/* * 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/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm var/explosion_in_progress = 0 //sit back and relax var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such var/list/datum/mind/modePlayer = new 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/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() /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)) 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.intercept addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME) if(SSdbcore.Connect()) var/sql if(SSticker && 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() if(report) addtimer(CALLBACK(src, .proc/send_intercept, 0), rand(waittime_l, waittime_h)) generate_station_goals() 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)) living_crew += Player if(living_crew.len / GLOB.joined_player_list.len <= config.midround_antag_life_check) //If a lot of the player base died, we start fresh message_admins("Convert_roundtype failed due to too many dead people. Limit is [config.midround_antag_life_check * 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) 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 if(world.time >= (config.midround_antag_time_check * 600)) message_admins("Convert_roundtype failed due to round length. Limit is [config.midround_antag_time_check] 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.protect_roles_from_antagonist) replacementmode.restricted_jobs += replacementmode.protected_jobs if(config.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.") . = 1 sleep(rand(600,1800)) //somewhere between 1 and 3 minutes from now if(!config.midround_antag[SSticker.mode.config_tag]) round_converted = 0 return 1 for(var/mob/living/carbon/human/H in antag_candidates) replacementmode.make_antag_chance(H) 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 /datum/game_mode/proc/check_finished() //to be called by SSticker 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 if(!round_converted && (!config.continuous[config_tag] || (config.continuous[config_tag] && config.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) 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.") config.continuous[config_tag] = 1 config.midround_antag[config_tag] = 0 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)) 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.living_mob_list) if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player)) if(Player.mind.special_role) //Someone's still antaging! living_antag_player = Player return 0 if(!config.continuous[config_tag]) return 1 else round_converted = convert_roundtype() if(!round_converted) if(round_ends_with_antag_death) return 1 else config.midround_antag[config_tag] = 0 return 0 return 0 /datum/game_mode/proc/declare_completion() var/clients = 0 var/surviving_humans = 0 var/surviving_total = 0 var/ghosts = 0 var/escaped_humans = 0 var/escaped_total = 0 for(var/mob/M in GLOB.player_list) if(M.client) clients++ if(ishuman(M)) if(!M.stat) surviving_humans++ if(M.z == ZLEVEL_CENTCOM) escaped_humans++ if(!M.stat) surviving_total++ if(M.z == ZLEVEL_CENTCOM) escaped_total++ if(isobserver(M)) ghosts++ if(clients > 0) SSblackbox.set_val("round_end_clients",clients) if(ghosts > 0) SSblackbox.set_val("round_end_ghosts",ghosts) if(surviving_humans > 0) SSblackbox.set_val("survived_human",surviving_humans) if(surviving_total > 0) SSblackbox.set_val("survived_total",surviving_total) if(escaped_humans > 0) SSblackbox.set_val("escaped_human",escaped_humans) if(escaped_total > 0) SSblackbox.set_val("escaped_total",escaped_total) send2irc("Server", "Round just ended.") if(cult.len && !istype(SSticker.mode,/datum/game_mode/cult)) datum_cult_completion() if(GLOB.borers.len) var/borerwin = FALSE var/borertext = "
The borers were:" for(var/mob/living/simple_animal/borer/B in GLOB.borers) if((B.key || B.controlling) && B.stat != DEAD) borertext += "
[B.controlling ? B.victim.key : B.key] was [B.truename] (" var/turf/location = get_turf(B) if(location.z == ZLEVEL_CENTCOM && B.victim) borertext += "escaped with host" else borertext += "failed" borertext += ")" to_chat(world, borertext) var/total_borers = 0 for(var/mob/living/simple_animal/borer/B in GLOB.borers) if((B.key || B.victim) && B.stat != DEAD) total_borers++ if(total_borers) var/total_borer_hosts = 0 for(var/mob/living/carbon/C in GLOB.mob_list) var/mob/living/simple_animal/borer/D = C.has_brain_worms() var/turf/location = get_turf(C) if(location.z == ZLEVEL_CENTCOM && D && D.stat != DEAD) total_borer_hosts++ if(GLOB.total_borer_hosts_needed <= total_borer_hosts) borerwin = TRUE to_chat(world, "There were [total_borers] borers alive at round end!") to_chat(world, "A total of [total_borer_hosts] borers with hosts escaped on the shuttle alive. The borers needed [GLOB.total_borer_hosts_needed] hosts to escape.") if(borerwin) to_chat(world, "The borers were successful!") else to_chat(world, "The borers have failed!") CHECK_TICK 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() 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/possible_modes = list() possible_modes.Add("blob", "changeling", "clock_cult", "cult", "extended", "gang", "malf", "nuclear", "revolution", "traitor", "wizard") possible_modes -= name //remove the current gamemode to prevent it from being randomly deleted, it will be readded later for(var/i