increased bail, decreased bc chance if there are >15 players + <20% cops

This commit is contained in:
Lorenc Pekaj 2018-09-21 21:59:44 +10:00
parent 755f9c7307
commit 4dc801ac0a

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@ -5358,10 +5358,12 @@ function Untaze( playerid )
if ( !IsPlayerConnected( playerid ) || !p_Tazed{ playerid } ) // || p_Detained{ playerid } == true
return 0;
if ( !IsPlayerTied( playerid ) )
if ( ! IsPlayerTied( playerid ) )
TogglePlayerControllable( playerid, 1 );
SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE );
if ( GetPlayerSpecialAction( playerid ) != SPECIAL_ACTION_CUFFED )
SetPlayerSpecialAction( playerid, SPECIAL_ACTION_NONE );
ClearAnimations( playerid );
p_BulletInvulnerbility[ playerid ] = g_iTime + 3;
p_TazingImmunity[ playerid ] = g_iTime + 6;
@ -6702,22 +6704,25 @@ CMD:request( playerid, params[ ] )
CMD:cnr( playerid, params[ ] )
{
new
Float: iClass[ 2 ];
Float: cops, Float: robbers;
for( new i = 0; i < MAX_PLAYERS; i++ ) if ( IsPlayerConnected( i ) ) {
#if defined __cnr__chuffsec
if ( i == g_secureTruckDriver ) continue;
#endif
iClass[ ( p_Class[ i ] == CLASS_POLICE ? CLASS_POLICE : CLASS_CIVILIAN ) ] ++;
GetServerPoliceRatio( cops, robbers );
SendClientMessageFormatted( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" The server is made up of %0.2f%s robbers and %0.2f%s cops.", robbers, "%%", cops, "%%" );
return 1;
}
stock GetServerPoliceRatio( &Float: police, &Float: robbers = 0.0, &total_online = 0 )
{
new
Float: class_count[ 2 ];
for( new i = 0; i < MAX_PLAYERS; i++ ) if ( IsPlayerConnected( i ) && ! IsPlayerNPC( i ) ) {
class_count[ ( p_Class[ i ] == CLASS_POLICE ? CLASS_POLICE : CLASS_CIVILIAN ) ] ++;
total_online ++;
}
new
Float: iCivilians = ( iClass[ CLASS_CIVILIAN ] / ( iClass[ CLASS_CIVILIAN ] + iClass[ CLASS_POLICE ] ) ) * 100.0,
Float: iPolice = ( iClass[ CLASS_POLICE ] / ( iClass[ CLASS_CIVILIAN ] + iClass[ CLASS_POLICE ] ) ) * 100.0
;
SendClientMessageFormatted( playerid, -1, ""COL_GREY"[SERVER]"COL_WHITE" The server is made up of %0.2f%s robbers and %0.2f%s cops.", iCivilians, "%%", iPolice, "%%" );
return 1;
robbers = ( class_count[ CLASS_CIVILIAN ] / ( class_count[ CLASS_CIVILIAN ] + class_count[ CLASS_POLICE ] ) ) * 100.0;
police = ( class_count[ CLASS_POLICE ] / ( class_count[ CLASS_CIVILIAN ] + class_count[ CLASS_POLICE ] ) ) * 100.0;
}
CMD:eventbank( playerid, params[ ] )
@ -8928,7 +8933,7 @@ CMD:bail( playerid, params[ ] )
else if ( GetPVarInt( pID, "bail_antispam" ) > g_iTime ) return SendError( playerid, "You must wait 10 seconds before offering a bail to this player." );
else
{
equa = 30 * p_JailTime[ pID ];
equa = 50 * p_JailTime[ pID ];
if ( p_JailTime[ pID ] >= ALCATRAZ_TIME_WANTED ) equa *= 2;
p_BailOfferer[ pID ] = playerid;
p_BailTimestamp[ pID ] = g_iTime + 120;
@ -8942,7 +8947,7 @@ CMD:bail( playerid, params[ ] )
CMD:acceptbail( playerid, params[ ] )
{
new
equa = 30 * p_JailTime[ playerid ];
equa = 50 * p_JailTime[ playerid ];
if ( p_JailTime[ playerid ] >= ALCATRAZ_TIME_WANTED )
equa *= 2;
@ -25677,12 +25682,19 @@ stock BreakPlayerCuffs( playerid, &attempts = 0 )
if ( p_BobbyPins[ playerid ] < 1 )
return 0;
new
bool: success = false;
new Float: police_percentage, total_online;
new bool: success = false;
// get current police percentage
GetServerPoliceRatio( police_percentage, .total_online = total_online );
// probability based off some factors
new probability = police_percentage < 20.0 && total_online > 15 ? 10 : 35; // over 15 players, but less than 20% cops? make breakcuff the worst
// attempt to uncuff
for ( attempts = 1; attempts < p_BobbyPins[ playerid ]; attempts ++ )
{
if ( random( 101 ) < 35 ) { // 35% success rate RIP!
if ( random( 101 ) <= probability ) { // 35% success rate RIP!
success = true;
break;
}