// This checks an individual player's activity level. People who have been afk for a few minutes aren't punished as much as those // who were afk for hours, as they're most likely gone for good. /datum/metric/proc/assess_player_activity(var/mob/M) . = 100 if(!M) . = 0 return if(!M.client) // Logged out. They might come back but we can't do any meaningful assessments for now. . = 0 return var/afk = M.client.is_afk(1 MINUTE) if(afk) // Deduct points based on length of AFK-ness. switch(afk) // One minute is equal to 600, for reference. if(1 MINUTE to 10 MINUTES) // People gone for this emough of time hopefully will come back soon. . -= round( (afk / 200), 1) if(10 MINUTES to 30 MINUTES) . -= round( (afk / 150), 1) if(30 MINUTES to INFINITY) // They're probably not coming back if it's been 30 minutes. . -= 100 . = max(. , 0) // No negative numbers, or else people could drag other, non-afk players down. // This checks a whole department's collective activity. /datum/metric/proc/assess_department(var/department) if(!department) return var/departmental_activity = 0 var/departmental_size = 0 for(var/mob/M in player_list) if(guess_department(M) != department) // Ignore people outside the department we're assessing. continue departmental_activity += assess_player_activity(M) departmental_size++ if(departmental_size) departmental_activity = departmental_activity / departmental_size // Average it out. return departmental_activity /datum/metric/proc/assess_all_departments(var/cutoff_number = 3, var/list/department_blacklist = list()) var/list/activity = list() for(var/department in departments) activity[department] = assess_department(department) // log_debug("Assessing department [department]. They have activity of [activity[department]].") var/list/most_active_departments = list() // List of winners. var/highest_activity = null // Department who is leading in activity, if one exists. var/highest_number = 0 // Activity score needed to beat to be the most active department. for(var/i = 1, i <= cutoff_number, i++) // log_debug("Doing [i]\th round of counting.") for(var/department in activity) if(department in department_blacklist) // Blacklisted? continue if(activity[department] > highest_number && activity[department] > 0) // More active than the current highest department? highest_activity = department highest_number = activity[department] if(highest_activity) // Someone's a winner. most_active_departments.Add(highest_activity) // Add to the list of most active. activity.Remove(highest_activity) // Remove them from the other list so they don't win more than once. // log_debug("[highest_activity] has won the [i]\th round of activity counting.") highest_activity = null // Now reset for the next round. highest_number = 0 //todo: finish return most_active_departments /datum/metric/proc/assess_all_living_mobs() // Living refers to the type, not the stat variable. . = 0 var/num = 0 for(var/mob/living/L in player_list) . += assess_player_activity(L) num++ if(num) . = round(. / num, 0.1) /datum/metric/proc/assess_all_dead_mobs() // Ditto. . = 0 var/num = 0 for(var/mob/observer/dead/O in player_list) . += assess_player_activity(O) num++ if(num) . = round(. / num, 0.1) /datum/metric/proc/assess_all_outdoor_mobs() . = 0 var/num = 0 for(var/mob/living/L in player_list) var/turf/T = get_turf(L) if(istype(T) && !istype(T, /turf/space) && T.outdoors) . += assess_player_activity(L) num++ if(num) . = round(. / num, 0.1)