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Bubberstation/code/controllers/subsystem/dynamic/dynamic_rulesets.dm
Time-Green 328d001047 STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)
## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!

It does two things: 
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...

2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.

It is essentially the first "dynamic gamemode".

## Why It's Good For The Game

Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.

Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.

I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.

I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.

## Changelog
🆑
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/🆑
I want to do more like these (this was just an example I threw into
discord to annoy @Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-05-31 10:08:15 -07:00

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/datum/dynamic_ruleset
/// For admin logging and round end screen.
// If you want to change this variable name, the force latejoin/midround rulesets
// to not use sort_names.
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 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. This can be minds, or mobs.
var/list/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. If on a roundstart ruleset, requires the player to have the correct antag pref enabled and any of the possible roles enabled.
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(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
/// 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
/// 0 -> 9, probability for this rule to be picked against other rules. If zero this will effectively disable the rule.
var/weight = 5
/// Threat cost for this rule, this is decreased from the threat level 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. Check __DEFINES/dynamic.dm for an explanation of the accepted values.
var/flags = NONE
/// Pop range per requirement. If zero defaults to dynamic'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)
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
/// If set, will check this preference instead of antag_flag.
var/antag_preference = 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
/// 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
/// Judges the amount of antagonists to apply, for both solo and teams.
/// Note that some antagonists (such as traitors, lings, heretics, etc) will add more based on how many times they've been scaled.
/// Written as a linear equation--ceil(x/denominator) + offset, or as a fixed constant.
/// If written as a linear equation, will be in the form of `list("denominator" = denominator, "offset" = offset).
var/antag_cap = 0
/// A list, or null, of templates that the ruleset depends on to function correctly
var/list/ruleset_lazy_templates
/// In what categories is this ruleset allowed to run? Used by station traits
var/ruleset_category = RULESET_CATEGORY_DEFAULT
/datum/dynamic_ruleset/New()
// Rulesets can be instantiated more than once, such as when an admin clicks
// "Execute Midround Ruleset". Thus, it would be wrong to perform any
// side effects here. Dynamic rulesets should be stateless anyway.
SHOULD_NOT_OVERRIDE(TRUE)
..()
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = ROUNDSTART_RULESET
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = LATEJOIN_RULESET
/// 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)
var/ruleset_forced = GLOB.dynamic_forced_rulesets[type] || RULESET_NOT_FORCED
if (ruleset_forced != RULESET_NOT_FORCED)
if (ruleset_forced == RULESET_FORCE_ENABLED)
return TRUE
else
log_dynamic("FAIL: [src] was disabled in admin panel.")
return FALSE
if(!is_valid_population(population))
var/range = maximum_players > 0 ? "([minimum_players] - [maximum_players])" : "(minimum: [minimum_players])"
log_dynamic("FAIL: [src] failed acceptable: min/max players out of range [range] vs population ([population])")
return FALSE
if (!is_valid_threat(population, threat_level))
log_dynamic("FAIL: [src] failed acceptable: threat_level ([threat_level]) < requirement ([requirements[indice_pop]])")
return FALSE
return TRUE
/// Returns true if we have enough players to run
/datum/dynamic_ruleset/proc/is_valid_population(population)
if(minimum_players > population)
return FALSE
if(maximum_players > 0 && population > maximum_players)
return FALSE
return TRUE
/// Sets the current threat indices and returns true if we're inside of them
/datum/dynamic_ruleset/proc/is_valid_threat(population, threat_level)
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : SSdynamic.pop_per_requirement
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
return threat_level >= requirements[indice_pop]
/// When picking rulesets, if dynamic picks the same one multiple times, it will "scale up".
