Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit655
This commit is contained in:
@@ -54,12 +54,18 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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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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/// Starting threat level, for things that increase it but can bring it back down.
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var/initial_threat_level = 0
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/// Target threat level right now. Events and antags will try to keep the round at this level.
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var/threat_level = 0
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/// The current antag threat. Recalculated every time a ruletype starts or ends.
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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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var/initial_threat_level = 0
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/// Threat average over the course of the round, for endgame logs.
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var/threat_average = 0
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/// Number of times threat average has been calculated, for calculating above.
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var/threat_average_weight = 0
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/// Last time a threat average sample was taken. Used for weighting the rolling average.
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var/last_threat_sample_time = 0
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/// Things that cause a rolling threat adjustment to be displayed at roundend.
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var/list/threat_tallies = list()
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/// Running information about the threat. Can store text or datum entries.
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@@ -511,7 +517,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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drafted_rules -= starting_rule
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starting_rule.trim_candidates()
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starting_rule.scale_up(extra_rulesets_amount, threat)
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starting_rule.scale_up(extra_rulesets_amount, threat_level)
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if (starting_rule.pre_execute())
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log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> [starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
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if(starting_rule.flags & HIGHLANDER_RULESET)
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@@ -715,6 +721,16 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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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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threat = storyteller.calculate_threat() + added_threat
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if(threat_average_weight)
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var/cur_sample_weight = world.time - last_threat_sample_time
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threat_average = ((threat_average * threat_average_weight) + threat) / (threat_average_weight + cur_sample_weight)
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threat_average_weight += cur_sample_weight
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last_threat_sample_time = world.time
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else
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threat_average = threat
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threat_average_weight++
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last_threat_sample_time = world.time
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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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@@ -241,5 +241,5 @@
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requirements = list(10,10,10,10,10,10,10,10,10,10)
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high_population_requirement = 10
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repeatable = TRUE
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flags = TRAITOR_RULESET
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flags = TRAITOR_RULESET | MINOR_RULESET
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
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@@ -34,8 +34,7 @@
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living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
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living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
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list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
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var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
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ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
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ghost_eligible = trim_list(get_all_ghost_role_eligible())
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/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
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var/list/trimmed_list = L.Copy()
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@@ -11,6 +11,7 @@
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WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
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USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
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FORCE_IF_WON: If this mode won the vote, forces it
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USE_PREV_ROUND_WEIGHTS: Changes its threat centre based on the average chaos of previous rounds.
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*/
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var/flags = 0
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var/dead_player_weight = 1 // How much dead players matter for threat calculation
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@@ -53,6 +54,8 @@ Property weights are:
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var/turf/T = get_turf(H)
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if(H.stat != DEAD && is_station_level(T.z) && !("Station" in H.faction))
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threat += H.threat()
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for(var/obj/item/phylactery/P in GLOB.poi_list)
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threat += 25 // can't be giving them too much of a break
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M?.mind?.assigned_role && M.stat != DEAD)
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var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
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@@ -90,6 +93,8 @@ Property weights are:
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mean += 5
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if(voters)
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GLOB.dynamic_curve_centre += (mean/voters)
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if(flags & USE_PREV_ROUND_WEIGHTS)
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GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
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GLOB.dynamic_forced_threat_level = forced_threat_level
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/datum/dynamic_storyteller/proc/get_midround_cooldown()
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@@ -135,17 +140,19 @@ Property weights are:
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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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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
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pick this particular ruleset.
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Let's use a toy example: there's 60 threat level and 10 threat spent.
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We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
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Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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var/threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
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var/threat_weight = 1
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if(!(rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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/* Basically, the closer the cost is to the current threat-level-away-from-threat, the more likely it is to
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pick this particular ruleset.
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Let's use a toy example: there's 60 threat level and 10 threat spent.
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We want to pick a ruleset that's close to that, so we run the below equation, on two rulesets.
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Ruleset 1 has 30 cost, ruleset 2 has 5 cost.
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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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@@ -168,8 +175,10 @@ Property weights are:
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rule.candidates = list(newPlayer)
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rule.trim_candidates()
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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var/threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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var/threat_weight = 1
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if(!(rule.flags & MINOR_RULESET))
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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@@ -200,7 +209,7 @@ Property weights are:
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weight = 1
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event_frequency_lower = 2 MINUTES
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event_frequency_upper = 10 MINUTES
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flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
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flags = WAROPS_ALWAYS_ALLOWED
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min_players = 40
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var/refund_cooldown = 0
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@@ -224,7 +233,7 @@ Property weights are:
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curve_width = 1.5
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weight = 2
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min_players = 30
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flags = WAROPS_ALWAYS_ALLOWED
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flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
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property_weights = list("valid" = 3, "trust" = 5)
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/datum/dynamic_storyteller/team/get_injection_chance(dry_run = FALSE)
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@@ -245,7 +254,10 @@ Property weights are:
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config_tag = "random"
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weight = 1
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desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets."
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forced_threat_level = 100
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/datum/dynamic_storyteller/random/on_start()
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..()
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GLOB.dynamic_forced_threat_level = rand(0,100)
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/datum/dynamic_storyteller/random/get_midround_cooldown()
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return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
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@@ -259,9 +271,6 @@ Property weights are:
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/datum/dynamic_storyteller/random/get_injection_chance()
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return 50 // i would do rand(0,100) but it's actually the same thing when you do the math
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/datum/dynamic_storyteller/random/calculate_threat()
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return 0 // what IS threat
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/datum/dynamic_storyteller/random/roundstart_draft()
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
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@@ -315,18 +324,20 @@ Property weights are:
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desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
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weight = 2
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curve_width = 2
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flags = USE_PREV_ROUND_WEIGHTS
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property_weights = list("story_potential" = 2)
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/datum/dynamic_storyteller/story/do_process()
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/datum/dynamic_storyteller/story/calculate_threat()
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var/current_time = (world.time / SSautotransfer.targettime)*180
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mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.5),0.1)
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mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
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..()
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/datum/dynamic_storyteller/classic
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name = "Classic"
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config_tag = "classic"
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desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight."
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flags = USE_PREF_WEIGHTS
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flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
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/datum/dynamic_storyteller/suspicion
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name = "Intrigue"
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@@ -335,6 +346,7 @@ Property weights are:
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weight = 2
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curve_width = 2
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dead_player_weight = 2
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flags = USE_PREV_ROUND_WEIGHTS
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property_weights = list("trust" = -3)
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/datum/dynamic_storyteller/liteextended
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