Merged upstream dynamic fixes ported by Ghommie.
This commit is contained in:
@@ -26,7 +26,7 @@ GLOBAL_VAR_INIT(dynamic_first_midround_delay_max, (30 MINUTES))
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// Are HIGHLANDER_RULESETs allowed to stack?
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GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
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// A number between -5 and +5.
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// A number between -5 and +5.
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// A negative value will give a more peaceful round and
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// a positive value will give a round with higher threat.
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GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
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@@ -34,7 +34,7 @@ GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
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// Higher value will favour extreme rounds and
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// lower value rounds closer to the average.
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GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
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// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
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// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
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GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
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// How many roundstart players required for high population override to take effect.
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GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
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@@ -45,7 +45,7 @@ GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
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GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
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// List of forced roundstart rulesets.
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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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// 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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/datum/game_mode/dynamic
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@@ -56,10 +56,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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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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// 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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var/threat_level = 0
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/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
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var/threat = 0
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/// Starting threat level, for things that increase it but can bring it back down.
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@@ -85,14 +85,20 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
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*/
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var/pop_per_requirement = 9
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/// The requirement used for checking if a second rule should be selected.
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var/list/second_rule_req = list(101, 101, 101, 101, 100, 90, 80, 70, 60, 50)
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/// The requirement used for checking if a third rule should be selected.
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var/list/third_rule_req = list(101, 101, 101, 101, 101, 100, 90, 80, 70, 60)
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/// Threat requirement for a second ruleset when high pop override is in effect.
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var/high_pop_second_rule_req = 50
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/// Threat requirement for a third ruleset when high pop override is in effect.
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/// The requirement used for checking if a second rule should be selected. Index based on pop_per_requirement.
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var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
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/// The probability for a second ruleset with index being every ten threat.
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var/list/second_rule_prob = list(0,0,60,80,80,80,100,100,100,100)
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/// The requirement used for checking if a third rule should be selected. Index based on pop_per_requirement.
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var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
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/// The probability for a third ruleset with index being every ten threat.
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var/list/third_rule_prob = list(0,0,0,0,60,60,80,90,100,100)
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/// Threat requirement for a second ruleset when high pop override is in effect.
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var/high_pop_second_rule_req = 40
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/// Threat requirement for a third ruleset when high pop override is in effect.
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var/high_pop_third_rule_req = 60
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/// The amount of additional rulesets waiting to be picked.
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var/extra_rulesets_amount = 0
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/// Number of players who were ready on roundstart.
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var/roundstart_pop_ready = 0
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/// List of candidates used on roundstart rulesets.
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@@ -119,6 +125,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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var/highlander_executed = FALSE
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/// If a only ruleset has been executed.
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var/only_ruleset_executed = FALSE
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/// Antags rolled by rules so far, to keep track of and discourage scaling past a certain ratio of crew/antags especially on lowpop.
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var/antags_rolled = 0
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/datum/game_mode/dynamic/New() // i have NO IDEA if this is the proper way to do this.
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..()
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@@ -143,7 +151,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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/datum/game_mode/dynamic/admin_panel()
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var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
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dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
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dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><a href='?src=\ref[src];[HrefToken()]'>\[Refresh\]</A><BR>"
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dat += "Threat Level: <b>[threat_level]</b><br/>"
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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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@@ -200,7 +208,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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show_threatlog(usr)
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else if (href_list["stacking_limit"])
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GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
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admin_panel() // Refreshes the window
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// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
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@@ -305,15 +313,6 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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threat = threat_level
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/datum/game_mode/dynamic/can_start()
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/* Disabled for now, had some changes that need to be tested and this might interfere with that.
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if(GLOB.dynamic_curve_centre == 0)
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// 10 is when the centre starts to decrease
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// 6 is just 1 + 5 (from the maximum value and the one decreased)
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// 1 just makes the curve look better, I don't know.
