Files
Bubberstation/code/__HELPERS/game.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

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/// Returns either the error landmark or the location of the room. Needless to say, if this is used, it means things have gone awry.
#define GET_ERROR_ROOM ((locate(/obj/effect/landmark/error) in GLOB.landmarks_list) || locate(4,4,1))
///Returns the name of the area the atom is in
/proc/get_area_name(atom/checked_atom, format_text = FALSE)
var/area/checked_area = isarea(checked_atom) ? checked_atom : get_area(checked_atom)
if(!checked_area)
return null
return format_text ? format_text(checked_area.name) : checked_area.name
///Tries to move an atom to an adjacent turf, return TRUE if successful
/proc/try_move_adjacent(atom/movable/atom_to_move, trydir)
var/turf/atom_turf = get_turf(atom_to_move)
if(trydir)
if(atom_to_move.Move(get_step(atom_turf, trydir)))
return TRUE
for(var/direction in (GLOB.cardinals-trydir))
if(atom_to_move.Move(get_step(atom_turf, direction)))
return TRUE
return FALSE
///Return the mob type that is being controlled by a ckey
/proc/get_mob_by_key(key)
var/ckey = ckey(key)
for(var/player in GLOB.player_list)
var/mob/player_mob = player
if(player_mob.ckey == ckey)
return player_mob
return null
/**
* Checks if the passed mind has a mob that is "alive"
*
* * player_mind - who to check for alive status
* * enforce_human - if TRUE, the checks fails if the mind's mob is a silicon, brain, or infectious zombie.
*
* Returns TRUE if they're alive, FALSE otherwise
*/
/proc/considered_alive(datum/mind/player_mind, enforce_human = TRUE)
if(player_mind?.current)
if(enforce_human)
var/mob/living/carbon/human/player_mob = player_mind.current
if(player_mob.stat == DEAD)
return FALSE
if(issilicon(player_mob) || isbrain(player_mob))
return FALSE
if(istype(player_mob) && (player_mob.dna?.species?.id == SPECIES_ZOMBIE_INFECTIOUS))
return FALSE
return TRUE
else if(isliving(player_mind.current))
return (player_mind.current.stat != DEAD)
return FALSE
/**
* Exiled check
*
* Checks if the current body of the mind has an exile implant and is currently in
* an away mission. Returns FALSE if any of those conditions aren't met.
*/
/proc/considered_exiled(datum/mind/player_mind)
if(!ishuman(player_mind?.current))
return FALSE
for(var/obj/item/implant/implant_check in player_mind.current.implants)
if(istype(implant_check, /obj/item/implant/exile && player_mind.current.onAwayMission()))
return TRUE
///Checks if a player is considered AFK
/proc/considered_afk(datum/mind/player_mind)
return !player_mind || !player_mind.current || !player_mind.current.client || player_mind.current.client.is_afk()
///Return an object with a new maptext (not currently in use)
/proc/screen_text(atom/movable/object_to_change, maptext = "", screen_loc = "CENTER-7,CENTER-7", maptext_height = 480, maptext_width = 480)
if(!istype(object_to_change))
object_to_change = new /atom/movable/screen/text()
object_to_change.maptext = MAPTEXT(maptext)
object_to_change.maptext_height = maptext_height
object_to_change.maptext_width = maptext_width
object_to_change.screen_loc = screen_loc
return object_to_change
/// Adds an image to a client's `.images`. Useful as a callback.
/proc/add_image_to_client(image/image_to_remove, client/add_to)
add_to?.images += image_to_remove
/// Like add_image_to_client, but will add the image from a list of clients
/proc/add_image_to_clients(image/image_to_remove, list/show_to)
for(var/client/add_to in show_to)
add_to.images += image_to_remove
/// Removes an image from a client's `.images`. Useful as a callback.
