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Initial Commit
This commit is contained in:
@@ -0,0 +1,307 @@
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/*
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Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
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This is TG's 'new' lighting system. It's basically a heavily modified combination of Forum_Account's and
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ShadowDarke's respective lighting libraries. Credits, where due, to them.
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Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
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by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
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Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
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(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
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update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
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means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
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over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
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setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
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turning it back on with lighting_controller.processing = 1.
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Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
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for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
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at runtime)
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Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
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have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
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gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
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costs.
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Known Issues/TODO:
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admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
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mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
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Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
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No directional lighting support. Fairly easy to add this and the code is ready.
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*/
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#define LIGHTING_MAX_LUMINOSITY 12 //Hard maximum luminosity to prevet lag which could be caused by coders making mini-suns
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#define LIGHTING_MAX_LUMINOSITY_MOB 7 //Mobs get their own max because 60-odd human suns running around would be pretty silly
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#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
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#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading effects
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datum/light_source
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var/atom/owner
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var/changed = 1
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var/mobile = 1
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var/list/effect = list()
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var/__x = 0 //x coordinate at last update
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var/__y = 0 //y coordinate at last update
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New(atom/A)
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if(!istype(A))
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CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
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..()
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owner = A
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if(istype(owner, /atom/movable)) mobile = 1 //apparantly this is faster than type-checking
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else mobile = 0 //Perhaps removing support for luminous turfs would be a good idea.
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__x = owner.x
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__y = owner.y
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// the lighting object maintains a list of all light sources
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lighting_controller.lights += src
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//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
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proc/check()
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if(!owner)
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remove_effect()
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return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
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if(mobile)
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// check to see if we've moved since last update
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if(owner.x != __x || owner.y != __y)
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__x = owner.x
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__y = owner.y
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changed = 1
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if(changed)
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changed = 0
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remove_effect()
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return add_effect()
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return 0
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proc/remove_effect()
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// before we apply the effect we remove the light's current effect.
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if(effect.len)
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for(var/turf in effect) // negate the effect of this light source
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var/turf/T = turf
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T.update_lumcount(-effect[T])
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effect.Cut() // clear the effect list
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proc/add_effect()
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// only do this if the light is turned on and is on the map
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if(owner.loc && owner.luminosity > 0)
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effect = new_effect() // identify the effects of this light source
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for(var/turf in effect)
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var/turf/T = turf
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T.update_lumcount(effect[T]) // apply the effect
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return 0
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else
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owner.light = null
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return 1 //cause the light to be removed from the lights list and garbage collected once it's no
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//longer referenced by the queue
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proc/new_effect()
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. = list()
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for(var/turf/T in view(owner.luminosity, owner))
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// var/area/A = T.loc
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// if(!A) continue
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var/change_in_lumcount = lum(T)
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if(change_in_lumcount > 0)
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.[T] = change_in_lumcount
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return .
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proc/lum(turf/A)
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return owner.luminosity - max(abs(A.x-__x),abs(A.y-__y))
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// var/dist = cheap_hypotenuse(A.x,A.y,__x,__y) //fetches the pythagorean distance between A and the light
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// if(owner.luminosity < dist) //if the turf is outside the radius the light doesn't illuminate it
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// return 0
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// return round(owner.luminosity - (dist/2),0.1)
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atom
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var/datum/light_source/light
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//Turfs with opacity when they are constructed will trigger nearby lights to update
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//Turfs atoms with luminosity when they are constructed will create a light_source automatically
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//TODO: lag reduction
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turf/New()
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..()
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if(opacity)
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UpdateAffectingLights()
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if(luminosity)
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world.log << "[type] has luminosity at New()"
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if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
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light = new(src)
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//Movable atoms with opacity when they are constructed will trigger nearby lights to update
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//Movable atoms with luminosity when they are constructed will create a light_source automatically
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//TODO: lag reduction
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atom/movable/New()
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..()
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if(opacity)
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UpdateAffectingLights()
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if(luminosity)
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if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
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light = new(src)
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//Turfs with opacity will trigger nearby lights to update at next lighting process.
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//TODO: is this really necessary? Removing it could help reduce lag during singulo-mayhem somewhat
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turf/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Objects with opacity will trigger nearby lights to update at next lighting process.
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atom/movable/Del()
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if(opacity)
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UpdateAffectingLights()
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..()
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//Sets our luminosity. Enforces a hardcoded maximum luminosity by default. This maximum can be overridden but it is extremely
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//unwise to do so.
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//If we have no light it will create one.
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//If we are setting luminosity to 0 the light will be cleaned up and delted once all its queues are complete
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//if we have a light already it is merely updated
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atom/proc/SetLuminosity(new_luminosity, max_luminosity = LIGHTING_MAX_LUMINOSITY)
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if(new_luminosity < 0)
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new_luminosity = 0
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// world.log << "## WARNING: [type] - luminosity cannot be negative"
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else if(max_luminosity < new_luminosity)
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new_luminosity = max_luminosity
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// if(luminosity != new_luminosity)
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// world.log << "## WARNING: [type] - LIGHT_MAX_LUMINOSITY exceeded"
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if(isturf(loc))
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if(light)
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if(luminosity != new_luminosity) //TODO: remove lights from the light list when they're not luminous? DONE in add_effect
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light.changed = 1
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else
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if(new_luminosity)
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light = new(src)
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luminosity = new_luminosity
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//Snowflake code to prevent mobs becoming suns (lag-prevention)
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mob/SetLuminosity(new_luminosity)
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..(new_luminosity,LIGHTING_MAX_LUMINOSITY_MOB)
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//change our opacity (defaults to toggle), and then update all lights that affect us.
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atom/proc/SetOpacity(var/new_opacity)
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if(new_opacity == null) new_opacity = !opacity
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else if(opacity == new_opacity) return
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opacity = new_opacity
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UpdateAffectingLights()
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//set the changed status of all lights which could have possibly lit this atom.
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//We don't need to worry about lights which lit us but moved away, since they will have change status set already
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atom/proc/UpdateAffectingLights()
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var/turf/T = src
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if(!isturf(T))
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T = loc
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if(!isturf(T)) return
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for(var/atom in range(LIGHTING_MAX_LUMINOSITY,T)) //TODO: this will probably not work very well :(
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var/atom/A = atom
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if(A.light && A.luminosity)
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A.light.changed = 1 //force it to update at next process()
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// for(var/light in lighting_controller.lights) //TODO: this will probably laaaaaag
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// var/datum/light_source/L = light
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// if(L.changed) continue
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// if(!L.owner) continue
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// if(!L.owner.luminosity) continue
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// if(src in L.effect)
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// L.changed = 1
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turf
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var/lighting_lumcount = 0
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var/lighting_changed = 0
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turf/space
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lighting_lumcount = 4 //starlight
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turf/proc/update_lumcount(amount)
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lighting_lumcount += amount
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// if(lighting_lumcount < 0 || lighting_lumcount > 100)
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// world.log << "## WARNING: [type] ([src]) lighting_lumcount = [lighting_lumcount]"
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if(!lighting_changed)
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lighting_controller.changed_turfs += src
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lighting_changed = 1
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turf/proc/shift_to_subarea()
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lighting_changed = 0
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var/area/Area = loc
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if(!istype(Area) || !Area.lighting_use_dynamic) return
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// change the turf's area depending on its brightness
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// restrict light to valid levels
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var/light = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
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var/find = findtextEx(Area.tag, "sd_L")
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var/new_tag = copytext(Area.tag, 1, find)
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new_tag += "sd_L[light]"
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if(Area.tag!=new_tag) //skip if already in this area
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var/area/A = locate(new_tag) // find an appropriate area
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if(!A)
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A = new Area.type() // create area if it wasn't found
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// replicate vars
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for(var/V in Area.vars)
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switch(V)
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if("contents","lighting_overlay","overlays") continue
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else
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if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
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A.tag = new_tag
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A.lighting_subarea = 1
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A.SetLightLevel(light)
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Area.related += A
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A.contents += src // move the turf into the area
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area
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var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
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var/image/lighting_overlay //tracks the darkness image of the area for easy removal
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var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
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proc/SetLightLevel(light)
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if(!src) return
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if(light <= 0)
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light = 0
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luminosity = 0
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else
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if(light > lighting_controller.lighting_states)
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light = lighting_controller.lighting_states
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luminosity = 1
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if(lighting_overlay)
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overlays -= lighting_overlay
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lighting_overlay.icon_state = "[light]"
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else
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lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
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overlays += lighting_overlay
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proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
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if(!tag) tag = "[type]"
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if(!lighting_use_dynamic)
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if(!lighting_subarea) // see if this is a lighting subarea already
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//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
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SetLightLevel(4)
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#undef LIGHTING_MAX_LUMINOSITY
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#undef LIGHTING_MAX_LUMINOSITY_MOB
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#undef LIGHTING_LAYER
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//#undef LIGHTING_ICON
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@@ -0,0 +1,17 @@
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var/datum/controller/transfer_controller/transfer_controller
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datum/controller/transfer_controller
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var/timerbuffer = 0 //buffer for time check
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var/currenttick = 0
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datum/controller/transfer_controller/New()
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timerbuffer = config.vote_autotransfer_initial
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processing_objects += src
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datum/controller/transfer_controller/Del()
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processing_objects -= src
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datum/controller/transfer_controller/proc/process()
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currenttick = currenttick + 1
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if (world.time >= timerbuffer - 600)
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vote.autotransfer()
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timerbuffer = timerbuffer + config.vote_autotransfer_interval
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@@ -0,0 +1,631 @@
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/datum/configuration
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var/server_name = null // server name (for world name / status)
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var/server_suffix = 0 // generate numeric suffix based on server port
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var/nudge_script_path = "nudge.py" // where the nudge.py script is located
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|
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var/log_ooc = 0 // log OOC channel
|
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var/log_access = 0 // log login/logout
|
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var/log_say = 0 // log client say
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var/log_admin = 0 // log admin actions
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var/log_debug = 1 // log debug output
|
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var/log_game = 0 // log game events
|
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var/log_vote = 0 // log voting
|
||||
var/log_whisper = 0 // log client whisper
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var/log_emote = 0 // log emotes
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var/log_attack = 0 // log attack messages
|
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var/log_adminchat = 0 // log admin chat messages
|
||||
var/log_adminwarn = 0 // log warnings admins get about bomb construction and such
|
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var/log_pda = 0 // log pda messages
|
||||
var/log_hrefs = 0 // logs all links clicked in-game. Could be used for debugging and tracking down exploits
|
||||
var/log_runtime = 0 // logs world.log to a file
|
||||
var/sql_enabled = 1 // for sql switching
|
||||
var/allow_admin_ooccolor = 0 // Allows admins with relevant permissions to have their own ooc colour
|
||||
var/allow_vote_restart = 0 // allow votes to restart
|
||||
var/allow_vote_mode = 0 // allow votes to change mode
|
||||
var/allow_admin_jump = 1 // allows admin jumping
|
||||
var/allow_admin_spawning = 1 // allows admin item spawning
|
||||
var/allow_admin_rev = 1 // allows admin revives
|
||||
var/vote_delay = 6000 // minimum time between voting sessions (deciseconds, 10 minute default)
|
||||
var/vote_period = 600 // length of voting period (deciseconds, default 1 minute)
|
||||
var/vote_autotransfer_initial = 108000 // Length of time before the first autotransfer vote is called
|
||||
var/vote_autotransfer_interval = 36000 // length of time before next sequential autotransfer vote
|
||||
var/vote_no_default = 0 // vote does not default to nochange/norestart (tbi)
|
||||
var/vote_no_dead = 0 // dead people can't vote (tbi)
|
||||
// var/enable_authentication = 0 // goon authentication
|
||||
var/del_new_on_log = 1 // del's new players if they log before they spawn in
|
||||
var/feature_object_spell_system = 0 //spawns a spellbook which gives object-type spells instead of verb-type spells for the wizard
|
||||
var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
|
||||
var/protect_roles_from_antagonist = 0// If security and such can be tratior/cult/other
|
||||
var/continous_rounds = 1 // Gamemodes which end instantly will instead keep on going until the round ends by escape shuttle or nuke.
|
||||
var/allow_Metadata = 0 // Metadata is supported.
|
||||
var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
|
||||
var/Ticklag = 0.9
|
||||
var/Tickcomp = 0
|
||||
var/socket_talk = 0 // use socket_talk to communicate with other processes
|
||||
var/list/resource_urls = null
|
||||
var/antag_hud_allowed = 0 // Ghosts can turn on Antagovision to see a HUD of who is the bad guys this round.
|
||||
var/antag_hud_restricted = 0 // Ghosts that turn on Antagovision cannot rejoin the round.
|
||||
var/list/mode_names = list()
|
||||
var/list/modes = list() // allowed modes
|
||||
var/list/votable_modes = list() // votable modes
|
||||
var/list/probabilities = list() // relative probability of each mode
|
||||
var/humans_need_surnames = 0
|
||||
var/allow_random_events = 0 // enables random events mid-round when set to 1
|
||||
var/allow_ai = 1 // allow ai job
|
||||
var/hostedby = null
|
||||
var/respawn = 1
|
||||
var/guest_jobban = 1
|
||||
var/usewhitelist = 0
|
||||
var/kick_inactive = 0 //force disconnect for inactive players
|
||||
var/load_jobs_from_txt = 0
|
||||
var/ToRban = 0
|
||||
var/automute_on = 0 //enables automuting/spam prevention
|
||||
var/jobs_have_minimal_access = 0 //determines whether jobs use minimal access or expanded access.
|
||||
|
||||
var/cult_ghostwriter = 1 //Allows ghosts to write in blood in cult rounds...
|
||||
var/cult_ghostwriter_req_cultists = 10 //...so long as this many cultists are active.
|
||||
|
||||
var/disable_player_mice = 0
|
||||
var/uneducated_mice = 0 //Set to 1 to prevent newly-spawned mice from understanding human speech
|
||||
|
||||
var/usealienwhitelist = 0
|
||||
var/limitalienplayers = 0
|
||||
var/alien_to_human_ratio = 0.5
|
||||
|
||||
var/server
|
||||
var/banappeals
|
||||
var/wikiurl
|
||||
var/forumurl
|
||||
|
||||
//Alert level description
|
||||
var/alert_desc_green = "All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced."
|
||||
var/alert_desc_blue_upto = "The station has received reliable information about possible hostile activity on the station. Security staff may have weapons visible, random searches are permitted."
|
||||
var/alert_desc_blue_downto = "The immediate threat has passed. Security may no longer have weapons drawn at all times, but may continue to have them visible. Random searches are still allowed."
|
||||
var/alert_desc_red_upto = "There is an immediate serious threat to the station. Security may have weapons unholstered at all times. Random searches are allowed and advised."
|
||||
var/alert_desc_red_downto = "The self-destruct mechanism has been deactivated, there is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised."
|
||||
var/alert_desc_delta = "The station's self-destruct mechanism has been engaged. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill."
