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
2025-06-25 19:36:10 -05:00
committed by Roxy
parent b5a1bdf3ce
commit e0bdfc3f5f
189 changed files with 6052 additions and 6318 deletions
+3 -145
View File
@@ -20,22 +20,9 @@
return
var/dat
if(SSticker.current_state <= GAME_STATE_PREGAME)
// BUBBER EDIT START - STORYTELLER
//dat += "<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_manage=1'>(Manage Dynamic Rulesets)</A><br>"
//dat += "<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_roundstart=1'>(Force Roundstart Rulesets)</A><br>"
dat += "<a href='byond://?src=[REF(src)];[HrefToken()];gamemode_panel=1'>(Game Mode Panel)</a><BR>"
// BUBBER EDIT END
if (GLOB.dynamic_forced_roundstart_ruleset.len > 0)
for(var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
dat += {"<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_remove=[text_ref(rule)]'>-> [rule.name] <-</A><br>"}
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_roundstart_clear=1'>(Clear Rulesets)</A><br>"
dat += "<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_options=1'>(Dynamic mode options)</A><br>"
dat += "<hr/>"
if(SSticker.IsRoundInProgress())
dat += "<a href='byond://?src=[REF(src)];[HrefToken()];gamemode_panel=1'>(Game Mode Panel)</a><BR>"
//dat += "<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_manage=1'>(Manage Dynamic Rulesets)</A><br>" // BUBBER EDIT - STORYTELLER
dat += "<hr/>"
dat += "<a href='byond://?src=[REF(src)];[HrefToken()];gamemode_panel=1'>Dynamic Panel</a><BR>"
dat += "<hr/>"
dat += {"
<A href='byond://?src=[REF(src)];[HrefToken()];create_object=1'>Create Object</A><br>
<A href='byond://?src=[REF(src)];[HrefToken()];quick_create_object=1'>Quick Create Object</A><br>
@@ -108,134 +95,6 @@ ADMIN_VERB(spawn_cargo, R_SPAWN, "Spawn Cargo", "Spawn a cargo crate.", ADMIN_CA
log_admin("[key_name(user)] spawned cargo pack [chosen] at [AREACOORD(user.mob)]")
BLACKBOX_LOG_ADMIN_VERB("Spawn Cargo")
/datum/admins/proc/dynamic_mode_options(mob/user)
var/dat = {"<h3>Common options</h3>
<i>All these options can be changed midround.</i> <br/>
<br/>
<b>Force extended:</b> - Option is <a href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_force_extended=1'> <b>[GLOB.dynamic_forced_extended ? "ON" : "OFF"]</a></b>.
<br/>This will force the round to be extended. No rulesets will be drafted. <br/>
<br/>
<b>No stacking:</b> - Option is <a href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_no_stacking=1'> <b>[GLOB.dynamic_no_stacking ? "ON" : "OFF"]</b></a>.
<br/>Unless the threat goes above [GLOB.dynamic_stacking_limit], only one "round-ender" ruleset will be drafted. <br/>
<br/>
<b>Forced threat level:</b> Current value : <a href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_forced_threat=1'><b>[GLOB.dynamic_forced_threat_level]</b></a>.
<br/>The value threat is set to if it is higher than -1.<br/>
<br/>
<br/>
<b>Stacking threeshold:</b> Current value : <a href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_stacking_limit=1'><b>[GLOB.dynamic_stacking_limit]</b></a>.
