Files
Bubberstation/code/modules/mob/mob_lists.dm
MrMelbert 4c277dc572 Dynamic Rework (#91290)
## About The Pull Request

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.

## Why It's Good For The Game

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

## Changelog

🆑 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
/🆑
2025-06-25 17:36:10 -07:00

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///Adds the mob reference to the list and directory of all mobs. Called on Initialize().
/mob/proc/add_to_mob_list()
GLOB.mob_list |= src
///Removes the mob reference from the list and directory of all mobs. Called on Destroy().
/mob/proc/remove_from_mob_list()
GLOB.mob_list -= src
///Adds the mob reference to the list of all mobs alive. If mob is cliented, it adds it to the list of all living player-mobs.
/mob/proc/add_to_alive_mob_list()
if(QDELETED(src))
return
GLOB.alive_mob_list |= src
if(client)
add_to_current_living_players()
///Removes the mob reference from the list of all mobs alive. If mob is cliented, it removes it from the list of all living player-mobs.
/mob/proc/remove_from_alive_mob_list()
GLOB.alive_mob_list -= src
if(client)
remove_from_current_living_players()
///Adds a mob reference to the list of all suicided mobs
/mob/proc/add_to_mob_suicide_list()
GLOB.suicided_mob_list += src
///Removes a mob references from the list of all suicided mobs
/mob/proc/remove_from_mob_suicide_list()
GLOB.suicided_mob_list -= src
///Adds the mob reference to the list of all the dead mobs. If mob is cliented, it adds it to the list of all dead player-mobs.
/mob/proc/add_to_dead_mob_list()
if(QDELETED(src))
return
GLOB.dead_mob_list |= src
if(client)
add_to_current_dead_players()
///Remvoes the mob reference from list of all the dead mobs. If mob is cliented, it adds it to the list of all dead player-mobs.
/mob/proc/remove_from_dead_mob_list()
GLOB.dead_mob_list -= src
if(client)
remove_from_current_dead_players()
///Adds the cliented mob reference to the list of all player-mobs, besides to either the of dead or alive player-mob lists, as appropriate. Called on Login().
/mob/proc/add_to_player_list()
SHOULD_CALL_PARENT(TRUE)
GLOB.player_list |= src
if(client.holder)
GLOB.keyloop_list |= src
else if(stat != DEAD || !SSlag_switch?.measures[DISABLE_DEAD_KEYLOOP])
GLOB.keyloop_list |= src
if(stat == DEAD)
add_to_current_dead_players()
else
add_to_current_living_players()
///Removes the mob reference from the list of all player-mobs, besides from either the of dead or alive player-mob lists, as appropriate. Called on Logout().
/mob/proc/remove_from_player_list()
SHOULD_CALL_PARENT(TRUE)
GLOB.player_list -= src
GLOB.keyloop_list -= src
if(stat == DEAD)
remove_from_current_dead_players()
else
remove_from_current_living_players()
///Adds the cliented mob reference to either the list of dead player-mobs or to the list of observers, depending on how they joined the game.
/mob/proc/add_to_current_dead_players()
GLOB.dead_player_list |= src
/mob/dead/observer/add_to_current_dead_players()
if(started_as_observer)
GLOB.current_observers_list |= src
return
return ..()
/mob/dead/new_player/add_to_current_dead_players()
return
///Removes the mob reference from either the list of dead player-mobs or from the list of observers, depending on how they joined the game.
/mob/proc/remove_from_current_dead_players()
GLOB.dead_player_list -= src
/mob/dead/observer/remove_from_current_dead_players()
if(started_as_observer)
GLOB.current_observers_list -= src
return
return ..()
///Adds the cliented mob reference to the list of living player-mobs. If the mob is an antag, it adds it to the list of living antag player-mobs.
/mob/proc/add_to_current_living_players()
GLOB.alive_player_list |= src
if(is_antag(NONE))
add_to_current_living_antags()
///Removes the mob reference from the list of living player-mobs. If the mob is an antag, it removes it from the list of living antag player-mobs.
/mob/proc/remove_from_current_living_players()
GLOB.alive_player_list -= src
if(is_antag(NONE))
remove_from_current_living_antags()
///Adds the cliented mob reference to the list of living antag player-mobs.
/mob/proc/add_to_current_living_antags()
if (length(mind.antag_datums) == 0)
return
for (var/datum/antagonist/antagonist in mind.antag_datums)
if (antagonist.antag_flags & ANTAG_SKIP_GLOBAL_LIST)
continue
GLOB.current_living_antags |= src
return
///Removes the mob reference from the list of living antag player-mobs.
/mob/proc/remove_from_current_living_antags()
GLOB.current_living_antags -= src