Revert "Merge branch 'master' into Yeehaw"
This reverts commit972c03f79f, reversing changes made to8ebd698763.
This commit is contained in:
@@ -1,3 +1,14 @@
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#define CURRENT_LIVING_PLAYERS 1
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#define CURRENT_LIVING_ANTAGS 2
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#define CURRENT_DEAD_PLAYERS 3
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#define CURRENT_OBSERVERS 4
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#define ONLY_RULESET 1
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#define HIGHLANDER_RULESET 2
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#define TRAITOR_RULESET 4
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#define MINOR_RULESET 8
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#define RULESET_STOP_PROCESSING 1
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// -- Injection delays
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GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (10 MINUTES))
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@@ -41,8 +52,6 @@ GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
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// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
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GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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/datum/game_mode/dynamic
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name = "dynamic mode"
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config_tag = "dynamic"
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@@ -51,8 +60,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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announce_text = "Dynamic mode!" // This needs to be changed maybe
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reroll_friendly = FALSE;
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// Current storyteller
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var/datum/dynamic_storyteller/storyteller = null
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// Threat logging vars
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/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
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var/threat_level = 0
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@@ -156,7 +164,6 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
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dat += "<br/>"
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dat += "Storyteller: <b>[storyteller.name]</b><br/>"
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dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
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dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
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dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
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@@ -171,7 +178,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
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else
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dat += "none.<br>"
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dat += "<br>Injection Timers: (<b>[storyteller.get_injection_chance(TRUE)]%</b> chance)<BR>"
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dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
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dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
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dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
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dat += "Event: [(event_injection_cooldown-world.time)>60*10 ? "[round((event_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(event_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];forceevent=1'>\[Now!\]</a><BR>"
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@@ -329,9 +336,6 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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SSblackbox.record_feedback("tally","dynamic_threat",peaceful_percentage,"Percent of same-vote rounds that are more peaceful")
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/datum/game_mode/dynamic/can_start()
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storyteller = new GLOB.dynamic_storyteller_type // this is where all the initialization happens
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storyteller.on_start()
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SSblackbox.record_feedback("text","dynamic_storyteller",1,storyteller.name)
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message_admins("Dynamic mode parameters for the round:")
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message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
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message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
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@@ -341,12 +345,19 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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if(GLOB.dynamic_forced_threat_level >= 0)
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threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
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threat = threat_level
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SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced)")
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SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced by admins)")
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else
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generate_threat()
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storyteller.start_injection_cooldowns()
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var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
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latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
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var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
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midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
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var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
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event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
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log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
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initial_threat_level = threat_level
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return TRUE
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@@ -380,7 +391,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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log_game("DYNAMIC: [roundstart_rules.len] rules.")
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return TRUE
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SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Roundstart rules considered")
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SSblackbox.record_feedback("tally","dynamic",roundstart_pop_ready,"Players readied up")
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SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Players readied up")
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if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
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rigged_roundstart()
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else
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@@ -418,7 +429,13 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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if (GLOB.dynamic_forced_extended)
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log_game("DYNAMIC: Starting a round of forced extended.")
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return TRUE
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var/list/drafted_rules = storyteller.roundstart_draft()
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
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if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
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rule.candidates = candidates.Copy()
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rule.trim_candidates()
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if (rule.ready() && rule.candidates.len > 0)
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drafted_rules[rule] = rule.weight
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if(!drafted_rules.len)
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message_admins("Not enough threat level for roundstart antags!")
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log_game("DYNAMIC: Not enough threat level for roundstart antags!")
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@@ -636,6 +653,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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if (rule.persistent)
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current_rules += rule
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return TRUE
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rule.clean_up()
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stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
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return FALSE
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@@ -649,41 +667,62 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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current_rules -= rule
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SSblackbox.record_feedback("tally","dynamic",1,"Rulesets finished")
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SSblackbox.record_feedback("associative","dynamic_rulesets_finished",1,rule.get_blackbox_info())
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storyteller.do_process()
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if (midround_injection_cooldown < world.time)
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if (GLOB.dynamic_forced_extended)
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return
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// Somehow it managed to trigger midround multiple times so this was moved here.
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// There is no way this should be able to trigger an injection twice now.
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midround_injection_cooldown = storyteller.get_midround_cooldown() + world.time
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var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
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midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
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// Time to inject some threat into the round
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if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
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return
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if((world.realtime - SSshuttle.realtimeofstart) > SSshuttle.auto_call) // no rules after shuttle is auto-called
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return
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message_admins("DYNAMIC: Checking for midround injection.")
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log_game("DYNAMIC: Checking for midround injection.")
