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dynamic.dm
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dynamic.dm
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#define FAKE_GREENSHIFT_FORM_CHANCE 15
#define FAKE_REPORT_CHANCE 8
#define PULSAR_REPORT_CHANCE 8
#define REPORT_NEG_DIVERGENCE -15
#define REPORT_POS_DIVERGENCE 15
// Are HIGH_IMPACT_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// If enabled does not accept or execute any rulesets.
GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
// How high threat is required for HIGH_IMPACT_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)
/// Modify the threat level for station traits before dynamic can be Initialized. List(instance = threat_reduction)
GLOBAL_LIST_EMPTY(dynamic_station_traits)
/// Rulesets which have been forcibly enabled or disabled
GLOBAL_LIST_EMPTY(dynamic_forced_rulesets)
SUBSYSTEM_DEF(dynamic)
name = "Dynamic"
flags = SS_NO_INIT
wait = 1 SECONDS
// 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. Everything else goes in the postround budget.
var/round_start_budget = 0
/// Set at the beginning of the round. Spent by midrounds and latejoins.
var/mid_round_budget = 0
/// The initial round start budget for logging purposes, set once at the beginning of the round.
var/initial_round_start_budget = 0
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// Threat log shown on the roundend report. Should only list player-made edits.
var/list/roundend_threat_log = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules
/// List of midround rules used for selecting the rules.
var/list/midround_rules
/** # 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
/// 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()
/// If TRUE, the next player to latejoin will guarantee roll for a random latejoin antag
/// (this does not guarantee they get said antag roll, depending on preferences and circumstances)
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null
/// How many percent of the rounds are more peaceful.
var/peaceful_percentage = 50
/// If a high impact ruleset was executed. Only one will run at a time in most circumstances.
var/high_impact_ruleset_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/// Dynamic configuration, loaded on pre_setup
var/list/configuration = null
/// When world.time is over this number the mode tries to inject a latejoin ruleset.
var/latejoin_injection_cooldown = 0
/// The minimum time the recurring latejoin ruleset timer is allowed to be.
var/latejoin_delay_min = (5 MINUTES)
/// The maximum time the recurring latejoin ruleset timer is allowed to be.
var/latejoin_delay_max = (25 MINUTES)
/// The low bound for the midround roll time splits.
/// This number influences where to place midround rolls, making this smaller
/// will make midround rolls more frequent, and vice versa.
/// A midround will never be able to roll before this.
var/midround_lower_bound = 10 MINUTES
/// The upper bound for the midround roll time splits.
/// This number influences where to place midround rolls, making this larger
/// will make midround rolls less frequent, and vice versa.
/// A midround will never be able to roll farther than this.
var/midround_upper_bound = 100 MINUTES
/// The distance between the chosen midround roll point (which is deterministic),
/// and when it can actually roll.
/// Basically, if this is set to 5 minutes, and a midround roll point is decided to be at 20 minutes,
/// then it can roll anywhere between 15 and 25 minutes.
var/midround_roll_distance = 3 MINUTES
/// The amount of threat per midround roll.
/// Basically, if this is set to 5, then for every 5 threat, one midround roll will be added.
/// The equation this is used in rounds up, meaning that if this is set to 5, and you have 6
/// threat, then you will get 2 midround rolls.
var/threat_per_midround_roll = 7
/// 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.
var/threat_curve_centre = 0
/// A number between 0.5 and 4.
/// Higher value will favour extreme rounds and
/// lower value rounds closer to the average.
var/threat_curve_width = 1.8
/// A number between -5 and +5.
/// Equivalent to threat_curve_centre, but for the budget split.
/// A negative value will weigh towards midround rulesets, and a positive
/// value will weight towards roundstart ones.
var/roundstart_split_curve_centre = 1
/// A number between 0.5 and 4.
/// Equivalent to threat_curve_width, but for the budget split.
/// Higher value will favour more variance in splits and
/// lower value rounds closer to the average.
var/roundstart_split_curve_width = 1.8
/// The minimum amount of time for antag random events to be hijacked.
var/random_event_hijack_minimum = 10 MINUTES
/// The maximum amount of time for antag random events to be hijacked.
var/random_event_hijack_maximum = 18 MINUTES
/// What is the lower bound of when the roundstart annoucement is sent out?
var/waittime_l = 600
/// What is the higher bound of when the roundstart annoucement is sent out?
var/waittime_h = 1800
/// A number between 0 and 100. The maximum amount of threat allowed to generate.
var/max_threat_level = 100
/// The extra chance multiplier that a heavy impact midround ruleset will run next time.
/// For example, if this is set to 50, then the next heavy roll will be about 50% more likely to happen.
var/hijacked_random_event_injection_chance_modifier = 50
/// Any midround before this point is guaranteed to be light
var/midround_light_upper_bound = 25 MINUTES
/// Any midround after this point is guaranteed to be heavy
var/midround_heavy_lower_bound = 55 MINUTES
/// If there are less than this many players readied, threat level will be lowered.
/// This number should be kept fairly low, as there are other measures that population
/// impacts Dynamic, such as the requirements variable on rulesets.
var/low_pop_player_threshold = 20
/// The maximum threat that can roll with *zero* players.
/// As the number of players approaches `low_pop_player_threshold`, the maximum
/// threat level will increase.
/// For example, if `low_pop_maximum_threat` is 50, `low_pop_player_threshold` is 20,
/// and the number of readied players is 10, then the highest threat that can roll is
/// lerp(50, 100, 10 / 20), AKA 75.
var/low_pop_maximum_threat = 40
/// The chance for latejoins to roll when ready
var/latejoin_roll_chance = 50
// == EVERYTHING BELOW THIS POINT SHOULD NOT BE CONFIGURED ==
/// A list of recorded "snapshots" of the round, stored in the dynamic.json log
var/list/datum/dynamic_snapshot/snapshots
/// The time when the last midround injection was attempted, whether or not it was successful
var/last_midround_injection_attempt = 0
/// Whether or not a random event has been hijacked this midround cycle
var/random_event_hijacked = HIJACKED_NOTHING
/// The timer ID for the cancellable midround rule injection
var/midround_injection_timer_id
/// The last drafted midround rulesets (without the current one included).
/// Used for choosing different midround injections.
var/list/current_midround_rulesets
/// The amount of threat shown on the piece of paper.
/// Can differ from the actual threat amount.
var/shown_threat
VAR_PRIVATE/next_midround_injection
/datum/controller/subsystem/dynamic/proc/admin_panel()
var/list/dat = list("<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</a> <a href='?src=[text_ref(src)];[HrefToken()]'>\[Refresh\]</a><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Budgets (Roundstart/Midrounds): <b>[initial_round_start_budget]/[threat_level - initial_round_start_budget]</b><br/>"
dat += "Midround budget to spend: <b>[mid_round_budget]</b> <a href='?src=[text_ref(src)];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=[text_ref(src)];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
dat += "<br/>"
dat += "Parameters: centre = [threat_curve_centre] ; width = [threat_curve_width].<br/>"
dat += "Split parameters: centre = [roundstart_split_curve_centre] ; width = [roundstart_split_curve_width].<br/>"
dat += "<i>On average, <b>[clamp(peaceful_percentage, 1, 99)]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=[text_ref(src)];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
dat += "No stacking (only one round-ender): <a href='?src=[text_ref(src)];[HrefToken()];no_stacking=1'><b>[GLOB.dynamic_no_stacking ? "On" : "Off"]</b></a><br/>"
dat += "Stacking limit: [GLOB.dynamic_stacking_limit] <a href='?src=[text_ref(src)];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
dat += "<br/>"
dat += "<A href='?src=[text_ref(src)];[HrefToken()];force_latejoin_rule=1'>\[Force Next Latejoin Ruleset\]</A><br>"
if (forced_latejoin_rule)
dat += {"<A href='?src=[text_ref(src)];[HrefToken()];clear_forced_latejoin=1'>-> [forced_latejoin_rule.name] <-</A><br>"}
dat += "<A href='?src=[text_ref(src)];[HrefToken()];force_midround_rule=1'>\[Execute Midround Ruleset\]</A><br>"
dat += "<br />"
dat += "Executed rulesets: "
if (executed_rules.len > 0)
dat += "<br/>"
for (var/datum/dynamic_ruleset/DR in executed_rules)
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
else
dat += "none.<br>"
dat += "<br>Injection Timers: (<b>[get_heavy_midround_injection_chance(dry_run = TRUE)]%</b> heavy midround chance)<BR>"
dat += "Latejoin: [DisplayTimeText(latejoin_injection_cooldown-world.time)] <a href='?src=[text_ref(src)];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
var/next_injection = next_midround_injection()
if (next_injection == INFINITY)
dat += "All midrounds have been exhausted."
else
dat += "Midround: [DisplayTimeText(next_injection - world.time)] <a href='?src=[text_ref(src)];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/controller/subsystem/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["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, threat_log, "[worldtime2text()]: increased by [key_name(usr)]")
else
spend_midround_budget(-threatadd, threat_log, "[worldtime2text()]: decreased by [key_name(usr)]")
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a latejoin injection.")
else if (href_list["injectmid"])
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.")
try_midround_roll()
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
else if(href_list["force_latejoin_rule"])
var/added_rule = input(usr,"What ruleset do you want to force upon the next latejoiner? This will bypass threat level and population restrictions.", "Rigging Latejoin", null) as null|anything in sort_names(init_rulesets(/datum/dynamic_ruleset/latejoin))
if (!added_rule)
return
forced_latejoin_rule = added_rule
log_admin("[key_name(usr)] set [added_rule] to proc on the next latejoin.")
message_admins("[key_name(usr)] set [added_rule] to proc on the next valid latejoin.")
else if(href_list["clear_forced_latejoin"])
forced_latejoin_rule = null
log_admin("[key_name(usr)] cleared the forced latejoin ruleset.")
message_admins("[key_name(usr)] cleared the forced latejoin ruleset.")
else if(href_list["force_midround_rule"])
var/added_rule = input(usr,"What ruleset do you want to force right now? This will bypass threat level and population restrictions.", "Execute Ruleset", null) as null|anything in sort_names(init_rulesets(/datum/dynamic_ruleset/midround))
if (!added_rule)
return
log_admin("[key_name(usr)] executed the [added_rule] ruleset.")
