Storytellers do more things now
This commit is contained in:
@@ -224,8 +224,6 @@ SUBSYSTEM_DEF(vote)
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GLOB.master_mode = "dynamic"
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var/datum/dynamic_storyteller/S = config.pick_storyteller(.)
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GLOB.dynamic_storyteller_type = S
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GLOB.dynamic_curve_centre = initial(S.curve_centre)
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GLOB.dynamic_curve_width = initial(S.curve_width)
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if("map")
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var/datum/map_config/VM = config.maplist[.]
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message_admins("The map has been voted for and will change to: [VM.map_name]")
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@@ -181,7 +181,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
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else
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dat += "none.<br>"
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dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
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dat += "<br>Injection Timers: (<b>[storyteller.get_injection_chance(TRUE)]%</b> chance)<BR>"
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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)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
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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)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
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dat += "Event: [(event_injection_cooldown-world.time)>60*10 ? "[round((event_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(event_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];forceevent=1'>\[Now!\]</a><BR>"
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@@ -339,6 +339,9 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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SSblackbox.record_feedback("tally","dynamic_threat",peaceful_percentage,"Percent of same-vote rounds that are more peaceful")
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/datum/game_mode/dynamic/can_start()
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storyteller = new GLOB.dynamic_storyteller_type // this is where all the initialization happens
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storyteller.on_start()
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SSblackbox.record_feedback("text","dynamic_storyteller",1,storyteller.name)
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message_admins("Dynamic mode parameters for the round:")
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message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
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message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
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@@ -348,19 +351,12 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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if(GLOB.dynamic_forced_threat_level >= 0)
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threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
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threat = threat_level
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SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced by admins)")
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SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced)")
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else
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generate_threat()
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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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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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storyteller.start_injection_cooldowns()
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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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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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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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log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
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initial_threat_level = threat_level
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return TRUE
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@@ -382,9 +378,6 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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if("Event")
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if(ruleset.weight)
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events += ruleset
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storyteller = new GLOB.dynamic_storyteller_type
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storyteller.on_start()
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SSblackbox.record_feedback("text","dynamic_storyteller",1,storyteller.name)
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
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roundstart_pop_ready++
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@@ -675,8 +668,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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// Somehow it managed to trigger midround multiple times so this was moved here.
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// There is no way this should be able to trigger an injection twice now.
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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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midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
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midround_injection_cooldown = storyteller.get_midround_cooldown() + world.time
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// Time to inject some threat into the round
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if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
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@@ -685,19 +677,17 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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log_game("DYNAMIC: Checking for midround injection.")
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update_playercounts()
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if (get_injection_chance())
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if (prob(storyteller.get_injection_chance()))
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted midround injections")
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var/list/drafted_rules = storyteller.midround_draft()
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if (drafted_rules.len > 0)
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SSblackbox.record_feedback("tally","dynamic",1,"Successful midround injections")
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picking_midround_latejoin_rule(drafted_rules)
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else
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midround_injection_cooldown = (midround_injection_cooldown + world.time)/2
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// get_injection_chance can do things on fail
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if(event_injection_cooldown < world.time)
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted event injections")
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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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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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event_injection_cooldown = storyteller.get_event_cooldown() + world.time
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message_admins("DYNAMIC: Doing event injection.")
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log_game("DYNAMIC: Doing event injection.")
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update_playercounts()
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@@ -727,31 +717,6 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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continue
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current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
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/// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection.
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/datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE)
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if(forced_injection)
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forced_injection = !dry_run
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return 100
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var/chance = 0
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// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
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var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
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var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
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if (!current_players[CURRENT_LIVING_ANTAGS].len)
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chance += 80 // No antags at all? let's boost those odds!
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else
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var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
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if (current_pop_per_antag > max_pop_per_antag)
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chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
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else
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chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
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if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
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chance -= 30 // More than half the crew died? ew, let's calm down on antags
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if (threat > 70)
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chance += 15
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if (threat < 30)
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chance -= 15
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return round(max(0,chance))
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/// Removes type from the list
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/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
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for(var/I in type_list)
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@@ -793,13 +758,12 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, null)
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picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
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forced_latejoin_rule = null
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else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
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else if (latejoin_injection_cooldown < world.time && prob(storyteller.get_injection_chance()))
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SSblackbox.record_feedback("tally","dynamic",1,"Attempted latejoin injections")
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var/list/drafted_rules = storyteller.latejoin_draft(newPlayer)
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if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
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SSblackbox.record_feedback("tally","dynamic",1,"Successful latejoin injections")
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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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latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
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latejoin_injection_cooldown = storyteller.get_latejoin_cooldown() + world.time
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/// Refund threat, but no more than threat_level.
