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## 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.   - 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 /🆑
167 lines
5.9 KiB
Plaintext
167 lines
5.9 KiB
Plaintext
#define DEFAULT_WHO_CELLS_PER_ROW 4
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#define NO_ADMINS_ONLINE_MESSAGE "Adminhelps are also sent through TGS to services like IRC and Discord. If no admins are available in game, sending an adminhelp might still be noticed and responded to."
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/client/verb/who()
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set name = "Who"
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set category = "OOC"
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var/msg = ""
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var/list/Lines = list()
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var/columns_per_row = DEFAULT_WHO_CELLS_PER_ROW
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if(holder)
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if (check_rights(R_ADMIN,0) && isobserver(src.mob))//If they have +ADMIN and are a ghost they can see players IC names and statuses.
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columns_per_row = 1
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var/mob/dead/observer/G = src.mob
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if(!G.started_as_observer)//If you aghost to do this, KorPhaeron will deadmin you in your sleep.
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log_admin("[key_name(usr)] checked advanced who in-round")
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for(var/client/client in GLOB.clients)
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var/entry = "\t[client.key]"
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if(client.holder && client.holder.fakekey)
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entry += " <i>(as [client.holder.fakekey])</i>"
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if (isnewplayer(client.mob))
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entry += " - <font color='darkgray'><b>In Lobby</b></font>"
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else
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entry += " - Playing as [client.mob.real_name]"
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switch(client.mob.stat)
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if(UNCONSCIOUS, HARD_CRIT)
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entry += " - <font color='darkgray'><b>Unconscious</b></font>"
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if(DEAD)
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if(isobserver(client.mob))
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var/mob/dead/observer/O = client.mob
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if(O.started_as_observer)
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entry += " - <font color='gray'>Observing</font>"
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else
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entry += " - <font color='black'><b>DEAD</b></font>"
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else
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entry += " - <font color='black'><b>DEAD</b></font>"
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if(client.mob.is_antag())
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entry += " - <b><font color='red'>Antagonist</font></b>"
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entry += " [ADMIN_QUE(client.mob)]"
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entry += " ([round(client.avgping, 1)]ms)"
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Lines += entry
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else//If they don't have +ADMIN, only show hidden admins
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for(var/client/client in GLOB.clients)
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var/entry = "[client.key]"
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if(client.holder && client.holder.fakekey)
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entry += " <i>(as [client.holder.fakekey])</i>"
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entry += " ([round(client.avgping, 1)]ms)"
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Lines += entry
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else
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for(var/client/client in GLOB.clients)
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if(client.holder && client.holder.fakekey)
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Lines += "[client.holder.fakekey] ([round(client.avgping, 1)]ms)"
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else
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Lines += "[client.key] ([round(client.avgping, 1)]ms)"
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var/num_lines = 0
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msg += "<table style='width: 100%; table-layout: fixed'><tr>"
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for(var/line in sort_list(Lines))
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msg += "<td>[line]</td>"
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num_lines += 1
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if (num_lines == columns_per_row)
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num_lines = 0
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msg += "</tr><tr>"
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msg += "</tr></table>"
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msg += "<b>Total Players: [length(Lines)]</b>"
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to_chat(src, fieldset_block(span_bold("Current Players"), span_infoplain(msg), "boxed_message"), type = MESSAGE_TYPE_INFO)
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/client/verb/adminwho()
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set category = "Admin"
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set name = "Adminwho"
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var/list/lines = list()
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var/payload_string = generate_adminwho_string()
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var/header = (payload_string == NO_ADMINS_ONLINE_MESSAGE) ? "No Admins Currently Online" : "Current Admins"
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lines += span_bold(header)
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lines += payload_string
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to_chat(src, fieldset_block(span_bold(header), jointext(lines, "\n"), "boxed_message"), type = MESSAGE_TYPE_INFO)
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/// Proc that generates the applicable string to dispatch to the client for adminwho.
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/client/proc/generate_adminwho_string()
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var/list/list_of_admins = get_list_of_admins()
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if(isnull(list_of_admins))
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return NO_ADMINS_ONLINE_MESSAGE
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var/list/message_strings = list()
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if(isnull(holder))
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message_strings += get_general_adminwho_information(list_of_admins)
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message_strings += NO_ADMINS_ONLINE_MESSAGE
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else
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message_strings += get_sensitive_adminwho_information(list_of_admins)
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return jointext(message_strings, "\n")
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/// Proc that returns a list of cliented admins. Remember that this list can contain nulls!
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/// Also, will return null if we don't have any admins.
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/proc/get_list_of_admins()
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var/returnable_list = list()
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for(var/client/admin in GLOB.admins)
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returnable_list += admin
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if(length(returnable_list) == 0)
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return null
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return returnable_list
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/// Proc that will return the applicable display name, linkified or not, based on the input client reference.
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/proc/get_linked_admin_name(client/admin)
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var/feedback_link = admin.holder.feedback_link()
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return isnull(feedback_link) ? admin : "<a href=[feedback_link]>[admin]</a>"
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/// Proc that gathers adminwho information for a general player, which will only give information if an admin isn't AFK, and handles potential fakekeying.
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/// Will return a list of strings.
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/proc/get_general_adminwho_information(list/checkable_admins)
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var/returnable_list = list()
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for(var/client/admin in checkable_admins)
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if(admin.is_afk() || !isnull(admin.holder.fakekey))
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continue //Don't show afk or fakekeyed admins to adminwho
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returnable_list += "• [get_linked_admin_name(admin)] is a [admin.holder.rank_names()]"
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return returnable_list
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/// Proc that gathers adminwho information for admins, which will contain information on if the admin is AFK, readied to join, etc. Only arg is a list of clients to use.
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/// Will return a list of strings.
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/proc/get_sensitive_adminwho_information(list/checkable_admins)
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var/returnable_list = list()
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for(var/client/admin in checkable_admins)
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var/list/admin_strings = list()
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admin_strings += "• [get_linked_admin_name(admin)] is a [admin.holder.rank_names()]"
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if(admin.holder.fakekey)
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admin_strings += "<i>(as [admin.holder.fakekey])</i>"
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if(isobserver(admin.mob))
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admin_strings += "- Observing"
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else if(isnewplayer(admin.mob))
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if(SSticker.current_state <= GAME_STATE_PREGAME)
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var/mob/dead/new_player/lobbied_admin = admin.mob
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if(lobbied_admin.ready == PLAYER_READY_TO_PLAY)
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admin_strings += "- Lobby (Readied)"
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else
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admin_strings += "- Lobby (Not Readied)"
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else
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admin_strings += "- Lobby"
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else
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admin_strings += "- Playing"
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if(admin.is_afk())
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admin_strings += "(AFK)"
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returnable_list += jointext(admin_strings, " ")
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return returnable_list
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#undef DEFAULT_WHO_CELLS_PER_ROW
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#undef NO_ADMINS_ONLINE_MESSAGE
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