message_admins("[key_name(usr)] executed the [added_rule] ruleset.")
picking_specific_rule(added_rule, TRUE)
else if(href_list["cancelmidround"])
admin_cancel_midround(usr, href_list["cancelmidround"])
return
else if (href_list["differentmidround"])
admin_different_midround(usr, href_list["differentmidround"])
return
admin_panel() // Refreshes the window
// Set result and news report here
/datum/controller/subsystem/dynamic/proc/set_round_result()
// If it got to this part, just pick one high impact ruleset if it exists
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGH_IMPACT_RULESET)
rule.round_result()
// One was set, so we're done here
if(SSticker.news_report)
return
SSticker.mode_result = "undefined"
// Something nuked the station - it wasn't nuke ops (they set their own via their rulset)
if(GLOB.station_was_nuked)
SSticker.news_report = STATION_NUKED
if(SSsupermatter_cascade.cascade_initiated)
SSticker.news_report = SUPERMATTER_CASCADE
// Only show this one if we have nothing better to show
if(EMERGENCY_ESCAPED_OR_ENDGAMED && !SSticker.news_report)
SSticker.news_report = SSshuttle.emergency?.is_hijacked() ? SHUTTLE_HIJACK : STATION_EVACUATED
/datum/controller/subsystem/dynamic/proc/send_intercept()
if(SScommunications.block_command_report) //If we don't want the report to be printed just yet, we put it off until it's ready
addtimer(CALLBACK(src, PROC_REF(send_intercept)), 10 SECONDS)
return
. = "<b><i>Nanotrasen Department of Intelligence Threat Advisory, Spinward Sector, TCD [time2text(world.realtime, "DDD, MMM DD")], [CURRENT_STATION_YEAR]:</i></b><hr>"
. += generate_advisory_level()
var/min_threat = 100
for(var/datum/dynamic_ruleset/ruleset as anything in init_rulesets(/datum/dynamic_ruleset))
if(ruleset.weight <= 0 || ruleset.cost <= 0)
continue
min_threat = min(ruleset.cost, min_threat)
var/greenshift = GLOB.dynamic_forced_extended || (threat_level < min_threat && shown_threat < min_threat) //if both shown and real threat are below any ruleset, its extended time
generate_station_goals(greenshift ? INFINITY : CONFIG_GET(number/station_goal_budget))
if (GLOB.station_goals.len > 0)
var/list/texts = list("<hr><b>Special Orders for [station_name()]:</b><BR>")
for(var/datum/station_goal/station_goal as anything in GLOB.station_goals)
station_goal.on_report()
texts += station_goal.get_report()
. += texts.Join("<hr>")
var/list/trait_list_strings = list()
for(var/datum/station_trait/station_trait as anything in SSstation.station_traits)
if(!station_trait.show_in_report)
continue
trait_list_strings += "[station_trait.get_report()]<BR>"
if(trait_list_strings.len > 0)
. += "<hr><b>Identified shift divergencies:</b><BR>" + trait_list_strings.Join()
if(length(SScommunications.command_report_footnotes))
var/footnote_pile = ""
for(var/datum/command_footnote/footnote in SScommunications.command_report_footnotes)
footnote_pile += "[footnote.message]<BR>"
footnote_pile += "<i>[footnote.signature]</i><BR>"
footnote_pile += "<BR>"
. += "<hr><b>Additional Notes: </b><BR><BR>" + footnote_pile
print_command_report(., "[command_name()] Status Summary", announce=FALSE)
if(greenshift)
priority_announce("Thanks to the tireless efforts of our security and intelligence divisions, there are currently no credible threats to [station_name()]. All station construction projects have been authorized. Have a secure shift!", "Security Report", SSstation.announcer.get_rand_report_sound())
else
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", ANNOUNCER_INTERCEPT)
if(SSsecurity_level.get_current_level_as_number() < SEC_LEVEL_BLUE)
SSsecurity_level.set_level(SEC_LEVEL_BLUE)
return .
/// Generate the advisory level depending on the shown threat level.
/datum/controller/subsystem/dynamic/proc/generate_advisory_level()
var/advisory_string = ""
if (prob(PULSAR_REPORT_CHANCE))
if(HAS_TRAIT(SSstation, STATION_TRAIT_BANANIUM_SHIPMENTS))
advisory_string += "Advisory Level: <b>Clown Planet</b></center><BR>"
advisory_string += "Your sector's advisory level is Clown Planet! Our bike horns have picked up on a large bananium stash. Clowns show a large influx of clowns on your station. We highly advice you to slip any threats to keep Honkotrasen assets within the Banana Sector. The Department advises defending chemistry from any clowns that are trying to make baldium or space lube."
return advisory_string
advisory_string += "Advisory Level: <b>Pulsar Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Pulsar Star. A large unknown electromagnetic field has stormed through nearby surveillance equipment. No surveillance data has been able to be obtained showing no credible threats to Nanotrasen assets within the Spinward Sector. The Department advises maintaining high alert against potential threats, regardless of a lack of information."
return advisory_string
switch(round(shown_threat))
if(0)
advisory_string += "Advisory Level: <b>White Dwarf</b></center><BR>"
advisory_string += "Your sector's advisory level is White Dwarf. Our surveillors have ruled out any and all potential risks known in our database, ruling out the loss of our assets in the Spinward Sector. We advise a lower level of security, alongside distributing ressources on potential profit."
