#define CURRENT_LIVING_PLAYERS 1 #define CURRENT_LIVING_ANTAGS 2 #define CURRENT_DEAD_PLAYERS 3 #define CURRENT_OBSERVERS 4 #define ONLY_RULESET 1 #define HIGHLANDER_RULESET 2 #define TRAITOR_RULESET 4 #define MINOR_RULESET 8 #define RULESET_STOP_PROCESSING 1 // -- Injection delays GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES)) GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES)) GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES)) GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES)) // Are HIGHLANDER_RULESETs allowed to stack? GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE) // A number between -5 and +5. // A negative value will give a more peaceful round and // a positive value will give a round with higher threat. GLOBAL_VAR_INIT(dynamic_curve_centre, 0) // A number between 0.5 and 4. // Higher value will favour extreme rounds and // lower value rounds closer to the average. GLOBAL_VAR_INIT(dynamic_curve_width, 1.8) // If enabled only picks a single starting rule and executes only autotraitor midround ruleset. GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE) // How many roundstart players required for high population override to take effect. GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55) // If enabled does not accept or execute any rulesets. GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE) // How high threat is required for HIGHLANDER_RULESETs stacking. // This is independent of dynamic_no_stacking. GLOBAL_VAR_INIT(dynamic_stacking_limit, 90) // List of forced roundstart rulesets. GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset) // Forced threat level, setting this to zero or higher forces the roundstart threat to the value. GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1) /datum/game_mode/dynamic name = "dynamic mode" config_tag = "dynamic" announce_span = "danger" announce_text = "Dynamic mode!" // This needs to be changed maybe reroll_friendly = FALSE; // Threat logging vars /// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations var/threat_level = 0 /// Set at the beginning of the round. Spent by the mode to "purchase" rules. var/threat = 0 /// Running information about the threat. Can store text or datum entries. var/list/threat_log = list() /// List of roundstart rules used for selecting the rules. var/list/roundstart_rules = list() /// List of latejoin rules used for selecting the rules. var/list/latejoin_rules = list() /// List of midround rules used for selecting the rules. var/list/midround_rules = list() /** # Pop range per requirement. * If the value is five the range is: * 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+ * If it is six the range is: * 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+ * If it is seven the range is: * 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+ */ var/pop_per_requirement = 6 /// The requirement used for checking if a second rule should be selected. var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0) /// The requirement used for checking if a third rule should be selected. var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30) /// Threat requirement for a second ruleset when high pop override is in effect. var/high_pop_second_rule_req = 40 /// Threat requirement for a third ruleset when high pop override is in effect. var/high_pop_third_rule_req = 60 /// Number of players who were ready on roundstart. var/roundstart_pop_ready = 0 /// List of candidates used on roundstart rulesets. var/list/candidates = list() /// Rules that are processed, rule_process is called on the rules in this list. var/list/current_rules = list() /// List of executed rulesets. var/list/executed_rules = list() /// Associative list of current players, in order: living players, living antagonists, dead players and observers. var/list/list/current_players = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS) /// When world.time is over this number the mode tries to inject a latejoin ruleset. var/latejoin_injection_cooldown = 0 /// When world.time is over this number the mode tries to inject a midround ruleset. var/midround_injection_cooldown = 0 /// When TRUE GetInjectionChance returns 100. var/forced_injection = FALSE /// Forced ruleset to be executed for the next latejoin. var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null /// When current_players was updated last time. var/pop_last_updated = 0 /// How many percent of the rounds are more peaceful. var/peaceful_percentage = 50 /// If a highlander executed. var/highlander_executed = FALSE /// If a only ruleset has been executed. var/only_ruleset_executed = FALSE /datum/game_mode/dynamic/New() // i have NO IDEA if this is the proper way to do this. ..() pop_per_requirement = CONFIG_GET(number/dynamic_pop_per_requirement) GLOB.dynamic_high_pop_limit = CONFIG_GET(number/dynamic_high_pop_limit) /datum/game_mode/dynamic/admin_panel() var/list/dat = list("Game Mode Panel

Game Mode Panel

") dat += "Dynamic Mode \[VV\]
" dat += "Threat Level: [threat_level]
" dat += "Threat to Spend: [threat] \[Adjust\] \[View Log\]
" dat += "
" dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].
" dat += "On average, [peaceful_percentage]% of the rounds are more peaceful.
