// To add a rev to the list of revolutionaries, make sure it's rev (with if(SSticker.mode.name == "revolution)), // then call SSticker.mode:add_revolutionary(_THE_PLAYERS_MIND_) // nothing else needs to be done, as that proc will check if they are a valid target. // Just make sure the converter is a head before you call it! // To remove a rev (from brainwashing or w/e), call SSticker.mode:remove_revolutionary(_THE_PLAYERS_MIND_), // this will also check they're not a head, so it can just be called freely // If the game somtimes isn't registering a win properly, then SSticker.mode.check_win() isn't being called somewhere. /datum/game_mode var/list/datum/mind/head_revolutionaries = list() var/list/datum/mind/revolutionaries = list() /datum/game_mode/revolution name = "revolution" config_tag = "revolution" antag_flag = ROLE_REV restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer") required_players = 20 required_enemies = 1 recommended_enemies = 3 enemy_minimum_age = 14 announce_span = "danger" announce_text = "Some crewmembers are attempting a coup!\n\ Revolutionaries: Expand your cause and overthrow the heads of staff by execution or otherwise.\n\ Crew: Prevent the revolutionaries from taking over the station." var/finished = 0 var/check_counter = 0 var/max_headrevs = 3 var/list/datum/mind/heads_to_kill = list() /////////////////////////// //Announces the game type// /////////////////////////// /datum/game_mode/revolution/announce() to_chat(world, "The current game mode is - Revolution!") to_chat(world, "Some crewmembers are attempting to start a revolution!
\nRevolutionaries - Kill the Captain, HoP, HoS, CE, RD and CMO. Convert other crewmembers (excluding the heads of staff, and security officers) to your cause by flashing them. Protect your leaders.
\nPersonnel - Protect the heads of staff. Kill the leaders of the revolution, and brainwash the other revolutionaries (by beating them in the head).
") /////////////////////////////////////////////////////////////////////////////// //Gets the round setup, cancelling if there's not enough players at the start// /////////////////////////////////////////////////////////////////////////////// /datum/game_mode/revolution/pre_setup() if(config.protect_roles_from_antagonist) restricted_jobs += protected_jobs if(config.protect_assistant_from_antagonist) restricted_jobs += "Assistant" for (var/i=1 to max_headrevs) if (antag_candidates.len==0) break var/datum/mind/lenin = pick(antag_candidates) antag_candidates -= lenin head_revolutionaries += lenin lenin.restricted_roles = restricted_jobs if(head_revolutionaries.len < required_enemies) return 0 return 1 /datum/game_mode/revolution/post_setup() var/list/heads = get_living_heads() var/list/sec = get_living_sec() var/weighted_score = min(max(round(heads.len - ((8 - sec.len) / 3)),1),max_headrevs) for(var/datum/mind/rev_mind in head_revolutionaries) //People with return to lobby may still be in the lobby. Let's pick someone else in that case. if(istype(rev_mind.current,/mob/dead/new_player)) head_revolutionaries -= rev_mind var/list/newcandidates = shuffle(antag_candidates) if(newcandidates.len == 0) continue for(var/M in newcandidates) var/datum/mind/lenin = M antag_candidates -= lenin newcandidates -= lenin if(istype(lenin.current,/mob/dead/new_player)) //We don't want to make the same mistake again continue else var/mob/Nm = lenin.current if(Nm.job in restricted_jobs) //Don't make the HOS a replacement revhead antag_candidates += lenin //Let's let them keep antag chance for other antags continue head_revolutionaries += lenin break while(weighted_score < head_revolutionaries.len) //das vi danya var/datum/mind/trotsky = pick(head_revolutionaries) antag_candidates += trotsky head_revolutionaries -= trotsky