Conflict fixes

This commit is contained in:
Artur
2020-04-14 09:27:54 +03:00
720 changed files with 148595 additions and 8360 deletions
@@ -119,7 +119,6 @@ GLOBAL_VAR(changeling_team_objective_type) //If this is not null, we hand our th
C.appearance = chosen_prof.appearance_list[slot]
C.name = chosen_prof.name_list[slot]
C.flags_cover = chosen_prof.flags_cover_list[slot]
C.item_color = chosen_prof.item_color_list[slot]
C.item_state = chosen_prof.item_state_list[slot]
if(equip)
user.equip_to_slot_or_del(C, GLOB.slot2slot[slot])
+8 -6
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@@ -45,8 +45,11 @@ Credit where due:
// PROCS //
///////////
/proc/is_servant_of_ratvar(mob/M)
return istype(M) && !isobserver(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/clockcult)
/proc/is_servant_of_ratvar(mob/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M) || isobserver(M))
return FALSE
var/datum/antagonist/clockcult/D = M?.mind?.has_antag_datum(/datum/antagonist/clockcult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/proc/is_eligible_servant(mob/M)
if(!istype(M))
@@ -70,12 +73,14 @@ Credit where due:
return TRUE
return FALSE
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE)
/proc/add_servant_of_ratvar(mob/L, silent = FALSE, create_team = TRUE, override_type)
if(!L || !L.mind)
return
var/update_type = /datum/antagonist/clockcult
if(silent)
update_type = /datum/antagonist/clockcult/silent
if(override_type) //prioritizes
update_type = override_type
var/datum/antagonist/clockcult/C = new update_type(L.mind)
C.make_team = create_team
C.show_in_roundend = create_team //tutorial scarabs begone
@@ -105,9 +110,6 @@ Credit where due:
L.playsound_local(get_turf(L), 'sound/ambience/antag/clockcultalr.ogg', 40, TRUE, frequency = 100000, pressure_affected = FALSE)
flash_color(L, flash_color = list("#BE8700", "#BE8700", "#BE8700", rgb(0,0,0)), flash_time = 5)
/proc/remove_servant_of_ratvar(mob/L, silent = FALSE)
if(!L || !L.mind)
return
@@ -63,7 +63,7 @@
attack_verb_on = list("slipped")
clumsy_check = FALSE
sharpness = IS_BLUNT
item_color = "yellow"
sword_color = "yellow"
heat = 0
light_color = "#ffff00"
var/next_trombone_allowed = 0
+6 -3
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@@ -3,8 +3,11 @@
/datum/game_mode
var/list/datum/mind/cult = list()
/proc/iscultist(mob/living/M)
return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/cult)
/proc/iscultist(mob/living/M, require_full_power = FALSE, holy_water_check = FALSE)
if(!istype(M))
return FALSE
var/datum/antagonist/cult/D = M?.mind?.has_antag_datum(/datum/antagonist/cult)
return D && (!require_full_power || !D.neutered) && (!holy_water_check || !D.ignore_holy_water)
/datum/team/cult/proc/is_sacrifice_target(datum/mind/mind)
for(var/datum/objective/sacrifice/sac_objective in objectives)
@@ -93,7 +96,7 @@
add_cultist(cult_mind, 0, equip=TRUE)
if(!main_cult)
var/datum/antagonist/cult/C = cult_mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(C && C.cult_team)
if(C?.cult_team)
main_cult = C.cult_team
..()
+23 -5
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@@ -54,12 +54,18 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
// Current storyteller
var/datum/dynamic_storyteller/storyteller = null
// Threat logging vars
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Target threat level right now. Events and antags will try to keep the round at this level.
var/threat_level = 0
/// The current antag threat. Recalculated every time a ruletype starts or ends.
var/threat = 0
/// Starting threat level, for things that increase it but can bring it back down.
var/initial_threat_level = 0
/// Threat average over the course of the round, for endgame logs.
var/threat_average = 0
/// Number of times threat average has been calculated, for calculating above.
var/threat_average_weight = 0
/// Last time a threat average sample was taken. Used for weighting the rolling average.
var/last_threat_sample_time = 0
/// Things that cause a rolling threat adjustment to be displayed at roundend.
var/list/threat_tallies = list()
/// Running information about the threat. Can store text or datum entries.