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update_playercounts()
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if (prob(storyteller.get_injection_chance()))
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if (get_injection_chance())
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted midround injections")
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var/list/drafted_rules = storyteller.midround_draft()
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var/cur_threat_frac = threat/threat_level
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var/list/drafted_rules = list()
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var/antag_num = current_players[CURRENT_LIVING_ANTAGS].len
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for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
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// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
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if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
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// Classic secret : only autotraitor/minor roles
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if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
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continue
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rule.trim_candidates()
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if (rule.ready())
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if(!antag_num)
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drafted_rules[rule] = round(rule.get_weight() + (rule.cost * cur_threat_frac))
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else
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drafted_rules[rule] = rule.get_weight()
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else if(threat < rule.cost)
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
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if (drafted_rules.len > 0)
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SSblackbox.record_feedback("tally","dynamic",1,"Successful midround injections")
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picking_midround_latejoin_rule(drafted_rules)
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// get_injection_chance can do things on fail
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else
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midround_injection_cooldown = (midround_injection_cooldown + world.time)/2
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if(event_injection_cooldown < world.time)
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted event injections")
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event_injection_cooldown = storyteller.get_event_cooldown() + world.time
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var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
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event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
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message_admins("DYNAMIC: Doing event injection.")
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log_game("DYNAMIC: Doing event injection.")
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update_playercounts()
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var/list/drafted_rules = storyteller.event_draft()
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var/list/drafted_rules = list()
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for(var/datum/dynamic_ruleset/event/rule in events)
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if(rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
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if(rule.ready())
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drafted_rules[rule] = rule.get_weight()
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else if(threat < rule.cost)
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
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if(drafted_rules.len > 0)
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SSblackbox.record_feedback("tally","dynamic",1,"Successful event injections")
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picking_midround_latejoin_rule(drafted_rules)
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@@ -709,6 +748,31 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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continue
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current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
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/// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection.
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/datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE)
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if(forced_injection)
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forced_injection = !dry_run
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return 100
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var/chance = 0
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// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
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var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
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var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
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if (!current_players[CURRENT_LIVING_ANTAGS].len)
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chance += 80 // No antags at all? let's boost those odds!
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else
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var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
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if (current_pop_per_antag > max_pop_per_antag)
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chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
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else
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chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
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if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
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chance -= 30 // More than half the crew died? ew, let's calm down on antags
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if (threat > 70)
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chance += 15
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if (threat < 30)
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chance -= 15
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return round(max(0,chance))
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/// Removes type from the list
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/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
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for(var/I in type_list)
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@@ -739,8 +803,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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return
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if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left
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return
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if((world.realtime - SSshuttle.realtimeofstart) > SSshuttle.auto_call) // no rules after shuttle is auto-called
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return
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update_playercounts()
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if (forced_latejoin_rule)
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@@ -751,12 +814,28 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
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forced_latejoin_rule = null
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else if (latejoin_injection_cooldown < world.time && prob(storyteller.get_injection_chance()))
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else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted latejoin injections")
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var/list/drafted_rules = storyteller.latejoin_draft(newPlayer)
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
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if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
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// Classic secret : only autotraitor/minor roles
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if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
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continue
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// No stacking : only one round-ender, unless threat level > stacking_limit.
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if (threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
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continue
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rule.candidates = list(newPlayer)
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rule.trim_candidates()
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if (rule.ready())
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drafted_rules[rule] = rule.get_weight()