if(1 to 19)
var/show_core_territory = (GLOB.current_living_antags.len > 0)
if (prob(FAKE_GREENSHIFT_FORM_CHANCE))
show_core_territory = !show_core_territory
if (show_core_territory)
advisory_string += "Advisory Level: <b>Blue Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Blue Star. At this threat advisory, the risk of attacks on Nanotrasen assets within the sector is minor, but cannot be ruled out entirely. Remain vigilant."
else
advisory_string += "Advisory Level: <b>Green Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Green Star. Surveillance information shows no credible threats to Nanotrasen assets within the Spinward Sector at this time. As always, the Department advises maintaining vigilance against potential threats, regardless of a lack of known threats."
if(20 to 39)
advisory_string += "Advisory Level: <b>Yellow Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Yellow Star. Surveillance shows a credible risk of enemy attack against our assets in the Spinward Sector. We advise a heightened level of security, alongside maintaining vigilance against potential threats."
if(40 to 65)
advisory_string += "Advisory Level: <b>Orange Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Orange Star. Upon reviewing your sector's intelligence, the Department has determined that the risk of enemy activity is moderate to severe. At this advisory, we recommend maintaining a higher degree of security and alertness, and vigilance against threats that may (or will) arise."
if(66 to 79)
advisory_string += "Advisory Level: <b>Red Star</b></center><BR>"
advisory_string += "Your sector's advisory level is Red Star. The Department of Intelligence has decrypted Cybersun communications suggesting a high likelihood of attacks on Nanotrasen assets within the Spinward Sector. Stations in the region are advised to remain highly vigilant for signs of enemy activity and to be on high alert."
if(80 to 99)
advisory_string += "Advisory Level: <b>Black Orbit</b></center><BR>"
advisory_string += "Your sector's advisory level is Black Orbit. Your sector's local comms network is currently undergoing a blackout, and we are therefore unable to accurately judge enemy movements within the region. However, information passed to us by GDI suggests a high amount of enemy activity in the sector, indicative of an impending attack. Remain on high alert, and as always, we advise remaining vigilant against any other potential threats."
if(100)
advisory_string += "Advisory Level: <b>Midnight Sun</b></center><BR>"
advisory_string += "Your sector's advisory level is Midnight Sun. Credible information passed to us by GDI suggests that the Syndicate is preparing to mount a major concerted offensive on Nanotrasen assets in the Spinward Sector to cripple our foothold there. All stations should remain on high alert and prepared to defend themselves."
return advisory_string
/datum/controller/subsystem/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
tgui_alert(usr, "The round hasn't started yet!")
return
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
for(var/entry in threat_log)
if(istext(entry))
out += "[entry]<BR>"
out += "<B>Remaining threat/threat_level:</B> [mid_round_budget]/[threat_level]"
usr << browse(out.Join(), "window=threatlog;size=700x500")
/// Generates the threat level using lorentz distribution and assigns peaceful_percentage.
/datum/controller/subsystem/dynamic/proc/generate_threat()
// At lower pop levels we run a Liner Interpolation against the max threat based proportionally on the number
// of players ready. This creates a balanced lorentz curve within a smaller range than 0 to max_threat_level.
var/calculated_max_threat = (SSticker.totalPlayersReady < low_pop_player_threshold) ? LERP(low_pop_maximum_threat, max_threat_level, SSticker.totalPlayersReady / low_pop_player_threshold) : max_threat_level
log_dynamic("Calculated maximum threat level based on player count of [SSticker.totalPlayersReady]: [calculated_max_threat]")
threat_level = lorentz_to_amount(threat_curve_centre, threat_curve_width, calculated_max_threat)
for(var/datum/station_trait/station_trait in GLOB.dynamic_station_traits)
threat_level = max(threat_level - GLOB.dynamic_station_traits[station_trait], 0)
log_dynamic("Threat reduced by [GLOB.dynamic_station_traits[station_trait]]. Source: [type].")
peaceful_percentage = (threat_level/max_threat_level)*100
/// Generates the midround and roundstart budgets
/datum/controller/subsystem/dynamic/proc/generate_budgets()
round_start_budget = lorentz_to_amount(roundstart_split_curve_centre, roundstart_split_curve_width, threat_level, 0.1)
initial_round_start_budget = round_start_budget
mid_round_budget = threat_level - round_start_budget
/datum/controller/subsystem/dynamic/proc/setup_parameters()
log_dynamic("Dynamic mode parameters for the round:")
log_dynamic("Centre is [threat_curve_centre], Width is [threat_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
log_dynamic("Stacking limit is [GLOB.dynamic_stacking_limit].")
