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Fixes things being statistically weighted to drop in security #88788
Merged
SmArtKar
merged 11 commits into
tgstation:master
from
StrangeWeirdKitten:testing-this-proc
Jan 7, 2025
Merged
Fixes things being statistically weighted to drop in security #88788
SmArtKar
merged 11 commits into
tgstation:master
from
StrangeWeirdKitten:testing-this-proc
Jan 7, 2025
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prob don't need the code changelog since it isn't player facing |
Kapu1178
reviewed
Dec 29, 2024
it very much is wtf |
Yes, that's why the fix changelog is there I had a separate entry detailing the proc, which I removed |
SmArtKar
requested changes
Jan 7, 2025
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Labels
Code Improvement
Code is now easier to copy paste.
Fix
Rewrites a bug so it appears in different circumstances
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About The Pull Request
Hey, fun fact,
get_safe_random_station_turf()
is not as random as it seems. The more areas a department has (blame security), there is a much bigger chance for it to land in that department.Creates a
get_safe_random_station_turf_equal_weight()
which first picks a department, creates a list of areas from that department, to then pass into get_safe_random_station_turf()Why It's Good For The Game
Here's
get_safe_random_station_turf()
ran 1000 times.As you can see, the probability for choosing a place like security is much higher. Yes, this is funny for things like the CRAB. But the probability for choosing anywhere else (like command) can be less then 10 percent.
Here's with this proc.
Changelog
🆑
fix: Things that drop in random places are no longer statistically weighted to drop in security.
/:cl: