A dynamic rework: target threat levels (#11515)

* Starting a replacement of how threat works.

* no, we do it this way

* Added threat levels to jobs

* Added threat to... a lot.

* Updated for traitor classes.

* Fixed errors, except for one.

It's consistently giving me "maximum number of internal arrays exceeded (65535)". I have no idea what could be causing this.

* Added type annotation to GetJob.

* This one I should change though

* wow how'd that happen

* spammable means low threat

* Made story threat have initial threat level on average

* Made somet rulesets force if they won the vote

* )

* Gave EVERY job threat, added a config for it.

* Rebalanced some numbers

* Update code/game/gamemodes/dynamic/dynamic_storytellers.dm

Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>

* Removes mush threat

* Makes devil threat scale with form

* reviewing reviewer's review of reviewer

* Gutlunches can be friendly spawned, so no

* Also made forced-friendly mobs not count

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
Putnam3145
2020-03-25 09:40:37 -07:00
committed by GitHub
parent 6f9e9d0be7
commit 3d8084709b
146 changed files with 434 additions and 194 deletions
+5 -2
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@@ -121,7 +121,8 @@
var/activeFor = 0 //How long the event has existed. You don't need to change this.
var/current_players = 0 //Amount of of alive, non-AFK human players on server at the time of event start
var/fakeable = TRUE //Can be faked by fake news event.
var/threat = 0
var/fakeable = TRUE //Can be faked by fake news event.
//Called first before processing.
//Allows you to setup your event, such as randomly
@@ -161,7 +162,9 @@
/datum/round_event/proc/end()
return
// Returns threat; used for dynamic. Used for custom stuff, just returns the threat var by default.
/datum/round_event/proc/threat()
return threat
//Do not override this proc, instead use the appropiate procs.
//This proc will handle the calls to the appropiate procs.
@@ -27,6 +27,7 @@
"How do I vore people?",
"ERP?",
"Not epic bros...")
threat = 5
/datum/round_event/brand_intelligence/announce(fake)
+4
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@@ -16,6 +16,7 @@
startWhen = 6
endWhen = 66
announceWhen = 1
threat = 15
var/list/wave_type
var/wave_name = "normal"
var/direction
@@ -88,8 +89,10 @@
max_occurrences = 3
earliest_start = 35 MINUTES
/datum/round_event/meteor_wave/threatening
wave_name = "threatening"
threat = 25
/datum/round_event_control/meteor_wave/catastrophic
name = "Meteor Wave: Catastrophic"
@@ -101,6 +104,7 @@
/datum/round_event/meteor_wave/catastrophic
wave_name = "catastrophic"
threat = 35
#undef SINGULO_BEACON_DISTURBANCE
#undef SINGULO_BEACON_MAX_DISTURBANCE
+8 -8
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@@ -15,7 +15,7 @@
/datum/round_event/pirates
startWhen = 60 //2 minutes to answer
var/datum/comm_message/threat
var/datum/comm_message/threat_message
var/payoff = 0
var/paid_off = FALSE
var/ship_name = "Space Privateers Association"
@@ -28,16 +28,16 @@
priority_announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", "commandreport") // CITADEL EDIT metabreak
if(fake)
return
threat = new
threat_message = new
payoff = round(SSshuttle.points * 0.80)
threat.title = "Business proposition"
threat.content = "This is [ship_name]. Pay up [payoff] credits or you'll walk the plank."
threat.possible_answers = list("We'll pay.","No way.")
threat.answer_callback = CALLBACK(src,.proc/answered)
SScommunications.send_message(threat,unique = TRUE)
threat_message.title = "Business proposition"
threat_message.content = "This is [ship_name]. Pay up [payoff] credits or you'll walk the plank."
threat_message.possible_answers = list("We'll pay.","No way.")
threat_message.answer_callback = CALLBACK(src,.proc/answered)
SScommunications.send_message(threat_message,unique = TRUE)
/datum/round_event/pirates/proc/answered()
if(threat && threat.answered == 1)
if(threat_message && threat_message.answered == 1)
if(SSshuttle.points >= payoff)
SSshuttle.points -= payoff
priority_announce("Thanks for the credits, landlubbers.",sender_override = ship_name)
+2
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@@ -30,6 +30,7 @@
icon_dead = "magicarp_dead"
icon_gib = "magicarp_gib"
ranged = 1
threat = 4
retreat_distance = 2
minimum_distance = 0 //Between shots they can and will close in to nash
projectiletype = /obj/item/projectile/magic
@@ -51,6 +52,7 @@
color = "#00FFFF"
maxHealth = 75
health = 75
threat = 7
/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
projectiletype = pick(allowed_projectile_types)
+2 -1
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@@ -10,6 +10,7 @@
var/list/stored_name
var/list/stored_species
var/list/stored_dna
threat = 10
/datum/round_event/wizard/race/setup()
stored_name = list()
@@ -56,4 +57,4 @@
H.set_species(stored_species[H])
H.real_name = stored_name[H]
H.dna.unique_enzymes = stored_dna[H]
to_chat(H, "<span class='notice'>You feel back to your normal self again.</span>")
to_chat(H, "<span class='notice'>You feel back to your normal self again.</span>")