Dynamic Rework (#91290)

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible.

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit.

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.

![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)

![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑

(cherry picked from commit 4c277dc572)
This commit is contained in:
MrMelbert
2025-06-26 20:12:17 -04:00
committed by Roxy
parent b5a1bdf3ce
commit e0bdfc3f5f
189 changed files with 6052 additions and 6318 deletions
+2 -2
View File
@@ -351,7 +351,7 @@ Versioning
"name" = L.real_name,
"key" = L.ckey,
"job" = L.mind.assigned_role.title,
"special" = L.mind.special_role,
"special" = jointext(L.mind.get_special_roles(), " | "),
"pod" = get_area_name(L, TRUE),
"laname" = L.lastattacker,
"lakey" = L.lastattackerckey,
@@ -440,7 +440,7 @@ Versioning
"ckey" = mob_ckey,
"character_name" = new_character.real_name,
"job" = new_character.mind?.assigned_role?.title,
"special" = new_character.mind?.special_role,
"special" = english_list(new_character.mind?.get_special_roles(), nothing_text = "NONE"),
"latejoin" = 0,
))
SSdbcore.MassInsert(format_table_name("manifest"), query_rows, special_columns = special_columns)
@@ -0,0 +1,55 @@
// Config values, don't change these randomly
/// Configuring "roundstart" type rulesets
#define ROUNDSTART "roundstart"
/// Configuring "light midround" type rulesets
#define LIGHT_MIDROUND "light_midround"
/// Configuring "heavy midround" type rulesets
#define HEAVY_MIDROUND "heavy_midround"
/// Configuring "latejoin" type rulesets
#define LATEJOIN "latejoin"
/// Lower end for how many of a ruleset type can be selected
#define LOW_END "low"
/// Upper end for how many of a ruleset type can be selected
#define HIGH_END "high"
/// Population threshold for ruleset types - below this, only a quarter of the low to high end is used
#define HALF_RANGE_POP_THRESHOLD "half_range_pop_threshold"
/// Population threshold for ruleset types - below this, only a half of the low to high end is used
#define FULL_RANGE_POP_THRESHOLD "full_range_pop_threshold"
/// Round time threshold for which a ruleset type will be selected
#define TIME_THRESHOLD "time_threshold"
/// Lower end for cooldown duration for a ruleset type
#define EXECUTION_COOLDOWN_LOW "execution_cooldown_low"
/// Upper end for cooldown duration for a ruleset type
#define EXECUTION_COOLDOWN_HIGH "execution_cooldown_high"
// Tiers, don't change these randomly
/// Tier 0, no antags at all
#define DYNAMIC_TIER_GREEN 0
/// Tier 1, low amount of antags
#define DYNAMIC_TIER_LOW 1
/// Tier 2, medium amount of antags
#define DYNAMIC_TIER_LOWMEDIUM 2
/// Tier 3, high amount of antags
#define DYNAMIC_TIER_MEDIUMHIGH 3
/// Tier 4, maximum amount of antags
#define DYNAMIC_TIER_HIGH 4
// Ruleset flags
/// Ruleset denotes that it involves an outside force spawning in to attack the station
#define RULESET_INVADER (1<<0)
/// Multiple high impact rulesets cannot be selected unless we're at the highest tier
#define RULESET_HIGH_IMPACT (1<<1)
/// Ruleset can be configured by admins (implements /proc/configure_ruleset)
/// Only implemented for midrounds currently
#define RULESET_ADMIN_CONFIGURABLE (1<<2)
/// Href for cancelling midround rulesets before execution
#define MIDROUND_CANCEL_HREF(...) "(<a href='byond://?src=[REF(src)];admin_cancel_midround=[REF(picked_ruleset)]'>CANCEL</a>)"
/// Href for rerolling midround rulesets before execution
#define MIDROUND_REROLL_HREF(rulesets) "[length(rulesets) \
? "(<a href='byond://?src=[REF(src)];admin_reroll=[REF(picked_ruleset)]'>SOMETHING ELSE</a>)" \
: "([span_tooltip("There are no more rulesets to pick from!", "NOTHING ELSE")])"\
]"
#define RULESET_CONFIG_CANCEL "Cancel"
@@ -0,0 +1,372 @@
/**
* ## Dynamic ruleset datum
*
* These datums (which are not singletons) are used by dynamic to create antagonists
*/
/datum/dynamic_ruleset
/// Human-readable name of the ruleset.
var/name
/// Tag the ruleset uses for configuring.
/// Don't change this unless you know what you're doing.
var/config_tag
/// What flag to check for jobbans? Optional, if unset, uses pref_flag
var/jobban_flag
/// What flag to check for prefs? Required if the antag has an associated preference
var/pref_flag
/// Flags for this ruleset
var/ruleset_flags = NONE
/// Points to what antag datum this ruleset will use for generating a preview icon in the prefs menu
var/preview_antag_datum
/// List of all minds selected for this ruleset
VAR_FINAL/list/datum/mind/selected_minds = list()
/**
* The chance the ruleset is picked when selecting from the pool of rulesets.
*
* This can either be
* - A list of weight corresponding to dynamic tiers.
* If a tier is not specified, it will use the next highest tier.
* Or
* - A single weight for all tiers.
*/
var/list/weight = 0
/**
* The min population for which this ruleset is available.
*
* This can either be
* - A list of min populations corresponding to dynamic tiers.
* If a tier is not specified, it will use the next highest tier.
* Or
* - A single min population for all tiers.
*/
var/list/min_pop = 0
/// List of roles that are blacklisted from this ruleset
/// For roundstart rulesets, it will prevent players from being selected for this ruleset if they have one of these roles
/// For latejoin or midround rulesets, it will prevent players from being assigned to this ruleset if they have one of these roles
var/list/blacklisted_roles = list()
/**
* How many candidates are needed for this ruleset to be selected?
* Ie. "We won't even bother attempting to run this ruleset unless at least x players want to be it"
*
* This can either be
* - A number
* Or
* - A list in the form of list("denominator" = x, "offset" = y)
* which will divide the population size by x and add y to it to calculate the number of candidates
*/
var/min_antag_cap = 1
/**
* How many candidates will be this ruleset try to select?
* Ie. "We have 10 cadidates, but we only want x of them to be antags"
*
* This can either be
* - A number
* Or
* - A list in the form of list("denominator" = x, "offset" = y)
* which will divide the population size by x and add y to it to calculate the number of candidates
*
* If null, defaults to min_antag_cap
*/
var/max_antag_cap
/// If set to TRUE, dynamic will be able to draft this ruleset again later on
var/repeatable = FALSE
/// Every time this ruleset is selected, the weight will be decreased by this amount
var/repeatable_weight_decrease = 2
/// Players whose account is less than this many days old will be filtered out of the candidate list
var/minimum_required_age = 0
/// Templates necessary for this ruleset to be executed
VAR_PROTECTED/list/ruleset_lazy_templates
/datum/dynamic_ruleset/New(list/dynamic_config)
for(var/new_var in dynamic_config?[config_tag])
set_config_value(new_var, dynamic_config[config_tag][new_var])
/datum/dynamic_ruleset/Destroy()
selected_minds = null
return ..()
/// Used for parsing config entries to validate them
/datum/dynamic_ruleset/proc/set_config_value(new_var, new_val)
if(!(new_var in vars))
log_dynamic("Erroneous config edit rejected: [new_var]")
return FALSE
var/static/list/locked_config_values = list(
NAMEOF_STATIC(src, config_tag),
NAMEOF_STATIC(src, jobban_flag),
NAMEOF_STATIC(src, pref_flag),
NAMEOF_STATIC(src, preview_antag_datum),
NAMEOF_STATIC(src, ruleset_flags),
NAMEOF_STATIC(src, ruleset_lazy_templates),
NAMEOF_STATIC(src, selected_minds),
NAMEOF_STATIC(src, vars),
)
if(new_var in locked_config_values)
log_dynamic("Bad config edit rejected: [new_var]")
return FALSE
if(islist(new_val) && (new_var == NAMEOF(src, weight) || new_var == NAMEOF(src, min_pop)))
new_val = load_tier_list(new_val)
vars[new_var] = new_val
return TRUE
/datum/dynamic_ruleset/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, config_tag))
return FALSE
return ..()
/// Used to create tier lists for weights and min_pop values
/datum/dynamic_ruleset/proc/load_tier_list(list/incoming_list)
PRIVATE_PROC(TRUE)
var/list/tier_list = new /list(4)
// loads a list of list("2" = 1, "3" = 3) into a list(null, 1, 3, null)
for(var/tier in incoming_list)
tier_list[text2num(tier)] = incoming_list[tier]
// turn list(null, 1, 3, null) into list(1, 1, 3, null)
for(var/i in 1 to length(tier_list))
var/val = tier_list[i]
if(isnum(val))
break
for(var/j in i to length(tier_list))
var/other_val = tier_list[j]
if(!isnum(other_val))
continue
tier_list[i] = other_val
break
// turn list(1, 1, 3, null) into list(1, 1, 3, 3)
for(var/i in length(tier_list) to 1 step -1)
var/val = tier_list[i]
if(isnum(val))
break
for(var/j in i to 1 step -1)
var/other_val = tier_list[j]
if(!isnum(other_val))
continue
tier_list[i] = other_val
break
// we can assert that tier[1] and tier[4] are not null, but we cannot say the same for tier[2] and tier[3]
// this can be happen due to the following setup: list(1, null, null, 4)
// (which is an invalid config, and should be fixed by the operator)
if(isnull(tier_list[2]))
tier_list[2] = tier_list[1]
if(isnull(tier_list[3]))
tier_list[3] = tier_list[4]
return tier_list
/**
* Any additional checks to see if this ruleset can be selected
*/
/datum/dynamic_ruleset/proc/can_be_selected()
return TRUE
/**
* Calculates the weight of this ruleset for the given tier.
*
* * population_size - How many players are alive
* * tier - The dynamic tier to calculate the weight for
*/
/datum/dynamic_ruleset/proc/get_weight(population_size = 0, tier = DYNAMIC_TIER_LOW)
SHOULD_NOT_OVERRIDE(TRUE)
if(type in SSdynamic.admin_disabled_rulesets)
return 0
if(!can_be_selected())
return 0
var/final_minpop = islist(min_pop) ? min_pop[tier] : min_pop
if(final_minpop > population_size)
return 0
var/final_weight = islist(weight) ? weight[tier] : weight
for(var/datum/dynamic_ruleset/other_ruleset as anything in SSdynamic.executed_rulesets)
if(other_ruleset == src)
continue
if(tier != DYNAMIC_TIER_HIGH && (ruleset_flags & RULESET_HIGH_IMPACT) && (other_ruleset.ruleset_flags & RULESET_HIGH_IMPACT))
return 0
if(!istype(other_ruleset, type))
continue
if(!repeatable)
return 0
final_weight -= repeatable_weight_decrease
return max(final_weight, 0)
/// Returns what the antag cap with the given population is.
/datum/dynamic_ruleset/proc/get_antag_cap(population_size, antag_cap)
SHOULD_NOT_OVERRIDE(TRUE)
if (isnum(antag_cap))
return antag_cap
return ceil(population_size / antag_cap["denominator"]) + antag_cap["offset"]
/**
* Prepares the ruleset for execution, primarily used for selecting the players who will be assigned to this ruleset
*
* * antag_candidates - List of players who are candidates for this ruleset
* This list is mutated by this proc!
*
* Returns TRUE if execution is ready, FALSE if it should be canceled
*/
/datum/dynamic_ruleset/proc/prepare_execution(population_size = 0, list/mob/antag_candidates = list())
SHOULD_NOT_OVERRIDE(TRUE)
// !! THIS SLEEPS !!
load_templates()
// This is (mostly) redundant, buuuut the (potential) sleep above makes it iffy, so let's just be safe
if(!can_be_selected())
return FALSE
var/max_candidates = get_antag_cap(population_size, max_antag_cap || min_antag_cap)
var/min_candidates = get_antag_cap(population_size, min_antag_cap)
var/list/selected_candidates = select_candidates(antag_candidates, max_candidates)
if(length(selected_candidates) < min_candidates)
return FALSE
for(var/mob/candidate as anything in selected_candidates)
var/datum/mind/candidate_mind = get_candidate_mind(candidate)
prepare_for_role(candidate_mind)
LAZYADDASSOC(SSjob.prevented_occupations, candidate_mind, get_blacklisted_roles()) // this is what makes sure you can't roll traitor as a sec-off
selected_minds += candidate_mind
antag_candidates -= candidate
return TRUE
/// Gets the mind of a candidate, can be overridden to return a different mind if necessary
/datum/dynamic_ruleset/proc/get_candidate_mind(mob/dead/candidate)
return candidate.mind
/// Returns a list of roles that cannot be selected for this ruleset
/datum/dynamic_ruleset/proc/get_blacklisted_roles()
return get_config_blacklisted_roles() | get_always_blacklisted_roles()
/// Returns all the jobs the config says this ruleset cannot select
/datum/dynamic_ruleset/proc/get_config_blacklisted_roles()
SHOULD_NOT_OVERRIDE(TRUE)
var/list/blacklist = blacklisted_roles.Copy()
for(var/datum/job/job as anything in SSjob.all_occupations)
var/protected = (job.job_flags & JOB_ANTAG_PROTECTED)
var/blacklisted = (job.job_flags & JOB_ANTAG_BLACKLISTED)
if((CONFIG_GET(flag/protect_roles_from_antagonist) && protected) || blacklisted)
blacklist |= job.title
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
blacklisted_roles |= JOB_ASSISTANT
return blacklist
/// Returns a list of roles that are always blacklisted from this ruleset, for mechanical reasons (an AI can't be a changeling)
/datum/dynamic_ruleset/proc/get_always_blacklisted_roles()
return list(
JOB_AI,
JOB_CYBORG,
)
/// Takes in a list of players and returns a list of players who are valid candidates for this ruleset
/// Don't touch this proc if you need to trim candidates further - override is_valid_candidate() instead
/datum/dynamic_ruleset/proc/trim_candidates(list/mob/antag_candidates)
SHOULD_NOT_OVERRIDE(TRUE)
var/list/valid_candidates = list()
for(var/mob/candidate as anything in antag_candidates)
var/client/candidate_client = GET_CLIENT(candidate)
if(isnull(candidate_client))
continue
if(candidate_client.get_remaining_days(minimum_required_age) > 0)
continue
if(pref_flag && !(pref_flag in candidate_client.prefs.be_special))
continue
if(is_banned_from(candidate.ckey, list(ROLE_SYNDICATE, jobban_flag || pref_flag)))
continue
if(!is_valid_candidate(candidate, candidate_client))
continue
valid_candidates += candidate
return valid_candidates
/// Returns a list of players picked for this ruleset
/datum/dynamic_ruleset/proc/select_candidates(list/mob/antag_candidates, num_candidates = 0)
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
if(num_candidates <= 0)
return list()
// technically not pure
var/list/resulting_candidates = shuffle(trim_candidates(antag_candidates)) || list()
if(length(resulting_candidates) <= num_candidates)
return resulting_candidates
resulting_candidates.Cut(num_candidates + 1)
return resulting_candidates
/// Handles loading map templates that this ruleset requires
/datum/dynamic_ruleset/proc/load_templates()
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
for(var/template in ruleset_lazy_templates)
SSmapping.lazy_load_template(template)
/**
* Any additional checks to see if this player is a valid candidate for this ruleset
*/
/datum/dynamic_ruleset/proc/is_valid_candidate(mob/candidate, client/candidate_client)
SHOULD_CALL_PARENT(TRUE)
return TRUE
/**
* Handles any special logic that needs to be done for a player before they are assigned to this ruleset
* This is ran before the player is in their job position, and before they even have a player character
*
* Override this proc to do things like set forced jobs, DON'T assign roles or give out equipments here!
*/
/datum/dynamic_ruleset/proc/prepare_for_role(datum/mind/candidate)
PROTECTED_PROC(TRUE)
return
/**
* Executes the ruleset, assigning the selected players to their roles.
* No backing out now, at this point it's guaranteed to run.
*
* Prefer to override assign_role() instead of this proc
*/
/datum/dynamic_ruleset/proc/execute()
var/list/execute_args = create_execute_args()
for(var/datum/mind/mind as anything in selected_minds)
assign_role(arglist(list(mind) + execute_args))
/// Allows you to supply extra arguments to assign_role() if needed
/datum/dynamic_ruleset/proc/create_execute_args()
return list()
/**
* Used by the ruleset to actually assign the role to the player
* This is ran after they have a player character spawned, and after they're in their job (with all their job equipment)
*
* Override this proc to give out antag datums or special items or whatever
*/
/datum/dynamic_ruleset/proc/assign_role(datum/mind/candidate)
PROTECTED_PROC(TRUE)
stack_trace("Ruleset [src] does not implement assign_role()")
return
/**
* Handles setting SSticker news report / mode result for more impactful rulsets
*
* Return TRUE if any result was set
*/
/datum/dynamic_ruleset/proc/round_result()
return FALSE
/**
* Allows admins to configure rulesets before prepare_execution() is called.
