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kiwistation/code/game/gamemodes/game_mode.dm
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TheChosenEvilOne a7cde8ce39 [Ready] Ports dynamic gamemode from /vg/ (#44639)
About The Pull Request

Port the dynamic gamemode from /vg/.
(Really bad explanation of the mode incoming.)
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult (you can have up to three roundstart rulesets depending on the pop and threat level), and then there are latejoin and midround rulesets which basically do what they say (latejoin ruleset assigns late joining player as an antagonists and midround assigns ghosts or a currently alive player as an antagonist)
Why It's Good For The Game

This increases the chances of people getting their important antagonist role and makes rounds more interesting (when cultists gets their hand on wizard's magic) when everything can happen at the same time (cult, wiz and traitor could happen on high threat level).
Changelog

cl
add: Ported dynamic mode from /vg/, originally made by DeityLink, Kurfursten and ShiftyRail
/cl
2019-08-09 11:26:03 +12:00

593 lines
25 KiB
Plaintext

/*
* 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/report_type = "invalid" //gamemodes with the same report type will not show up in the command report together.
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/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.
/datum/game_mode/proc/announce() //Shows the gamemode's name and a fast description.
to_chat(world, "<b>The gamemode is: <span class='[announce_span]'>[name]</span>!</b>")
to_chat(world, "<b>[announce_text]</b>")
///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("<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.</span>")
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(CONFIG_GET(flag/reopen_roundstart_suicide_roles))
var/delay = CONFIG_GET(number/reopen_roundstart_suicide_roles_delay)
if(delay)
delay = (delay SECONDS)
else
delay = (4 MINUTES) //default to 4 minutes if the delay isn't defined.
addtimer(CALLBACK(GLOBAL_PROC, .proc/reopen_roundstart_suicide_roles), delay)
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.len)
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 && !is_centcom_level(H.z))
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 <A HREF='?_src_=holder;[HrefToken()];toggle_midround_antag=[REF(usr)]'>stop the creation of antags</A> or <A HREF='?_src_=holder;[HrefToken()];end_round=[REF(usr)]'>end the round now</A>.")
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 && (Player.mind.special_role || LAZYLEN(Player.mind.antag_datums))) //Someone's still antagging but is their antagonist datum important enough to skip mulligan?
for(var/datum/antagonist/antag_types in Player.mind.antag_datums)
if(antag_types.prevent_roundtype_conversion)
living_antag_player = Player //they were an important antag, they're our new mark
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()
var/intercepttext = "<b><i>Central Command Status Summary</i></b><hr>"
intercepttext += "<b>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.</b>"
var/list/report_weights = config.mode_false_report_weight.Copy()
report_weights[report_type] = 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[report_type]
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 += "<hr>"
intercepttext += report
if(station_goals.len)
intercepttext += "<hr><b>Special Orders for [station_name()]:</b>"
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(!is_banned_from(player.ckey, list(role, ROLE_SYNDICATE)) && !QDELETED(player))
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(!is_banned_from(player.ckey, list(role, ROLE_SYNDICATE)) && !QDELETED(player))
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/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
/proc/reopen_roundstart_suicide_roles()
var/list/valid_positions = list()
valid_positions += GLOB.engineering_positions
valid_positions += GLOB.medical_positions
valid_positions += GLOB.science_positions
valid_positions += GLOB.supply_positions
valid_positions += GLOB.civilian_positions
valid_positions += GLOB.security_positions
if(CONFIG_GET(flag/reopen_roundstart_suicide_roles_command_positions))
valid_positions += GLOB.command_positions //add any remaining command positions
else
valid_positions -= GLOB.command_positions //remove all command positions that were added from their respective department positions lists.
var/list/reopened_jobs = list()
for(var/X in GLOB.suicided_mob_list)
if(!isliving(X))
continue
var/mob/living/L = X
if(L.job in valid_positions)
var/datum/job/J = SSjob.GetJob(L.job)
if(!J)
continue
J.current_positions = max(J.current_positions-1, 0)
reopened_jobs += L.job
if(CONFIG_GET(flag/reopen_roundstart_suicide_roles_command_report))
if(reopened_jobs.len)
var/reopened_job_report_positions
for(var/dead_dudes_job in reopened_jobs)
reopened_job_report_positions = "[reopened_job_report_positions ? "[reopened_job_report_positions]\n":""][dead_dudes_job]"
var/suicide_command_report = "<font size = 3><b>Central Command Human Resources Board</b><br>\
Notice of Personnel Change</font><hr>\
To personnel management staff aboard [station_name()]:<br><br>\
Our medical staff have detected a series of anomalies in the vital sensors \
of some of the staff aboard your station.<br><br>\
Further investigation into the situation on our end resulted in us discovering \
a series of rather... unforturnate decisions that were made on the part of said staff.<br><br>\
As such, we have taken the liberty to automatically reopen employment opportunities for the positions of the crew members \
who have decided not to partake in our research. We will be forwarding their cases to our employment review board \
to determine their eligibility for continued service with the company (and of course the \
continued storage of cloning records within the central medical backup server.)<br><br>\
<i>The following positions have been reopened on our behalf:<br><br>\
[reopened_job_report_positions]</i>"
print_command_report(suicide_command_report, "Central Command Personnel Update")
//////////////////////////
//Reports player logouts//
//////////////////////////
/proc/display_roundstart_logout_report()
var/list/msg = list("<span class='boldnotice'>Roundstart logout report\n\n</span>")
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 += "<b>[L.name]</b> ([L.key]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\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 += "<b>[L.name]</b> ([L.key]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
failed = TRUE //AFK client
if(!failed && L.stat)
if(L.suiciding) //Suicider
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
failed = TRUE //Disconnected client
if(!failed && L.stat == UNCONSCIOUS)
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (Dying)\n"
failed = TRUE //Unconscious
if(!failed && L.stat == DEAD)
msg += "<b>[L.name]</b> ([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 += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
continue //Disconnected client
else
msg += "<b>[L.name]</b> ([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 += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Ghosted</span>)\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()
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