<br/>The threshold at which "round-ender" rulesets will stack. A value higher than 100 ensure this never happens. <br/>
"}
var/datum/browser/browser = new(user, "dyn_mode_options", "Dynamic Mode Options", 900, 650)
browser.set_content(dat)
browser.open()
/datum/admins/proc/dynamic_ruleset_manager(mob/user)
var/datum/browser/browser = new(user, "dyn_mode_options", "Dynamic Ruleset Management", 900, 650)
var/dat = {"
Change these options to forcibly enable or disable dynamic rulesets.<br/>
Disabled rulesets will never run, even if they would otherwise be valid.<br/>
Enabled rulesets will run even if the qualifying minimum of threat or player count is not present, this does not guarantee that they will necessarily be chosen (for example their weight may be set to 0 in config).<br/>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_all_on=1'>force enable all</A>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_all_off=1'>force disable all</A>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_all_reset=1'>reset all</A>
"}
if (SSticker.current_state <= GAME_STATE_PREGAME) // Don't bother displaying after the round has started
var/static/list/rulesets_by_context = list()
if (!length(rulesets_by_context))
for (var/datum/dynamic_ruleset/rule as anything in subtypesof(/datum/dynamic_ruleset))
if (initial(rule.name) == "")
continue
LAZYADD(rulesets_by_context[initial(rule.ruletype)], rule)
dat += dynamic_ruleset_category_pre_start_display("Roundstart", rulesets_by_context[ROUNDSTART_RULESET])
dat += dynamic_ruleset_category_pre_start_display("Latejoin", rulesets_by_context[LATEJOIN_RULESET])
dat += dynamic_ruleset_category_pre_start_display("Midround", rulesets_by_context[MIDROUND_RULESET])
browser.set_content(dat)
browser.open()
return
var/pop_count = length(GLOB.alive_player_list)
var/threat_level = SSdynamic.threat_level
dat += dynamic_ruleset_category_during_round_display("Latejoin", SSdynamic.latejoin_rules, pop_count, threat_level)
dat += dynamic_ruleset_category_during_round_display("Midround", SSdynamic.midround_rules, pop_count, threat_level)
browser.set_content(dat)
browser.open()
/datum/admins/proc/dynamic_ruleset_category_pre_start_display(title, list/rules)
var/dat = "<B><h3>[title]</h3></B><table class='ml-2'>"
for (var/datum/dynamic_ruleset/rule as anything in rules)
var/forced = GLOB.dynamic_forced_rulesets[rule] || RULESET_NOT_FORCED
var/color = COLOR_SILVER
switch (forced)
if (RULESET_FORCE_ENABLED)
color = COLOR_GREEN
if (RULESET_FORCE_DISABLED)
color = COLOR_RED
dat += "<tr><td><b>[initial(rule.name)]</b></td><td>\[<font color=[color]> [forced] </font>\]</td><td> \
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_on=[text_ref(rule)]'>force enabled</A> \
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_off=[text_ref(rule)]'>force disabled</A> \
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_reset=[text_ref(rule)]'>reset</A></td></tr>"
dat += "</table>"
return dat
/datum/admins/proc/dynamic_ruleset_category_during_round_display(title, list/rules, pop_count, threat_level)
var/dat = "<B><h3>[title]</h3></B><table class='ml-2'>"
for (var/datum/dynamic_ruleset/rule as anything in rules)
var/active = rule.acceptable(population = pop_count, threat_level = threat_level) && rule.weight > 0
var/forced = GLOB.dynamic_forced_rulesets[rule.type] || RULESET_NOT_FORCED
var/color = (active) ? COLOR_GREEN : COLOR_RED
var/explanation = ""
if (!active)
if (rule.weight <= 0)
explanation = " - Weight is zero"
else if (forced == RULESET_FORCE_DISABLED)
explanation = " - Forcibly disabled"
else if (forced == RULESET_FORCE_ENABLED)
explanation = " - Failed spawn conditions"
else if (!rule.is_valid_population(pop_count))
explanation = " - Invalid player count"
else if (!rule.is_valid_threat(pop_count, threat_level))
explanation = " - Insufficient threat"
else
explanation = " - Failed spawn conditions"
else if (forced == RULESET_FORCE_ENABLED)
explanation = " - Forcibly enabled"
active = active ? "Active" : "Inactive"
dat += {"<tr><td><b>[rule.name]</b></td>
<td>\[ Weight: [rule.weight] \]
<td>\[<font color=[color]> [active][explanation] </font>\]</td><td>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_on=[text_ref(rule.type)]'>force enabled</A>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_off=[text_ref(rule.type)]'>force disabled</A>
<A href='byond://?src=[REF(src)];[HrefToken()];f_dynamic_ruleset_force_reset=[text_ref(rule.type)]'>reset</A></td>
<td><A href='byond://?src=[REF(src)];[HrefToken()];f_inspect_ruleset=[text_ref(rule)]'>VV</A></td></tr>
"}
dat += "</table>"
return dat
/datum/admins/proc/force_all_rulesets(mob/user, force_value)
if (force_value == RULESET_NOT_FORCED)
GLOB.dynamic_forced_rulesets = list()
else
for (var/datum/dynamic_ruleset/rule as anything in subtypesof(/datum/dynamic_ruleset))
GLOB.dynamic_forced_rulesets[rule] = force_value
var/logged_message = "[key_name(user)] set all dynamic rulesets to [force_value]."