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if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
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SSblackbox.record_feedback("tally","dynamic",1,"Successful latejoin injections")
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latejoin_injection_cooldown = storyteller.get_latejoin_cooldown() + world.time
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var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
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latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
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/// Refund threat, but no more than threat_level.
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/datum/game_mode/dynamic/proc/refund_threat(regain)
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@@ -80,13 +80,9 @@
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/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
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/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
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var/delay = 0
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/// List of tags for use in storytellers.
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var/list/property_weights = list()
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/// Whether or not recent-round weight values are taken into account for this ruleset.
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/// Weight reduction uses the same values as secret's recent-round mode weight reduction.
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var/always_max_weight = FALSE
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/// Weight reduction by recent-rounds. Saved on new.
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var/weight_mult = 1
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/datum/dynamic_ruleset/New()
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..()
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@@ -100,11 +96,13 @@
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var/high_population_requirements = CONFIG_GET(keyed_list/dynamic_high_population_requirement)
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var/list/repeated_mode_adjust = CONFIG_GET(number_list/repeated_mode_adjust)
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if(config_tag in weights)
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var/weight_mult = 1
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if(!always_max_weight && SSpersistence.saved_dynamic_rules.len == 3 && repeated_mode_adjust.len == 3)
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var/saved_dynamic_rules = SSpersistence.saved_dynamic_rules
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for(var/i in 1 to 3)
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if(config_tag in saved_dynamic_rules[i])
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weight_mult -= (repeated_mode_adjust[i]/100)
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weight = weights[config_tag] * weight_mult
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if(config_tag in costs)
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cost = costs[config_tag]
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if(config_tag in requirementses)
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@@ -58,7 +58,6 @@
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cost = 10
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blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
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requirements = list(70,60,50,50,40,40,40,30,20,15)
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property_weights = list("story_potential" = 1, "trust" = 1, "chaos" = 1)
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high_population_requirement = 15
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/datum/dynamic_ruleset/event/pirates/ready(forced = FALSE)
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@@ -82,7 +81,6 @@
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cost = 10
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requirements = list(70,60,50,50,40,40,40,30,20,15)
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||||
high_population_requirement = 15
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||||
property_weights = list("chaos" = 1, "valid" = 1)
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||||
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||||
//////////////////////////////////////////////
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||||
// //
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||||
@@ -102,7 +100,6 @@
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||||
requirements = list(5,5,5,5,5,5,5,5,5,5) // yes, can happen on fake-extended
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||||
high_population_requirement = 5
|
||||
repeatable = TRUE
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||||
property_weights = list("chaos" = 1, "extended" = 2)
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||||
|
||||
/datum/dynamic_ruleset/event/ventclog/ready()
|
||||
if(mode.threat_level > 30 && mode.threat >= 5 && prob(20))
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||||
@@ -136,11 +133,10 @@
|
||||
required_enemies = list(1,1,0,0,0,0,0,0,0,0)
|
||||
weight = 4
|
||||
// no repeatable weight decrease. too variable to be unfun multiple times in one round
|
||||
cost = 1
|
||||
cost = 3
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("story_potential" = 1, "extended" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
@@ -160,7 +156,6 @@
|
||||
repeatable_weight_decrease = 2
|
||||
requirements = list(60,50,40,30,30,30,30,30,30,30)
|
||||
high_population_requirement = 30
|
||||
property_weights = list("extended" = -2)
|
||||
|
||||
/datum/dynamic_ruleset/event/meteor_wave/ready()
|
||||
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
|
||||
@@ -195,7 +190,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/anomaly_flux
|
||||
name = "Anomaly: Hyper-Energetic Flux"
|
||||
@@ -209,7 +203,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/anomaly_gravitational
|
||||
name = "Anomaly: Gravitational"
|
||||
@@ -221,7 +214,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/anomaly_pyroclastic
|
||||
name = "Anomaly: Pyroclastic"
|
||||
@@ -235,7 +227,6 @@
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/anomaly_vortex
|
||||
name = "Anomaly: Vortex"
|
||||
@@ -249,7 +240,6 @@
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
@@ -269,7 +259,6 @@
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = -1, "chaos" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/carp_migration
|
||||
name = "Carp Migration"
|
||||
@@ -281,7 +270,6 @@
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/communications_blackout
|
||||
name = "Communications Blackout"
|
||||
@@ -295,7 +283,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1, "chaos" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/processor_overload
|
||||
name = "Processor Overload"
|
||||
@@ -309,7 +296,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1, "chaos" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/event/space_dust
|
||||
@@ -324,7 +310,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/event/major_dust
|
||||
@@ -339,7 +324,6 @@
|
||||
requirements = list(10,10,10,10,10,10,10,10,10,10)
|
||||
high_population_requirement = 10
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/electrical_storm
|
||||
name = "Electrical Storm"
|
||||
@@ -353,7 +337,6 @@
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/event/heart_attack
|
||||
name = "Random Heart Attack"
|
||||
@@ -367,7 +350,6 @@
|
||||
requirements = list(101,101,101,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
repeatable = TRUE
|
||||
property_weights = list("extended" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/event/radiation_storm
|
||||
@@ -380,4 +362,3 @@
|
||||
required_enemies = list(1,1,1,1,1,1,1,1,1,1)
|
||||
requirements = list(5,5,5,5,5,5,5,5,5,5)
|
||||
high_population_requirement = 5
|
||||
property_weights = list("extended" = 1,"chaos" = 1)
|
||||
|
||||
@@ -69,15 +69,8 @@
|
||||
high_population_requirement = 15
|
||||
repeatable = TRUE
|
||||
flags = TRAITOR_RULESET
|
||||
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/infiltrator/execute()
|
||||
. = ..()
|
||||
for(var/datum/mind/M in assigned)
|
||||
log_admin("[M.name] was made into a traitor by dynamic.")
|
||||
message_admins("[M.name] was made into a traitor by dynamic.")
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// REVOLUTIONARY PROVOCATEUR //
|
||||
@@ -101,7 +94,6 @@
|
||||
requirements = list(101,101,70,40,40,40,40,40,40,40)
|
||||
high_population_requirement = 40
|
||||
flags = HIGHLANDER_RULESET
|
||||
property_weights = list("trust" = -2, "chaos" = 2, "extended" = -2, "valid" = 2, "conversion" = 1)
|
||||
var/required_heads_of_staff = 3
|
||||
var/finished = FALSE
|
||||
var/datum/team/revolution/revolution
|
||||
@@ -131,8 +123,6 @@
|
||||
revolution.update_objectives()
|
||||
revolution.update_heads()
|
||||
SSshuttle.registerHostileEnvironment(src)
|
||||
log_admin("[M.name] was made into a revolutionary by dynamic.")
|
||||
message_admins("[M.name] was made into a revolutionary by dynamic.")
