threat_average = 0
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/// Number of times threat average has been calculated, for calculating above.
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var/threat_average_weight = 0
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/// Last time a threat average sample was taken. Used for weighting the rolling average.
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var/last_threat_sample_time = 0
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/// Things that cause a rolling threat adjustment to be displayed at roundend.
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var/list/threat_tallies = list()
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/// Running information about the threat. Can store text or datum entries.
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@@ -199,7 +205,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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if(threatadd > 0)
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create_threat(threatadd)
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else
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spend_threat(-threatadd)
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remove_threat(threatadd)
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else if (href_list["injectlate"])
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latejoin_injection_cooldown = 0
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forced_injection = TRUE
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@@ -241,6 +247,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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. += "<b>Peaceful Waypoint</b></center><BR>"
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. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
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set_security_level(SEC_LEVEL_GREEN)
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station_goals.len = 0
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for(var/T in subtypesof(/datum/station_goal))
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var/datum/station_goal/G = new T
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if(!(G in station_goals))
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@@ -251,6 +258,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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. += "<b>Core Territory</b></center><BR>"
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. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
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set_security_level(SEC_LEVEL_GREEN)
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station_goals.len = 0
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for(var/T in subtypesof(/datum/station_goal))
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var/datum/station_goal/G = new T
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if(!(G in station_goals))
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@@ -490,7 +498,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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starting_rule = pickweight(drafted_rules)
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// Check if the ruleset is highlander and if a highlander ruleset has been executed
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else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
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if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(threat_level <= GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(highlander_executed)
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drafted_rules -= starting_rule
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if(drafted_rules.len <= 0)
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@@ -511,7 +519,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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drafted_rules -= starting_rule
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starting_rule.trim_candidates()
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starting_rule.scale_up(extra_rulesets_amount, threat)
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starting_rule.scale_up(extra_rulesets_amount, threat_level)
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if (starting_rule.pre_execute())
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log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> [starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
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if(starting_rule.flags & HIGHLANDER_RULESET)
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@@ -715,6 +723,16 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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continue
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current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
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threat = storyteller.calculate_threat() + added_threat
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if(threat_average_weight)
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var/cur_sample_weight = world.time - last_threat_sample_time
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threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
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threat_average_weight += cur_sample_weight
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last_threat_sample_time = world.time
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else
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threat_average = threat
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threat_average_weight++
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last_threat_sample_time = world.time
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/// Removes type from the list
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/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
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for(var/I in type_list)
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@@ -222,6 +222,26 @@
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message_admins("[M.name] was made into a bloodsucker by dynamic.")
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return TRUE
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//////////////////////////////////////////////
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// //
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// CHANGELINGS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/latejoin/changeling
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name = "Changeling Infiltrator"
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config_tag = "latejoin_changeling"
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antag_flag = ROLE_CHANGELING
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antag_datum = /datum/antagonist/changeling
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restricted_roles = list("AI", "Cyborg")
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protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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required_candidates = 1
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weight = 3
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cost = 15
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requirements = list(101,101,101,101,101,101,101,101,101,101)
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property_weights = list("trust" = -2, "valid" = 2)
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high_population_requirement = 101
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//////////////////////////////////////////////
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// //
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// COLLECTOR //
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@@ -241,5 +261,5 @@
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requirements = list(10,10,10,10,10,10,10,10,10,10)
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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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flags = TRAITOR_RULESET | MINOR_RULESET
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
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@@ -34,8 +34,7 @@
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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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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
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ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
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ghost_eligible = trim_list(get_all_ghost_role_eligible())
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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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@@ -11,6 +11,7 @@
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WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
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USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
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FORCE_IF_WON: If this mode won the vote, forces it
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USE_PREV_ROUND_WEIGHTS: Changes its threat centre based on the average chaos of previous rounds.
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*/
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var/flags = 0
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var/dead_player_weight = 1 // How much dead players matter for threat calculation
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@@ -53,6 +54,8 @@ Property weights are:
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var/turf/T = get_turf(H)
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if(H.stat != DEAD && is_station_level(T.z) && !("Station" in H.faction))
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threat += H.threat()
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for(var/obj/item/phylactery/P in GLOB.poi_list)
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threat += 25 // can't be giving them too much of a break
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M?.mind?.assigned_role && M.stat != DEAD)
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var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
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@@ -90,6 +93,8 @@ Property weights are:
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mean += 5
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if(voters)
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GLOB.dynamic_curve_centre += (mean/voters)
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if(flags & USE_PREV_ROUND_WEIGHTS)
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GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
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GLOB.dynamic_forced_threat_level = forced_threat_level
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/datum/dynamic_storyteller/proc/get_midround_cooldown()
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@@ -135,17 +140,19 @@ Property weights are:
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if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
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continue
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rule.trim_candidates()
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
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pick this particular ruleset.
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Let's use a toy example: there's 60 threat level and 10 threat spent.