log_admin(logged_message)
message_admins(logged_message)
dynamic_ruleset_manager(user)
/datum/admins/proc/set_dynamic_ruleset_forced(mob/user, datum/dynamic_ruleset/type, force_value)
if (isnull(type))
return
GLOB.dynamic_forced_rulesets[type] = force_value
dynamic_ruleset_manager(user)
var/logged_message = "[key_name(user)] set '[initial(type.name)] ([initial(type.ruletype)])' to [GLOB.dynamic_forced_rulesets[type]]."
log_admin(logged_message)
message_admins(logged_message)
ADMIN_VERB(create_or_modify_area, R_DEBUG, "Create Or Modify Area", "Create of modify an area. wow.", ADMIN_CATEGORY_DEBUG)
create_area(user.mob)
@@ -308,4 +167,3 @@ ADMIN_VERB(create_or_modify_area, R_DEBUG, "Create Or Modify Area", "Create of m
if(!logout && CONFIG_GET(flag/announce_admin_login) && (prefs.toggles & ANNOUNCE_LOGIN))
message_admins("Admin login: [key_name(src)]")
return
+15 -7
View File
@@ -75,6 +75,9 @@ GLOBAL_VAR(antag_prototypes)
common_commands += "<a href='byond://?src=[REF(src)];common=toggle_exploitables'>Toggle exploitables override</a>" //SKYRAT EDIT ADDITION -- EXPLOITABLES
return common_commands
/**
* Returns a list of "statuses" this mind has - like "Infected", "Mindshielded", etc
*/
/datum/mind/proc/get_special_statuses()
var/list/result = LAZYCOPY(special_statuses)
if(!current)
@@ -83,12 +86,18 @@ GLOBAL_VAR(antag_prototypes)
result += span_good("Mindshielded")
if(current && HAS_MIND_TRAIT(current, TRAIT_UNCONVERTABLE))
result += span_good("Unconvertable")
//Move these to mob
return result
/**
* Returns a list of "roles" this mind has - like "Traitor", "Ex Head Rev", "Emagged", etc
*/
/datum/mind/proc/get_special_roles()
var/list/roles = LAZYCOPY(special_roles)
if(iscyborg(current))
var/mob/living/silicon/robot/robot = current
if (robot.emagged)
result += span_bad("Emagged")
return result.Join(" | ")
roles += "Emagged"
return roles
/datum/mind/proc/traitor_panel()
if(!SSticker.HasRoundStarted())
@@ -104,12 +113,11 @@ GLOBAL_VAR(antag_prototypes)
out += "Antag Tickets: <B>[current.client.get_antag_tickets()]</B> (Current multiplier: <B>x[current.client.antag_ticket_multiplier()]</B>)<br>"
//BUBBERSTATION CHANGE END: ANTAG TICKET INTEGRAATION
out += "Assigned role: [assigned_role.title]. <a href='byond://?src=[REF(src)];role_edit=1'>Edit</a><br>"
out += "Faction and special role: <b><font color='red'>[special_role]</font></b><br>"
out += "<a href='byond://?_src_=holder;[HrefToken()];check_teams=1'>Show Teams</a><br><br>"
var/special_statuses = get_special_statuses()
var/special_statuses = get_special_roles() | get_special_statuses()
if(length(special_statuses))
out += get_special_statuses() + "<br>"
out += "Roles: [jointext(special_statuses, " | ")]<br>"
if(!GLOB.antag_prototypes)
GLOB.antag_prototypes = list()
@@ -171,7 +179,7 @@ GLOBAL_VAR(antag_prototypes)
continue
pref_source = prototype
break
if(pref_source.job_rank)
if(pref_source.pref_flag)
antag_header_parts += pref_source.enabled_in_preferences(src) ? "Enabled in Prefs" : "Disabled in Prefs"
//Traitor : None | Traitor | IAA
+2 -2
View File
@@ -95,7 +95,7 @@
tgui_alert(usr, "The game hasn't started yet!")
return
var/list/dat = list("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Round Status</title></head><body><h1><B>Round Status</B></h1>")
dat += "<a href='byond://?_src_=holder;[HrefToken()];gamemode_panel=1'>Game Mode Panel</a><br>"
dat += "<a href='byond://?_src_=holder;[HrefToken()];gamemode_panel=1'>Dynamic Panel</a><br>"
dat += "Round Duration: <B>[DisplayTimeText(world.time - SSticker.round_start_time)]</B><BR>"
dat += "<B>Emergency shuttle</B><BR>"
if(EMERGENCY_IDLE_OR_RECALLED)
@@ -152,7 +152,7 @@
if (checked_mob.client)
observers_connected++
if(checked_mob.mind.special_role)
if(checked_mob.is_antag())
antagonists++
if(checked_mob.stat == DEAD)
antagonists_dead++
+1 -1
View File
@@ -228,7 +228,7 @@
var/color = "#e6e6e6"
if(i%2 == 0)
color = "#f2f2f2"
var/is_antagonist = is_special_character(M, allow_fake_antags = TRUE)
var/is_antagonist = M.is_antag(NONE)
var/M_job = ""
+2 -119
View File
@@ -111,10 +111,9 @@
edit_rights_topic(href_list)
else if(href_list["gamemode_panel"])
if(!check_rights(R_ADMIN))
return
//SSdynamic.admin_panel() // BUBBER EDIT - STORYTELLER
// dynamic_panel(usr) // BUBBER EDIT - STORYTELLER
SSgamemode.ui_interact(usr) // BUBBER EDIT - STORYTELLER
else if(href_list["call_shuttle"])
if(!check_rights(R_ADMIN))
return
@@ -431,122 +430,6 @@
return
cmd_admin_mute(href_list["mute"], text2num(href_list["mute_type"]))
else if(href_list["f_dynamic_roundstart"])
if(!check_rights(R_ADMIN))
return
if(SSticker.HasRoundStarted())
return tgui_alert(usr, "The game has already started.")
var/roundstart_rules = list()
for (var/rule in subtypesof(/datum/dynamic_ruleset/roundstart))
var/datum/dynamic_ruleset/roundstart/newrule = new rule()
roundstart_rules[newrule.name] = newrule
var/added_rule = input(usr,"What ruleset do you want to force? This will bypass threat level and population restrictions.", "Rigging Roundstart", null) as null|anything in sort_list(roundstart_rules)
if (added_rule)
GLOB.dynamic_forced_roundstart_ruleset += roundstart_rules[added_rule]
log_admin("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.")
message_admins("[key_name(usr)] set [added_rule] to be a forced roundstart ruleset.", 1)
Game()
else if(href_list["f_dynamic_roundstart_clear"])
if(!check_rights(R_ADMIN))
return
GLOB.dynamic_forced_roundstart_ruleset = list()
Game()
log_admin("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.")
message_admins("[key_name(usr)] cleared the rigged roundstart rulesets. The mode will pick them as normal.", 1)
else if(href_list["f_dynamic_roundstart_remove"])
if(!check_rights(R_ADMIN))
return
var/datum/dynamic_ruleset/roundstart/rule = locate(href_list["f_dynamic_roundstart_remove"])
GLOB.dynamic_forced_roundstart_ruleset -= rule
Game()
log_admin("[key_name(usr)] removed [rule] from the forced roundstart rulesets.")
message_admins("[key_name(usr)] removed [rule] from the forced roundstart rulesets.", 1)
else if (href_list["f_dynamic_ruleset_manage"])
if(!check_rights(R_ADMIN))
return
dynamic_ruleset_manager(usr)
else if (href_list["f_dynamic_ruleset_force_all_on"])
if(!check_rights(R_ADMIN))
return
force_all_rulesets(usr, RULESET_FORCE_ENABLED)
else if (href_list["f_dynamic_ruleset_force_all_off"])
if(!check_rights(R_ADMIN))
return
force_all_rulesets(usr, RULESET_FORCE_DISABLED)
else if (href_list["f_dynamic_ruleset_force_all_reset"])
if(!check_rights(R_ADMIN))
return
force_all_rulesets(usr, RULESET_NOT_FORCED)
else if (href_list["f_dynamic_ruleset_force_on"])
if(!check_rights(R_ADMIN))
return
set_dynamic_ruleset_forced(usr, locate(href_list["f_dynamic_ruleset_force_on"]), RULESET_FORCE_ENABLED)
else if (href_list["f_dynamic_ruleset_force_off"])
if(!check_rights(R_ADMIN))
return
set_dynamic_ruleset_forced(usr, locate(href_list["f_dynamic_ruleset_force_off"]), RULESET_FORCE_DISABLED)
else if (href_list["f_dynamic_ruleset_force_reset"])
if(!check_rights(R_ADMIN))
return
set_dynamic_ruleset_forced(usr, locate(href_list["f_dynamic_ruleset_force_reset"]), RULESET_NOT_FORCED)
else if (href_list["f_inspect_ruleset"])
if(!check_rights(R_ADMIN))
return
usr.client.debug_variables(locate(href_list["f_inspect_ruleset"]))
else if (href_list["f_dynamic_options"])
if(!check_rights(R_ADMIN))
return
if(SSticker.HasRoundStarted())
return tgui_alert(usr, "The game has already started.")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_force_extended"])
if(!check_rights(R_ADMIN))
return
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
log_admin("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
message_admins("[key_name(usr)] set 'forced_extended' to [GLOB.dynamic_forced_extended].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_no_stacking"])
if(!check_rights(R_ADMIN))
return
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
log_admin("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
message_admins("[key_name(usr)] set 'no_stacking' to [GLOB.dynamic_no_stacking].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_stacking_limit"])
if(!check_rights(R_ADMIN))
return
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
log_admin("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
message_admins("[key_name(usr)] set 'stacking_limit' to [GLOB.dynamic_stacking_limit].")
