This commit is contained in:
Ghommie
2020-04-09 15:46:19 +02:00
415 changed files with 144051 additions and 5109 deletions
+19 -3
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@@ -54,12 +54,18 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
// Current storyteller
var/datum/dynamic_storyteller/storyteller = null
// Threat logging vars
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Target threat level right now. Events and antags will try to keep the round at this level.
var/threat_level = 0
/// The current antag threat. Recalculated every time a ruletype starts or ends.
var/threat = 0
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Threat average over the course of the round, for endgame logs.
var/threat_average = 0
/// Number of times threat average has been calculated, for calculating above.
var/threat_average_weight = 0
/// Last time a threat average sample was taken. Used for weighting the rolling average.
var/last_threat_sample_time = 0
/// Things that cause a rolling threat adjustment to be displayed at roundend.
var/list/threat_tallies = list()
/// Running information about the threat. Can store text or datum entries.
@@ -511,7 +517,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
drafted_rules -= starting_rule
starting_rule.trim_candidates()
starting_rule.scale_up(extra_rulesets_amount, threat)
starting_rule.scale_up(extra_rulesets_amount, threat_level)
if (starting_rule.pre_execute())
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> [starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
if(starting_rule.flags & HIGHLANDER_RULESET)
@@ -715,6 +721,16 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
threat = storyteller.calculate_threat() + added_threat
if(threat_average_weight)
var/cur_sample_weight = world.time - last_threat_sample_time
threat_average = ((threat_average * threat_average_weight) + threat) / (threat_average_weight + cur_sample_weight)
threat_average_weight += cur_sample_weight
last_threat_sample_time = world.time
else
threat_average = threat
threat_average_weight++
last_threat_sample_time = world.time
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
@@ -241,5 +241,5 @@
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
flags = TRAITOR_RULESET
flags = TRAITOR_RULESET | MINOR_RULESET
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
@@ -34,8 +34,7 @@
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(list(/datum/element/ghost_role_eligibility))
ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
ghost_eligible = trim_list(get_all_ghost_role_eligible())
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
@@ -11,6 +11,7 @@
WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
FORCE_IF_WON: If this mode won the vote, forces it
USE_PREV_ROUND_WEIGHTS: Changes its threat centre based on the average chaos of previous rounds.
*/
var/flags = 0
var/dead_player_weight = 1 // How much dead players matter for threat calculation
@@ -53,6 +54,8 @@ Property weights are:
var/turf/T = get_turf(H)
if(H.stat != DEAD && is_station_level(T.z) && !("Station" in H.faction))
threat += H.threat()
for(var/obj/item/phylactery/P in GLOB.poi_list)
threat += 25 // can't be giving them too much of a break
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M?.mind?.assigned_role && M.stat != DEAD)
var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
@@ -90,6 +93,8 @@ Property weights are:
mean += 5
if(voters)
GLOB.dynamic_curve_centre += (mean/voters)
if(flags & USE_PREV_ROUND_WEIGHTS)
GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
GLOB.dynamic_forced_threat_level = forced_threat_level
/datum/dynamic_storyteller/proc/get_midround_cooldown()
@@ -135,17 +140,19 @@ Property weights are:
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.trim_candidates()
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
var/threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
var/threat_weight = 1
if(!(rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
pick this particular ruleset.
Let's use a toy example: there's 60 threat level and 10 threat spent.
We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -168,8 +175,10 @@ Property weights are:
rule.candidates = list(newPlayer)
rule.trim_candidates()
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
var/threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
var/threat_weight = 1
if(!(rule.flags & MINOR_RULESET))
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -200,7 +209,7 @@ Property weights are:
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
flags = WAROPS_ALWAYS_ALLOWED
min_players = 40
var/refund_cooldown = 0
@@ -224,7 +233,7 @@ Property weights are:
curve_width = 1.5
weight = 2
min_players = 30
flags = WAROPS_ALWAYS_ALLOWED
flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
property_weights = list("valid" = 3, "trust" = 5)
/datum/dynamic_storyteller/team/get_injection_chance(dry_run = FALSE)
@@ -245,7 +254,10 @@ Property weights are:
config_tag = "random"
weight = 1
desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets."
forced_threat_level = 100
/datum/dynamic_storyteller/random/on_start()
..()
GLOB.dynamic_forced_threat_level = rand(0,100)
/datum/dynamic_storyteller/random/get_midround_cooldown()
return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
@@ -259,9 +271,6 @@ Property weights are:
/datum/dynamic_storyteller/random/get_injection_chance()
return 50 // i would do rand(0,100) but it's actually the same thing when you do the math
/datum/dynamic_storyteller/random/calculate_threat()
return 0 // what IS threat
/datum/dynamic_storyteller/random/roundstart_draft()
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
@@ -315,18 +324,20 @@ Property weights are:
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
weight = 2
curve_width = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("story_potential" = 2)
/datum/dynamic_storyteller/story/do_process()
/datum/dynamic_storyteller/story/calculate_threat()
var/current_time = (world.time / SSautotransfer.targettime)*180
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.5),0.1)
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
..()
/datum/dynamic_storyteller/classic
name = "Classic"
config_tag = "classic"
desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight."
flags = USE_PREF_WEIGHTS
flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
/datum/dynamic_storyteller/suspicion
name = "Intrigue"
@@ -335,6 +346,7 @@ Property weights are:
weight = 2
curve_width = 2
dead_player_weight = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("trust" = -3)
/datum/dynamic_storyteller/liteextended