|
||||
|
||||
var/forbid_singulo_possession = 0
|
||||
|
||||
//game_options.txt configs
|
||||
|
||||
var/health_threshold_softcrit = 0
|
||||
var/health_threshold_crit = 0
|
||||
var/health_threshold_dead = -100
|
||||
|
||||
var/organ_health_multiplier = 1
|
||||
var/organ_regeneration_multiplier = 1
|
||||
|
||||
var/bones_can_break = 0
|
||||
var/limbs_can_break = 0
|
||||
|
||||
var/revival_pod_plants = 1
|
||||
var/revival_cloning = 1
|
||||
var/revival_brain_life = -1
|
||||
|
||||
//Used for modifying movement speed for mobs.
|
||||
//Unversal modifiers
|
||||
var/run_speed = 0
|
||||
var/walk_speed = 0
|
||||
|
||||
//Mob specific modifiers. NOTE: These will affect different mob types in different ways
|
||||
var/human_delay = 0
|
||||
var/robot_delay = 0
|
||||
var/monkey_delay = 0
|
||||
var/alien_delay = 0
|
||||
var/slime_delay = 0
|
||||
var/animal_delay = 0
|
||||
|
||||
var/admin_legacy_system = 0 //Defines whether the server uses the legacy admin system with admins.txt or the SQL system. Config option in config.txt
|
||||
var/ban_legacy_system = 0 //Defines whether the server uses the legacy banning system with the files in /data or the SQL system. Config option in config.txt
|
||||
var/use_age_restriction_for_jobs = 0 //Do jobs use account age restrictions? --requires database
|
||||
|
||||
var/simultaneous_pm_warning_timeout = 100
|
||||
|
||||
var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions.
|
||||
|
||||
var/assistant_maint = 0 //Do assistants get maint access?
|
||||
var/gateway_delay = 18000 //How long the gateway takes before it activates. Default is half an hour.
|
||||
var/ghost_interaction = 0
|
||||
|
||||
var/comms_password = ""
|
||||
|
||||
var/use_irc_bot = 0
|
||||
var/irc_bot_host = ""
|
||||
var/main_irc = ""
|
||||
var/admin_irc = ""
|
||||
var/python_path = "" //Path to the python executable. Defaults to "python" on windows and "/usr/bin/env python2" on unix
|
||||
|
||||
|
||||
/datum/configuration/New()
|
||||
var/list/L = typesof(/datum/game_mode) - /datum/game_mode
|
||||
for (var/T in L)
|
||||
// I wish I didn't have to instance the game modes in order to look up
|
||||
// their information, but it is the only way (at least that I know of).
|
||||
var/datum/game_mode/M = new T()
|
||||
|
||||
if (M.config_tag)
|
||||
if(!(M.config_tag in modes)) // ensure each mode is added only once
|
||||
diary << "Adding game mode [M.name] ([M.config_tag]) to configuration."
|
||||
src.modes += M.config_tag
|
||||
src.mode_names[M.config_tag] = M.name
|
||||
src.probabilities[M.config_tag] = M.probability
|
||||
if (M.votable)
|
||||
src.votable_modes += M.config_tag
|
||||
del(M)
|
||||
src.votable_modes += "secret"
|
||||
|
||||
/datum/configuration/proc/load(filename, type = "config") //the type can also be game_options, in which case it uses a different switch. not making it separate to not copypaste code - Urist
|
||||
var/list/Lines = file2list(filename)
|
||||
|
||||
for(var/t in Lines)
|
||||
if(!t) continue
|
||||
|
||||
t = trim(t)
|
||||
if (length(t) == 0)
|
||||
continue
|
||||
else if (copytext(t, 1, 2) == "#")
|
||||
continue
|
||||
|
||||
var/pos = findtext(t, " ")
|
||||
var/name = null
|
||||
var/value = null
|
||||
|
||||
if (pos)
|
||||
name = lowertext(copytext(t, 1, pos))
|
||||
value = copytext(t, pos + 1)
|
||||
else
|
||||
name = lowertext(t)
|
||||
|
||||
if (!name)
|
||||
continue
|
||||
|
||||
if(type == "config")
|
||||
switch (name)
|
||||
if ("resource_urls")
|
||||
config.resource_urls = text2list(value, " ")
|
||||
|
||||
if ("admin_legacy_system")
|
||||
config.admin_legacy_system = 1
|
||||
|
||||
if ("ban_legacy_system")
|
||||
config.ban_legacy_system = 1
|
||||
|
||||
if ("use_age_restriction_for_jobs")
|
||||
config.use_age_restriction_for_jobs = 1
|
||||
|
||||
if ("jobs_have_minimal_access")
|
||||
config.jobs_have_minimal_access = 1
|
||||
|
||||
if ("use_recursive_explosions")
|
||||
use_recursive_explosions = 1
|
||||
|
||||
if ("log_ooc")
|
||||
config.log_ooc = 1
|
||||
|
||||
if ("log_access")
|
||||
config.log_access = 1
|
||||
|
||||
if ("sql_enabled")
|
||||
config.sql_enabled = text2num(value)
|
||||
|
||||
if ("log_say")
|
||||
config.log_say = 1
|
||||
|
||||
if ("log_admin")
|
||||
config.log_admin = 1
|
||||
|
||||
if ("log_debug")
|
||||
config.log_debug = text2num(value)
|
||||
|
||||
if ("log_game")
|
||||
config.log_game = 1
|
||||
|
||||
if ("log_vote")
|
||||
config.log_vote = 1
|
||||
|
||||
if ("log_whisper")
|
||||
config.log_whisper = 1
|
||||
|
||||
if ("log_attack")
|
||||
config.log_attack = 1
|
||||
|
||||
if ("log_emote")
|
||||
config.log_emote = 1
|
||||
|
||||
if ("log_adminchat")
|
||||
config.log_adminchat = 1
|
||||
|
||||
if ("log_adminwarn")
|
||||
config.log_adminwarn = 1
|
||||
|
||||
if ("log_pda")
|
||||
config.log_pda = 1
|
||||
|
||||
if ("log_hrefs")
|
||||
config.log_hrefs = 1
|
||||
|
||||
if ("log_runtime")
|
||||
config.log_runtime = 1
|
||||
|
||||
if("allow_admin_ooccolor")
|
||||
config.allow_admin_ooccolor = 1
|
||||
|
||||
if ("allow_vote_restart")
|
||||
config.allow_vote_restart = 1
|
||||
|
||||
if ("allow_vote_mode")
|
||||
config.allow_vote_mode = 1
|
||||
|
||||
if ("allow_admin_jump")
|
||||
config.allow_admin_jump = 1
|
||||
|
||||
if("allow_admin_rev")
|
||||
config.allow_admin_rev = 1
|
||||
|
||||
if ("allow_admin_spawning")
|
||||
config.allow_admin_spawning = 1
|
||||
|
||||
if ("no_dead_vote")
|
||||
config.vote_no_dead = 1
|
||||
|
||||
if ("default_no_vote")
|
||||
config.vote_no_default = 1
|
||||
|
||||
if ("vote_delay")
|
||||
config.vote_delay = text2num(value)
|
||||
|
||||
if ("vote_period")
|
||||
config.vote_period = text2num(value)
|
||||
|
||||
if ("vote_autotransfer_initial")
|
||||
config.vote_autotransfer_initial = text2num(value)
|
||||
|
||||
if ("vote_autotransfer_interval")
|
||||
config.vote_autotransfer_interval = text2num(value)
|
||||
|
||||
if ("allow_ai")
|
||||
config.allow_ai = 1
|
||||
|
||||
// if ("authentication")
|
||||
// config.enable_authentication = 1
|
||||
|
||||
if ("norespawn")
|
||||
config.respawn = 0
|
||||
|
||||
if ("servername")
|
||||
config.server_name = value
|
||||
|
||||
if ("serversuffix")
|
||||
config.server_suffix = 1
|
||||
|
||||
if ("nudge_script_path")
|
||||
config.nudge_script_path = value
|
||||
|
||||
if ("hostedby")
|
||||
config.hostedby = value
|
||||
|
||||
if ("server")
|
||||
config.server = value
|
||||
|
||||
if ("banappeals")
|
||||
config.banappeals = value
|
||||
|
||||
if ("wikiurl")
|
||||
config.wikiurl = value
|
||||
|
||||
if ("forumurl")
|
||||
config.forumurl = value
|
||||
|
||||
if ("guest_jobban")
|
||||
config.guest_jobban = 1
|
||||
|
||||
if ("guest_ban")
|
||||
guests_allowed = 0
|
||||
|
||||
if ("usewhitelist")
|
||||
config.usewhitelist = 1
|
||||
|
||||
if ("feature_object_spell_system")
|
||||
config.feature_object_spell_system = 1
|
||||
|
||||
if ("allow_metadata")
|
||||
config.allow_Metadata = 1
|
||||
|
||||
if ("traitor_scaling")
|
||||
config.traitor_scaling = 1
|
||||
|
||||
if("protect_roles_from_antagonist")
|
||||
config.protect_roles_from_antagonist = 1
|
||||
|
||||
if ("probability")
|
||||
var/prob_pos = findtext(value, " ")
|
||||
var/prob_name = null
|
||||
var/prob_value = null
|
||||
|
||||
if (prob_pos)
|
||||
prob_name = lowertext(copytext(value, 1, prob_pos))
|
||||
prob_value = copytext(value, prob_pos + 1)
|
||||
if (prob_name in config.modes)
|
||||
config.probabilities[prob_name] = text2num(prob_value)
|
||||
else
|
||||
diary << "Unknown game mode probability configuration definition: [prob_name]."