update_rev_icons_removed(trotsky) for(var/datum/mind/rev_mind in head_revolutionaries) log_game("[rev_mind.key] (ckey) has been selected as a head rev") for(var/datum/mind/head_mind in heads) mark_for_death(rev_mind, head_mind) spawn(rand(10,100)) // equip_traitor(rev_mind.current, 1) //changing how revs get assigned their uplink so they can get PDA uplinks. --NEO // Removing revolutionary uplinks. -Pete equip_revolutionary(rev_mind.current) for(var/datum/mind/rev_mind in head_revolutionaries) greet_revolutionary(rev_mind) modePlayer += head_revolutionaries SSshuttle.registerHostileEnvironment(src) ..() /datum/game_mode/revolution/process() check_counter++ if(check_counter >= 5) if(!finished) check_heads() SSticker.mode.check_win() check_counter = 0 return 0 /datum/game_mode/proc/forge_revolutionary_objectives(datum/mind/rev_mind) var/list/heads = get_living_heads() for(var/datum/mind/head_mind in heads) var/datum/objective/mutiny/rev_obj = new rev_obj.owner = rev_mind rev_obj.target = head_mind rev_obj.explanation_text = "Assassinate or exile [head_mind.name], the [head_mind.assigned_role]." rev_mind.objectives += rev_obj /datum/game_mode/proc/greet_revolutionary(datum/mind/rev_mind, you_are=1) update_rev_icons_added(rev_mind) if (you_are) to_chat(rev_mind.current, "You are a member of the revolutionaries' leadership!") rev_mind.special_role = "Head Revolutionary" rev_mind.announce_objectives() ///////////////////////////////////////////////////////////////////////////////// //This are equips the rev heads with their gear, and makes the clown not clumsy// ///////////////////////////////////////////////////////////////////////////////// /datum/game_mode/proc/equip_revolutionary(mob/living/carbon/human/mob) if(!istype(mob)) return if (mob.mind) if (mob.mind.assigned_role == "Clown") to_chat(mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.") mob.dna.remove_mutation(CLOWNMUT) var/obj/item/device/assembly/flash/T = new(mob) var/obj/item/toy/crayon/spraycan/R = new(mob) var/obj/item/clothing/glasses/hud/security/chameleon/C = new(mob) var/list/slots = list ( "backpack" = slot_in_backpack, "left pocket" = slot_l_store, "right pocket" = slot_r_store ) var/where = mob.equip_in_one_of_slots(T, slots) var/where2 = mob.equip_in_one_of_slots(C, slots) mob.equip_in_one_of_slots(R,slots) if (!where2) to_chat(mob, "The Syndicate were unfortunately unable to get you a chameleon security HUD.") else to_chat(mob, "The chameleon security HUD in your [where2] will help you keep track of who is mindshield-implanted, and unable to be recruited.") if (!where) to_chat(mob, "The Syndicate were unfortunately unable to get you a flash.") else to_chat(mob, "The flash in your [where] will help you to persuade the crew to join your cause.") return 1 ///////////////////////////////// //Gives head revs their targets// ///////////////////////////////// /datum/game_mode/revolution/proc/mark_for_death(datum/mind/rev_mind, datum/mind/head_mind) var/datum/objective/mutiny/rev_obj = new rev_obj.owner = rev_mind rev_obj.target = head_mind rev_obj.explanation_text = "Assassinate [head_mind.name], the [head_mind.assigned_role]." rev_mind.objectives += rev_obj heads_to_kill += head_mind //////////////////////////////////////////// //Checks if new heads have joined midround// //////////////////////////////////////////// /datum/game_mode/revolution/proc/check_heads() var/list/heads = get_all_heads() var/list/sec = get_all_sec() if(heads_to_kill.len < heads.len) var/list/new_heads = heads - heads_to_kill for(var/datum/mind/head_mind in new_heads) for(var/datum/mind/rev_mind in head_revolutionaries) mark_for_death(rev_mind, head_mind) if(head_revolutionaries.len < max_headrevs && head_revolutionaries.len < round(heads.len - ((8 - sec.len) / 3))) latejoin_headrev() /////////////////////////////// //Adds