/* * GAMEMODES (by Rastaf0) * * In the new mode system all special roles are fully supported. * You can have proper wizards/traitors/changelings/cultists during any mode. * Only two things really depends on gamemode: * 1. Starting roles, equipment and preparations * 2. Conditions of finishing the round. * */ /datum/game_mode var/name = "invalid" var/config_tag = null var/votable = 1 var/probability = 0 var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report? var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm var/nuke_off_station = 0 //Used for tracking where the nuke hit var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist var/list/protected_jobs = list() // Jobs that can't be traitors because var/list/required_jobs = list() // alternative required job groups eg list(list(cap=1),list(hos=1,sec=2)) translates to one captain OR one hos and two secmans var/required_players = 0 var/maximum_players = -1 // -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations var/required_enemies = 0 var/recommended_enemies = 0 var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag var/mob/living/living_antag_player = null var/list/datum/game_mode/replacementmode = null var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted var/reroll_friendly //During mode conversion only these are in the running var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die var/enemy_minimum_age = 7 //How many days must players have been playing before they can play this antagonist var/announce_span = "warning" //The gamemode's name will be in this span during announcement. var/announce_text = "This gamemode forgot to set a descriptive text! Uh oh!" //Used to describe a gamemode when it's announced. var/const/waittime_l = 600 var/const/waittime_h = 1800 // started at 1800 var/list/datum/station_goal/station_goals = list() var/allow_persistence_save = TRUE var/gamemode_ready = FALSE //Is the gamemode all set up and ready to start checking for ending conditions. var/setup_error //What stopepd setting up the mode. var/flipseclevel = FALSE //CIT CHANGE - adds a 10% chance for the alert level to be the opposite of what the gamemode is supposed to have /datum/game_mode/proc/announce() //Shows the gamemode's name and a fast description. to_chat(world, "The gamemode is: [name]!") to_chat(world, "[announce_text]") ///Checks to see if the game can be setup and ran with the current number of players or whatnot. /datum/game_mode/proc/can_start() var/playerC = 0 for(var/mob/dead/new_player/player in GLOB.player_list) if((player.client)&&(player.ready == PLAYER_READY_TO_PLAY)) playerC++ if(!GLOB.Debug2) if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players)) return 0 antag_candidates = get_players_for_role(antag_flag) if(!GLOB.Debug2) if(antag_candidates.len < required_enemies) return 0 return 1 else message_admins("DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.") return 1 ///Attempts to select players for special roles the mode might have. /datum/game_mode/proc/pre_setup() return 1 ///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things /datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report. if(!report) report = !CONFIG_GET(flag/no_intercept_report) addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME) if(prob(20)) //CIT CHANGE - adds a 20% chance for the security level to be the opposite of what it normally is flipseclevel = TRUE if(SSdbcore.Connect()) var/sql if(SSticker.mode) sql += "game_mode = '[SSticker.mode]'" if(GLOB.revdata.originmastercommit) if(sql) sql += ", " sql += "commit_hash = '[GLOB.revdata.originmastercommit]'" if(sql) var/datum/DBQuery/query_round_game_mode = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET [sql] WHERE id = [GLOB.round_id]") query_round_game_mode.Execute() qdel(query_round_game_mode) if(report) addtimer(CALLBACK(src, .proc/send_intercept, 0), rand(waittime_l, waittime_h)) generate_station_goals() gamemode_ready = TRUE return 1 ///Handles late-join antag assignments /datum/game_mode/proc/make_antag_chance(mob/living/carbon/human/character) if(replacementmode && round_converted == 2) replacementmode.make_antag_chance(character) return ///Allows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags. /datum/game_mode/proc/convert_roundtype() set waitfor = FALSE var/list/living_crew = list() for(var/mob/Player in GLOB.mob_list) if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client) living_crew += Player var/malc = CONFIG_GET(number/midround_antag_life_check) if(living_crew.len / GLOB.joined_player_list.len <= malc) //If a lot of the player base died, we start fresh message_admins("Convert_roundtype failed due to too many dead people. Limit is [malc * 100]% living crew") return null var/list/datum/game_mode/runnable_modes = config.get_runnable_midround_modes(living_crew.len) var/list/datum/game_mode/usable_modes = list() for(var/datum/game_mode/G in runnable_modes) if(G.reroll_friendly && living_crew.len >= G.required_players) usable_modes += G else qdel(G) if(!usable_modes) message_admins("Convert_roundtype failed due to no valid modes to convert to. Please report this error to the Coders.") return null replacementmode = pickweight(usable_modes) switch(SSshuttle.emergency.mode) //Rounds on the verge of ending don't get new antags, they just run out if(SHUTTLE_STRANDED, SHUTTLE_ESCAPE) return 1 if(SHUTTLE_CALL) if(SSshuttle.emergency.timeLeft(1) < initial(SSshuttle.emergencyCallTime)*0.5) return 1 var/matc = CONFIG_GET(number/midround_antag_time_check) if(world.time >= (matc * 600)) message_admins("Convert_roundtype failed due to round length. Limit is [matc] minutes.") return null var/list/antag_candidates = list() for(var/mob/living/carbon/human/H in living_crew) if(H.client && H.client.prefs.allow_midround_antag) antag_candidates += H if(!antag_candidates) message_admins("Convert_roundtype failed due to no antag candidates.") return null antag_candidates = shuffle(antag_candidates) if(CONFIG_GET(flag/protect_roles_from_antagonist)) replacementmode.restricted_jobs += replacementmode.protected_jobs if(CONFIG_GET(flag/protect_assistant_from_antagonist)) replacementmode.restricted_jobs += "Assistant" message_admins("The roundtype will be converted. If you have other plans for the station or feel the station is too messed up to inhabit stop the creation of antags or end the round now.") log_game("Roundtype converted to [replacementmode.name]") . = 1 sleep(rand(600,1800)) if(!SSticker.IsRoundInProgress()) message_admins("Roundtype conversion cancelled, the game appears to have finished!") round_converted = 0 return //somewhere between 1 and 3 minutes from now if(!CONFIG_GET(keyed_list/midround_antag)[SSticker.mode.config_tag]) round_converted = 0 return 1 for(var/mob/living/carbon/human/H in antag_candidates) if(H.client) replacementmode.make_antag_chance(H) replacementmode.gamemode_ready = TRUE //Awful but we're not doing standard setup here. round_converted = 2 message_admins("-- IMPORTANT: The roundtype has been converted to [replacementmode.name], antagonists may have been created! --") ///Called by the gameSSticker /datum/game_mode/process() return 0 //For things that do not die easily /datum/game_mode/proc/are_special_antags_dead() return TRUE /datum/game_mode/proc/check_finished(force_ending) //to be called by SSticker if(!SSticker.setup_done || !gamemode_ready) return FALSE if(replacementmode && round_converted == 2) return replacementmode.check_finished() if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)) return TRUE if(station_was_nuked) return TRUE var/list/continuous = CONFIG_GET(keyed_list/continuous) var/list/midround_antag = CONFIG_GET(keyed_list/midround_antag) if(!round_converted && (!continuous[config_tag] || (continuous[config_tag] && midround_antag[config_tag]))) //Non-continuous or continous with replacement antags if(!continuous_sanity_checked) //make sure we have antags to be checking in the first place for(var/mob/Player in GLOB.mob_list) if(Player.mind) if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums)) continuous_sanity_checked = 1 return 0 if(!continuous_sanity_checked) message_admins("The roundtype ([config_tag]) has no