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// Limited between 1 and 5 then inverted and rounded
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// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
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GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
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*/
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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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@@ -355,18 +354,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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candidates.Add(player)
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log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
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if (candidates.len <= 0)
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log_game("DYNAMIC: [candidates.len] candidates.")
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return TRUE
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if (roundstart_rules.len <= 0)
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log_game("DYNAMIC: [roundstart_rules.len] rules.")
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return TRUE
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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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else
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roundstart()
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var/starting_rulesets = ""
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for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
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starting_rulesets += "[DR.name], "
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log_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
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candidates.Cut()
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return TRUE
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@@ -374,9 +376,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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update_playercounts()
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for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
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rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
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if(!rule.execute())
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stack_trace("The starting rule \"[rule.name]\" failed to execute.")
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addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
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..()
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/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
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@@ -387,6 +387,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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message_admins("Drafting players for forced ruleset [rule.name].")
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log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
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rule.mode = src
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rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
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rule.candidates = candidates.Copy()
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rule.trim_candidates()
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if (rule.ready(TRUE))
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@@ -407,7 +408,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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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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var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
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var/extra_rulesets_amount = 0
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extra_rulesets_amount = 0
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if (GLOB.dynamic_classic_secret)
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extra_rulesets_amount = 0
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else
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@@ -419,23 +420,28 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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if (threat_level > high_pop_third_rule_req)
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extra_rulesets_amount++
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else
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if (threat_level >= second_rule_req[indice_pop])
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var/threat_indice = min(10, max(round(threat_level ? threat_level/10 : 1), 1)) // 0-9 threat = 1, 10-19 threat = 2 ...
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if (threat_level >= second_rule_req[indice_pop] && prob(second_rule_prob[threat_indice]))
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extra_rulesets_amount++
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if (threat_level >= third_rule_req[indice_pop])
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if (threat_level >= third_rule_req[indice_pop] && prob(third_rule_prob[threat_indice]))
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extra_rulesets_amount++
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log_game("DYNAMIC: Trying to roll [extra_rulesets_amount + 1] roundstart rulesets. Picking from [drafted_rules.len] eligible rulesets.")
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if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
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if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
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log_game("DYNAMIC: First ruleset picked successfully. [extra_rulesets_amount] remaining.")
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while(extra_rulesets_amount > 0 && drafted_rules.len > 0) // We had enough threat for one or two more rulesets
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for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
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if (rule.cost > threat)
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drafted_rules -= rule
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if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
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if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
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for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
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if (rule.cost > threat)
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drafted_rules -= rule
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picking_roundstart_rule(drafted_rules)
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if(drafted_rules.len)
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picking_roundstart_rule(drafted_rules)
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extra_rulesets_amount--
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log_game("DYNAMIC: Additional ruleset picked successfully, now [executed_rules.len] picked. [extra_rulesets_amount] remaining.")
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else
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if(threat >= 10)
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message_admins("DYNAMIC: Picking first roundstart ruleset failed. You should report this.")
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log_game("DYNAMIC: Picking first roundstart ruleset failed. drafted_rules.len = [drafted_rules.len] and threat = [threat]/[threat_level]")
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return FALSE
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return TRUE
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@@ -443,68 +449,74 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
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var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
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if(!starting_rule)
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log_game("DYNAMIC: Couldn't pick a starting ruleset. No rulesets available")
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return FALSE
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if(!forced)
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if(only_ruleset_executed)
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return FALSE
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// Check if a blocking ruleset has been executed.
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else if(check_blocking(starting_rule.blocking_rules, executed_rules))
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else if(check_blocking(starting_rule.blocking_rules, executed_rules)) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
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drafted_rules -= starting_rule
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if(drafted_rules.len <= 0)
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log_game("DYNAMIC: Picking [starting_rule.name] failed due to blocking_rules and no more rulesets available. Report this.")
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return FALSE
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starting_rule = pickweight(drafted_rules)
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// Check if the ruleset is highlander and if a highlander ruleset has been executed
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else if(starting_rule.flags & HIGHLANDER_RULESET)
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if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
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if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(highlander_executed)
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drafted_rules -= starting_rule
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if(drafted_rules.len <= 0)
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log_game("DYNAMIC: Picking [starting_rule.name] failed due to no highlander stacking and no more rulesets available. Report this.")
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return FALSE
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starting_rule = pickweight(drafted_rules)
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// With low pop and high threat there might be rulesets that get executed with no valid candidates.
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else if(starting_rule.ready()) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
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drafted_rules -= starting_rule
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if(drafted_rules.len <= 0)
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log_game("DYNAMIC: Picking [starting_rule.name] failed because there were not enough candidates and no more rulesets available. Report this.")
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return FALSE
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starting_rule = pickweight(drafted_rules)
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log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
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log_game("DYNAMIC: Picked a ruleset: [starting_rule.name]")
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roundstart_rules -= starting_rule
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drafted_rules -= starting_rule
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if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
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var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
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addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
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starting_rule.trim_candidates()
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var/added_threat = starting_rule.scale_up(extra_rulesets_amount, threat)
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if (starting_rule.pre_execute())
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spend_threat(starting_rule.cost)
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spend_threat(starting_rule.cost + added_threat)
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log_threat("Roundstart [starting_rule.name] spent [starting_rule.cost]")
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if(starting_rule.flags & HIGHLANDER_RULESET)
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highlander_executed = TRUE
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else if(starting_rule.flags & ONLY_RULESET)
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only_ruleset_executed = TRUE
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executed_rules += starting_rule
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if (starting_rule.persistent)
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current_rules += starting_rule
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for(var/mob/M in starting_rule.assigned)
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for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
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if (!rule.ready())
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drafted_rules -= rule // And removing rules that are no longer elligible
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for(var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
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if(check_blocking(rule.blocking_rules, executed_rules))
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drafted_rules -= rule
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if(highlander_executed && rule.flags & HIGHLANDER_RULESET)
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drafted_rules -= rule
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if(!rule.ready())
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drafted_rules -= rule // And removing rules that are no longer eligible
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return TRUE
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else
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stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
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return FALSE
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/// Executes delayed roundstart rules and has a hack in it.
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/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
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update_playercounts()
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rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
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rule.trim_candidates()
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/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
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/datum/game_mode/dynamic/proc/execute_roundstart_rule(sent_rule)
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var/datum/dynamic_ruleset/rule = sent_rule
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if(rule.execute())
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executed_rules += rule
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if (rule.persistent)
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if(rule.persistent)
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current_rules += rule
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return TRUE
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else
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stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
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return FALSE
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rule.clean_up() // Refund threat, delete teams and so on.
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executed_rules -= rule
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stack_trace("The starting rule \"[rule.name]\" failed to execute.")
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return FALSE
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/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
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/// Also this could be named better.
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@@ -512,7 +524,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
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if(!rule)
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return FALSE
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if(!forced)
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if(only_ruleset_executed)
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return FALSE
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@@ -524,19 +536,19 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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rule = pickweight(drafted_rules)
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// Check if the ruleset is highlander and if a highlander ruleset has been executed
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else if(rule.flags & HIGHLANDER_RULESET)
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if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(highlander_executed)
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drafted_rules -= rule
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if(drafted_rules.len <= 0)
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return FALSE
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rule = pickweight(drafted_rules)
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if(!rule.repeatable)
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if(rule.ruletype == "Latejoin")
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latejoin_rules = remove_from_list(latejoin_rules, rule.type)
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else if(rule.type == "Midround")
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midround_rules = remove_from_list(midround_rules, rule.type)
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/*
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if (rule.execute())
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log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
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spend_threat(rule.cost)
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@@ -557,6 +569,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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else
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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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*/
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addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, rule), rule.delay)
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return TRUE
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/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
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/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
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@@ -567,10 +583,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
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new_rule = ruletype
|
||||
else
|
||||
return FALSE
|
||||
|
||||
|
||||
if(!new_rule)
|
||||
return FALSE
|
||||
|
||||
|
||||
if(!forced)
|
||||
if(only_ruleset_executed)
|
||||
return FALSE
|
||||
@@ -579,13 +595,12 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
return FALSE
|
||||
// Check if the ruleset is highlander and if a highlander ruleset has been executed
|
||||
else if(new_rule.flags & HIGHLANDER_RULESET)
|
||||
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(highlander_executed)
|
||||
return FALSE
|
||||
|
||||
|
||||
update_playercounts()
|
||||
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
|
||||
new_rule.candidates = current_players.Copy()
|
||||
new_rule.trim_candidates()
|
||||
if (new_rule.ready(forced))
|
||||
spend_threat(new_rule.cost)
|
||||
@@ -604,6 +619,30 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
|
||||
return FALSE
|
||||
|
||||
/// Mainly here to facilitate delayed rulesets. All midround/latejoin rulesets are executed with a timered callback to this proc.
|
||||
/datum/game_mode/dynamic/proc/execute_midround_latejoin_rule(sent_rule)
|
||||
var/datum/dynamic_ruleset/rule = sent_rule
|
||||
if (rule.execute())
|
||||
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
|
||||
spend_threat(rule.cost)
|
||||
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
|
||||
if(rule.flags & HIGHLANDER_RULESET)
|
||||
highlander_executed = TRUE
|
||||
else if(rule.flags & ONLY_RULESET)
|
||||
only_ruleset_executed = TRUE
|
||||
if(rule.ruletype == "Latejoin")
|
||||
var/mob/M = pick(rule.candidates)
|
||||
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
|
||||
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
|
||||
executed_rules += rule
|
||||
rule.candidates.Cut()
|
||||
if (rule.persistent)
|
||||
current_rules += rule
|
||||
return TRUE
|
||||
rule.clean_up()
|
||||
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
|
||||
return FALSE
|
||||
|
||||
/datum/game_mode/dynamic/process()
|
||||
if (pop_last_updated < world.time - (60 SECONDS))
|
||||
pop_last_updated = world.time
|
||||
@@ -616,21 +655,21 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
if (midround_injection_cooldown < world.time)
|
||||
if (GLOB.dynamic_forced_extended)
|
||||
return
|
||||
|
||||
// Somehow it manages to trigger midround multiple times so this was moved here.
|
||||
|
||||
// Somehow it managed to trigger midround multiple times so this was moved here.
|
||||
// There is no way this should be able to trigger an injection twice now.
|
||||
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
|
||||
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
|
||||
|
||||
|
||||
// Time to inject some threat into the round
|
||||
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
|
||||
return
|
||||
|
||||
log_game("DYNAMIC: Checking state of the round.")
|
||||
|
||||
update_playercounts()
|
||||
message_admins("DYNAMIC: Checking for midround injection.")
|
||||
log_game("DYNAMIC: Checking for midround injection.")
|
||||
|
||||
if (prob(get_injection_chance()))
|
||||
update_playercounts()
|
||||
if (get_injection_chance())
|
||||
var/list/drafted_rules = list()
|
||||
var/antag_num = current_players[CURRENT_LIVING_ANTAGS].len
|
||||
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
|
||||
@@ -640,10 +679,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
continue
|
||||
rule.candidates = list()
|
||||
rule.candidates = current_players.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
if (rule.ready())
|
||||
drafted_rules[rule] = rule.get_weight()
|
||||
if (drafted_rules.len > 0)
|
||||
picking_midround_latejoin_rule(drafted_rules)
|
||||
@@ -744,11 +781,11 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
|
||||
// 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-enter, unless > stacking_limit threat.
|
||||
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
// No stacking : only one round-ender, unless threat level > stacking_limit.
|
||||
if (threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
|
||||
continue
|
||||
|
||||
|
||||
rule.candidates = list(newPlayer)
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
|
||||
Reference in New Issue
Block a user