Merge pull request #13602 from Putnam3145/better_dynamic
Adds a new "minor antag" roundstart to dynamic
This commit is contained in:
@@ -1,7 +1,7 @@
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#define CURRENT_LIVING_PLAYERS 1
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#define CURRENT_LIVING_ANTAGS 2
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#define CURRENT_DEAD_PLAYERS 3
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#define CURRENT_OBSERVERS 4
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#define CURRENT_OBSERVERS 4
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#define NO_ASSASSIN (1<<0)
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#define WAROPS_ALWAYS_ALLOWED (1<<1)
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@@ -9,9 +9,11 @@
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#define FORCE_IF_WON (1<<3)
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#define USE_PREV_ROUND_WEIGHTS (1<<4)
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#define ONLY_RULESET (1<<0)
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#define HIGHLANDER_RULESET (1<<1)
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#define TRAITOR_RULESET (1<<2)
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#define MINOR_RULESET (1<<3)
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#define ONLY_RULESET (1<<0)
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#define HIGHLANDER_RULESET (1<<1)
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#define TRAITOR_RULESET (1<<2)
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#define MINOR_RULESET (1<<3)
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#define FAKE_ANTAG_RULESET (1<<4)
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#define ALWAYS_MAX_WEIGHT_RULESET (1<<5)
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#define RULESET_STOP_PROCESSING 1
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@@ -72,6 +72,8 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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var/list/threat_log_verbose = list()
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/// List of roundstart rules used for selecting the rules.
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var/list/roundstart_rules = list()
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/// List of minor roundstart rules used for selecting the rules.
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var/list/minor_rules = list()
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/// List of latejoin rules used for selecting the rules.
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var/list/latejoin_rules = list()
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/// List of midround rules used for selecting the rules.
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@@ -121,10 +123,12 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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var/pop_last_updated = 0
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/// How many percent of the rounds are more peaceful.
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var/peaceful_percentage = 50
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/// If a highlander executed.
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/// If a highlander executed. No other highlander rulesets will be run.
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var/highlander_executed = FALSE
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/// If a only ruleset has been executed.
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/// If a only ruleset has been executed. No other rulesets will be run.
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var/only_ruleset_executed = FALSE
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/// If the first picked ruleset was a minor ruleset. Minor antagonists will be weighted higher.
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var/minor_ruleset_start = FALSE
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/// Antags rolled by rules so far, to keep track of and discourage scaling past a certain ratio of crew/antags especially on lowpop.
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var/antags_rolled = 0
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// Arbitrary threat addition, for fudging purposes.
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@@ -372,6 +376,8 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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if(ruleset.name == "")
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continue
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switch(ruleset.ruletype)
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if("Minor")
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minor_rules += ruleset
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if("Roundstart")
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roundstart_rules += ruleset
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if ("Latejoin")
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@@ -396,21 +402,47 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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rigged_roundstart()
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else
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roundstart()
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var/starting_rulesets = ""
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for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
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starting_rulesets += "[DR.name], "
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log_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
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if(minor_ruleset_start)
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log_game("DYNAMIC: Starting a minor ruleset round.")
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else
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var/starting_rulesets = ""
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for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
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starting_rulesets += "[DR.name], "
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log_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
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candidates.Cut()
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return TRUE
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/datum/game_mode/dynamic/post_setup(report)
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update_playercounts()
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for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
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addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
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if(minor_ruleset_start)
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addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/minor_roundstart),rand(1 MINUTES,5 MINUTES))
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else
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for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
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addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
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..()
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/datum/game_mode/dynamic/proc/minor_roundstart()
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message_admins("Dynamic beginning minor antag roundstart rolls.")
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var/list/potential_minor_rulesets = storyteller.minor_rule_draft()
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var/iterations = 0
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var/num_rulesets_executed = 0
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while(threat < threat_level && potential_minor_rulesets.len && (!CHECK_TICK || iterations < 100))
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var/datum/dynamic_ruleset/minor/rule = pickweight(potential_minor_rulesets)
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rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
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rule.trim_candidates()
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if(!check_blocking(rule.blocking_rules, executed_rules) && rule.ready())
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rule.execute()
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executed_rules |= rule
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log_threat("[rule.ruletype] - <b>[rule.name]</b> [rule.cost] threat", verbose = TRUE)
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num_rulesets_executed++
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else
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potential_minor_rulesets -= rule
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update_playercounts()
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iterations++
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message_admins("Minor antag roundstart rolls completed, with [num_rulesets_executed] antags or antag teams made.")
