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Bubberstation/code/game/gamemodes/dynamic/dynamic.dm
SkyratBot 48cf7ee691 [MIRROR] Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense [MDB IGNORE] (#15345)
* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense (#68754)

* Spinward Threat Advisory: Making Dynamic Threat Announcements Make More Sense

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
2022-08-01 20:30:36 -07:00

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#define RULESET_STOP_PROCESSING 1
#define FAKE_GREENSHIFT_FORM_CHANCE 15
#define FAKE_REPORT_CHANCE 8
#define REPORT_NEG_DIVERGENCE -15
#define REPORT_POS_DIVERGENCE 15
// Are HIGH_IMPACT_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// If enabled does not accept or execute any rulesets.
GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
// How high threat is required for HIGH_IMPACT_RULESETs stacking.
// This is independent of dynamic_no_stacking.
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
// List of forced roundstart rulesets.
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic
// Threat logging vars
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
var/threat_level = 0
/// Set at the beginning of the round. Spent by the mode to "purchase" rules. Everything else goes in the postround budget.
var/round_start_budget = 0
/// Set at the beginning of the round. Spent by midrounds and latejoins.
var/mid_round_budget = 0
/// The initial round start budget for logging purposes, set once at the beginning of the round.
var/initial_round_start_budget = 0
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// Threat log shown on the roundend report. Should only list player-made edits.
var/list/roundend_threat_log = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules
/// List of midround rules used for selecting the rules.
var/list/midround_rules
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
* If it is six the range is:
* 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
* If it is seven the range is:
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
*/
var/pop_per_requirement = 6
/// Number of players who were ready on roundstart.
var/roundstart_pop_ready = 0
/// List of candidates used on roundstart rulesets.
var/list/candidates = list()
/// Rules that are processed, rule_process is called on the rules in this list.
var/list/current_rules = list()
/// List of executed rulesets.
var/list/executed_rules = list()
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null
/// How many percent of the rounds are more peaceful.
var/peaceful_percentage = 50
/// If a high impact ruleset was executed. Only one will run at a time in most circumstances.
var/high_impact_ruleset_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/// Dynamic configuration, loaded on pre_setup
var/list/configuration = null
/// When world.time is over this number the mode tries to inject a latejoin ruleset.
var/latejoin_injection_cooldown = 0
/// The minimum time the recurring latejoin ruleset timer is allowed to be.
var/latejoin_delay_min = (5 MINUTES)
/// The maximum time the recurring latejoin ruleset timer is allowed to be.
var/latejoin_delay_max = (25 MINUTES)
/// The low bound for the midround roll time splits.
/// This number influences where to place midround rolls, making this smaller
/// will make midround rolls more frequent, and vice versa.
/// A midround will never be able to roll before this.
var/midround_lower_bound = 10 MINUTES
/// The upper bound for the midround roll time splits.
/// This number influences where to place midround rolls, making this larger
/// will make midround rolls less frequent, and vice versa.
/// A midround will never be able to roll farther than this.
var/midround_upper_bound = 100 MINUTES
/// The distance between the chosen midround roll point (which is deterministic),
/// and when it can actually roll.
/// Basically, if this is set to 5 minutes, and a midround roll point is decided to be at 20 minutes,
/// then it can roll anywhere between 15 and 25 minutes.
var/midround_roll_distance = 3 MINUTES
/// The amount of threat per midround roll.
/// Basically, if this is set to 5, then for every 5 threat, one midround roll will be added.
/// The equation this is used in rounds up, meaning that if this is set to 5, and you have 6
/// threat, then you will get 2 midround rolls.
var/threat_per_midround_roll = 7
/// A number between -5 and +5.
/// A negative value will give a more peaceful round and
/// a positive value will give a round with higher threat.
var/threat_curve_centre = 0
/// A number between 0.5 and 4.
/// Higher value will favour extreme rounds and
/// lower value rounds closer to the average.
var/threat_curve_width = 1.8
/// A number between -5 and +5.
/// Equivalent to threat_curve_centre, but for the budget split.
/// A negative value will weigh towards midround rulesets, and a positive
/// value will weight towards roundstart ones.
var/roundstart_split_curve_centre = 1
/// A number between 0.5 and 4.
/// Equivalent to threat_curve_width, but for the budget split.
/// Higher value will favour more variance in splits and
/// lower value rounds closer to the average.
var/roundstart_split_curve_width = 1.8
/// The minimum amount of time for antag random events to be hijacked.
var/random_event_hijack_minimum = 10 MINUTES
/// The maximum amount of time for antag random events to be hijacked.
var/random_event_hijack_maximum = 18 MINUTES
/// What is the lower bound of when the roundstart annoucement is sent out?
var/waittime_l = 600
/// What is the higher bound of when the roundstart annoucement is sent out?
var/waittime_h = 1800
/// Maximum amount of threat allowed to generate.
var/max_threat_level = 100
/// The extra chance multiplier that a heavy impact midround ruleset will run next time.
/// For example, if this is set to 50, then the next heavy roll will be about 50% more likely to happen.
var/hijacked_random_event_injection_chance_modifier = 50
/// Any midround before this point is guaranteed to be light
var/midround_light_upper_bound = 25 MINUTES
/// Any midround after this point is guaranteed to be heavy
var/midround_heavy_lower_bound = 55 MINUTES
/// If there are less than this many players readied, threat level will be lowered.
/// This number should be kept fairly low, as there are other measures that population
/// impacts Dynamic, such as the requirements variable on rulesets.
var/low_pop_player_threshold = 20
/// The maximum threat that can roll with *zero* players.
/// As the number of players approaches `low_pop_player_threshold`, the maximum
/// threat level will increase.
/// For example, if `low_pop_maximum_threat` is 50, `low_pop_player_threshold` is 20,
/// and the number of readied players is 10, then the highest threat that can roll is
/// lerp(50, 100, 10 / 20), AKA 75.
var/low_pop_maximum_threat = 40
/// The chance for latejoins to roll when ready
var/latejoin_roll_chance = 50
// == EVERYTHING BELOW THIS POINT SHOULD NOT BE CONFIGURED ==
/// A list of recorded "snapshots" of the round, stored in the dynamic.json log
var/list/datum/dynamic_snapshot/snapshots
/// The time when the last midround injection was attempted, whether or not it was successful
var/last_midround_injection_attempt = 0
/// Whether or not a random event has been hijacked this midround cycle
var/random_event_hijacked = HIJACKED_NOTHING
/// The timer ID for the cancellable midround rule injection
var/midround_injection_timer_id
/// The last drafted midround rulesets (without the current one included).
/// Used for choosing different midround injections.
var/list/current_midround_rulesets
/// The amount of threat shown on the piece of paper.
/// Can differ from the actual threat amount.
