/datum/dynamic_ruleset/event ruletype = "Event" var/typepath // typepath of the event var/triggering /datum/dynamic_ruleset/event/execute() 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]") deadchat_broadcast("[name] has just been triggered by dynamic!") log_game("Random Event triggering: [name] ([typepath])") return E /datum/dynamic_ruleset/event/ready(forced = FALSE) // same as midround cause we're still using enemy system if (!forced) var/job_check = 0 if (enemy_roles.len > 0) for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS]) if (M.stat == DEAD) continue // Dead players cannot count as opponents if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles)) job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it var/threat = round(mode.threat_level/10) if (job_check < required_enemies[threat]) return FALSE return TRUE ////////////////////////////////////////////// // // // PIRATES // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/event/pirates name = "Space Pirates" config_tag = "pirates" typepath = /datum/round_event/pirates antag_flag = ROLE_TRAITOR 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 blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear) requirements = list(70,60,50,50,40,40,40,30,20,15) high_population_requirement = 15 /datum/dynamic_ruleset/event/pirates/ready(forced = FALSE) if (!SSmapping.empty_space) return FALSE return ..() ////////////////////////////////////////////// // // // SPIDERS // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/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 ////////////////////////////////////////////// // // // CLOGGED VENTS // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/event/ventclog name = "Clogged Vents" config_tag = "ventclog" 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 weight = 4 repeatable_weight_decrease = 3 requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/ventclog/ready() if(mode.threat_level > 30 && mode.threat >= 5 && prob(20)) name = "Clogged Vents: Threatening" cost = 5 required_enemies = list(3,3,3,2,2,2,1,1,1,1) typepath = /datum/round_event/vent_clog/threatening else if(mode.threat_level > 15 && mode.threat > 15 && prob(30)) name = "Clogged Vents: Catastrophic" cost = 15 required_enemies = list(2,2,1,1,1,1,0,0,0,0) typepath = /datum/round_event/vent_clog/catastrophic else cost = 2 name = "Clogged Vents: Normal" required_enemies = list(1,1,1,0,0,0,0,0,0,0) typepath = /datum/round_event/vent_clog return ..() ////////////////////////////////////////////// // // // ION STORM // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/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) weight = 4 // no repeatable weight decrease. too variable to be unfun multiple times in one round cost = 3 requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE ////////////////////////////////////////////// // // // METEORS // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/event/meteor_wave name = "Meteor Wave" config_tag = "meteor_wave" typepath = /datum/round_event/meteor_wave enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Captain","Cyborg") required_enemies = list(3,3,3,3,3,3,3,3,3,3) cost = 15 weight = 3 repeatable_weight_decrease = 2 requirements = list(60,50,40,30,30,30,30,30,30,30) high_population_requirement = 30 /datum/dynamic_ruleset/event/meteor_wave/ready() if(mode.threat_level > 40 && mode.threat >= 25 && prob(20)) cost = 25 typepath = /datum/round_event/meteor_wave/threatening else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30)) cost = 40 typepath = /datum/round_event/meteor_wave/catastrophic else cost = 15 typepath = /datum/round_event/meteor_wave return ..() ////////////////////////////////////////////// // // // ANOMALIES // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/event/anomaly_bluespace name = "Anomaly: Bluespace" config_tag = "anomaly_bluespace" typepath = /datum/round_event/anomaly/anomaly_bluespace enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain") required_enemies = list(1,1,1,0,0,0,0,0,0,0) weight = 2 repeatable_weight_decrease = 1 cost = 3 requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/anomaly_flux name = "Anomaly: Hyper-Energetic Flux" config_tag = "anomaly_flux" typepath = /datum/round_event/anomaly/anomaly_flux enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain") required_enemies = list(1,1,1,0,0,0,0,0,0,0) weight = 2 repeatable_weight_decrease = 1 cost = 5 requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 10 repeatable = TRUE /datum/dynamic_ruleset/event/anomaly_gravitational name = "Anomaly: Gravitational" config_tag = "anomaly_gravitational" typepath = /datum/round_event/anomaly/anomaly_grav weight = 2 repeatable_weight_decrease = 1 cost = 3 requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/anomaly_pyroclastic name = "Anomaly: Pyroclastic" config_tag = "anomaly_pyroclastic" typepath = /datum/round_event/anomaly/anomaly_pyro weight = 2 repeatable_weight_decrease = 1 cost = 5 enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg") required_enemies = list(1,1,1,1,1,1,1,1,1,1) requirements = list(10,10,10,10,10,10,10,10,10,10) high_population_requirement = 10 repeatable = TRUE /datum/dynamic_ruleset/event/anomaly_vortex name = "Anomaly: Vortex" config_tag = "anomaly_vortex" typepath = /datum/round_event/anomaly/anomaly_vortex weight = 2 repeatable_weight_decrease = 1 cost = 5 enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg") required_enemies = list(1,1,1,1,1,1,1,1,1,1) requirements = list(10,10,10,10,10,10,10,10,10,10) high_population_requirement = 10 repeatable = TRUE ////////////////////////////////////////////// // // // WOW THAT'S A LOT OF EVENTS // // // ////////////////////////////////////////////// /datum/dynamic_ruleset/event/brand_intelligence name = "Brand Intelligence" config_tag = "brand_intelligence" typepath = /datum/round_event/brand_intelligence weight = 1 repeatable_weight_decrease = 1 cost = 2 enemy_roles = list("Chief Engineer","Station Engineer","Atmospheric Technician","Research Director","Scientist","Captain","Cyborg") required_enemies = list(1,1,1,1,0,0,0,0,0,0) requirements = list(10,10,10,10,10,10,10,10,10,10) high_population_requirement = 10 repeatable = TRUE /datum/dynamic_ruleset/event/carp_migration name = "Carp Migration" config_tag = "carp_migration" typepath = /datum/round_event/carp_migration weight = 7 repeatable_weight_decrease = 3 cost = 4 requirements = list(10,10,10,10,10,10,10,10,10,10) high_population_requirement = 10 repeatable = TRUE /datum/dynamic_ruleset/event/communications_blackout name = "Communications Blackout" config_tag = "communications_blackout" typepath = /datum/round_event/communications_blackout cost = 4 weight = 2 repeatable_weight_decrease = 3 enemy_roles = list("Chief Engineer","Station Engineer") required_enemies = list(1,1,1,0,0,0,0,0,0,0) requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/processor_overload name = "Processor Overload" config_tag = "processor_overload" typepath = /datum/round_event/processor_overload cost = 4 weight = 2 repeatable_weight_decrease = 3 enemy_roles = list("Chief Engineer","Station Engineer") required_enemies = list(1,1,1,0,0,0,0,0,0,0) requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/space_dust name = "Minor Space Dust" config_tag = "space_dust" typepath = /datum/round_event/space_dust cost = 2 weight = 2 repeatable_weight_decrease = 1 enemy_roles = list("Chief Engineer","Station Engineer") required_enemies = list(1,1,1,0,0,0,0,0,0,0) requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/major_dust name = "Major Space Dust" config_tag = "major_dust" typepath = /datum/round_event/meteor_wave/major_dust cost = 4 weight = 2 repeatable_weight_decrease = 1 enemy_roles = list("Chief Engineer","Station Engineer") required_enemies = list(2,2,2,2,2,2,2,2,2,2) requirements = list(10,10,10,10,10,10,10,10,10,10) high_population_requirement = 10 repeatable = TRUE /datum/dynamic_ruleset/event/electrical_storm name = "Electrical Storm" config_tag = "electrical_storm" typepath = /datum/round_event/electrical_storm cost = 1 weight = 2 repeatable_weight_decrease = 1 enemy_roles = list("Chief Engineer","Station Engineer") required_enemies = list(1,1,1,0,0,0,0,0,0,0) requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/heart_attack name = "Random Heart Attack" config_tag = "heart_attack" typepath = /datum/round_event/heart_attack cost = 3 weight = 2 repeatable_weight_decrease = 1 enemy_roles = list("Medical Doctor","Chief Medical Officer") required_enemies = list(2,2,2,2,2,2,2,2,2,2) requirements = list(101,101,101,5,5,5,5,5,5,5) high_population_requirement = 5 repeatable = TRUE /datum/dynamic_ruleset/event/radiation_storm name = "Radiation Storm" config_tag = "radiation_storm" typepath = /datum/round_event/radiation_storm cost = 3 weight = 1 enemy_roles = list("Chemist","Chief Medical Officer","Geneticist","Medical Doctor","AI","Captain") required_enemies = list(1,1,1,1,1,1,1,1,1,1) requirements = list(5,5,5,5,5,5,5,5,5,5) high_population_requirement = 5