|
||||
return TRUE
|
||||
else
|
||||
log_game("DYNAMIC: [ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
|
||||
@@ -197,31 +187,30 @@
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOODSUCKERS //
|
||||
// VAMPIRE //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker
|
||||
name = "Bloodsucker Infiltrator"
|
||||
config_tag = "latejoin_bloodsucker"
|
||||
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
||||
antag_flag = ROLE_TRAITOR
|
||||
/*
|
||||
/datum/dynamic_ruleset/latejoin/vampire
|
||||
name = "vampire"
|
||||
config_tag = "vampire_latejoin"
|
||||
antag_flag = ROLE_VAMPIRE
|
||||
antag_datum = ANTAG_DATUM_VAMPIRE
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 10
|
||||
property_weights = list("story_potential" = 2, "extended" = 2, "trust" = -2, "valid" = 1)
|
||||
requirements = list(70,65,60,55,50,45,40,35,30,30)
|
||||
high_population_requirement = 30
|
||||
weight = 5
|
||||
cost = 15
|
||||
requirements = list(80,70,60,50,40,20,20,15,15,15)
|
||||
repeatable = TRUE
|
||||
high_population_requirement = 15
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
|
||||
/datum/dynamic_ruleset/latejoin/vampire/pre_execute()
|
||||
var/mob/M = pick(candidates)
|
||||
candidates -= M
|
||||
assigned += M.mind
|
||||
M.mind.special_role = antag_flag
|
||||
if(mode.make_bloodsucker(M.mind))
|
||||
mode.bloodsuckers += M
|
||||
log_admin("[M.name] was made into a bloodsucker by dynamic.")
|
||||
message_admins("[M.name] was made into a bloodsucker by dynamic.")
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
M.mind.special_role = ROLE_VAMPIRE
|
||||
return TRUE
|
||||
*/
|
||||
|
||||
@@ -17,10 +17,10 @@
|
||||
var/list/living_antags = list()
|
||||
var/list/dead_players = list()
|
||||
var/list/list_observers = list()
|
||||
var/list/ghost_eligible = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts
|
||||
weight = 0
|
||||
required_type = /mob/dead/observer
|
||||
/// Whether the ruleset should call generate_ruleset_body or not.
|
||||
var/makeBody = TRUE
|
||||
|
||||
@@ -34,8 +34,6 @@
|
||||
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
|
||||
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
|
||||
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
|
||||
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(/datum/element/ghost_role_eligibility)
|
||||
ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
|
||||
|
||||
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
|
||||
var/list/trimmed_list = L.Copy()
|
||||
@@ -72,25 +70,6 @@
|
||||
continue
|
||||
return trimmed_list
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/trim_list(list/L = list())
|
||||
var/list/trimmed_list = L.Copy()
|
||||
for(var/mob/M in trimmed_list)
|
||||
if (!M.client) // Are they connected?
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if(!mode.check_age(M.client, minimum_required_age))
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
if(antag_flag_override)
|
||||
if(!(antag_flag_override in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag_override))
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
else
|
||||
if(!(antag_flag in M.client.prefs.be_special) || jobban_isbanned(M.ckey, antag_flag))
|
||||
trimmed_list.Remove(M)
|
||||
continue
|
||||
return trimmed_list
|
||||
|
||||
// You can then for example prompt dead players in execute() to join as strike teams or whatever
|
||||
// Or autotator someone
|
||||
|
||||
@@ -112,15 +91,11 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/ready(forced = FALSE)
|
||||
if (required_candidates > ghost_eligible.len)
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/execute()
|
||||
var/application_successful = send_applications(ghost_eligible)
|
||||
var/list/possible_candidates = list()
|
||||
possible_candidates.Add(dead_players)
|
||||
possible_candidates.Add(list_observers)
|
||||
var/application_successful = send_applications(possible_candidates)
|
||||
return assigned.len > 0 && application_successful
|
||||
|
||||
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
|
||||
@@ -133,12 +108,8 @@
|
||||
|
||||
candidates = pollGhostCandidates("The mode is looking for volunteers to become a [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
|
||||
|
||||
if(!candidates || candidates.len < required_candidates)
|
||||
if(!candidates || candidates.len <= required_candidates)
|
||||
message_admins("The ruleset [name] did not receive enough applications.")
|
||||
if(candidates)
|
||||
message_admins("Only received [candidates.len], needed [required_candidates].")
|
||||
else
|
||||
message_admins("There were no candidates.")
|
||||
log_game("DYNAMIC: The ruleset [name] did not receive enough applications.")
|
||||
return FALSE
|
||||
|
||||
@@ -209,7 +180,6 @@
|
||||
repeatable = TRUE
|
||||
high_population_requirement = 15
|
||||
flags = TRAITOR_RULESET
|
||||
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1)
|
||||
always_max_weight = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
|
||||
@@ -244,8 +214,6 @@
|
||||
living_players -= M
|
||||
var/datum/antagonist/traitor/newTraitor = new
|
||||
M.mind.add_antag_datum(newTraitor)
|
||||
log_admin("[M] was made into a traitor by dynamic.")
|
||||
message_admins("[M] was made into a traitor by dynamic.")
