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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 /🆑
373 lines
13 KiB
Plaintext
373 lines
13 KiB
Plaintext
/**
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* ## Dynamic ruleset datum
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*
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* These datums (which are not singletons) are used by dynamic to create antagonists
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*/
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/datum/dynamic_ruleset
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/// Human-readable name of the ruleset.
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var/name
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/// Tag the ruleset uses for configuring.
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/// Don't change this unless you know what you're doing.
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var/config_tag
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/// What flag to check for jobbans? Optional, if unset, uses pref_flag
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var/jobban_flag
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/// What flag to check for prefs? Required if the antag has an associated preference
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var/pref_flag
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/// Flags for this ruleset
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var/ruleset_flags = NONE
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/// Points to what antag datum this ruleset will use for generating a preview icon in the prefs menu
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var/preview_antag_datum
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/// List of all minds selected for this ruleset
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VAR_FINAL/list/datum/mind/selected_minds = list()
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/**
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* The chance the ruleset is picked when selecting from the pool of rulesets.
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*
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* This can either be
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* - A list of weight corresponding to dynamic tiers.
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* If a tier is not specified, it will use the next highest tier.
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* Or
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* - A single weight for all tiers.
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*/
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var/list/weight = 0
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/**
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* The min population for which this ruleset is available.
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*
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* This can either be
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* - A list of min populations corresponding to dynamic tiers.
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* If a tier is not specified, it will use the next highest tier.
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* Or
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* - A single min population for all tiers.
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*/
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var/list/min_pop = 0
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/// List of roles that are blacklisted from this ruleset
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/// For roundstart rulesets, it will prevent players from being selected for this ruleset if they have one of these roles
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/// For latejoin or midround rulesets, it will prevent players from being assigned to this ruleset if they have one of these roles
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var/list/blacklisted_roles = list()
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/**
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* How many candidates are needed for this ruleset to be selected?
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* Ie. "We won't even bother attempting to run this ruleset unless at least x players want to be it"
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*
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* This can either be
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* - A number
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* Or
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* - A list in the form of list("denominator" = x, "offset" = y)
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* which will divide the population size by x and add y to it to calculate the number of candidates
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*/
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var/min_antag_cap = 1
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/**
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* How many candidates will be this ruleset try to select?
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* Ie. "We have 10 cadidates, but we only want x of them to be antags"
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*
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* This can either be
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* - A number
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* Or
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* - A list in the form of list("denominator" = x, "offset" = y)
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* which will divide the population size by x and add y to it to calculate the number of candidates
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*
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* If null, defaults to min_antag_cap
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*/
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var/max_antag_cap
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/// If set to TRUE, dynamic will be able to draft this ruleset again later on
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var/repeatable = FALSE
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/// Every time this ruleset is selected, the weight will be decreased by this amount
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var/repeatable_weight_decrease = 2
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/// Players whose account is less than this many days old will be filtered out of the candidate list
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var/minimum_required_age = 0
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/// Templates necessary for this ruleset to be executed
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VAR_PROTECTED/list/ruleset_lazy_templates
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/datum/dynamic_ruleset/New(list/dynamic_config)
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for(var/new_var in dynamic_config?[config_tag])
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set_config_value(new_var, dynamic_config[config_tag][new_var])
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/datum/dynamic_ruleset/Destroy()
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selected_minds = null
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return ..()
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/// Used for parsing config entries to validate them
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/datum/dynamic_ruleset/proc/set_config_value(new_var, new_val)
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if(!(new_var in vars))
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log_dynamic("Erroneous config edit rejected: [new_var]")
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return FALSE
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var/static/list/locked_config_values = list(
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NAMEOF_STATIC(src, config_tag),
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NAMEOF_STATIC(src, jobban_flag),
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NAMEOF_STATIC(src, pref_flag),
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NAMEOF_STATIC(src, preview_antag_datum),
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NAMEOF_STATIC(src, ruleset_flags),
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NAMEOF_STATIC(src, ruleset_lazy_templates),
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NAMEOF_STATIC(src, selected_minds),
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NAMEOF_STATIC(src, vars),
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)
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if(new_var in locked_config_values)
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log_dynamic("Bad config edit rejected: [new_var]")
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return FALSE
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if(islist(new_val) && (new_var == NAMEOF(src, weight) || new_var == NAMEOF(src, min_pop)))
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new_val = load_tier_list(new_val)
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vars[new_var] = new_val
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return TRUE
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/datum/dynamic_ruleset/vv_edit_var(var_name, var_value)
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if(var_name == NAMEOF(src, config_tag))
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return FALSE
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return ..()
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/// Used to create tier lists for weights and min_pop values
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/datum/dynamic_ruleset/proc/load_tier_list(list/incoming_list)
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PRIVATE_PROC(TRUE)
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var/list/tier_list = new /list(4)
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// loads a list of list("2" = 1, "3" = 3) into a list(null, 1, 3, null)
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for(var/tier in incoming_list)
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tier_list[text2num(tier)] = incoming_list[tier]
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// turn list(null, 1, 3, null) into list(1, 1, 3, null)
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for(var/i in 1 to length(tier_list))
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var/val = tier_list[i]
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if(isnum(val))
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break
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for(var/j in i to length(tier_list))
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var/other_val = tier_list[j]
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if(!isnum(other_val))
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continue
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tier_list[i] = other_val
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break
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// turn list(1, 1, 3, null) into list(1, 1, 3, 3)
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for(var/i in length(tier_list) to 1 step -1)
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var/val = tier_list[i]
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if(isnum(val))
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break
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for(var/j in i to 1 step -1)
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var/other_val = tier_list[j]
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if(!isnum(other_val))
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continue
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tier_list[i] = other_val
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break
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// we can assert that tier[1] and tier[4] are not null, but we cannot say the same for tier[2] and tier[3]
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// this can be happen due to the following setup: list(1, null, null, 4)
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// (which is an invalid config, and should be fixed by the operator)
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if(isnull(tier_list[2]))
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tier_list[2] = tier_list[1]
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if(isnull(tier_list[3]))
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tier_list[3] = tier_list[4]
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return tier_list
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/**
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* Any additional checks to see if this ruleset can be selected
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*/
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/datum/dynamic_ruleset/proc/can_be_selected()
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return TRUE
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/**
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* Calculates the weight of this ruleset for the given tier.
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*
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* * population_size - How many players are alive
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* * tier - The dynamic tier to calculate the weight for
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*/
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/datum/dynamic_ruleset/proc/get_weight(population_size = 0, tier = DYNAMIC_TIER_LOW)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(type in SSdynamic.admin_disabled_rulesets)
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return 0
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if(!can_be_selected())
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return 0
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var/final_minpop = islist(min_pop) ? min_pop[tier] : min_pop
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if(final_minpop > population_size)
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return 0
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var/final_weight = islist(weight) ? weight[tier] : weight
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for(var/datum/dynamic_ruleset/other_ruleset as anything in SSdynamic.executed_rulesets)
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if(other_ruleset == src)
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continue
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if(tier != DYNAMIC_TIER_HIGH && (ruleset_flags & RULESET_HIGH_IMPACT) && (other_ruleset.ruleset_flags & RULESET_HIGH_IMPACT))
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return 0
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if(!istype(other_ruleset, type))
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continue
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if(!repeatable)
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return 0
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final_weight -= repeatable_weight_decrease
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return max(final_weight, 0)
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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_size, antag_cap)
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SHOULD_NOT_OVERRIDE(TRUE)
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if (isnum(antag_cap))
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return antag_cap
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return ceil(population_size / antag_cap["denominator"]) + antag_cap["offset"]
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/**
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* Prepares the ruleset for execution, primarily used for selecting the players who will be assigned to this ruleset
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*
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* * antag_candidates - List of players who are candidates for this ruleset
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* This list is mutated by this proc!
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*
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* Returns TRUE if execution is ready, FALSE if it should be canceled
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*/
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/datum/dynamic_ruleset/proc/prepare_execution(population_size = 0, list/mob/antag_candidates = list())
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SHOULD_NOT_OVERRIDE(TRUE)
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// !! THIS SLEEPS !!
