Space Station 13 - Modules - TypesVar Details - Proc Details

game_mode

Vars

abducteesA list which contains the minds of all abductees
abductor_teamsHow many abductor teams do we have
abductorsA list which contains the minds of all abductors
apprenticesA list of all minds that are wizard apprentices
ascend_numberHow many crew need to be converted to ascend
ascend_percentUsed for the CentComm announcement at ascension
blob_objectiveTotal blobs objective
blob_point_rateNumber of resource produced by the core
blob_stageTotal blob submode stage
blob_win_countCount of blob tiles to blob win
blobsList of of blobs, their offsprings and blobburnouts spawned by them
bursted_blobs_countNumber of bursted blob infected
changelingsA list of all minds which have the changeling antag datum
clockwork_cultA list of all minds currently in the cult
contractor_acceptedThe number of contractors who accepted the offer.
crew_revealDoes the cult have halos
crew_reveal_numberHow many crew need to be converted to reveal
cultA list of all minds currently in the cult
cult_ascendantDoes the cult have halos
cult_risenDoes the cult have glowing eyes
delay_blob_endThe need to delay the end of the game when the blob wins
demonsA list of all demon minds spawned via event or wizard artefact.
ertA list of all the minds that have the ERT special role
ert_disabledWhether ERT call is even allowed in this mode.
explosion_in_progressSee nuclearbomb.dm and malfunction.dm
forbidden_antag_jobsSpecified associative list of "antag - job" restrictions
ghost_summonsThe number of ghost summons available to the cult.
greyshirtsA list of all the greyshirt minds
head_revolutionariesA list of all the minds of head revolutionaries
implantedAn associative list with mindslave minds as keys and their master's minds as values.
is_blob_infinity_pointsIs all blobs have infinity points
legit_blobsIs all blobs have infinity points
off_auto_gammaDisables automatic GAMMA code
off_auto_nuke_codesDisables automatic nuke codes
power_revealDoes the clockers have significant power stored
power_reveal_numberHow many power need to be in supply to reveal
pre_changelingsA list containing references to the minds of soon-to-be changelings. This is seperate to avoid duplicate entries in the changelings list.
pre_mindflayersA list containing references to the minds of soon-to-be mindflayers.
pre_traitorsA list containing references to the minds of soon-to-be traitors. This is seperate to avoid duplicate entries in the traitors list.
pre_vampireslist of minds of soon to be vampires
probabilityProbablity for this mode in secret mode type.
protected_jobsJobs that can't be antags.
protected_speciesSpecies that can't be antags.
recommended_enemiesLegacy code, currently used in heist mode only.
required_enemiesHow many antagonists are required for mode start.
required_playersHow many players should press ready for mode to activate.
reveal_percentUsed for CentCom announcement when reached crew limit conversion
revolutionariesA list of all the minds of revolutionaries
rise_numberHow many crew need to be converted to rise
station_goalsA list of all station goals for this game mode
station_was_nukedSee nuclearbomb.dm and malfunction.dm
superheroesA list of all the minds with the superhero special role
supervillainsA list of all the minds with the supervillain special role
supportThe Contractor Support Units
syndicatesA list of all the nuclear operatives' minds
traitorsA list of all minds which have the traitor antag datum.
vampire_enthralledA list of all minds which are thralled by a vampire
vampiresA list of all minds which have the vampire antag datum
votableWhether this mode can be voted by players.
waittime_hUpper bound on time before intercept arrives.
waittime_lLower bound on time before intercept arrives.
wizardsA list of all minds which have the wizard special role

Procs

can_startChecks to see if the game can be setup and ran with the current number of players or whatnot.
check_finishedCheck to be called by ticker
cleanupThis is called when the round has ended but not the game, if any cleanup would be necessary in that case.
clockwork_threshold_checkDecides at the start of the round how many conversions are needed to reveal or how many power supplied to reveal.
cult_threshold_checkDecides at the start of the round how many conversions are needed to rise/ascend.
get_alive_players_for_roleWorks like get_players_for_role, but for alive mobs.
get_all_headsKeeps track of all heads.
get_all_secKeeps track of all security members.
get_clockersReturns the current number of clockers and constructs.
get_cultistsReturns the current number of cultists and constructs.
get_end_of_round_antagonist_statisticsGets the value of all end of round stats through auto_declare and returns them
get_living_headsKeeps track of all living heads.
get_living_secKeeps track of all living security members.
get_players_for_roleReturns a list of player minds who had the antagonist role set to yes, regardless of recomended_enemies. Jobbans and restricted jobs are checked. Species lock and prefered species are checked. List is already shuffled.
post_setupEveryone should now be on the station and have their normal gear. This is the place to give the special roles extra things.
pre_setupAttempts to select players for special roles the mode might have.
processCalled by the gameticker.
process_job_tasksCalled by the gameticker.

