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* meta resolution * emerald resolution * delta resolution * fartgas resolution * box box * stay out stay out * metastation fixes * faragus fix * delta fix * Changes to role impact on event weight * adds disaster level to the event config * weight changes and starts adding disaster level to the ui * ui fixes * adjust disaster level timing * changes disaster timing, weights, disease outbreak role requirements and weights * lots of weight an requirement adjustments * Update tear.dm * some fixes * meta changes * Starting over with farragus * Starting over in faragus * faragus changes * Update cerestation.dmm * Update cerestation.dmm * Update cerestation.dmm * Update cerestation.dmm * Update cerestation.dmm * resolving some faragus conflicts * resolve faragus conflicts * resolves delta conflicts * resolves cyberiad conflicts * resolves emerald conflicts * fixes cables in faragus * fixes meta cables * fixes delta cables * more meta fixes * more farragus cable fixes * more cable fixes * meta and faragus fixes * box and delta fixes * more mapping fixes * hopefully the last fix * Update metastation.dmm * Update metastation.dmm * fixes shorts on cyberiad cerebron and farragus * CI fixes * move new event listing to new system * Adds tracking and cost calculation for blob * finishes setting up blob event detection and costs * minor boolog corrections * fixes events being created at the wrong severity * adds ongoing cost to disease outbreak * moves terror spider event to new system * moves to component based event cost calculation * morph abductor and carps adjusted for new system * various fixes and adjusts rev event * Update revenant_spawn_event.dm * various fixes and adjusts demon incursion to the new system * adjusts some major event weights * correct wrong values of autoend on vendor uprising and rev * Update event_container.dm * more event timing adjustments * adds requirements to traders and incursion * slightly lowers requirements for biohazards * timing changes * temporarily disable loading event times from the config and increases major nothing chance * adjustments to costs and weights of various events * Update event_container.dm * additional adjustments to weights and requirements. moves rev to major * typo fix * ion storm adjustment * Update event_container.dm * more moderate changes * e * Update meteors_event.dm * removes cooldown from nothing event and changes its weight based on the number of remaining enabled events in the container * increases morph event requirements and chance of nothing moderate event * makes morph a major event * Update morph_event.dm * adds viro requirement for disease outbreak and fixes a bug with incorrect resource calculation * allows varediting extra roles for the event system for debug and testing * Adjust weights of traders and abductors and corrects wrong nominal severity for demonic incursion * Adds crew cound to rev weight * makes disasters start rolling later * reduces weight of communications blackout and increases weight of major nothing * adjusts door runtime and prisonbreak weights to make them less frequent. kudzu now scales with total crew * apc overload made less frequent * oopsy * Gives the scrubber clog event a name * fixes a type in a define name * adjusts demonic incursion weight * changes brand intelligence weight an d reduces door runtime weight * more adjustments to demon incursion. Makes additional weight from surplus roles diminish * adjustments to some minor events * Increases event length and requirements of some engineering events and lowers their weight slightly. Also increases cost of ongoing diseases events * fixes a type * Update meteors_event.dm * corrects traders nominal severity and adjusts demon weights * shifts anomaly weights down and increases costs * rebalance rod requirements * Update cerestation.dmm * moves net resource calculation to its own proc and changes the ASSIGNMENT_TOTAL macro to ASSIGNMENT_CREW. * Adds individual first run time for some events and makes majors start rolling slightly later * reduces weight of major nothing * minor reduction to rev and apc overload weight * Changes the way event weight is calculated * end time corrections for anomaly rod and meteors * slightly adjusts down the weights of nothing and some minor events * Adjusts moedrates towards about 3.5 per round and mundanes towards 8 per round * adds first run restrictions on traders and incursion and increases the cooldown time of events * resolve faragus conflicts * resolve emerald conflict * fix some faragus cabling * more cabling correction in faragus * more cable fixes * Update cerestation.dmm * remove doubled scrubber pipe on tile * reduces moderates nothing chance * slightly reduces crew requirements for disasters and also reduces crew weight for disasters * fixes meteor event not removing the alert, and makes it announce a bit later * Adds an event debugging window for real time midround event data * Revert "Adds an event debugging window for real time midround event data" This reverts commitecd99a6c9e. * Adds a resource view button to the event manager window and fixes a null in the