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About The Pull Request Well known statics rejoice! You can now choose to have random name/body/age/gender whenever you roll roundstart antagonist. Since player mobs are generated before antag datums are handed out, I added a list that collects minds chosen as antags during pre_setup() to keep track of this. "Other" was also missing from the random gender, added it. Wizard, clown op, nukeop, latejoin and midround antags are excempt. Why It's Good For The Game Some static namers get metagamed to the extreme when antagonists, this should help alleviate that while allowing them to keep static naming for the RP. Keep in mind all conversion, midround and latejoin antag rolls are excempt, this is not a guarantee someone is a non-antag. Changelog cl Skoglol add: Random name/body/age/gender when roundstart antagonist preference added. add: Random gender will now have a chance of picking "Other". /cl
180 lines
8.5 KiB
Plaintext
180 lines
8.5 KiB
Plaintext
/datum/dynamic_ruleset
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/// For admin logging and round end screen.
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var/name = ""
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/// For admin logging and round end screen, do not change this unless making a new rule type.
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var/ruletype = ""
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/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
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var/persistent = FALSE
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/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
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var/repeatable = FALSE
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/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
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var/repeatable_weight_decrease = 2
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/// List of players that are being drafted for this rule
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var/list/mob/candidates = list()
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/// List of players that were selected for this rule
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var/list/datum/mind/assigned = list()
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/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
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var/antag_flag = null
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/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
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var/datum/antagonist/antag_datum = null
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/// The required minimum account age for this ruleset.
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var/minimum_required_age = 7
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/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
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var/list/protected_roles = list()
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/// If set, rule will deny candidates from those roles always.
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var/list/restricted_roles = list()
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/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/exclusive_roles = list()
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/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/enemy_roles = list()
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/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
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/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
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var/required_candidates = 0
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/// 1 -> 9, probability for this rule to be picked against other rules
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var/weight = 5
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/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
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var/cost = 0
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/// A flag that determines how the ruleset is handled
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/// HIGHLANDER_RULESET are rulesets can end the round.
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/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
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var/flags = 0
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/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
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var/pop_per_requirement = 0
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/// Requirements are the threat level requirements per pop range.
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/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
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var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
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/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
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var/high_population_requirement = 10
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/// Reference to the mode, use this instead of SSticker.mode.
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var/datum/game_mode/dynamic/mode = null
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/// If a role is to be considered another for the purpose of banning.
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var/antag_flag_override = null
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/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
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var/list/blocking_rules = list()
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/// The minimum amount of players required for the rule to be considered.
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var/minimum_players = 0
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/// The maximum amount of players required for the rule to be considered.
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/// Anything below zero or exactly zero is ignored.
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var/maximum_players = 0
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/datum/dynamic_ruleset/New()
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..()
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if(CONFIG_GET(flag/protect_roles_from_antagonist))
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restricted_roles += protected_roles
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if(CONFIG_GET(flag/protect_assistant_from_antagonist))
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restricted_roles += "Assistant"
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if (istype(SSticker.mode, /datum/game_mode/dynamic))
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mode = SSticker.mode
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else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
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qdel(src)
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/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
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ruletype = "Roundstart"
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/// Delay for when execute will get called from the time of post_setup.
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/// Make sure your ruleset works with execute being called during the game when using this.
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var/delay = 0
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// Can be drafted when a player joins the server
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/datum/dynamic_ruleset/latejoin
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ruletype = "Latejoin"
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/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
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/// If your rule has extra checks, such as counting security officers, do that in ready() instead
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/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
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if(minimum_players > population)
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return FALSE
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if(maximum_players > 0 && population > maximum_players)
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return FALSE
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if (population >= GLOB.dynamic_high_pop_limit)
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return (threat_level >= high_population_requirement)
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else
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pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
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var/indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
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return (threat_level >= requirements[indice_pop])
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/// This is called if persistent variable is true everytime SSTicker ticks.
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/datum/dynamic_ruleset/proc/rule_process()
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return
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/// Called on game mode pre_setup for roundstart rulesets.
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/// Do everything you need to do before job is assigned here.
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/// IMPORTANT: ASSIGN special_role HERE
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/datum/dynamic_ruleset/proc/pre_execute()
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return TRUE
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/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
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/// Give your candidates or assignees equipment and antag datum here.
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/datum/dynamic_ruleset/proc/execute()
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for(var/datum/mind/M in assigned)
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M.add_antag_datum(antag_datum)
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GLOB.pre_setup_antags -= M
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return TRUE
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/// Here you can perform any additional checks you want. (such as checking the map etc)
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/// Remember that on roundstart no one knows what their job is at this point.
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/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
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/datum/dynamic_ruleset/proc/ready(forced = 0)
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if (required_candidates > candidates.len)
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return FALSE
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return TRUE
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/// Gets weight of the ruleset
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/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
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/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
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/datum/dynamic_ruleset/proc/get_weight()
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if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
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for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
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if(istype(DR, type))
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weight = max(weight-repeatable_weight_decrease,1)
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return weight
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/// Here you can remove candidates that do not meet your requirements.
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/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
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/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
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/datum/dynamic_ruleset/proc/trim_candidates()
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return
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/// Set mode result and news report here.
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/// Only called if ruleset is flagged as HIGHLANDER_RULESET
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/datum/dynamic_ruleset/proc/round_result()
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/// Checks if round is finished, return true to end the round.
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/// Only called if ruleset is flagged as HIGHLANDER_RULESET
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/datum/dynamic_ruleset/proc/check_finished()
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return FALSE
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//////////////////////////////////////////////
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// //
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// ROUNDSTART RULESETS //
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// //
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//////////////////////////////////////////////
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/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
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/datum/dynamic_ruleset/roundstart/trim_candidates()
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for(var/mob/dead/new_player/P in candidates)
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if (!P.client || !P.mind) // Are they connected?
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candidates.Remove(P)
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continue
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if(!mode.check_age(P.client, minimum_required_age))
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candidates.Remove(P)
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continue
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if(P.mind.special_role) // We really don't want to give antag to an antag.
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candidates.Remove(P)
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continue
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if(antag_flag_override)
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if(!(antag_flag_override in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag_override, ROLE_SYNDICATE)))
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candidates.Remove(P)
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continue
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else
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if(!(antag_flag in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
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candidates.Remove(P)
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continue
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/// Do your checks if the ruleset is ready to be executed here.
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/// Should ignore certain checks if forced is TRUE
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/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
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return ..()
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