dynamic_mode_options(usr)
else if(href_list["f_dynamic_forced_threat"])
if(!check_rights(R_ADMIN))
return
if(SSticker.HasRoundStarted())
return tgui_alert(usr, "The game has already started.")
var/new_value = input(usr, "Enter the forced threat level for dynamic mode.", "Forced threat level") as num
if (new_value > 100)
return tgui_alert(usr, "The value must be under 100.")
GLOB.dynamic_forced_threat_level = new_value
log_admin("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
message_admins("[key_name(usr)] set 'forced_threat_level' to [GLOB.dynamic_forced_threat_level].")
dynamic_mode_options(usr)
else if(href_list["forcespeech"])
if(!check_rights(R_FUN))
return
+7 -26
View File
@@ -269,33 +269,14 @@ ADMIN_VERB(respawn_character, R_ADMIN, "Respawn Character", "Respawn a player th
SSjob.equip_rank(new_character, new_character.mind.assigned_role, new_character.client)
new_character.mind.give_uplink(silent = TRUE, antag_datum = traitordatum)
switch(new_character.mind.special_role)
if(ROLE_WIZARD)
new_character.forceMove(pick(GLOB.wizardstart))
var/datum/antagonist/wizard/A = new_character.mind.has_antag_datum(/datum/antagonist/wizard,TRUE)
A.equip_wizard()
if(ROLE_SYNDICATE)
new_character.forceMove(pick(GLOB.nukeop_start))
var/datum/antagonist/nukeop/N = new_character.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
N.equip_op()
if(ROLE_NINJA)
var/list/ninja_spawn = list()
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
ninja_spawn += L
var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(/datum/antagonist/ninja)
ninjadatum.equip_space_ninja()
if(ninja_spawn.len)
new_character.forceMove(pick(ninja_spawn))
var/skip_job_respawn = FALSE
for(var/datum/antagonist/antag as anything in new_character.mind.antag_datums)
skip_job_respawn ||= antag.on_respawn(new_character)
if(skip_job_respawn)
break
else//They may also be a cyborg or AI.
switch(new_character.mind.assigned_role.type)
if(/datum/job/cyborg)//More rigging to make em' work and check if they're traitor.
new_character = new_character.Robotize(TRUE)
if(/datum/job/ai)
new_character = new_character.AIize()
else
if(!traitordatum) // Already equipped there.
SSjob.equip_rank(new_character, new_character.mind.assigned_role, new_character.client)//Or we simply equip them.
if(!skip_job_respawn)
new_character.mind.assigned_role.on_respawn(new_character)
//Announces the character on all the systems, based on the record.
if(!record_found && (new_character.mind.assigned_role.job_flags & JOB_CREW_MEMBER))
+1 -3
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@@ -1082,9 +1082,7 @@ GLOBAL_DATUM_INIT(admin_help_ui_handler, /datum/admin_help_ui_handler, new)
mobs_found += found
if(!ai_found && isAI(found))
ai_found = 1
var/is_antag = 0
if(is_special_character(found))
is_antag = 1
var/is_antag = found.is_antag()
founds += "Name: [found.name]([found.real_name]) Key: [found.key] Ckey: [found.ckey] [is_antag ? "(Antag)" : null] "
msg += "[original_word]<font size='1' color='[is_antag ? "red" : "black"]'>(<A href='byond://?_src_=holder;[HrefToken(forceGlobal = TRUE)];adminmoreinfo=[REF(found)]'>?</A>|<A href='byond://?_src_=holder;[HrefToken(forceGlobal = TRUE)];adminplayerobservefollow=[REF(found)]'>F</A>)</font> "
continue