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
else
generate_threat()
generate_budgets()
set_cooldowns()
log_dynamic("Dynamic Mode initialized with a Threat Level of... [threat_level]! ([round_start_budget] round start budget)")
SSblackbox.record_feedback(
"associative",
"dynamic_threat",
1,
list(
"server_name" = CONFIG_GET(string/serversqlname),
"forced_threat_level" = GLOB.dynamic_forced_threat_level,
"threat_level" = threat_level,
"max_threat" = (SSticker.totalPlayersReady < low_pop_player_threshold) ? LERP(low_pop_maximum_threat, max_threat_level, SSticker.totalPlayersReady / low_pop_player_threshold) : max_threat_level,
"player_count" = SSticker.totalPlayersReady,
"round_start_budget" = round_start_budget,
"parameters" = list(
"threat_curve_centre" = threat_curve_centre,
"threat_curve_width" = threat_curve_width,
"forced_extended" = GLOB.dynamic_forced_extended,
"no_stacking" = GLOB.dynamic_no_stacking,
"stacking_limit" = GLOB.dynamic_stacking_limit,
),
),
)
return TRUE
/datum/controller/subsystem/dynamic/proc/setup_shown_threat()
if (prob(FAKE_REPORT_CHANCE))
shown_threat = rand(1, 100)
else
shown_threat = clamp(threat_level + rand(REPORT_NEG_DIVERGENCE, REPORT_POS_DIVERGENCE), 0, 100)
/datum/controller/subsystem/dynamic/proc/set_cooldowns()
var/latejoin_injection_cooldown_middle = 0.5*(latejoin_delay_max + latejoin_delay_min)
latejoin_injection_cooldown = round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), latejoin_delay_min, latejoin_delay_max)) + world.time
// Called BEFORE everyone is equipped with their job
/datum/controller/subsystem/dynamic/proc/pre_setup()
if(CONFIG_GET(flag/dynamic_config_enabled))
var/json_file = file("[global.config.directory]/dynamic.json")
if(fexists(json_file))
configuration = json_decode(file2text(json_file))
if(configuration["Dynamic"])
for(var/variable in configuration["Dynamic"])
if(!(variable in vars))
stack_trace("Invalid dynamic configuration variable [variable] in game mode variable changes.")
continue
vars[variable] = configuration["Dynamic"][variable]
configure_station_trait_costs()
setup_parameters()
setup_hijacking()
setup_shown_threat()
setup_rulesets()
//We do this here instead of with the midround rulesets and such because these rules can hang refs
//To new_player and such, and we want the datums to just free when the roundstart work is done
var/list/roundstart_rules = init_rulesets(/datum/dynamic_ruleset/roundstart)
SSjob.DivideOccupations(pure = TRUE, allow_all = TRUE)
for(var/i in GLOB.new_player_list)
var/mob/dead/new_player/player = i
if(player.ready == PLAYER_READY_TO_PLAY && player.mind && player.check_preferences())
if(is_unassigned_job(player.mind.assigned_role))
var/list/job_data = list()
var/job_prefs = player.client.prefs.job_preferences
for(var/job in job_prefs)
var/priority = job_prefs[job]
job_data += "[job]: [SSjob.job_priority_level_to_string(priority)]"
to_chat(player, span_danger("You were unable to qualify for any roundstart antagonist role this round because your job preferences presented a high chance of all of your selected jobs being unavailable, along with 'return to lobby if job is unavailable' enabled. Increase the number of roles set to medium or low priority to reduce the chances of this happening."))
log_admin("[player.ckey] failed to qualify for any roundstart antagonist role because their job preferences presented a high chance of all of their selected jobs being unavailable, along with 'return to lobby if job is unavailable' enabled and has [player.client.prefs.be_special.len] antag preferences enabled. They will be unable to qualify for any roundstart antagonist role. These are their job preferences - [job_data.Join(" | ")]")
else
roundstart_pop_ready++
candidates.Add(player)
SSjob.ResetOccupations()
log_dynamic("Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
log_dynamic("[candidates.len] candidates.")
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
roundstart(roundstart_rules)
log_dynamic("[round_start_budget] round start budget was left, donating it to midrounds.")
threat_log += "[worldtime2text()]: [round_start_budget] round start budget was left, donating it to midrounds."
mid_round_budget += round_start_budget
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
log_dynamic("Picked the following roundstart rules: [starting_rulesets]")
candidates.Cut()
return TRUE
// Called AFTER everyone is equipped with their job
/datum/controller/subsystem/dynamic/proc/post_setup(report)
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.
addtimer(CALLBACK(src, TYPE_PROC_REF(/datum/controller/subsystem/dynamic/, execute_roundstart_rule), rule), rule.delay)
if (!CONFIG_GET(flag/no_intercept_report))
addtimer(CALLBACK(src, PROC_REF(send_intercept)), rand(waittime_l, waittime_h))
addtimer(CALLBACK(src, PROC_REF(display_roundstart_logout_report)), ROUNDSTART_LOGOUT_REPORT_TIME)
if(CONFIG_GET(flag/reopen_roundstart_suicide_roles))
var/delay = CONFIG_GET(number/reopen_roundstart_suicide_roles_delay)
if(delay)
delay *= (1 SECONDS)
else
delay = (4 MINUTES) //default to 4 minutes if the delay isn't defined.
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(reopen_roundstart_suicide_roles)), delay)
if(SSdbcore.Connect())
var/list/to_set = list()
var/arguments = list()
if(GLOB.revdata.originmastercommit)
to_set += "commit_hash = :commit_hash"
arguments["commit_hash"] = GLOB.revdata.originmastercommit
if(to_set.len)
arguments["round_id"] = GLOB.round_id
var/datum/db_query/query_round_game_mode = SSdbcore.NewQuery(
"UPDATE [format_table_name("round")] SET [to_set.Join(", ")] WHERE id = :round_id",
arguments
)
query_round_game_mode.Execute()
qdel(query_round_game_mode)
return TRUE
/datum/controller/subsystem/dynamic/proc/display_roundstart_logout_report()
var/list/msg = list("[span_boldnotice("Roundstart logout report")]\n\n")
for(var/i in GLOB.mob_living_list)
var/mob/living/L = i
var/mob/living/carbon/C = L
if (istype(C) && !C.last_mind)
continue // never had a client
if(L.ckey && !GLOB.directory[L.ckey])
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
if(L.ckey && L.client)
var/failed = FALSE
if(L.client.inactivity >= ROUNDSTART_LOGOUT_AFK_THRESHOLD) //Connected, but inactive (alt+tabbed or something)
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
failed = TRUE //AFK client
if(!failed && L.stat)
if(HAS_TRAIT(L, TRAIT_SUICIDED)) //Suicider
msg += "<b>[L.name]</b> ([L.key]), the [L.job] ([span_boldannounce("Suicide")])\n"
failed = TRUE //Disconnected client
if(!failed && (L.stat == UNCONSCIOUS || L.stat == HARD_CRIT))
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (Dying)\n"
failed = TRUE //Unconscious
if(!failed && L.stat == DEAD)
msg += "<b>[L.name]</b> ([L.key]), the [L.job] (Dead)\n"
failed = TRUE //Dead
continue //Happy connected client
for(var/mob/dead/observer/D in GLOB.dead_mob_list)
if(D.mind && D.mind.current == L)
if(L.stat == DEAD)
if(HAS_TRAIT(L, TRAIT_SUICIDED)) //Suicider
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] ([span_boldannounce("Suicide")])\n"
continue //Disconnected client
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
continue //Dead mob, ghost abandoned
else
if(D.can_reenter_corpse)
continue //Adminghost, or cult/wizard ghost
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] ([span_boldannounce("Ghosted")])\n"
continue //Ghosted while alive
var/concatenated_message = msg.Join()
log_admin(concatenated_message)
to_chat(GLOB.admins, concatenated_message)
/// Initializes the internal ruleset variables
/datum/controller/subsystem/dynamic/proc/setup_rulesets()
midround_rules = init_rulesets(/datum/dynamic_ruleset/midround)
latejoin_rules = init_rulesets(/datum/dynamic_ruleset/latejoin)
/// Returns a list of the provided rulesets.
/// Configures their variables to match config.
/datum/controller/subsystem/dynamic/proc/init_rulesets(ruleset_subtype)
var/list/rulesets = list()
for (var/datum/dynamic_ruleset/ruleset_type as anything in subtypesof(ruleset_subtype))
if (initial(ruleset_type.name) == "")
continue
if (initial(ruleset_type.weight) == 0)
continue
var/ruleset = new ruleset_type
configure_ruleset(ruleset)
rulesets += ruleset
return rulesets
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
/datum/controller/subsystem/dynamic/proc/rigged_roundstart()
message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
log_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)
configure_ruleset(rule)
message_admins("Drafting players for forced ruleset [rule.name].")
log_dynamic("Drafting players for forced ruleset [rule.name].")
rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
rule.load_templates()
if (rule.ready(roundstart_pop_ready, TRUE))
var/cost = rule.cost
var/scaled_times = 0
if (rule.scaling_cost)
scaled_times = round(max(round_start_budget - cost, 0) / rule.scaling_cost)
cost += rule.scaling_cost * scaled_times
spend_roundstart_budget(picking_roundstart_rule(rule, scaled_times, forced = TRUE))
/datum/controller/subsystem/dynamic/proc/roundstart(list/roundstart_rules)
if (GLOB.dynamic_forced_extended)
log_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.weight)
continue
if (rule.acceptable(roundstart_pop_ready, threat_level) && round_start_budget >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
rule.load_templates()
if (rule.ready(roundstart_pop_ready) && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
var/list/rulesets_picked = list()
// Kept in case a ruleset can't be initialized for whatever reason, we want to be able to only spend what we can use.
var/round_start_budget_left = round_start_budget
while (round_start_budget_left > 0)
var/datum/dynamic_ruleset/roundstart/ruleset = pick_weight(drafted_rules)
if (isnull(ruleset))
log_dynamic("No more rules can be applied, stopping with [round_start_budget] left.")
break
var/cost = (ruleset in rulesets_picked) ? ruleset.scaling_cost : ruleset.cost
if (cost == 0)
stack_trace("[ruleset] cost 0, this is going to result in an infinite loop.")
drafted_rules[ruleset] = null
continue
if (cost > round_start_budget_left)
drafted_rules[ruleset] = null
continue
if (check_blocking(ruleset.blocking_rules, rulesets_picked))
drafted_rules[ruleset] = null
continue
round_start_budget_left -= cost
rulesets_picked[ruleset] += 1
if (ruleset.flags & HIGH_IMPACT_RULESET)
for (var/_other_ruleset in drafted_rules)
var/datum/dynamic_ruleset/other_ruleset = _other_ruleset
if (other_ruleset.flags & HIGH_IMPACT_RULESET)
drafted_rules[other_ruleset] = null
if (ruleset.flags & LONE_RULESET)
drafted_rules[ruleset] = null
for (var/ruleset in rulesets_picked)
spend_roundstart_budget(picking_roundstart_rule(ruleset, rulesets_picked[ruleset] - 1))
update_log()
/// Initializes the round start ruleset provided to it. Returns how much threat to spend.