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -269,7 +237,6 @@
|
||||
requirements = list(101,101,70,50,50,50,40,30,30,30)
|
||||
high_population_requirement = 30
|
||||
required_type = /mob/living/silicon/ai
|
||||
property_weights = list("story_potential" = 2, "trust" = 1, "chaos" = 2)
|
||||
var/ion_announce = 33
|
||||
var/removeDontImproveChance = 10
|
||||
|
||||
@@ -294,8 +261,6 @@
|
||||
var/datum/antagonist/traitor/AI = new
|
||||
M.mind.special_role = antag_flag
|
||||
M.mind.add_antag_datum(AI)
|
||||
log_admin("[M] was made into a malf AI by dynamic.")
|
||||
message_admins("[M] was made into a malf AI by dynamic.")
|
||||
if(prob(ion_announce))
|
||||
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", "ionstorm")
|
||||
if(prob(removeDontImproveChance))
|
||||
@@ -324,10 +289,12 @@
|
||||
requirements = list(90,90,70,50,50,50,50,40,30,30)
|
||||
high_population_requirement = 30
|
||||
repeatable = TRUE
|
||||
property_weights = list("story_potential" = 2, "trust" = 1, "chaos" = 2, "extended" = -2)
|
||||
var/datum/mind/wizard
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
if(GLOB.wizardstart.len == 0)
|
||||
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
|
||||
@@ -370,7 +337,6 @@
|
||||
cost = 35
|
||||
requirements = list(90,90,90,80,70,60,50,40,40,40)
|
||||
high_population_requirement = 40
|
||||
property_weights = list("story_potential" = 2, "trust" = 2, "chaos" = 2, "extended" = -2, "valid" = 2)
|
||||
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
|
||||
var/datum/team/nuclear/nuke_team
|
||||
flags = HIGHLANDER_RULESET
|
||||
@@ -388,6 +354,12 @@
|
||||
required_candidates = operative_cap[indice_pop]
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
|
||||
new_character.mind.special_role = "Nuclear Operative"
|
||||
new_character.mind.assigned_role = "Nuclear Operative"
|
||||
@@ -418,7 +390,12 @@
|
||||
requirements = list(101,101,101,80,60,50,50,50,50,50)
|
||||
high_population_requirement = 50
|
||||
repeatable = TRUE
|
||||
property_weights = list("story_potential" = -1, "trust" = 2, "chaos" = 2, "extended" = -2, "valid" = 2)
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/blob/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
|
||||
var/body = applicant.become_overmind()
|
||||
@@ -444,9 +421,14 @@
|
||||
high_population_requirement = 50
|
||||
repeatable_weight_decrease = 2
|
||||
repeatable = TRUE
|
||||
property_weights = list("story_potential" = -1, "trust" = 1, "chaos" = 2, "extended" = -2, "valid" = 2)
|
||||
var/list/vents = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
|
||||
// 50% chance of being incremented by one
|
||||
required_candidates += prob(50)
|
||||
@@ -494,7 +476,6 @@
|
||||
high_population_requirement = 50
|
||||
repeatable_weight_decrease = 2
|
||||
repeatable = TRUE
|
||||
property_weights = list("story_potential" = 1, "trust" = 1, "extended" = 1, "valid" = 2, "integrity" = 2)
|
||||
var/list/spawn_locs = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
|
||||
@@ -540,9 +521,14 @@
|
||||
weight = 4
|
||||
cost = 5
|
||||
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
|
||||
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
|
||||
high_population_requirement = 5
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/ready(forced = FALSE)
|
||||
if (required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
|
||||
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
|
||||
applicant.transfer_ckey(virus, FALSE)
|
||||
@@ -569,18 +555,17 @@
|
||||
cost = 5
|
||||
requirements = list(30,30,30,30,20,15,15,15,15,15)
|
||||
high_population_requirement = 15
|
||||
property_weights = list("story_potential" = -2, "extended" = -1)
|
||||
var/list/spawn_locs = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/revenant/acceptable(population = 0,threat = 0)
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
|
||||
var/deadMobs = 0
|
||||
for(var/mob/M in GLOB.dead_mob_list)
|
||||
deadMobs++
|
||||
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
|
||||
if(required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
|
||||
var/turf/T = get_turf(L)
|
||||
if(T && is_station_level(T.z))
|
||||
@@ -622,11 +607,13 @@
|
||||
weight = 4
|
||||
cost = 15
|
||||
requirements = list(101,101,101,90,80,70,60,50,40,30)
|
||||
property_weights = list("story_potential" = -2, "extended" = -2, "integrity" = 2, "valid" = 2, "trust" = 2)
|
||||
high_population_requirement = 30
|
||||
var/list/spawn_locs = list()
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
|
||||
if(required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
||||
if(isturf(L.loc))
|
||||
spawn_locs += L.loc
|
||||
@@ -672,11 +659,13 @@
|
||||
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
|
||||
high_population_requirement = 15
|
||||
var/datum/team/abductor_team/team
|
||||
property_weights = list("story_potential" = 1, "extended" = -2, "valid" = 1, "trust" = -1, "chaos" = 2)
|
||||
repeatable_weight_decrease = 4
|
||||
repeatable = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
|
||||
if(required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
team = new /datum/team/abductor_team
|
||||
if(team.team_number > ABDUCTOR_MAX_TEAMS)
|
||||
return FALSE
|
||||
@@ -710,11 +699,13 @@
|
||||
cost = 15
|
||||
requirements = list(101,101,101,90,80,70,60,50,40,30)
|
||||
high_population_requirement = 30
|
||||
property_weights = list("story_potential" = 1, "extended" = -2, "valid" = 2)
|
||||
var/list/spawn_locs = list()
|
||||
var/spawn_loc
|
||||
|
||||
/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
|
||||
if(required_candidates > (dead_players.len + list_observers.len))
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
|
||||
return FALSE
|
||||
if(!spawn_loc)
|
||||
var/list/spawn_locs = list()
|
||||
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
||||
@@ -754,3 +745,31 @@
|
||||
|
||||
#undef ABDUCTOR_MAX_TEAMS
|
||||
#undef REVENANT_SPAWN_THRESHOLD
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOODSUCKERS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker
|
||||
name = "Bloodsucker Infiltrator"
|
||||
config_tag = "latejoin_bloodsucker"
|
||||
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
||||
antag_flag = ROLE_TRAITOR
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 10
|
||||
requirements = list(90,80,70,60,55,50,45,40,35,30)
|
||||
high_population_requirement = 30
|
||||
repeatable = TRUE
|
||||
|
||||
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
|
||||
var/mob/M = pick(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = antag_flag
|
||||
if(mode.make_bloodsucker(M.mind))
|
||||
mode.bloodsuckers += M
|
||||
return TRUE
|
||||
|
||||
@@ -21,7 +21,6 @@
|
||||
requirements = list(50,50,50,50,50,50,50,50,50,50)
|
||||
high_population_requirement = 40
|
||||
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
|
||||
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1, "valid" = 1)
|
||||
always_max_weight = TRUE
|
||||
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
|
||||
|
||||
@@ -62,7 +61,6 @@
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
antag_cap = list(2,2,2,2,2,2,2,2,2,2) // Can pick 3 per team, but rare enough it doesn't matter.
