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* Remove /datum/game_mode, we SSdynamic now [again] * Modular * OLD CODE + repath --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
296 lines
14 KiB
Plaintext
296 lines
14 KiB
Plaintext
/datum/dynamic_ruleset
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/// For admin logging and round end screen.
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// If you want to change this variable name, the force latejoin/midround rulesets
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// to not use sort_names.
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var/name = ""
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/// For admin logging and round end screen, do not change this unless making a new rule type.
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var/ruletype = ""
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/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
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var/persistent = FALSE
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/// If set to TRUE, dynamic will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
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var/repeatable = FALSE
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/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
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var/repeatable_weight_decrease = 2
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/// List of players that are being drafted for this rule
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var/list/mob/candidates = list()
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/// List of players that were selected for this rule. This can be minds, or mobs.
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var/list/assigned = list()
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/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag.
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var/antag_flag = null
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/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
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var/datum/antagonist/antag_datum = null
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/// The required minimum account age for this ruleset.
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var/minimum_required_age = 7
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/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
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var/list/protected_roles = list()
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/// If set, rule will deny candidates from those roles always.
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var/list/restricted_roles = list()
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/// 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.
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var/list/exclusive_roles = list()
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/// 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.
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var/list/enemy_roles = list(
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JOB_CAPTAIN,
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JOB_DETECTIVE,
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JOB_HEAD_OF_SECURITY,
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JOB_SECURITY_OFFICER,
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JOB_WARDEN,
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)
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/// 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.
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var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
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/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
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var/required_candidates = 0
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/// 0 -> 9, probability for this rule to be picked against other rules. If zero this will effectively disable the rule.
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var/weight = 5
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/// Threat cost for this rule, this is decreased from the threat level when the rule is executed.
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var/cost = 0
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/// Cost per level the rule scales up.
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var/scaling_cost = 0
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/// How many times a rule has scaled up upon getting picked.
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var/scaled_times = 0
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/// Used for the roundend report
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var/total_cost = 0
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/// A flag that determines how the ruleset is handled. Check __DEFINES/dynamic.dm for an explanation of the accepted values.
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var/flags = NONE
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/// Pop range per requirement. If zero defaults to dynamic's pop_per_requirement.
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var/pop_per_requirement = 0
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/// Requirements are the threat level requirements per pop range.
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/// 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.
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var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
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/// If a role is to be considered another for the purpose of banning.
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var/antag_flag_override = null
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/// If set, will check this preference instead of antag_flag.
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var/antag_preference = null
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/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
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var/list/blocking_rules = list()
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/// The minimum amount of players required for the rule to be considered.
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var/minimum_players = 0
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/// The maximum amount of players required for the rule to be considered.
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/// Anything below zero or exactly zero is ignored.
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var/maximum_players = 0
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/// Calculated during acceptable(), used in scaling and team sizes.
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var/indice_pop = 0
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/// 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)
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var/base_prob = 60
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/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
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/// 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.
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var/delay = 0
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/// Judges the amount of antagonists to apply, for both solo and teams.
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/// Note that some antagonists (such as traitors, lings, heretics, etc) will add more based on how many times they've been scaled.
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/// Written as a linear equation--ceil(x/denominator) + offset, or as a fixed constant.
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/// If written as a linear equation, will be in the form of `list("denominator" = denominator, "offset" = offset).
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var/antag_cap = 0
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/// A list, or null, of templates that the ruleset depends on to function correctly
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var/list/ruleset_lazy_templates
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/datum/dynamic_ruleset/New()
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// Rulesets can be instantiated more than once, such as when an admin clicks
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// "Execute Midround Ruleset". Thus, it would be wrong to perform any
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// side effects here. Dynamic rulesets should be stateless anyway.
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SHOULD_NOT_OVERRIDE(TRUE)
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..()
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/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
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ruletype = ROUNDSTART_RULESET
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// Can be drafted when a player joins the server
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/datum/dynamic_ruleset/latejoin
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ruletype = LATEJOIN_RULESET
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/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
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/// If your rule has extra checks, such as counting security officers, do that in ready() instead
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/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
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var/ruleset_forced = GLOB.dynamic_forced_rulesets[type] || RULESET_NOT_FORCED
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if (ruleset_forced != RULESET_NOT_FORCED)
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if (ruleset_forced == RULESET_FORCE_ENABLED)
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return TRUE
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else
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log_dynamic("FAIL: [src] was disabled in admin panel.")
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return FALSE
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if(!is_valid_population(population))
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var/range = maximum_players > 0 ? "([minimum_players] - [maximum_players])" : "(minimum: [minimum_players])"
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log_dynamic("FAIL: [src] failed acceptable: min/max players out of range [range] vs population ([population])")
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return FALSE
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if (!is_valid_threat(population, threat_level))
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log_dynamic("FAIL: [src] failed acceptable: threat_level ([threat_level]) < requirement ([requirements[indice_pop]])")
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return FALSE
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return TRUE
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/// Returns true if we have enough players to run
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/datum/dynamic_ruleset/proc/is_valid_population(population)
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if(minimum_players > population)
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return FALSE
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if(maximum_players > 0 && population > maximum_players)
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return FALSE
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return TRUE
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/// Sets the current threat indices and returns true if we're inside of them
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/datum/dynamic_ruleset/proc/is_valid_threat(population, threat_level)
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pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : SSdynamic.pop_per_requirement
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indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
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return threat_level >= requirements[indice_pop]
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/// When picking rulesets, if dynamic picks the same one multiple times, it will "scale up".
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/// However, doing this blindly would result in lowpop rounds (think under 10 people) where over 80% of the crew is antags!
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/// This function is here to ensure the antag ratio is kept under control while scaling up.
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/// Returns how much threat to actually spend in the end.
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/datum/dynamic_ruleset/proc/scale_up(population, max_scale)
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if (!scaling_cost)
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return 0
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var/antag_fraction = 0
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for(var/_ruleset in (SSdynamic.executed_rules + list(src))) // we care about the antags we *will* assign, too
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var/datum/dynamic_ruleset/ruleset = _ruleset
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antag_fraction += ((1 + ruleset.scaled_times) * ruleset.get_antag_cap(population)) / SSdynamic.roundstart_pop_ready
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for(var/i in 1 to max_scale)
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if(antag_fraction < 0.25)
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scaled_times += 1
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antag_fraction += get_antag_cap(population) / SSdynamic.roundstart_pop_ready // we added new antags, gotta update the %
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return scaled_times * scaling_cost
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/// Returns what the antag cap with the given population is.
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/datum/dynamic_ruleset/proc/get_antag_cap(population)
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if (isnum(antag_cap))
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return antag_cap
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return CEILING(population / antag_cap["denominator"], 1) + (antag_cap["offset"] || 0)
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/// This is called if persistent variable is true everytime SSTicker ticks.
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/datum/dynamic_ruleset/proc/rule_process()
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return
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/// Called on pre_setup for roundstart rulesets.
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/// Do everything you need to do before job is assigned here.
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/// IMPORTANT: ASSIGN special_role HERE
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/datum/dynamic_ruleset/proc/pre_execute()
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return TRUE
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/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
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/// Give your candidates or assignees equipment and antag datum here.
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/datum/dynamic_ruleset/proc/execute()
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for(var/datum/mind/M in assigned)
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M.add_antag_datum(antag_datum)
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GLOB.pre_setup_antags -= M
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return TRUE
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/// 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
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/// This isn't Destroy we aren't deleting it here, rulesets free when nothing holds a ref. This is just to prevent hung refs.
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/datum/dynamic_ruleset/proc/forget_startup()
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SHOULD_CALL_PARENT(TRUE)
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candidates = list()
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assigned = list()
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antag_datum = null
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/// Here you can perform any additional checks you want. (such as checking the map etc)
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/// Remember that on roundstart no one knows what their job is at this point.
