Made the previous-round weight-adjust based on max instead of average.
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@@ -64,6 +64,8 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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var/threat_average_weight = 0
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/// Last time a threat average sample was taken. Used for weighting the rolling average.
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var/last_threat_sample_time = 0
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/// Maximum threat recorded so far, for cross-round chaos adjustment.
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var/max_threat = 0
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/// Things that cause a rolling threat adjustment to be displayed at roundend.
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var/list/threat_tallies = list()
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/// Running information about the threat. Can store text or datum entries.
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@@ -744,6 +746,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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if(!M.voluntary_ghosted)
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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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threat = storyteller.calculate_threat() + added_threat
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max_threat = max(max_threat,threat)
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if(threat_average_weight)
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var/cur_sample_weight = world.time - last_threat_sample_time
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threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
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