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log_game("DYNAMIC: Minor antag roundstart made [num_rulesets_executed] antags or antag teams.")
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/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
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/datum/game_mode/dynamic/proc/rigged_roundstart()
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message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
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@@ -429,12 +461,17 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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if (GLOB.dynamic_forced_extended)
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log_game("DYNAMIC: Starting a round of forced extended.")
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return TRUE
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if(prob(storyteller.minor_start_chance()))
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minor_ruleset_start = TRUE
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message_admins("Dynamic has initialized a minor antag start. Antags will be assigned in 1-5 minutes.")
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log_game("DYNAMIC: Minor start initialized.")
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return TRUE
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var/list/drafted_rules = storyteller.roundstart_draft()
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if(!drafted_rules.len)
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message_admins("Not enough threat level for roundstart antags!")
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log_game("DYNAMIC: Not enough threat level for roundstart antags!")
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midround_injection_cooldown = round((midround_injection_cooldown + world.time) / 2, 1)
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latejoin_injection_cooldown = round((latejoin_injection_cooldown + world.time) / 2, 1)
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message_admins("No roundstart antags drafted! Falling back to minor ruleset start.")
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log_game("DYNAMIC: No roundstart antags drafted! Falling back to minor ruleset start.")
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minor_ruleset_start = TRUE
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return FALSE
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var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
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extra_rulesets_amount = 0
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if (GLOB.dynamic_classic_secret)
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@@ -468,8 +505,9 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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else
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if(threat_level >= 50)
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message_admins("DYNAMIC: Picking first roundstart ruleset failed. You should report this.")
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message_admins("DYNAMIC: Picking first roundstart ruleset failed. You should report this. Falling back to minor antag start.")
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log_game("DYNAMIC: Picking first roundstart ruleset failed. drafted_rules.len = [drafted_rules.len] and threat = [threat]/[threat_level]")
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minor_ruleset_start = TRUE
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return FALSE
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return TRUE
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@@ -513,7 +551,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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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_level-added_threat)
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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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@@ -50,8 +50,12 @@
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/// Used for the roundend report
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var/total_cost = 0
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/// A flag that determines how the ruleset is handled
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/// ONLY_RULESET are rulesets that prevent ALL other rulesets from rolling.
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/// HIGHLANDER_RULESET are rulesets can end the round.
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/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
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/// TRAITOR_RULESET are the "default" ruleset--they should always be addable to a round, if the round type allows antags and dynamic thinks there should be another.
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/// MINOR_RULESET is for rulesets whose antags can have multiple instances without causing too much issue. As roundstarts, they have their weights reduced based on the storyteller's minor-antag-round chance.
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/// FAKE_ANTAG_RULESET is for rulesets whose antags aren't actually antagonistic--essentially just flavor meant to spice the round up.
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/// ALWAYS_MAX_WEIGHT_RULESET means that the ruleset doesn't have its weight reduced based on recency.
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var/flags = 0
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/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
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var/pop_per_requirement = 0
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@@ -82,9 +86,6 @@
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var/delay = 0
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/// List of tags for use in storytellers.
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var/list/property_weights = list()
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/// Whether or not recent-round weight values are taken into account for this ruleset.
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/// Weight reduction uses the same values as secret's recent-round mode weight reduction.
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var/always_max_weight = FALSE
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/// Weight reduction by recent-rounds. Saved on new.
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var/weight_mult = 1
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@@ -100,7 +101,7 @@
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var/high_population_requirements = CONFIG_GET(keyed_list/dynamic_high_population_requirement)
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var/list/repeated_mode_adjust = CONFIG_GET(number_list/repeated_mode_adjust)
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if(config_tag in weights)
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if(!always_max_weight && SSpersistence.saved_dynamic_rules.len == 3 && repeated_mode_adjust.len == 3)
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if(!(flags & ALWAYS_MAX_WEIGHT_RULESET) && SSpersistence.saved_dynamic_rules.len == 3 && repeated_mode_adjust.len == 3)
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var/saved_dynamic_rules = SSpersistence.saved_dynamic_rules
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for(var/i in 1 to 3)
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if(config_tag in saved_dynamic_rules[i])
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@@ -119,6 +120,9 @@
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/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
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ruletype = "Roundstart"
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/datum/dynamic_ruleset/minor // drafted at roundstart in minor rounds, one antag at a time, for a "mixed" round
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ruletype = "Minor"
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// Can be drafted when a player joins the server
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/datum/dynamic_ruleset/latejoin
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ruletype = "Latejoin"
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@@ -175,7 +179,7 @@
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/// This is called if persistent variable is true everytime SSTicker ticks.
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/datum/dynamic_ruleset/proc/rule_process()
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return TRUE
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/// Called on game mode pre_setup for roundstart rulesets.
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/// Do everything you need to do before job is assigned here.
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/// IMPORTANT: ASSIGN special_role HERE
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@@ -70,9 +70,8 @@
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requirements = list(40,30,20,15,15,15,15,15,15,15)
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high_population_requirement = 15
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repeatable = TRUE
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flags = TRAITOR_RULESET
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flags = TRAITOR_RULESET | MINOR_RULESET | ALWAYS_MAX_WEIGHT_RULESET
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1)
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always_max_weight = TRUE
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//////////////////////////////////////////////
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// //
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@@ -207,6 +206,7 @@
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weight = 4
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cost = 25
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requirements = list(60,60,60,55,50,50,50,50,50,50)
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flags = MINOR_RULESET
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high_population_requirement = 50
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property_weights = list("story_potential" = 1, "trust" = -1, "chaos" = 2, "extended" = -1, "valid" = 2)
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repeatable = TRUE
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@@ -229,6 +229,7 @@
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cost = 10
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property_weights = list("story_potential" = 2, "extended" = 2, "trust" = -2, "valid" = 1)
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requirements = list(70,65,60,55,50,45,40,35,30,30)
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flags = MINOR_RULESET
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high_population_requirement = 30
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repeatable = TRUE
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@@ -258,6 +259,7 @@
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required_candidates = 1
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weight = 3
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cost = 15
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flags = MINOR_RULESET
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requirements = list(101,101,101,101,101,101,101,101,101,101)
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property_weights = list("trust" = -2, "valid" = 2)
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high_population_requirement = 101
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@@ -281,5 +283,5 @@
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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 | MINOR_RULESET
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
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flags = TRAITOR_RULESET | MINOR_RULESET | FAKE_ANTAG_RULESET
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property_weights = list("story_potential" = 1, "trust" = -1, "extended" = 2)
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@@ -207,9 +207,8 @@
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requirements = list(30,25,20,15,15,15,15,15,15,15)
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repeatable = TRUE
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high_population_requirement = 15
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flags = TRAITOR_RULESET
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flags = TRAITOR_RULESET | MINOR_RULESET | ALWAYS_MAX_WEIGHT_RULESET
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1)
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always_max_weight = TRUE
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/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
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var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
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@@ -494,6 +493,7 @@
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required_candidates = 1
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weight = 3
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cost = 10
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flags = MINOR_RULESET
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requirements = list(101,101,101,70,50,40,20,15,15,15)
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high_population_requirement = 50
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repeatable_weight_decrease = 2
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@@ -630,6 +630,7 @@
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required_candidates = 1
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weight = 4
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cost = 15
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flags = MINOR_RULESET
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requirements = list(101,101,101,90,80,70,60,50,40,30)
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high_population_requirement = 30
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property_weights = list("story_potential" = 1, "extended" = -2, "valid" = 2)
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@@ -0,0 +1,212 @@
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//////////////////////////////////////////////
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// //
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// SYNDICATE TRAITORS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/minor/traitor
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name = "Traitors"
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config_tag = "traitor" // these having identical config tags to the roundstart modes is 100% intentional, so that config edits are simpler
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persistent = TRUE
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antag_flag = ROLE_TRAITOR
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antag_datum = /datum/antagonist/traitor/
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minimum_required_age = 0
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protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
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restricted_roles = list("Cyborg", "AI")
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required_candidates = 1
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weight = 5
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flags = TRAITOR_RULESET | ALWAYS_MAX_WEIGHT_RULESET
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cost = 10 // Avoid raising traitor threat above 10, as it is the default low cost ruleset.
