Makes antag injection less probabilistic.

This commit is contained in:
Putnam
2020-09-09 20:49:26 -07:00
parent 8396a678a0
commit c824818ec7
2 changed files with 15 additions and 29 deletions
+4 -6
View File
@@ -173,7 +173,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
else
dat += "none.<br>"
dat += "<br>Injection Timers: (<b>[storyteller.get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "<br>Injection Timers:<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)/10] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)/10] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
@@ -513,7 +513,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
drafted_rules -= starting_rule
starting_rule.trim_candidates()
starting_rule.scale_up(extra_rulesets_amount, threat_level)
starting_rule.scale_up(extra_rulesets_amount, threat_level-added_threat)
if (starting_rule.pre_execute())
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> [starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
if(starting_rule.flags & HIGHLANDER_RULESET)
@@ -675,13 +675,12 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
log_game("DYNAMIC: Checking for midround injection.")
update_playercounts()
if (prob(storyteller.get_injection_chance()))
if (storyteller.should_inject_antag())
SSblackbox.record_feedback("tally","dynamic",1,"Attempted midround injections")
var/list/drafted_rules = storyteller.midround_draft()
if (drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful midround injections")
picking_midround_latejoin_rule(drafted_rules)
// get_injection_chance can do things on fail
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
@@ -757,12 +756,11 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && prob(storyteller.get_injection_chance()))
else if (storyteller.should_inject_antag())
SSblackbox.record_feedback("tally","dynamic",1,"Attempted latejoin injections")
var/list/drafted_rules = storyteller.latejoin_draft(newPlayer)
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
SSblackbox.record_feedback("tally","dynamic",1,"Successful latejoin injections")
latejoin_injection_cooldown = storyteller.get_latejoin_cooldown() + world.time
/// Increase the threat level.
/datum/game_mode/dynamic/proc/create_threat(gain)
@@ -96,17 +96,11 @@ Property weights are added to the config weight of the ruleset. They are:
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))
/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))
/datum/dynamic_storyteller/proc/get_injection_chance(dry_run = FALSE)
/datum/dynamic_storyteller/proc/should_inject_antag(dry_run = FALSE)
if(mode.forced_injection)
mode.forced_injection = !dry_run
return 100
var/threat_perc = mode.threat/mode.threat_level
return clamp(round(100*(1-(threat_perc*threat_perc))**2,1),0,100)
return TRUE
return mode.threat < mode.threat_level
/datum/dynamic_storyteller/proc/roundstart_draft()
var/list/drafted_rules = list()
@@ -210,9 +204,6 @@ Property weights are added to the config weight of the ruleset. They are:
/datum/dynamic_storyteller/chaotic/get_midround_cooldown()
return ..() / 4
/datum/dynamic_storyteller/chaotic/get_latejoin_cooldown()
return ..() / 4
/datum/dynamic_storyteller/team
name = "Teamwork"
config_tag = "teamwork"
@@ -224,8 +215,8 @@ 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/team/get_injection_chance(dry_run = FALSE)
return (mode.current_players[CURRENT_LIVING_ANTAGS].len ? 0 : ..())
/datum/dynamic_storyteller/team/should_inject_antag(dry_run = FALSE)
return (mode.current_players[CURRENT_LIVING_ANTAGS].len ? FALSE : ..())
/datum/dynamic_storyteller/conversion
name = "Conversion"
@@ -250,11 +241,8 @@ Property weights are added to the config weight of the ruleset. They are:
/datum/dynamic_storyteller/random/get_midround_cooldown()
return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
/datum/dynamic_storyteller/random/get_latejoin_cooldown()
return rand(GLOB.dynamic_latejoin_delay_min/2, GLOB.dynamic_latejoin_delay_max*2)
/datum/dynamic_storyteller/random/get_injection_chance()
return 50 // i would do rand(0,100) but it's actually the same thing when you do the math
/datum/dynamic_storyteller/random/should_inject_antag()
return prob(50)
/datum/dynamic_storyteller/random/roundstart_draft()
var/list/drafted_rules = list()
@@ -318,7 +306,7 @@ Property weights are added to the config weight of the ruleset. They are:
curve_width = 2
dead_player_weight = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("trust" = -3)
property_weights = list("trust" = -2)
/datum/dynamic_storyteller/liteextended
name = "Calm"
@@ -326,7 +314,7 @@ Property weights are added to the config weight of the ruleset. They are:
desc = "Low-chaos round. Few antags. No conversion."
curve_centre = -3
curve_width = 0.5
flags = NO_ASSASSIN | FORCE_IF_WON
flags = NO_ASSASSIN
weight = 1
dead_player_weight = 5
property_weights = list("extended" = 2, "chaos" = -1, "valid" = -1, "conversion" = -10)
@@ -344,5 +332,5 @@ Property weights are added to the config weight of the ruleset. They are:
/datum/dynamic_storyteller/no_antag/roundstart_draft()
return list()
/datum/dynamic_storyteller/no_antag/get_injection_chance(dry_run)
return 0
/datum/dynamic_storyteller/no_antag/should_inject_antag(dry_run)
return FALSE