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

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible. 

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace. 
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit. 

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)


![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

## Why It's Good For The Game

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

## Changelog

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
2025-06-25 17:36:10 -07:00

340 lines
9.8 KiB
Plaintext

/datum/admins/proc/player_panel_new()//The new one
if(!check_rights())
return
log_admin("[key_name(usr)] checked the player panel.")
var/dat = "<html><head><meta http-equiv='X-UA-Compatible' content='IE=edge' charset='UTF-8'/><title>Player Panel</title></head>"
var/ui_scale = owner.prefs.read_preference(/datum/preference/toggle/ui_scale)
//javascript, the part that does most of the work~
dat += {"
<head>
[!ui_scale && owner.window_scaling ? "<style>body {zoom: [100 / owner.window_scaling]%;}</style>" : ""]
<script type='text/javascript'>
var locked_tabs = new Array();
function updateSearch(){
var filter_text = document.getElementById('filter');
var filter = filter_text.value.toLowerCase();
if(complete_list != null && complete_list != ""){
var mtbl = document.getElementById("maintable_data_archive");
mtbl.innerHTML = complete_list;
}
if(filter.value == ""){
return;
}else{
var maintable_data = document.getElementById('maintable_data');
var ltr = maintable_data.getElementsByTagName("tr");
for ( var i = 0; i < ltr.length; ++i )
{
try{
var tr = ltr\[i\];
if(tr.getAttribute("id").indexOf("data") != 0){
continue;
}
var ltd = tr.getElementsByTagName("td");
var td = ltd\[0\];
var lsearch = td.getElementsByClassName("filter_data");
var search = lsearch\[0\];
if ( search.innerText.toLowerCase().indexOf(filter) == -1 )
{
tr.innerHTML = "";
i--;
}
}catch(err) { }
}
}
var count = 0;
var index = -1;
var debug = document.getElementById("debug");
locked_tabs = new Array();
}
function expand(data_id,target_id){
job = document.getElementById(data_id+"_job").textContent
name = document.getElementById(data_id+"_name").textContent
real_name = document.getElementById(data_id+"_rname").textContent
old_names = document.getElementById(data_id+"_prevnames").textContent
key = document.getElementById(data_id+"_key").textContent
ip = document.getElementById(data_id+"_lastip").textContent
antagonist = document.getElementById(data_id+"_isantag").textContent
ref = document.getElementById(data_id+"_ref").textContent
clearAll();
var span = document.getElementById(target_id);
var ckey = key.toLowerCase().replace(/\[^a-z@0-9\]+/g,"");
body = "<table><tr><td>";
body += "</td><td align='center'>";
body += "<font size='2'><b>"+job+" "+name+"</b><br><b>Real name "+real_name+"</b><br><b>Played by "+key+" ("+ip+")</b><br><b>Old names: "+old_names+"</b></font>";
body += "</td><td align='center'>";
body += "<a href='byond://?_src_=holder;[HrefToken()];adminplayeropts="+ref+"'>PP</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];showmessageckey="+ckey+"'>N</a> - "
body += "<a href='byond://?_src_=vars;[HrefToken()];Vars="+ref+"'>VV</a> - "
body += "<a href='byond://?_src_=vars;[HrefToken()];skill="+ref+"'>SP</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];traitor="+ref+"'>TP</a> - "
if (job == "Cyborg")
body += "<a href='byond://?_src_=holder;[HrefToken()];borgpanel="+ref+"'>BP</a> - "
body += "<a href='byond://?priv_msg="+ckey+"'>PM</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];subtlemessage="+ref+"'>SM</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];adminplayerobservefollow="+ref+"'>FLW</a> - "
body += "<a href='byond://?_src_=holder;[HrefToken()];individuallog="+ref+"'>LOGS</a><br>"
if(antagonist > 0)
body += "<font size='2'><a href='byond://?_src_=holder;[HrefToken()];check_antagonist=1'><font color='red'><b>Antagonist</b></font></a></font>";
body += "</td></tr></table>";
span.innerHTML = body
}
function clearAll(){
var spans = document.getElementsByTagName('span');
for(var i = 0; i < spans.length; i++){
var span = spans\[i\];
var id = span.getAttribute("id");
if(!id || !(id.indexOf("item") == 0))
continue;
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\] == id){
pass = 0;
break;
}
}
if(pass != 1)
continue;
span.innerHTML = "";
}
}
function addToLocked(id,link_id,notice_span_id){
var link = document.getElementById(link_id);
var decision = link.getAttribute("name");
if(decision == "1"){
link.setAttribute("name","2");
}else{