|
||||
property_weights = list("story_potential" = 1, "trust" = -1, "extended" = 1, "valid" = 1)
|
||||
var/list/datum/team/brother_team/pre_brother_teams = list()
|
||||
var/const/min_team_size = 2
|
||||
|
||||
@@ -110,7 +108,6 @@
|
||||
cost = 15
|
||||
scaling_cost = 15
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
property_weights = list("trust" = -2, "valid" = 2)
|
||||
high_population_requirement = 10
|
||||
antag_cap = list(1,1,1,1,1,2,2,2,2,3)
|
||||
var/team_mode_probability = 30
|
||||
@@ -163,7 +160,6 @@
|
||||
cost = 30
|
||||
requirements = list(101,101,101,60,50,50,50,50,50,50)
|
||||
high_population_requirement = 50
|
||||
property_weights = list("story_potential" = 2, "trust" = 1, "chaos" = 2, "extended" = -2, "valid" = 2)
|
||||
var/list/roundstart_wizards = list()
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
|
||||
@@ -226,7 +222,6 @@
|
||||
weight = 3
|
||||
cost = 30
|
||||
requirements = list(101,101,101,80,70,60,50,50,50,50)
|
||||
property_weights = list("story_potential" = -1, "trust" = -1, "chaos" = 1, "conversion" = 1, "extended" = -2, "valid" = 2)
|
||||
high_population_requirement = 50
|
||||
flags = HIGHLANDER_RULESET
|
||||
antag_cap = list(2,2,2,3,3,4,4,4,4,4)
|
||||
@@ -288,7 +283,6 @@
|
||||
high_population_requirement = 50
|
||||
flags = HIGHLANDER_RULESET
|
||||
antag_cap = list(1,1,2,3,4,5,5,5,5,5)
|
||||
property_weights = list("story_potential" = 2, "trust" = 2, "chaos" = 2, "extended" = -2, "valid" = 2)
|
||||
var/datum/team/nuclear/nuke_team
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
|
||||
@@ -379,7 +373,6 @@
|
||||
flags = HIGHLANDER_RULESET
|
||||
// I give up, just there should be enough heads with 35 players...
|
||||
minimum_players = 35
|
||||
property_weights = list("trust" = -2, "chaos" = 2, "extended" = -2, "valid" = 2, "conversion" = 1)
|
||||
var/datum/team/revolution/revolution
|
||||
var/finished = FALSE
|
||||
|
||||
@@ -497,7 +490,6 @@
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
property_weights = list("extended" = 2)
|
||||
high_population_requirement = 101
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
|
||||
@@ -525,7 +517,6 @@
|
||||
high_population_requirement = 50
|
||||
flags = HIGHLANDER_RULESET
|
||||
antag_cap = list(2,3,3,4,4,4,4,4,4,4)
|
||||
property_weights = list("trust" = 2, "chaos" = 2, "extended" = -2, "conversion" = 1, "valid" = 2)
|
||||
var/ark_time
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
|
||||
@@ -625,8 +616,6 @@
|
||||
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
property_weights = list("trust" = 2, "chaos" = 2, "extended" = -2, "story_potential" = 2, "valid" = 2)
|
||||
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
|
||||
. = ..()
|
||||
@@ -658,7 +647,6 @@
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
antag_cap = list(1,1,1,2,2,2,3,3,3,4)
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
|
||||
var/num_devils = antag_cap[indice_pop]
|
||||
@@ -710,7 +698,6 @@
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
property_weights = list("extended" = -2, "chaos" = 2, "conversion" = 1, "valid" = 2)
|
||||
var/players_per_carrier = 30
|
||||
var/monkeys_to_win = 1
|
||||
var/escaped_monkeys = 0
|
||||
@@ -772,7 +759,6 @@
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
property_weights = list("extended" = -2, "chaos" = 2, "trust" = 2)
|
||||
var/meteordelay = 2000
|
||||
var/nometeors = 0
|
||||
var/rampupdelta = 5
|
||||
@@ -813,8 +799,7 @@
|
||||
weight = 2
|
||||
cost = 15
|
||||
scaling_cost = 10
|
||||
property_weights = list("story_potential" = 1, "extended" = 1, "trust" = -2, "valid" = 1)
|
||||
requirements = list(70,65,60,55,50,50,50,50,50,50)
|
||||
requirements = list(90,80,70,60,50,50,50,50,50,50)
|
||||
high_population_requirement = 50
|
||||
antag_cap = list(1,1,1,1,1,2,2,2,2,2)
|
||||
|
||||
|
||||
@@ -1,235 +0,0 @@
|
||||
/datum/dynamic_storyteller
|
||||
var/name = "none"
|
||||
var/desc = "A coder's idiocy."