|
||||
else
|
||||
diary << "Incorrect probability configuration definition: [prob_name] [prob_value]."
|
||||
|
||||
if("allow_random_events")
|
||||
config.allow_random_events = 1
|
||||
|
||||
if("kick_inactive")
|
||||
config.kick_inactive = 1
|
||||
|
||||
if("load_jobs_from_txt")
|
||||
load_jobs_from_txt = 1
|
||||
|
||||
if("alert_red_upto")
|
||||
config.alert_desc_red_upto = value
|
||||
|
||||
if("alert_red_downto")
|
||||
config.alert_desc_red_downto = value
|
||||
|
||||
if("alert_blue_downto")
|
||||
config.alert_desc_blue_downto = value
|
||||
|
||||
if("alert_blue_upto")
|
||||
config.alert_desc_blue_upto = value
|
||||
|
||||
if("alert_green")
|
||||
config.alert_desc_green = value
|
||||
|
||||
if("alert_delta")
|
||||
config.alert_desc_delta = value
|
||||
|
||||
if("forbid_singulo_possession")
|
||||
forbid_singulo_possession = 1
|
||||
|
||||
if("popup_admin_pm")
|
||||
config.popup_admin_pm = 1
|
||||
|
||||
if("allow_holidays")
|
||||
Holiday = 1
|
||||
|
||||
if("use_irc_bot")
|
||||
use_irc_bot = 1
|
||||
|
||||
if("ticklag")
|
||||
Ticklag = text2num(value)
|
||||
|
||||
if("allow_antag_hud")
|
||||
config.antag_hud_allowed = 1
|
||||
if("antag_hud_restricted")
|
||||
config.antag_hud_restricted = 1
|
||||
|
||||
if("socket_talk")
|
||||
socket_talk = text2num(value)
|
||||
|
||||
if("tickcomp")
|
||||
Tickcomp = 1
|
||||
|
||||
if("humans_need_surnames")
|
||||
humans_need_surnames = 1
|
||||
|
||||
if("tor_ban")
|
||||
ToRban = 1
|
||||
|
||||
if("automute_on")
|
||||
automute_on = 1
|
||||
|
||||
if("usealienwhitelist")
|
||||
usealienwhitelist = 1
|
||||
|
||||
if("alien_player_ratio")
|
||||
limitalienplayers = 1
|
||||
alien_to_human_ratio = text2num(value)
|
||||
|
||||
if("assistant_maint")
|
||||
config.assistant_maint = 1
|
||||
|
||||
if("gateway_delay")
|
||||
config.gateway_delay = text2num(value)
|
||||
|
||||
if("continuous_rounds")
|
||||
config.continous_rounds = 1
|
||||
|
||||
if("ghost_interaction")
|
||||
config.ghost_interaction = 1
|
||||
|
||||
if("disable_player_mice")
|
||||
config.disable_player_mice = 1
|
||||
|
||||
if("uneducated_mice")
|
||||
config.uneducated_mice = 1
|
||||
|
||||
if("comms_password")
|
||||
config.comms_password = value
|
||||
|
||||
if("irc_bot_host")
|
||||
config.irc_bot_host = value
|
||||
|
||||
if("main_irc")
|
||||
config.main_irc = value
|
||||
|
||||
if("admin_irc")
|
||||
config.admin_irc = value
|
||||
|
||||
if("python_path")
|
||||
if(value)
|
||||
config.python_path = value
|
||||
else
|
||||
if(world.system_type == UNIX)
|
||||
config.python_path = "/usr/bin/env python2"
|
||||
else //probably windows, if not this should work anyway
|
||||
config.python_path = "python"
|
||||
|
||||
if("allow_cult_ghostwriter")
|
||||
config.cult_ghostwriter = 1
|
||||
|
||||
if("req_cult_ghostwriter")
|
||||
config.cult_ghostwriter_req_cultists = value
|
||||
|
||||
else
|
||||
diary << "Unknown setting in configuration: '[name]'"
|
||||
|
||||
else if(type == "game_options")
|
||||
if(!value)
|
||||
diary << "Unknown value for setting [name] in [filename]."
|
||||
value = text2num(value)
|
||||
|
||||
switch(name)
|
||||
if("health_threshold_crit")
|
||||
config.health_threshold_crit = value
|
||||
if("health_threshold_softcrit")
|
||||
config.health_threshold_softcrit = value
|
||||
if("health_threshold_dead")
|
||||
config.health_threshold_dead = value
|
||||
if("revival_pod_plants")
|
||||
config.revival_pod_plants = value
|
||||
if("revival_cloning")
|
||||
config.revival_cloning = value
|
||||
if("revival_brain_life")
|
||||
config.revival_brain_life = value
|
||||
if("run_speed")
|
||||
config.run_speed = value
|
||||
if("walk_speed")
|
||||
config.walk_speed = value
|
||||
if("human_delay")
|
||||
config.human_delay = value
|
||||
if("robot_delay")
|
||||
config.robot_delay = value
|
||||
if("monkey_delay")
|
||||
config.monkey_delay = value
|
||||
if("alien_delay")
|
||||
config.alien_delay = value
|
||||
if("slime_delay")
|
||||
config.slime_delay = value
|
||||
if("animal_delay")
|
||||
config.animal_delay = value
|
||||
if("organ_health_multiplier")
|
||||
config.organ_health_multiplier = value / 100
|
||||
if("organ_regeneration_multiplier")
|
||||
config.organ_regeneration_multiplier = value / 100
|
||||
if("bones_can_break")
|
||||
config.bones_can_break = value
|
||||
if("limbs_can_break")
|
||||
config.limbs_can_break = value
|
||||
else
|
||||
diary << "Unknown setting in configuration: '[name]'"
|
||||
|
||||
/datum/configuration/proc/loadsql(filename) // -- TLE
|
||||
var/list/Lines = file2list(filename)
|
||||
for(var/t in Lines)
|
||||
if(!t) continue
|
||||
|
||||
t = trim(t)
|
||||
if (length(t) == 0)
|
||||
continue
|
||||
else if (copytext(t, 1, 2) == "#")
|
||||
continue
|
||||
|
||||
var/pos = findtext(t, " ")
|
||||
var/name = null
|
||||
var/value = null
|
||||
|
||||
if (pos)
|
||||
name = lowertext(copytext(t, 1, pos))
|
||||
value = copytext(t, pos + 1)
|
||||
else
|
||||
name = lowertext(t)
|
||||
|
||||
if (!name)
|
||||
continue
|
||||
|
||||
switch (name)
|
||||
if ("address")
|
||||
sqladdress = value
|
||||
if ("port")
|
||||
sqlport = value
|
||||
if ("database")
|
||||
sqldb = value
|
||||
if ("login")
|
||||
sqllogin = value
|
||||
if ("password")
|
||||
sqlpass = value
|
||||
if ("feedback_database")
|
||||
sqlfdbkdb = value
|
||||
if ("feedback_login")
|
||||
sqlfdbklogin = value
|
||||
if ("feedback_password")
|
||||
sqlfdbkpass = value
|
||||
if ("enable_stat_tracking")
|
||||
sqllogging = 1
|
||||
else
|
||||
diary << "Unknown setting in configuration: '[name]'"
|
||||
|
||||
/datum/configuration/proc/loadforumsql(filename) // -- TLE
|
||||
var/list/Lines = file2list(filename)
|
||||
for(var/t in Lines)
|
||||
if(!t) continue
|
||||
|
||||
t = trim(t)
|
||||
if (length(t) == 0)
|
||||
continue
|
||||
else if (copytext(t, 1, 2) == "#")
|
||||
continue
|
||||
|
||||
var/pos = findtext(t, " ")
|
||||
var/name = null
|
||||
var/value = null
|
||||
|
||||
if (pos)
|
||||
name = lowertext(copytext(t, 1, pos))
|
||||
value = copytext(t, pos + 1)
|
||||
else
|
||||
name = lowertext(t)
|
||||
|
||||
if (!name)
|
||||
continue
|
||||
|
||||
switch (name)
|
||||
if ("address")
|
||||
forumsqladdress = value
|
||||
if ("port")
|
||||
forumsqlport = value
|
||||
if ("database")
|
||||
forumsqldb = value
|
||||
if ("login")
|
||||
forumsqllogin = value
|
||||
if ("password")
|
||||
forumsqlpass = value
|
||||
if ("activatedgroup")
|
||||
forum_activated_group = value
|
||||
if ("authenticatedgroup")
|
||||
forum_authenticated_group = value
|
||||
else
|
||||
diary << "Unknown setting in configuration: '[name]'"
|
||||
|
||||
/datum/configuration/proc/pick_mode(mode_name)
|
||||
// I wish I didn't have to instance the game modes in order to look up
|
||||
// their information, but it is the only way (at least that I know of).
|
||||
for (var/T in (typesof(/datum/game_mode) - /datum/game_mode))
|
||||
var/datum/game_mode/M = new T()
|
||||
if (M.config_tag && M.config_tag == mode_name)
|
||||
return M
|
||||
del(M)
|
||||
return new /datum/game_mode/extended()
|
||||
|
||||
/datum/configuration/proc/get_runnable_modes()
|
||||
var/list/datum/game_mode/runnable_modes = new
|
||||
for (var/T in (typesof(/datum/game_mode) - /datum/game_mode))
|
||||
var/datum/game_mode/M = new T()
|
||||
//world << "DEBUG: [T], tag=[M.config_tag], prob=[probabilities[M.config_tag]]"
|
||||
if (!(M.config_tag in modes))
|
||||
del(M)
|
||||
continue
|
||||
if (probabilities[M.config_tag]<=0)
|
||||
del(M)
|
||||
continue
|
||||
if (M.can_start())
|
||||
runnable_modes[M] = probabilities[M.config_tag]
|
||||
//world << "DEBUG: runnable_mode\[[runnable_modes.len]\] = [M.config_tag]"
|
||||
return runnable_modes
|
||||
@@ -0,0 +1,68 @@
|
||||
var/datum/controller/failsafe/Failsafe
|
||||
|
||||
/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
|
||||
var/processing = 0
|
||||
var/processing_interval = 100 //poke the MC every 10 seconds
|
||||
|
||||
var/MC_iteration = 0
|
||||
var/MC_defcon = 0 //alert level. For every poke that fails this is raised by 1. When it reaches 5 the MC is replaced with a new one. (effectively killing any master_controller.process() and starting a new one)
|
||||
|
||||
var/lighting_iteration = 0
|
||||
var/lighting_defcon = 0 //alert level for lighting controller.
|
||||
|
||||
/datum/controller/failsafe/New()
|
||||
//There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one)
|
||||
if(Failsafe != src)
|
||||
if(istype(Failsafe))
|
||||
del(Failsafe)
|
||||
Failsafe = src
|
||||
Failsafe.process()
|
||||
|
||||
|
||||
/datum/controller/failsafe/proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
|
||||
if(!master_controller) new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
|
||||
if(!lighting_controller) new /datum/controller/lighting() //replace the missing lighting_controller
|
||||
|
||||
if(processing)
|
||||
if(master_controller.processing) //only poke if these overrides aren't in effect
|
||||
if(MC_iteration == controller_iteration) //master_controller hasn't finished processing in the defined interval
|
||||
switch(MC_defcon)
|
||||
if(0 to 3)
|
||||
MC_defcon++
|
||||
if(4)
|
||||
admins << "<font color='red' size='2'><b>Warning. The Master Controller has not fired in the last [MC_defcon*processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
|
||||
MC_defcon = 5
|
||||
if(5)
|
||||
admins << "<font color='red' size='2'><b>Warning. The Master Controller has still not fired within the last [MC_defcon*processing_interval] ticks. Killing and restarting...</b></font>"
|
||||
new /datum/controller/game_controller() //replace the old master_controller (hence killing the old one's process)
|
||||
master_controller.process() //Start it rolling again
|
||||
MC_defcon = 0
|
||||
else
|
||||
MC_defcon = 0
|
||||
MC_iteration = controller_iteration
|
||||
|
||||
if(lighting_controller.processing)
|
||||
if(lighting_iteration == lighting_controller.iteration) //master_controller hasn't finished processing in the defined interval
|
||||
switch(lighting_defcon)
|
||||
if(0 to 3)
|
||||
lighting_defcon++
|
||||
if(4)
|
||||
admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has not fired in the last [lighting_defcon*processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
|
||||
lighting_defcon = 5
|
||||
if(5)
|
||||
admins << "<font color='red' size='2'><b>Warning. The Lighting Controller has still not fired within the last [lighting_defcon*processing_interval] ticks. Killing and restarting...</b></font>"
|
||||
new /datum/controller/lighting() //replace the old lighting_controller (hence killing the old one's process)
|
||||
lighting_controller.process() //Start it rolling again
|
||||
lighting_defcon = 0
|
||||
else
|
||||
lighting_defcon = 0
|
||||
lighting_iteration = lighting_controller.iteration
|
||||
else
|
||||
MC_defcon = 0
|
||||
lighting_defcon = 0
|
||||
|
||||
sleep(processing_interval)
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* Startup hook.
