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Bubberstation/code/game/gamemodes/dynamic/dynamic_rulesets.dm
SkyratBot ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00

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#define EXTRA_RULESET_PENALTY 20 // Changes how likely a gamemode is to scale based on how many other roundstart rulesets are waiting to be rolled.
#define POP_SCALING_PENALTY 50 // Discourages scaling up rulesets if ratio of antags to crew is high.
#define REVOLUTION_VICTORY 1
#define STATION_VICTORY 2
/datum/dynamic_ruleset
/// For admin logging and round end screen.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
/// List of players that were selected for this rule
var/list/datum/mind/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
var/minimum_required_age = 7
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/exclusive_roles = list()
/// 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.
var/list/enemy_roles = list()
/// 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.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
/// 1 -> 9, probability for this rule to be picked against other rules
var/weight = 5
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
var/cost = 0
/// Cost per level the rule scales up.
var/scaling_cost = 0
/// How many times a rule has scaled up upon getting picked.
var/scaled_times = 0
/// Used for the roundend report
var/total_cost = 0
/// A flag that determines how the ruleset is handled
/// HIGHLANDER_RULESET are rulesets can end the round.
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
var/flags = NONE
/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
var/pop_per_requirement = 0
/// Requirements are the threat level requirements per pop range.
/// 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.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// Reference to the mode, use this instead of SSticker.mode.
var/datum/game_mode/dynamic/mode = null
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/// Calculated during acceptable(), used in scaling and team sizes.
var/indice_pop = 0
/// Population scaling. Used by team antags and scaling for solo antags.
var/list/antag_cap = list()
/// 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)
var/base_prob = 60
/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
/// 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.
var/delay = 0
/datum/dynamic_ruleset/New()
..()
if (istype(SSticker.mode, /datum/game_mode/dynamic))
mode = SSticker.mode
else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
qdel(src)
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = "Roundstart"
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = "Latejoin"
/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
if(antag_cap.len && requirements.len != antag_cap.len)
message_admins("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
log_game("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
if(minimum_players > population)
return FALSE
if(maximum_players > 0 && population > maximum_players)
return FALSE
return (threat_level >= requirements[indice_pop])
/// Called when a suitable rule is picked during roundstart(). Will some times attempt to scale a rule up when there is threat remaining. Returns the additional threat from scaling up.
/datum/dynamic_ruleset/proc/scale_up(extra_rulesets = 0, remaining_threat_level = 0)
remaining_threat_level -= cost
if(scaling_cost && scaling_cost <= remaining_threat_level) // Only attempts to scale the modes with a scaling cost explicitly set.
var/antag_fraction = 0
var/new_prob = 0
for(var/R in (mode.executed_rules + list(src))) // we care about the antags we *will* assign, too
var/datum/dynamic_ruleset/ruleset = R
antag_fraction += ((1 + ruleset.scaled_times) * ruleset.antag_cap[indice_pop]) / mode.roundstart_pop_ready
log_game("DYNAMIC: [name] roundstart ruleset attempting to scale up with [extra_rulesets] rulesets waiting and [remaining_threat_level] threat remaining.")
for(var/i in 1 to 3) //Can scale a max of 3 times
if(remaining_threat_level >= scaling_cost && antag_fraction < 0.25)
new_prob = base_prob + (remaining_threat_level) - (scaled_times * scaling_cost) - (extra_rulesets * EXTRA_RULESET_PENALTY) - (antag_fraction * POP_SCALING_PENALTY)
if (!prob(new_prob))
break
remaining_threat_level -= scaling_cost
scaled_times++
antag_fraction += antag_cap[indice_pop] / mode.roundstart_pop_ready // we added new antags, gotta update the %
log_game("DYNAMIC: [name] roundstart ruleset failed scaling up at [new_prob]% chance after [scaled_times]/3 successful scaleups. [remaining_threat_level] threat remaining, % of players that are antags: [antag_fraction*100]%.")
return scaled_times * scaling_cost
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on game mode pre_setup for roundstart rulesets.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
return TRUE
/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/proc/execute()
for(var/datum/mind/M in assigned)
M.add_antag_datum(antag_datum)
GLOB.pre_setup_antags -= M
return TRUE
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
return FALSE
return TRUE
/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
/// This one only handles refunding the threat, override in ruleset to clean up the rest.
/datum/dynamic_ruleset/proc/clean_up()
mode.refund_threat(cost + (scaled_times * scaling_cost))
mode.threat_log += "[worldtime2text()]: [ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]. Failed to execute."
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
/datum/dynamic_ruleset/proc/get_weight()
if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
if(istype(DR, type))
weight = max(weight-repeatable_weight_decrease,1)
return weight
/// Here you can remove candidates that do not meet your requirements.
/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Set mode result and news report here.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/round_result()
/// Checks if round is finished, return true to end the round.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/check_finished()
return FALSE
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
// //
//////////////////////////////////////////////
/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
/datum/dynamic_ruleset/roundstart/trim_candidates()
for(var/mob/dead/new_player/P in candidates)
if (!P.client || !P.mind) // Are they connected?
candidates.Remove(P)
else if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
else if(P.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(P)
else if(antag_flag_override)
if(!(antag_flag_override in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag_override, ROLE_SYNDICATE)))
candidates.Remove(P)
else
if(!(antag_flag in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
candidates.Remove(P)
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
return ..()