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requirements = list(50,50,50,50,50,50,50,50,50,50)
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high_population_requirement = 40
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property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1, "valid" = 1)
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/datum/dynamic_ruleset/minor/traitor/execute()
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var/mob/M = pick_n_take(candidates)
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assigned += M
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var/datum/antagonist/traitor/newTraitor = new
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M.mind.add_antag_datum(newTraitor)
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log_admin("[M] was made into a traitor by dynamic.")
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message_admins("[M] was made into a traitor by dynamic.")
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return TRUE
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//////////////////////////////////////////
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// //
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// BLOOD BROTHERS //
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// //
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//////////////////////////////////////////
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/datum/dynamic_ruleset/minor/traitorbro
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name = "Blood Brothers"
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config_tag = "traitorbro"
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antag_flag = ROLE_BROTHER
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antag_datum = /datum/antagonist/brother
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restricted_roles = list("AI", "Cyborg")
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protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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required_candidates = 2
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weight = 4
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cost = 10
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requirements = list(101,101,101,101,101,101,101,101,101,101)
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high_population_requirement = 101
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antag_cap = list(2,2,2,2,2,2,2,2,2,2) // Can pick 3 per team, but rare enough it doesn't matter.
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property_weights = list("story_potential" = 1, "trust" = -1, "extended" = 1, "valid" = 1)
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var/list/datum/team/brother_team/pre_brother_teams = list()
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var/const/min_team_size = 2
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/datum/dynamic_ruleset/minor/traitorbro/execute()
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if(candidates.len < min_team_size || candidates.len < required_candidates)
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return FALSE
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var/datum/team/brother_team/team = new
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var/team_size = prob(10) ? min(3, candidates.len) : 2
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for(var/k = 1 to team_size)
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var/mob/bro = pick_n_take(candidates)
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assigned += bro.mind
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team.add_member(bro.mind)
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bro.mind.special_role = "brother"
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bro.mind.restricted_roles = restricted_roles
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team.pick_meeting_area()
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team.forge_brother_objectives()
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for(var/datum/mind/M in team.members)
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M.add_antag_datum(/datum/antagonist/brother, team)
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team.update_name()
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mode.brother_teams += team
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//////////////////////////////////////////////
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// //
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// CHANGELINGS //
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// //
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//////////////////////////////////////////////
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/datum/dynamic_ruleset/minor/changeling
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name = "Changelings"
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config_tag = "changeling"
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antag_flag = ROLE_CHANGELING
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antag_datum = /datum/antagonist/changeling