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load_templates()
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// This is (mostly) redundant, buuuut the (potential) sleep above makes it iffy, so let's just be safe
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if(!can_be_selected())
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return FALSE
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var/max_candidates = get_antag_cap(population_size, max_antag_cap || min_antag_cap)
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var/min_candidates = get_antag_cap(population_size, min_antag_cap)
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var/list/selected_candidates = select_candidates(antag_candidates, max_candidates)
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if(length(selected_candidates) < min_candidates)
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return FALSE
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for(var/mob/candidate as anything in selected_candidates)
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var/datum/mind/candidate_mind = get_candidate_mind(candidate)
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prepare_for_role(candidate_mind)
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LAZYADDASSOC(SSjob.prevented_occupations, candidate_mind, get_blacklisted_roles()) // this is what makes sure you can't roll traitor as a sec-off
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selected_minds += candidate_mind
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antag_candidates -= candidate
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return TRUE
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/// Gets the mind of a candidate, can be overridden to return a different mind if necessary
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/datum/dynamic_ruleset/proc/get_candidate_mind(mob/dead/candidate)
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return candidate.mind
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/// Returns a list of roles that cannot be selected for this ruleset
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/datum/dynamic_ruleset/proc/get_blacklisted_roles()
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return get_config_blacklisted_roles() | get_always_blacklisted_roles()
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/// Returns all the jobs the config says this ruleset cannot select
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/datum/dynamic_ruleset/proc/get_config_blacklisted_roles()
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SHOULD_NOT_OVERRIDE(TRUE)
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var/list/blacklist = blacklisted_roles.Copy()
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for(var/datum/job/job as anything in SSjob.all_occupations)
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var/protected = (job.job_flags & JOB_ANTAG_PROTECTED)
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var/blacklisted = (job.job_flags & JOB_ANTAG_BLACKLISTED)
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if((CONFIG_GET(flag/protect_roles_from_antagonist) && protected) || blacklisted)
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blacklist |= job.title
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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blacklisted_roles |= JOB_ASSISTANT
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return blacklist
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/// Returns a list of roles that are always blacklisted from this ruleset, for mechanical reasons (an AI can't be a changeling)
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/datum/dynamic_ruleset/proc/get_always_blacklisted_roles()
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return list(
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JOB_AI,
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JOB_CYBORG,
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)
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/// Takes in a list of players and returns a list of players who are valid candidates for this ruleset
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/// Don't touch this proc if you need to trim candidates further - override is_valid_candidate() instead
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/datum/dynamic_ruleset/proc/trim_candidates(list/mob/antag_candidates)
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SHOULD_NOT_OVERRIDE(TRUE)
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var/list/valid_candidates = list()
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for(var/mob/candidate as anything in antag_candidates)
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var/client/candidate_client = GET_CLIENT(candidate)
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if(isnull(candidate_client))
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continue
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if(candidate_client.get_remaining_days(minimum_required_age) > 0)
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continue
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if(pref_flag && !(pref_flag in candidate_client.prefs.be_special))
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continue
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if(is_banned_from(candidate.ckey, list(ROLE_SYNDICATE, jobban_flag || pref_flag)))
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continue
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if(!is_valid_candidate(candidate, candidate_client))
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continue
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valid_candidates += candidate
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return valid_candidates
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/// Returns a list of players picked for this ruleset
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/datum/dynamic_ruleset/proc/select_candidates(list/mob/antag_candidates, num_candidates = 0)
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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if(num_candidates <= 0)
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return list()
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// technically not pure
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var/list/resulting_candidates = shuffle(trim_candidates(antag_candidates)) || list()
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if(length(resulting_candidates) <= num_candidates)
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return resulting_candidates
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resulting_candidates.Cut(num_candidates + 1)
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return resulting_candidates
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/// Handles loading map templates that this ruleset requires
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/datum/dynamic_ruleset/proc/load_templates()
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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for(var/template in ruleset_lazy_templates)
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SSmapping.lazy_load_template(template)
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/**
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* Any additional checks to see if this player is a valid candidate for this ruleset
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*/
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/datum/dynamic_ruleset/proc/is_valid_candidate(mob/candidate, client/candidate_client)
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SHOULD_CALL_PARENT(TRUE)
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return TRUE
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/**
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* Handles any special logic that needs to be done for a player before they are assigned to this ruleset
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* This is ran before the player is in their job position, and before they even have a player character
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*
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* Override this proc to do things like set forced jobs, DON'T assign roles or give out equipments here!
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*/
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/datum/dynamic_ruleset/proc/prepare_for_role(datum/mind/candidate)
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PROTECTED_PROC(TRUE)
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return
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/**
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* Executes the ruleset, assigning the selected players to their roles.
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* No backing out now, at this point it's guaranteed to run.
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*
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* Prefer to override assign_role() instead of this proc
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*/
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/datum/dynamic_ruleset/proc/execute()
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var/list/execute_args = create_execute_args()
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for(var/datum/mind/mind as anything in selected_minds)
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assign_role(arglist(list(mind) + execute_args))
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/// Allows you to supply extra arguments to assign_role() if needed
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/datum/dynamic_ruleset/proc/create_execute_args()
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return list()
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/**
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* Used by the ruleset to actually assign the role to the player
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* This is ran after they have a player character spawned, and after they're in their job (with all their job equipment)
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*
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* Override this proc to give out antag datums or special items or whatever
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*/
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/datum/dynamic_ruleset/proc/assign_role(datum/mind/candidate)
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PROTECTED_PROC(TRUE)
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stack_trace("Ruleset [src] does not implement assign_role()")
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return
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/**
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* Handles setting SSticker news report / mode result for more impactful rulsets
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*
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* Return TRUE if any result was set
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*/
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/datum/dynamic_ruleset/proc/round_result()
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return FALSE
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/**
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* Allows admins to configure rulesets before prepare_execution() is called.
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*
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* Only called if RULESET_ADMIN_CONFIGURABLE is set in ruleset_flags.
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* Also only called by midrounds currently.
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*/
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/datum/dynamic_ruleset/proc/configure_ruleset(mob/admin)
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stack_trace("Ruleset [type] sets flag RULESET_ADMIN_CONFIGURABLE but does not implement configure_ruleset!")
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