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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
94 lines
3.6 KiB
Plaintext
94 lines
3.6 KiB
Plaintext
// This checks an individual player's activity level. People who have been afk for a few minutes aren't punished as much as those
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// who were afk for hours, as they're most likely gone for good.
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/datum/metric/proc/assess_player_activity(var/mob/M)
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. = 100
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if(!M)
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. = 0
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return
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if(!M.client) // Logged out. They might come back but we can't do any meaningful assessments for now.
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. = 0
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return
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var/afk = M.client.is_afk(1 MINUTE)
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if(afk) // Deduct points based on length of AFK-ness.
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switch(afk) // One minute is equal to 600, for reference.
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if(1 MINUTE to 10 MINUTES) // People gone for this emough of time hopefully will come back soon.
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. -= round( (afk / 200), 1)
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if(10 MINUTES to 30 MINUTES)
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. -= round( (afk / 150), 1)
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if(30 MINUTES to INFINITY) // They're probably not coming back if it's been 30 minutes.
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. -= 100
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. = max(. , 0) // No negative numbers, or else people could drag other, non-afk players down.
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// This checks a whole department's collective activity.
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/datum/metric/proc/assess_department(var/department)
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if(!department)
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return
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var/departmental_activity = 0
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var/departmental_size = 0
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for(var/mob/M in GLOB.player_list)
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if(guess_department(M) != department) // Ignore people outside the department we're assessing.
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continue
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departmental_activity += assess_player_activity(M)
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departmental_size++
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if(departmental_size)
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departmental_activity = departmental_activity / departmental_size // Average it out.
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return departmental_activity
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/datum/metric/proc/assess_all_departments(var/cutoff_number = 3, var/list/department_blacklist = list())
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var/list/activity = list()
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for(var/department in departments)
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activity[department] = assess_department(department)
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// log_debug("Assessing department [department]. They have activity of [activity[department]].")
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var/list/most_active_departments = list() // List of winners.
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var/highest_activity = null // Department who is leading in activity, if one exists.
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var/highest_number = 0 // Activity score needed to beat to be the most active department.
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for(var/i = 1, i <= cutoff_number, i++)
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// log_debug("Doing [i]\th round of counting.")
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for(var/department in activity)
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if(department in department_blacklist) // Blacklisted?
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continue
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if(activity[department] > highest_number && activity[department] > 0) // More active than the current highest department?
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highest_activity = department
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highest_number = activity[department]
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if(highest_activity) // Someone's a winner.
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most_active_departments.Add(highest_activity) // Add to the list of most active.
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activity.Remove(highest_activity) // Remove them from the other list so they don't win more than once.
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// log_debug("[highest_activity] has won the [i]\th round of activity counting.")
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highest_activity = null // Now reset for the next round.
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highest_number = 0
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//todo: finish
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return most_active_departments
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/datum/metric/proc/assess_all_living_mobs() // Living refers to the type, not the stat variable.
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. = 0
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var/num = 0
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for(var/mob/living/L in GLOB.player_list)
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. += assess_player_activity(L)
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num++
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if(num)
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. = round(. / num, 0.1)
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/datum/metric/proc/assess_all_dead_mobs() // Ditto.
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. = 0
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var/num = 0
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for(var/mob/observer/dead/O in GLOB.player_list)
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. += assess_player_activity(O)
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num++
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if(num)
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. = round(. / num, 0.1)
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/datum/metric/proc/assess_all_outdoor_mobs()
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. = 0
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var/num = 0
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for(var/mob/living/L in GLOB.player_list)
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var/turf/T = get_turf(L)
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if(istype(T) && !istype(T, /turf/space) && T.is_outdoors())
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. += assess_player_activity(L)
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num++
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if(num)
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. = round(. / num, 0.1)
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