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restricted_roles = list("AI", "Cyborg")
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protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
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required_candidates = 1
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weight = 3
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cost = 15
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scaling_cost = 15
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requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
property_weights = list("trust" = -2, "valid" = 2)
|
||||
high_population_requirement = 10
|
||||
antag_cap = list(1,1,1,1,1,2,2,2,2,3)
|
||||
var/team_mode_probability = 30
|
||||
|
||||
/datum/dynamic_ruleset/minor/changeling/execute()
|
||||
var/mob/M = pick_n_take(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
M.mind.special_role = ROLE_CHANGELING
|
||||
var/datum/antagonist/changeling/new_antag = new antag_datum()
|
||||
M.mind.add_antag_datum(new_antag)
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// ELDRITCH CULT //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/minor/heretics
|
||||
name = "Heretic"
|
||||
antag_flag = "heretic"
|
||||
antag_datum = /datum/antagonist/heretic
|
||||
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 25
|
||||
scaling_cost = 15
|
||||
requirements = list(60,60,60,55,50,50,50,50,50,50)
|
||||
property_weights = list("story_potential" = 1, "trust" = -1, "chaos" = 2, "extended" = -1, "valid" = 2)
|
||||
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
|
||||
high_population_requirement = 50
|
||||
|
||||
|
||||
/datum/dynamic_ruleset/minor/heretics/pre_execute()
|
||||
var/mob/picked_candidate = pick_n_take(candidates)
|
||||
assigned += picked_candidate.mind
|
||||
picked_candidate.mind.restricted_roles = restricted_roles
|
||||
picked_candidate.mind.special_role = ROLE_HERETIC
|
||||
var/datum/antagonist/heretic/new_antag = new antag_datum()
|
||||
picked_candidate.mind.add_antag_datum(new_antag)
|
||||
return TRUE
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// DEVIL //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/minor/devil
|
||||
name = "Devil"
|
||||
config_tag = "devil"
|
||||
antag_flag = ROLE_DEVIL
|
||||
antag_datum = /datum/antagonist/devil
|
||||
restricted_roles = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
|
||||
required_candidates = 1
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
high_population_requirement = 101
|
||||
antag_cap = list(1,1,1,2,2,2,3,3,3,4)
|
||||
property_weights = list("extended" = 1)
|
||||
|
||||
/datum/dynamic_ruleset/minor/devil/pre_execute()
|
||||
var/mob/devil = pick_n_take(candidates)
|
||||
assigned += devil.mind
|
||||
devil.mind.special_role = ROLE_DEVIL
|
||||
devil.mind.restricted_roles = restricted_roles
|
||||
|
||||
log_game("[key_name(devil)] has been selected as a devil")
|
||||
add_devil(devil, ascendable = TRUE)
|
||||
add_devil_objectives(devil.mind,2)
|
||||
return TRUE
|
||||
|
||||
/datum/dynamic_ruleset/minor/devil/proc/add_devil_objectives(datum/mind/devil_mind, quantity)
|
||||
var/list/validtypes = list(/datum/objective/devil/soulquantity, /datum/objective/devil/soulquality, /datum/objective/devil/sintouch, /datum/objective/devil/buy_target)
|
||||
var/datum/antagonist/devil/D = devil_mind.has_antag_datum(/datum/antagonist/devil)
|
||||
for(var/i = 1 to quantity)
|
||||
var/type = pick(validtypes)
|
||||
var/datum/objective/devil/objective = new type(null)
|
||||
objective.owner = devil_mind
|
||||
D.objectives += objective
|
||||
if(!istype(objective, /datum/objective/devil/buy_target))
|
||||
validtypes -= type
|
||||
else
|
||||
objective.find_target()
|
||||
|
||||
//////////////////////////////////////////////
|
||||
// //
|
||||
// BLOODSUCKERS //
|
||||
// //
|
||||
//////////////////////////////////////////////
|
||||
|
||||
/datum/dynamic_ruleset/minor/bloodsucker
|
||||
name = "Bloodsuckers"
|
||||
config_tag = "bloodsucker"
|
||||
antag_flag = ROLE_BLOODSUCKER
|
||||
antag_datum = ANTAG_DATUM_BLOODSUCKER
|
||||
minimum_required_age = 0
|
||||
protected_roles = list("Chaplain", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
restricted_roles = list("Cyborg", "AI")
|
||||
required_candidates = 1
|
||||
weight = 2
|
||||
cost = 15
|
||||
scaling_cost = 10
|
||||
property_weights = list("story_potential" = 1, "extended" = 1, "trust" = -2, "valid" = 1)
|
||||
requirements = list(70,65,60,55,50,50,50,50,50,50)
|
||||
high_population_requirement = 50
|
||||
|
||||
/datum/dynamic_ruleset/minor/bloodsucker/execute()
|
||||
var/mob/M = pick_n_take(candidates)
|
||||
assigned += M.mind
|
||||
M.mind.special_role = ROLE_BLOODSUCKER
|
||||
M.mind.restricted_roles = restricted_roles
|
||||
mode.check_start_sunlight()
|
||||
if(mode.make_bloodsucker(M.mind))
|
||||
mode.bloodsuckers += M.mind
|
||||
return TRUE
|
||||
@@ -15,6 +15,7 @@
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
|
||||
restricted_roles = list("Cyborg", "AI")
|
||||
required_candidates = 1
|
||||
flags = TRAITOR_RULESET | MINOR_RULESET | ALWAYS_MAX_WEIGHT_RULESET
|
||||
weight = 5
|
||||
cost = 10 // Avoid raising traitor threat above 10, as it is the default low cost ruleset.
