More dynamic rework: help I wasn't done (#11642)
* 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 * null checks better * Made antag threats in config, too * various fixes * Another couple dynamic fixes * Made an admin message chunk all one line. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -152,9 +152,9 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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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><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 += "Target threat: <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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dat += "Current threat: <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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@@ -339,9 +339,10 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
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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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message_admins("Dynamic mode parameters for the round:\n\
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Storyteller is [storyteller.name].\n\
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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"].\n\
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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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log_game("DYNAMIC: Dynamic mode parameters for the round:")
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log_game("DYNAMIC: 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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log_game("DYNAMIC: 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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@@ -106,7 +106,7 @@
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if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
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job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
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var/threat = round(mode.threat_level/10)
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var/threat = CLAMP(round(mode.threat_level/10),1,10)
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if (job_check < required_enemies[threat])
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
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return FALSE
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@@ -216,7 +216,7 @@
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var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
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var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
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var/max_traitors = round(player_count / 10) + 1
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if ((antag_count < max_traitors) && prob(mode.threat_level))//adding traitors if the antag population is getting low
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if ((antag_count < max_traitors) && prob(min(100,mode.threat_level)))//adding traitors if the antag population is getting low
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return ..()
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else
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return FALSE
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@@ -53,11 +53,13 @@ Property weights are:
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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/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M.stat != DEAD && M.mind && M.mind.assigned_role)
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if(length(M.mind.antag_datums))
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threat += SSjob.GetJob(M.mind.assigned_role).GetThreat()
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else
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threat -= SSjob.GetJob(M.mind.assigned_role).GetThreat()
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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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if(J)
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if(length(M.mind.antag_datums))
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threat += J.GetThreat()
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else
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threat -= J.GetThreat()
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threat += (mode.current_players[CURRENT_DEAD_PLAYERS].len)*dead_player_weight
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return round(threat,0.1)
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