antagonists, continuous round has been defaulted to on and midround_antag has been defaulted to off.") continuous[config_tag] = TRUE midround_antag[config_tag] = FALSE SSshuttle.clearHostileEnvironment(src) return 0 if(living_antag_player && living_antag_player.mind && isliving(living_antag_player) && living_antag_player.stat != DEAD && !isnewplayer(living_antag_player) &&!isbrain(living_antag_player) && (living_antag_player.mind.special_role || LAZYLEN(living_antag_player.mind.antag_datums))) return 0 //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark. for(var/mob/Player in GLOB.alive_mob_list) if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client) if(Player.mind.special_role || LAZYLEN(Player.mind.antag_datums)) //Someone's still antaging! living_antag_player = Player return 0 if(!are_special_antags_dead()) return FALSE if(!continuous[config_tag] || force_ending) return 1 else round_converted = convert_roundtype() if(!round_converted) if(round_ends_with_antag_death) return 1 else midround_antag[config_tag] = 0 return 0 return 0 /datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere. return 0 /datum/game_mode/proc/send_intercept() if(flipseclevel && !(config_tag == "extended"))//CIT CHANGE - lets the security level be flipped roundstart priority_announce("Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to [station_name()]. All station construction projects have been authorized. Have a secure shift!", "Security Report", 'sound/ai/commandreport.ogg') return var/intercepttext = "Central Command Status Summary
" intercepttext += "Central Command has intercepted and partially decoded a Syndicate transmission with vital information regarding their movements. The following report outlines the most \ likely threats to appear in your sector." var/list/report_weights = config.mode_false_report_weight.Copy() report_weights[config_tag] = 0 //Prevent the current mode from being falsely selected. var/list/reports = list() var/Count = 0 //To compensate for missing correct report if(prob(65)) // 65% chance the actual mode will appear on the list reports += config.mode_reports[config_tag] Count++ for(var/i in Count to rand(3,5)) //Between three and five wrong entries on the list. var/false_report_type = pickweightAllowZero(report_weights) report_weights[false_report_type] = 0 //Make it so the same false report won't be selected twice reports += config.mode_reports[false_report_type] reports = shuffle(reports) //Randomize the order, so the real one is at a random position. for(var/report in reports) intercepttext += "
" intercepttext += report if(station_goals.len) intercepttext += "
Special Orders for [station_name()]:" for(var/datum/station_goal/G in station_goals) G.on_report() intercepttext += G.get_report() print_command_report(intercepttext, "Central Command Status Summary", announce=FALSE) priority_announce("A summary has been copied and printed to all communications consoles.", "Enemy communication intercepted. Security level elevated.", 'sound/ai/intercept.ogg') if(GLOB.security_level < SEC_LEVEL_BLUE) set_security_level(SEC_LEVEL_BLUE) // This is a frequency selection system. You may imagine it like a raffle where each player can have some number of tickets. The more tickets you have the more likely you are to // "win". The default is 100 tickets. If no players use any extra tickets (earned with the antagonist rep system) calling this function should be equivalent to calling the normal // pick() function. By default you may use up to 100 extra tickets per roll, meaning at maximum a player may double their chances compared to a player who has no extra tickets. // // The odds of being picked are simply (your_tickets / total_tickets). Suppose you have one player using fifty (50) extra tickets, and one who uses no extra: // Player A: 150 tickets // Player B: 100 tickets // Total: 250 tickets // // The odds become: // Player A: 150 / 250 = 0.6 = 60% // Player B: 100 / 250 = 0.4 = 40% /datum/game_mode/proc/antag_pick(list/datum/candidates) if(!CONFIG_GET(flag/use_antag_rep)) // || candidates.len <= 1) return