|
||||
var/list/property_weights = list()
|
||||
var/curve_centre = 0
|
||||
var/curve_width = 1.8
|
||||
var/forced_threat_level = -1
|
||||
var/flags = 0
|
||||
var/weight = 3 // how many rounds need to have been recently played for this storyteller to be left out of the vote
|
||||
var/datum/game_mode/dynamic/mode = null
|
||||
|
||||
/**
|
||||
Property weights are:
|
||||
"story_potential" -- essentially how many different ways the antag can be played.
|
||||
"trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this.
|
||||
"chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended".
|
||||
"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
|
||||
let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights.
|
||||
"extended" -- How much the antag is conducive to a long round. Nukies and cults are bad for this; Wizard is less bad; and so on.
|
||||
"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason.
|
||||
*/
|
||||
|
||||
/datum/dynamic_storyteller/New()
|
||||
..()
|
||||
if (istype(SSticker.mode, /datum/game_mode/dynamic))
|
||||
mode = SSticker.mode
|
||||
GLOB.dynamic_curve_centre = curve_centre
|
||||
GLOB.dynamic_curve_width = curve_width
|
||||
GLOB.dynamic_forced_threat_level = forced_threat_level
|
||||
|
||||
/datum/dynamic_storyteller/proc/start_injection_cooldowns()
|
||||
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
|
||||
mode.latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
|
||||
|
||||
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
|
||||
mode.midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
|
||||
|
||||
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
|
||||
mode.event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
|
||||
|
||||
/datum/dynamic_storyteller/proc/do_process()
|
||||
return
|
||||
|
||||
/datum/dynamic_storyteller/proc/on_start()
|
||||
return
|
||||
|
||||
/datum/dynamic_storyteller/proc/get_midround_cooldown()
|
||||
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
|
||||
return round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
|
||||
|
||||
/datum/dynamic_storyteller/proc/get_event_cooldown()
|
||||
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
|
||||
return round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
|
||||
|
||||
/datum/dynamic_storyteller/proc/get_latejoin_cooldown()
|
||||
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
|
||||
return round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
|
||||
|
||||
/datum/dynamic_storyteller/proc/get_injection_chance(dry_run = FALSE)
|
||||
if(mode.forced_injection)
|
||||
mode.forced_injection = !dry_run
|
||||
return 100
|
||||
var/chance = 0
|
||||
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
|
||||
var/high_pop_factor = (mode.current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
|
||||
var/max_pop_per_antag = max(5,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
|
||||
if (!mode.current_players[CURRENT_LIVING_ANTAGS].len)
|
||||
chance += 80 // No antags at all? let's boost those odds!
|
||||
else
|
||||
var/current_pop_per_antag = mode.current_players[CURRENT_LIVING_PLAYERS].len / mode.current_players[CURRENT_LIVING_ANTAGS].len
|
||||
if (current_pop_per_antag > max_pop_per_antag)
|
||||
chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
|
||||
else
|
||||
chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
|
||||
if (mode.current_players[CURRENT_DEAD_PLAYERS].len > mode.current_players[CURRENT_LIVING_PLAYERS].len)
|
||||
chance -= 30 // More than half the crew died? ew, let's calm down on antags
|
||||
if (mode.threat > 70)
|
||||
chance += 15
|
||||
if (mode.threat < 30)
|
||||
chance -= 15
|
||||
return round(max(0,chance))
|
||||
|
||||
/datum/dynamic_storyteller/proc/roundstart_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
|
||||
if (rule.acceptable(mode.roundstart_pop_ready, mode.threat_level) && mode.threat >= rule.cost) // If we got the population and threat required
|
||||
rule.candidates = mode.candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
var/property_weight = 0
|
||||
for(var/property in property_weights)
|
||||
if(property in rule.property_weights) // just treat it as 0 if it's not in there
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
drafted_rules[rule] = (rule.get_weight() + property_weight)*rule.weight_mult
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/proc/midround_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/midround/rule in mode.midround_rules)
|
||||
// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
continue
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
var/property_weight = 0
|
||||
for(var/property in property_weights)
|
||||
if(property in rule.property_weights)
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
drafted_rules[rule] = (rule.get_weight() + property_weight)*rule.weight_mult
|
||||
else if(mode.threat < rule.cost)
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer)
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
continue
|
||||
// No stacking : only one round-ender, unless threat level > stacking_limit.