/datum/controller/subsystem/dynamic/proc/picking_roundstart_rule(datum/dynamic_ruleset/roundstart/ruleset, scaled_times = 0, forced = FALSE)
log_dynamic("Picked a ruleset: [ruleset.name], scaled [scaled_times] times")
ruleset.trim_candidates()
var/added_threat = ruleset.scale_up(roundstart_pop_ready, scaled_times)
if(ruleset.pre_execute(roundstart_pop_ready))
threat_log += "[worldtime2text()]: Roundstart [ruleset.name] spent [ruleset.cost + added_threat]. [ruleset.scaling_cost ? "Scaled up [ruleset.scaled_times]/[scaled_times] times." : ""]"
if(ruleset.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(ruleset.flags & HIGH_IMPACT_RULESET)
high_impact_ruleset_executed = TRUE
executed_rules += ruleset
return ruleset.cost + added_threat
else
stack_trace("The starting rule \"[ruleset.name]\" failed to pre_execute.")
return 0
/// Mainly here to facilitate delayed rulesets. All roundstart rulesets are executed with a timered callback to this proc.
/datum/controller/subsystem/dynamic/proc/execute_roundstart_rule(sent_rule)
var/datum/dynamic_ruleset/rule = sent_rule
if(rule.execute())
if(rule.persistent)
current_rules += rule
new_snapshot(rule)
rule.forget_startup()
return TRUE
rule.clean_up() // Refund threat, delete teams and so on.
rule.forget_startup()
executed_rules -= rule
stack_trace("The starting 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/controller/subsystem/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE, ignore_cost = 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.
configure_ruleset(new_rule) // This makes sure the rule is set up properly.
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 high impact and if a high impact ruleset has been executed
else if(new_rule.flags & HIGH_IMPACT_RULESET)
if(threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(high_impact_ruleset_executed)
return FALSE
var/population = GLOB.alive_player_list.len
if((new_rule.acceptable(population, threat_level) && (ignore_cost || new_rule.cost <= mid_round_budget)) || forced)
new_rule.trim_candidates()
new_rule.load_templates()
if (new_rule.ready(forced))
if (!ignore_cost)
spend_midround_budget(new_rule.cost, threat_log, "[worldtime2text()]: Forced rule [new_rule.name]")
new_rule.pre_execute(population)
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGH_IMPACT_RULESET)
high_impact_ruleset_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_dynamic("Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
new_rule.forget_startup()
return TRUE
else if (forced)
log_dynamic("The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
new_rule.forget_startup()
return FALSE
/datum/controller/subsystem/dynamic/fire()
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
try_midround_roll()
/// Removes type from the list
/datum/controller/subsystem/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/controller/subsystem/dynamic/proc/check_blocking(list/blocking_list, list/rule_list)
if(blocking_list.len > 0)
for(var/blocking in blocking_list)
for(var/_executed in rule_list)
var/datum/executed = _executed
if(blocking == executed.type)
log_dynamic("FAIL: check_blocking - [blocking] conflicts with [executed.type]")
return TRUE
return FALSE
/// Handles late-join antag assignments
/datum/controller/subsystem/dynamic/proc/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
if (forced_latejoin_rule)
log_dynamic("Forcing specific [forced_latejoin_rule.ruletype] ruleset [forced_latejoin_rule].")
if(!handle_executing_latejoin(forced_latejoin_rule, newPlayer, forced = TRUE))
message_admins("The forced latejoin ruleset [forced_latejoin_rule.name] couldn't be executed \
as the most recent latejoin did not fulfill the ruleset's requirements.")
forced_latejoin_rule = null
return
if(!forced_injection)
if(latejoin_injection_cooldown >= world.time)
return
if(!prob(latejoin_roll_chance))
return
var/was_forced = forced_injection
forced_injection = FALSE
var/list/possible_latejoin_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if(!rule.weight)
continue
if(mid_round_budget < rule.cost)
continue
if(!rule.acceptable(GLOB.alive_player_list.len, threat_level))
continue
possible_latejoin_rules[rule] = rule.get_weight()
if(!length(possible_latejoin_rules))
log_dynamic("FAIL: [newPlayer] was selected to roll for a latejoin ruleset, but there were no valid rulesets.")
return
log_dynamic("[newPlayer] was selected to roll for a latejoin ruleset from the following list: [english_list(possible_latejoin_rules)].")
// You get one shot at becoming a latejoin antag, if it fails the next guy will try.
var/datum/dynamic_ruleset/latejoin/picked_rule = pick_ruleset(possible_latejoin_rules, max_allowed_attempts = 1)
if(isnull(picked_rule))
log_dynamic("FAIL: No valid rulset was selected for [newPlayer]'s latejoin[was_forced ? "" : ", the next player will be checked instead"].")
return
if(was_forced)
log_dynamic("Forcing random [picked_rule.ruletype] ruleset [picked_rule].")
handle_executing_latejoin(picked_rule, newPlayer, forced = was_forced)
/**
* This proc handles the execution of a latejoin ruleset, including removing it from latejoin rulesets if not repeatable,
* upping the injection cooldown, and starting a timer to execute the ruleset on delay.