var/shown_threat
VAR_PRIVATE/next_midround_injection
/datum/game_mode/dynamic/admin_panel()
var/list/dat = list("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</a> <a href='?src=\ref[src];[HrefToken()]'>\[Refresh\]</a><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Budgets (Roundstart/Midrounds): <b>[initial_round_start_budget]/[threat_level - initial_round_start_budget]</b><br/>"
dat += "Midround budget to spend: <b>[mid_round_budget]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
dat += "<br/>"
dat += "Parameters: centre = [threat_curve_centre] ; width = [threat_curve_width].<br/>"
dat += "Split parameters: centre = [roundstart_split_curve_centre] ; width = [roundstart_split_curve_width].<br/>"
dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
dat += "No stacking (only one round-ender): <a href='?src=\ref[src];[HrefToken()];no_stacking=1'><b>[GLOB.dynamic_no_stacking ? "On" : "Off"]</b></a><br/>"
dat += "Stacking limit: [GLOB.dynamic_stacking_limit] <a href='?src=\ref[src];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
dat += "<br/>"
dat += "<A href='?src=\ref[src];[HrefToken()];force_latejoin_rule=1'>\[Force Next Latejoin Ruleset\]</A><br>"
if (forced_latejoin_rule)
dat += {"<A href='?src=\ref[src];[HrefToken()];clear_forced_latejoin=1'>-> [forced_latejoin_rule.name] <-</A><br>"}
dat += "<A href='?src=\ref[src];[HrefToken()];force_midround_rule=1'>\[Execute Midround Ruleset\]</A><br>"
dat += "<br />"
dat += "Executed rulesets: "
if (executed_rules.len > 0)
dat += "<br/>"
for (var/datum/dynamic_ruleset/DR in executed_rules)
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
else
dat += "none.<br>"
dat += "<br>Injection Timers: (<b>[get_heavy_midround_injection_chance(dry_run = TRUE)]%</b> heavy midround chance)<BR>"
dat += "Latejoin: [DisplayTimeText(latejoin_injection_cooldown-world.time)] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
var/next_injection = next_midround_injection()
if (next_injection == INFINITY)
dat += "All midrounds have been exhausted."
else
dat += "Midround: [DisplayTimeText(next_injection - world.time)] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
if (..()) // Sanity, maybe ?
return
if(!check_rights(R_ADMIN))
message_admins("[usr.key] has attempted to override the game mode panel!")
log_admin("[key_name(usr)] tried to use the game mode panel without authorization.")
return
if (href_list["forced_extended"])
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
else if (href_list["no_stacking"])
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
else if (href_list["adjustthreat"])
var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num
if(!threatadd)
return
if(threatadd > 0)
create_threat(threatadd, threat_log, "[worldtime2text()]: increased by [key_name(usr)]")
else
spend_midround_budget(-threatadd, threat_log, "[worldtime2text()]: decreased by [key_name(usr)]")
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a latejoin injection.")
else if (href_list["injectmid"])
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.")
try_midround_roll()
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
else if(href_list["force_latejoin_rule"])
var/added_rule = input(usr,"What ruleset do you want to force upon the next latejoiner? This will bypass threat level and population restrictions.", "Rigging Latejoin", null) as null|anything in sort_names(init_rulesets(/datum/dynamic_ruleset/latejoin))
if (!added_rule)
return
forced_latejoin_rule = added_rule
log_admin("[key_name(usr)] set [added_rule] to proc on the next latejoin.")
message_admins("[key_name(usr)] set [added_rule] to proc on the next latejoin.")
else if(href_list["clear_forced_latejoin"])
forced_latejoin_rule = null
log_admin("[key_name(usr)] cleared the forced latejoin ruleset.")
message_admins("[key_name(usr)] cleared the forced latejoin ruleset.")
else if(href_list["force_midround_rule"])
var/added_rule = input(usr,"What ruleset do you want to force right now? This will bypass threat level and population restrictions.", "Execute Ruleset", null) as null|anything in sort_names(init_rulesets(/datum/dynamic_ruleset/midround))
if (!added_rule)
return
log_admin("[key_name(usr)] executed the [added_rule] ruleset.")
message_admins("[key_name(usr)] executed the [added_rule] ruleset.")
picking_specific_rule(added_rule, TRUE)
else if(href_list["cancelmidround"])
admin_cancel_midround(usr, href_list["cancelmidround"])
return
else if (href_list["differentmidround"])
admin_different_midround(usr, href_list["differentmidround"])
return
admin_panel() // Refreshes the window
// Checks if there are HIGH_IMPACT_RULESETs and calls the rule's round_result() proc
/datum/game_mode/dynamic/set_round_result()
// If it got to this part, just pick one high impact ruleset if it exists
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGH_IMPACT_RULESET)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/proc/send_intercept()
. = "<b><i>Nanotrasen Department of Intelligence Threat Advisory, Spinward Sector, TCD [time2text(world.realtime, "DDD, MMM DD")], [GLOB.year_integer+540]:</i></b><hr>"
switch(round(shown_threat))
if(0 to 19)
var/show_core_territory = (GLOB.current_living_antags.len > 0)
if (prob(FAKE_GREENSHIFT_FORM_CHANCE))
show_core_territory = !show_core_territory
if (show_core_territory)
. += "Advisory Level: <b>Blue Star</b></center><BR>"
. += "Your sector's advisory level is Blue Star. At this threat advisory, the risk of attacks on Nanotrasen assets within the sector is minor, but cannot be ruled out entirely. Remain vigilant."
