102a72d387
Currently for headmins to disable game modes they need to set the list of valid threats to 101, counting on the fact that the threat level doesn't go higher than 100. This is brittle, bypasses checks for having enough valid game modes, and a hacky solution at best. Made it so that setting the weight of a ruleset set to zero, be it via configs or by var-editing, will no longer draft it for picking, effectively disabling it.
216 lines
11 KiB
Plaintext
216 lines
11 KiB
Plaintext
#define EXTRA_RULESET_PENALTY 20 // Changes how likely a gamemode is to scale based on how many other roundstart rulesets are waiting to be rolled.
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#define POP_SCALING_PENALTY 50 // Discourages scaling up rulesets if ratio of antags to crew is high.
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#define REVOLUTION_VICTORY 1
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#define STATION_VICTORY 2
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/datum/dynamic_ruleset
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/// For admin logging and round end screen.
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var/name = ""
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/// For admin logging and round end screen, do not change this unless making a new rule type.
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var/ruletype = ""
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/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
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var/persistent = FALSE
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/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
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var/repeatable = FALSE
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/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
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var/repeatable_weight_decrease = 2
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/// List of players that are being drafted for this rule
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var/list/mob/candidates = list()
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/// List of players that were selected for this rule
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var/list/datum/mind/assigned = list()
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/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
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var/antag_flag = null
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/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
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var/datum/antagonist/antag_datum = null
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/// The required minimum account age for this ruleset.
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var/minimum_required_age = 7
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/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
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var/list/protected_roles = list()
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/// If set, rule will deny candidates from those roles always.
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var/list/restricted_roles = list()
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/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/exclusive_roles = list()
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/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/list/enemy_roles = list()
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/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
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var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
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/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
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var/required_candidates = 0
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/// 0 -> 9, probability for this rule to be picked against other rules. If zero this will effectively disable the rule.
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var/weight = 5
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/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
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var/cost = 0
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/// Cost per level the rule scales up.
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var/scaling_cost = 0
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/// How many times a rule has scaled up upon getting picked.
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var/scaled_times = 0
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/// Used for the roundend report
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var/total_cost = 0
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/// A flag that determines how the ruleset is handled
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/// HIGHLANDER_RULESET are rulesets can end the round.
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/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
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var/flags = NONE
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/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
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var/pop_per_requirement = 0
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/// Requirements are the threat level requirements per pop range.
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/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
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var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
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/// Reference to the mode, use this instead of SSticker.mode.
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var/datum/game_mode/dynamic/mode = null
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/// If a role is to be considered another for the purpose of banning.
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var/antag_flag_override = null
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/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
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var/list/blocking_rules = list()
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/// The minimum amount of players required for the rule to be considered.
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var/minimum_players = 0
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/// The maximum amount of players required for the rule to be considered.
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/// Anything below zero or exactly zero is ignored.
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var/maximum_players = 0
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/// Calculated during acceptable(), used in scaling and team sizes.
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var/indice_pop = 0
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/// Population scaling. Used by team antags and scaling for solo antags.
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var/list/antag_cap = list()
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/// Base probability used in scaling. The higher it is, the more likely to scale. Kept as a var to allow for config editing._SendSignal(sigtype, list/arguments)
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var/base_prob = 60
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/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
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/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
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var/delay = 0
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/datum/dynamic_ruleset/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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else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
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qdel(src)
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/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
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ruletype = "Roundstart"
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// Can be drafted when a player joins the server
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/datum/dynamic_ruleset/latejoin
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ruletype = "Latejoin"
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/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
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/// If your rule has extra checks, such as counting security officers, do that in ready() instead
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/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
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pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
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if(antag_cap.len && requirements.len != antag_cap.len)
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message_admins("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
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log_game("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
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indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
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if(minimum_players > population)
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return FALSE
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if(maximum_players > 0 && population > maximum_players)
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return FALSE
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return (threat_level >= requirements[indice_pop])
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/// Called when a suitable rule is picked during roundstart(). Will some times attempt to scale a rule up when there is threat remaining. Returns the additional threat from scaling up.
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/datum/dynamic_ruleset/proc/scale_up(extra_rulesets = 0, remaining_threat_level = 0)
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remaining_threat_level -= cost
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if(scaling_cost && scaling_cost <= remaining_threat_level) // Only attempts to scale the modes with a scaling cost explicitly set.
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var/antag_fraction = 0
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var/new_prob = 0
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for(var/R in (mode.executed_rules + list(src))) // we care about the antags we *will* assign, too
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var/datum/dynamic_ruleset/ruleset = R
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antag_fraction += ((1 + ruleset.scaled_times) * ruleset.antag_cap[indice_pop]) / mode.roundstart_pop_ready
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log_game("DYNAMIC: [name] roundstart ruleset attempting to scale up with [extra_rulesets] rulesets waiting and [remaining_threat_level] threat remaining.")
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for(var/i in 1 to 3) //Can scale a max of 3 times
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if(remaining_threat_level >= scaling_cost && antag_fraction < 0.25)
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new_prob = base_prob + (remaining_threat_level) - (scaled_times * scaling_cost) - (extra_rulesets * EXTRA_RULESET_PENALTY) - (antag_fraction * POP_SCALING_PENALTY)
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if (!prob(new_prob))
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break
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remaining_threat_level -= scaling_cost
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scaled_times++
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antag_fraction += antag_cap[indice_pop] / mode.roundstart_pop_ready // we added new antags, gotta update the %
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log_game("DYNAMIC: [name] roundstart ruleset failed scaling up at [new_prob]% chance after [scaled_times]/3 successful scaleups. [remaining_threat_level] threat remaining, % of players that are antags: [antag_fraction*100]%.")
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return scaled_times * scaling_cost
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/// This is called if persistent variable is true everytime SSTicker ticks.
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/datum/dynamic_ruleset/proc/rule_process()
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return
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/// Called on game mode pre_setup for roundstart rulesets.
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/// Do everything you need to do before job is assigned here.
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/// IMPORTANT: ASSIGN special_role HERE
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/datum/dynamic_ruleset/proc/pre_execute()
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return TRUE
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/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
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/// Give your candidates or assignees equipment and antag datum here.
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/datum/dynamic_ruleset/proc/execute()
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for(var/datum/mind/M in assigned)
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M.add_antag_datum(antag_datum)
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GLOB.pre_setup_antags -= M
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return TRUE
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/// Here you can perform any additional checks you want. (such as checking the map etc)
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/// Remember that on roundstart no one knows what their job is at this point.
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/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
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/datum/dynamic_ruleset/proc/ready(forced = 0)
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if (required_candidates > candidates.len)
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return FALSE
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return TRUE
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/// Runs from gamemode process() if ruleset fails to start, like delayed rulesets not getting valid candidates.
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/// This one only handles refunding the threat, override in ruleset to clean up the rest.
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/datum/dynamic_ruleset/proc/clean_up()
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mode.refund_threat(cost + (scaled_times * scaling_cost))
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mode.threat_log += "[worldtime2text()]: [ruletype] [name] refunded [cost + (scaled_times * scaling_cost)]. Failed to execute."
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/// Gets weight of the ruleset
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/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
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/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
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/datum/dynamic_ruleset/proc/get_weight()
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if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
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for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
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if(istype(DR, type))
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weight = max(weight-repeatable_weight_decrease,1)
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return weight
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/// Here you can remove candidates that do not meet your requirements.
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/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
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/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
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/datum/dynamic_ruleset/proc/trim_candidates()
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return
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/// Set mode result and news report here.
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/// Only called if ruleset is flagged as HIGHLANDER_RULESET
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/datum/dynamic_ruleset/proc/round_result()
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/// Checks if round is finished, return true to end the round.
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/// Only called if ruleset is flagged as HIGHLANDER_RULESET
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/datum/dynamic_ruleset/proc/check_finished()
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return FALSE
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//////////////////////////////////////////////
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// //
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// ROUNDSTART RULESETS //
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// //
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//////////////////////////////////////////////
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/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
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/datum/dynamic_ruleset/roundstart/trim_candidates()
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for(var/mob/dead/new_player/P in candidates)
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if (!P.client || !P.mind) // Are they connected?
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candidates.Remove(P)
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else if(!mode.check_age(P.client, minimum_required_age))
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candidates.Remove(P)
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else if(P.mind.special_role) // We really don't want to give antag to an antag.
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candidates.Remove(P)
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else if(antag_flag_override)
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if(!(antag_flag_override in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag_override, ROLE_SYNDICATE)))
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candidates.Remove(P)
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else
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if(!(antag_flag in P.client.prefs.be_special) || is_banned_from(P.ckey, list(antag_flag, ROLE_SYNDICATE)))
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candidates.Remove(P)
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/// Do your checks if the ruleset is ready to be executed here.
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/// Should ignore certain checks if forced is TRUE
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/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
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return ..()
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