*
* Only called if RULESET_ADMIN_CONFIGURABLE is set in ruleset_flags.
* Also only called by midrounds currently.
*/
/datum/dynamic_ruleset/proc/configure_ruleset(mob/admin)
stack_trace("Ruleset [type] sets flag RULESET_ADMIN_CONFIGURABLE but does not implement configure_ruleset!")
@@ -0,0 +1,316 @@
/**
* ## Dynamic tier datum
*
* These datums are essentially used to configure the dynamic system
* They serve as a very simple way to see at a glance what dynamic is doing and what it is going to do
*
* For example, a tier will say "we will spawn 1-2 roundstart antags"
*/
/datum/dynamic_tier
/// Tier number - A number which determines the severity of the tier - the higher the number, the more antags
var/tier = -1
/// The human readable name of the tier
var/name
/// Tag the tier uses for configuring.
/// Don't change this unless you know what you're doing.
var/config_tag
/// The chance this tier will be selected from all tiers
/// Keep all tiers added up to 100 weight, keeps things readable
var/weight = 0
/// This tier will not be selected if the population is below this number
var/min_pop = 0
/// String which is sent to the players reporting which tier is active
var/advisory_report
/**
* How Dynamic will select rulesets based on the tier
*
* Every tier configures each of the ruleset types - ie, roundstart, light midround, heavy midround, latejoin
*
* Every type can be configured with the following:
* - LOW_END: The lower for how many of this ruleset type can be selected
* - HIGH_END: The upper for how many of this ruleset type can be selected
* - HALF_RANGE_POP_THRESHOLD: Below this population range, the high end is quartered
* - FULL_RANGE_POP_THRESHOLD: Below this population range, the high end is halved
*
* Non-roundstart ruleset types also have:
* - TIME_THRESHOLD: World time must pass this threshold before dynamic starts running this ruleset type
* - EXECUTION_COOLDOWN_LOW: The lower end for how long to wait before running this ruleset type again
* - EXECUTION_COOLDOWN_HIGH: The upper end for how long to wait before running this ruleset type again
*/
var/list/ruleset_type_settings = list(
ROUNDSTART = list(
LOW_END = 0,
HIGH_END = 0,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 50,
TIME_THRESHOLD = 0 MINUTES,
EXECUTION_COOLDOWN_LOW = 0 MINUTES,
EXECUTION_COOLDOWN_HIGH = 0 MINUTES,
),
LIGHT_MIDROUND = list(
LOW_END = 0,
HIGH_END = 0,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 30 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
HEAVY_MIDROUND = list(
LOW_END = 0,
HIGH_END = 0,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 60 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
LATEJOIN = list(
LOW_END = 0,
HIGH_END = 0,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 0 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
)
/datum/dynamic_tier/New(list/dynamic_config)
for(var/new_var in dynamic_config?[config_tag])
if(!(new_var in vars))
continue
set_config_value(new_var, dynamic_config[config_tag][new_var])
/// Used for parsing config entries to validate them
/datum/dynamic_tier/proc/set_config_value(new_var, new_val)
switch(new_var)
if(NAMEOF(src, tier), NAMEOF(src, config_tag), NAMEOF(src, vars))
return FALSE
if(NAMEOF(src, ruleset_type_settings))
for(var/category in new_val)
for(var/rule in new_val[category])
if(rule == LOW_END || rule == HIGH_END)
ruleset_type_settings[category][rule] = max(0, new_val[category][rule])
else if(rule == TIME_THRESHOLD || rule == EXECUTION_COOLDOWN_LOW || rule == EXECUTION_COOLDOWN_HIGH)
ruleset_type_settings[category][rule] = new_val[category][rule] * 1 MINUTES
else
ruleset_type_settings[category][rule] = new_val[category][rule]
return TRUE
vars[new_var] = new_val
return TRUE
/datum/dynamic_tier/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, tier))
return FALSE
return ..()
/datum/dynamic_tier/greenshift
tier = DYNAMIC_TIER_GREEN
config_tag = "Greenshift"
name = "Greenshift"
weight = 2
advisory_report = "Advisory Level: <b>Green Star</b></center><BR>\
Your sector's advisory level is Green Star. \
Surveillance information shows no credible threats to Nanotrasen assets within the Spinward Sector at this time. \
As always, the Department advises maintaining vigilance against potential threats, regardless of a lack of known threats."
/datum/dynamic_tier/low
tier = DYNAMIC_TIER_LOW
config_tag = "Low Chaos"
name = "Low Chaos"
weight = 8
advisory_report = "Advisory Level: <b>Yellow Star</b></center><BR>\
Your sector's advisory level is Yellow Star. \
Surveillance shows a credible risk of enemy attack against our assets in the Spinward Sector. \
We advise a heightened level of security alongside maintaining vigilance against potential threats."
ruleset_type_settings = list(
ROUNDSTART = list(
LOW_END = 1,
HIGH_END = 1,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
),
LIGHT_MIDROUND = list(
LOW_END = 0,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 30 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
HEAVY_MIDROUND = list(
LOW_END = 0,
HIGH_END = 1,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 60 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
LATEJOIN = list(
LOW_END = 0,
HIGH_END = 1,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 5 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
)
/datum/dynamic_tier/lowmedium
tier = DYNAMIC_TIER_LOWMEDIUM
config_tag = "Low-Medium Chaos"
name = "Low-Medium Chaos"
weight = 46
advisory_report = "Advisory Level: <b>Red Star</b></center><BR>\
Your sector's advisory level is Red Star. \
The Department of Intelligence has decrypted Cybersun communications suggesting a high likelihood of attacks \
on Nanotrasen assets within the Spinward Sector. \
Stations in the region are advised to remain highly vigilant for signs of enemy activity and to be on high alert."
ruleset_type_settings = list(
ROUNDSTART = list(
LOW_END = 1,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
),
LIGHT_MIDROUND = list(
LOW_END = 0,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 30 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
HEAVY_MIDROUND = list(
LOW_END = 0,
HIGH_END = 1,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 60 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
LATEJOIN = list(
LOW_END = 1,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 5 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
)
/datum/dynamic_tier/mediumhigh
tier = DYNAMIC_TIER_MEDIUMHIGH
config_tag = "Medium-High Chaos"
name = "Medium-High Chaos"
weight = 36
advisory_report = "Advisory Level: <b>Black Orbit</b></center><BR>\
Your sector's advisory level is Black Orbit. \
Your sector's local communications network is currently undergoing a blackout, \
and we are therefore unable to accurately judge enemy movements within the region. \
However, information passed to us by GDI suggests a high amount of enemy activity in the sector, \
indicative of an impending attack. Remain on high alert and vigilant against any other potential threats."
ruleset_type_settings = list(
ROUNDSTART = list(
LOW_END = 2,
HIGH_END = 3,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
),
LIGHT_MIDROUND = list(
LOW_END = 1,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 30 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
HEAVY_MIDROUND = list(
LOW_END = 1,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 60 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
LATEJOIN = list(
LOW_END = 1,
HIGH_END = 3,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 5 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
)
/datum/dynamic_tier/high
tier = DYNAMIC_TIER_HIGH
config_tag = "High Chaos"
name = "High Chaos"
weight = 10
min_pop = 25
advisory_report = "Advisory Level: <b>Midnight Sun</b></center><BR>\
Your sector's advisory level is Midnight Sun. \
Credible information passed to us by GDI suggests that the Syndicate \
is preparing to mount a major concerted offensive on Nanotrasen assets in the Spinward Sector to cripple our foothold there. \
All stations should remain on high alert and prepared to defend themselves."
ruleset_type_settings = list(
ROUNDSTART = list(
LOW_END = 3,
HIGH_END = 4,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
),
LIGHT_MIDROUND = list(
LOW_END = 1,
HIGH_END = 2,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 20 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
HEAVY_MIDROUND = list(
LOW_END = 2,
HIGH_END = 4,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 30 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
LATEJOIN = list(
LOW_END = 2,
HIGH_END = 3,
HALF_RANGE_POP_THRESHOLD = 25,
FULL_RANGE_POP_THRESHOLD = 40,
TIME_THRESHOLD = 5 MINUTES,
EXECUTION_COOLDOWN_LOW = 10 MINUTES,
EXECUTION_COOLDOWN_HIGH = 20 MINUTES,
),
)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,254 @@
ADMIN_VERB(dynamic_panel, R_ADMIN, "Dynamic Panel", "Mess with dynamic.", ADMIN_CATEGORY_GAME)
dynamic_panel(user.mob)
/proc/dynamic_panel(mob/user)
if(!check_rights(R_ADMIN))
return
var/datum/dynamic_panel/tgui = new()
tgui.ui_interact(user)
log_admin("[key_name(user)] opened the Dynamic Panel.")
if(!isobserver(user))
message_admins("[key_name_admin(user)] opened the Dynamic Panel.")
BLACKBOX_LOG_ADMIN_VERB("Dynamic Panel")
/datum/dynamic_panel
/datum/dynamic_panel/ui_state(mob/user)
return ADMIN_STATE(R_ADMIN)
/datum/dynamic_panel/ui_close()
qdel(src)
/datum/dynamic_panel/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DynamicAdmin")
ui.open()
/datum/dynamic_panel/ui_data(mob/user)
var/list/data = list()
if(SSdynamic.current_tier)
data["current_tier"] = list(
"number" = SSdynamic.current_tier.tier,
"name" = SSdynamic.current_tier.name,
)
data["ruleset_count"] = list()
for(var/category in SSdynamic.rulesets_to_spawn)
data["ruleset_count"][category] = max(SSdynamic.rulesets_to_spawn[category], 0)
data["full_config"] = SSdynamic.get_config()
data["config_even_enabled"] = CONFIG_GET(flag/dynamic_config_enabled) && length(data["full_config"])
data["queued_rulesets"] = list()
for(var/i in 1 to length(SSdynamic.queued_rulesets))
data["queued_rulesets"] += list(ruleset_to_data(SSdynamic.queued_rulesets[i]) + list("index" = i))
data["active_rulesets"] = list()
for(var/i in 1 to length(SSdynamic.executed_rulesets))
data["active_rulesets"] += list(ruleset_to_data(SSdynamic.executed_rulesets[i]) + list("index" = i))
data["all_rulesets"] = list()
for(var/ruleset_type in subtypesof(/datum/dynamic_ruleset/roundstart))
data["all_rulesets"][ROUNDSTART] += list(ruleset_to_data(ruleset_type))
for(var/ruleset_type in subtypesof(/datum/dynamic_ruleset/midround))
var/datum/dynamic_ruleset/midround/midround = ruleset_type
switch(initial(midround.midround_type))
if(HEAVY_MIDROUND)
data["all_rulesets"][HEAVY_MIDROUND] += list(ruleset_to_data(ruleset_type))
if(LIGHT_MIDROUND)
data["all_rulesets"][LIGHT_MIDROUND] += list(ruleset_to_data(ruleset_type))
for(var/ruleset_type in subtypesof(/datum/dynamic_ruleset/latejoin))
data["all_rulesets"][LATEJOIN] += list(ruleset_to_data(ruleset_type))
data["time_until_lights"] = COOLDOWN_TIMELEFT(SSdynamic, light_ruleset_start)
data["time_until_heavies"] = COOLDOWN_TIMELEFT(SSdynamic, heavy_ruleset_start)
data["time_until_latejoins"] = COOLDOWN_TIMELEFT(SSdynamic, latejoin_ruleset_start)
data["time_until_next_midround"] = COOLDOWN_TIMELEFT(SSdynamic, midround_cooldown)
data["time_until_next_latejoin"] = COOLDOWN_TIMELEFT(SSdynamic, latejoin_cooldown)
data["failed_latejoins"] = SSdynamic.failed_latejoins
data["light_midround_chance"] = SSdynamic.get_midround_chance(LIGHT_MIDROUND)
data["heavy_midround_chance"] = SSdynamic.get_midround_chance(HEAVY_MIDROUND)
data["latejoin_chance"] = SSdynamic.get_latejoin_chance()
data["roundstarted"] = SSticker.HasRoundStarted()
data["light_chance_maxxed"] = SSdynamic.admin_forcing_next_light
data["heavy_chance_maxxed"] = SSdynamic.admin_forcing_next_heavy
data["latejoin_chance_maxxed"] = SSdynamic.admin_forcing_next_latejoin
data["next_dynamic_tick"] = SSdynamic.next_fire ? SSdynamic.next_fire - world.time : SSticker.GetTimeLeft()
data["antag_events_enabled"] = SSdynamic.antag_events_enabled
return data
/// Pass a ruleset typepath or a ruleset instance
/datum/dynamic_panel/proc/ruleset_to_data(datum/dynamic_ruleset/ruleset)
var/list/data = list()
var/ruleset_path = isdatum(ruleset) ? ruleset.type : ruleset
data["name"] = initial(ruleset.name)
data["id"] = initial(ruleset.config_tag)
data["typepath"] = ruleset_path
data["selected_players"] = list()
data["admin_disabled"] = (ruleset_path in SSdynamic.admin_disabled_rulesets)
if(isdatum(ruleset))
for(var/datum/mind/player as anything in ruleset.selected_minds)
data["selected_players"] += list(list(
"key" = player.key,
))
data["hidden"] = (ruleset in SSdynamic.unreported_rulesets)
return data
/datum/dynamic_panel/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("remove_queued_ruleset")
var/index = params["ruleset_index"]
if(length(SSdynamic.queued_rulesets) < index)
return
var/datum/dynamic_ruleset/ruleset = SSdynamic.queued_rulesets[index]
if(!ruleset)
return
SSdynamic.queued_rulesets -= ruleset
message_admins("[key_name_admin(ui.user)] removed [ruleset.config_tag] from the dynamic ruleset queue.")
log_admin("[key_name_admin(ui.user)] removed [ruleset.config_tag] from the dynamic ruleset queue.")
qdel(ruleset)
return TRUE
if("add_queued_ruleset")
var/datum/dynamic_ruleset/ruleset_path = text2path(params["ruleset_type"])
if(!ruleset_path)
return
SSdynamic.queue_ruleset(ruleset_path)
message_admins("[key_name_admin(ui.user)] added [initial(ruleset_path.config_tag)] to the dynamic ruleset queue.")
log_admin("[key_name_admin(ui.user)] added [initial(ruleset_path.config_tag)] to the dynamic ruleset queue.")
return TRUE
if("dynamic_vv")
ui.user?.client?.debug_variables(SSdynamic)
return TRUE
if("add_ruleset_category_count")
var/category = params["ruleset_category"]
if(!category)
return
SSdynamic.rulesets_to_spawn[category] += 1
message_admins("[key_name_admin(ui.user)] added 1 to the [category] ruleset category.")
log_admin("[key_name_admin(ui.user)] added 1 to the [category] ruleset category.")
return TRUE
if("set_ruleset_category_count")
var/category = params["ruleset_category"]
var/count = params["ruleset_count"]
if(!category || !isnum(count))
return
SSdynamic.rulesets_to_spawn[category] = count
message_admins("[key_name_admin(ui.user)] set the [category] ruleset category to [count].")
log_admin("[key_name_admin(ui.user)] set the [category] ruleset category to [count].")
return TRUE
if("execute_ruleset")
var/datum/dynamic_ruleset/ruleset_path = text2path(params["ruleset_type"])
if(!ruleset_path)
return
message_admins("[key_name_admin(ui.user)] executed the ruleset [initial(ruleset_path.config_tag)].")
log_admin("[key_name_admin(ui.user)] executed the ruleset [initial(ruleset_path.config_tag)].")