|
||||
* Called in world.dm when the server starts.
|
||||
*/
|
||||
/hook/startup
|
||||
|
||||
/**
|
||||
* Roundstart hook.
|
||||
* Called in gameticker.dm when a round starts.
|
||||
*/
|
||||
/hook/roundstart
|
||||
|
||||
/**
|
||||
* Roundend hook.
|
||||
* Called in gameticker.dm when a round ends.
|
||||
*/
|
||||
/hook/roundend
|
||||
@@ -0,0 +1,39 @@
|
||||
/**
|
||||
* @file hooks.dm
|
||||
* Implements hooks, a simple way to run code on pre-defined events.
|
||||
*/
|
||||
|
||||
/** @page hooks Code hooks
|
||||
* @section hooks Hooks
|
||||
* A hook is defined under /hook in the type tree.
|
||||
*
|
||||
* To add some code to be called by the hook, define a proc under the type, as so:
|
||||
* @code
|
||||
/hook/foo/proc/bar()
|
||||
if(1)
|
||||
return 1 //Sucessful
|
||||
else
|
||||
return 0 //Error, or runtime.
|
||||
* @endcode
|
||||
* All hooks must return nonzero on success, as runtimes will force return null.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Calls a hook, executing every piece of code that's attached to it.
|
||||
* @param hook Identifier of the hook to call.
|
||||
* @returns 1 if all hooked code runs successfully, 0 otherwise.
|
||||
*/
|
||||
/proc/callHook(hook)
|
||||
var/hook_path = text2path("/hook/[hook]")
|
||||
if(!hook_path)
|
||||
error("Invalid hook '/hook/[hook]' called.")
|
||||
return 0
|
||||
|
||||
var/caller = new hook_path
|
||||
var/status = 1
|
||||
for(var/P in typesof("[hook_path]/proc"))
|
||||
if(!call(caller, P)())
|
||||
error("Hook '[P]' failed or runtimed.")
|
||||
status = 0
|
||||
|
||||
return status
|
||||
@@ -0,0 +1,129 @@
|
||||
var/datum/controller/lighting/lighting_controller = new ()
|
||||
|
||||
datum/controller/lighting
|
||||
var/processing = 0
|
||||
var/processing_interval = 5 //setting this too low will probably kill the server. Don't be silly with it!
|
||||
var/process_cost = 0
|
||||
var/iteration = 0
|
||||
|
||||
var/lighting_states = 7
|
||||
|
||||
var/list/lights = list()
|
||||
var/lights_workload_max = 0
|
||||
|
||||
// var/list/changed_lights() //TODO: possibly implement this to reduce on overheads?
|
||||
|
||||
var/list/changed_turfs = list()
|
||||
var/changed_turfs_workload_max = 0
|
||||
|
||||
datum/controller/lighting/New()
|
||||
lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
|
||||
if(lighting_controller != src)
|
||||
if(istype(lighting_controller,/datum/controller/lighting))
|
||||
Recover() //if we are replacing an existing lighting_controller (due to a crash) we attempt to preserve as much as we can
|
||||
del(lighting_controller)
|
||||
lighting_controller = src
|
||||
|
||||
|
||||
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
|
||||
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
|
||||
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
|
||||
//than deleting them). Processing interval should be roughly half a second for best results.
|
||||
//By using queues we are ensuring we don't perform more updates than are necessary
|
||||
datum/controller/lighting/proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1)
|
||||
if(processing)
|
||||
iteration++
|
||||
var/started = world.timeofday
|
||||
|
||||
lights_workload_max = max(lights_workload_max,lights.len)
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L && !L.check())
|
||||
continue
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
sleep(-1)
|
||||
|
||||
changed_turfs_workload_max = max(changed_turfs_workload_max,changed_turfs.len)
|
||||
for(var/i=1, i<=changed_turfs.len, i++)
|
||||
var/turf/T = changed_turfs[i]
|
||||
if(T && T.lighting_changed)
|
||||
T.shift_to_subarea()
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
|
||||
process_cost = (world.timeofday - started)
|
||||
|
||||
sleep(processing_interval)
|
||||
|
||||
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
|
||||
//Does not loop. Should be run prior to process() being called for the first time.
|
||||
//Note: if we get additional z-levels at runtime (e.g. if the gateway thin ever gets finished) we can initialize specific
|
||||
//z-levels with the z_level argument
|
||||
datum/controller/lighting/proc/Initialize(var/z_level)
|
||||
processing = 0
|
||||
spawn(-1)
|
||||
set background = 1
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L.check())
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
var/z_start = 1
|
||||
var/z_finish = world.maxz
|
||||
if(z_level)
|
||||
z_level = round(z_level,1)
|
||||
if(z_level > 0 && z_level <= world.maxz)
|
||||
z_start = z_level
|
||||
z_finish = z_level
|
||||
|
||||
for(var/k=z_start,k<=z_finish,k++)
|
||||
for(var/i=1,i<=world.maxx,i++)
|
||||
for(var/j=1,j<=world.maxy,j++)
|
||||
var/turf/T = locate(i,j,k)
|
||||
if(T) T.shift_to_subarea()
|
||||
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
|
||||
|
||||
//Used to strip valid information from an existing controller and transfer it to a replacement
|
||||
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
|
||||
//does not crash
|
||||
datum/controller/lighting/proc/Recover()
|
||||
if(!istype(lighting_controller.changed_turfs,/list))
|
||||
lighting_controller.changed_turfs = list()
|
||||
if(!istype(lighting_controller.lights,/list))
|
||||
lighting_controller.lights = list()
|
||||
|
||||
for(var/i=1, i<=lighting_controller.lights.len, i++)
|
||||
var/datum/light_source/L = lighting_controller.lights[i]
|
||||
if(istype(L))
|
||||
spawn(-1) //so we don't crash the loop (inefficient)
|
||||
L.check()
|
||||
lights += L //If we didn't runtime then this will get transferred over
|
||||
|
||||
for(var/i=1, i<=lighting_controller.changed_turfs.len, i++)
|
||||
var/turf/T = lighting_controller.changed_turfs[i]
|
||||
if(istype(T) && T.lighting_changed)
|
||||
spawn(-1)
|
||||
T.shift_to_subarea()
|
||||
|
||||
var/msg = "## DEBUG: [time2text(world.timeofday)] lighting_controller restarted. Reports:\n"
|
||||
for(var/varname in lighting_controller.vars)
|
||||
switch(varname)
|
||||
if("tag","bestF","type","parent_type","vars") continue
|
||||
else
|
||||
var/varval1 = lighting_controller.vars[varname]
|
||||
var/varval2 = vars[varname]
|
||||
if(istype(varval1,/list))
|
||||
varval1 = "/list([length(varval1)])"
|
||||
varval2 = "/list([length(varval2)])"
|
||||
msg += "\t [varname] = [varval1] -> [varval2]\n"
|
||||
world.log << msg
|
||||
|
||||
#undef LIGHTING_ICON
|
||||
@@ -0,0 +1,331 @@
|
||||
//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
|
||||
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
|
||||
//WIP, needs lots of work still
|
||||
|
||||
var/global/datum/controller/game_controller/master_controller //Set in world.New()
|
||||
|
||||
var/global/controller_iteration = 0
|
||||
var/global/last_tick_timeofday = world.timeofday
|
||||
var/global/last_tick_duration = 0
|
||||
|
||||
var/global/air_processing_killed = 0
|
||||
var/global/pipe_processing_killed = 0
|
||||
|
||||
datum/controller/game_controller
|
||||
var/processing = 0
|
||||
var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
|
||||
var/minimum_ticks = 20 //The minimum length of time between MC ticks
|
||||
|
||||
var/air_cost = 0
|
||||
var/sun_cost = 0
|
||||
var/mobs_cost = 0
|
||||
var/diseases_cost = 0
|
||||
var/machines_cost = 0
|
||||
var/objects_cost = 0
|
||||
var/networks_cost = 0
|
||||
var/powernets_cost = 0
|
||||
var/nano_cost = 0
|
||||
var/events_cost = 0
|
||||
var/ticker_cost = 0
|
||||
var/total_cost = 0
|
||||
|
||||
var/last_thing_processed
|
||||
|
||||
datum/controller/game_controller/New()
|
||||
//There can be only one master_controller. Out with the old and in with the new.