Var Details

abductees

A list which contains the minds of all abductees

abductor_teams

How many abductor teams do we have

abductors

A list which contains the minds of all abductors

apprentices

A list of all minds that are wizard apprentices

ascend_number

How many crew need to be converted to ascend

ascend_percent

Used for the CentComm announcement at ascension

blob_objective

Total blobs objective

blob_point_rate

Number of resource produced by the core

blob_stage

Total blob submode stage

blob_win_count

Count of blob tiles to blob win

blobs

List of of blobs, their offsprings and blobburnouts spawned by them

bursted_blobs_count

Number of bursted blob infected

changelings

A list of all minds which have the changeling antag datum

clockwork_cult

A list of all minds currently in the cult

contractor_accepted

The number of contractors who accepted the offer.

crew_reveal

Does the cult have halos

crew_reveal_number

How many crew need to be converted to reveal

cult

A list of all minds currently in the cult

cult_ascendant

Does the cult have halos

cult_risen

Does the cult have glowing eyes

delay_blob_end

The need to delay the end of the game when the blob wins

demons

A list of all demon minds spawned via event or wizard artefact.

ert

A list of all the minds that have the ERT special role

ert_disabled

Whether ERT call is even allowed in this mode.

explosion_in_progress

See nuclearbomb.dm and malfunction.dm

forbidden_antag_jobs

Specified associative list of "antag - job" restrictions

ghost_summons

The number of ghost summons available to the cult.

greyshirts

A list of all the greyshirt minds

head_revolutionaries

A list of all the minds of head revolutionaries

implanted

An associative list with mindslave minds as keys and their master's minds as values.

is_blob_infinity_points

Is all blobs have infinity points

legit_blobs

Is all blobs have infinity points

off_auto_gamma

Disables automatic GAMMA code

off_auto_nuke_codes

Disables automatic nuke codes

power_reveal

Does the clockers have significant power stored

power_reveal_number

How many power need to be in supply to reveal

pre_changelings

A list containing references to the minds of soon-to-be changelings. This is seperate to avoid duplicate entries in the changelings list.

pre_mindflayers

A list containing references to the minds of soon-to-be mindflayers.

pre_traitors

A list containing references to the minds of soon-to-be traitors. This is seperate to avoid duplicate entries in the traitors list.

pre_vampires

list of minds of soon to be vampires

probability

Probablity for this mode in secret mode type.

protected_jobs

Jobs that can't be antags.

protected_species

Species that can't be antags.

recommended_enemies

Legacy code, currently used in heist mode only.

required_enemies

How many antagonists are required for mode start.

required_players

How many players should press ready for mode to activate.

reveal_percent

Used for CentCom announcement when reached crew limit conversion

revolutionaries

A list of all the minds of revolutionaries

rise_number

How many crew need to be converted to rise

station_goals

A list of all station goals for this game mode

station_was_nuked

See nuclearbomb.dm and malfunction.dm

superheroes

A list of all the minds with the superhero special role

supervillains

A list of all the minds with the supervillain special role

support

The Contractor Support Units

syndicates

A list of all the nuclear operatives' minds

traitors

A list of all minds which have the traitor antag datum.

vampire_enthralled

A list of all minds which are thralled by a vampire

vampires

A list of all minds which have the vampire antag datum

votable

Whether this mode can be voted by players.

waittime_h

Upper bound on time before intercept arrives.

waittime_l

Lower bound on time before intercept arrives.

wizards

A list of all minds which have the wizard special role

Proc Details

can_start

Checks to see if the game can be setup and ran with the current number of players or whatnot.

check_finished

Check to be called by ticker

cleanup

This is called when the round has ended but not the game, if any cleanup would be necessary in that case.

clockwork_threshold_check

Decides at the start of the round how many conversions are needed to reveal or how many power supplied to reveal.

The number is decided by (Percentage * (Players - clockers)), so for example at 110 players it would be 16 conversions for rise. (0.15 * (110 - 4)) These values change based on population because 20 clockers are MUCH more powerful if there's only 50 players, compared to 120.

Below 100 players, CLOCK_POWER_REVEAL_LOW and CLOCK_CREW_REVEAL_LOW are used. Above 100 players, CLOCK_POWER_REVEAL_HIGH and CLOCK_CREW_REVEAL_HIGH are used.

cult_threshold_check

Decides at the start of the round how many conversions are needed to rise/ascend.

The number is decided by (Percentage * (Players - Cultists)), so for example at 110 players it would be 11 conversions for rise. (0.1 * (110 - 4)) These values change based on population because 20 cultists are MUCH more powerful if there's only 50 players, compared to 120.

Below 100 players, CULT_RISEN_LOW and CULT_ASCENDANT_LOW are used. Above 100 players, CULT_RISEN_HIGH and CULT_ASCENDANT_HIGH are used.

get_alive_players_for_role

Works like get_players_for_role, but for alive mobs.

get_all_heads

Keeps track of all heads.

get_all_sec

Keeps track of all security members.

get_clockers

Returns the current number of clockers and constructs.

Returns the number of clockers and constructs in a list ([1] = Clockers, [2] = Constructs), or as one combined number.

get_cultists

Returns the current number of cultists and constructs.

Returns the number of cultists and constructs in a list ([1] = Cultists, [2] = Constructs), or as one combined number.

get_end_of_round_antagonist_statistics

Gets the value of all end of round stats through auto_declare and returns them

get_living_heads

Keeps track of all living heads.

get_living_sec

Keeps track of all living security members.

get_players_for_role

Returns a list of player minds who had the antagonist role set to yes, regardless of recomended_enemies. Jobbans and restricted jobs are checked. Species lock and prefered species are checked. List is already shuffled.

post_setup

Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things.

pre_setup

Attempts to select players for special roles the mode might have.

process

Called by the gameticker.

process_job_tasks

Called by the gameticker.