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Role Weapons - Rework weapon shop randomization #876

@Malivil

Description

@Malivil

The weapon shop randomization was tacked on to the roleweapons system to fix the annoyance of people always buying the same thing every round. There are a few pitfalls to the current implementation that should be remedied:

  1. All randomization is done only on the client. This means it can be bypassed if a player knows the write console commands (NOTE: This was deemed relatively "minor" because the player's role still needs to have that item in their shop normally and it does still deduct credits)
  2. Randomization percents cannot be modified per-weapon

To fix these things, make the following enhancements:

  • Update role weapons back-end to centralize logic for passive items (Either in the existing method or via a new WEPS-namespace method)
  • Update role weapons logic to perform identical shop randomization on the server and client (per player? per role?)
    • This includes updating the weapon purchase logic to ensure a weapon hasn't been "randomized away"
  • Update the role weapons system to allow setting randomization percentages per-item
    • Update front-end to have text box (and optionally a slider) for changing item percentage (0-100)
    • Update back-end to:
      • Save percentages to JSON file
      • Load percentages from JSON file
      • Use randomization percentages in the tiered hierarchy (Global -> Role -> Item) where more specific overwrites more general
  • Update role packs shop config UI and logic to match changes to role weapons
  • Update tutorial(s)
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