else
. += "Advisory Level: <b>Green Star</b></center><BR>"
. += "Your sector's advisory level is Green Star. Surveillance information shows no credible threats to Nanotrasen assets within the Spinward Sector at this time. As always, the Department advises maintaining vigilance against potential threats, regardless of a lack of known threats."
if(20 to 39)
. += "Advisory Level: <b>Yellow Star</b></center><BR>"
. += "Your sector's advisory level is Yellow Star. Surveillance shows a credible risk of enemy attack against our assets in the Spinward Sector. We advise a heightened level of security, alongside maintaining vigilance against potential threats."
if(40 to 65)
. += "Advisory Level: <b>Orange Star</b></center><BR>"
. += "Your sector's advisory level is Orange Star. Upon reviewing your sector's intelligence, the Department has determined that the risk of enemy activity is moderate to severe. At this advisory, we recommend maintaining a higher degree of security and alertness, and vigilance against threats that may (or will) arise."
if(66 to 79)
. += "Advisory Level: <b>Red Star</b></center><BR>"
. += "Your sector's advisory level is Red Star. The Department of Intelligence has decrypted Cybersun communications suggesting a high likelihood of attacks on Nanotrasen assets within the Spinward Sector. Stations in the region are advised to remain highly vigilant for signs of enemy activity and to be on high alert."
if(80 to 99)
. += "Advisory Level: <b>Black Orbit</b></center><BR>"
. += "Your sector's advisory level is Black Orbit. Your sector's local comms network is currently undergoing a blackout, and we are therefore unable to accurately judge enemy movements within the region. However, information passed to us by GDI suggests a high amount of enemy activity in the sector, indicative of an impending attack. Remain on high alert, and as always, we advise remaining vigilant against any other potential threats."
if(100)
. += "Advisory Level: <b>Midnight Sun</b></center><BR>"
. += "Your sector's advisory level is Midnight Sun. Credible information passed to us by GDI suggests that the Syndicate is preparing to mount a major concerted offensive on Nanotrasen assets in the Spinward Sector to cripple our foothold there. All stations should remain on high alert and prepared to defend themselves."
var/min_threat = 100
for(var/datum/dynamic_ruleset/ruleset as anything in init_rulesets(/datum/dynamic_ruleset))
if(ruleset.weight <= 0 || ruleset.cost <= 0)
continue
min_threat = min(ruleset.cost, min_threat)
var/greenshift = GLOB.dynamic_forced_extended || (threat_level < min_threat && shown_threat < min_threat) //if both shown and real threat are below any ruleset, its extended time
generate_station_goals(greenshift)
. += generate_station_goal_report()
. += generate_station_trait_report()
print_command_report(., "Central Command Status Summary", announce=FALSE)
if(greenshift)
priority_announce("Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to [station_name()]. All station construction projects have been authorized. Have a secure shift!", "Security Report", SSstation.announcer.get_rand_report_sound())
else
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", ANNOUNCER_INTERCEPT)
if(SSsecurity_level.get_current_level_as_number() < SEC_LEVEL_BLUE)
SSsecurity_level.set_level(SEC_LEVEL_BLUE)
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
tgui_alert(usr, "The round hasn't started yet!")
return
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
for(var/entry in threat_log)
if(istext(entry))
out += "[entry]<BR>"
out += "<B>Remaining threat/threat_level:</B> [mid_round_budget]/[threat_level]"
usr << browse(out.Join(), "window=threatlog;size=700x500")
/// Generates the threat level using lorentz distribution and assigns peaceful_percentage.