@@ -199,7 +205,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
if(threatadd > 0)
create_threat(threatadd)
else
spend_threat(-threatadd)
remove_threat(threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
@@ -241,6 +247,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive. However, even deep in our territory there may be subversive elements, especially for such a high-value target as your station. Keep an eye out, but don't expect much trouble."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -251,6 +258,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
set_security_level(SEC_LEVEL_GREEN)
station_goals.len = 0
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = new T
if(!(G in station_goals))
@@ -490,7 +498,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET) // Should already be filtered out, but making sure. Check filtering at end of proc if reported.
if(threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(threat_level <= GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
@@ -511,7 +519,7 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
drafted_rules -= starting_rule
starting_rule.trim_candidates()
starting_rule.scale_up(extra_rulesets_amount, threat)
starting_rule.scale_up(extra_rulesets_amount, threat_level)
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)
@@ -715,6 +723,16 @@ GLOBAL_VAR_INIT(dynamic_storyteller_type, /datum/dynamic_storyteller/classic)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
threat = storyteller.calculate_threat() + added_threat
if(threat_average_weight)
var/cur_sample_weight = world.time - last_threat_sample_time
threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
threat_average_weight += cur_sample_weight
last_threat_sample_time = world.time
else
threat_average = threat
threat_average_weight++
last_threat_sample_time = world.time
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
@@ -222,6 +222,26 @@
message_admins("[M.name] was made into a bloodsucker by dynamic.")
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/changeling
name = "Changeling Infiltrator"
config_tag = "latejoin_changeling"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
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
weight = 3
cost = 15
requirements = list(101,101,101,101,101,101,101,101,101,101)
property_weights = list("trust" = -2, "valid" = 2)
high_population_requirement = 101
//////////////////////////////////////////////
// //
// COLLECTOR //
@@ -241,5 +261,5 @@
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
flags = TRAITOR_RULESET
flags = TRAITOR_RULESET | MINOR_RULESET
property_weights = list("story_potential" = 2, "trust" = -1, "extended" = 2)
@@ -34,8 +34,7 @@
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
var/datum/element/ghost_role_eligibility/eligibility = SSdcs.GetElement(list(/datum/element/ghost_role_eligibility))
ghost_eligible = trim_list(eligibility.get_all_ghost_role_eligible())
ghost_eligible = trim_list(get_all_ghost_role_eligible())
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
@@ -11,6 +11,7 @@
WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
FORCE_IF_WON: If this mode won the vote, forces it
USE_PREV_ROUND_WEIGHTS: Changes its threat centre based on the average chaos of previous rounds.
*/
var/flags = 0
var/dead_player_weight = 1 // How much dead players matter for threat calculation
@@ -53,6 +54,8 @@ Property weights are:
var/turf/T = get_turf(H)
if(H.stat != DEAD && is_station_level(T.z) && !("Station" in H.faction))
threat += H.threat()
for(var/obj/item/phylactery/P in GLOB.poi_list)
threat += 25 // can't be giving them too much of a break
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M?.mind?.assigned_role && M.stat != DEAD)
var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
@@ -90,6 +93,8 @@ Property weights are:
mean += 5
if(voters)
GLOB.dynamic_curve_centre += (mean/voters)
if(flags & USE_PREV_ROUND_WEIGHTS)
GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
GLOB.dynamic_forced_threat_level = forced_threat_level
/datum/dynamic_storyteller/proc/get_midround_cooldown()
@@ -135,17 +140,19 @@ Property weights are:
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.trim_candidates()
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.