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/datum/game_mode/dynamic/proc/refund_threat(regain)
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@@ -673,7 +673,7 @@
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blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
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high_population_requirement = 15
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var/datum/team/abductor_team/team
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property_weights = list("story_potential" = 10, "extended" = 1, "valid" = 1, "trust" = -3)
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property_weights = list("story_potential" = 10, "extended" = -2, "valid" = 1, "trust" = -3, "chaos" = 4)
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repeatable_weight_decrease = 4
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repeatable = TRUE
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@@ -4,6 +4,7 @@
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var/list/property_weights = list()
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var/curve_centre = 0
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var/curve_width = 1.8
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var/forced_threat_level = -1
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var/flags = 0
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var/datum/game_mode/dynamic/mode = null
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@@ -22,6 +23,19 @@ Property weights are:
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..()
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if (istype(SSticker.mode, /datum/game_mode/dynamic))
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mode = SSticker.mode
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GLOB.dynamic_curve_centre = curve_centre
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GLOB.dynamic_curve_width = curve_width
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GLOB.dynamic_forced_threat_level = forced_threat_level
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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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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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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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/datum/dynamic_storyteller/proc/do_process()
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return
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@@ -29,6 +43,42 @@ Property weights are:
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/datum/dynamic_storyteller/proc/on_start()
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return
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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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/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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/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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/datum/dynamic_storyteller/proc/get_injection_chance(dry_run = FALSE)
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if(mode.forced_injection)
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mode.forced_injection = !dry_run
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return 100
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var/chance = 0
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// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
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var/high_pop_factor = (mode.current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
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var/max_pop_per_antag = max(5,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
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if (!mode.current_players[CURRENT_LIVING_ANTAGS].len)
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chance += 80 // No antags at all? let's boost those odds!
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else
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var/current_pop_per_antag = mode.current_players[CURRENT_LIVING_PLAYERS].len / mode.current_players[CURRENT_LIVING_ANTAGS].len
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if (current_pop_per_antag > max_pop_per_antag)
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chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
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else
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chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
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if (mode.current_players[CURRENT_DEAD_PLAYERS].len > mode.current_players[CURRENT_LIVING_PLAYERS].len)
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chance -= 30 // More than half the crew died? ew, let's calm down on antags
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if (mode.threat > 70)
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chance += 15
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if (mode.threat < 30)
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chance -= 15
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return round(max(0,chance))
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/datum/dynamic_storyteller/proc/roundstart_draft()
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
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@@ -106,6 +156,22 @@ Property weights are:
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curve_centre = 10
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desc = "Chaos: high. Variation: high. Likely antags: clock cult, revs, wizard."
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property_weights = list("extended" = -1, "chaos" = 10)
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var/refund_cooldown
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/datum/dynamic_storyteller/cowabunga/get_midround_cooldown()
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return ..() / 4
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/datum/dynamic_storyteller/cowabunga/get_event_cooldown()
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return ..() / 4
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/datum/dynamic_storyteller/cowabunga/get_latejoin_cooldown()
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return ..() / 4
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/datum/dynamic_storyteller/cowabunga/do_process()
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if(refund_cooldown < world.time)
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mode.refund_threat(10)
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mode.log_threat("Cowabunga it is. Refunded 10 threat. Threat is now [mode.threat].")
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refund_cooldown = world.time + 300 SECONDS
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/datum/dynamic_storyteller/team
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name = "Teamwork"
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@@ -114,13 +180,16 @@ Property weights are:
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curve_width = 1.5
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property_weights = list("valid" = 3, "trust" = 5)
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/datum/dynamic_storyteller/team/get_injection_chance()
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return (mode.current_players[CURRENT_LIVING_ANTAGS].len ? 0 : ..())
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/datum/dynamic_storyteller/classic
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name = "Classic"
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desc = "Chaos: medium. Variation: highest. Default dynamic."
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/datum/dynamic_storyteller/memes
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name = "Story"
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desc = "Chaos: medium. Variation: high. Likely antags: abductors, nukies, wizard, traitor."
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desc = "Chaos: varies. Variation: high. Likely antags: abductors, nukies, wizard, traitor."
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curve_width = 4
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property_weights = list("story_potential" = 10, "extended" = 1)
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@@ -129,7 +198,7 @@ Property weights are:
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desc = "Chaos: low. Variation: high. Likely antags: traitor, bloodsucker. Rare: revs, blood cult."
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curve_centre = -2
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curve_width = 4
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property_weights = list("trust" = -5)
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property_weights = list("trust" = -5, "extended" = 3)
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/datum/dynamic_storyteller/liteextended
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name = "Calm"
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@@ -144,6 +213,6 @@ Property weights are:
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desc = "Chaos: none. Variation: none. Likely antags: none."
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curve_centre = -20
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curve_width = 0.5
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/datum/dynamic_storyteller/extended/on_start()
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GLOB.dynamic_forced_extended = TRUE
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