/proc/remove_image_from_client(image/image_to_remove, client/remove_from)
remove_from?.images -= image_to_remove
/// Like remove_image_from_client, but will remove the image from a list of clients
/proc/remove_image_from_clients(image/image_to_remove, list/hide_from)
for(var/client/remove_from in hide_from)
remove_from.images -= image_to_remove
/// Add an image to a list of clients and calls a proc to remove it after a duration
/proc/flick_overlay_global(image/image_to_show, list/show_to, duration)
if(!show_to || !length(show_to) || !image_to_show)
return
for(var/client/add_to in show_to)
add_to.images += image_to_show
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(remove_image_from_clients), image_to_show, show_to), duration, TIMER_CLIENT_TIME)
///Flicks a certain overlay onto an atom, handling icon_state strings
/atom/proc/flick_overlay(image_to_show, list/show_to, duration, layer)
var/image/passed_image = \
istext(image_to_show) \
? image(icon, src, image_to_show, layer) \
: image_to_show
flick_overlay_global(passed_image, show_to, duration)
/**
* Helper atom that copies an appearance and exists for a period
*/
/atom/movable/flick_visual
/// Takes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds
/// Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration
/atom/proc/flick_overlay_view(mutable_appearance/display, duration)
if(!display)
return null
var/mutable_appearance/passed_appearance = \
istext(display) \
? mutable_appearance(icon, display, layer) \
: display
// If you don't give it a layer, we assume you want it to layer on top of this atom
// Because this is vis_contents, we need to set the layer manually (you can just set it as you want on return if this is a problem)
if(passed_appearance.layer == FLOAT_LAYER)
passed_appearance.layer = layer + 0.1
// This is faster then pooling. I promise
var/atom/movable/flick_visual/visual = new()
visual.appearance = passed_appearance
visual.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
// I hate /area
var/atom/movable/lies_to_children = src
lies_to_children.vis_contents += visual
QDEL_IN_CLIENT_TIME(visual, duration)
return visual
/area/flick_overlay_view(mutable_appearance/display, duration)
return
///Get active players who are playing in the round
/proc/get_active_player_list(alive_check = FALSE, afk_check = FALSE, human_check = FALSE)
var/list/active_players = list()
for(var/mob/player_mob as anything in GLOB.player_list)
if(!player_mob?.client)
continue
if(alive_check && player_mob.stat == DEAD)
continue
if(afk_check && player_mob.client.is_afk())
continue
if(human_check && !ishuman(player_mob))
continue
if(isnewplayer(player_mob)) // exclude people in the lobby
continue
if(isobserver(player_mob)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/ghost_player = player_mob
if(ghost_player.started_as_observer) // Exclude people who started as observers
continue
active_players += player_mob
return active_players
///Counts active players who are playing in the round
/proc/get_active_player_count(alive_check = FALSE, afk_check = FALSE, human_check = FALSE)
return length(get_active_player_list(alive_check, afk_check, human_check))
///Uses stripped down and bastardized code from respawn character
/proc/make_body(mob/dead/observer/ghost_player)
if(!ghost_player || !ghost_player.key)
return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new//The mob being spawned.
SSjob.send_to_late_join(new_character)
ghost_player.client.prefs.safe_transfer_prefs_to(new_character)
new_character.dna.update_dna_identity()
new_character.PossessByPlayer(ghost_player.ckey)
return new_character
///sends a whatever to all playing players; use instead of to_chat(world, where needed)
/proc/send_to_playing_players(thing)
for(var/player_mob in GLOB.player_list)
if(player_mob && !isnewplayer(player_mob))
to_chat(player_mob, thing)
///Flash the window of a player
/proc/window_flash(client/flashed_client, ignorepref = FALSE)
if(ismob(flashed_client))
var/mob/player_mob = flashed_client
if(player_mob.client)
flashed_client = player_mob.client
if(!flashed_client || (!flashed_client.prefs.read_preference(/datum/preference/toggle/window_flashing) && !ignorepref))
return
winset(flashed_client, "mainwindow", "flash=5")
/**
* Recursively checks if an item is inside a given type/atom, even through layers of storage.
* Returns the atom if it finds it.
