Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into fix-story-storyteller
This commit is contained in:
@@ -53,7 +53,7 @@
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restricted_jobs += "Assistant"
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// Set number of Vamps
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recommended_enemies = CLAMP(round(num_players()/10), 1, 6);
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recommended_enemies = clamp(round(num_players()/10), 1, 6);
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// Select Antags
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for(var/i = 0, i < recommended_enemies, i++)
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@@ -195,7 +195,7 @@
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return FALSE
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if(target.stat > UNCONSCIOUS)
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return FALSE
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// Check Overdose: Am I even addicted to blood? Do I even have any in me?
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//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
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//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
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@@ -105,7 +105,7 @@
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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 = CLAMP(round(mode.threat_level/10),1,10)
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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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@@ -671,7 +671,7 @@
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message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
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log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
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return Ninja
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/datum/dynamic_ruleset/midround/from_ghosts/ninja/finish_setup(mob/new_character, index)
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return
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@@ -789,7 +789,7 @@
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if (prob(meteorminutes/2))
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wavetype = GLOB.meteors_catastrophic
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var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
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var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
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spawn_meteors(ramp_up_final, wavetype)
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@@ -11,7 +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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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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@@ -22,11 +22,11 @@
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var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
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/**
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Property weights are:
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Property weights are:
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"story_potential" -- essentially how many different ways the antag can be played.
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"trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this.
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"chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended".
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"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
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"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
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let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights.
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"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.
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"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason.
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@@ -34,13 +34,13 @@ Property weights are:
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/datum/dynamic_storyteller/proc/start_injection_cooldowns()
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var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min)
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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
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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
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var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
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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
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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
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var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
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mode.event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
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mode.event_injection_cooldown = (round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
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/datum/dynamic_storyteller/proc/calculate_threat()
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var/threat = 0
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@@ -99,15 +99,15 @@ Property weights are:
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/datum/dynamic_storyteller/proc/get_midround_cooldown()
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var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
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return round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
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return round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max))
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/datum/dynamic_storyteller/proc/get_event_cooldown()
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var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
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return round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
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return round(clamp(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max))
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/datum/dynamic_storyteller/proc/get_latejoin_cooldown()
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var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
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return round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
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return round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max))
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/datum/dynamic_storyteller/proc/get_injection_chance(dry_run = FALSE)
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if(mode.forced_injection)
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@@ -144,7 +144,7 @@ Property weights are:
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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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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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@@ -212,7 +212,7 @@ Property weights are:
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flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
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min_players = 30
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var/refund_cooldown = 0
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/datum/dynamic_storyteller/chaotic/do_process()
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if(refund_cooldown < world.time)
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mode.create_threat(20)
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@@ -221,7 +221,7 @@ Property weights are:
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/datum/dynamic_storyteller/chaotic/get_midround_cooldown()
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return ..() / 4
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/datum/dynamic_storyteller/chaotic/get_latejoin_cooldown()
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return ..() / 4
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@@ -32,7 +32,7 @@
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/datum/antagonist/gang/farewell()
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if(ishuman(owner.current))
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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)
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to_chat(owner, "<span class='userdanger'>You are no longer a gangster!</span>")
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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>")
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/datum/antagonist/gang/on_gain()
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if(!gang)
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@@ -25,7 +25,7 @@
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if (prob(meteorminutes/2))
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wavetype = GLOB.meteors_catastrophic
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var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
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var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
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spawn_meteors(ramp_up_final, wavetype)
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@@ -121,7 +121,6 @@
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uniform = /obj/item/clothing/under/syndicate
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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back = /obj/item/storage/backpack
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ears = /obj/item/radio/headset/syndicate/alt
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l_pocket = /obj/item/pinpointer/nuke/syndicate
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id = /obj/item/card/id/syndicate
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@@ -70,7 +70,7 @@
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/datum/game_mode/revolution/post_setup()
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var/list/heads = SSjob.get_living_heads()
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var/list/sec = SSjob.get_living_sec()
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var/weighted_score = CLAMP(round(heads.len - ((3 - sec.len) / 3)), 1, max_headrevs)
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var/weighted_score = clamp(round(heads.len - ((3 - sec.len) / 3)), 1, max_headrevs)
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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.
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if(isnewplayer(rev_mind.current))
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