ASYNC
SSdynamic.force_run_midround(ruleset_path, alert_admins_on_fail = TRUE, admin = ui.user)
return TRUE
if("disable_ruleset")
var/ruleset_path = text2path(params["ruleset_type"])
if(!ruleset_path)
return
if(ruleset_path in SSdynamic.admin_disabled_rulesets)
SSdynamic.admin_disabled_rulesets -= ruleset_path
message_admins("[key_name_admin(ui.user)] enabled [ruleset_path] to be selected.")
log_admin("[key_name_admin(ui.user)] enabled [ruleset_path] to be selected.")
else
SSdynamic.admin_disabled_rulesets += ruleset_path
message_admins("[key_name_admin(ui.user)] disabled [ruleset_path] from being selected.")
log_admin("[key_name_admin(ui.user)] disabled [ruleset_path] from being selected.")
return TRUE
if("disable_all")
SSdynamic.admin_disabled_rulesets |= subtypesof(/datum/dynamic_ruleset)
message_admins("[key_name_admin(ui.user)] disabled all rulesets from being selected.")
log_admin("[key_name_admin(ui.user)] disabled all rulesets from being selected.")
if("enable_all")
SSdynamic.admin_disabled_rulesets.Cut()
message_admins("[key_name_admin(ui.user)] re-enabled all rulesets.")
log_admin("[key_name_admin(ui.user)] re_enabled all rulesets.")
if("set_tier")
if(SSdynamic.current_tier && SSticker.HasRoundStarted())
return TRUE
var/list/tiers = list()
for(var/datum/dynamic_tier/tier as anything in subtypesof(/datum/dynamic_tier))
tiers[initial(tier.name)] = tier
var/datum/dynamic_tier/picked = tgui_input_list(ui.user, "Pick a dynamic tier before the game starts", "Pick tier", tiers, ui_state = ADMIN_STATE(R_ADMIN))
if(picked && !SSticker.HasRoundStarted())
SSdynamic.set_tier(tiers[picked])
message_admins("[key_name_admin(ui.user)] set the dynamic tier to [initial(picked.tier)].")
log_admin("[key_name_admin(ui.user)] set the dynamic tier to [initial(picked.tier)].")
return TRUE
if("max_light_chance")
SSdynamic.admin_forcing_next_light = !SSdynamic.admin_forcing_next_light
message_admins("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_light ? "forced" : "reset"] the next light ruleset chance.")
log_admin("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_light ? "forced" : "reset"] the next light ruleset chance.")
return TRUE
if("max_heavy_chance")
SSdynamic.admin_forcing_next_heavy = !SSdynamic.admin_forcing_next_heavy
message_admins("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_heavy ? "forced" : "reset"] the next heavy ruleset chance.")
log_admin("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_heavy ? "forced" : "reset"] the next heavy ruleset chance.")
return TRUE
if("max_latejoin_chance")
SSdynamic.admin_forcing_next_latejoin = !SSdynamic.admin_forcing_next_latejoin
message_admins("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_latejoin ? "forced" : "reset"] the next latejoin ruleset chance.")
log_admin("[key_name_admin(ui.user)] [SSdynamic.admin_forcing_next_latejoin ? "forced" : "reset"] the next latejoin ruleset chance.")
return TRUE
if("light_start_now")
COOLDOWN_RESET(SSdynamic, light_ruleset_start)
message_admins("[key_name_admin(ui.user)] reset the light ruleset start cooldown.")
log_admin("[key_name_admin(ui.user)] reset the light ruleset start cooldown.")
return TRUE
if("heavy_start_now")
COOLDOWN_RESET(SSdynamic, heavy_ruleset_start)
message_admins("[key_name_admin(ui.user)] reset the heavy ruleset start cooldown.")
log_admin("[key_name_admin(ui.user)] reset the heavy ruleset start cooldown.")
return TRUE
if("latejoin_start_now")
COOLDOWN_RESET(SSdynamic, latejoin_ruleset_start)
message_admins("[key_name_admin(ui.user)] reset the latejoin ruleset start cooldown.")
log_admin("[key_name_admin(ui.user)] reset the latejoin ruleset start cooldown.")
return TRUE
if("reset_midround_cooldown")
COOLDOWN_RESET(SSdynamic, midround_cooldown)
message_admins("[key_name_admin(ui.user)] reset the midround cooldown.")
log_admin("[key_name_admin(ui.user)] reset the midround cooldown.")
return TRUE
if("reset_latejoin_cooldown")
COOLDOWN_RESET(SSdynamic, latejoin_cooldown)
message_admins("[key_name_admin(ui.user)] reset the latejoin cooldown.")
log_admin("[key_name_admin(ui.user)] reset the latejoin cooldown.")
return TRUE
if("hide_ruleset")
var/index = params["ruleset_index"]
if(length(SSdynamic.executed_rulesets) < index)
return
var/datum/dynamic_ruleset/ruleset = SSdynamic.executed_rulesets[index]
if(!ruleset)
return
if(ruleset in SSdynamic.unreported_rulesets)
SSdynamic.unreported_rulesets -= ruleset
message_admins("[key_name_admin(ui.user)] hid [ruleset] from the roundend report.")
log_admin("[key_name_admin(ui.user)] hid [ruleset] from the roundend report.")
else
SSdynamic.unreported_rulesets += ruleset
message_admins("[key_name_admin(ui.user)] unhid [ruleset] from the roundend report.")
log_admin("[key_name_admin(ui.user)] unhid [ruleset] from the roundend report.")
return TRUE
if("toggle_antag_events")
SSdynamic.antag_events_enabled = !SSdynamic.antag_events_enabled
message_admins("[key_name_admin(ui.user)] [SSdynamic.antag_events_enabled ? "enabled" : "disabled"] antag events.")
log_admin("[key_name_admin(ui.user)] [SSdynamic.antag_events_enabled ? "enabled" : "disabled"] antag events.")
return TRUE
@@ -1,25 +0,0 @@
/datum/controller/subsystem/dynamic/proc/setup_hijacking()
RegisterSignal(SSdcs, COMSIG_GLOB_PRE_RANDOM_EVENT, PROC_REF(on_pre_random_event))
/datum/controller/subsystem/dynamic/proc/on_pre_random_event(datum/source, datum/round_event_control/round_event_control)
SIGNAL_HANDLER
if (!round_event_control.dynamic_should_hijack)
return
if (random_event_hijacked != HIJACKED_NOTHING)
log_dynamic_and_announce("Random event [round_event_control.name] tried to roll, but Dynamic vetoed it (random event has already ran).")
SSevents.spawnEvent()
SSevents.reschedule()
return CANCEL_PRE_RANDOM_EVENT
var/time_range = rand(random_event_hijack_minimum, random_event_hijack_maximum)
if (world.time - last_midround_injection_attempt < time_range)
random_event_hijacked = HIJACKED_TOO_RECENT
log_dynamic_and_announce("Random event [round_event_control.name] tried to roll, but the last midround injection \
was too recent. Heavy injection chance has been raised to [get_heavy_midround_injection_chance(dry_run = TRUE)]%.")
return CANCEL_PRE_RANDOM_EVENT
if (next_midround_injection() - world.time < time_range)
log_dynamic_and_announce("Random event [round_event_control.name] tried to roll, but the next midround injection is too soon.")
return CANCEL_PRE_RANDOM_EVENT
@@ -1,101 +0,0 @@
/// A "snapshot" of dynamic at an important point in time.
/// Exported to JSON in the dynamic.json log file.
/datum/dynamic_snapshot
/// The remaining midround threat
var/remaining_threat
/// The world.time when the snapshot was taken
var/time
/// The total number of players in the server
var/total_players
/// The number of alive players
var/alive_players
/// The number of dead players
var/dead_players
/// The number of observers
var/observers
/// The number of alive antags
var/alive_antags
/// The rulesets chosen this snapshot
var/datum/dynamic_snapshot_ruleset/ruleset_chosen
/// The cached serialization of this snapshot
var/serialization
/// A ruleset chosen during a snapshot
/datum/dynamic_snapshot_ruleset
/// The name of the ruleset chosen
var/name
/// If it is a round start ruleset, how much it was scaled by
var/scaled
/// The number of assigned antags
var/assigned
/datum/dynamic_snapshot_ruleset/New(datum/dynamic_ruleset/ruleset)
name = ruleset.name
assigned = ruleset.assigned.len
if (istype(ruleset, /datum/dynamic_ruleset/roundstart))
scaled = ruleset.scaled_times
/// Convert the snapshot to an associative list
/datum/dynamic_snapshot/proc/to_list()
if (!isnull(serialization))
return serialization
serialization = list(
"remaining_threat" = remaining_threat,
"time" = time,
"total_players" = total_players,
"alive_players" = alive_players,
"dead_players" = dead_players,
"observers" = observers,
"alive_antags" = alive_antags,
"ruleset_chosen" = list(
"name" = ruleset_chosen.name,
"scaled" = ruleset_chosen.scaled,
"assigned" = ruleset_chosen.assigned,
),
)
return serialization
/// Updates the log for the current snapshots.
/datum/controller/subsystem/dynamic/proc/update_log()
var/list/serialized = list()
serialized["threat_level"] = threat_level
serialized["round_start_budget"] = initial_round_start_budget
serialized["mid_round_budget"] = threat_level - initial_round_start_budget
var/list/serialized_snapshots = list()
for (var/datum/dynamic_snapshot/snapshot as anything in snapshots)
serialized_snapshots += list(snapshot.to_list())
serialized["snapshots"] = serialized_snapshots
rustg_file_write(json_encode(serialized), "[GLOB.log_directory]/dynamic.json")
rustg_file_write(json_encode(serialized), "[GLOB.public_log_directory]/dynamic.json") // BUBBER EDIT
/// Creates a new snapshot with the given rulesets chosen, and writes to the JSON output.
/datum/controller/subsystem/dynamic/proc/new_snapshot(datum/dynamic_ruleset/ruleset_chosen)
var/datum/dynamic_snapshot/new_snapshot = new
new_snapshot.remaining_threat = mid_round_budget
new_snapshot.time = world.time
new_snapshot.alive_players = GLOB.alive_player_list.len
new_snapshot.dead_players = GLOB.dead_player_list.len
new_snapshot.observers = GLOB.current_observers_list.len
new_snapshot.total_players = new_snapshot.alive_players + new_snapshot.dead_players + new_snapshot.observers
new_snapshot.alive_antags = GLOB.current_living_antags.len
new_snapshot.ruleset_chosen = new /datum/dynamic_snapshot_ruleset(ruleset_chosen)
LAZYADD(snapshots, new_snapshot)
update_log()
@@ -1,108 +0,0 @@
/// Returns the world.time of the next midround injection.
/// Will return a cached result from `next_midround_injection`, the variable.
/// If that variable is null, will generate a new one.
/datum/controller/subsystem/dynamic/proc/next_midround_injection()
if (!isnull(next_midround_injection))
return next_midround_injection
// Admins can futz around with the midround threat, and we want to be able to react to that
var/midround_threat = threat_level - round_start_budget
var/rolls = CEILING(midround_threat / threat_per_midround_roll, 1)
var/distance = ((1 / (rolls + 1)) * midround_upper_bound) + midround_lower_bound
if (last_midround_injection_attempt == 0)
last_midround_injection_attempt = SSticker.round_start_time
return last_midround_injection_attempt + distance
/datum/controller/subsystem/dynamic/proc/try_midround_roll()
if (!mid_forced_injection && next_midround_injection() > world.time)
return
if (GLOB.dynamic_forced_extended)
return
if (EMERGENCY_PAST_POINT_OF_NO_RETURN)
return
var/spawn_heavy = prob(get_heavy_midround_injection_chance())
last_midround_injection_attempt = world.time
next_midround_injection = null
mid_forced_injection = FALSE
log_dynamic_and_announce("A midround ruleset is rolling, and will be [spawn_heavy ? "HEAVY" : "LIGHT"].")
random_event_hijacked = HIJACKED_NOTHING
var/list/drafted_heavies = list()
var/list/drafted_lights = list()
for (var/datum/dynamic_ruleset/midround/ruleset in midround_rules)
if (ruleset.weight == 0)
log_dynamic("FAIL: [ruleset] has a weight of 0")
continue
if (!ruleset.acceptable(GLOB.alive_player_list.len, threat_level))
var/ruleset_forced = GLOB.dynamic_forced_rulesets[type] || RULESET_NOT_FORCED
if (ruleset_forced == RULESET_NOT_FORCED)
log_dynamic("FAIL: [ruleset] is not acceptable with the current parameters. Alive players: [GLOB.alive_player_list.len], threat level: [threat_level]")
else
log_dynamic("FAIL: [ruleset] was disabled.")
continue
if (mid_round_budget < ruleset.cost)
log_dynamic("FAIL: [ruleset] is too expensive, and cannot be bought. Midround budget: [mid_round_budget], ruleset cost: [ruleset.cost]")
continue
if (ruleset.minimum_round_time > world.time - SSticker.round_start_time)
log_dynamic("FAIL: [ruleset] is trying to run too early. Minimum round time: [ruleset.minimum_round_time], current round time: [world.time - SSticker.round_start_time]")
continue
// If admins have disabled dynamic from picking from the ghost pool
if(istype(ruleset, /datum/dynamic_ruleset/midround/from_ghosts) && !(GLOB.ghost_role_flags & GHOSTROLE_MIDROUND_EVENT))
log_dynamic("FAIL: [ruleset] is a from_ghosts ruleset, but ghost roles are disabled")
continue
ruleset.trim_candidates()
ruleset.load_templates()
if (!ruleset.ready())
log_dynamic("FAIL: [ruleset] is not ready()")
continue
var/ruleset_is_heavy = (ruleset.midround_ruleset_style == MIDROUND_RULESET_STYLE_HEAVY)
if (ruleset_is_heavy)
drafted_heavies[ruleset] = ruleset.get_weight()
else
drafted_lights[ruleset] = ruleset.get_weight()
var/heavy_light_log_count = "[drafted_heavies.len] heavies / [drafted_lights.len] lights"
log_dynamic("Rolling [spawn_heavy ? "HEAVY" : "LIGHT"]... [heavy_light_log_count]")
if (spawn_heavy && drafted_heavies.len > 0 && pick_midround_rule(drafted_heavies, "heavy rulesets"))
return
else if (drafted_lights.len > 0 && pick_midround_rule(drafted_lights, "light rulesets"))
if (spawn_heavy)
log_dynamic_and_announce("A heavy ruleset was intended to roll, but there weren't any available. [heavy_light_log_count]")
else
log_dynamic_and_announce("No midround rulesets could be drafted. ([heavy_light_log_count])")
/// Gets the chance for a heavy ruleset midround injection, the dry_run argument is only used for forced injection.
/datum/controller/subsystem/dynamic/proc/get_heavy_midround_injection_chance(dry_run)
var/chance_modifier = 1
var/next_midround_roll = next_midround_injection() - SSticker.round_start_time
if (random_event_hijacked != HIJACKED_NOTHING)
chance_modifier += (hijacked_random_event_injection_chance_modifier / 100)
if (GLOB.current_living_antags.len == 0)
chance_modifier += 0.5
if (GLOB.dead_player_list.len > GLOB.alive_player_list.len)
chance_modifier -= 0.3
var/heavy_coefficient = CLAMP01((next_midround_roll - midround_light_upper_bound) / (midround_heavy_lower_bound - midround_light_upper_bound))
return 100 * (heavy_coefficient * max(1, chance_modifier))
@@ -0,0 +1,128 @@
/datum/dynamic_ruleset/latejoin
min_antag_cap = 1
max_antag_cap = 1
repeatable = TRUE
/datum/dynamic_ruleset/latejoin/set_config_value(nvar, nval)
if(nvar == NAMEOF(src, min_antag_cap) || nvar == NAMEOF(src, max_antag_cap))
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/vv_edit_var(var_name, var_value)
if(var_name == NAMEOF(src, min_antag_cap) || var_name == NAMEOF(src, max_antag_cap))
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/is_valid_candidate(mob/candidate, client/candidate_client)
if(isnull(candidate.mind))
return FALSE
if(candidate.mind.assigned_role.title in get_blacklisted_roles())
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/traitor
name = "Traitor"
config_tag = "Latejoin Traitor"
preview_antag_datum = /datum/antagonist/traitor
pref_flag = ROLE_SYNDICATE_INFILTRATOR
jobban_flag = ROLE_TRAITOR
weight = 10
min_pop = 3
blacklisted_roles = list(
JOB_HEAD_OF_PERSONNEL,
)
/datum/dynamic_ruleset/latejoin/traitor/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/traitor)
/datum/dynamic_ruleset/latejoin/heretic
name = "Heretic"
config_tag = "Latejoin Heretic"
preview_antag_datum = /datum/antagonist/heretic
pref_flag = ROLE_HERETIC_SMUGGLER
jobban_flag = ROLE_HERETIC
weight = 3
min_pop = 30 // Ensures good spread of sacrifice targets
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_HERETIC_SACRIFICE)
blacklisted_roles = list(
JOB_HEAD_OF_PERSONNEL,
)
/datum/dynamic_ruleset/latejoin/heretic/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/heretic)
/datum/dynamic_ruleset/latejoin/changeling
name = "Changeling"
config_tag = "Latejoin Changeling"
preview_antag_datum = /datum/antagonist/changeling
pref_flag = ROLE_STOWAWAY_CHANGELING
jobban_flag = ROLE_CHANGELING
weight = 3
min_pop = 15
blacklisted_roles = list(
JOB_HEAD_OF_PERSONNEL,
)
/datum/dynamic_ruleset/latejoin/changeling/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/changeling)
/datum/dynamic_ruleset/latejoin/revolution
name = "Revolution"
config_tag = "Latejoin Revolution"
preview_antag_datum = /datum/antagonist/rev/head
pref_flag = ROLE_PROVOCATEUR
jobban_flag = ROLE_REV_HEAD
ruleset_flags = RULESET_HIGH_IMPACT
weight = 1
min_pop = 30
repeatable = FALSE
/// How many heads of staff are required to be on the station for this to be selected
var/heads_necessary = 3
/datum/dynamic_ruleset/latejoin/revolution/can_be_selected()
if(GLOB.revolution_handler)
return FALSE
var/head_check = 0
for(var/mob/player as anything in get_active_player_list(alive_check = TRUE, afk_check = TRUE))
if (player.mind.assigned_role.job_flags & JOB_HEAD_OF_STAFF)
head_check++
return head_check >= heads_necessary
/datum/dynamic_ruleset/latejoin/revolution/get_always_blacklisted_roles()
. = ..()
for(var/datum/job/job as anything in SSjob.all_occupations)
if(job.job_flags & JOB_HEAD_OF_STAFF)
. |= job.title
/datum/dynamic_ruleset/latejoin/revolution/assign_role(datum/mind/candidate)
LAZYADD(candidate.special_roles, "Dormant Head Revolutionary")
addtimer(CALLBACK(src, PROC_REF(reveal_head), candidate), 1 MINUTES, TIMER_DELETE_ME)
/datum/dynamic_ruleset/latejoin/revolution/proc/reveal_head(datum/mind/candidate)
LAZYREMOVE(candidate.special_roles, "Dormant Head Revolutionary")
var/head_check = 0
for(var/mob/player as anything in get_active_player_list(alive_check = TRUE, afk_check = TRUE))
if(player.mind?.assigned_role.job_flags & JOB_HEAD_OF_STAFF)
head_check++
if(head_check < heads_necessary - 1) // little bit of leeway
SSdynamic.unreported_rulesets += src
name += " (Canceled)"
log_dynamic("[config_tag]: Not enough heads of staff were present to start a revolution.")
return
if(!can_be_headrev(candidate))
SSdynamic.unreported_rulesets += src
name += " (Canceled)"
log_dynamic("[config_tag]: [key_name(candidate)] was ineligible after the timer expired. Ruleset canceled.")
message_admins("[config_tag]: [key_name(candidate)] was ineligible after the timer expired. Ruleset canceled.")
return
GLOB.revolution_handler ||= new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
candidate.add_antag_datum(new_head, GLOB.revolution_handler.revs)
GLOB.revolution_handler.start_revolution()
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,433 @@
/datum/dynamic_ruleset/roundstart
// We can pick multiple of a roundstart ruleset to "scale up" (spawn more of the same type of antag)
// Set this to FALSE if you DON'T want this ruleset to "scale up"
repeatable = TRUE
/// If TRUE, the ruleset will be the only one selected for roundstart
var/solo = FALSE
/datum/dynamic_ruleset/roundstart/is_valid_candidate(mob/candidate, client/candidate_client)
if(isnull(candidate.mind))
return FALSE
// Checks that any other roundstart ruleset hasn't already picked this guy
for(var/datum/dynamic_ruleset/roundstart/ruleset as anything in SSdynamic.queued_rulesets)
if(candidate.mind in ruleset.selected_minds)
return FALSE
return ..()
/// Helpful proc - to use if your ruleset forces a job - which ensures a candidate can play the passed job typepath
/datum/dynamic_ruleset/roundstart/proc/ruleset_forced_job_check(mob/candidate, client/candidate_client, datum/job/job_typepath)
// Malf AI can only go to people who want to be AI
if(!candidate_client.prefs.job_preferences[job_typepath::title])
return FALSE
// And only to people who can actually be AI this round
if(SSjob.check_job_eligibility(candidate, SSjob.get_job_type(job_typepath), "[name] Candidacy") != JOB_AVAILABLE)
return FALSE
// (Something else forced us to play a job that isn't AI)
var/forced_job = LAZYACCESS(SSjob.forced_occupations, candidate)
if(forced_job && forced_job != job_typepath)
return FALSE
// (Something else forced us NOT to play AI)
if(job_typepath::title in LAZYACCESS(SSjob.prevented_occupations, candidate))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
config_tag = "Roundstart Traitor"
preview_antag_datum = /datum/antagonist/traitor
pref_flag = ROLE_TRAITOR
weight = 10
min_pop = 3
max_antag_cap = list("denominator" = 38)
/datum/dynamic_ruleset/roundstart/traitor/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/traitor)
/datum/dynamic_ruleset/roundstart/malf_ai
name = "Malfunctioning AI"
config_tag = "Roundstart Malfunctioning AI"
pref_flag = ROLE_MALF
preview_antag_datum = /datum/antagonist/malf_ai
ruleset_flags = RULESET_HIGH_IMPACT
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
max_antag_cap = 1
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/malf_ai/get_always_blacklisted_roles()
return list()
/datum/dynamic_ruleset/roundstart/malf_ai/is_valid_candidate(mob/candidate, client/candidate_client)
return ..() && ruleset_forced_job_check(candidate, candidate_client, /datum/job/ai)
/datum/dynamic_ruleset/roundstart/malf_ai/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/ai)
/datum/dynamic_ruleset/roundstart/malf_ai/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/malf_ai)
/datum/dynamic_ruleset/roundstart/malf_ai/can_be_selected()
return ..() && !HAS_TRAIT(SSstation, STATION_TRAIT_HUMAN_AI)
/datum/dynamic_ruleset/roundstart/blood_brother
name = "Blood Brothers"
config_tag = "Roundstart Blood Brothers"
preview_antag_datum = /datum/antagonist/brother
pref_flag = ROLE_BROTHER
weight = 5
max_antag_cap = list("denominator" = 29)
min_pop = 10
/datum/dynamic_ruleset/roundstart/blood_brother/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/brother)
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
config_tag = "Roundstart Changeling"
preview_antag_datum = /datum/antagonist/changeling
pref_flag = ROLE_CHANGELING
weight = 3
min_pop = 15
max_antag_cap = list("denominator" = 29)
/datum/dynamic_ruleset/roundstart/changeling/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/changeling)
/datum/dynamic_ruleset/roundstart/heretic
name = "Heretics"
config_tag = "Roundstart Heretics"
preview_antag_datum = /datum/antagonist/heretic
pref_flag = ROLE_HERETIC
weight = 3
max_antag_cap = list("denominator" = 24)
min_pop = 30 // Ensures good spread of sacrifice targets
/datum/dynamic_ruleset/roundstart/heretic/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/heretic)
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
config_tag = "Roundstart Wizard"
preview_antag_datum = /datum/antagonist/wizard
pref_flag = ROLE_WIZARD
ruleset_flags = RULESET_INVADER|RULESET_HIGH_IMPACT
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 0,
DYNAMIC_TIER_MEDIUMHIGH = 1,
DYNAMIC_TIER_HIGH = 2,
)
max_antag_cap = 1
min_pop = 30
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/wizard/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/space_wizard)
/datum/dynamic_ruleset/roundstart/wizard/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/wizard) // moves to lair for us
/datum/dynamic_ruleset/roundstart/wizard/round_result()
for(var/datum/mind/wiz as anything in selected_minds)
if(considered_alive(wiz) && !considered_exiled(wiz))
return FALSE
SSticker.news_report = WIZARD_KILLED
return TRUE
/datum/dynamic_ruleset/roundstart/blood_cult
name = "Blood Cult"
config_tag = "Roundstart Blood Cult"
preview_antag_datum = /datum/antagonist/cult
pref_flag = ROLE_CULTIST
ruleset_flags = RULESET_HIGH_IMPACT
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
blacklisted_roles = list(
JOB_HEAD_OF_PERSONNEL,
)
min_antag_cap = list("denominator" = 20, "offset" = 1)
repeatable = FALSE
/// Ratio of cultists getting on the shuttle to be considered a minor win
var/ratio_to_be_considered_escaped = 0.5
/datum/dynamic_ruleset/roundstart/blood_cult/get_always_blacklisted_roles()
return ..() | JOB_CHAPLAIN
/datum/dynamic_ruleset/roundstart/blood_cult/create_execute_args()
return list(
new /datum/team/cult(),
get_most_experienced(selected_minds, pref_flag),
)
/datum/dynamic_ruleset/roundstart/blood_cult/execute()
. = ..()
// future todo, find a cleaner way to get this from execute args
var/datum/team/cult/main_cult = locate() in GLOB.antagonist_teams
main_cult.setup_objectives()
/datum/dynamic_ruleset/roundstart/blood_cult/assign_role(datum/mind/candidate, datum/team/cult/cult, datum/mind/most_experienced)
var/datum/antagonist/cult/cultist = new()
cultist.give_equipment = TRUE
candidate.add_antag_datum(cultist, cult)
if(most_experienced == candidate)
cultist.make_cult_leader()
/datum/dynamic_ruleset/roundstart/blood_cult/round_result()
var/datum/team/cult/main_cult = locate() in GLOB.antagonist_teams
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
return TRUE
var/num_cultists = main_cult.size_at_maximum || 100
var/ratio_to_be_considered_escaped = 0.5
var/escaped_cultists = 0
for(var/datum/mind/escapee as anything in main_cult.members)
if(considered_escaped(escapee))
escaped_cultists++
SSticker.mode_result = "loss - staff stopped the cult"
SSticker.news_report = (escaped_cultists / num_cultists) >= ratio_to_be_considered_escaped ? CULT_ESCAPE : CULT_FAILURE
return TRUE
/datum/dynamic_ruleset/roundstart/nukies
name = "Nuclear Operatives"
config_tag = "Roundstart Nukeops"
preview_antag_datum = /datum/antagonist/nukeop
pref_flag = ROLE_OPERATIVE
ruleset_flags = RULESET_INVADER|RULESET_HIGH_IMPACT
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
min_antag_cap = list("denominator" = 18, "offset" = 1)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_NUKIEBASE)
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/nukies/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/nuclear_operative)
/datum/dynamic_ruleset/roundstart/nukies/create_execute_args()
return list(
new /datum/team/nuclear(),
get_most_experienced(selected_minds, pref_flag),
)
/datum/dynamic_ruleset/roundstart/nukies/assign_role(datum/mind/candidate, datum/team/nuke_team, datum/mind/most_experienced)
if(most_experienced == candidate)
candidate.add_antag_datum(/datum/antagonist/nukeop/leader, nuke_team)
else
candidate.add_antag_datum(/datum/antagonist/nukeop, nuke_team)
/datum/dynamic_ruleset/roundstart/nukies/round_result()
var/datum/antagonist/nukeop/nukie = selected_minds[1].has_antag_datum(/datum/antagonist/nukeop)
var/datum/team/nuclear/nuke_team = nukie.get_team()
var/result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
/datum/dynamic_ruleset/roundstart/nukies/clown
name = "Clown Operatives"
config_tag = "Roundstart Clownops"
preview_antag_datum = /datum/antagonist/nukeop/clownop
pref_flag = ROLE_CLOWN_OPERATIVE
weight = 0
/datum/dynamic_ruleset/roundstart/nukies/clown/prepare_for_role(datum/mind/candidate)
LAZYSET(SSjob.forced_occupations, candidate, /datum/job/nuclear_operative/clown_operative)
/datum/dynamic_ruleset/roundstart/nukies/clown/assign_role(datum/mind/candidate, datum/team/nuke_team, datum/mind/most_experienced)
if(most_experienced == candidate)
candidate.add_antag_datum(/datum/antagonist/nukeop/leader/clownop)
else
candidate.add_antag_datum(/datum/antagonist/nukeop/clownop)
/datum/dynamic_ruleset/roundstart/revolution
name = "Revolution"
config_tag = "Roundstart Revolution"
preview_antag_datum = /datum/antagonist/rev/head
pref_flag = ROLE_REV_HEAD
ruleset_flags = RULESET_HIGH_IMPACT
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 30
min_antag_cap = 1
max_antag_cap = 3
repeatable = FALSE
/// If we have fewer heads of staff than this 7 minutes into the round, we'll cancel the revolution
var/heads_necessary = 2
/datum/dynamic_ruleset/roundstart/revolution/get_always_blacklisted_roles()
. = ..()
for(var/datum/job/job as anything in SSjob.all_occupations)
if(job.job_flags & JOB_HEAD_OF_STAFF)
. |= job.title
/datum/dynamic_ruleset/roundstart/revolution/assign_role(datum/mind/candidate)
LAZYADD(candidate.special_roles, "Dormant Head Revolutionary")
addtimer(CALLBACK(src, PROC_REF(reveal_head), candidate), 7 MINUTES, TIMER_DELETE_ME)
/// Reveals the headrev after a set amount of time
/datum/dynamic_ruleset/roundstart/revolution/proc/reveal_head(datum/mind/candidate)
LAZYREMOVE(candidate.special_roles, "Dormant Head Revolutionary")
var/head_check = 0
for(var/mob/player as anything in get_active_player_list(alive_check = TRUE, afk_check = TRUE))
if(player.mind?.assigned_role.job_flags & JOB_HEAD_OF_STAFF)
head_check++
if(head_check < heads_necessary)
log_dynamic("[config_tag]: Not enough heads of staff were present to start a revolution.")
addtimer(CALLBACK(src, PROC_REF(revs_execution_failed)), 1 MINUTES, TIMER_UNIQUE|TIMER_DELETE_ME)
return
if(!can_be_headrev(candidate))
log_dynamic("[config_tag]: [key_name(candidate)] was not eligible to be a headrev after the timer expired - finding a replacement.")
find_another_headrev()
return
GLOB.revolution_handler ||= new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
candidate.add_antag_datum(new_head, GLOB.revolution_handler.revs)
GLOB.revolution_handler.start_revolution()
/datum/dynamic_ruleset/roundstart/revolution/proc/find_another_headrev()
for(var/mob/living/carbon/human/upstanding_citizen in GLOB.player_list)
if(!can_be_headrev(upstanding_citizen.mind))
continue
reveal_head(upstanding_citizen.mind)
log_dynamic("[config_tag]: [key_name(upstanding_citizen)] was selected as a replacement headrev.")
return
log_dynamic("[config_tag]: Failed to find a replacement headrev.")
addtimer(CALLBACK(src, PROC_REF(revs_execution_failed)), 1 MINUTES, TIMER_UNIQUE|TIMER_DELETE_ME)
/datum/dynamic_ruleset/roundstart/revolution/proc/revs_execution_failed()
if(GLOB.revolution_handler)
return
// Execution is effectively cancelled by this point, but it's not like we can go back and refund it
SSdynamic.unreported_rulesets += src
name += " (Canceled)"
log_dynamic("[config_tag]: All headrevs were ineligible after the timer expired, and no replacements could be found. Ruleset canceled.")
message_admins("[config_tag]: All headrevs were ineligible after the timer expired, and no replacements could be found. Ruleset canceled.")
/datum/dynamic_ruleset/roundstart/spies
name = "Spies"
config_tag = "Roundstart Spies"
preview_antag_datum = /datum/antagonist/spy
pref_flag = ROLE_SPY
weight = list(
DYNAMIC_TIER_LOW = 0,
DYNAMIC_TIER_LOWMEDIUM = 1,
DYNAMIC_TIER_MEDIUMHIGH = 3,
DYNAMIC_TIER_HIGH = 3,
)
min_pop = 10
min_antag_cap = list("denominator" = 20, "offset" = 1)
/datum/dynamic_ruleset/roundstart/spies/assign_role(datum/mind/candidate)
candidate.add_antag_datum(/datum/antagonist/spy)
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
config_tag = "Extended"
weight = 0
min_antag_cap = 0
repeatable = FALSE
solo = TRUE
/datum/dynamic_ruleset/roundstart/extended/execute()
// No midrounds no latejoins
for(var/category in SSdynamic.rulesets_to_spawn)
SSdynamic.rulesets_to_spawn[category] = 0
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
config_tag = "Meteor"
weight = 0
min_antag_cap = 0
repeatable = FALSE
/datum/dynamic_ruleset/roundstart/meteor/execute()
GLOB.meteor_mode ||= new()
GLOB.meteor_mode.start_meteor()
/datum/dynamic_ruleset/roundstart/nations
name = "Nations"
config_tag = "Nations"
weight = 0
min_antag_cap = 0
repeatable = FALSE
solo = TRUE
/datum/dynamic_ruleset/roundstart/nations/execute()
// No midrounds no latejoins
for(var/category in SSdynamic.rulesets_to_spawn)
SSdynamic.rulesets_to_spawn[category] = 0
//notably assistant is not in this list to prevent the round turning into BARBARISM instantly, and silicon is in this list for UN
var/list/department_types = list(
/datum/job_department/silicon, //united nations
/datum/job_department/cargo,
/datum/job_department/engineering,
/datum/job_department/medical,
/datum/job_department/science,
/datum/job_department/security,
/datum/job_department/service,
)
for(var/department_type in department_types)
create_separatist_nation(department_type, announcement = FALSE, dangerous = FALSE, message_admins = FALSE)
GLOB.round_default_lawset = /datum/ai_laws/united_nations
@@ -1,310 +0,0 @@
/datum/dynamic_ruleset
/// For admin logging and round end screen.
