Merge pull request #13292 from Putnam3145/fix-dynamic-again

Rolling dynamic tweaks 'til it works
This commit is contained in:
silicons
2020-08-29 21:41:06 -07:00
committed by GitHub
4 changed files with 54 additions and 39 deletions
@@ -200,13 +200,15 @@
/datum/dynamic_ruleset/latejoin/heretic_smuggler
name = "Heretic Smuggler"
antag_datum = /datum/antagonist/heretic
antag_flag = ROLE_HERETIC
antag_flag = "latejoin_heretic"
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
restricted_roles = list("AI","Cyborg")
required_candidates = 1
weight = 4
cost = 10
requirements = list(40,30,20,10,10,10,10,10,10,10)
cost = 25
requirements = list(60,60,60,55,50,50,50,50,50,50)
high_population_requirement = 50
property_weights = list("story_potential" = 1, "trust" = -1, "chaos" = 2, "extended" = -1, "valid" = 2)
repeatable = TRUE
//////////////////////////////////////////////
@@ -151,16 +151,18 @@
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_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 = 20
cost = 25
scaling_cost = 15
requirements = list(50,45,45,40,35,20,20,15,10,10)
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/roundstart/heretics/pre_execute()
@@ -22,14 +22,14 @@
var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
/**
Property weights are:
Property weights are added to the config weight of the ruleset. They 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
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.
"conversion" -- Basically a bool. Conversion antags, well, convert. It's in its own class 'cause people kinda hate conversion.
*/
/datum/dynamic_storyteller/proc/start_injection_cooldowns()
@@ -126,8 +126,9 @@ Property weights are:
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]
if(property_weight > 0)
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult
var/calced_weight = (rule.get_weight() + property_weight) * rule.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/midround_draft()
@@ -144,21 +145,24 @@ Property weights are:
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]
if(property_weight > 0)
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (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.
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.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_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.
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.
When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
is 2.26 times as likely to be picked, all other things considered.
Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
*/
threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0)))
if(cost_difference > 0)
threat_weight /= (1+(cost_difference*0.1))
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
if(calced_weight > 0)
drafted_rules[rule] = calced_weight
return drafted_rules
/datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer)
@@ -180,12 +184,15 @@ Property weights are:
for(var/property in property_weights)
if(property in rule.property_weights)
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
var/threat_weight = 1
if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_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)
threat_weight /= (1+(cost_difference*0.1))
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
if(calced_weight > 0)
drafted_rules[rule] = calced_weight
return drafted_rules
/datum/dynamic_storyteller/proc/event_draft()
@@ -196,8 +203,9 @@ Property weights are:
for(var/property in property_weights)
if(property in rule.property_weights)
property_weight += rule.property_weights[property] * property_weights[property]
if(property_weight > 0)
drafted_rules[rule] = rule.get_weight() + property_weight * rule.weight_mult
var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult
if(calced_weight > 0)
drafted_rules[rule] = calced_weight
return drafted_rules
@@ -327,12 +335,6 @@ Property weights are:
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("story_potential" = 2)
/datum/dynamic_storyteller/story/calculate_threat()
var/current_time = (world.time / SSautotransfer.targettime)*180
mode.threat_level = round((mode.initial_threat_level*(sin(current_time)/2)+0.75),0.1)
return ..()
/datum/dynamic_storyteller/classic
name = "Classic"
config_tag = "classic"
@@ -6,6 +6,7 @@
job_rank = ROLE_HERETIC
antag_hud_type = ANTAG_HUD_HERETIC
antag_hud_name = "heretic"
threat = 10
var/give_equipment = TRUE
var/list/researched_knowledge = list()
var/total_sacrifices = 0
@@ -208,6 +209,14 @@
/datum/antagonist/heretic/proc/get_all_knowledge()
return researched_knowledge
/datum/antagonist/heretic/threat()
. = ..()
for(var/X in researched_knowledge)
var/datum/eldritch_knowledge/EK = researched_knowledge[X]
. += EK.cost
if(ascended)
. += 20
////////////////
// Objectives //
////////////////