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Dynamic 2021 & Ghost Pool Protection #11139
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Good luck to myself, Xoxeyos
Admin.dm, rust_g, game.dm, mobs.dm, pai.dm, dynamic folder, holy_weapons.dm, admin_verbs.dm, topic.dm, ghost_pool_protection, antag_datum.dm, CTF.dm, corpse.dm, _event.dm, living/brain/posibrain.dm, giant_spider.dm, dynamic.json
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A test merge would be needed for this, incase there wasn't something caught while testing it. |
redmoogle
previously requested changes
Mar 18, 2021
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urgent fixes. bare minimum append these changes
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Thanks for fixing it, sorry I didn't get around to it. |
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I'm going to be removing the 'adminbus' tab and I'll be putting the ghost pool protection into the admin tab. |
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JamieD1
approved these changes
Jul 9, 2021
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General Documentation
Intent of your Pull Request
This ports over Dynamic 2021, and Ghost Pool Protection, which is sort of wrapped up with it, it splits the dynamic budget into two separate budgets, one for roundstart antagonists, and latejoin / midround antagonists, and a bunch of other changes. Here's the two PR's that are being ported.
BeeStation/BeeStation-Hornet#3797 - Dynamic 2021
BeeStation/BeeStation-Hornet#3803 - Ghost Pool Protection
Why is this change good for the game?
Dynamic uses less threat during the start of the round, and adds whatever is left over into the midround budget, certain events can hijack other random events replacing one event with another, say a sentience event with an alien infestation, of course relying on the budget. Highpop requirements have been removed, since they were sort of useless.
https://user-images.githubusercontent.com/35135081/109071468-9cab7e00-76a8-11eb-8f9f-2b920c602ef4.png
https://cdn.discordapp.com/attachments/712496193183154207/820869133494779904/unknown.png
Wiki Documentation
Briefly describe your PR and the impacts of it, in layman's terms.
This will be the basis of the Wiki entry for your PR, and more information / detail is better for Wiki editors to integrate.
Dynamic will now split the threat into two separate budgets, one for roundstart, one for latejoiners and midrounders, more logging has been added for dynamic; The ghost pool protection allows admins to restrict what players can choose for ghostroles, say in case of an event, or to prevent griefing in some sort of way. The readme.md in game/gamemodes/dynamic/ is now alot more detailed.
What should players be aware of when it comes to the changes your PR is implementing?
Dynamic is now split into two separate budgets, NT announcements regarding the threat level can be wrong, certain events can hijack other events.
What general grouping does this PR fall under?
Gamemode changes, dynamic update, admin logging and tools.
Are there any aspects of the PR that you would like us not to mention on the Wiki?
Leaving the hijacking out and the threat level being faked might be nice, the ghost pool protection wouldn't important for anyone but admins.
If there are any numerical values involved in your PR that will be relevant to a player, please note them here.
I don't believe there are any.
Changelog
🆑 Xoxeyos, TheChosenEvilOne, Rohesie, IndieanaJones, Mothblocks, Qustinnus, tralezab, Theos
del: Removed high population override from dynamic.
fix: Dynamic can now be configured when made the forced secret mode.
tweak: dynamic threat reports are no longer perfectly accurate, they diverge and are sometimes downright wrong.
add: Dynamic now rolls a separate budget for round start and midround antagonists, meaning less round start antags will roll in favor of more midround ones.
admin: The antag_cap value now uses an equation that scales with population, rather than a fixed array.
admin: autotraitor_cooldown now uses deciseconds rather than ticks, so the older value of 450 now means 45 seconds. Set it to be 9000 if you want it to be accurate to the old value (15 minutes), or simply unset it.
admin: Midround/latejoin dynamic timers are now configurable.
admin: Syndicate Sleeper Agent will now give details when it fails.
fix: The autotraitor cooldown now respects configuration, rather than resetting back to 15 minutes after it is rolled.
fix: Fixed dynamic parameters not checking the configuration. This means that Manuel will now have slower midrounds, as was intended.
fix: Fixed multiple high impact rulesets being chosen on Dynamic.
fix: Midround dynamic injection no longer has a 100% chance of activating.
add: Dynamic will now play a part in controlling random event antagonists. If a dynamic midround injection is coming too soon, or too early, then the next midround injection will be buffed. Otherwise, it'll spawn normally.
admin: Admins can now cancel or replace midround rulesets.
fix: Admins can now correctly force midround rulesets.
admin: New Adminbus button- Ghost Pool Protection! It lets you enable and disable which sources ghosts can rejoin the round, minus their physical bodies getting revived.
/:cl: