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dynamic.dm
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dynamic.dm
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#define RULESET_STOP_PROCESSING 1
#define FAKE_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)
/datum/game_mode/dynamic
// 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()
/// 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()
/// 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
/// 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)
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// The minimum time the recurring midround ruleset timer is allowed to be.
var/midround_delay_min = (15 MINUTES)
/// The maximum time the recurring midround ruleset timer is allowed to be.
var/midround_delay_max = (35 MINUTES)
/// If above this threat, increase the chance of injection
var/higher_injection_chance_minimum_threat = 70
/// The chance of injection increase when above higher_injection_chance_minimum_threat
var/higher_injection_chance = 15
/// If below this threat, decrease the chance of injection
var/lower_injection_chance_minimum_threat = 10
/// The chance of injection decrease when above lower_injection_chance_minimum_threat
var/lower_injection_chance = 15
/// 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
/// 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
/// The amount to inject when a round event is hijacked
var/hijacked_random_event_injection_chance = 50
/// 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
/// 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
/// Maximum amount of threat allowed to generate.
var/max_threat_level = 100
/datum/game_mode/dynamic/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=\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=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\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>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=\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=\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=\ref[src];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
dat += "<br/>"
dat += "<A href='?src=\ref[src];[HrefToken()];force_latejoin_rule=1'>\[Force Next Latejoin Ruleset\]</A><br>"
if (forced_latejoin_rule)
dat += {"<A href='?src=\ref[src];[HrefToken()];clear_forced_latejoin=1'>-> [forced_latejoin_rule.name] <-</A><br>"}
dat += "<A href='?src=\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_injection_chance(dry_run = TRUE)]%</b> latejoin chance, <b>[get_midround_injection_chance(dry_run = TRUE)]%</b> midround chance)<BR>"
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"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
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"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
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["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()]: [key_name(usr)] increased threat by [threatadd] threat."
else
spend_midround_budget(-threatadd)
threat_log += "[worldtime2text()]: [key_name(usr)] decreased threat by [-threatadd] threat."
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"])
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.")
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 sortNames(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 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 sortNames(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
// Checks if there are HIGH_IMPACT_RULESETs and calls the rule's round_result() proc
/datum/game_mode/dynamic/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)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/proc/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(shown_threat))
if(0 to 19)
if(!GLOB.current_living_antags.len)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "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
. += "<b>Core Territory</b></center><BR>"
. += "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)
. += "<b>Anomalous Exogeology</b></center><BR>"
. += "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)
. += "<b>Contested System</b></center><BR>"
. += "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)
. += "<b>Uncharted Space</b></center><BR>"
. += "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)
. += "<b>Black Orbit</b></center><BR>"
. += "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)
. += "<b>Impending Doom</b></center><BR>"
. += "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.<BR>"
. += "Good luck."
. += generate_station_goal_report()
. += generate_station_trait_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.", ANNOUNCER_INTERCEPT)
if(SSsecurity_level.current_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
/datum/game_mode/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/game_mode/dynamic/proc/generate_threat()
var/relative_threat = LORENTZ_DISTRIBUTION(threat_curve_centre, threat_curve_width)
threat_level = clamp(round(lorentz_to_amount(relative_threat), 0.1), 0, max_threat_level)
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, threat_curve_centre, threat_curve_width), 0.01)*100
/// Generates the midround and roundstart budgets
/datum/game_mode/dynamic/proc/generate_budgets()
var/relative_round_start_budget_scale = LORENTZ_DISTRIBUTION(roundstart_split_curve_centre, roundstart_split_curve_width)
round_start_budget = round((lorentz_to_amount(relative_round_start_budget_scale) / 100) * threat_level, 0.1)
initial_round_start_budget = round_start_budget
mid_round_budget = threat_level - round_start_budget
/datum/game_mode/dynamic/proc/setup_parameters()
log_game("DYNAMIC: Dynamic mode parameters for the round:")
log_game("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_game("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_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]! ([round_start_budget] round start budget)")
return TRUE
/datum/game_mode/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/game_mode/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
var/midround_injection_cooldown_middle = 0.5*(midround_delay_max + midround_delay_min)
midround_injection_cooldown = round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), midround_delay_min, midround_delay_max)) + world.time
/datum/game_mode/dynamic/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]
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)
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())
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)
log_game("DYNAMIC: [candidates.len] candidates.")
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
roundstart(roundstart_rules)
log_game("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_game("DYNAMIC: Picked the following roundstart rules: [starting_rulesets]")
candidates.Cut()
return TRUE
/datum/game_mode/dynamic/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, /datum/game_mode/dynamic/.proc/execute_roundstart_rule, rule), rule.delay)
if (!CONFIG_GET(flag/no_intercept_report))
addtimer(CALLBACK(src, .proc/send_intercept), rand(waittime_l, waittime_h))
..()
/// Initializes the internal ruleset variables
/datum/game_mode/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/game_mode/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/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)
configure_ruleset(rule)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
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()
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/game_mode/dynamic/proc/roundstart(list/roundstart_rules)
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.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()
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 = pickweightAllowZero(drafted_rules)
if (isnull(ruleset))
log_game("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/game_mode/dynamic/proc/picking_roundstart_rule(datum/dynamic_ruleset/roundstart/ruleset, scaled_times = 0, forced = FALSE)
log_game("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/game_mode/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)
return TRUE
rule.clean_up() // Refund threat, delete teams and so on.
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/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.
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) && new_rule.cost <= mid_round_budget) || forced)
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_midround_budget(new_rule.cost)
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
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_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()
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 managed 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*(midround_delay_max + midround_delay_min)
midround_injection_cooldown = (round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), midround_delay_min, midround_delay_max)) + world.time)
// Time to inject some threat into the round
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
return
message_admins("DYNAMIC: Checking for midround injection.")
log_game("DYNAMIC: Checking for midround injection.")
last_midround_injection_attempt = world.time
if (prob(get_midround_injection_chance()))
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
if (!rule.weight)
continue
if (rule.acceptable(GLOB.alive_player_list.len, threat_level) && mid_round_budget >= rule.cost)
// If admins have disabled dynamic from picking from the ghost pool
if(rule.ruletype == "Latejoin" && !(GLOB.ghost_role_flags & GHOSTROLE_MIDROUND_EVENT))
continue
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0)
pick_midround_rule(drafted_rules)
else if (random_event_hijacked == HIJACKED_TOO_SOON)
log_game("DYNAMIC: Midround injection failed when random event was hijacked. Spawning another random event in its place.")
// A random event antag would have rolled had this injection check passed.
// As a refund, spawn a non-ghost-role random event.
SSevents.spawnEvent()
SSevents.reschedule()
random_event_hijacked = HIJACKED_NOTHING
/// Gets the chance for latejoin 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
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(GLOB.alive_player_list.len/5))
if (!GLOB.current_living_antags.len)
chance += 50 // No antags at all? let's boost those odds!
else
var/current_pop_per_antag = GLOB.alive_player_list.len / GLOB.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 (GLOB.dead_player_list.len > GLOB.alive_player_list.len)
chance -= 30 // More than half the crew died? ew, let's calm down on antags
if (mid_round_budget > higher_injection_chance_minimum_threat)
chance += higher_injection_chance
if (mid_round_budget < lower_injection_chance_minimum_threat)
chance -= lower_injection_chance
return round(max(0,chance))
/// Gets the chance for midround injection, the dry_run argument is only used for forced injection.
/// Usually defers to the latejoin injection chance.
/datum/game_mode/dynamic/proc/get_midround_injection_chance(dry_run)
var/chance = get_injection_chance(dry_run)
if (random_event_hijacked != HIJACKED_NOTHING)
chance += hijacked_random_event_injection_chance
return 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/_executed in rule_list)
var/datum/executed = _executed
if(blocking == executed.type)
return TRUE
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
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))
if (!forced_latejoin_rule.repeatable)
latejoin_rules = remove_from_list(latejoin_rules, forced_latejoin_rule.type)
addtimer(CALLBACK(src, /datum/game_mode/dynamic/.proc/execute_midround_latejoin_rule, forced_latejoin_rule), forced_latejoin_rule.delay)
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.weight)
continue
if (rule.acceptable(GLOB.alive_player_list.len, threat_level) && mid_round_budget >= rule.cost)
// No stacking : only one round-ender, unless threat level > stacking_limit.
if (threat_level < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGH_IMPACT_RULESET && high_impact_ruleset_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && pick_latejoin_rule(drafted_rules))
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
/// Apply configurations to rule.
/datum/game_mode/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]
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 |= "Assistant"
/// Refund threat, but no more than threat_level.
/datum/game_mode/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/game_mode/dynamic/proc/create_threat(gain)
mid_round_budget = min(100, mid_round_budget + gain)
if(mid_round_budget > threat_level)
threat_level = mid_round_budget
/// Expend round start threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_roundstart_budget(cost)
round_start_budget = max(round_start_budget - cost,0)
/// Expend midround threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_midround_budget(cost)
mid_round_budget = max(mid_round_budget - cost,0)
/// Turns the value generated by lorentz distribution to number between 0 and 100.
/// Used for threat level and splitting the budgets.
/datum/game_mode/dynamic/proc/lorentz_to_amount(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)
/// Log to messages and to the game
/datum/game_mode/dynamic/proc/dynamic_log(text)
message_admins("DYNAMIC: [text]")
log_game("DYNAMIC: [text]")
#undef FAKE_REPORT_CHANCE
#undef REPORT_NEG_DIVERGENCE
#undef REPORT_POS_DIVERGENCE