|
||||
if(master_controller != src)
|
||||
if(istype(master_controller))
|
||||
Recover()
|
||||
del(master_controller)
|
||||
master_controller = src
|
||||
|
||||
if(!job_master)
|
||||
job_master = new /datum/controller/occupations()
|
||||
job_master.SetupOccupations()
|
||||
job_master.LoadJobs("config/jobs.txt")
|
||||
world << "\red \b Job setup complete"
|
||||
|
||||
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
|
||||
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
|
||||
if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
|
||||
|
||||
datum/controller/game_controller/proc/setup()
|
||||
world.tick_lag = config.Ticklag
|
||||
|
||||
spawn(20)
|
||||
createRandomZlevel()
|
||||
|
||||
if(!air_master)
|
||||
air_master = new /datum/controller/air_system()
|
||||
air_master.Setup()
|
||||
|
||||
if(!ticker)
|
||||
ticker = new /datum/controller/gameticker()
|
||||
|
||||
setup_objects()
|
||||
setupgenetics()
|
||||
setupfactions()
|
||||
setup_economy()
|
||||
SetupXenoarch()
|
||||
|
||||
transfer_controller = new
|
||||
|
||||
for(var/i=0, i<max_secret_rooms, i++)
|
||||
make_mining_asteroid_secret()
|
||||
|
||||
spawn(0)
|
||||
if(ticker)
|
||||
ticker.pregame()
|
||||
|
||||
lighting_controller.Initialize()
|
||||
|
||||
|
||||
datum/controller/game_controller/proc/setup_objects()
|
||||
world << "\red \b Initializing objects"
|
||||
sleep(-1)
|
||||
for(var/atom/movable/object in world)
|
||||
object.initialize()
|
||||
|
||||
world << "\red \b Initializing pipe networks"
|
||||
sleep(-1)
|
||||
for(var/obj/machinery/atmospherics/machine in machines)
|
||||
machine.build_network()
|
||||
|
||||
world << "\red \b Initializing atmos machinery."
|
||||
sleep(-1)
|
||||
for(var/obj/machinery/atmospherics/unary/U in machines)
|
||||
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/T = U
|
||||
T.broadcast_status()
|
||||
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
|
||||
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
|
||||
T.broadcast_status()
|
||||
|
||||
world << "\red \b Initializations complete."
|
||||
sleep(-1)
|
||||
|
||||
|
||||
datum/controller/game_controller/proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1) //far more efficient than recursively calling ourself
|
||||
if(!Failsafe) new /datum/controller/failsafe()
|
||||
|
||||
var/currenttime = world.timeofday
|
||||
last_tick_duration = (currenttime - last_tick_timeofday) / 10
|
||||
last_tick_timeofday = currenttime
|
||||
|
||||
if(processing)
|
||||
var/timer
|
||||
var/start_time = world.timeofday
|
||||
controller_iteration++
|
||||
|
||||
vote.process()
|
||||
transfer_controller.process()
|
||||
process_newscaster()
|
||||
|
||||
//AIR
|
||||
|
||||
if(!air_processing_killed)
|
||||
timer = world.timeofday
|
||||
last_thing_processed = air_master.type
|
||||
|
||||
if(!air_master.Tick()) //Runtimed.
|
||||
air_master.failed_ticks++
|
||||
if(air_master.failed_ticks > 5)
|
||||
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
|
||||
world.log << "### ZAS SHUTDOWN"
|
||||
message_admins("ZASALERT: unable to run [air_master.tick_progress], shutting down!")
|
||||
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
|
||||
air_processing_killed = 1
|
||||
air_master.failed_ticks = 0
|
||||
|
||||
air_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//SUN
|
||||
timer = world.timeofday
|
||||
last_thing_processed = sun.type
|
||||
sun.calc_position()
|
||||
sun_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//MOBS
|
||||
timer = world.timeofday
|
||||
process_mobs()
|
||||
mobs_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//DISEASES
|
||||
timer = world.timeofday
|
||||
process_diseases()
|
||||
diseases_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//MACHINES
|
||||
timer = world.timeofday
|
||||
process_machines()
|
||||
machines_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//OBJECTS
|
||||
timer = world.timeofday
|
||||
process_objects()
|
||||
objects_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//PIPENETS
|
||||
if(!pipe_processing_killed)
|
||||
timer = world.timeofday
|
||||
process_pipenets()
|
||||
networks_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//POWERNETS
|
||||
timer = world.timeofday
|
||||
process_powernets()
|
||||
powernets_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//NANO UIS
|
||||
timer = world.timeofday
|
||||
process_nano()
|
||||
nano_cost = (world.timeofday - timer) / 10
|
||||
|
||||
sleep(breather_ticks)
|
||||
|
||||
//EVENTS
|
||||
timer = world.timeofday
|
||||
process_events()
|
||||
events_cost = (world.timeofday - timer) / 10
|
||||
|
||||
//TICKER
|
||||
timer = world.timeofday
|
||||
last_thing_processed = ticker.type
|
||||
ticker.process()
|
||||
ticker_cost = (world.timeofday - timer) / 10
|
||||
|
||||
//TIMING
|
||||
total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + ticker_cost
|
||||
|
||||
var/end_time = world.timeofday
|
||||
if(end_time < start_time)
|
||||
start_time -= 864000 //deciseconds in a day
|
||||
sleep( round(minimum_ticks - (end_time - start_time),1) )
|
||||
else
|
||||
sleep(10)
|
||||
|
||||
datum/controller/game_controller/proc/process_mobs()
|
||||
var/i = 1
|
||||
while(i<=mob_list.len)
|
||||
var/mob/M = mob_list[i]
|
||||
if(M)
|
||||
last_thing_processed = M.type
|
||||
M.Life()
|
||||
i++
|
||||
continue
|
||||
mob_list.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_diseases()
|
||||
var/i = 1
|
||||
while(i<=active_diseases.len)
|
||||
var/datum/disease/Disease = active_diseases[i]
|
||||
if(Disease)
|
||||
last_thing_processed = Disease.type
|
||||
Disease.process()
|
||||
i++
|
||||
continue
|
||||
active_diseases.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_machines()
|
||||
var/i = 1
|
||||
while(i<=machines.len)
|
||||
var/obj/machinery/Machine = machines[i]
|
||||
if(Machine)
|
||||
last_thing_processed = Machine.type
|
||||
if(Machine.process() != PROCESS_KILL)
|
||||
if(Machine)
|
||||
if(Machine.use_power)
|
||||
Machine.auto_use_power()
|
||||
i++
|
||||
continue
|
||||
machines.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_objects()
|
||||
var/i = 1
|
||||
while(i<=processing_objects.len)
|
||||
var/obj/Object = processing_objects[i]
|
||||
if(Object)
|
||||
last_thing_processed = Object.type
|
||||
Object.process()
|
||||
i++
|
||||
continue
|
||||
processing_objects.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_pipenets()
