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Paradise/code/controllers/subsystem/processing/SSstation.dm
Charlie Nolan b067b8bb04 Added a setting that gates random station traits on round start. (#24641)
The setting is on by default, but disabled in the example config, to help test servers be more predictable.
2024-03-16 16:17:53 +00:00

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PROCESSING_SUBSYSTEM_DEF(station)
name = "Station"
init_order = INIT_ORDER_STATION
flags = SS_TICKER
wait = 5 SECONDS
cpu_display = SS_CPUDISPLAY_DEFAULT
offline_implications = "Station traits will no longer process. No intervention needed at this time."
/// A list of currently active station traits
var/list/station_traits = list()
/// Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
/datum/controller/subsystem/processing/station/Initialize()
SetupTraits()
///Rolls for the amount of traits and adds them to the traits list
/datum/controller/subsystem/processing/station/proc/SetupTraits()
if(fexists("data/next_traits.txt"))
var/forced_traits_contents = file2list("data/next_traits.txt")
fdel("data/next_traits.txt")
var/list/temp_list = splittext(forced_traits_contents[1], ",")
for(var/trait_text_path in temp_list)
var/station_trait_path = text2path(trait_text_path)
if(!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
log_game(message)
message_admins(message)
continue
setup_trait(station_trait_path)
return
if(!GLOB.configuration.gamemode.add_random_station_traits)
return
for(var/i in subtypesof(/datum/station_trait))
var/datum/station_trait/trait_typepath = i
// If forced, (probably debugging), just set it up now, keep it out of the pool.
if(initial(trait_typepath.force))
setup_trait(trait_typepath)
continue
if(initial(trait_typepath.trait_flags) & STATION_TRAIT_ABSTRACT)
continue //Dont add abstract ones to it
selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
var/positive_trait_count = pick(20;0, 5;1, 1;2)
var/neutral_trait_count = pick(10;0, 10;1, 3;2)
var/negative_trait_count = pick(20;0, 5;1, 1;2)
pick_traits(STATION_TRAIT_POSITIVE, positive_trait_count)
pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_count)
pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_count)
///Picks traits of a specific category (e.g. bad or good) and a specified amount, then initializes them and adds them to the list of traits.
/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, amount)
if(!amount)
return
for(var/iterator in 1 to amount)
var/datum/station_trait/trait_type = pickweight(selectable_traits_by_types[trait_sign]) //Rolls from the table for the specific trait type
setup_trait(trait_type)
///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
var/datum/station_trait/trait_instance = new trait_type()
station_traits += trait_instance
log_game("Station Trait: [trait_instance.name] chosen for this round.")
trait_instance.blacklist += trait_instance.type
for(var/i in trait_instance.blacklist)
var/datum/station_trait/trait_to_remove = i
selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove