Fixes dynamic... again.
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@@ -126,8 +126,9 @@ Property weights are:
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for(var/property in property_weights)
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if(property in rule.property_weights) // just treat it as 0 if it's not in there
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property_weight += rule.property_weights[property] * property_weights[property]
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if(property_weight > 0)
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drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult
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var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult
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if(calced_weight > 0) // negatives in the list might cause problems
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drafted_rules[rule] = calced_weight
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return drafted_rules
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/datum/dynamic_storyteller/proc/midround_draft()
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@@ -144,21 +145,22 @@ Property weights are:
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for(var/property in property_weights)
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if(property in rule.property_weights) // just treat it as 0 if it's not in there
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property_weight += rule.property_weights[property] * property_weights[property]
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if(property_weight > 0)
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var/threat_weight = 1
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if(!(rule.flags & TRAITOR_RULESET) || (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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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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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
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var/threat_weight = 1
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if(!(rule.flags & TRAITOR_RULESET) || (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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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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When we do the math, ruleset 1's threat_weight is 0.538, and ruleset 2's is 0.238, meaning ruleset 1
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is 2.26 times as likely to be picked, all other things considered.
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Of course, we don't want it to GUARANTEE the closest, that's no fun, so it's just a weight.
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*/
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threat_weight = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
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if(calced_weight > 0)
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drafted_rules[rule] = calced_weight
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return drafted_rules
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/datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer)
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@@ -180,12 +182,13 @@ Property weights are:
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for(var/property in property_weights)
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if(property in rule.property_weights)
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property_weight += rule.property_weights[property] * property_weights[property]
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if(property_weight > 0)
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var/threat_weight = 1
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if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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drafted_rules[rule] = rule.get_weight() * property_weight * rule.weight_mult * threat_weight
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var/threat_weight = 1
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if(!(rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))
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var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
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threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
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var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight
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if(calced_weight > 0)
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drafted_rules[rule] = calced_weight
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return drafted_rules
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/datum/dynamic_storyteller/proc/event_draft()
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@@ -196,8 +199,9 @@ Property weights are:
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for(var/property in property_weights)
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if(property in rule.property_weights)
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property_weight += rule.property_weights[property] * property_weights[property]
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if(property_weight > 0)
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drafted_rules[rule] = rule.get_weight() + property_weight * rule.weight_mult
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var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult
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if(calced_weight > 0)
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drafted_rules[rule] = calced_weight
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return drafted_rules
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