pick(candidates) // Tickets start at 100 var/DEFAULT_ANTAG_TICKETS = CONFIG_GET(number/default_antag_tickets) // You may use up to 100 extra tickets (double your odds) var/MAX_TICKETS_PER_ROLL = CONFIG_GET(number/max_tickets_per_roll) var/total_tickets = 0 MAX_TICKETS_PER_ROLL += DEFAULT_ANTAG_TICKETS var/p_ckey var/p_rep for(var/datum/mind/mind in candidates) p_ckey = ckey(mind.key) total_tickets += min(SSpersistence.antag_rep[p_ckey] + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL) var/antag_select = rand(1,total_tickets) var/current = 1 for(var/datum/mind/mind in candidates) p_ckey = ckey(mind.key) p_rep = SSpersistence.antag_rep[p_ckey] var/previous = current var/spend = min(p_rep + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL) current += spend if(antag_select >= previous && antag_select <= (current-1)) SSpersistence.antag_rep_change[p_ckey] = -(spend - DEFAULT_ANTAG_TICKETS) // WARNING("AR_DEBUG: Player [mind.key] won spending [spend] tickets from starting value [SSpersistence.antag_rep[p_ckey]]") return mind WARNING("Something has gone terribly wrong. /datum/game_mode/proc/antag_pick failed to select a candidate. Falling back to pick()") return pick(candidates) /datum/game_mode/proc/get_players_for_role(role) var/list/players = list() var/list/candidates = list() var/list/drafted = list() var/datum/mind/applicant = null // Ultimate randomizing code right here for(var/mob/dead/new_player/player in GLOB.player_list) if(player.client && player.ready == PLAYER_READY_TO_PLAY && player.check_preferences()) players += player // Shuffling, the players list is now ping-independent!!! // Goodbye antag dante players = shuffle(players) for(var/mob/dead/new_player/player in players) if(player.client && player.ready == PLAYER_READY_TO_PLAY) if(role in player.client.prefs.be_special) if(!jobban_isbanned(player, ROLE_SYNDICATE) && !QDELETED(player) && !jobban_isbanned(player, role) && !QDELETED(player)) //Nodrak/Carn: Antag Job-bans if(age_check(player.client)) //Must be older than the minimum age candidates += player.mind // Get a list of all the people who want to be the antagonist for this round if(restricted_jobs) for(var/datum/mind/player in candidates) for(var/job in restricted_jobs) // Remove people who want to be antagonist but have a job already that precludes it if(player.assigned_role == job) candidates -= player if(candidates.len < recommended_enemies) for(var/mob/dead/new_player/player in players) if(player.client && player.ready == PLAYER_READY_TO_PLAY) if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one if(!jobban_isbanned(player, ROLE_SYNDICATE) && !QDELETED(player) && !jobban_isbanned(player, role) && !QDELETED(player) ) //Nodrak/Carn: Antag Job-bans drafted += player.mind if(restricted_jobs) for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist for(var/job in restricted_jobs) if(player.assigned_role == job) drafted -= player drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates if(drafted.len > 0) applicant = pick(drafted) if(applicant) candidates += applicant drafted.Remove(applicant) else // Not enough scrubs, ABORT ABORT ABORT break if(restricted_jobs) for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist for(var/job in restricted_jobs) if(player.assigned_role == job) drafted -= player drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates if(drafted.len > 0) applicant = pick(drafted) if(applicant) candidates += applicant drafted.Remove(applicant) else // Not enough scrubs, ABORT ABORT ABORT break return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than recommended_enemies // recommended_enemies if the number of people with that role set to yes is less than recomended_enemies, // Less if there are not enough valid players in the game entirely to make recommended_enemies. /datum/game_mode/proc/num_players() . = 0 for(var/mob/dead/new_player/P in GLOB.player_list) if(P.client && P.ready == PLAYER_READY_TO_PLAY) . ++ ////////////////////////// //Reports player logouts// ////////////////////////// /proc/display_roundstart_logout_report() var/list/msg = list("Roundstart