total resource list * various bug fixes * slightly lowers chance of meteor and similar events * Slightly lowers requirement weights on disaster level events * resolves faragus conflict * changes the default power input of engineering SMES to 200kw and 80kW respectively * connects power monitoring computers to the grid that weren't * meta station elec maints improvements * adds missing power monitoring computers on box and delta * removes dirt from wall * corrects area boundry on meta * adds missing cable on box sci * removes dirt from wall on box * connects cyberiad bridge to the rest of the powernet * connects box brig to powernet * Adds catwalks to box maints * adds catwalks to meta * Adds catwalks to delta * Update deltastation.dmm * adds ability to insulate cables * Moves stations to using extra insulated cables for high power network * Removes catwalks from meta * Removes catwalks from box * Removes catwalks from delta * Delays moderates and majors more and increases disaster chance * resolves box conflicts * Update cable.dm * remove floating request console * corrects position of fire alarm and removes extra intercom on metastation * resolves faragus conflict * reduces meteor variant weights. meaty ores event now has the correct nominal severity * meaty ore weight to 8 * fixes a stray light bulb and light switch in maints as well as a doubled power * Delays meteor type events to 40 minutes at the earliest. Moves the time check to be against round time instead of world time * wires kerberos security checkpoint to the grid * Update cerestation.dmm * Removes stray extinguisher cabinet from meta station * resolves area conflict on faragus * resolves more faragus issues * fixes faragus cabling issues * Update cerestation.dmm * removes another stray fire extinguisher cabinet * insulates the APC in delta PTL room * increases pop requirement and weight for demons and increases medbay and viro weights for diseases * connect delta fore starboard solars to the high power grid instead of the low power * Update deltastation.dmm * deconflict * solves some unconnected cables * connects delta customs to network and finishes resolving conflicts * Update deltastation.dmm * adds the new cables. needs coils and mapping * moves connection perms to the heavy duty cables. toggled with engineering permission ID. box gets new cables * sorts cables on stations * faragus cable connections * cable corrections. Adds heavy duty cables to the autolathe * CI fix * more fixes and makes the new cables show up on t ray scanners * box station mapping fixes * delta mapping fixes * meta fix * Update deltastation.dmm * delta and faragus fixes * Update emeraldstation.dmm * removes APC overloard(major) from event pool * adds diagonal sprites to heavy duty cables. allows sillicons to toggle them and * Makes borg versions of the heavy duty cable coil * palete consolidation * Improves visibility of high power cables * converts shuttle event to new system * makes disaster event last run calc use round time instead of world time * fixes wrong define being used in some event requirements. further increases requirements for demons and meteors. lowers weight of major diseases * Update slaughterevent.dm * reduces cargo requirements for shuttle load event * reduces base weight of major disease event and further increases medical requirements * fixes a wrong wire under the pet store maints door in delta station * resolve mapping conflicts * Revert "resolve mapping conflicts" This reverts commit129db52501. * Revert "Merge branch 'HighPowerMaints' into event_timing" This reverts commit2594ac8928, reversing changes made toa738b5f2f2. * fixes some wonky stuff with xeno code * Adds a crew cost to diseases * makes player contribution towards events variable * changes major event weights and slightly increases demon requirements * slightly increases major disease outbreak weight * comment changes * Adds safeties to protect against null events getting into container or the active list * blob fix * Adds a confirmation to random event toggle * Adjust particulate event weight to fit the new moderate weights * Adds additional security costs to changeling and vamp * Update revenant_spawn_event.dm * uses correct path for rev event cost proc * changes some lists to alists * correctly accesses the event container list and actually uses the config for the event timing --------- Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman3595@gmail.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
253 lines
7.8 KiB
Plaintext
253 lines
7.8 KiB
Plaintext
/datum/event_meta
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var/name = ""
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/// Whether or not the event is available for random selection at all.
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var/enabled = TRUE
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/// The base weight of this event. A zero means it may never fire, but see get_weight()
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var/weight
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/// The minimum weight that this event will have. Only used if non-zero.
