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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 /🆑
316 lines
12 KiB
Plaintext
316 lines
12 KiB
Plaintext
#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME (10 SECONDS)
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//this singleton datum is used by the events controller to dictate how it selects events
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/datum/round_event_control
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var/name //The human-readable name of the event
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var/category //The category of the event
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var/description //The description of the event
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var/typepath //The typepath of the event datum /datum/round_event
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var/weight = 10 //The weight this event has in the random-selection process.
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//Higher weights are more likely to be picked.
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//10 is the default weight. 20 is twice more likely; 5 is half as likely as this default.
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//0 here does NOT disable the event, it just makes it extremely unlikely
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var/earliest_start = 20 MINUTES //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins
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var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event.
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var/occurrences = 0 //How many times this event has occurred
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var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced.
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//By setting this to 0 you can effectively disable an event.
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var/holidayID = "" //string which should be in the SSeventss.holidays list if you wish this event to be holiday-specific
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//anything with a (non-null) holidayID which does not match holiday, cannot run.
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var/wizardevent = FALSE
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var/alert_observers = TRUE //should we let the ghosts know this event is firing
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//should be disabled on events that fire a lot
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/// Minimum wizard rituals at which to trigger this event, inclusive
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var/min_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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/// Maximum wizard rituals at which to trigger this event, inclusive
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var/max_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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var/triggering //admin cancellation
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/// Datum that will handle admin options for forcing the event.
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/// If there are no options, just leave it as an empty list.
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var/list/datum/event_admin_setup/admin_setup = list()
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/// Flags dictating whether this event should be run on certain kinds of map
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var/map_flags = NONE
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/datum/round_event_control/New()
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if(!length(admin_setup))
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return
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var/list/admin_setup_types = admin_setup.Copy()
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admin_setup.Cut()
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for(var/admin_setup_type in admin_setup_types)
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admin_setup += new admin_setup_type(src)
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/datum/round_event_control/wizard
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category = EVENT_CATEGORY_WIZARD
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wizardevent = TRUE
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/// Returns true if event can run in current map
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/datum/round_event_control/proc/valid_for_map()
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if (!map_flags)
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return TRUE
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if (SSmapping.is_planetary())
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if (map_flags & EVENT_SPACE_ONLY)
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return FALSE
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else
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if (map_flags & EVENT_PLANETARY_ONLY)
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return FALSE
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return TRUE
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// Checks if the event can be spawned. Used by event controller and "false alarm" event.
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// Admin-created events override this.
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/datum/round_event_control/proc/can_spawn_event(players_amt, allow_magic = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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if(occurrences >= max_occurrences)
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return FALSE
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if(earliest_start >= world.time-SSticker.round_start_time)
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return FALSE
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if(!allow_magic && wizardevent != SSevents.wizardmode)
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return FALSE
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if(players_amt < min_players)
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return FALSE
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if(holidayID && !check_holidays(holidayID))
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return FALSE
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if(EMERGENCY_ESCAPED_OR_ENDGAMED)
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return FALSE
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if(ispath(typepath, /datum/round_event/ghost_role) && !(GLOB.ghost_role_flags & GHOSTROLE_MIDROUND_EVENT))
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return FALSE
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return TRUE
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/datum/round_event_control/proc/preRunEvent()
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if(!ispath(typepath, /datum/round_event))
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return EVENT_CANT_RUN
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if (SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_RANDOM_EVENT, src) & CANCEL_PRE_RANDOM_EVENT)
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return EVENT_INTERRUPTED
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triggering = TRUE
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// We sleep HERE, in pre-event setup (because there's no sense doing it in run_event() since the event is already running!) for the given amount of time to make an admin has enough time to cancel an event un-fitting of the present round or at least reroll it.
