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https://github.com/PolarisSS13/Polaris.git
synced 2026-07-20 20:52:52 +01:00
Does some of the things Ater wants.
This commit is contained in:
@@ -153,143 +153,6 @@ SUBSYSTEM_DEF(game_master)
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/datum/game_master/New(datum/controller/subsystem/game_master/new_ticker)
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ticker = new_ticker
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// Push button, receive event.
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// Returns a selected event datum.
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/datum/game_master/proc/choose_event()
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/datum/game_master/proc/log_game_master(message)
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SSgame_master.log_game_master(message)
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// The default game master tries to choose events with these goals in mind.
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// * Don't choose an event if the crew can't take it. E.g. no meteors after half of the crew died.
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// * Try to involve lots of people, particuarly in active departments.
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// * Avoid giving events to the same department multiple times in a row.
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/datum/game_master/default
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// If an event was done for a specific department, it is written here, so it doesn't do it again.
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var/last_department_used = null
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/datum/game_master/default/choose_event()
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log_game_master("Now starting event decision.")
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var/list/most_active_departments = metric.assess_all_departments(3, list(last_department_used))
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var/list/best_events = decide_best_events(most_active_departments)
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if(LAZYLEN(best_events))
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log_game_master("Got [best_events.len] choice\s for the next event.")
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var/list/weighted_events = list()
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for(var/E in best_events)
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var/datum/event2/meta/event = E
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var/weight = event.get_weight()
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if(weight <= 0)
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continue
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weighted_events[event] = weight
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log_game_master("Filtered down to [weighted_events.len] choice\s.")
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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last_department_used = LAZYACCESS(choice.departments, 1)
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return choice
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/datum/game_master/default/proc/decide_best_events(list/most_active_departments)
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if(!LAZYLEN(most_active_departments)) // Server's empty?
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log_game_master("Game Master failed to find any active departments.")
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return list()
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var/list/best_events = list()
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if(most_active_departments.len >= 2)
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var/list/top_two = list(most_active_departments[1], most_active_departments[2])
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best_events = filter_events_by_departments(top_two)
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if(LAZYLEN(best_events)) // We found something for those two, let's do it.
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return best_events
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// Otherwise we probably couldn't find something for the second highest group, so let's ignore them.
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best_events = filter_events_by_departments(most_active_departments[1])
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if(LAZYLEN(best_events))
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return best_events
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// At this point we should expand our horizons.
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best_events = filter_events_by_departments(list(DEPARTMENT_EVERYONE))
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if(LAZYLEN(best_events))
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return best_events
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// Just give a random event if for some reason it still can't make up its mind.
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best_events = filter_events_by_departments()
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if(LAZYLEN(best_events))
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return best_events
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log_game_master("Game Master failed to find a suitable event, something very wrong is going on.")
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return list()
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// Filters the available events down to events for specific departments.
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// Pass DEPARTMENT_EVERYONE if you want events that target the general population, like gravity failure.
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// If no list is passed, all the events will be returned.
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/datum/game_master/default/proc/filter_events_by_departments(list/departments)
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. = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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if(!event.enabled)
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continue
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if(event.chaotic_threshold && !ignore_round_chaos)
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if(ticker.danger > event.chaotic_threshold)
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continue
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// An event has to involve all of these departments to pass.
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var/viable = TRUE
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if(LAZYLEN(departments))
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for(var/department in departments)
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if(!LAZYFIND(departments, department))
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viable = FALSE
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break
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if(viable)
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. += event
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// The `classic` game master tries to act like the old system, choosing events without any specific goals.
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// * Has no goals, and instead operates purely off of the weights of the events it has.
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// * Does not react to danger at all.
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/datum/game_master/classic/choose_event()
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var/list/weighted_events = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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weighted_events[event] = event.get_weight()
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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return choice
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// The `super_random` game master chooses events purely at random, ignoring weights entirely.
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// * Has no goals, and instead chooses randomly, ignoring weights.
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// * Does not react to danger at all.
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/datum/game_master/super_random/choose_event()
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return pick(ticker.available_events)
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// The `brutal` game master tries to run dangerous events frequently.
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// * Chaotic events have their weights artifically boosted.
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// * Ignores accumulated danger.
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/datum/game_master/brutal
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ignore_round_chaos = TRUE
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/datum/game_master/brutal/choose_event()
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var/list/weighted_events = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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weighted_events[event] = event.get_weight() + (event.chaos * 2)
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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return choice
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/client/proc/show_gm_status()
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set category = "Debug"
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set name = "Show GM Status"
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@@ -0,0 +1,6 @@
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// Push button, receive event.
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// Returns a selected event datum.
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/datum/game_master/proc/choose_event()
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/datum/game_master/proc/log_game_master(message)
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SSgame_master.log_game_master(message)
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@@ -0,0 +1,89 @@
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// The default game master tries to choose events with these goals in mind.
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// * Don't choose an event if the crew can't take it. E.g. no meteors after half of the crew died.
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// * Try to involve lots of people, particuarly in active departments.
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// * Avoid giving events to the same department multiple times in a row.
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/datum/game_master/default
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// If an event was done for a specific department, it is written here, so it doesn't do it again.
