Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into fix-story-storyteller

This commit is contained in:
Putnam
2020-04-24 16:07:38 -07:00
395 changed files with 5704 additions and 3346 deletions
@@ -53,7 +53,7 @@
restricted_jobs += "Assistant"
// Set number of Vamps
recommended_enemies = CLAMP(round(num_players()/10), 1, 6);
recommended_enemies = clamp(round(num_players()/10), 1, 6);
// Select Antags
for(var/i = 0, i < recommended_enemies, i++)
@@ -195,7 +195,7 @@
return FALSE
if(target.stat > UNCONSCIOUS)
return FALSE
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
@@ -105,7 +105,7 @@
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
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
var/threat = CLAMP(round(mode.threat_level/10),1,10)
var/threat = clamp(round(mode.threat_level/10),1,10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
@@ -671,7 +671,7 @@
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
return Ninja
/datum/dynamic_ruleset/midround/from_ghosts/ninja/finish_setup(mob/new_character, index)
return
@@ -789,7 +789,7 @@
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
@@ -11,7 +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.
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
@@ -22,11 +22,11 @@
var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
/**
Property weights are:
Property weights are:
"story_potential" -- essentially how many different ways the antag can be played.
"trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this.
"chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended".
"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights.
"extended" -- How much the antag is conducive to a long round. Nukies and cults are bad for this; Wizard is less bad; and so on.
"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason.
@@ -34,13 +34,13 @@ Property weights are:
/datum/dynamic_storyteller/proc/start_injection_cooldowns()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
mode.latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
mode.latejoin_injection_cooldown = round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_first_latejoin_delay_min, GLOB.dynamic_first_latejoin_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
mode.midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
mode.midround_injection_cooldown = round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
mode.event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
mode.event_injection_cooldown = (round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
/datum/dynamic_storyteller/proc/calculate_threat()
var/threat = 0
@@ -99,15 +99,15 @@ Property weights are:
/datum/dynamic_storyteller/proc/get_midround_cooldown()
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
return round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
return round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
/datum/dynamic_storyteller/proc/get_event_cooldown()
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
return round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
return round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
/datum/dynamic_storyteller/proc/get_latejoin_cooldown()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
return round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
return round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
/datum/dynamic_storyteller/proc/get_injection_chance(dry_run = FALSE)
if(mode.forced_injection)
@@ -144,7 +144,7 @@ Property weights are:
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.
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.
@@ -212,7 +212,7 @@ Property weights are:
flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
min_players = 30
var/refund_cooldown = 0
/datum/dynamic_storyteller/chaotic/do_process()
if(refund_cooldown < world.time)
mode.create_threat(20)
@@ -221,7 +221,7 @@ Property weights are:
/datum/dynamic_storyteller/chaotic/get_midround_cooldown()
return ..() / 4
/datum/dynamic_storyteller/chaotic/get_latejoin_cooldown()
return ..() / 4
+1 -1
View File
@@ -32,7 +32,7 @@
/datum/antagonist/gang/farewell()
if(ishuman(owner.current))
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just remembered [owner.current.p_their()] real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>You are no longer a gangster!</span>")
to_chat(owner, "<span class='userdanger'>You are no longer a gangster! Your memories from the time you were in a gang are hazy... You don't seem to be able to recall the names of your previous allies, not even your bosses...</span>")
/datum/antagonist/gang/on_gain()
if(!gang)
+1 -1
View File
@@ -25,7 +25,7 @@
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
-1
View File
@@ -121,7 +121,6 @@
uniform = /obj/item/clothing/under/syndicate
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
back = /obj/item/storage/backpack
ears = /obj/item/radio/headset/syndicate/alt
l_pocket = /obj/item/pinpointer/nuke/syndicate
id = /obj/item/card/id/syndicate
+1 -1
View File
@@ -70,7 +70,7 @@
/datum/game_mode/revolution/post_setup()
var/list/heads = SSjob.get_living_heads()
var/list/sec = SSjob.get_living_sec()
var/weighted_score = CLAMP(round(heads.len - ((3 - sec.len) / 3)), 1, max_headrevs)
var/weighted_score = clamp(round(heads.len - ((3 - sec.len) / 3)), 1, max_headrevs)
for(var/datum/mind/rev_mind in headrev_candidates) //People with return to lobby may still be in the lobby. Let's pick someone else in that case.
if(isnewplayer(rev_mind.current))