a new headrev midround// /////////////////////////////// /datum/game_mode/revolution/proc/latejoin_headrev() if(revolutionaries) //Head Revs are not in this list var/list/promotable_revs = list() for(var/datum/mind/khrushchev in revolutionaries) if(khrushchev.current && !khrushchev.current.incapacitated() && !khrushchev.current.restrained() && khrushchev.current.client && khrushchev.current.stat != DEAD) if(ROLE_REV in khrushchev.current.client.prefs.be_special) promotable_revs += khrushchev if(promotable_revs.len) var/datum/mind/stalin = pick(promotable_revs) revolutionaries -= stalin head_revolutionaries += stalin log_game("[stalin.key] (ckey) has been promoted to a head rev") equip_revolutionary(stalin.current) forge_revolutionary_objectives(stalin) greet_revolutionary(stalin) ////////////////////////////////////// //Checks if the revs have won or not// ////////////////////////////////////// /datum/game_mode/revolution/check_win() if(check_rev_victory()) finished = 1 else if(check_heads_victory()) finished = 2 return /////////////////////////////// //Checks if the round is over// /////////////////////////////// /datum/game_mode/revolution/check_finished() if(config.continuous["revolution"]) if(finished) SSshuttle.clearHostileEnvironment(src) return ..() if(finished != 0) return 1 else return ..() /////////////////////////////////////////////////// //Deals with converting players to the revolution// /////////////////////////////////////////////////// /proc/is_revolutionary(mob/M) return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.revolutionaries /proc/is_head_revolutionary(mob/M) return M && istype(M) && M.mind && SSticker && SSticker.mode && M.mind in SSticker.mode.head_revolutionaries /proc/is_revolutionary_in_general(mob/M) return is_revolutionary(M) || is_head_revolutionary(M) /datum/game_mode/proc/add_revolutionary(datum/mind/rev_mind) if(rev_mind.assigned_role in GLOB.command_positions) return 0 var/mob/living/carbon/human/H = rev_mind.current//Check to see if the potential rev is implanted if(H.isloyal()) return 0 if((rev_mind in revolutionaries) || (rev_mind in head_revolutionaries)) return 0 revolutionaries += rev_mind if(iscarbon(rev_mind.current)) var/mob/living/carbon/carbon_mob = rev_mind.current carbon_mob.silent = max(carbon_mob.silent, 5) carbon_mob.flash_act(1, 1) rev_mind.current.Stun(5) to_chat(rev_mind.current, " You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!") rev_mind.current.log_message("Has been converted to the revolution!", INDIVIDUAL_ATTACK_LOG) rev_mind.special_role = "Revolutionary" update_rev_icons_added(rev_mind) if(jobban_isbanned(rev_mind.current, ROLE_REV)) INVOKE_ASYNC(src, .proc/replace_jobbaned_player, rev_mind.current, ROLE_REV, ROLE_REV) return 1 ////////////////////////////////////////////////////////////////////////////// //Deals with players being converted from the revolution (Not a rev anymore)// // Modified to handle borged MMIs. Accepts another var if the target is being borged at the time -- Polymorph. ////////////////////////////////////////////////////////////////////////////// /datum/game_mode/proc/remove_revolutionary(datum/mind/rev_mind , beingborged) var/remove_head = 0 if(beingborged && (rev_mind in head_revolutionaries)) head_revolutionaries -= rev_mind remove_head = 1 if((rev_mind in revolutionaries) || remove_head) revolutionaries -= rev_mind rev_mind.special_role = null rev_mind.current.log_message("Has renounced the revolution!", INDIVIDUAL_ATTACK_LOG) if(beingborged) rev_mind.current.visible_message("The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.",\ "The frame's firmware detects and deletes your neural reprogramming! You remember nothing[remove_head ? "." : " but the name of the one who flashed