/datum/game_mode/dynamic/proc/generate_threat()
var/relative_threat = LORENTZ_DISTRIBUTION(threat_curve_centre, threat_curve_width)
threat_level = clamp(round(lorentz_to_amount(relative_threat), 0.1), 0, max_threat_level)
if (SSticker.totalPlayersReady < low_pop_player_threshold)
threat_level = min(threat_level, LERP(low_pop_maximum_threat, max_threat_level, SSticker.totalPlayersReady / low_pop_player_threshold))
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, threat_curve_centre, threat_curve_width), 0.01)*100
/// Generates the midround and roundstart budgets
/datum/game_mode/dynamic/proc/generate_budgets()
var/relative_round_start_budget_scale = LORENTZ_DISTRIBUTION(roundstart_split_curve_centre, roundstart_split_curve_width)
round_start_budget = round((lorentz_to_amount(relative_round_start_budget_scale) / 100) * threat_level, 0.1)
initial_round_start_budget = round_start_budget
mid_round_budget = threat_level - round_start_budget
/datum/game_mode/dynamic/proc/setup_parameters()
log_dynamic("Dynamic mode parameters for the round:")
log_dynamic("Centre is [threat_curve_centre], Width is [threat_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
log_dynamic("Stacking limit is [GLOB.dynamic_stacking_limit].")
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
else
generate_threat()
generate_budgets()
set_cooldowns()
log_dynamic("Dynamic Mode initialized with a Threat Level of... [threat_level]! ([round_start_budget] round start budget)")
return TRUE
/datum/game_mode/dynamic/proc/setup_shown_threat()
if (prob(FAKE_REPORT_CHANCE))
shown_threat = rand(1, 100)
else
shown_threat = clamp(threat_level + rand(REPORT_NEG_DIVERGENCE, REPORT_POS_DIVERGENCE), 0, 100)
/datum/game_mode/dynamic/proc/set_cooldowns()
var/latejoin_injection_cooldown_middle = 0.5*(latejoin_delay_max + latejoin_delay_min)
latejoin_injection_cooldown = round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), latejoin_delay_min, latejoin_delay_max)) + world.time
/datum/game_mode/dynamic/pre_setup()
if(CONFIG_GET(flag/dynamic_config_enabled))
var/json_file = file("[global.config.directory]/dynamic.json")
if(fexists(json_file))
configuration = json_decode(file2text(json_file))
if(configuration["Dynamic"])
for(var/variable in configuration["Dynamic"])
if(!(variable in vars))
stack_trace("Invalid dynamic configuration variable [variable] in game mode variable changes.")
continue
vars[variable] = configuration["Dynamic"][variable]
setup_parameters()
setup_hijacking()
setup_shown_threat()
setup_rulesets()
//We do this here instead of with the midround rulesets and such because these rules can hang refs
//To new_player and such, and we want the datums to just free when the roundstart work is done
var/list/roundstart_rules = init_rulesets(/datum/dynamic_ruleset/roundstart)
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && player.check_preferences())
roundstart_pop_ready++
candidates.Add(player)
log_dynamic("Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
log_dynamic("[candidates.len] candidates.")
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
roundstart(roundstart_rules)
log_dynamic("[round_start_budget] round start budget was left, donating it to midrounds.")
threat_log += "[worldtime2text()]: [round_start_budget] round start budget was left, donating it to midrounds."
mid_round_budget += round_start_budget
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
log_dynamic("Picked the following roundstart rules: [starting_rulesets]")
candidates.Cut()
return TRUE
/datum/game_mode/dynamic/post_setup(report)
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
if (!CONFIG_GET(flag/no_intercept_report))
addtimer(CALLBACK(src, .proc/send_intercept), rand(waittime_l, waittime_h))
//SKYRAT EDIT START - DIVERGENCY/GOALS REPORT
else
addtimer(CALLBACK(src, .proc/send_trait_report), rand(waittime_l, waittime_h))
//SKYRAT EDIT END
..()
/// Initializes the internal ruleset variables
/datum/game_mode/dynamic/proc/setup_rulesets()
midround_rules = init_rulesets(/datum/dynamic_ruleset/midround)
latejoin_rules = init_rulesets(/datum/dynamic_ruleset/latejoin)
/// Returns a list of the provided rulesets.
