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improved job code TM first #8254
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code/game/jobs/slot_scaling.dm
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@@ -7,49 +7,7 @@ | |||
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// https://docs.google.com/spreadsheets/d/1PlnIwKhq-bVWWFPoBrzWYh1mWK04pyBSQUtUMEw3qSw/edit#gid=1290768907 | |||
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/proc/job_slot_formula(marine_count, factor, c, min, max) | |||
/proc/job_slot_formula(marine_count, marine_per_slot, factor, min, max) |
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Factor isn’t very descriptive, it’s a constant. Not a factor
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it is not constant and describing what it does is... complicated and I do not know any proper word to describe it... and it was c before
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it is a constant. only weird thing it does is not apply when marine_count < marine_per_slot
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I have just kept that part, yes it is strange indded, but in general you assume that the constant is less then min, else you have wrong min value. so in that seonce it is set correctly
Co-authored-by: TheGamerdk <[email protected]>
…max values and with total_positions_so_far
…max values and with total_positions_so_far
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About the pull request
Aims to make job assignment code more readable, and simplifies the code. you only need to set min max pop per slot and how many steps are not needed for first increment and it works
Explain why it's good for the game
medic and engi slots are increased one by one not 4 at a time.
Testing Photographs and Procedure
Screenshots & Videos
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tags.Changelog
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qol: medic and engi slots are added one by one not four at a time
code: removes crazy repeated code in jobslot assignment
/:cl: