219 lines
10 KiB
Plaintext
219 lines
10 KiB
Plaintext
/datum/dynamic_storyteller
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var/name = "none"
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var/desc = "A coder's idiocy."
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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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/**
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Property weights are:
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"story_potential" -- essentially how many different ways the antag can be played.
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"trust" -- How much it makes the crew trust each other. Negative values means they're suspicious. Team antags are like this.
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"chaos" -- How chaotic it makes the round. Has some overlap with "valid" and somewhat contradicts "extended".
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"valid" -- How likely the non-antag-enemy crew are to get involved, e.g. nukies encouraging the warden to
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let everyone into the armory, wizard moving around and being a nuisance, nightmare busting lights.
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"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.
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"conversion" -- Basically a bool. Conversion antags, well, convert. It's its own class for a good reason.
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*/
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/datum/dynamic_storyteller/New()
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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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/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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if (rule.acceptable(mode.roundstart_pop_ready, mode.threat_level) && mode.threat >= rule.cost) // If we got the population and threat required
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rule.candidates = mode.candidates.Copy()
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rule.trim_candidates()
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if (rule.ready() && rule.candidates.len > 0)
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var/property_weight = 0
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for(var/property in property_weights)
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if(property in rule.property_weights) // just treat it as 0 if it's not in there
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property_weight += rule.property_weights[property] * property_weights[property]
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drafted_rules[rule] = rule.get_weight() + property_weight
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return drafted_rules
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/datum/dynamic_storyteller/proc/midround_draft()
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/midround/rule in mode.midround_rules)
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// if there are antags OR the rule is an antag rule, antag_acceptable will be true.
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if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
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// Classic secret : only autotraitor/minor roles
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if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
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continue
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rule.trim_candidates()
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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if(property in rule.property_weights)
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property_weight += rule.property_weights[property] * property_weights[property]
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drafted_rules[rule] = rule.get_weight() + property_weight
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else if(mode.threat < rule.cost)
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
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return drafted_rules
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/datum/dynamic_storyteller/proc/latejoin_draft(mob/living/carbon/human/newPlayer)
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var/list/drafted_rules = list()
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for (var/datum/dynamic_ruleset/latejoin/rule in mode.latejoin_rules)
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if (rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
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// Classic secret : only autotraitor/minor roles
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if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
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continue
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// No stacking : only one round-ender, unless threat level > stacking_limit.
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if (mode.threat_level > GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
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if(rule.flags & HIGHLANDER_RULESET && mode.highlander_executed)
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continue
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rule.candidates = list(newPlayer)
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rule.trim_candidates()
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if (rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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if(property in rule.property_weights)
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property_weight += rule.property_weights[property] * property_weights[property]
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drafted_rules[rule] = rule.get_weight() + property_weight
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else if(mode.threat < rule.cost)
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
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return drafted_rules
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/datum/dynamic_storyteller/proc/event_draft()
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var/list/drafted_rules = list()
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for(var/datum/dynamic_ruleset/event/rule in mode.events)
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if(rule.acceptable(mode.current_players[CURRENT_LIVING_PLAYERS].len, mode.threat_level) && mode.threat >= rule.cost)
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if(rule.ready())
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var/property_weight = 0
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for(var/property in property_weights)
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if(property in rule.property_weights)
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property_weight += rule.property_weights[property] * property_weights[property]
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drafted_rules[rule] = rule.get_weight() + property_weight
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else if(mode.threat < rule.cost)
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SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
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return drafted_rules
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/datum/dynamic_storyteller/cowabunga
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name = "Chaotic"
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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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desc = "Chaos: high. Variation: low. Likely antags: nukies, clockwork cult, wizard, blob, xenomorph."
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curve_centre = 2
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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: 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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/datum/dynamic_storyteller/suspicion
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name = "Intrigue"
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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, "extended" = 3)
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/datum/dynamic_storyteller/liteextended
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name = "Calm"
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desc = "Chaos: low. Variation: medium. Likely antags: bloodsuckers, traitors, sentient disease, revenant."
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curve_centre = -5
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curve_width = 0.5
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flags = NO_ASSASSIN
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property_weights = list("extended" = 5, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
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/datum/dynamic_storyteller/extended
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name = "Extended"
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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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