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message_admins("Random Event triggering in [DisplayTimeText(RANDOM_EVENT_ADMIN_INTERVENTION_TIME)]: [name]. (<a href='byond://?src=[REF(src)];cancel=1'>CANCEL</a>) (<a href='byond://?src=[REF(src)];different_event=1'>SOMETHING ELSE</a>)")
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sleep(RANDOM_EVENT_ADMIN_INTERVENTION_TIME)
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var/players_amt = get_active_player_count(alive_check = TRUE, afk_check = TRUE, human_check = TRUE)
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if(!can_spawn_event(players_amt))
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message_admins("Second pre-condition check for [name] failed, rerolling...")
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SSevents.spawnEvent(excluded_event = src)
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return EVENT_INTERRUPTED
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if(!triggering)
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return EVENT_CANCELLED //admin cancelled
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triggering = FALSE
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return EVENT_READY
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/datum/round_event_control/Topic(href, href_list)
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..()
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if(href_list["cancel"])
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if(!triggering)
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to_chat(usr, span_admin("You are too late to cancel that event"))
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] cancelled event [name].")
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log_admin_private("[key_name(usr)] cancelled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_cancelled", 1, typepath)
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if(href_list["different_event"])
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if(!triggering)
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to_chat(usr, span_admin("Too late to change events now!"))
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] chose to have event [name] rolled into a different event.")
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log_admin_private("[key_name(usr)] rerolled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_rerolled", 1, typepath)
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SSevents.spawnEvent(excluded_event = src)
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/*
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Runs the event
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* Arguments:
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* - random: shows if the event was triggered randomly, or by on purpose by an admin or an item
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* - announce_chance_override: if the value is not null, overrides the announcement chance when an admin calls an event
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*/
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/datum/round_event_control/proc/run_event(random = FALSE, announce_chance_override = null, admin_forced = FALSE, event_cause)
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/*
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* We clear our signals first so we don't cancel a wanted event by accident,
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* the majority of time the admin will probably want to cancel a single midround spawned random events
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* and not multiple events called by others admins
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* * In the worst case scenario we can still recall a event which we cancelled by accident, which is much better then to have a unwanted event
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*/
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UnregisterSignal(SSdcs, COMSIG_GLOB_RANDOM_EVENT)
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var/datum/round_event/round_event = new typepath(TRUE, src)
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if(admin_forced && length(admin_setup))
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//not part of the signal because it's conditional and relies on usr heavily
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for(var/datum/event_admin_setup/admin_setup_datum in admin_setup)
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admin_setup_datum.apply_to_event(round_event)
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SEND_SIGNAL(src, COMSIG_CREATED_ROUND_EVENT, round_event)
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round_event.setup()
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round_event.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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occurrences++
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if(announce_chance_override != null)
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round_event.announce_chance = announce_chance_override
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testing("[time2text(world.time, "hh:mm:ss", 0)] [round_event.type]")
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triggering = TRUE
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if(!triggering)
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RegisterSignal(SSdcs, COMSIG_GLOB_RANDOM_EVENT, PROC_REF(stop_random_event))
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round_event.cancel_event = TRUE
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return round_event
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triggering = FALSE
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log_game("[random ? "Random" : "Forced"] Event triggering: [name] ([typepath]).")
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if(alert_observers)
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round_event.announce_deadchat(random, event_cause)
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SSblackbox.record_feedback("tally", "event_ran", 1, "[round_event]")
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return round_event
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//Returns the component for the listener
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/datum/round_event_control/proc/stop_random_event()
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SIGNAL_HANDLER
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return CANCEL_RANDOM_EVENT
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/datum/round_event //NOTE: Times are measured in master controller ticks!
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var/processing = TRUE
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var/datum/round_event_control/control
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/// When in the lifetime to call start().
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/// This is in seconds - so 1 = ~2 seconds in.
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var/start_when = 0
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/// When in the lifetime to call announce(). If you don't want it to announce use announce_chance, below.
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/// This is in seconds - so 1 = ~2 seconds in.
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var/announce_when = 0
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/// Probability of announcing, used in prob(), 0 to 100, default 100. Called in process, and for a second time in the ion storm event.