logout report\n\n") for(var/i in GLOB.mob_living_list) var/mob/living/L = i var/mob/living/carbon/C = L if (istype(C) && !C.last_mind) continue // never had a client if(L.ckey && !GLOB.directory[L.ckey]) msg += "[L.name] ([L.key]), the [L.job] (Disconnected)\n" if(L.ckey && L.client) var/failed = FALSE if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something) msg += "[L.name] ([L.key]), the [L.job] (Connected, Inactive)\n" failed = TRUE //AFK client if(!failed && L.stat) if(L.suiciding) //Suicider msg += "[L.name] ([L.key]), the [L.job] (Suicide)\n" failed = TRUE //Disconnected client if(!failed && L.stat == UNCONSCIOUS) msg += "[L.name] ([L.key]), the [L.job] (Dying)\n" failed = TRUE //Unconscious if(!failed && L.stat == DEAD) msg += "[L.name] ([L.key]), the [L.job] (Dead)\n" failed = TRUE //Dead var/p_ckey = L.client.ckey // WARNING("AR_DEBUG: [p_ckey]: failed - [failed], antag_rep_change: [SSpersistence.antag_rep_change[p_ckey]]") // people who died or left should not gain any reputation // people who rolled antagonist still lose it if(failed && SSpersistence.antag_rep_change[p_ckey] > 0) // WARNING("AR_DEBUG: Zeroed [p_ckey]'s antag_rep_change") SSpersistence.antag_rep_change[p_ckey] = 0 continue //Happy connected client for(var/mob/dead/observer/D in GLOB.dead_mob_list) if(D.mind && D.mind.current == L) if(L.stat == DEAD) if(L.suiciding) //Suicider msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Suicide)\n" continue //Disconnected client else msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Dead)\n" continue //Dead mob, ghost abandoned else if(D.can_reenter_corpse) continue //Adminghost, or cult/wizard ghost else msg += "[L.name] ([ckey(D.mind.key)]), the [L.job] (Ghosted)\n" continue //Ghosted while alive for (var/C in GLOB.admins) to_chat(C, msg.Join()) //If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1 /datum/game_mode/proc/age_check(client/C) if(get_remaining_days(C) == 0) return 1 //Available in 0 days = available right now = player is old enough to play. return 0 /datum/game_mode/proc/get_remaining_days(client/C) if(!C) return 0 if(!CONFIG_GET(flag/use_age_restriction_for_jobs)) return 0 if(!isnum(C.player_age)) return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced if(!isnum(enemy_minimum_age)) return 0 return max(0, enemy_minimum_age - C.player_age) /datum/game_mode/proc/remove_antag_for_borging(datum/mind/newborgie) SSticker.mode.remove_cultist(newborgie, 0, 0) var/datum/antagonist/rev/rev = newborgie.has_antag_datum(/datum/antagonist/rev) if(rev) rev.remove_revolutionary(TRUE) /datum/game_mode/proc/generate_station_goals() if(flipseclevel && !(config_tag == "extended")) //CIT CHANGE - allows the sec level to be flipped roundstart for(var/T in subtypesof(/datum/station_goal)) var/datum/station_goal/G = new T station_goals += G G.on_report() return var/list/possible = list() for(var/T in subtypesof(/datum/station_goal)) var/datum/station_goal/G = T if(config_tag in initial(G.gamemode_blacklist)) continue possible += T var/goal_weights = 0 while(possible.len && goal_weights < STATION_GOAL_BUDGET) var/datum/station_goal/picked = pick_n_take(possible) goal_weights += initial(picked.weight) station_goals += new picked /datum/game_mode/proc/generate_report() //Generates a small text blurb for the gamemode in centcom report return "Gamemode report for [name] not set. Contact a coder." //By default nuke just ends the round /datum/game_mode/proc/OnNukeExplosion(off_station) nuke_off_station = off_station if(off_station < 2) station_was_nuked = TRUE //Will end the round on next check. //Additional report section in roundend report /datum/game_mode/proc/special_report() return //Set result and news report here /datum/game_mode/proc/set_round_result() SSticker.mode_result = "undefined" if(station_was_nuked) SSticker.news_report = STATION_DESTROYED_NUKE if(EMERGENCY_ESCAPED_OR_ENDGAMED) SSticker.news_report = STATION_EVACUATED if(SSshuttle.emergency.is_hijacked()) SSticker.news_report = SHUTTLE_HIJACK /// Mode specific admin panel. /datum/game_mode/proc/admin_panel() return