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We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
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Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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var/threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
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var/threat_weight = 1
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if(!(rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
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pick this particular ruleset.
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Let's use a toy example: there's 60 threat level and 10 threat spent.
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We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
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Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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@@ -168,8 +175,10 @@ Property weights are:
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rule.candidates = list(newPlayer)
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rule.trim_candidates()
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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var/threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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var/threat_weight = 1
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if(!(rule.flags & MINOR_RULESET))
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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@@ -200,7 +209,7 @@ Property weights are:
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weight = 1
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event_frequency_lower = 2 MINUTES
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event_frequency_upper = 10 MINUTES
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flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
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flags = WAROPS_ALWAYS_ALLOWED
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min_players = 40
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var/refund_cooldown = 0
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@@ -224,7 +233,7 @@ Property weights are:
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curve_width = 1.5
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weight = 2
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min_players = 30
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flags = WAROPS_ALWAYS_ALLOWED
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flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
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property_weights = list("valid" = 3, "trust" = 5)
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/datum/dynamic_storyteller/team/get_injection_chance(dry_run = FALSE)
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@@ -245,7 +254,10 @@ Property weights are:
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config_tag = "random"
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weight = 1
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desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets."
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forced_threat_level = 100
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/datum/dynamic_storyteller/random/on_start()
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..()
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GLOB.dynamic_forced_threat_level = rand(0,100)
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/datum/dynamic_storyteller/random/get_midround_cooldown()
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return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
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@@ -259,9 +271,6 @@ Property weights are:
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/datum/dynamic_storyteller/random/get_injection_chance()
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return 50 // i would do rand(0,100) but it's actually the same thing when you do the math
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/datum/dynamic_storyteller/random/calculate_threat()
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return 0 // what IS threat
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/datum/dynamic_storyteller/random/roundstart_draft()
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
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@@ -315,18 +324,20 @@ Property weights are:
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desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
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weight = 2
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curve_width = 2
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flags = USE_PREV_ROUND_WEIGHTS
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property_weights = list("story_potential" = 2)
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/datum/dynamic_storyteller/story/do_process()
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/datum/dynamic_storyteller/story/calculate_threat()
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var/current_time = (world.time / SSautotransfer.targettime)*180
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mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.5),0.1)
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mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
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..()
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/datum/dynamic_storyteller/classic
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name = "Classic"
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config_tag = "classic"
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desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight."
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flags = USE_PREF_WEIGHTS
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flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
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/datum/dynamic_storyteller/suspicion
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name = "Intrigue"
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@@ -335,6 +346,7 @@ Property weights are:
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weight = 2
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curve_width = 2
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dead_player_weight = 2
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flags = USE_PREV_ROUND_WEIGHTS
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property_weights = list("trust" = -3)
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/datum/dynamic_storyteller/liteextended
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|
||||
@@ -663,7 +663,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
|
||||
if(count)
|
||||
target_amount = count
|
||||
update_explanation_text()
|
||||
|
||||
/*
|
||||
/datum/objective/capture
|
||||
name = "capture"
|
||||
var/captured_amount = 0
|
||||
@@ -709,7 +709,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
|
||||
if(count)
|
||||
target_amount = count
|
||||
update_explanation_text()
|
||||
|
||||
*/
|
||||
//Changeling Objectives
|
||||
|
||||
/datum/objective/absorb
|
||||
|
||||
@@ -77,14 +77,14 @@
|
||||
|
||||
/datum/sabotage_objective/processing/supermatter/can_run()
|
||||
return (locate(/obj/machinery/power/supermatter_crystal) in GLOB.machines)
|
||||
|
||||
/*
|
||||
/datum/sabotage_objective/station_integrity
|
||||
name = "Make sure the station is at less than 80% integrity by the end. Smash walls, windows etc. to reach this goal."
|
||||
sabotage_type = "integrity"
|
||||
|
||||
/datum/sabotage_objective/station_integrity/check_conditions()
|
||||
return 5-(max(SSticker.station_integrity*4,320)/80)
|
||||
|
||||
*/
|
||||
/datum/sabotage_objective/cloner
|
||||
name = "Destroy all Nanotrasen cloning machines."
|
||||
sabotage_type = "cloner"
|
||||
@@ -98,6 +98,9 @@
|
||||
special_equipment = list(/obj/item/aiModule/syndicate)
|
||||
excludefromjob = list("Chief Engineer","Research Director","Head of Personnel","Captain","Chief Medical Officer","Head Of Security")
|
||||
|
||||
/datum/sabotage_objective/ai_law/can_run()
|
||||
return length(active_ais())
|
||||
|
||||
/datum/sabotage_objective/ai_law/check_conditions()
|
||||
for (var/i in GLOB.ai_list)
|
||||
var/mob/living/silicon/ai/aiPlayer = i
|
||||
|
||||
Reference in New Issue
Block a user