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var/announce_chance = 100
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/// When in the lifetime the event should end.
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/// This is in seconds - so 1 = ~2 seconds in.
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var/end_when = 0
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/// How long the event has existed. You don't need to change this.
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var/activeFor = 0
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/// Amount of of alive, non-AFK human players on server at the time of event start
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var/current_players = 0
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/// Can be faked by fake news event.
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var/fakeable = TRUE
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/// Whether a admin wants this event to be cancelled
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var/cancel_event = FALSE
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//Called first before processing.
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//Allows you to setup your event, such as randomly
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//setting the start_when and or announce_when variables.
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//Only called once.
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//EDIT: if there's anything you want to override within the new() call, it will not be overridden by the time this proc is called.
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//It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically).
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//This is really only for setting defaults which can be overridden later when New() finishes.
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/datum/round_event/proc/setup()
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SHOULD_CALL_PARENT(FALSE)
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return
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///Announces the event name to deadchat, override this if what an event should show to deadchat is different to its event name.
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/datum/round_event/proc/announce_deadchat(random, cause)
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deadchat_broadcast(" has just been[random ? " randomly" : ""] triggered[cause ? " by [cause]" : ""]!", "<b>[control.name]</b>", message_type=DEADCHAT_ANNOUNCEMENT) //STOP ASSUMING IT'S BADMINS!
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//Called when the tick is equal to the start_when variable.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/round_event/proc/start()
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SHOULD_CALL_PARENT(FALSE)
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return
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//Called after something followable has been spawned by an event
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//Provides ghosts a follow link to an atom if possible
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//Only called once.
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/datum/round_event/proc/announce_to_ghosts(atom/atom_of_interest)
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if(control.alert_observers)
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if (atom_of_interest)
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notify_ghosts(
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"[control.name] has an object of interest: [atom_of_interest]!",
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source = atom_of_interest,
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)
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return
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//Called when the tick is equal to the announce_when variable.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/round_event/proc/announce(fake)
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return
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//Called on or after the tick counter is equal to start_when.
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//You can include code related to your event or add your own
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//time stamped events.
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//Called more than once.
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/datum/round_event/proc/tick()
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return
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//Called on or after the tick is equal or more than end_when
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//You can include code related to the event ending.
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//Do not place spawn() in here, instead use tick() to check for
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//the activeFor variable.
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//For example: if(activeFor == myOwnVariable + 30) doStuff()
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//Only called once.
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/datum/round_event/proc/end()
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return
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//Do not override this proc, instead use the appropriate procs.
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//This proc will handle the calls to the appropriate procs.
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/datum/round_event/process()
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SHOULD_NOT_OVERRIDE(TRUE)
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if(!processing)
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return
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if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_RANDOM_EVENT, src) & CANCEL_RANDOM_EVENT)
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processing = FALSE
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kill()
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return
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if(activeFor == start_when)
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processing = FALSE
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start()
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processing = TRUE
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if(activeFor == announce_when && prob(announce_chance))
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processing = FALSE
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announce(FALSE)
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processing = TRUE
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if(start_when < activeFor && activeFor < end_when)
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processing = FALSE
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tick()
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processing = TRUE
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if(activeFor == end_when)
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processing = FALSE
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end()
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processing = TRUE
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// Everything is done, let's clean up.
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if(activeFor >= end_when && activeFor >= announce_when && activeFor >= start_when)
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processing = FALSE
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kill()
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activeFor++
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//Garbage collects the event by removing it from the global events list,
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//which should be the only place it's referenced.
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//Called when start(), announce() and end() has all been called.
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/datum/round_event/proc/kill()
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SSevents.running -= src
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//Sets up the event then adds the event to the the list of running events
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/datum/round_event/New(my_processing = TRUE, datum/round_event_control/event_controller)
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control = event_controller
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processing = my_processing
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SSevents.running += src
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return ..()
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#undef RANDOM_EVENT_ADMIN_INTERVENTION_TIME
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