/// Configures their variables to match config.
/datum/game_mode/dynamic/proc/init_rulesets(ruleset_subtype)
var/list/rulesets = list()
for (var/datum/dynamic_ruleset/ruleset_type as anything in subtypesof(ruleset_subtype))
if (initial(ruleset_type.name) == "")
continue
if (initial(ruleset_type.weight) == 0)
continue
var/ruleset = new ruleset_type
configure_ruleset(ruleset)
rulesets += ruleset
return rulesets
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
/datum/game_mode/dynamic/proc/rigged_roundstart()
message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
log_dynamic("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
for (var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
configure_ruleset(rule)
message_admins("Drafting players for forced ruleset [rule.name].")
log_dynamic("Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(roundstart_pop_ready, TRUE))
var/cost = rule.cost
var/scaled_times = 0
if (rule.scaling_cost)
scaled_times = round(max(round_start_budget - cost, 0) / rule.scaling_cost)
cost += rule.scaling_cost * scaled_times
spend_roundstart_budget(picking_roundstart_rule(rule, scaled_times, forced = TRUE))
/datum/game_mode/dynamic/proc/roundstart(list/roundstart_rules)
if (GLOB.dynamic_forced_extended)
log_dynamic("Starting a round of forced extended.")
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (!rule.weight)
continue
if (rule.acceptable(roundstart_pop_ready, threat_level) && round_start_budget >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(roundstart_pop_ready) && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
var/list/rulesets_picked = list()
// Kept in case a ruleset can't be initialized for whatever reason, we want to be able to only spend what we can use.
var/round_start_budget_left = round_start_budget
while (round_start_budget_left > 0)
var/datum/dynamic_ruleset/roundstart/ruleset = pick_weight(drafted_rules)
if (isnull(ruleset))
log_dynamic("No more rules can be applied, stopping with [round_start_budget] left.")
break
var/cost = (ruleset in rulesets_picked) ? ruleset.scaling_cost : ruleset.cost
if (cost == 0)
stack_trace("[ruleset] cost 0, this is going to result in an infinite loop.")
drafted_rules[ruleset] = null
continue
if (cost > round_start_budget_left)
drafted_rules[ruleset] = null
continue
if (check_blocking(ruleset.blocking_rules, rulesets_picked))
drafted_rules[ruleset] = null
continue
round_start_budget_left -= cost
rulesets_picked[ruleset] += 1
if (ruleset.flags & HIGH_IMPACT_RULESET)
for (var/_other_ruleset in drafted_rules)
var/datum/dynamic_ruleset/other_ruleset = _other_ruleset
if (other_ruleset.flags & HIGH_IMPACT_RULESET)
drafted_rules[other_ruleset] = null
if (ruleset.flags & LONE_RULESET)
drafted_rules[ruleset] = null
for (var/ruleset in rulesets_picked)
spend_roundstart_budget(picking_roundstart_rule(ruleset, rulesets_picked[ruleset] - 1))
update_log()
/// Initializes the round start ruleset provided to it. Returns how much threat to spend.