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/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
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/datum/dynamic_ruleset/proc/ready(forced = 0)
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return check_candidates()
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/// This should always be called before ready is, to ensure that the ruleset can locate map/template based landmarks as needed
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/datum/dynamic_ruleset/proc/load_templates()
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for(var/template in ruleset_lazy_templates)
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SSmapping.lazy_load_template(template)
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/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
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/// This one only handles refunding the threat, override in ruleset to clean up the rest.
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/datum/dynamic_ruleset/proc/clean_up()
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SSdynamic.refund_threat(cost + (scaled_times * scaling_cost))
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SSdynamic.threat_log += "[worldtime2text()]: [ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]. Failed to execute."
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/// Gets weight of the ruleset
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/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
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/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
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/datum/dynamic_ruleset/proc/get_weight()
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if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
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for(var/datum/dynamic_ruleset/DR in SSdynamic.executed_rules)
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if(istype(DR, type))
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weight = max(weight-repeatable_weight_decrease,1)
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return weight
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/// Checks if there are enough candidates to run, and logs otherwise
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/datum/dynamic_ruleset/proc/check_candidates()
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if (required_candidates <= candidates.len)
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return TRUE
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log_dynamic("FAIL: [src] does not have enough candidates ([required_candidates] needed, [candidates.len] found)")
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return FALSE
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/// Here you can remove candidates that do not meet your requirements.
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/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
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/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
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/datum/dynamic_ruleset/proc/trim_candidates()
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return
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/// Set mode_result and news report here.
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/// Only called if ruleset is flagged as HIGH_IMPACT_RULESET
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/datum/dynamic_ruleset/proc/round_result()
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//////////////////////////////////////////////
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// //
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// ROUNDSTART RULESETS //
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// //
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//////////////////////////////////////////////
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/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
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/datum/dynamic_ruleset/roundstart/trim_candidates()
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for(var/mob/dead/new_player/candidate_player in candidates)
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var/client/candidate_client = GET_CLIENT(candidate_player)
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if (!candidate_client || !candidate_player.mind) // Are they connected?
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candidates.Remove(candidate_player)
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continue
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//SKYRAT EDIT ADDITION
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if(!candidate_client.prefs?.read_preference(/datum/preference/toggle/be_antag))
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candidates.Remove(candidate_player)
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continue
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if(is_banned_from(candidate_client.ckey, BAN_ANTAGONIST))
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candidates.Remove(candidate_player)
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continue
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//SKYRAT EDIT END
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if(candidate_client.get_remaining_days(minimum_required_age) > 0)
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candidates.Remove(candidate_player)
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continue
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if(candidate_player.mind.special_role) // We really don't want to give antag to an antag.
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candidates.Remove(candidate_player)
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continue
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if (!((antag_preference || antag_flag) in candidate_client.prefs.be_special))
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candidates.Remove(candidate_player)
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continue
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if (is_banned_from(candidate_player.ckey, list(antag_flag_override || antag_flag, ROLE_SYNDICATE)))
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candidates.Remove(candidate_player)
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continue
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// If this ruleset has exclusive_roles set, we want to only consider players who have those
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// job prefs enabled and are eligible to play that job. Otherwise, continue as before.
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if(length(exclusive_roles))
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var/exclusive_candidate = FALSE
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for(var/role in exclusive_roles)
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var/datum/job/job = SSjob.GetJob(role)
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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)
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exclusive_candidate = TRUE
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break
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// If they didn't have any of the required job prefs enabled or were banned from all enabled prefs,
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// they're not eligible for this antag type.
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if(!exclusive_candidate)
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candidates.Remove(candidate_player)
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/// Do your checks if the ruleset is ready to be executed here.
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/// Should ignore certain checks if forced is TRUE
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/datum/dynamic_ruleset/roundstart/ready(population, forced = FALSE)
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return ..()
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