// If you want to change this variable name, the force latejoin/midround rulesets
// to not use sort_names.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
/// If set to TRUE, dynamic will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
/// List of players that were selected for this rule. This can be minds, or mobs.
var/list/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag.
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
var/minimum_required_age = 7
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles. If on a roundstart ruleset, requires the player to have the correct antag pref enabled and any of the possible roles enabled.
var/list/exclusive_roles = list()
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/enemy_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
/// 0 -> 9, probability for this rule to be picked against other rules. If zero this will effectively disable the rule.
var/weight = 5
/// Threat cost for this rule, this is decreased from the threat level when the rule is executed.
var/cost = 0
/// Cost per level the rule scales up.
var/scaling_cost = 0
/// How many times a rule has scaled up upon getting picked.
var/scaled_times = 0
/// Used for the roundend report
var/total_cost = 0
/// A flag that determines how the ruleset is handled. Check __DEFINES/dynamic.dm for an explanation of the accepted values.
var/flags = NONE
/// Pop range per requirement. If zero defaults to dynamic's pop_per_requirement.
var/pop_per_requirement = 0
/// Requirements are the threat level requirements per pop range.
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
/// If set, will check this preference instead of antag_flag.
var/antag_preference = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/// Calculated during acceptable(), used in scaling and team sizes.
var/indice_pop = 0
/// Base probability used in scaling. The higher it is, the more likely to scale. Kept as a var to allow for config editing._SendSignal(sigtype, list/arguments)
var/base_prob = 60
/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
var/delay = 0
/// Judges the amount of antagonists to apply, for both solo and teams.
/// Note that some antagonists (such as traitors, lings, heretics, etc) will add more based on how many times they've been scaled.
/// Written as a linear equation--ceil(x/denominator) + offset, or as a fixed constant.
/// If written as a linear equation, will be in the form of `list("denominator" = denominator, "offset" = offset).
var/antag_cap = 0
/// A list, or null, of templates that the ruleset depends on to function correctly
var/list/ruleset_lazy_templates
/// In what categories is this ruleset allowed to run? Used by station traits
var/ruleset_category = RULESET_CATEGORY_DEFAULT
/datum/dynamic_ruleset/New()
// Rulesets can be instantiated more than once, such as when an admin clicks
// "Execute Midround Ruleset". Thus, it would be wrong to perform any
// side effects here. Dynamic rulesets should be stateless anyway.
SHOULD_NOT_OVERRIDE(TRUE)
..()
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = ROUNDSTART_RULESET
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = LATEJOIN_RULESET
/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
var/ruleset_forced = GLOB.dynamic_forced_rulesets[type] || RULESET_NOT_FORCED
if (ruleset_forced != RULESET_NOT_FORCED)
if (ruleset_forced == RULESET_FORCE_ENABLED)
return TRUE
else
log_dynamic("FAIL: [src] was disabled in admin panel.")
return FALSE
if(!is_valid_population(population))
var/range = maximum_players > 0 ? "([minimum_players] - [maximum_players])" : "(minimum: [minimum_players])"
log_dynamic("FAIL: [src] failed acceptable: min/max players out of range [range] vs population ([population])")
return FALSE
if (!is_valid_threat(population, threat_level))
log_dynamic("FAIL: [src] failed acceptable: threat_level ([threat_level]) < requirement ([requirements[indice_pop]])")
return FALSE
return TRUE
/// Returns true if we have enough players to run
/datum/dynamic_ruleset/proc/is_valid_population(population)
if(minimum_players > population)
return FALSE
if(maximum_players > 0 && population > maximum_players)
return FALSE
return TRUE
/// Sets the current threat indices and returns true if we're inside of them
/datum/dynamic_ruleset/proc/is_valid_threat(population, threat_level)
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : SSdynamic.pop_per_requirement
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
return threat_level >= requirements[indice_pop]
/// When picking rulesets, if dynamic picks the same one multiple times, it will "scale up".
/// However, doing this blindly would result in lowpop rounds (think under 10 people) where over 80% of the crew is antags!
/// This function is here to ensure the antag ratio is kept under control while scaling up.
/// Returns how much threat to actually spend in the end.
/datum/dynamic_ruleset/proc/scale_up(population, max_scale)
SHOULD_NOT_OVERRIDE(TRUE)
if (!scaling_cost)
return 0
var/antag_fraction = 0
for(var/datum/dynamic_ruleset/ruleset as anything in (SSdynamic.executed_rules + list(src))) // we care about the antags we *will* assign, too
antag_fraction += ruleset.get_antag_cap_scaling_included(population) / SSdynamic.roundstart_pop_ready
for(var/i in 1 to max_scale)
if(antag_fraction < 0.25)
scaled_times += 1
antag_fraction += get_scaling_antag_cap(population) / SSdynamic.roundstart_pop_ready // we added new antags, gotta update the %
return scaled_times * scaling_cost
/// Returns how many more antags to add while scaling with a given population.
/// By default rulesets scale linearly, but you can override this to make them scale differently.
/datum/dynamic_ruleset/proc/get_scaling_antag_cap(population)
return get_antag_cap(population)
/// Returns what the antag cap with the given population is.
/datum/dynamic_ruleset/proc/get_antag_cap(population)
SHOULD_NOT_OVERRIDE(TRUE)
if (isnum(antag_cap))
return antag_cap
return CEILING(population / antag_cap["denominator"], 1) + (antag_cap["offset"] || 0)
/// Gets the 'final' antag cap for this ruleset, which is the base cap plus the scaled cap.
/datum/dynamic_ruleset/proc/get_antag_cap_scaling_included(population)
SHOULD_NOT_OVERRIDE(TRUE)
var/base_cap = get_antag_cap(population)
var/modded_cap = scaled_times * get_scaling_antag_cap(population)
return base_cap + modded_cap
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on pre_setup for roundstart rulesets.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
return TRUE
/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/proc/execute()
for(var/datum/mind/M in assigned)
M.add_antag_datum(antag_datum)
GLOB.pre_setup_antags -= M
return TRUE
/// Rulesets can be reused, so when we're done setting one up we want to wipe its memory of the people it was selecting over
/// This isn't Destroy we aren't deleting it here, rulesets free when nothing holds a ref. This is just to prevent hung refs.
/datum/dynamic_ruleset/proc/forget_startup()
SHOULD_CALL_PARENT(TRUE)
candidates = list()
assigned = list()
antag_datum = null
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
return check_candidates()
/// This should always be called before ready is, to ensure that the ruleset can locate map/template based landmarks as needed
/datum/dynamic_ruleset/proc/load_templates()
for(var/template in ruleset_lazy_templates)
SSmapping.lazy_load_template(template)
/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
/// This one only handles refunding the threat, override in ruleset to clean up the rest.
/datum/dynamic_ruleset/proc/clean_up()
SSdynamic.refund_threat(cost + (scaled_times * scaling_cost))
SSdynamic.threat_log += "[gameTimestamp()]: [ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]. Failed to execute."
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
/datum/dynamic_ruleset/proc/get_weight()
if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
for(var/datum/dynamic_ruleset/DR in SSdynamic.executed_rules)
if(istype(DR, type))
weight = max(weight-repeatable_weight_decrease,1)
return weight
/// Checks if there are enough candidates to run, and logs otherwise
/datum/dynamic_ruleset/proc/check_candidates()
if (required_candidates <= candidates.len)
return TRUE
log_dynamic("FAIL: [src] does not have enough candidates ([required_candidates] needed, [candidates.len] found)")
return FALSE
/// Here you can remove candidates that do not meet your requirements.
/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Set mode_result and news report here.
/// Only called if ruleset is flagged as HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/proc/round_result()
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
// //
//////////////////////////////////////////////
/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
/datum/dynamic_ruleset/roundstart/trim_candidates()
for(var/mob/dead/new_player/candidate_player in candidates)
var/client/candidate_client = GET_CLIENT(candidate_player)
if (!candidate_client || !candidate_player.mind) // Are they connected?
candidates.Remove(candidate_player)
continue
//SKYRAT EDIT ADDITION
if(!candidate_client.prefs?.read_preference(/datum/preference/toggle/be_antag))
candidates.Remove(candidate_player)
continue
if(is_banned_from(candidate_client.ckey, BAN_ANTAGONIST))
candidates.Remove(candidate_player)
continue
//SKYRAT EDIT END
if(candidate_client.get_remaining_days(minimum_required_age) > 0)
candidates.Remove(candidate_player)
continue
if(candidate_player.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(candidate_player)
continue
if (!((antag_preference || antag_flag) in candidate_client.prefs.be_special))
candidates.Remove(candidate_player)
continue
if (is_banned_from(candidate_player.ckey, list(antag_flag_override || antag_flag, ROLE_SYNDICATE)))
candidates.Remove(candidate_player)
continue
// If this ruleset has exclusive_roles set, we want to only consider players who have those
// job prefs enabled and are eligible to play that job. Otherwise, continue as before.
if(length(exclusive_roles))
var/exclusive_candidate = FALSE
for(var/role in exclusive_roles)
var/datum/job/job = SSjob.get_job(role)
if((role in candidate_client.prefs.job_preferences) && SSjob.check_job_eligibility(candidate_player, job, "Dynamic Roundstart TC", add_job_to_log = TRUE) == JOB_AVAILABLE)
exclusive_candidate = TRUE
break
// If they didn't have any of the required job prefs enabled or were banned from all enabled prefs,
// they're not eligible for this antag type.
if(!exclusive_candidate)
candidates.Remove(candidate_player)
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
/datum/dynamic_ruleset/roundstart/ready(population, forced = FALSE)
return ..()
@@ -1,263 +0,0 @@
//////////////////////////////////////////////
// //
// LATEJOIN RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/trim_candidates()
for(var/mob/P in candidates)
if(!P.client || !P.mind || is_unassigned_job(P.mind.assigned_role)) // Are they connected?
candidates.Remove(P)
else if (P.client.get_remaining_days(minimum_required_age) > 0)
candidates.Remove(P)
else if(P.mind.assigned_role.title in restricted_roles) // Does their job allow for it?
candidates.Remove(P)
else if((exclusive_roles.len > 0) && !(P.mind.assigned_role.title in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
else if (!((antag_preference || antag_flag) in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag_override || antag_flag, ROLE_SYNDICATE)))
candidates.Remove(P)
// SKYRAT EDIT ADDITION - PROTECTED JOBS
else if(P.client?.prefs && !P.client.prefs.read_preference(/datum/preference/toggle/be_antag))
candidates.Remove(P)
continue
else if(is_banned_from(P.client?.ckey, BAN_ANTAGONIST))
candidates.Remove(P)
continue
// SKYRAT EDIT END
/datum/dynamic_ruleset/latejoin/ready(forced = 0)
if (forced)
return ..()
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in GLOB.alive_player_list)
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && (M.mind.assigned_role.title in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role.title in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(SSdynamic.threat_level/10)
var/ruleset_forced = (GLOB.dynamic_forced_rulesets[type] || RULESET_NOT_FORCED) == RULESET_FORCE_ENABLED
if (!ruleset_forced && job_check < required_enemies[threat])
log_dynamic("FAIL: [src] is not ready, because there are not enough enemies: [required_enemies[threat]] needed, [job_check] found")
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
M.mind.add_antag_datum(antag_datum)
return TRUE
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/infiltrator
name = "Syndicate Infiltrator"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_SYNDICATE_INFILTRATOR
antag_flag_override = ROLE_TRAITOR
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 11
cost = 5
requirements = list(5,5,5,5,5,5,5,5,5,5)
repeatable = TRUE
//////////////////////////////////////////////
// //
// REVOLUTIONARY PROVOCATEUR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/provocateur
name = "Provocateur"
persistent = TRUE
antag_datum = /datum/antagonist/rev/head
antag_flag = ROLE_PROVOCATEUR
antag_flag_override = ROLE_REV_HEAD
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHIEF_ENGINEER,
JOB_CHIEF_MEDICAL_OFFICER,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_QUARTERMASTER,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
enemy_roles = list(
JOB_AI,
JOB_CYBORG,
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 1
delay = 1 MINUTES // Prevents rule start while head is offstation.
cost = 10
requirements = list(101,101,70,40,30,20,20,20,20,20)
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/roundstart/revs)
var/required_heads_of_staff = 3
var/finished = FALSE
var/datum/team/revolution/revolution
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
if (forced)
required_heads_of_staff = 1
if(!..())
return FALSE
var/head_check = 0
for(var/mob/player in GLOB.alive_player_list)
if (player.mind.assigned_role.job_flags & JOB_HEAD_OF_STAFF)
head_check++
return (head_check >= required_heads_of_staff)
/datum/dynamic_ruleset/latejoin/provocateur/execute()
var/mob/M = pick(candidates) // This should contain a single player, but in case.
if(check_eligible(M.mind)) // Didnt die/run off z-level/get implanted since leaving shuttle.
assigned += M.mind
M.mind.special_role = antag_flag
revolution = new()
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head, revolution)
revolution.update_objectives()
revolution.update_rev_heads()
SSshuttle.registerHostileEnvironment(revolution)
return TRUE
else
log_dynamic("[ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
log_dynamic("[ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/rule_process()
var/winner = revolution.process_victory()
if (isnull(winner))
return
finished = winner
if(winner == REVOLUTION_VICTORY)
GLOB.revolutionary_win = TRUE
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/latejoin/provocateur/proc/check_eligible(datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_MIND_TRAIT(M.current, TRAIT_UNCONVERTABLE))
return TRUE
return FALSE
/datum/dynamic_ruleset/latejoin/provocateur/round_result()
revolution.round_result(finished)
//////////////////////////////////////////////
// //
// HERETIC SMUGGLER //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/heretic_smuggler
name = "Heretic Smuggler"
antag_datum = /datum/antagonist/heretic
antag_flag = ROLE_HERETIC_SMUGGLER
antag_flag_override = ROLE_HERETIC
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
JOB_CHAPLAIN, // BUBBER EDIT - Chaplains can't heretic
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 4
cost = 12
requirements = list(101,101,50,10,10,10,10,10,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/latejoin/heretic_smuggler/execute()
var/mob/picked_mob = pick(candidates)
assigned += picked_mob.mind
picked_mob.mind.special_role = antag_flag
var/datum/antagonist/heretic/new_heretic = picked_mob.mind.add_antag_datum(antag_datum)
// Heretics passively gain influence over time.
// As a consequence, latejoin heretics start out at a massive
// disadvantage if the round's been going on for a while.
// Let's give them some influence points when they arrive.
new_heretic.knowledge_points += round((world.time - SSticker.round_start_time) / new_heretic.passive_gain_timer)
// BUT let's not give smugglers a million points on arrival.