" dat += "Forced extended: [GLOB.dynamic_forced_extended ? "On" : "Off"]
" dat += "Classic secret (only autotraitor): [GLOB.dynamic_classic_secret ? "On" : "Off"]
" dat += "No stacking (only one round-ender): [GLOB.dynamic_no_stacking ? "On" : "Off"]
" dat += "Stacking limit: [GLOB.dynamic_stacking_limit] \[Adjust\]" dat += "
" dat += "Executed rulesets: " if (executed_rules.len > 0) dat += "
" for (var/datum/dynamic_ruleset/DR in executed_rules) dat += "[DR.ruletype] - [DR.name]
" else dat += "none.
" dat += "
Injection Timers: ([get_injection_chance(TRUE)]% chance)
" 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"] \[Now!\]
" 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"] \[Now!\]
" usr << browse(dat.Join(), "window=gamemode_panel;size=500x500") /datum/game_mode/dynamic/Topic(href, href_list) if (..()) // Sanity, maybe ? return if(!check_rights(R_ADMIN)) message_admins("[usr.key] has attempted to override the game mode panel!") log_admin("[key_name(usr)] tried to use the game mode panel without authorization.") return if (href_list["forced_extended"]) GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended else if (href_list["no_stacking"]) GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking else if (href_list["classic_secret"]) GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret else if (href_list["adjustthreat"]) var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num if(!threatadd) return if(threatadd > 0) create_threat(threatadd) else spend_threat(-threatadd) else if (href_list["injectlate"]) latejoin_injection_cooldown = 0 forced_injection = TRUE message_admins("[key_name(usr)] forced a latejoin injection.", 1) else if (href_list["injectmid"]) midround_injection_cooldown = 0 forced_injection = TRUE message_admins("[key_name(usr)] forced a midround injection.", 1) else if (href_list["threatlog"]) show_threatlog(usr) else if (href_list["stacking_limit"]) GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num admin_panel() // Refreshes the window // Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc /datum/game_mode/dynamic/set_round_result() for(var/datum/dynamic_ruleset/rule in executed_rules) if(rule.flags & HIGHLANDER_RULESET) if(rule.check_finished()) // Only the rule that actually finished the round sets round result. return rule.round_result() // If it got to this part, just pick one highlander if it exists for(var/datum/dynamic_ruleset/rule in executed_rules) if(rule.flags & HIGHLANDER_RULESET) return rule.round_result() return ..() /datum/game_mode/dynamic/send_intercept() . = "Central Command Status Summary
" switch(round(threat_level)) if(0 to 19) update_playercounts() if(!current_players[CURRENT_LIVING_ANTAGS].len) . += "Peaceful Waypoint
" . += "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." else . += "Core Territory
" . += "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." if(20 to 39) . += "Anomalous Exogeology
" . += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution." if(40 to 65) . += "Contested System
" . += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt." if(66 to 79) . += "Uncharted Space
" . += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets." if(80 to 99) . += "Black Orbit
" . += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece." if(100) . += "Impending Doom
" . += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.
" . += "Good luck." if(station_goals.len) . += "
Special Orders for [station_name()]:" for(var/datum/station_goal/G in station_goals) G.on_report() . += G.get_report() print_command_report(., "Central Command Status Summary", announce=FALSE) priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", 'sound/ai/intercept.ogg') if(GLOB.security_level < SEC_LEVEL_BLUE) set_security_level(SEC_LEVEL_BLUE) // Yes, this is copy pasted from game_mode /datum/game_mode/dynamic/check_finished(force_ending) if(!SSticker.setup_done || !gamemode_ready) return FALSE if(replacementmode && round_converted == 2) return replacementmode.check_finished() if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)) return TRUE if(station_was_nuked) return TRUE if(force_ending) return TRUE for(var/datum/dynamic_ruleset/rule in executed_rules) if(rule.flags & HIGHLANDER_RULESET) return rule.check_finished() /datum/game_mode/dynamic/proc/show_threatlog(mob/admin) if(!SSticker.HasRoundStarted()) alert("The round hasn't started yet!") return if(!check_rights(R_ADMIN)) return var/list/out = list("Threat LogThreat Log
Starting Threat: [threat_level]
") for(var/entry in threat_log) if(istext(entry)) out += "[entry]
" out += "Remaining threat/threat_level: [threat]/[threat_level]" usr << browse(out.Join(), "window=threatlog;size=700x500") /// Generates the threat level using lorentz distribution and assigns peaceful_percentage. /datum/game_mode/dynamic/proc/generate_threat() var/relative_threat = LORENTZ_DISTRIBUTION(GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width) threat_level = round(lorentz_to_threat(relative_threat), 0.1) peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100 threat = threat_level /datum/game_mode/dynamic/can_start() /* Disabled for now, had some changes that need to be tested and this might interfere with that. if(GLOB.dynamic_curve_centre == 0) // 10 is when the centre starts to decrease // 6 is just 1 + 5 (from the maximum value and the one decreased) // 1 just makes the curve look better, I don't know. // Limited between 1 and 5 then inverted and rounded // With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5) */ message_admins("Dynamic mode parameters for the round:") 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"].") 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].") log_game("DYNAMIC: Dynamic mode parameters for the round:") log_game("DYNAMIC: 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"].") log_game("DYNAMIC: 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].") if(GLOB.dynamic_forced_threat_level >= 0) threat_level = round(GLOB.dynamic_forced_threat_level, 0.1) threat = threat_level else generate_threat() var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min) latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min) midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!") return TRUE /datum/game_mode/dynamic/pre_setup() for (var/rule in subtypesof(/datum/dynamic_ruleset)) var/datum/dynamic_ruleset/ruleset = new rule() // Simple check if the ruleset should be added to the lists. if(ruleset.name == "") continue switch(ruleset.ruletype) if("Roundstart") roundstart_rules += ruleset if ("Latejoin") latejoin_rules += ruleset if ("Midround") if (ruleset.weight) midround_rules += ruleset for(var/mob/dead/new_player/player in GLOB.player_list) if(player.ready == PLAYER_READY_TO_PLAY && player.mind) roundstart_pop_ready++ candidates.Add(player) log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.") if (candidates.len <= 0) return TRUE if (roundstart_rules.len <= 0) return TRUE if(GLOB.dynamic_forced_roundstart_ruleset.len > 0) rigged_roundstart() else roundstart() var/starting_rulesets = "" for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules) starting_rulesets += "[DR.name], " candidates.Cut() return TRUE /datum/game_mode/dynamic/post_setup(report) update_playercounts() for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules) rule.candidates.Cut() // The rule should not use candidates at this point as they all are null. if(!rule.execute()) stack_trace("The starting rule \"[rule.name]\" failed to execute.") ..() /// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it. /datum/game_mode/dynamic/proc/rigged_roundstart() message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.") log_game("DYNAMIC: [GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.") for (var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset) message_admins("Drafting players for forced ruleset [rule.name].") log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].") rule.mode = src rule.candidates = candidates.Copy() rule.trim_candidates() if (rule.ready(TRUE)) picking_roundstart_rule(list(rule), forced = TRUE) /datum/game_mode/dynamic/proc/roundstart() if (GLOB.dynamic_forced_extended) log_game("DYNAMIC: Starting a round of forced extended.") return TRUE var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules) if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required rule.candidates = candidates.Copy() rule.trim_candidates() if (rule.ready() && rule.candidates.len > 0) drafted_rules[rule] = rule.weight var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1) var/extra_rulesets_amount = 0 if (GLOB.dynamic_classic_secret) extra_rulesets_amount = 0 else if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit) message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.") log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.") if (threat_level > high_pop_second_rule_req) extra_rulesets_amount++ if (threat_level > high_pop_third_rule_req) extra_rulesets_amount++ else if (threat_level >= second_rule_req[indice_pop]) extra_rulesets_amount++ if (threat_level >= third_rule_req[indice_pop]) extra_rulesets_amount++ if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules)) if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules) if (rule.cost > threat) drafted_rules -= rule if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules)) if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules) if (rule.cost > threat) drafted_rules -= rule picking_roundstart_rule(drafted_rules) else return FALSE return TRUE /// Picks a random roundstart rule from the list given as an argument and executes it. /datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE) var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules) if(!starting_rule) return FALSE if(!forced) if(only_ruleset_executed) return FALSE // Check if a blocking ruleset has been executed. else if(check_blocking(starting_rule.blocking_rules, executed_rules)) drafted_rules -= starting_rule if(drafted_rules.len <= 0) return FALSE 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) if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(highlander_executed) drafted_rules -= starting_rule if(drafted_rules.len <= 0) return FALSE starting_rule = pickweight(drafted_rules) log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]") roundstart_rules -= starting_rule drafted_rules -= starting_rule if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/)) var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay) starting_rule.trim_candidates() if (starting_rule.pre_execute()) spend_threat(starting_rule.cost) threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]" if(starting_rule.flags & HIGHLANDER_RULESET) highlander_executed = TRUE else if(starting_rule.flags & ONLY_RULESET) only_ruleset_executed = TRUE executed_rules += starting_rule if (starting_rule.persistent) current_rules += starting_rule for(var/mob/M in starting_rule.assigned) for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules) if (!rule.ready()) drafted_rules -= rule // And removing rules that are no longer elligible return TRUE else stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.") return FALSE /// Executes delayed roundstart rules and has a hack in it. /datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule) update_playercounts() rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy() rule.trim_candidates() if(rule.execute()) executed_rules += rule if (rule.persistent) current_rules += rule return TRUE else stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.") return FALSE /// Picks a random midround OR latejoin rule from the list given as an argument and executes it. /// Also this could be named better. /datum/game_mode/dynamic/proc/picking_midround_latejoin_rule(list/drafted_rules = list(), forced = FALSE) var/datum/dynamic_ruleset/rule = pickweight(drafted_rules) if(!rule) return FALSE if(!forced) if(only_ruleset_executed) return FALSE // Check if a blocking ruleset has been executed. else if(check_blocking(rule.blocking_rules, executed_rules)) drafted_rules -= rule if(drafted_rules.len <= 0) return FALSE rule = pickweight(drafted_rules) // Check if the ruleset is highlander and if a highlander ruleset has been executed else if(rule.flags & HIGHLANDER_RULESET) if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(highlander_executed) drafted_rules -= rule if(drafted_rules.len <= 0) return FALSE rule = pickweight(drafted_rules) if(!rule.repeatable) if(rule.ruletype == "Latejoin") latejoin_rules = remove_from_list(latejoin_rules, rule.type) else if(rule.type == "Midround") midround_rules = remove_from_list(midround_rules, rule.type) if (rule.execute()) log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].") spend_threat(rule.cost) threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]" if(rule.flags & HIGHLANDER_RULESET) highlander_executed = TRUE else if(rule.flags & ONLY_RULESET) only_ruleset_executed = TRUE if(rule.ruletype == "Latejoin") var/mob/M = pick(rule.candidates) message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.") log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.") executed_rules += rule rule.candidates.Cut() if (rule.persistent) current_rules += rule return TRUE else stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.") return FALSE /// An experimental proc to allow admins to call rules on the fly or have rules call other rules. /datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE) var/datum/dynamic_ruleset/midround/new_rule if(ispath(ruletype)) new_rule = new ruletype() // You should only use it to call midround rules though. else if(istype(ruletype, /datum/dynamic_ruleset)) new_rule = ruletype else return FALSE if(!new_rule) return FALSE if(!forced) if(only_ruleset_executed) return FALSE // Check if a blocking ruleset has been executed. else if(check_blocking(new_rule.blocking_rules, executed_rules)) return FALSE // Check if the ruleset is highlander and if a highlander ruleset has been executed else if(new_rule.flags & HIGHLANDER_RULESET) if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(highlander_executed) return FALSE update_playercounts() if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat))) new_rule.candidates = current_players.Copy() new_rule.trim_candidates() if (new_rule.ready(forced)) spend_threat(new_rule.cost) threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]" if (new_rule.execute()) // This should never fail since ready() returned 1 if(new_rule.flags & HIGHLANDER_RULESET) highlander_executed = TRUE else if(new_rule.flags & ONLY_RULESET) only_ruleset_executed = TRUE log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!") executed_rules += new_rule if (new_rule.persistent) current_rules += new_rule return TRUE else if (forced) log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.") return FALSE /datum/game_mode/dynamic/process() if (pop_last_updated < world.time - (60 SECONDS)) pop_last_updated = world.time update_playercounts() for (var/datum/dynamic_ruleset/rule in current_rules) if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing. current_rules -= rule if (midround_injection_cooldown < world.time) if (GLOB.dynamic_forced_extended) return // Somehow it manages to trigger midround multiple times so this was moved here. // There is no way this should be able to trigger an injection twice now. var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min) midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time) // Time to inject some threat into the round if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone return log_game("DYNAMIC: Checking state of the round.") update_playercounts() if (prob(get_injection_chance())) var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/midround/rule in midround_rules) if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))) continue rule.candidates = list() rule.candidates = current_players.Copy() rule.trim_candidates() if (rule.ready() && rule.candidates.len > 0) drafted_rules[rule] = rule.get_weight() if (drafted_rules.len > 0) picking_midround_latejoin_rule(drafted_rules) /// Updates current_players. /datum/game_mode/dynamic/proc/update_playercounts() current_players[CURRENT_LIVING_PLAYERS] = list() current_players[CURRENT_LIVING_ANTAGS] = list() current_players[CURRENT_DEAD_PLAYERS] = list() current_players[CURRENT_OBSERVERS] = list() for (var/mob/M in GLOB.player_list) if (istype(M, /mob/dead/new_player)) continue if (M.stat != DEAD) current_players[CURRENT_LIVING_PLAYERS].Add(M) if (M.mind && (M.mind.special_role || M.mind.antag_datums?.len > 0)) current_players[CURRENT_LIVING_ANTAGS].Add(M) else if (istype(M,/mob/dead/observer)) var/mob/dead/observer/O = M if (O.started_as_observer) // Observers current_players[CURRENT_OBSERVERS].Add(M) continue current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow) /// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection. /datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE) if(forced_injection) forced_injection = !dry_run return 100 var/chance = 0 // If the high pop override is in effect, we reduce the impact of population on the antag injection chance var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit) var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5))) if (!current_players[CURRENT_LIVING_ANTAGS].len) chance += 50 // No antags at all? let's boost those odds! else var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len if (current_pop_per_antag > max_pop_per_antag) chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag)) else chance += 25-10*(max_pop_per_antag-current_pop_per_antag) if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len) chance -= 30 // More than half the crew died? ew, let's calm down on antags if (threat > 70) chance += 15 if (threat < 30) chance -= 15 return round(max(0,chance)) /// Removes type from the list /datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type) for(var/I in type_list) if(istype(I, type)) type_list -= I return type_list /// Checks if a type in blocking_list is in rule_list. /datum/game_mode/dynamic/proc/check_blocking(list/blocking_list, list/rule_list) if(blocking_list.len > 0) for(var/blocking in blocking_list) for(var/datum/executed in rule_list) if(blocking == executed.type) return TRUE return FALSE /// Checks if client age is age or older. /datum/game_mode/dynamic/proc/check_age(client/C, age) enemy_minimum_age = age if(get_remaining_days(C) == 0) enemy_minimum_age = initial(enemy_minimum_age) return TRUE // Available in 0 days = available right now = player is old enough to play. enemy_minimum_age = initial(enemy_minimum_age) return FALSE /datum/game_mode/dynamic/make_antag_chance(mob/living/carbon/human/newPlayer) if (GLOB.dynamic_forced_extended) return if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left return update_playercounts() if (forced_latejoin_rule) forced_latejoin_rule.candidates = list(newPlayer) forced_latejoin_rule.trim_candidates() log_game("DYNAMIC: Forcing ruleset [forced_latejoin_rule]") if (forced_latejoin_rule.ready(TRUE)) picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE) forced_latejoin_rule = null else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance())) var/list/drafted_rules = list() for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules) if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost) // Classic secret : only autotraitor/minor roles if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET))) continue // No stacking : only one round-enter, unless > stacking_limit threat. if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking) if(rule.flags & HIGHLANDER_RULESET && highlander_executed) continue rule.candidates = list(newPlayer) rule.trim_candidates() if (rule.ready()) drafted_rules[rule] = rule.get_weight() if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules)) var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min) latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time /// Refund threat, but no more than threat_level. /datum/game_mode/dynamic/proc/refund_threat(regain) threat = min(threat_level,threat+regain) /// Generate threat and increase the threat_level if it goes beyond, capped at 100 /datum/game_mode/dynamic/proc/create_threat(gain) threat = min(100, threat+gain) if(threat > threat_level) threat_level = threat /// Expend threat, can't fall under 0. /datum/game_mode/dynamic/proc/spend_threat(cost) threat = max(threat-cost,0) /// Turns the value generated by lorentz distribution to threat value between 0 and 100. /datum/game_mode/dynamic/proc/lorentz_to_threat(x) switch (x) if (-INFINITY to -20) return rand(0, 10) if (-20 to -10) return RULE_OF_THREE(-40, -20, x) + 50 if (-10 to -5) return RULE_OF_THREE(-30, -10, x) + 50 if (-5 to -2.5) return RULE_OF_THREE(-20, -5, x) + 50 if (-2.5 to -0) return RULE_OF_THREE(-10, -2.5, x) + 50 if (0 to 2.5) return RULE_OF_THREE(10, 2.5, x) + 50 if (2.5 to 5) return RULE_OF_THREE(20, 5, x) + 50 if (5 to 10) return RULE_OF_THREE(30, 10, x) + 50 if (10 to 20) return RULE_OF_THREE(40, 20, x) + 50 if (20 to INFINITY) return rand(90, 100)