/datum/dynamic_storyteller var/name = "none" // Name for voting. var/config_tag = null // Config tag for config weights. var/desc = "A coder's idiocy." // Description for voting. var/list/property_weights = list() // See below. var/curve_centre = 0 // As GLOB.dynamic_curve_centre. var/curve_width = 1.8 // As GLOB.dynamic_curve_width. var/forced_threat_level = -1 // As GLOB.dynamic_forced_threat_level /* NO_ASSASSIN: Will not have permanent assassination targets. 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 var/weight = 0 // Weights for randomly picking storyteller. Multiplied by score after voting. var/min_chaos = -1000 // Won't show up if recent rounds have been below this chaotic on average var/max_chaos = 1000 // Won't show up if recent rounds have been above this chaotic on average var/event_frequency_lower = 6 MINUTES // How rare events will be, at least. var/event_frequency_upper = 20 MINUTES // How rare events will be, at most. var/min_players = -1 // How many players are required for this one to start. var/soft_antag_ratio_cap = 4 // how many players-per-antag there should be var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic. /** Property weights are added to the config weight of the ruleset. They are: "story_potential" -- essentially how many different ways the antag can be played. "trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this. "chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended". "valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights. "extended" -- How much the antag is conducive to a long round. Nukies and cults are bad for this; Wizard is less bad; and so on. "conversion" -- Basically a bool. Conversion antags, well, convert. It's in its own class 'cause people kinda hate conversion. */ /datum/dynamic_storyteller/proc/minor_start_chance() return clamp(60 - mode.threat_level,0,100) // by default higher threat = lower chance of minor round /datum/dynamic_storyteller/proc/start_injection_cooldowns() var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_latejoin_delay_max + GLOB.dynamic_first_latejoin_delay_min) 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 var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max) 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 /datum/dynamic_storyteller/proc/calculate_threat() var/threat = 0 for(var/datum/antagonist/A in GLOB.antagonists) if(A?.owner?.current && A.owner.current.stat != DEAD) threat += A.threat() for(var/r in SSevents.running) var/datum/round_event/R = r threat += R.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) if(J) if(length(M.mind.antag_datums)) threat += J.GetThreat() else threat -= J.GetThreat() threat += (mode.current_players[CURRENT_DEAD_PLAYERS].len)*dead_player_weight return round(threat,0.1) /datum/dynamic_storyteller/proc/do_process() return /datum/dynamic_storyteller/proc/on_start() if (istype(SSticker.mode, /datum/game_mode/dynamic)) mode = SSticker.mode GLOB.dynamic_curve_centre = curve_centre GLOB.dynamic_curve_width = curve_width if(flags & USE_PREF_WEIGHTS) var/voters = 0 var/mean = 0 for(var/client/c in GLOB.clients) var/vote = c.prefs.preferred_chaos if(vote) voters += 1 switch(vote) if(CHAOS_NONE) mean -= 5 if(CHAOS_LOW) mean -= 2.5 if(CHAOS_HIGH) mean += 2.5 if(CHAOS_MAX) mean += 5 else voters += 0.5 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() 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/should_inject_antag(dry_run = FALSE) if(mode.forced_injection) mode.forced_injection = dry_run return TRUE if(mode.current_players[CURRENT_LIVING_PLAYERS].len < (mode.current_players[CURRENT_LIVING_ANTAGS].len * soft_antag_ratio_cap)) return FALSE return mode.threat < mode.threat_level /datum/dynamic_storyteller/proc/roundstart_draft() var/list/drafted_rules = list() var/minor_round_weight_mult = (100-minor_start_chance()) / 100 for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules) if (rule.acceptable(mode.roundstart_pop_ready, mode.threat_level)) // If we got the population and threat required rule.candidates = mode.candidates.Copy() rule.trim_candidates() if (rule.ready() && rule.candidates.len > 0) var/property_weight = 0 for(var/property in property_weights) if(property in rule.property_weights) // just treat it as 0 if it's not in there property_weight += rule.property_weights[property] * property_weights[property] var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult if(CHECK_BITFIELD(rule.flags, MINOR_RULESET)) calced_weight *= minor_round_weight_mult if(calced_weight > 0) // negatives in the list might cause problems drafted_rules[rule] = calced_weight return drafted_rules /datum/dynamic_storyteller/proc/minor_rule_draft() var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/rule in mode.minor_rules) if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level)) rule.trim_candidates() if (rule.ready()) var/property_weight = 0 for(var/property in property_weights) if(property in rule.property_weights) // just treat it as 0 if it's not in there property_weight += rule.property_weights[property] * property_weights[property] var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult if(calced_weight > 0) // negatives in the list might cause problems drafted_rules[rule] = calced_weight return drafted_rules /datum/dynamic_storyteller/proc/midround_draft() var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/midround/rule in mode.midround_rules) // if there are antags OR the rule is an antag rule, antag_acceptable will be true. if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level)) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET))) continue rule.trim_candidates() if (rule.ready()) var/property_weight = 0 for(var/property in property_weights) if(property in rule.property_weights) // just treat it as 0 if it's not in there property_weight += rule.property_weights[property] * property_weights[property] var/threat_weight = 1 if(!(rule.flags & TRAITOR_RULESET)) // makes the traitor rulesets always possible anyway var/cost_difference = 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 = abs(1-abs(1-LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0))) if(cost_difference > 0) threat_weight /= (1+(cost_difference*0.1)) var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight if(calced_weight > 0) drafted_rules[rule] = calced_weight return drafted_rules /datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer) var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules) if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level - mode.threat)) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET))) continue // No stacking : only one round-ender, unless threat level > stacking_limit. if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(rule.flags & HIGHLANDER_RULESET && mode.highlander_executed) continue rule.candidates = list(newPlayer) rule.trim_candidates() if (rule.ready()) var/property_weight = 0 for(var/property in property_weights) if(property in rule.property_weights) property_weight += rule.property_weights[property] * property_weights[property] var/threat_weight = 1 if(!(rule.flags & TRAITOR_RULESET)) var/cost_difference = rule.cost-(mode.threat_level-mode.threat) threat_weight = 1-abs(1-(LOGISTIC_FUNCTION(2,0.05,abs(cost_difference),0))) if(cost_difference > 0) threat_weight /= (1+(cost_difference*0.1)) var/calced_weight = (rule.get_weight() + property_weight) * rule.weight_mult * threat_weight if(calced_weight > 0) drafted_rules[rule] = calced_weight return drafted_rules /datum/dynamic_storyteller/chaotic name = "Chaotic" config_tag = "chaotic" curve_centre = 10 desc = "High chaos modes. Revs, wizard, clock cult. Multiple antags at once. Chaos is kept up all round." property_weights = list("extended" = -1, "chaos" = 1) weight = 1 event_frequency_lower = 2 MINUTES event_frequency_upper = 10 MINUTES max_chaos = 50 soft_antag_ratio_cap = 1 flags = WAROPS_ALWAYS_ALLOWED | FORCE_IF_WON min_players = 30 var/refund_cooldown = 0 /datum/dynamic_storyteller/chaotic/minor_start_chance() return 0 /datum/dynamic_storyteller/chaotic/do_process() if(refund_cooldown < world.time) mode.create_threat(20) mode.log_threat("Chaotic storyteller ramped up the chaos. Threat level is now [mode.threat_level].") refund_cooldown = world.time + 20 MINUTES /datum/dynamic_storyteller/chaotic/get_midround_cooldown() return ..() / 4 /datum/dynamic_storyteller/team name = "Teamwork" config_tag = "teamwork" desc = "Modes where the crew must band together. Nukies, xenos, blob. Only one antag threat at once." curve_centre = 2 curve_width = 1.5 weight = 4 max_chaos = 75 min_players = 20 flags = WAROPS_ALWAYS_ALLOWED | USE_PREV_ROUND_WEIGHTS property_weights = list("valid" = 3, "trust" = 5) /datum/dynamic_storyteller/team/minor_start_chance() return 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" config_tag = "conversion" desc = "Conversion antags. Cults, revs." curve_centre = 3 curve_width = 1 weight = 0 flags = WAROPS_ALWAYS_ALLOWED property_weights = list("valid" = 1, "conversion" = 20) /datum/dynamic_storyteller/conversion/minor_start_chance() return 0 /datum/dynamic_storyteller/random name = "Random" config_tag = "random" weight = 1 max_chaos = 60 soft_antag_ratio_cap = 1 desc = "No weighting at all; every ruleset has the same chance of happening. Cooldowns vary wildly. As random as it gets." /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) /datum/dynamic_storyteller/random/should_inject_antag() return prob(50) /datum/dynamic_storyteller/random/minor_start_chance() return 20 /datum/dynamic_storyteller/random/roundstart_draft() var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/roundstart/rule in mode.roundstart_rules) if (rule.acceptable(mode.roundstart_pop_ready, mode.threat_level)) // If we got the population and threat required rule.candidates = mode.candidates.Copy() rule.trim_candidates() if (rule.ready() && rule.candidates.len > 0) drafted_rules[rule] = 1 return drafted_rules /datum/dynamic_storyteller/random/minor_rule_draft() var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/minor/rule in mode.minor_rules) if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level)) rule.candidates = mode.candidates.Copy() rule.trim_candidates() if (rule.ready() && rule.candidates.len > 0) drafted_rules[rule] = 1 return drafted_rules /datum/dynamic_storyteller/random/midround_draft() var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/midround/rule in mode.midround_rules) if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level)) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET))) continue rule.trim_candidates() if (rule.ready()) drafted_rules[rule] = 1 return drafted_rules /datum/dynamic_storyteller/random/latejoin_draft(mob/living/carbon/human/newPlayer) var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules) if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level)) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET))) continue // No stacking : only one round-ender, unless threat level > stacking_limit. if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(rule.flags & HIGHLANDER_RULESET && mode.highlander_executed) continue rule.candidates = list(newPlayer) rule.trim_candidates() if (rule.ready()) drafted_rules[rule] = 1 return drafted_rules /datum/dynamic_storyteller/story name = "Story" config_tag = "story" desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies." weight = 4 curve_width = 2 flags = USE_PREV_ROUND_WEIGHTS property_weights = list("story_potential" = 2) /datum/dynamic_storyteller/classic name = "Classic" config_tag = "classic" weight = 8 desc = "No special antagonist weights. Good variety, but not like random. Uses your chaos preference to weight." flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS /datum/dynamic_storyteller/suspicion name = "Intrigue" config_tag = "intrigue" desc = "Antags that instill distrust in the crew. Traitors, bloodsuckers." weight = 4 curve_width = 2 dead_player_weight = 2 flags = USE_PREV_ROUND_WEIGHTS property_weights = list("trust" = -2) /datum/dynamic_storyteller/intrigue/minor_start_chance() return 100 - mode.threat_level /datum/dynamic_storyteller/grabbag name = "Grab Bag" config_tag = "grabbag" desc = "Crew antags (e.g. traitor, changeling, bloodsucker, heretic) only at round start, all mixed together." weight = 4 flags = USE_PREF_WEIGHTS | USE_PREV_ROUND_WEIGHTS /datum/dynamic_storyteller/grabbag/minor_start_chance() return 100 /datum/dynamic_storyteller/liteextended name = "Calm" config_tag = "calm" desc = "Low-chaos round. Few antags. No conversion." curve_centre = -3 curve_width = 0.5 flags = NO_ASSASSIN min_chaos = 30 weight = 3 dead_player_weight = 5 soft_antag_ratio_cap = 8 property_weights = list("extended" = 2, "chaos" = -1, "valid" = -1, "conversion" = -10) /datum/dynamic_storyteller/liteextended/minor_start_chance() return 90 /datum/dynamic_storyteller/no_antag name = "Extended" config_tag = "semiextended" desc = "No standard antags." curve_centre = -5 curve_width = 0.5 min_chaos = 40 flags = NO_ASSASSIN | FORCE_IF_WON weight = 1 property_weights = list("extended" = 2) /datum/dynamic_storyteller/no_antag/roundstart_draft() return list() /datum/dynamic_storyteller/no_antag/should_inject_antag(dry_run) return FALSE