// Limit it to four missed passive gain cycles (4 points).
new_heretic.knowledge_points = min(new_heretic.knowledge_points, 5)
return TRUE
/// Ruleset for latejoin changelings
/datum/dynamic_ruleset/latejoin/stowaway_changeling
name = "Stowaway Changeling"
antag_datum = /datum/antagonist/changeling
antag_flag = ROLE_STOWAWAY_CHANGELING
antag_flag_override = ROLE_CHANGELING
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 2
cost = 12
requirements = list(101,101,60,50,40,20,20,10,10,10)
repeatable = TRUE
/datum/dynamic_ruleset/latejoin/stowaway_changeling/execute()
var/mob/picked_mob = pick(candidates)
assigned += picked_mob.mind
picked_mob.mind.special_role = antag_flag
picked_mob.mind.add_antag_datum(antag_datum)
return TRUE
File diff suppressed because it is too large Load Diff
@@ -1,747 +0,0 @@
GLOBAL_VAR_INIT(revolutionary_win, FALSE)
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor
minimum_required_age = 0
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 5
cost = 8 // Avoid raising traitor threat above this, as it is the default low cost ruleset.
scaling_cost = 9
requirements = list(8,8,8,8,8,8,8,8,8,8)
antag_cap = list("denominator" = 38)
var/autotraitor_cooldown = (15 MINUTES)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
//////////////////////////////////////////////
// //
// MALFUNCTIONING AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/malf_ai
name = "Malfunctioning AI"
antag_flag = ROLE_MALF
antag_datum = /datum/antagonist/malf_ai
minimum_required_age = 14
exclusive_roles = list(JOB_AI)
required_candidates = 1
weight = 3
cost = 18
requirements = list(101,101,101,80,60,50,30,20,10,10)
antag_cap = 1
flags = HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/roundstart/malf_ai/ready(forced)
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
// If we're not forced, we're going to make sure we can actually have an AI in this shift,
if(!forced && min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions) <= 0)
log_dynamic("FAIL: [src] could not run, because there is nobody who wants to be an AI")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/malf_ai/pre_execute(population)
. = ..()
var/datum/job/ai_job = SSjob.get_job_type(/datum/job/ai)
// Maybe a bit too pedantic, but there should never be more malf AIs than there are available positions, spawn positions or antag cap allocations.
var/num_malf = min(get_antag_cap(population), min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions))
for (var/i in 1 to num_malf)
if(candidates.len <= 0)
break
var/mob/new_malf = pick_n_take(candidates)
assigned += new_malf.mind
new_malf.mind.special_role = ROLE_MALF
GLOB.pre_setup_antags += new_malf.mind
// We need an AI for the malf roundstart ruleset to execute. This means that players who get selected as malf AI get priority, because antag selection comes before role selection.
LAZYADDASSOC(SSjob.dynamic_forced_occupations, new_malf, "AI")
return TRUE
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
weight = 5
cost = 8
scaling_cost = 15
requirements = list(40,30,30,20,20,15,15,15,10,10)
antag_cap = 1
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
var/mob/candidate = pick_n_take(candidates)
if (isnull(candidate))
break
assigned += candidate.mind
candidate.mind.restricted_roles = restricted_roles
candidate.mind.special_role = ROLE_BROTHER
GLOB.pre_setup_antags += candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for (var/datum/mind/mind in assigned)
new /datum/team/brother_team(mind)
GLOB.pre_setup_antags -= mind
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 16
scaling_cost = 10
requirements = list(70,70,60,50,40,20,20,10,10,10)
antag_cap = list("denominator" = 29)
/datum/dynamic_ruleset/roundstart/changeling/pre_execute(population)
. = ..()
for (var/i in 1 to get_antag_cap_scaling_included(population))
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
changeling.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= changeling
return TRUE
//////////////////////////////////////////////
// //
// HERETICS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_HERETIC
antag_datum = /datum/antagonist/heretic
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
JOB_CHAPLAIN, // BUBBER EDIT - Chaplains can't heretic
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 16
scaling_cost = 9
requirements = list(101,101,60,30,30,25,20,15,10,10)
antag_cap = list("denominator" = 24)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_HERETIC_SACRIFICE)
/datum/dynamic_ruleset/roundstart/heretics/pre_execute(population)
. = ..()
var/num_ecult = get_antag_cap(population) * (scaled_times + 1)
for (var/i = 1 to num_ecult)
if(candidates.len <= 0)
break
var/mob/picked_candidate = pick_n_take(candidates)
assigned += picked_candidate.mind
picked_candidate.mind.restricted_roles = restricted_roles
picked_candidate.mind.special_role = ROLE_HERETIC
GLOB.pre_setup_antags += picked_candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/heretics/execute()
for(var/c in assigned)
var/datum/mind/cultie = c
var/datum/antagonist/heretic/new_antag = new antag_datum()
cultie.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= cultie
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
flags = HIGH_IMPACT_RULESET
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 2
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
/datum/dynamic_ruleset/roundstart/wizard/ready(forced = FALSE)
if(!check_candidates())
return FALSE
if(!length(GLOB.wizardstart))
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/wizard/round_result()
for(var/datum/antagonist/wizard/wiz in GLOB.antagonists)
var/mob/living/real_wiz = wiz.owner?.current
if(isnull(real_wiz))
continue
var/turf/wiz_location = get_turf(real_wiz)
// If this wiz is alive AND not in an away level, then we know not all wizards are dead and can leave entirely
if(considered_alive(wiz.owner) && wiz_location && !is_away_level(wiz_location.z))
return
SSticker.news_report = WIZARD_KILLED
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
. = ..()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick_n_take(candidates)
if (M)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(/datum/job/space_wizard))
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHAPLAIN,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 2
weight = 3
cost = 20
requirements = list(100,90,80,60,40,30,10,10,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 20, "offset" = 1)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute(population)
. = ..()
var/cultists = get_antag_cap(population)
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
GLOB.pre_setup_antags -= M
main_cult.setup_objectives()
var/datum/mind/most_experienced = get_most_experienced(assigned, antag_flag)
if(!most_experienced)
most_experienced = assigned[1]
var/datum/antagonist/cult/leader = most_experienced.has_antag_datum(/datum/antagonist/cult)
leader.make_cult_leader()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
return
SSticker.mode_result = "loss - staff stopped the cult"
if(main_cult.size_at_maximum == 0)
CRASH("Cult team existed with a size_at_maximum of 0 at round end!")
// If more than a certain ratio of our cultists have escaped, give the "cult escape" resport.
// Otherwise, give the "cult failure" report.
var/ratio_to_be_considered_escaped = 0.5
var/escaped_cultists = 0
for(var/datum/mind/escapee as anything in main_cult.members)
if(considered_escaped(escapee))
escaped_cultists++
SSticker.news_report = (escaped_cultists / main_cult.size_at_maximum) >= ratio_to_be_considered_escaped ? CULT_ESCAPE : CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 18, "offset" = 1)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_NUKIEBASE)
var/required_role = ROLE_NUCLEAR_OPERATIVE
var/datum/team/nuclear/nuke_team
///The job type to dress up our nuclear operative as.
var/datum/job/job_type = /datum/job/nuclear_operative
/datum/dynamic_ruleset/roundstart/nuclear/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute(population)
. = ..()
// If ready() did its job, candidates should have 5 or more members in it
var/operatives = get_antag_cap(population)
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.set_assigned_role(SSjob.get_job_type(job_type))
M.mind.special_role = required_role
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/datum/mind/most_experienced = get_most_experienced(assigned, required_role)
if(!most_experienced)
most_experienced = assigned[1]
var/datum/antagonist/nukeop/leader/leader = most_experienced.add_antag_datum(antag_leader_datum)
nuke_team = leader.nuke_team
for(var/datum/mind/assigned_player in assigned)
if(assigned_player == most_experienced)
continue
var/datum/antagonist/nukeop/new_op = new antag_datum()
assigned_player.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
var/result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV_HEAD
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHIEF_ENGINEER,
JOB_CHIEF_MEDICAL_OFFICER,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_QUARTERMASTER,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 3
weight = 3
delay = 7 MINUTES
cost = 20
requirements = list(101,101,70,40,30,20,10,10,10,10)
antag_cap = 3
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/latejoin/provocateur)
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/revs/pre_execute(population)
. = ..()
var/max_candidates = get_antag_cap(population)
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/revs/execute()
revolution = new()
for(var/datum/mind/M in assigned)
GLOB.pre_setup_antags -= M
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_dynamic("[ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(revolution.members.len)
revolution.update_objectives()
revolution.update_rev_heads()
SSshuttle.registerHostileEnvironment(revolution)
return TRUE
log_dynamic("[ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
var/winner = revolution.process_victory()
if (isnull(winner))
return
finished = winner
if(winner == REVOLUTION_VICTORY)
GLOB.revolutionary_win = TRUE
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_MIND_TRAIT(M.current, TRAIT_UNCONVERTABLE))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/round_result()
revolution.round_result(finished)
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
. = ..()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
SSdynamic.spend_roundstart_budget(SSdynamic.round_start_budget)
SSdynamic.spend_midround_budget(SSdynamic.mid_round_budget)
SSdynamic.threat_log += "[gameTimestamp()]: Extended ruleset set threat to 0."
return TRUE
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Operatives"
antag_datum = /datum/antagonist/nukeop/clownop
antag_flag = ROLE_CLOWN_OPERATIVE
antag_flag_override = ROLE_OPERATIVE
ruleset_category = parent_type::ruleset_category | RULESET_CATEGORY_NO_WITTING_CREW_ANTAGONISTS
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
required_role = ROLE_CLOWN_OPERATIVE
job_type = /datum/job/clown_operative
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(!.)
return
var/list/nukes = SSmachines.get_machines_by_type(/obj/machinery/nuclearbomb/syndicate)
for(var/obj/machinery/nuclearbomb/syndicate/nuke as anything in nukes)
new /obj/machinery/nuclearbomb/syndicate/bananium(nuke.loc)
qdel(nuke)
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
var/meteordelay = 2000
var/nometeors = FALSE
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
/// Ruleset for Nations
/datum/dynamic_ruleset/roundstart/nations
name = "Nations"
required_candidates = 0
weight = 0 //admin only (and for good reason)
cost = 0
flags = LONE_RULESET | ONLY_RULESET
/datum/dynamic_ruleset/roundstart/nations/execute()
. = ..()
//notably assistant is not in this list to prevent the round turning into BARBARISM instantly, and silicon is in this list for UN
var/list/department_types = list(
/datum/job_department/silicon, //united nations
/datum/job_department/cargo,
/datum/job_department/engineering,
/datum/job_department/medical,
/datum/job_department/science,
/datum/job_department/security,
/datum/job_department/service,
)
for(var/department_type in department_types)
create_separatist_nation(department_type, announcement = FALSE, dangerous = FALSE, message_admins = FALSE)
GLOB.round_default_lawset = /datum/ai_laws/united_nations
/datum/dynamic_ruleset/roundstart/spies
name = "Spies"
antag_flag = ROLE_SPY
antag_datum = /datum/antagonist/spy
minimum_required_age = 0
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL, // AA = bad
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 3 // lives or dies by there being a few spies
weight = 5
cost = 8
scaling_cost = 4
minimum_players = 10
antag_cap = list("denominator" = 20, "offset" = 1)
requirements = list(8, 8, 8, 8, 8, 8, 8, 8, 8, 8)
/// What fraction is added to the antag cap for each additional scale
var/fraction_per_scale = 0.2
/datum/dynamic_ruleset/roundstart/spies/pre_execute(population)
for(var/i in 1 to get_antag_cap_scaling_included(population))
if(length(candidates) <= 0)
break
var/mob/picked_player = pick_n_take(candidates)
assigned += picked_player.mind
picked_player.mind.special_role = ROLE_SPY
picked_player.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += picked_player.mind
return TRUE
// Scaling adds a fraction of the amount of additional spies rather than the full amount.
/datum/dynamic_ruleset/roundstart/spies/get_scaling_antag_cap(population)
return ceil(..() * fraction_per_scale)
@@ -0,0 +1,111 @@
/// Verb to open the create command report window and send command reports.
ADMIN_VERB(dynamic_tester, R_DEBUG, "Dynamic Tester", "See dynamic probabilities.", ADMIN_CATEGORY_DEBUG)
BLACKBOX_LOG_ADMIN_VERB("Dynamic Tester")
var/datum/dynamic_tester/tgui = new()
tgui.ui_interact(user.mob)
/datum/dynamic_tester
/// Instances of every roundstart ruleset
var/list/roundstart_rulesets = list()
/// Instances of every midround ruleset
var/list/midround_rulesets = list()
/// A formatted report of the weights of each roundstart ruleset, refreshed occasionally and sent to the UI.
var/list/roundstart_ruleset_report = list()
/// A formatted report of the weights of each midround ruleset, refreshed occasionally and sent to the UI.
var/list/midround_ruleset_report = list()
/// What is the tier we are testing?
var/tier = 1
/// How many players are we testing with?
var/num_players = 10
/datum/dynamic_tester/New()
for(var/datum/dynamic_ruleset/rtype as anything in subtypesof(/datum/dynamic_ruleset/roundstart))
if(!initial(rtype.config_tag))
continue
var/datum/dynamic_ruleset/roundstart/created = new rtype(SSdynamic.get_config())
roundstart_rulesets += created
// snowflake so we can see headrev stats
if(istype(created, /datum/dynamic_ruleset/roundstart/revolution))
var/datum/dynamic_ruleset/roundstart/revolution/revs = created
revs.heads_necessary = 0
for(var/datum/dynamic_ruleset/rtype as anything in subtypesof(/datum/dynamic_ruleset/midround))
if(!initial(rtype.config_tag))
continue
var/datum/dynamic_ruleset/midround/created = new rtype(SSdynamic.get_config())
midround_rulesets += created
update_reports()
/datum/dynamic_tester/ui_state(mob/user)
return ADMIN_STATE(R_DEBUG)
/datum/dynamic_tester/ui_close()
qdel(src)
/datum/dynamic_tester/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DynamicTester")
ui.open()
/datum/dynamic_tester/ui_static_data(mob/user)
var/list/data = list()
data["tier"] = tier
data["num_players"] = num_players
data["roundstart_ruleset_report"] = flatten_list(roundstart_ruleset_report)
data["midround_ruleset_report"] = flatten_list(midround_ruleset_report)
return data
/datum/dynamic_tester/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("set_num_players")
var/old_num = num_players
num_players = text2num(params["num_players"])
if(old_num != num_players)
update_reports()
return TRUE
if("set_tier")
var/old_tier = tier
tier = text2num(params["tier"])
if(old_tier != tier)
update_reports()
return TRUE
/datum/dynamic_tester/proc/update_reports()
roundstart_ruleset_report.Cut()
for(var/datum/dynamic_ruleset/roundstart/ruleset as anything in roundstart_rulesets)
var/comment = ""
if(istype(ruleset, /datum/dynamic_ruleset/roundstart/revolution))
var/datum/dynamic_ruleset/roundstart/revolution/revs = ruleset
comment = " (Assuming [initial(revs.heads_necessary)] heads of staff)"
roundstart_ruleset_report[ruleset] = list(
"name" = ruleset.name,
"weight" = ruleset.get_weight(num_players, tier),
"max_candidates" = ruleset.get_antag_cap(num_players, ruleset.max_antag_cap || ruleset.min_antag_cap),
"min_candidates" = ruleset.get_antag_cap(num_players, ruleset.min_antag_cap),
"comment" = comment,
)
midround_ruleset_report.Cut()
for(var/datum/dynamic_ruleset/midround/ruleset as anything in midround_rulesets)
midround_ruleset_report[ruleset] = list(
"name" = ruleset.name,
"weight" = ruleset.get_weight(num_players, tier),
"max_candidates" = ruleset.get_antag_cap(num_players, ruleset.max_antag_cap || ruleset.min_antag_cap),
"min_candidates" = ruleset.get_antag_cap(num_players, ruleset.min_antag_cap),
"comment" = ruleset.midround_type,
)
update_static_data_for_all_viewers()
@@ -1,74 +0,0 @@
/// An easy interface to make...*waves hands* bad things happen.
/// This is used for impactful events like traitors hacking and creating more threat, or a revolutions victory.
/// It tries to spawn a heavy midround if possible, otherwise it will trigger a "bad" random event after a short period.
/// Calling this function will not use up any threat.
