game_mode 
Vars | |
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 |
Procs | |
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. |
cult_threshold_check | Decides at the start of the round how many conversions are needed to rise/ascend. |
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. |
get_cultists | Returns the current number of cultists and constructs. |
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. |
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.
- separate - Should the number be returned in two separate values (Humans and Constructs) or as one?
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.
- separate - Should the number be returned in two separate values (Humans and Constructs) or as one?
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.