|
||||
if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(rule.flags & HIGHLANDER_RULESET && mode.highlander_executed)
|
||||
continue
|
||||
|
||||
rule.candidates = list(newPlayer)
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
var/property_weight = 0
|
||||
for(var/property in property_weights)
|
||||
if(property in rule.property_weights)
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
drafted_rules[rule] = (rule.get_weight() + property_weight)*rule.weight_mult
|
||||
else if(mode.threat < rule.cost)
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/proc/event_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for(var/datum/dynamic_ruleset/event/rule in mode.events)
|
||||
if(rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
|
||||
if(rule.ready())
|
||||
var/property_weight = 0
|
||||
for(var/property in property_weights)
|
||||
if(property in rule.property_weights)
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
drafted_rules[rule] = (rule.get_weight() + property_weight)*rule.weight_mult
|
||||
else if(mode.threat < rule.cost)
|
||||
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
|
||||
return drafted_rules
|
||||
|
||||
|
||||
/datum/dynamic_storyteller/cowabunga
|
||||
name = "Chaotic"
|
||||
curve_centre = 10
|
||||
desc = "Chaos: high. Variation: high. Likely antags: clock cult, revs, wizard."
|
||||
property_weights = list("extended" = -1, "chaos" = 10)
|
||||
weight = 2
|
||||
flags = WAROPS_ALWAYS_ALLOWED
|
||||
var/refund_cooldown
|
||||
|
||||
/datum/dynamic_storyteller/cowabunga/get_midround_cooldown()
|
||||
return ..() / 4
|
||||
|
||||
/datum/dynamic_storyteller/cowabunga/get_latejoin_cooldown()
|
||||
return ..() / 4
|
||||
|
||||
/datum/dynamic_storyteller/cowabunga/do_process()
|
||||
if(refund_cooldown < world.time)
|
||||
mode.refund_threat(10)
|
||||
mode.log_threat("Cowabunga it is. Refunded 10 threat. Threat is now [mode.threat].")
|
||||
refund_cooldown = world.time + 300 SECONDS
|
||||
|
||||
/datum/dynamic_storyteller/team
|
||||
name = "Teamwork"
|
||||
desc = "Chaos: high. Variation: low. Likely antags: nukies, clockwork cult, wizard, blob, xenomorph."
|
||||
curve_centre = 2
|
||||
curve_width = 1.5
|
||||
weight = 2
|
||||
flags = WAROPS_ALWAYS_ALLOWED
|
||||
property_weights = list("valid" = 3, "trust" = 5)
|
||||
|
||||
/datum/dynamic_storyteller/team/get_injection_chance(dry_run = FALSE)
|
||||
return (mode.current_players[CURRENT_LIVING_ANTAGS].len ? 0 : ..())
|
||||
|
||||
/datum/dynamic_storyteller/conversion
|
||||
name = "Conversion"
|
||||
desc = "Chaos: high. Variation: medium. Likely antags: cults, bloodsuckers, revs."
|
||||
curve_centre = 3
|
||||
curve_width = 1
|
||||
weight = 2
|
||||
flags = WAROPS_ALWAYS_ALLOWED
|
||||
property_weights = list("valid" = 1, "conversion" = 20)
|
||||
|
||||
/datum/dynamic_storyteller/classic
|
||||
name = "Random"
|
||||
desc = "Chaos: varies. Variation: highest. No special weights attached."
|
||||
weight = 6
|
||||
curve_width = 4
|
||||
|
||||
/datum/dynamic_storyteller/memes
|
||||
name = "Story"
|
||||
desc = "Chaos: varies. Variation: high. Likely antags: abductors, nukies, wizard, traitor."
|
||||
curve_width = 4
|
||||
property_weights = list("story_potential" = 10)
|
||||
|
||||
/datum/dynamic_storyteller/suspicion
|
||||
name = "Intrigue"
|
||||
desc = "Chaos: low. Variation: high. Likely antags: traitor, bloodsucker. Rare: revs, blood cult."
|
||||
curve_width = 4
|
||||
property_weights = list("trust" = -5)
|
||||
|
||||
/datum/dynamic_storyteller/liteextended
|
||||
name = "Calm"
|
||||
desc = "Chaos: low. Variation: medium. Likely antags: bloodsuckers, traitors, sentient disease, revenant."
|
||||
curve_centre = -5
|
||||
curve_width = 0.5
|
||||
flags = NO_ASSASSIN
|
||||
weight = 2
|
||||
property_weights = list("extended" = 1, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
|
||||
|
||||
/datum/dynamic_storyteller/liteextended/get_injection_chance(dry_run = FALSE)
|
||||
return ..()/2
|
||||
|
||||
/datum/dynamic_storyteller/extended
|
||||
name = "Extended"
|
||||
desc = "Chaos: none. Variation: none. Likely antags: none."
|
||||
curve_centre = -20
|
||||
weight = 2
|
||||
curve_width = 0.5
|
||||
|
||||
/datum/dynamic_storyteller/extended/on_start()
|
||||
GLOB.dynamic_forced_extended = TRUE
|
||||
Reference in New Issue
Block a user