in 1 to 6) //Remove a few modes to leave four possible_modes -= pick(possible_modes) possible_modes |= name //Re-add the actual gamemode - the intercept will thus always have the correct mode in its list possible_modes = shuffle(possible_modes) //Meta prevention var/datum/intercept_text/i_text = new /datum/intercept_text for(var/V in possible_modes) intercepttext += i_text.build(V) 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) /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) 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) if(role in player.client.prefs.be_special) if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //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) if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //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(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people. for(var/mob/dead/new_player/player in players) if (player.client && player.ready) if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //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 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/check_player_role_pref(var/role, var/mob/dead/new_player/player) if(player.preferences.be_special & role) return 1 return 0 */ /datum/game_mode/proc/num_players() . = 0 for(var/mob/dead/new_player/P in GLOB.player_list) if(P.client && P.ready) . ++ /////////////////////////////////// //Keeps track of all living heads// /////////////////////////////////// /datum/game_mode/proc/get_living_heads() . = list() for(var/mob/living/carbon/human/player in GLOB.mob_list) if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.command_positions)) . |= player.mind //////////////////////////// //Keeps track of all heads// //////////////////////////// /datum/game_mode/proc/get_all_heads() . = list() for(var/mob/player in GLOB.mob_list) if(player.mind && (player.mind.assigned_role in GLOB.command_positions)) . |= player.mind ////////////////////////////////////////////// //Keeps track of all living security members// ////////////////////////////////////////////// /datum/game_mode/proc/get_living_sec() . = list() for(var/mob/living/carbon/human/player in GLOB.mob_list) if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.security_positions)) . |= player.mind //////////////////////////////////////// //Keeps track of all security members// //////////////////////////////////////// /datum/game_mode/proc/get_all_sec() . = list() for(var/mob/living/carbon/human/player in GLOB.mob_list) if(player.mind && (player.mind.assigned_role in GLOB.security_positions)) . |= player.mind ////////////////////////// //Reports player logouts// ////////////////////////// /proc/display_roundstart_logout_report() var/msg = "Roundstart logout report\n\n" for(var/mob/living/L in GLOB.mob_list) if(L.ckey) var/found = 0 for(var/client/C in GLOB.clients) if(C.ckey == L.ckey) found = 1 break if(!found) msg += "[L.name] ([L.ckey]), the [L.job] (Disconnected)\n" if(L.ckey && L.client) if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something) msg += "[L.name] ([L.ckey]), the [L.job] (Connected, Inactive)\n" continue //AFK client if(L.stat) if(L.suiciding) //Suicider msg += "[L.name] ([L.ckey]), the [L.job] (Suicide)\n" continue //Disconnected client if(L.stat == UNCONSCIOUS) msg += "[L.name] ([L.ckey]), the [L.job] (Dying)\n" continue //Unconscious if(L.stat == DEAD) msg += "[L.name] ([L.ckey]), the [L.job] (Dead)\n" continue //Dead continue //Happy connected client for(var/mob/dead/observer/D in GLOB.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/mob/M in GLOB.mob_list) if(M.client && M.client.holder) to_chat(M, msg) /datum/game_mode/proc/printplayer(datum/mind/ply, fleecheck) var/text = "
[ply.key] was [ply.name] the [ply.assigned_role] and" if(ply.current) if(ply.current.stat == DEAD) text += " died" else text += " survived" if(fleecheck && ply.current.z > ZLEVEL_STATION) text += " while fleeing the station" if(ply.current.real_name != ply.name) text += " as [ply.current.real_name]" else text += " had their body destroyed" return text /datum/game_mode/proc/printobjectives(datum/mind/ply) var/text = "" var/count = 1 for(var/datum/objective/objective in ply.objectives) if(objective.check_completion()) text += "
Objective #[count]: [objective.explanation_text] Success!" else text += "
Objective #[count]: [objective.explanation_text] Fail." count++ return text //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.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/replace_jobbaned_player(mob/living/M, role_type, pref) var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [role_type]?", "[role_type]", null, pref, 50, M) var/mob/dead/observer/theghost = null if(candidates.len) theghost = pick(candidates) to_chat(M, "Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!") message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)]) to replace a jobbaned player.") M.ghostize(0) M.key = theghost.key /datum/game_mode/proc/remove_antag_for_borging(datum/mind/newborgie) SSticker.mode.remove_cultist(newborgie, 0, 0) SSticker.mode.remove_revolutionary(newborgie, 0) SSticker.mode.remove_gangster(newborgie, 0, remove_bosses=1) /datum/game_mode/proc/generate_station_goals() 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/declare_station_goal_completion() for(var/V in station_goals) var/datum/station_goal/G = V G.print_result()