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var/last_department_used = null
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/datum/game_master/default/choose_event()
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log_game_master("Now starting event decision.")
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var/list/most_active_departments = metric.assess_all_departments(3, list(last_department_used))
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var/list/best_events = decide_best_events(most_active_departments)
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if(LAZYLEN(best_events))
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log_game_master("Got [best_events.len] choice\s for the next event.")
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var/list/weighted_events = list()
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for(var/E in best_events)
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var/datum/event2/meta/event = E
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var/weight = event.get_weight()
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if(weight <= 0)
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continue
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weighted_events[event] = weight
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log_game_master("Filtered down to [weighted_events.len] choice\s.")
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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last_department_used = LAZYACCESS(choice.departments, 1)
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return choice
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/datum/game_master/default/proc/decide_best_events(list/most_active_departments)
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if(!LAZYLEN(most_active_departments)) // Server's empty?
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log_game_master("Game Master failed to find any active departments.")
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return list()
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var/list/best_events = list()
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if(most_active_departments.len >= 2)
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var/list/top_two = list(most_active_departments[1], most_active_departments[2])
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best_events = filter_events_by_departments(top_two)
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if(LAZYLEN(best_events)) // We found something for those two, let's do it.
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return best_events
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// Otherwise we probably couldn't find something for the second highest group, so let's ignore them.
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best_events = filter_events_by_departments(most_active_departments[1])
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if(LAZYLEN(best_events))
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return best_events
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// At this point we should expand our horizons.
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best_events = filter_events_by_departments(list(DEPARTMENT_EVERYONE))
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if(LAZYLEN(best_events))
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return best_events
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// Just give a random event if for some reason it still can't make up its mind.
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best_events = filter_events_by_departments()
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if(LAZYLEN(best_events))
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return best_events
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log_game_master("Game Master failed to find a suitable event, something very wrong is going on.")
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return list()
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// Filters the available events down to events for specific departments.
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// Pass DEPARTMENT_EVERYONE if you want events that target the general population, like gravity failure.
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// If no list is passed, all the events will be returned.
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/datum/game_master/default/proc/filter_events_by_departments(list/departments)
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. = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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if(!event.enabled)
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continue
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if(event.chaotic_threshold && !ignore_round_chaos)
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if(ticker.danger > event.chaotic_threshold)
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continue
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// An event has to involve all of these departments to pass.
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var/viable = TRUE
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if(LAZYLEN(departments))
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for(var/department in departments)
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if(!LAZYFIND(departments, department))
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viable = FALSE
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break
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if(viable)
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. += event
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@@ -0,0 +1,42 @@
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// The `classic` game master tries to act like the old system, choosing events without any specific goals.
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// * Has no goals, and instead operates purely off of the weights of the events it has.
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// * Does not react to danger at all.
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/datum/game_master/classic/choose_event()
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var/list/weighted_events = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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weighted_events[event] = event.get_weight()
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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return choice
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// The `super_random` game master chooses events purely at random, ignoring weights entirely.
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// * Has no goals, and instead chooses randomly, ignoring weights.
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// * Does not react to danger at all.
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/datum/game_master/super_random/choose_event()
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return pick(ticker.available_events)
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// The `brutal` game master tries to run dangerous events frequently.
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// * Chaotic events have their weights artifically boosted.
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// * Ignores accumulated danger.
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/datum/game_master/brutal
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ignore_round_chaos = TRUE
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/datum/game_master/brutal/choose_event()
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var/list/weighted_events = list()
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for(var/E in ticker.available_events)
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var/datum/event2/meta/event = E
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if(!E.enabled)
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continue
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weighted_events[event] = event.get_weight() + (event.chaos * 2)
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var/datum/event2/meta/choice = pickweight(weighted_events)
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if(choice)
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log_game_master("[choice.name] was chosen, and is now being ran.")
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return choice
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@@ -97,7 +97,7 @@
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"69,420t"
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))
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var/date1 = "31 December, 1999"
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var/date1 = "1 January 1970" // Unix epoch.
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var/date2 = "[num2text(rand(1,31))] [pick("January","February","March","April","May","June","July","August","September","October","November","December")], [rand(1000,3000)]"
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T.date = pick("", current_date_string, date1, date2,"Nowhen")
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@@ -38,4 +38,4 @@
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/datum/event2/event/camera_damage/proc/is_valid_camera(var/obj/machinery/camera/C)
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// Only return a functional camera, not installed in a silicon/hardsuit/circuit/etc, and that exists somewhere players have access
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var/turf/T = get_turf(C)
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return T && C.can_use() && istype(C.loc, /turf) && (T.z in using_map.player_levels)
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return T && C?.can_use() && istype(C.loc, /turf) && (T.z in using_map.player_levels)
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@@ -267,6 +267,9 @@
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#include "code\datums\autolathe\general.dm"
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#include "code\datums\autolathe\medical.dm"
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#include "code\datums\autolathe\tools.dm"
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#include "code\datums\game_masters\_common.dm"
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#include "code\datums\game_masters\default.dm"
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#include "code\datums\game_masters\other_game_masters.dm"
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#include "code\datums\helper_datums\construction_datum.dm"
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#include "code\datums\helper_datums\events.dm"
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#include "code\datums\helper_datums\getrev.dm"
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