/datum/game_mode/dynamic/proc/picking_roundstart_rule(datum/dynamic_ruleset/roundstart/ruleset, scaled_times = 0, forced = FALSE)
log_dynamic("Picked a ruleset: [ruleset.name], scaled [scaled_times] times")
ruleset.trim_candidates()
var/added_threat = ruleset.scale_up(roundstart_pop_ready, scaled_times)
if(ruleset.pre_execute(roundstart_pop_ready))
threat_log += "[worldtime2text()]: Roundstart [ruleset.name] spent [ruleset.cost + added_threat]. [ruleset.scaling_cost ? "Scaled up [ruleset.scaled_times]/[scaled_times] times." : ""]"
if(ruleset.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(ruleset.flags & HIGH_IMPACT_RULESET)
high_impact_ruleset_executed = TRUE
executed_rules += ruleset
return ruleset.cost + added_threat
else
stack_trace("The starting rule \"[ruleset.name]\" failed to pre_execute.")
return 0
/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if(rule.execute())
if(rule.persistent)
current_rules += rule
new_snapshot(rule)
return TRUE
rule.clean_up() // Refund threat, delete teams and so on.
executed_rules -= rule
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
return FALSE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE, ignore_cost = FALSE)
var/datum/dynamic_ruleset/midround/new_rule
if(ispath(ruletype))
new_rule = new ruletype() // You should only use it to call midround rules though.
configure_ruleset(new_rule) // This makes sure the rule is set up properly.
else if(istype(ruletype, /datum/dynamic_ruleset))
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(new_rule.blocking_rules, executed_rules))
return FALSE
// Check if the ruleset is high impact and if a high impact ruleset has been executed
else if(new_rule.flags & HIGH_IMPACT_RULESET)
if(threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(high_impact_ruleset_executed)
return FALSE
var/population = GLOB.alive_player_list.len
if((new_rule.acceptable(population, threat_level) && (ignore_cost || new_rule.cost <= mid_round_budget)) || forced)
new_rule.trim_candidates()
if (new_rule.ready(forced))
if (!ignore_cost)
spend_midround_budget(new_rule.cost, threat_log, "[worldtime2text()]: Forced rule [new_rule.name]")
new_rule.pre_execute(population)
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGH_IMPACT_RULESET)
high_impact_ruleset_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_dynamic("Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_dynamic("The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
return FALSE
/datum/game_mode/dynamic/process()
for (var/datum/dynamic_ruleset/rule in current_rules)
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
current_rules -= rule
try_midround_roll()
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
if(istype(I, type))
type_list -= I
return type_list
/// Checks if a type in blocking_list is in rule_list.
/datum/game_mode/dynamic/proc/check_blocking(list/blocking_list, list/rule_list)
if(blocking_list.len > 0)
for(var/blocking in blocking_list)
for(var/_executed in rule_list)
var/datum/executed = _executed
if(blocking == executed.type)
log_dynamic("FAIL: check_blocking - [blocking] conflicts with [executed.type]")
return TRUE
return FALSE
/datum/game_mode/dynamic/make_antag_chance(mob/living/carbon/human/newPlayer)
if (GLOB.dynamic_forced_extended)
return
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left
return
if (forced_latejoin_rule)
forced_latejoin_rule.candidates = list(newPlayer)
forced_latejoin_rule.trim_candidates()
log_dynamic("Forcing ruleset [forced_latejoin_rule]")
if (forced_latejoin_rule.ready(TRUE))
if (!forced_latejoin_rule.repeatable)
latejoin_rules = remove_from_list(latejoin_rules, forced_latejoin_rule.type)
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, forced_latejoin_rule), forced_latejoin_rule.delay)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && (forced_injection || prob(latejoin_roll_chance)))
forced_injection = FALSE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if (!rule.weight)
continue
if (rule.acceptable(GLOB.alive_player_list.len, threat_level) && mid_round_budget >= rule.cost)
// No stacking : only one round-ender, unless threat level > stacking_limit.
if (threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGH_IMPACT_RULESET && high_impact_ruleset_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && pick_latejoin_rule(drafted_rules))
var/latejoin_injection_cooldown_middle = 0.5*(latejoin_delay_max + latejoin_delay_min)
latejoin_injection_cooldown = round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), latejoin_delay_min, latejoin_delay_max)) + world.time
/// Apply configurations to rule.