/// However, doing this blindly would result in lowpop rounds (think under 10 people) where over 80% of the crew is antags!
/// This function is here to ensure the antag ratio is kept under control while scaling up.
/// Returns how much threat to actually spend in the end.
/datum/dynamic_ruleset/proc/scale_up(population, max_scale)
SHOULD_NOT_OVERRIDE(TRUE)
if (!scaling_cost)
return 0
var/antag_fraction = 0
for(var/datum/dynamic_ruleset/ruleset as anything in (SSdynamic.executed_rules + list(src))) // we care about the antags we *will* assign, too
antag_fraction += ruleset.get_antag_cap_scaling_included(population) / SSdynamic.roundstart_pop_ready
for(var/i in 1 to max_scale)
if(antag_fraction < 0.25)
scaled_times += 1
antag_fraction += get_scaling_antag_cap(population) / SSdynamic.roundstart_pop_ready // we added new antags, gotta update the %
return scaled_times * scaling_cost
/// Returns how many more antags to add while scaling with a given population.
/// By default rulesets scale linearly, but you can override this to make them scale differently.
/datum/dynamic_ruleset/proc/get_scaling_antag_cap(population)
return get_antag_cap(population)
/// Returns what the antag cap with the given population is.
/datum/dynamic_ruleset/proc/get_antag_cap(population)
SHOULD_NOT_OVERRIDE(TRUE)
if (isnum(antag_cap))
return antag_cap
return CEILING(population / antag_cap["denominator"], 1) + (antag_cap["offset"] || 0)
/// Gets the 'final' antag cap for this ruleset, which is the base cap plus the scaled cap.
/datum/dynamic_ruleset/proc/get_antag_cap_scaling_included(population)
SHOULD_NOT_OVERRIDE(TRUE)
var/base_cap = get_antag_cap(population)
var/modded_cap = scaled_times * get_scaling_antag_cap(population)
return base_cap + modded_cap
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on 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
/// Rulesets can be reused, so when we're done setting one up we want to wipe its memory of the people it was selecting over
/// This isn't Destroy we aren't deleting it here, rulesets free when nothing holds a ref. This is just to prevent hung refs.
/datum/dynamic_ruleset/proc/forget_startup()
SHOULD_CALL_PARENT(TRUE)
candidates = list()
assigned = list()
antag_datum = null
/// 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)
return check_candidates()
/// This should always be called before ready is, to ensure that the ruleset can locate map/template based landmarks as needed
/datum/dynamic_ruleset/proc/load_templates()
for(var/template in ruleset_lazy_templates)
SSmapping.lazy_load_template(template)
/// 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()
SSdynamic.refund_threat(cost + (scaled_times * scaling_cost))
SSdynamic.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 SSdynamic.executed_rules)
if(istype(DR, type))
weight = max(weight-repeatable_weight_decrease,1)
return weight
/// Checks if there are enough candidates to run, and logs otherwise
/datum/dynamic_ruleset/proc/check_candidates()
if (required_candidates <= candidates.len)
return TRUE
log_dynamic("FAIL: [src] does not have enough candidates ([required_candidates] needed, [candidates.len] found)")
return FALSE
/// 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 HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/proc/round_result()
//////////////////////////////////////////////
// //
// 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/candidate_player in candidates)
var/client/candidate_client = GET_CLIENT(candidate_player)
if (!candidate_client || !candidate_player.mind) // Are they connected?
candidates.Remove(candidate_player)
continue
if(candidate_client.get_remaining_days(minimum_required_age) > 0)
candidates.Remove(candidate_player)
continue
if(candidate_player.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(candidate_player)
continue
if (!((antag_preference || antag_flag) in candidate_client.prefs.be_special))
candidates.Remove(candidate_player)
continue
if (is_banned_from(candidate_player.ckey, list(antag_flag_override || antag_flag, ROLE_SYNDICATE)))
candidates.Remove(candidate_player)
continue
// If this ruleset has exclusive_roles set, we want to only consider players who have those
// job prefs enabled and are eligible to play that job. Otherwise, continue as before.
if(length(exclusive_roles))
var/exclusive_candidate = FALSE
for(var/role in exclusive_roles)
var/datum/job/job = SSjob.GetJob(role)
if((role in candidate_client.prefs.job_preferences) && SSjob.check_job_eligibility(candidate_player, job, "Dynamic Roundstart TC", add_job_to_log = TRUE) == JOB_AVAILABLE)
exclusive_candidate = TRUE
break
// If they didn't have any of the required job prefs enabled or were banned from all enabled prefs,
// they're not eligible for this antag type.
if(!exclusive_candidate)
candidates.Remove(candidate_player)
/// 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(population, forced = FALSE)
return ..()