<commit_before>// 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/revolution
	name = "revolution"
	config_tag = "revolution"
	antag_flag = ROLE_REV
	false_report_weight = 10
	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 = 35
	required_enemies = 2
	recommended_enemies = 3
	enemy_minimum_age = 14

	announce_span = "danger"
	announce_text = "Some crewmembers are attempting a coup!\n\
	<span class='danger'>Revolutionaries</span>: Expand your cause and overthrow the heads of staff by execution or otherwise.\n\
	<span class='notice'>Crew</span>: Prevent the revolutionaries from taking over the station."

	var/finished = 0
	var/check_counter = 0
	var/max_headrevs = 3
	var/completioncheckstart
	var/datum/team/revolution/revolution
	var/list/datum/mind/headrev_candidates = list()
	var/end_when_heads_dead = TRUE

///////////////////////////
//Announces the game type//
///////////////////////////<commit_msg>eh fuck it revs can stay<commit_after>// 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/revolution
	name = "revolution"
	config_tag = "revolution"
	antag_flag = ROLE_REV
	false_report_weight = 10
	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 = 30
	required_enemies = 2
	recommended_enemies = 3
	enemy_minimum_age = 14

	announce_span = "danger"
	announce_text = "Some crewmembers are attempting a coup!\n\
	<span class='danger'>Revolutionaries</span>: Expand your cause and overthrow the heads of staff by execution or otherwise.\n\
	<span class='notice'>Crew</span>: Prevent the revolutionaries from taking over the station."

	var/finished = 0
	var/check_counter = 0
	var/max_headrevs = 3
	var/completioncheckstart
	var/datum/team/revolution/revolution
	var/list/datum/mind/headrev_candidates = list()
	var/end_when_heads_dead = TRUE

///////////////////////////
//Announces the game type//
///////////////////////////
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