|
||||
scaling_cost = 10
|
||||
@@ -22,7 +23,6 @@
|
||||
high_population_requirement = 40
|
||||
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
|
||||
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 1, "valid" = 1)
|
||||
always_max_weight = TRUE
|
||||
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
|
||||
|
||||
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
|
||||
@@ -57,6 +57,7 @@
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 2
|
||||
flags = MINOR_RULESET
|
||||
weight = 4
|
||||
cost = 10
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
@@ -106,6 +107,7 @@
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
required_candidates = 1
|
||||
flags = MINOR_RULESET
|
||||
weight = 3
|
||||
cost = 15
|
||||
scaling_cost = 15
|
||||
@@ -156,6 +158,7 @@
|
||||
protected_roles = list("Prisoner","Security Officer", "Warden", "Detective", "Head of Security", "Captain")
|
||||
restricted_roles = list("AI", "Cyborg")
|
||||
required_candidates = 1
|
||||
flags = MINOR_RULESET
|
||||
weight = 3
|
||||
cost = 25
|
||||
scaling_cost = 15
|
||||
@@ -694,6 +697,7 @@
|
||||
antag_datum = /datum/antagonist/devil
|
||||
restricted_roles = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
|
||||
required_candidates = 1
|
||||
flags = MINOR_RULESET
|
||||
weight = 3
|
||||
cost = 0
|
||||
requirements = list(101,101,101,101,101,101,101,101,101,101)
|
||||
@@ -850,6 +854,7 @@
|
||||
protected_roles = list("Chaplain", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
|
||||
restricted_roles = list("Cyborg", "AI")
|
||||
required_candidates = 1
|
||||
flags = MINOR_RULESET
|
||||
weight = 2
|
||||
cost = 15
|
||||
scaling_cost = 10
|
||||
|
||||
@@ -32,6 +32,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
"conversion" -- Basically a bool. Conversion antags, well, convert. It's in its own class 'cause people kinda hate conversion.
|
||||
*/
|
||||
|
||||
/datum/dynamic_storyteller/proc/minor_start_chance()
|
||||
return clamp(60 - mode.threat_level,0,100) // by default higher threat = lower chance of minor round
|
||||
|
||||
/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
|
||||
@@ -104,8 +107,27 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
|
||||
/datum/dynamic_storyteller/proc/roundstart_draft()
|
||||
var/list/drafted_rules = list()
|
||||
var/minor_round_weight_mult = (100-minor_start_chance()) / 100
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
|
||||
if (rule.acceptable(mode.roundstart_pop_ready, mode.threat_level)) // If we got the population and threat required
|
||||
rule.candidates = mode.candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
var/property_weight = 0
|
||||
for(var/property in property_weights)
|
||||
if(property in rule.property_weights) // just treat it as 0 if it's not in there
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult
|
||||
if(CHECK_BITFIELD(rule.flags, MINOR_RULESET))
|
||||
calced_weight *= minor_round_weight_mult
|
||||
if(calced_weight > 0) // negatives in the list might cause problems
|
||||
drafted_rules[rule] = calced_weight
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/proc/minor_rule_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/minor/rule in mode.minor_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level))
|
||||
rule.candidates = mode.candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
@@ -124,7 +146,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level))
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET)))
|
||||
continue
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
@@ -133,7 +155,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
if(property in rule.property_weights) // just treat it as 0 if it's not in there
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
var/threat_weight = 1
|
||||
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)) // makes the traitor rulesets always possible anyway
|
||||
if(!(rule.flags & TRAITOR_RULESET)) // makes the traitor rulesets always possible anyway
|
||||
var/cost_difference = 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.
|
||||
@@ -157,7 +179,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level - mode.threat))
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET)))
|
||||
continue
|
||||
// No stacking : only one round-ender, unless threat level > stacking_limit.