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var/min_weight
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/// The maximum weight that this event will have.
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var/max_weight
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/// If true, then the event will not be re-added to the list of available events
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var/one_shot
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/// A modifier applied to all event weights (role and base), respects min and max
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var/weight_mod = 1
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/// Event held by this meta event. Used to do things like calculate weight.
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var/datum/event/skeleton
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/// How early this specific event can run
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var/first_run_time = 0
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/datum/event_meta/New(event_severity, type, event_weight, is_one_shot = FALSE, min_event_weight = 0, max_event_weight = INFINITY, _first_run_time)
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if(type)
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skeleton = new type(EM = src, skeleton = TRUE, _severity = event_severity)
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name = skeleton.name
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one_shot = is_one_shot
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weight = event_weight
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min_weight = min_event_weight
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max_weight = max_event_weight
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first_run_time = _first_run_time
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/datum/event_meta/proc/change_event(type)
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var/event_severity = 0
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if(skeleton)
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event_severity = skeleton.severity
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skeleton.event_meta = null
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qdel(skeleton)
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skeleton = new type(EM = src, skeleton = TRUE, _severity = event_severity)
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/datum/event_meta/proc/get_weight(list/total_resources)
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if(!enabled || !skeleton)
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return 0
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var/resource_effect = skeleton.get_weight(total_resources)
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var/new_weight = weight
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if(resource_effect > 0)
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new_weight *= (1.003 ** resource_effect)
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if(resource_effect < 0)
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new_weight *= 0.95 ** -resource_effect
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return clamp((new_weight) * weight_mod, min_weight, max_weight)
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/*/datum/event_meta/ninja/get_weight(var/list/active_with_role)
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if(toggle_space_ninja)
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return ..(active_with_role)
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return 0*/
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/// NOTE: Times are measured in master controller ticks!
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/datum/event
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/// The human-readable name of the event
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var/name
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/// When in the lifetime to call start().
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var/startWhen = 0
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/// When in the lifetime to call announce().
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var/announceWhen = 0
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/// When in the lifetime the event should end.
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var/endWhen = 0
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/// Severity. Lower means less severe, higher means more severe. Does not have to be supported. Is set on New().
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var/severity = 0
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/// The severity the event has normally
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var/nominal_severity = EVENT_LEVEL_MUNDANE
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/// How long the event has existed. You don't need to change this.
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var/activeFor = 0
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/// If this event is currently running. You should not change this.
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var/isRunning = TRUE
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/// When this event started.
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var/startedAt = 0
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/// When this event ended.
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var/endedAt = 0
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/// Does the event end automatically after endWhen passes?
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var/noAutoEnd = FALSE
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/// The area the event will hit
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var/area/impact_area
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var/datum/event_meta/event_meta = null
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/// The base weight of each role on the event for the purpose of calculating event weight and resource cost
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var/list/role_weights = list()
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/// A baseline requirement of different roles the event has at it's nominal severity
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var/list/role_requirements = list()
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/datum/event/nothing
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name = "Nothing"
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/datum/event/nothing/has_cooldown()
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return FALSE
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/datum/event/nothing/is_relative()
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return TRUE
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/// Calculate the weight for rolling the event based on round circumstances.
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/datum/event/proc/get_weight(list/total_resources)
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var/job_weight = 0
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for(var/role in role_weights)
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var/role_available = total_resources[role] ? total_resources[role] : 0
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var/difference = (role_available - role_requirements[role] * (severity / nominal_severity)) * role_weights[role]
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// We add difference if it's negative, or the square root if it's positive
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job_weight += difference
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return job_weight
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/**
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* Called first before processing.
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*
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* Allows you to setup your event, such as randomly
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* setting the startWhen and or announceWhen variables.
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* Only called once.
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*/
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/datum/event/proc/setup()
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return
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/**
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* Called when the tick is equal to the startWhen variable.
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*
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* Allows you to start before announcing or vice versa.
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* Only called once.
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* Ensure no sleep is called. Use INVOKE_ASYNC to call procs which do.
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*/
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/datum/event/proc/start()
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SHOULD_NOT_SLEEP(TRUE)
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return
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/**
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* Called when the tick is equal to the announceWhen variable.
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*
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* Allows you to announce before starting or vice versa.
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* Only called once.
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* Ensure no sleep is called. Use INVOKE_ASYNC to call procs which do.
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*/
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/datum/event/proc/announce(false_alarm = FALSE)
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SHOULD_NOT_SLEEP(TRUE)
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return
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/**
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* Called on or after the tick counter is equal to startWhen.
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*
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* You can include code related to your event or add your own
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* time stamped events.
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* Called more than once.
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* Ensure no sleep is called. Use INVOKE_ASYNC to call procs which do.
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*/
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/datum/event/proc/tick()
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SHOULD_NOT_SLEEP(TRUE)
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return
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/**
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* Called on or after the tick is equal or more than endWhen
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*
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* You can include code related to the event ending.
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* Do not place spawn() in here, instead use tick() to check for
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* the activeFor variable.
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* For example: if(activeFor == myOwnVariable + 30) doStuff()
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* Only called once.
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* Ensure no sleep is called. Use INVOKE_ASYNC to call procs which do.
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*/
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/datum/event/proc/end()
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SHOULD_NOT_SLEEP(TRUE)
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return
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/**
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* Returns the latest point of event processing.
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*/
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/datum/event/proc/lastProcessAt()
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return max(startWhen, max(announceWhen, endWhen))
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/**
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* Do not override this proc, instead use the appropiate procs.
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*
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* This proc will handle the calls to the appropiate procs.
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* Ensure none of the code paths have a sleep in them. Use INVOKE_ASYNC to call procs which do.
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*/
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/datum/event/process()
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if(activeFor > startWhen && activeFor < endWhen || noAutoEnd)
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tick()
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if(activeFor == startWhen)
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isRunning = TRUE
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start()
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if(activeFor == announceWhen)
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announce()
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if(activeFor == endWhen && !noAutoEnd)
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isRunning = FALSE
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end()
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// Everything is done, let's clean up.
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if(activeFor >= lastProcessAt() && !noAutoEnd)
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kill()
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activeFor++
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/**
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* Called when start(), announce() and end() has all been called.
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*/
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/datum/event/proc/kill()
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// If this event was forcefully killed run end() for individual cleanup
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if(isRunning)
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isRunning = FALSE
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end()
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endedAt = world.time
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SSevents.active_events -= src
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SSevents.event_complete(src)
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// Events have cooldown by default
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/datum/event/proc/has_cooldown()
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return TRUE
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/datum/event/proc/is_relative()
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return FALSE
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/datum/event/New(datum/event_meta/EM, skeleton = FALSE, _severity)
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// event needs to be responsible for this, as stuff like APLUs currently make their own events for curious reasons
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if(!skeleton)
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SSevents.active_events += src
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event_meta = EM
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severity = _severity ? _severity : nominal_severity
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if(severity < EVENT_LEVEL_MUNDANE)
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severity = EVENT_LEVEL_MUNDANE
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log_debug("Event of '[type]' with severity below mundane run has run")
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if(severity > EVENT_LEVEL_DISASTER)
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severity = EVENT_LEVEL_DISASTER
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log_debug("Event of '[type]' with severity above disaster has run")
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startedAt = world.time
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if(!skeleton)
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setup()
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..()
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//Called after something followable has been spawned by an event
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//Provides ghosts a follow link to an atom if possible
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//Only called once.
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/datum/event/proc/announce_to_ghosts(atom/atom_of_interest)
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if(atom_of_interest)
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notify_ghosts("[name] has an object of interest: [atom_of_interest]!", title = "Something's Interesting!", source = atom_of_interest, flashwindow = FALSE, action = NOTIFY_FOLLOW)
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/// Override this to make a custom fake announcement that differs from the normal announcement.
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/// Used for false alarms.
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/// If this proc returns TRUE, the regular Announce() won't be called.
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/datum/event/proc/fake_announce()
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return FALSE
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/// The amount of people in different roles needed to handle an ongoing event.
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/datum/event/proc/event_resource_cost()
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return role_requirements
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