/datum/game_mode/dynamic/proc/configure_ruleset(datum/dynamic_ruleset/ruleset)
var/rule_conf = LAZYACCESSASSOC(configuration, ruleset.ruletype, ruleset.name)
for(var/variable in rule_conf)
if(!(variable in ruleset.vars))
stack_trace("Invalid dynamic configuration variable [variable] in [ruleset.ruletype] [ruleset.name].")
continue
ruleset.vars[variable] = rule_conf[variable]
if(CONFIG_GET(flag/protect_roles_from_antagonist))
ruleset.restricted_roles |= ruleset.protected_roles
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
ruleset.restricted_roles |= JOB_ASSISTANT
// SKYRAT EDIT ADDITION
for(var/datum/job/iterating_job as anything in subtypesof(/datum/job))
if(!initial(iterating_job.antagonist_restricted))
continue
if(initial(iterating_job.restricted_antagonists))
var/list/restricted_antagonists = initial(iterating_job.restricted_antagonists)
if(!(ruleset.antag_flag in restricted_antagonists))
continue
ruleset.restricted_roles |= initial(iterating_job.title)
else
ruleset.restricted_roles |= initial(iterating_job.title)
// SKYRAT EDIT END
/// Refund threat, but no more than threat_level.
/datum/game_mode/dynamic/proc/refund_threat(regain)
mid_round_budget = min(threat_level, mid_round_budget + regain)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/game_mode/dynamic/proc/create_threat(gain, list/threat_log, reason)
mid_round_budget = min(100, mid_round_budget + gain)
if(mid_round_budget > threat_level)
threat_level = mid_round_budget
for(var/list/logs in threat_log)
log_threat(gain, logs, reason)
/datum/game_mode/dynamic/proc/log_threat(threat_change, list/threat_log, reason)
var/gain_or_loss = "+"
if(threat_change < 0)
gain_or_loss = "-"
threat_log += "Threat [gain_or_loss][abs(threat_change)] - [reason]."
/// Expend round start threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_roundstart_budget(cost, list/threat_log, reason)
round_start_budget = max(round_start_budget - cost,0)
if (!isnull(threat_log))
log_threat(-cost, threat_log, reason)
/// Expend midround threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_midround_budget(cost, list/threat_log, reason)
mid_round_budget = max(mid_round_budget - cost,0)
if (!isnull(threat_log))
log_threat(-cost, threat_log, reason)
/// Turns the value generated by lorentz distribution to number between 0 and 100.
/// Used for threat level and splitting the budgets.
/datum/game_mode/dynamic/proc/lorentz_to_amount(x)
switch (x)
if (-INFINITY to -20)
return rand(0, 10)
if (-20 to -10)
return RULE_OF_THREE(-40, -20, x) + 50
if (-10 to -5)
return RULE_OF_THREE(-30, -10, x) + 50
if (-5 to -2.5)
return RULE_OF_THREE(-20, -5, x) + 50
if (-2.5 to -0)
return RULE_OF_THREE(-10, -2.5, x) + 50
if (0 to 2.5)
return RULE_OF_THREE(10, 2.5, x) + 50
if (2.5 to 5)
return RULE_OF_THREE(20, 5, x) + 50
if (5 to 10)
return RULE_OF_THREE(30, 10, x) + 50
if (10 to 20)
return RULE_OF_THREE(40, 20, x) + 50
if (20 to INFINITY)
return rand(90, 100)
/// Log to messages and to the game
/datum/game_mode/dynamic/proc/dynamic_log(text)
message_admins("DYNAMIC: [text]")
log_dynamic("[text]")
#undef FAKE_REPORT_CHANCE
#undef FAKE_GREENSHIFT_FORM_CHANCE
#undef REPORT_NEG_DIVERGENCE
#undef REPORT_POS_DIVERGENCE