|
||||
if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
@@ -172,7 +194,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
if(property in rule.property_weights)
|
||||
property_weight += rule.property_weights[property] * property_weights[property]
|
||||
var/threat_weight = 1
|
||||
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
|
||||
if(!(rule.flags & TRAITOR_RULESET))
|
||||
var/cost_difference = rule.cost-(mode.threat_level-mode.threat)
|
||||
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0)))
|
||||
if(cost_difference > 0)
|
||||
@@ -195,6 +217,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
min_players = 30
|
||||
var/refund_cooldown = 0
|
||||
|
||||
/datum/dynamic_storyteller/chaotic/minor_start_chance()
|
||||
return 0
|
||||
|
||||
/datum/dynamic_storyteller/chaotic/do_process()
|
||||
if(refund_cooldown < world.time)
|
||||
mode.create_threat(20)
|
||||
@@ -215,6 +240,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS
|
||||
property_weights = list("valid" = 3, "trust" = 5)
|
||||
|
||||
/datum/dynamic_storyteller/chaotic/minor_start_chance()
|
||||
return 0
|
||||
|
||||
/datum/dynamic_storyteller/team/should_inject_antag(dry_run = FALSE)
|
||||
return (mode.current_players[CURRENT_LIVING_ANTAGS].len ? FALSE : ..())
|
||||
|
||||
@@ -228,6 +256,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
flags = WAROPS_ALWAYS_ALLOWED
|
||||
property_weights = list("valid" = 1, "conversion" = 20)
|
||||
|
||||
/datum/dynamic_storyteller/chaotic/minor_start_chance()
|
||||
return 0
|
||||
|
||||
/datum/dynamic_storyteller/random
|
||||
name = "Random"
|
||||
config_tag = "random"
|
||||
@@ -244,6 +275,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
/datum/dynamic_storyteller/random/should_inject_antag()
|
||||
return prob(50)
|
||||
|
||||
/datum/dynamic_storyteller/chaotic/minor_start_chance()
|
||||
return 20
|
||||
|
||||
/datum/dynamic_storyteller/random/roundstart_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
|
||||
@@ -254,12 +288,22 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
drafted_rules[rule] = 1
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/random/minor_rule_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/minor/rule in mode.minor_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level))
|
||||
rule.candidates = mode.candidates.Copy()
|
||||
rule.trim_candidates()
|
||||
if (rule.ready() && rule.candidates.len > 0)
|
||||
drafted_rules[rule] = 1
|
||||
return drafted_rules
|
||||
|
||||
/datum/dynamic_storyteller/random/midround_draft()
|
||||
var/list/drafted_rules = list()
|
||||
for (var/datum/dynamic_ruleset/midround/rule in mode.midround_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level))
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET)))
|
||||
continue
|
||||
rule.trim_candidates()
|
||||
if (rule.ready())
|
||||
@@ -271,7 +315,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules)
|
||||
if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level))
|
||||
// Classic secret : only autotraitor/minor roles
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
|
||||
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET)))
|
||||
continue
|
||||
// No stacking : only one round-ender, unless threat level > stacking_limit.
|
||||
if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
|
||||
@@ -286,7 +330,7 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
/datum/dynamic_storyteller/story
|
||||
name = "Story"
|
||||
config_tag = "story"
|
||||
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
|
||||
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies."
|
||||
weight = 2
|
||||
curve_width = 2
|
||||
flags = USE_PREV_ROUND_WEIGHTS
|
||||
@@ -308,6 +352,19 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
flags = USE_PREV_ROUND_WEIGHTS
|
||||
property_weights = list("trust" = -2)
|
||||
|
||||
/datum/dynamic_storyteller/intrigue/minor_start_chance()
|
||||
return 100 - mode.threat_level
|
||||
|
||||
/datum/dynamic_storyteller/grabbag
|
||||
name = "Grab Bag"
|
||||
config_tag = "grabbag"
|
||||
desc = "Crew antags (e.g. traitor, changeling, bloodsucker, heretic) only, all mixed together."
|
||||
weight = 2
|
||||
flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
|
||||
|
||||
/datum/dynamic_storyteller/grabbag/minor_start_chance()
|
||||
return 100
|
||||
|
||||
/datum/dynamic_storyteller/liteextended
|
||||
name = "Calm"
|
||||
config_tag = "calm"
|
||||
@@ -319,6 +376,9 @@ Property weights are added to the config weight of the ruleset. They are:
|
||||
dead_player_weight = 5
|
||||
property_weights = list("extended" = 2, "chaos" = -1, "valid" = -1, "conversion" = -10)
|
||||
|
||||
/datum/dynamic_storyteller/liteextended/minor_start_chance()
|
||||
return 100
|
||||
|
||||
/datum/dynamic_storyteller/no_antag
|
||||
name = "Extended"
|
||||
config_tag = "semiextended"
|
||||
|
||||
Reference in New Issue
Block a user