*/
var/threat_weight = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
var/threat_weight = 1
if(!(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 = 1-abs(1-LOGISTIC_FUNCTION(2,0.05,cost_difference,0))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -168,8 +175,10 @@ Property weights are:
rule.candidates = list(newPlayer)
rule.trim_candidates()
var/cost_difference = abs(rule.cost-(mode.threat_level-mode.threat))
var/threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,cost_difference,0)))
var/threat_weight = 1
if(!(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)))
if (rule.ready())
var/property_weight = 0
for(var/property in property_weights)
@@ -200,7 +209,7 @@ Property weights are:
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON
flags = WAROPS_ALWAYS_ALLOWED
min_players = 40
var/refund_cooldown = 0
@@ -224,7 +233,7 @@ Property weights are:
curve_width = 1.5
weight = 2
min_players = 30
flags = WAROPS_ALWAYS_ALLOWED
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)
@@ -245,7 +254,10 @@ Property weights are:
config_tag = "random"
weight = 1
desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets."
forced_threat_level = 100
/datum/dynamic_storyteller/random/on_start()
..()
GLOB.dynamic_forced_threat_level = rand(0,100)
/datum/dynamic_storyteller/random/get_midround_cooldown()
return rand(GLOB.dynamic_midround_delay_min/2, GLOB.dynamic_midround_delay_max*2)
@@ -259,9 +271,6 @@ Property weights are:
/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/calculate_threat()
return 0 // what IS threat
/datum/dynamic_storyteller/random/roundstart_draft()
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules)
@@ -315,18 +324,20 @@ Property weights are:
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies. Has a buildup-climax-falling action threat curve."
weight = 2
curve_width = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("story_potential" = 2)
/datum/dynamic_storyteller/story/do_process()
/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)+0.5),0.1)
mode.threat_level = round(mode.initial_threat_level*(sin(current_time)+0.25),0.1)
..()
/datum/dynamic_storyteller/classic
name = "Classic"
config_tag = "classic"
desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight."
flags = USE_PREF_WEIGHTS
flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS
/datum/dynamic_storyteller/suspicion
name = "Intrigue"
@@ -335,6 +346,7 @@ Property weights are:
weight = 2
curve_width = 2
dead_player_weight = 2
flags = USE_PREV_ROUND_WEIGHTS
property_weights = list("trust" = -3)
/datum/dynamic_storyteller/liteextended
+2 -2
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@@ -663,7 +663,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(count)
target_amount = count
update_explanation_text()
/*
/datum/objective/capture
name = "capture"
var/captured_amount = 0
@@ -709,7 +709,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
if(count)
target_amount = count
update_explanation_text()
*/
//Changeling Objectives
/datum/objective/absorb
+5 -2
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@@ -77,14 +77,14 @@
/datum/sabotage_objective/processing/supermatter/can_run()
return (locate(/obj/machinery/power/supermatter_crystal) in GLOB.machines)
/*
/datum/sabotage_objective/station_integrity
name = "Make sure the station is at less than 80% integrity by the end. Smash walls, windows etc. to reach this goal."
sabotage_type = "integrity"
/datum/sabotage_objective/station_integrity/check_conditions()
return 5-(max(SSticker.station_integrity*4,320)/80)
*/
/datum/sabotage_objective/cloner
name = "Destroy all Nanotrasen cloning machines."
sabotage_type = "cloner"
@@ -98,6 +98,9 @@
special_equipment = list(/obj/item/aiModule/syndicate)
excludefromjob = list("Chief Engineer","Research Director","Head of Personnel","Captain","Chief Medical Officer","Head Of Security")
/datum/sabotage_objective/ai_law/can_run()
return length(active_ais())
/datum/sabotage_objective/ai_law/check_conditions()
for (var/i in GLOB.ai_list)
var/mob/living/silicon/ai/aiPlayer = i