/datum/controller/subsystem/dynamic/proc/unfavorable_situation()
SHOULD_NOT_SLEEP(TRUE)
INVOKE_ASYNC(src, PROC_REF(_unfavorable_situation))
/datum/controller/subsystem/dynamic/proc/_unfavorable_situation()
var/static/list/unfavorable_random_events = list()
if (!length(unfavorable_random_events))
unfavorable_random_events = generate_unfavourable_events()
var/list/possible_heavies = generate_unfavourable_heavy_rulesets()
if (!length(possible_heavies))
var/datum/round_event_control/round_event_control_type = pick(unfavorable_random_events)
var/delay = rand(20 SECONDS, 1 MINUTES)
log_dynamic_and_announce("An unfavorable situation was requested, but no heavy rulesets could be drafted. Spawning [initial(round_event_control_type.name)] in [DisplayTimeText(delay)] instead.")
force_event_after(round_event_control_type, "an unfavorable situation", delay)
else
var/datum/dynamic_ruleset/midround/heavy_ruleset = pick_weight(possible_heavies)
log_dynamic_and_announce("An unfavorable situation was requested, spawning [initial(heavy_ruleset.name)]")
picking_specific_rule(heavy_ruleset, forced = TRUE, ignore_cost = TRUE)
/// Return a valid heavy dynamic ruleset, or an empty list if there's no time to run any rulesets
/datum/controller/subsystem/dynamic/proc/generate_unfavourable_heavy_rulesets()
if (EMERGENCY_PAST_POINT_OF_NO_RETURN)
return list()
var/list/possible_heavies = list()
for (var/datum/dynamic_ruleset/midround/ruleset as anything in midround_rules)
if (ruleset.midround_ruleset_style != MIDROUND_RULESET_STYLE_HEAVY)
continue
if (ruleset.weight == 0)
continue
if (ruleset.cost > max_threat_level)
continue
if (!ruleset.acceptable(GLOB.alive_player_list.len, threat_level))
continue
if (ruleset.minimum_round_time > world.time - SSticker.round_start_time)
continue
if(istype(ruleset, /datum/dynamic_ruleset/midround/from_ghosts) && !(GLOB.ghost_role_flags & GHOSTROLE_MIDROUND_EVENT))
continue
ruleset.trim_candidates()
ruleset.load_templates()
if (!ruleset.ready())
continue
possible_heavies[ruleset] = ruleset.get_weight()
return possible_heavies
/// Filter the below list by which events can actually run on this map
/datum/controller/subsystem/dynamic/proc/generate_unfavourable_events()
var/static/list/unfavorable_random_events = list(
/datum/round_event_control/earthquake,
/datum/round_event_control/immovable_rod,
/datum/round_event_control/meteor_wave,
/datum/round_event_control/portal_storm_syndicate,
)
var/list/picked_events = list()
for(var/type in unfavorable_random_events)
var/datum/round_event_control/event = new type()
if(!event.valid_for_map())
continue
picked_events += type
return picked_events
@@ -1,202 +0,0 @@
# Dynamic Mode
## Roundstart
Dynamic rolls threat based on a special sauce formula:
> [dynamic_curve_width][/datum/controller/global_vars/var/dynamic_curve_width] \* tan((3.1416 \* (rand() - 0.5) \* 57.2957795)) + [dynamic_curve_centre][/datum/controller/global_vars/var/dynamic_curve_centre]
This threat is split into two separate budgets--`round_start_budget` and `mid_round_budget`. For example, a round with 50 threat might be split into a 30 roundstart budget, and a 20 midround budget. The roundstart budget is used to apply antagonists applied on readied players when the roundstarts (`/datum/dynamic_ruleset/roundstart`). The midround budget is used for two types of rulesets:
- `/datum/dynamic_ruleset/midround` - Rulesets that apply to either existing alive players, or to ghosts. Think Blob or Space Ninja, which poll ghosts asking if they want to play as these roles.
- `/datum/dynamic_ruleset/latejoin` - Rulesets that apply to the next player that joins. Think Syndicate Infiltrator, which converts a player just joining an existing round into traitor.
This split is done with a similar method, known as the ["lorentz distribution"](https://en.wikipedia.org/wiki/Cauchy_distribution), exists to create a bell curve that ensures that while most rounds will have a threat level around ~50, chaotic and tame rounds still exist for variety.
The process of creating these numbers occurs in `/datum/controller/subsystem/dynamic/proc/generate_threat` (for creating the threat level) and `/datum/controller/subsystem/dynamic/proc/generate_budgets` (for splitting the threat level into budgets).
## Deciding roundstart threats
In `/datum/controller/subsystem/dynamic/proc/roundstart()` (called when no admin chooses the rulesets explicitly), Dynamic uses the available roundstart budget to pick threats. This is done through the following system:
- All roundstart rulesets (remember, `/datum/dynamic_ruleset/roundstart`) are put into an associative list with their weight as the values (`drafted_rules`).
- Until there is either no roundstart budget left, or until there is no ruleset we can choose from with the available threat, a `pickweight` is done based on the drafted_rules. If the same threat is picked twice, it will "scale up". The meaning of this depends on the ruleset itself, using the `scaled_times` variable; traitors for instance will create more the higher they scale.
- If a ruleset is chosen with the `HIGH_IMPACT_RULESET` in its `flags`, then all other `HIGH_IMPACT_RULESET`s will be removed from `drafted_rules`. This is so that only one can ever be chosen.
- If a ruleset has `LONE_RULESET` in its `flags`, then it will be removed from `drafted_rules`. This is to ensure it will only ever be picked once. An example of this in use is Wizard, to avoid creating multiple wizards.
- After all roundstart threats are chosen, `/datum/dynamic_ruleset/proc/picking_roundstart_rule` is called for each, passing in the ruleset and the number of times it is scaled.
- In this stage, `pre_execute` is called, which is the function that will determine what players get what antagonists. If this function returns FALSE for whatever reason (in the case of an error), then its threat is refunded.
After this process is done, any leftover roundstart threat will be given to the existing midround budget (done in `/datum/controller/subsystem/dynamic/pre_setup()`).
## Deciding midround threats
### Frequency
The frequency of midround threats is based on the midround threat of the round. The number of midround threats that will roll is `threat_level` / `threat_per_midround_roll` (configurable), rounded up. For example, if `threat_per_midround_roll` is set to 5, then for every 5 threat, one midround roll will be added. If you have 6 threat, with this configuration, you will get 2 midround rolls.
These midround roll points are then equidistantly spaced across the round, starting from `midround_lower_bound` (configurable) to `midround_upper_bound` (configurable), with a +/- of `midround_roll_distance` (configurable).
For example, if:
1. `midround_lower_bound` is `10 MINUTES`
2. `midround_upper_bound` is `100 MINUTES`
3. `midround_roll_distance` is `3 MINUTES`
4. You have 5 midround rolls for the round
...then those 5 midround rolls will be placed equidistantly (meaning equally apart) across the first 10-100 minutes of the round. Every individual roll will then be adjusted to either be 3 minutes earlier, or 3 minutes later.
### Threat variety
Threats are split between **heavy** rulesets and **light** rulesets. A heavy ruleset includes major threats like space dragons or blobs, while light rulesets are ones that don't often cause shuttle calls when rolled, such as revenants or traitors (sleeper agents).
When a midround roll occurs, the decision to choose between light or heavy depends on the current round time. If it is less than `midround_light_upper_bound` (configurable), then it is guaranteed to be a light ruleset. If it is more than `midround_heavy_lower_bound`, then it is guaranteed to be a heavy ruleset. If it is any point in between, it will interpolate the value between those. This means that the longer the round goes on, the more likely you are to get a heavy ruleset.
If no heavy ruleset can run, such as not having enough threat, then a light ruleset is guaranteed to run.
## Rule Processing
Calls [rule_process][/datum/dynamic_ruleset/proc/rule_process] on every rule which is in the current_rules list.
Every sixty seconds, update_playercounts()
Midround injection time is checked against world.time to see if an injection should happen.
If midround injection time is lower than world.time, it updates playercounts again, then tries to inject and generates a new cooldown regardless of whether a rule is picked.
## Latejoin
make_antag_chance(newPlayer) -> (For each latespawn rule...)
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
**If true, add to drafted rules
**NOTE that acceptable uses threat_level not threat!
**NOTE Latejoin timer is ONLY reset if at least one rule was drafted.
**NOTE the new_player.dm AttemptLateSpawn() calls OnPostSetup for all roles (unless assigned role is MODE)
(After collecting all draftble rules...)
-> picking_latejoin_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## Midround
process() -> (For each midround rule...
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
(After collecting all draftble rules...)
-> picking_midround_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## Forced
For latejoin, it simply sets forced_latejoin_rule
make_antag_chance(newPlayer) -> trim_candidates() -> ready(forced=TRUE) \*\*NOTE no acceptable() call
For midround, calls the below proc with forced = TRUE
picking_specific_rule(ruletype,forced) -> forced OR acceptable(living_players, threat_level) -> trim_candidates() -> ready(forced) -> spend threat -> execute()
**NOTE specific rule can be called by RS traitor->MR autotraitor w/ forced=FALSE
**NOTE that due to short circuiting acceptable() need not be called if forced.
## Ruleset
acceptable(population,threat) just checks if enough threat_level for population indice.
\*\*NOTE that we currently only send threat_level as the second arg, not threat.
ready(forced) checks if enough candidates and calls the map's map_ruleset(dynamic_ruleset) at the parent level
trim_candidates() varies significantly according to the ruleset type
Roundstart: All candidates are new_player mobs. Check them for standard stuff: connected, desire role, not banned, etc.
\*\*NOTE Roundstart deals with both candidates (trimmed list of valid players) and mode.candidates (everyone readied up). Don't confuse them!
Latejoin: Only one candidate, the latejoiner. Standard checks.
Midround: Instead of building a single list candidates, candidates contains four lists: living, dead, observing, and living antags. Standard checks in trim_list(list).
Midround - Rulesets have additional types
/from_ghosts: execute() -> send_applications() -> review_applications() -> finish_applications() -> finish_setup(mob/newcharacter, index) -> setup_role(role)
\*\*NOTE: execute() here adds dead players and observers to candidates list
## Configuration and variables
### Configuration
Configuration can be done through a `config/dynamic.json` file. One is provided as example in the codebase. This config file, loaded in `/datum/controller/subsystem/dynamic/pre_setup()`, directly overrides the values in the codebase, and so is perfect for making some rulesets harder/easier to get, turning them off completely, changing how much they cost, etc.
The format of this file is:
```json
{
"Dynamic": {
/* Configuration in here will directly override `/datum/controller/subsystem/dynamic` itself. */
/* Keys are variable names, values are their new values. */
},
"Roundstart": {
/* Configuration in here will apply to `/datum/dynamic_ruleset/roundstart` instances. */
/* Keys are the ruleset names, values are another associative list with keys being variable names and values being new values. */
"Wizard": {
/* I, a head admin, have died to wizard, and so I made it cost a lot more threat than it does in the codebase. */
"cost": 80
}
},
"Midround": {
/* Same as "Roundstart", but for `/datum/dynamic_ruleset/midround` instead. */
},
"Latejoin": {
/* Same as "Roundstart", but for `/datum/dynamic_ruleset/latejoin` instead. */
},
"Station": {
/* Special threat reductions for dangerous station traits. Traits are selected before dynamic, so traits will always */
/* reduce threat even if there's no threat for it available. Only "cost" can be modified */
}
}
```
Note: Comments are not possible in this format, and are just in this document for the sake of readability.
### Rulesets
Rulesets have the following variables notable to developers and those interested in tuning.
- `required_candidates` - The number of people that _must be willing_ (in their preferences) to be an antagonist with this ruleset. If the candidates do not meet this requirement, then the ruleset will not bother to be drafted.
- `antag_cap` - Judges the amount of antagonists to apply, for both solo and teams. Note that some antagonists (such as traitors, lings, heretics, etc) will add more based on how many times they've been scaled. Written as a linear equation--ceil(x/denominator) + offset, or as a fixed constant. If written as a linear equation, will be in the form of `list("denominator" = denominator, "offset" = offset)`.
- Examples include:
- Traitor: `antag_cap = list("denominator" = 24)`. This means that for every 24 players, 1 traitor will be added (assuming no scaling).
- Nuclear Emergency: `antag_cap = list("denominator" = 18, "offset" = 1)`. For every 18 players, 1 nuke op will be added. Starts at 1, meaning at 30 players, 3 nuke ops will be created, rather than 2.
- Revolution: `antag_cap = 3`. There will always be 3 rev-heads, no matter what.
- `minimum_required_age` - The minimum age in order to apply for the ruleset.
- `weight` - How likely this ruleset is to be picked. A higher weight results in a higher chance of drafting.
- `cost` - The initial cost of the ruleset. This cost is taken from either the roundstart or midround budget, depending on the ruleset.
- `scaling_cost` - Cost for every _additional_ application of this ruleset.
- Suppose traitors has a `cost` of 8, and a `scaling_cost` of 5. This means that buying 1 application of the traitor ruleset costs 8 threat, but buying two costs 13 (8 + 5). Buying it a third time is 18 (8 + 5 + 5), etc.
- `pop_per_requirement` - The range of population each value in `requirements` represents. By default, this is 6.
- If the value is five the range is 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+.
- If it is six the range is 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+.
- If it is seven the range is 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+.
- `requirements` - A list that represents, per population range (see: `pop_per_requirement`), how much threat is required to _consider_ this ruleset. This is independent of how much it'll actually cost. This uses _threat level_, not the budget--meaning if a round has 50 threat level, but only 10 points of round start threat, a ruleset with a requirement of 40 can still be picked if it can be bought.
- Suppose wizard has a `requirements` of `list(90,90,70,40,30,20,10,10,10,10)`. This means that, at 0-5 and 6-11 players, A station must have 90 threat in order for a wizard to be possible. At 12-17, 70 threat is required instead, etc.
- `restricted_roles` - A list of jobs that _can't_ be drafted by this ruleset. For example, cyborgs cannot be changelings, and so are in the `restricted_roles`.
- `protected_roles` - Serves the same purpose of `restricted_roles`, except it can be turned off through configuration (`protect_roles_from_antagonist`). For example, security officers _shouldn't_ be made traitor, so they are in Traitor's `protected_roles`.
- When considering putting a role in `protected_roles` or `restricted_roles`, the rule of thumb is if it is _technically infeasible_ to support that job in that role. There's no _technical_ reason a security officer can't be a traitor, and so they are simply in `protected_roles`. There _are_ technical reasons a cyborg can't be a changeling, so they are in `restricted_roles` instead.
This is not a complete list--search "configurable" in this README to learn more.
### Dynamic
The "Dynamic" key has the following configurable values:
- `pop_per_requirement` - The default value of `pop_per_requirement` for any ruleset that does not explicitly set it. Defaults to 6.
- `latejoin_delay_min`, `latejoin_delay_max` - The time range, in deciseconds (take your seconds, and multiply by 10), for a latejoin to attempt rolling. Once this timer is finished, a new one will be created within the same range.
- Suppose you have a `latejoin_delay_min` of 600 (60 seconds, 1 minute) and a `latejoin_delay_max` of 1800 (180 seconds, 3 minutes). Once the round starts, a random number in this range will be picked--let's suppose 1.5 minutes. After 1.5 minutes, Dynamic will decide if a latejoin threat should be created (a probability of `/datum/controller/subsystem/dynamic/proc/get_injection_chance()`). Regardless of its decision, a new timer will be started within the range of 1 to 3 minutes, repeatedly.
- `threat_curve_centre` - A number between -5 and +5. A negative value will give a more peaceful round and a positive value will give a round with higher threat.
- `threat_curve_width` - A number between 0.5 and 4. Higher value will favour extreme rounds and lower value rounds closer to the average.
- `roundstart_split_curve_centre` - A number between -5 and +5. Equivalent to threat_curve_centre, but for the budget split. A negative value will weigh towards midround rulesets, and a positive value will weight towards roundstart ones.
- `roundstart_split_curve_width` - A number between 0.5 and 4. Equivalent to threat_curve_width, but for the budget split. Higher value will favour more variance in splits and lower value rounds closer to the average.
- `random_event_hijack_minimum` - The minimum amount of time for antag random events to be hijacked. (See [Random Event Hijacking](#random-event-hijacking))
- `random_event_hijack_maximum` - The maximum amount of time for antag random events to be hijacked. (See [Random Event Hijacking](#random-event-hijacking))
- `hijacked_random_event_injection_chance` - The amount of injection chance to give to Dynamic when a random event is hijacked. (See [Random Event Hijacking](#random-event-hijacking))
- `max_threat_level` - Sets the maximum amount of threat that can be rolled. Defaults to 100. You should only use this to _lower_ the maximum threat, as raising it higher will not do anything.
## Random Event "Hijacking"
Random events have the potential to be hijacked by Dynamic to keep the pace of midround injections, while also allowing greenshifts to contain some antagonists.
`/datum/round_event_control/dynamic_should_hijack` is a variable to random events to allow Dynamic to hijack them, and defaults to FALSE. This is set to TRUE for random events that spawn antagonists.
In `/datum/controller/subsystem/dynamic/on_pre_random_event` (in `dynamic_hijacking.dm`), Dynamic hooks to random events. If the `dynamic_should_hijack` variable is TRUE, the following sequence of events occurs:
![Flow chart to describe the chain of events for Dynamic 2021 to take](https://github.com/tgstation/documentation-assets/blob/main/dynamic/random_event_hijacking.png)
`n` is a random value between `random_event_hijack_minimum` and `random_event_hijack_maximum`. Heavy injection chance, should it need to be raised, is increased by `hijacked_random_event_injection_chance_modifier`.
@@ -1,159 +0,0 @@
#define ADMIN_CANCEL_MIDROUND_TIME (120 SECONDS) // BUBBER EDIT
///
///
/**
* From a list of rulesets, returns one based on weight and availability.
* Mutates the list that is passed into it to remove invalid rules.
*
* * max_allowed_attempts - Allows you to configure how many times the proc will attempt to pick a ruleset before giving up.
*/
/datum/controller/subsystem/dynamic/proc/pick_ruleset(list/drafted_rules, max_allowed_attempts = INFINITY)
if (only_ruleset_executed)
log_dynamic("FAIL: only_ruleset_executed")
return null
if(!length(drafted_rules))
log_dynamic("FAIL: pick ruleset supplied with an empty list of drafted rules.")
return null
var/attempts = 0
while (attempts < max_allowed_attempts)
attempts++
var/datum/dynamic_ruleset/rule = pick_weight(drafted_rules)
if (!rule)
var/list/leftover_rules = list()
for (var/leftover_rule in drafted_rules)
leftover_rules += "[leftover_rule]"
log_dynamic("FAIL: No rulesets left to pick. Leftover rules: [leftover_rules.Join(", ")]")
return null
if (check_blocking(rule.blocking_rules, executed_rules))
log_dynamic("FAIL: [rule] can't execute as another rulset is blocking it.")
drafted_rules -= rule
if(drafted_rules.len <= 0)
return null
continue
else if (
rule.flags & HIGH_IMPACT_RULESET \
&& threat_level < GLOB.dynamic_stacking_limit \
&& GLOB.dynamic_no_stacking \
&& high_impact_ruleset_executed \
)
log_dynamic("FAIL: [rule] can't execute as a high impact ruleset was already executed.")
drafted_rules -= rule
if(drafted_rules.len <= 0)
return null
continue
return rule
return null
/// Executes a random midround ruleset from the list of drafted rules.
/datum/controller/subsystem/dynamic/proc/pick_midround_rule(list/drafted_rules, description)
log_dynamic("Rolling [drafted_rules.len] [description]")
var/datum/dynamic_ruleset/rule = pick_ruleset(drafted_rules)
if (isnull(rule))
return null
current_midround_rulesets = drafted_rules - rule
midround_injection_timer_id = addtimer(
CALLBACK(src, PROC_REF(execute_midround_rule), rule), \
ADMIN_CANCEL_MIDROUND_TIME, \
TIMER_STOPPABLE, \
)
// SKYRAT EDIT REMOVAL BEGIN - Event notification
/**
log_dynamic("[rule] ruleset executing...")
message_admins("DYNAMIC: Executing midround ruleset [rule] in [DisplayTimeText(ADMIN_CANCEL_MIDROUND_TIME)]. \
<a href='byond://?src=[REF(src)];cancelmidround=[midround_injection_timer_id]'>CANCEL</a> | \
<a href='byond://?src=[REF(src)];differentmidround=[midround_injection_timer_id]'>SOMETHING ELSE</a>")
return rule
*/
// SKYRAT EDIT REMOVAL END - Event notification
// SKYRAT EDIT ADDITION BEGIN - Event notification
message_admins("<font color='[COLOR_ADMIN_PINK]'>Dynamic Event triggering in [DisplayTimeText(ADMIN_CANCEL_MIDROUND_TIME)]: [rule]. (\
<a href='byond://?src=[REF(src)];cancelmidround=[midround_injection_timer_id]'>CANCEL</a> | \
<a href='byond://?src=[REF(src)];differentmidround=[midround_injection_timer_id]'>SOMETHING ELSE</a>)</font>")
for(var/client/staff as anything in GLOB.admins)
if(staff?.prefs.read_preference(/datum/preference/toggle/comms_notification))
SEND_SOUND(staff, sound('sound/misc/server-ready.ogg'))
sleep(ADMIN_CANCEL_MIDROUND_TIME * 0.5)
if(!midround_injection_timer_id == null)
message_admins("<font color='[COLOR_ADMIN_PINK]'>Dynamic Event triggering in [DisplayTimeText(ADMIN_CANCEL_MIDROUND_TIME * 0.5)]: [rule]. (\
<a href='byond://?src=[REF(src)];cancelmidround=[midround_injection_timer_id]'>CANCEL</a> | \
<a href='byond://?src=[REF(src)];differentmidround=[midround_injection_timer_id]'>SOMETHING ELSE</a>)</font>")
return rule
// SKYRAT EDIT ADDITION END - Event notification
/// Fired after admins do not cancel a midround injection.
/datum/controller/subsystem/dynamic/proc/execute_midround_rule(datum/dynamic_ruleset/rule)
current_midround_rulesets = null
midround_injection_timer_id = null
if (!rule.repeatable)
midround_rules = remove_from_list(midround_rules, rule.type)
addtimer(CALLBACK(src, PROC_REF(execute_midround_latejoin_rule), rule), rule.delay)
/// Mainly here to facilitate delayed rulesets. All midround/latejoin rulesets are executed with a timered callback to this proc.
/datum/controller/subsystem/dynamic/proc/execute_midround_latejoin_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
spend_midround_budget(rule.cost, threat_log, "[gameTimestamp()]: [rule.ruletype] [rule.name]")
rule.pre_execute(GLOB.alive_player_list.len)
if (rule.execute())
log_dynamic("Injected a [rule.ruletype] ruleset [rule.name].")
if(rule.flags & HIGH_IMPACT_RULESET)
high_impact_ruleset_executed = TRUE
else if(rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(rule.ruletype == LATEJOIN_RULESET)
var/mob/M = pick(rule.candidates)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_dynamic("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
if (rule.persistent)
current_rules += rule
new_snapshot(rule)
rule.forget_startup()
return TRUE
rule.forget_startup()
rule.clean_up()
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/// Fired when an admin cancels the current midround injection.
/datum/controller/subsystem/dynamic/proc/admin_cancel_midround(mob/user, timer_id)
if (midround_injection_timer_id != timer_id || !deltimer(midround_injection_timer_id))
to_chat(user, span_notice("Too late!"))
return
log_admin("[key_name(user)] cancelled the next midround injection.")
message_admins("[key_name(user)] cancelled the next midround injection.")
midround_injection_timer_id = null
current_midround_rulesets = null
/// Fired when an admin requests a different midround injection.
/datum/controller/subsystem/dynamic/proc/admin_different_midround(mob/user, timer_id)
if (midround_injection_timer_id != timer_id || !deltimer(midround_injection_timer_id))
to_chat(user, span_notice("Too late!"))
return
midround_injection_timer_id = null
if (isnull(current_midround_rulesets) || current_midround_rulesets.len == 0)
log_admin("[key_name(user)] asked for a different midround injection, but there were none left.")
message_admins("[key_name(user)] asked for a different midround injection, but there were none left.")
return
log_admin("[key_name(user)] asked for a different midround injection.")
message_admins("[key_name(user)] asked for a different midround injection.")
pick_midround_rule(current_midround_rulesets, "different midround rulesets")
#undef ADMIN_CANCEL_MIDROUND_TIME
+17 -14
View File
@@ -35,8 +35,10 @@ SUBSYSTEM_DEF(job)
var/list/level_order = list(JP_HIGH, JP_MEDIUM, JP_LOW)
/// Lazylist of mob:occupation_string pairs.
var/list/dynamic_forced_occupations
/// Lazylist of mob:occupation_string pairs. Forces mobs into certain occupations with highest priority.
var/list/forced_occupations
/// Lazylist of mob:list(occupation_string) pairs. Prevents mobs from taking certain occupations at all.
var/list/prevented_occupations
/**
* Keys should be assigned job roles. Values should be >= 1.
@@ -322,7 +324,6 @@ SUBSYSTEM_DEF(job)
if(!player?.mind)
continue
player.mind.set_assigned_role(get_job_type(/datum/job/unassigned))
player.mind.special_role = null
setup_occupations()
unassigned = list()
if(CONFIG_GET(flag/load_jobs_from_txt))
@@ -415,9 +416,8 @@ SUBSYSTEM_DEF(job)
SEND_SIGNAL(src, COMSIG_OCCUPATIONS_DIVIDED, pure, allow_all)
//Get the players who are ready
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.check_preferences() && player.mind && is_unassigned_job(player.mind.assigned_role))
for(var/mob/dead/new_player/player as anything in GLOB.new_player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.check_job_preferences(!pure) && player.mind && is_unassigned_job(player.mind.assigned_role))
unassigned += player
initial_players_to_assign = length(unassigned)
@@ -710,9 +710,10 @@ SUBSYSTEM_DEF(job)
return 0
/datum/controller/subsystem/job/proc/try_reject_player(mob/dead/new_player/player)
if(player.mind && player.mind.special_role)
job_debug("RJCT: Player unable to be rejected due to special_role, Player: [player], SpecialRole: [player.mind.special_role]")
return FALSE
for(var/datum/dynamic_ruleset/roundstart/ruleset in SSdynamic.queued_rulesets)
if(player.mind in ruleset.selected_minds)
job_debug("RJCT: Player unable to be rejected due to being selected by dynamic, Player: [player], Ruleset: [ruleset]")
return FALSE
job_debug("RJCT: Player rejected, Player: [player]")
unassigned -= player
@@ -884,11 +885,12 @@ SUBSYSTEM_DEF(job)
/// Assigns roles that are considered high priority, either due to dynamic needing to force a specific role for a specific ruleset
/// or making sure roles critical to round progression exist where possible every shift.
/datum/controller/subsystem/job/proc/assign_priority_positions()
job_debug("APP: Assigning Dynamic ruleset forced occupations: [length(dynamic_forced_occupations)]")
for(var/mob/new_player in dynamic_forced_occupations)
job_debug("APP: Assigning Dynamic ruleset forced occupations: [LAZYLEN(forced_occupations)]")
for(var/datum/mind/mind as anything in forced_occupations)
var/mob/dead/new_player = mind.current
// Eligibility checks already carried out as part of the dynamic ruleset trim_candidates proc.
// However no guarantee of game state between then and now, so don't skip eligibility checks on assign_role.
assign_role(new_player, get_job(dynamic_forced_occupations[new_player]))
assign_role(new_player, get_job_type(LAZYACCESS(forced_occupations, mind)))
// Get JP_HIGH department Heads of Staff in place. Indirectly useful for the Revolution ruleset to have as many Heads as possible.
job_debug("APP: Assigning all JP_HIGH head of staff roles.")
@@ -953,7 +955,7 @@ SUBSYSTEM_DEF(job)
job_debug("[debug_prefix]: Player has no mind, Player: [player][add_job_to_log ? ", Job: [possible_job]" : ""]")
return JOB_UNAVAILABLE_GENERIC
if(possible_job.title in player.mind.restricted_roles)
if(possible_job.title in LAZYACCESS(prevented_occupations, player.mind))
job_debug("[debug_prefix] Error: [get_job_unavailable_error_message(JOB_UNAVAILABLE_ANTAG_INCOMPAT, possible_job.title)], Player: [player][add_job_to_log ? ", Job: [possible_job]" : ""]")
return JOB_UNAVAILABLE_ANTAG_INCOMPAT
@@ -972,7 +974,8 @@ SUBSYSTEM_DEF(job)
return JOB_UNAVAILABLE_BANNED
// Check for character age
if(possible_job.required_character_age > player.client.prefs.read_preference(/datum/preference/numeric/age) && possible_job.required_character_age != null)
var/client/player_client = GET_CLIENT(player)
if(isnum(possible_job.required_character_age) && possible_job.required_character_age > player_client.prefs.read_preference(/datum/preference/numeric/age))
job_debug("[debug_prefix] Error: [get_job_unavailable_error_message(JOB_UNAVAILABLE_AGE)], Player: [player][add_job_to_log ? ", Job: [possible_job]" : ""]")
return JOB_UNAVAILABLE_AGE
+2 -3
View File
@@ -285,11 +285,10 @@ SUBSYSTEM_DEF(polling)
if(the_ignore_category)
if(potential_candidate.ckey in GLOB.poll_ignore[the_ignore_category])
return FALSE
if(role)
if(role && potential_candidate.client)
if(!(role in potential_candidate.client.prefs.be_special))
return FALSE
var/required_time = GLOB.special_roles[role] || 0
if(potential_candidate.client && potential_candidate.client.get_remaining_days(required_time) > 0)
if(potential_candidate.client.get_days_to_play_antag(role) > 0)
return FALSE
if(check_jobban)
+120 -4
View File
@@ -241,7 +241,7 @@ SUBSYSTEM_DEF(ticker)
return TRUE
if(GLOB.station_was_nuked)
return TRUE
if(GLOB.revolutionary_win)
if(GLOB.revolution_handler?.result == REVOLUTION_VICTORY)
return TRUE
return FALSE
@@ -252,7 +252,7 @@ SUBSYSTEM_DEF(ticker)
CHECK_TICK
//Configure mode and assign player to antagonists
var/can_continue = FALSE
// can_continue = SSdynamic.pre_setup() //Choose antagonists // BUBBER EDIT - STORYTELLER (note: maybe disable)
// can_continue = SSdynamic.select_roundstart_antagonists() //Choose antagonists // BUBBER EDIT - STORYTELLER (note: maybe disable)
//BUBBER EDIT BEGIN - STORYTELLER
SSgamemode.init_storyteller()
can_continue = SSgamemode.pre_setup()
@@ -325,7 +325,37 @@ SUBSYSTEM_DEF(ticker)
/datum/controller/subsystem/ticker/proc/PostSetup()
set waitfor = FALSE
SSdynamic.post_setup()
// Spawn traitors and stuff
for(var/datum/dynamic_ruleset/roundstart/ruleset in SSdynamic.queued_rulesets)
ruleset.execute()
SSdynamic.queued_rulesets -= ruleset
SSdynamic.executed_rulesets += ruleset
// Queue roundstart intercept report
if(!CONFIG_GET(flag/no_intercept_report))
GLOB.communications_controller.queue_roundstart_report()
// Queue admin logout report
addtimer(CALLBACK(src, PROC_REF(display_roundstart_logout_report)), ROUNDSTART_LOGOUT_REPORT_TIME)
// Queue suicide slot handling
if(CONFIG_GET(flag/reopen_roundstart_suicide_roles))
var/delay = (CONFIG_GET(number/reopen_roundstart_suicide_roles_delay) * 1 SECONDS) || 4 MINUTES
addtimer(CALLBACK(src, PROC_REF(reopen_roundstart_suicide_roles)), delay)
// Handle database
if(SSdbcore.Connect())
var/list/to_set = list()
var/arguments = list()
if(GLOB.revdata.originmastercommit)
to_set += "commit_hash = :commit_hash"
arguments["commit_hash"] = GLOB.revdata.originmastercommit
if(to_set.len)
arguments["round_id"] = GLOB.round_id
var/datum/db_query/query_round_game_mode = SSdbcore.NewQuery(
"UPDATE [format_table_name("round")] SET [to_set.Join(", ")] WHERE id = :round_id",
arguments
)
query_round_game_mode.Execute()
qdel(query_round_game_mode)
SSgamemode.post_setup() // BUBBER EDIT - Storyteller
GLOB.start_state = new /datum/station_state()
GLOB.start_state.count()
@@ -355,11 +385,97 @@ SUBSYSTEM_DEF(ticker)
if(!iter_human.hardcore_survival_score)
continue
if(iter_human.mind?.special_role)
if(iter_human.is_antag())
to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score) * 2] hardcore random points if you greentext this round!"))
else
to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score)] hardcore random points if you survive this round!"))
/datum/controller/subsystem/ticker/proc/display_roundstart_logout_report()
var/list/msg = list("[span_boldnotice("Roundstart logout report")]\n\n")
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_AFK_THRESHOLD) //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(HAS_TRAIT(L, TRAIT_SUICIDED)) //Suicider
msg += "<b>[L.name]</b> ([L.key]), the [L.job] ([span_bolddanger("Suicide")])\n"
failed = TRUE //Disconnected client
if(!failed && (L.stat == UNCONSCIOUS || L.stat == HARD_CRIT))
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
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(HAS_TRAIT(L, TRAIT_SUICIDED)) //Suicider
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] ([span_bolddanger("Suicide")])\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_bolddanger("Ghosted")])\n"
continue //Ghosted while alive
var/concatenated_message = msg.Join()
log_admin(concatenated_message)
to_chat(GLOB.admins, concatenated_message)
/datum/controller/subsystem/ticker/proc/reopen_roundstart_suicide_roles()
var/include_command = CONFIG_GET(flag/reopen_roundstart_suicide_roles_command_positions)
var/list/reopened_jobs = list()
for(var/mob/living/quitter in GLOB.suicided_mob_list)
var/datum/job/job = SSjob.get_job(quitter.job)
if(!job || !(job.job_flags & JOB_REOPEN_ON_ROUNDSTART_LOSS))
continue
if(!include_command && job.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND)
continue
job.current_positions = max(job.current_positions - 1, 0)
reopened_jobs += quitter.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>[command_name()] 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")
//These callbacks will fire after roundstart key transfer
/datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb)
if(!HasRoundStarted())