link.setAttribute("name","1");
removeFromLocked(id,link_id,notice_span_id);
return;
}
var pass = 1;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\] == id){
pass = 0;
break;
}
}
if(!pass)
return;
locked_tabs.push(id);
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "<font color='red'>Locked</font> ";
}
function attempt(ab){
return ab;
}
function removeFromLocked(id,link_id,notice_span_id){
//document.write("a");
var index = 0;
var pass = 0;
for(var j = 0; j < locked_tabs.length; j++){
if(locked_tabs\[j\] == id){
pass = 1;
index = j;
break;
}
}
if(!pass)
return;
locked_tabs\[index\] = "";
var notice_span = document.getElementById(notice_span_id);
notice_span.innerHTML = "";
}
function selectTextField(){
var filter_text = document.getElementById('filter');
filter_text.focus();
filter_text.select();
}
</script>
</head>
"}
//body tag start + onload and onkeypress (onkeyup) javascript event calls
dat += "<body onload='selectTextField(); updateSearch();' onkeyup='updateSearch();'>"
//title + search bar
dat += {"
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable'>
<tr id='title_tr'>
<td align='center'>
<font size='5'><b>Player panel</b></font><br>
Hover over a line to see more information - <a href='byond://?_src_=holder;[HrefToken()];check_antagonist=1'>Check antagonists</a> - Kick <a href='byond://?_src_=holder;[HrefToken()];kick_all_from_lobby=1;afkonly=0'>everyone</a>/<a href='byond://?_src_=holder;[HrefToken()];kick_all_from_lobby=1;afkonly=1'>AFKers</a> in lobby
<p>
</td>
</tr>
<tr id='search_tr'>
<td align='center'>
<b>Search:</b> <input type='text' id='filter' value='' style='width:300px;'>
</td>
</tr>
</table>
"}
//player table header
dat += {"
<span id='maintable_data_archive'>
<table width='560' align='center' cellspacing='0' cellpadding='5' id='maintable_data'>"}
var/list/mobs = sort_mobs()
var/i = 1
for(var/mob/M in mobs)
if(M.ckey)
var/color = "#e6e6e6"
if(i%2 == 0)
color = "#f2f2f2"
var/is_antagonist = M.is_antag(NONE)
var/M_job = ""
if(isliving(M))
if(iscarbon(M)) //Carbon stuff
if(ishuman(M) && M.job)
M_job = M.job
else if(ismonkey(M))
M_job = "Monkey"
else if(isalien(M)) //aliens
if(islarva(M))
M_job = "Alien larva"
else
M_job = ROLE_ALIEN
else
M_job = "Carbon-based"
else if(issilicon(M)) //silicon
if(isAI(M))
M_job = "AI"
else if(ispAI(M))
M_job = ROLE_PAI
else if(iscyborg(M))
M_job = "Cyborg"
else
M_job = "Silicon-based"
else if(isanimal_or_basicmob(M)) //simple animals
if(iscorgi(M))
M_job = "Corgi"
else if(isslime(M))
M_job = "slime"
else
M_job = "Animal"
else
M_job = "Living"
else if(isnewplayer(M))
M_job = "New player"
else if(isobserver(M))
var/mob/dead/observer/O = M
if(O.started_as_observer)//Did they get BTFO or are they just not trying?
M_job = "Observer"
else
M_job = "Ghost"
var/M_key = html_encode(M.key)
var/M_ip_address = isnull(M.lastKnownIP) ? "+localhost+" : M.lastKnownIP
var/M_name = html_encode(M.name)
var/M_rname = html_encode(M.real_name)
var/M_rname_as_key = html_encode(ckey(M.real_name)) // so you can ignore punctuation
if(M_rname == M_rname_as_key)
M_rname_as_key = null
var/previous_names_string = ""
if(M.persistent_client)
previous_names_string = M.persistent_client.get_played_names()
//output for each mob
dat += {"
<tr id='data[i]' name='[i]' onClick="addToLocked('item[i]','data[i]','notice_span[i]')">
<td align='center' bgcolor='[color]'>
<span id='notice_span[i]'></span>
<a id='link[i]'
onmouseover='expand("data[i]","item[i]")'
>
<b id='search[i]'>[M_name] - [M_rname] - [M_key] ([M_job])</b>
<span hidden class='filter_data'>[M_name] [M_rname] [M_rname_as_key] [M_key] [M_job] [previous_names_string]</span>
<span hidden id="data[i]_name">[M_name]</span>
<span hidden id="data[i]_job">[M_job]</span>
<span hidden id="data[i]_rname">[M_rname]</span>
<span hidden id="data[i]_rname_as_key">[M_rname_as_key]</span>
<span hidden id="data[i]_prevnames">[previous_names_string]</span>
<span hidden id="data[i]_key">[M_key]</span>
<span hidden id="data[i]_lastip">[M_ip_address]</span>
<span hidden id="data[i]_isantag">[is_antagonist]</span>
<span hidden id="data[i]_ref">[REF(M)]</span>
</a>
<br><span id='item[i]'></span>
</td>
</tr>
"}
i++
//player table ending
dat += {"
</table>
</span>
<script type='text/javascript'>
var maintable = document.getElementById("maintable_data_archive");
var complete_list = maintable.innerHTML;
</script>
</body></html>
"}
var/window_size = "size=600x480"
if(owner.window_scaling && ui_scale)
window_size = "size=[600 * owner.window_scaling]x[400 * owner.window_scaling]"
usr << browse(dat, "window=players;[window_size]")