you."]") message_admins("[ADMIN_LOOKUPFLW(rev_mind.current)] has been borged while being a [remove_head ? "leader" : " member"] of the revolution.") else rev_mind.current.Paralyse(5) rev_mind.current.visible_message("[rev_mind.current] looks like they just remembered their real allegiance!",\ "You have been brainwashed! You are no longer a revolutionary! Your memory is hazy from the time you were a rebel...the only thing you remember is the name of the one who brainwashed you...") update_rev_icons_removed(rev_mind) ///////////////////////////////////// //Adds the rev hud to a new convert// ///////////////////////////////////// /datum/game_mode/proc/update_rev_icons_added(datum/mind/rev_mind) var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV] revhud.join_hud(rev_mind.current) set_antag_hud(rev_mind.current, ((rev_mind in head_revolutionaries) ? "rev_head" : "rev")) ///////////////////////////////////////// //Removes the hud from deconverted revs// ///////////////////////////////////////// /datum/game_mode/proc/update_rev_icons_removed(datum/mind/rev_mind) var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV] revhud.leave_hud(rev_mind.current) set_antag_hud(rev_mind.current, null) ////////////////////////// //Checks for rev victory// ////////////////////////// /datum/game_mode/revolution/proc/check_rev_victory() for(var/datum/mind/rev_mind in head_revolutionaries) for(var/datum/objective/mutiny/objective in rev_mind.objectives) if(!(objective.check_completion())) return 0 return 1 ///////////////////////////// //Checks for a head victory// ///////////////////////////// /datum/game_mode/revolution/proc/check_heads_victory() for(var/datum/mind/rev_mind in head_revolutionaries) var/turf/T = get_turf(rev_mind.current) if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != 2) && T && (T.z == ZLEVEL_STATION)) if(ishuman(rev_mind.current)) return 0 return 1 ////////////////////////////////////////////////////////////////////// //Announces the end of the game with all relavent information stated// ////////////////////////////////////////////////////////////////////// /datum/game_mode/revolution/declare_completion() if(finished == 1) feedback_set_details("round_end_result","win - heads killed") to_chat(world, "The heads of staff were killed or exiled! The revolutionaries win!") SSticker.news_report = REVS_WIN else if(finished == 2) feedback_set_details("round_end_result","loss - rev heads killed") to_chat(world, "The heads of staff managed to stop the revolution!") SSticker.news_report = REVS_LOSE ..() return 1 /datum/game_mode/proc/auto_declare_completion_revolution() var/list/targets = list() if(head_revolutionaries.len || istype(SSticker.mode,/datum/game_mode/revolution)) var/num_revs = 0 var/num_survivors = 0 for(var/mob/living/carbon/survivor in GLOB.living_mob_list) if(survivor.ckey) num_survivors++ if(survivor.mind) if((survivor.mind in head_revolutionaries) || (survivor.mind in revolutionaries)) num_revs++ if(num_survivors) to_chat(world, "[GLOB.TAB]Command's Approval Rating: [100 - round((num_revs/num_survivors)*100, 0.1)]%" ) var/text = "
The head revolutionaries were:" for(var/datum/mind/headrev in head_revolutionaries) text += printplayer(headrev, 1) text += "
" to_chat(world, text) if(revolutionaries.len || istype(SSticker.mode,/datum/game_mode/revolution)) var/text = "
The revolutionaries were:" for(var/datum/mind/rev in revolutionaries) text += printplayer(rev, 1) text += "
" to_chat(world, text) if( head_revolutionaries.len || revolutionaries.len || istype(SSticker.mode,/datum/game_mode/revolution) ) var/text = "
The heads of staff were:" var/list/heads = get_all_heads() for(var/datum/mind/head in heads) var/target = (head in targets) if(target) text += "Target" text += printplayer(head, 1) text += "
" to_chat(world, text)