*/
/datum/controller/subsystem/dynamic/proc/handle_executing_latejoin(datum/dynamic_ruleset/ruleset, mob/living/carbon/human/only_candidate, forced = FALSE)
ruleset.candidates = list(only_candidate)
ruleset.trim_candidates()
ruleset.load_templates()
if (!ruleset.ready(forced))
log_dynamic("FAIL: [only_candidate] was selected to latejoin with the [ruleset] ruleset, \
but the ruleset failed to execute[length(ruleset.candidates) ? "":" as they were not a valid candiate"].")
return FALSE
if (!ruleset.repeatable)
latejoin_rules = remove_from_list(latejoin_rules, ruleset.type)
addtimer(CALLBACK(src, PROC_REF(execute_midround_latejoin_rule), ruleset), ruleset.delay)
if(!forced)
var/latejoin_injection_cooldown_middle = 0.5 * (latejoin_delay_max + latejoin_delay_min)
latejoin_injection_cooldown = round(clamp(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), latejoin_delay_min, latejoin_delay_max)) + world.time
log_dynamic("A latejoin rulset triggered successfully, the next latejoin injection will happen at [latejoin_injection_cooldown] round time.")
return TRUE
/// Apply configurations to rule.
/datum/controller/subsystem/dynamic/proc/configure_ruleset(datum/dynamic_ruleset/ruleset)
var/rule_conf = LAZYACCESSASSOC(configuration, ruleset.ruletype, ruleset.name)
for(var/variable in rule_conf)
if(!(variable in ruleset.vars))
stack_trace("Invalid dynamic configuration variable [variable] in [ruleset.ruletype] [ruleset.name].")
continue
ruleset.vars[variable] = rule_conf[variable]
ruleset.restricted_roles |= SSstation.antag_restricted_roles
if(length(ruleset.protected_roles)) //if we care to protect any role, we should protect station trait roles too
ruleset.protected_roles |= SSstation.antag_protected_roles
if(CONFIG_GET(flag/protect_roles_from_antagonist))
ruleset.restricted_roles |= ruleset.protected_roles
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
ruleset.restricted_roles |= JOB_ASSISTANT
/// Get station traits and call for their config
/datum/controller/subsystem/dynamic/proc/configure_station_trait_costs()
if(!CONFIG_GET(flag/dynamic_config_enabled))
return
for(var/datum/station_trait/station_trait as anything in GLOB.dynamic_station_traits)
configure_station_trait(station_trait)
/// Apply configuration for station trait costs
/datum/controller/subsystem/dynamic/proc/configure_station_trait(datum/station_trait/station_trait)
var/list/station_trait_config = LAZYACCESSASSOC(configuration, "Station", station_trait.dynamic_threat_id)
var/cost = station_trait_config["cost"]
if(isnull(cost)) //0 is valid so check for null specifically
return
if(cost != GLOB.dynamic_station_traits[station_trait])
log_dynamic("Config set [station_trait.dynamic_threat_id] cost from [station_trait.threat_reduction] to [cost]")
GLOB.dynamic_station_traits[station_trait] = cost
/// Refund threat, but no more than threat_level.
/datum/controller/subsystem/dynamic/proc/refund_threat(regain)
mid_round_budget = min(threat_level, mid_round_budget + regain)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/controller/subsystem/dynamic/proc/create_threat(gain, list/threat_log, reason)
mid_round_budget = min(100, mid_round_budget + gain)
if(mid_round_budget > threat_level)
threat_level = mid_round_budget
for(var/list/logs in threat_log)
log_threat(gain, logs, reason)
/datum/controller/subsystem/dynamic/proc/log_threat(threat_change, list/threat_log, reason)
var/gain_or_loss = "+"
if(threat_change < 0)
gain_or_loss = "-"
threat_log += "Threat [gain_or_loss][abs(threat_change)] - [reason]."
/// Expend round start threat, can't fall under 0.
/datum/controller/subsystem/dynamic/proc/spend_roundstart_budget(cost, list/threat_log, reason)
round_start_budget = max(round_start_budget - cost,0)
if (!isnull(threat_log))
log_threat(-cost, threat_log, reason)
/// Expend midround threat, can't fall under 0.
/datum/controller/subsystem/dynamic/proc/spend_midround_budget(cost, list/threat_log, reason)
mid_round_budget = max(mid_round_budget - cost,0)
if (!isnull(threat_log))
log_threat(-cost, threat_log, reason)
#define MAXIMUM_DYN_DISTANCE 5
/**
* Returns the comulative distribution of threat centre and width, and a random location of -0.5 to 0.5
* plus or minus the otherwise unattainable lower and upper percentiles. All multiplied by the maximum
* threat and then rounded to the nearest interval.
* rand() calls without arguments returns a value between 0 and 1, allowing for smaller intervals.
*/
/datum/controller/subsystem/dynamic/proc/lorentz_to_amount(centre = 0, scale = 1.8, max_threat = 100, interval = 1)