*
* Arguments
* * atom/movable/target - the atom whos loc we are checking for
* * type - the location(typepath or solid atom) the target maybe stored in
*/
/proc/recursive_loc_check(atom/movable/target, type)
var/atom/atom_to_find = null
if(ispath(type))
atom_to_find = target
if(istype(atom_to_find, type))
return atom_to_find
while(!istype(atom_to_find, type))
if(!atom_to_find.loc)
return
atom_to_find = atom_to_find.loc
else if(isatom(type))
atom_to_find = target
if(atom_to_find == type)
return atom_to_find
while(atom_to_find != type)
if(!atom_to_find.loc)
return
atom_to_find = atom_to_find.loc
return atom_to_find
///Send a message in common radio when a player arrives
/proc/announce_arrival(mob/living/carbon/human/character, rank, announce_to_ghosts = TRUE)
if(!SSticker.IsRoundInProgress() || QDELETED(character))
return
if (announce_to_ghosts)
var/area/player_area = get_area(character)
deadchat_broadcast(span_game(" has arrived at the station at [span_name(player_area.name)]."), span_game("[span_name(character.real_name)] ([rank])"), follow_target = character, message_type=DEADCHAT_ARRIVALRATTLE)
if(character.mind && (character.mind.assigned_role.job_flags & JOB_ANNOUNCE_ARRIVAL))
aas_config_announce(/datum/aas_config_entry/arrival, list("PERSON" = character.real_name,"RANK" = rank))
///Check if the turf pressure allows specialized equipment to work
/proc/lavaland_equipment_pressure_check(turf/turf_to_check)
. = FALSE
if(!istype(turf_to_check))
return
var/datum/gas_mixture/environment = turf_to_check.return_air()
if(!istype(environment))
return
var/pressure = environment.return_pressure()
if(pressure <= LAVALAND_EQUIPMENT_EFFECT_PRESSURE)
. = TRUE
///Find an obstruction free turf that's within the range of the center. Can also condition on if it is of a certain area type.
/proc/find_obstruction_free_location(range, atom/center, area/specific_area)
var/list/possible_loc = list()
for(var/turf/found_turf as anything in RANGE_TURFS(range, center))
// We check if both the turf is a floor, and that it's actually in the area.
// We also want a location that's clear of any obstructions.
if (specific_area && !istype(get_area(found_turf), specific_area))
continue
if (!isgroundlessturf(found_turf) && !found_turf.is_blocked_turf())
possible_loc.Add(found_turf)
// Need at least one free location.
if (possible_loc.len < 1)
return FALSE
return pick(possible_loc)
///Checks to see if `atom/source` is behind `atom/target`
/proc/check_behind(atom/source, atom/target)
// Let's see if source is behind target
// "Behind" is defined as 3 tiles directly to the back of the target
// x . .
// x > .
// x . .
// No tactical spinning allowed
if(HAS_TRAIT(target, TRAIT_SPINNING))
return TRUE
// We'll take "same tile" as "behind" for ease
if(target.loc == source.loc)
return TRUE
// We'll also assume lying down is behind, as mob directions when lying are unclear
if(isliving(target))
var/mob/living/living_target = target
if(living_target.body_position == LYING_DOWN)
return TRUE
// Exceptions aside, let's actually check if they're, yknow, behind
var/dir_target_to_source = get_dir(target, source)
if(target.dir & REVERSE_DIR(dir_target_to_source))
return TRUE
return FALSE
///Disable power in the station APCs
/proc/power_fail(duration_min, duration_max)
for(var/obj/machinery/power/apc/current_apc as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/power/apc))
if(!current_apc.cell || !SSmapping.level_trait(current_apc.z, ZTRAIT_STATION))
continue
var/area/apc_area = current_apc.area
if(is_type_in_typecache(apc_area, GLOB.typecache_powerfailure_safe_areas))
continue
var/duration = rand(duration_min,duration_max)
current_apc.energy_fail(duration)
/**
* Sends a round tip to a target. If selected_tip is null, a random tip will be sent instead (5% chance of it being silly).
* Tips that starts with the @ character won't be html encoded. That's necessary for any tip containing markup tags,
* just make sure they don't also have html characters like <, > and ' which will be garbled.
*/
/proc/send_tip_of_the_round(target, selected_tip, source = "Tip of the round")
var/message
if(selected_tip)
message = selected_tip
else
var/list/randomtips = world.file2list("strings/tips.txt")
var/list/memetips = world.file2list("strings/sillytips.txt")
if(randomtips.len && prob(95))
message = pick(randomtips)
else if(memetips.len)
message = pick(memetips)
if(!message)
return
if(message[1] != "@")
message = html_encode(message)
else
message = copytext(message, 2)
to_chat(target, custom_boxed_message("purple_box", span_purple("<b>[source]: </b>[message]")), type = MESSAGE_TYPE_INFO)