|
||||
last_thing_processed = /datum/pipe_network
|
||||
var/i = 1
|
||||
while(i<=pipe_networks.len)
|
||||
var/datum/pipe_network/Network = pipe_networks[i]
|
||||
if(Network)
|
||||
Network.process()
|
||||
i++
|
||||
continue
|
||||
pipe_networks.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_powernets()
|
||||
last_thing_processed = /datum/powernet
|
||||
var/i = 1
|
||||
while(i<=powernets.len)
|
||||
var/datum/powernet/Powernet = powernets[i]
|
||||
if(Powernet)
|
||||
Powernet.reset()
|
||||
i++
|
||||
continue
|
||||
powernets.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_nano()
|
||||
var/i = 1
|
||||
while(i<=nanomanager.processing_uis.len)
|
||||
var/datum/nanoui/ui = nanomanager.processing_uis[i]
|
||||
if(ui)
|
||||
ui.process()
|
||||
i++
|
||||
continue
|
||||
nanomanager.processing_uis.Cut(i,i+1)
|
||||
|
||||
datum/controller/game_controller/proc/process_events()
|
||||
last_thing_processed = /datum/event
|
||||
var/i = 1
|
||||
while(i<=events.len)
|
||||
var/datum/event/Event = events[i]
|
||||
if(Event)
|
||||
Event.process()
|
||||
i++
|
||||
continue
|
||||
events.Cut(i,i+1)
|
||||
checkEvent()
|
||||
|
||||
datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
|
||||
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
|
||||
for(var/varname in master_controller.vars)
|
||||
switch(varname)
|
||||
if("tag","bestF","type","parent_type","vars") continue
|
||||
else
|
||||
var/varval = master_controller.vars[varname]
|
||||
if(istype(varval,/datum))
|
||||
var/datum/D = varval
|
||||
msg += "\t [varname] = [D.type]\n"
|
||||
else
|
||||
msg += "\t [varname] = [varval]\n"
|
||||
world.log << msg
|
||||
|
||||
@@ -0,0 +1,477 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
|
||||
|
||||
// Controls the emergency shuttle
|
||||
|
||||
|
||||
// these define the time taken for the shuttle to get to SS13
|
||||
// and the time before it leaves again
|
||||
#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
|
||||
#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
|
||||
#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
|
||||
|
||||
var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
|
||||
|
||||
datum/shuttle_controller
|
||||
var/alert = 0 //0 = emergency, 1 = crew cycle
|
||||
|
||||
var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
|
||||
var/online = 0
|
||||
var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
|
||||
|
||||
var/endtime // timeofday that shuttle arrives
|
||||
var/timelimit //important when the shuttle gets called for more than shuttlearrivetime
|
||||
//timeleft = 360 //600
|
||||
var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
|
||||
|
||||
var/always_fake_recall = 0
|
||||
var/deny_shuttle = 0 //for admins not allowing it to be called.
|
||||
var/departed = 0
|
||||
// call the shuttle
|
||||
// if not called before, set the endtime to T+600 seconds
|
||||
// otherwise if outgoing, switch to incoming
|
||||
proc/incall(coeff = 1)
|
||||
if(deny_shuttle && alert == 1) //crew transfer shuttle does not gets recalled by gamemode
|
||||
return
|
||||
if(endtime)
|
||||
if(direction == -1)
|
||||
setdirection(1)
|
||||
else
|
||||
settimeleft(SHUTTLEARRIVETIME*coeff)
|
||||
online = 1
|
||||
if(always_fake_recall)
|
||||
fake_recall = rand(300,500) //turning on the red lights in hallways
|
||||
if(alert == 0)
|
||||
for(var/area/A in world)
|
||||
if(istype(A, /area/hallway))
|
||||
A.readyalert()
|
||||
|
||||
datum/shuttle_controller/proc/shuttlealert(var/X)
|
||||
alert = X
|
||||
|
||||
|
||||
datum/shuttle_controller/proc/recall()
|
||||
if(direction == 1)
|
||||
var/timeleft = timeleft()
|
||||
if(alert == 0)
|
||||
if(timeleft >= 600)
|
||||
return
|
||||
captain_announce("The emergency shuttle has been recalled.")
|
||||
world << sound('sound/AI/shuttlerecalled.ogg')
|
||||
setdirection(-1)
|
||||
online = 1
|
||||
for(var/area/A in world)
|
||||
if(istype(A, /area/hallway))
|
||||
A.readyreset()
|
||||
return
|
||||
else //makes it possible to send shuttle back.
|
||||
captain_announce("The shuttle has been recalled.")
|
||||
setdirection(-1)
|
||||
online = 1
|
||||
alert = 0 // set alert back to 0 after an admin recall
|
||||
return
|
||||
|
||||
// returns the time (in seconds) before shuttle arrival
|
||||
// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
|
||||
datum/shuttle_controller/proc/timeleft()
|
||||
if(online)
|
||||
var/timeleft = round((endtime - world.timeofday)/10 ,1)
|
||||
if(direction == 1 || direction == 2)
|
||||
return timeleft
|
||||
else
|
||||
return SHUTTLEARRIVETIME-timeleft
|
||||
else
|
||||
return SHUTTLEARRIVETIME
|
||||
|
||||
// sets the time left to a given delay (in seconds)
|
||||
datum/shuttle_controller/proc/settimeleft(var/delay)
|
||||
endtime = world.timeofday + delay * 10
|
||||
timelimit = delay
|
||||
|
||||
// sets the shuttle direction
|
||||
// 1 = towards SS13, -1 = back to centcom
|
||||
datum/shuttle_controller/proc/setdirection(var/dirn)
|
||||
if(direction == dirn)
|
||||
return
|
||||
direction = dirn
|
||||
// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
|
||||
var/ticksleft = endtime - world.timeofday
|
||||
endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
|
||||
return
|
||||
|
||||
datum/shuttle_controller/proc/process()
|
||||
|
||||
datum/shuttle_controller/emergency_shuttle/process()
|
||||
if(!online)
|
||||
return
|
||||
var/timeleft = timeleft()
|
||||
if(timeleft > 1e5) // midnight rollover protection
|
||||
timeleft = 0
|
||||
switch(location)
|
||||
if(0)
|
||||
|
||||
/* --- Shuttle is in transit to Central Command from SS13 --- */
|
||||
if(direction == 2)
|
||||
if(timeleft>0)
|
||||
return 0
|
||||
|
||||
/* --- Shuttle has arrived at Centrcal Command --- */
|
||||
else
|
||||
// turn off the star spawners
|
||||
/*
|
||||
for(var/obj/effect/starspawner/S in world)
|
||||
S.spawning = 0
|
||||
*/
|
||||
|
||||
location = 2
|
||||
|
||||
//main shuttle
|
||||
var/area/start_location = locate(/area/shuttle/escape/transit)
|
||||
var/area/end_location = locate(/area/shuttle/escape/centcom)
|
||||
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
|
||||
for(var/obj/machinery/door/unpowered/shuttle/D in end_location)
|
||||
spawn(0)
|
||||
D.locked = 0
|
||||
D.open()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
//pods
|
||||
start_location = locate(/area/shuttle/escape_pod1/transit)
|
||||
end_location = locate(/area/shuttle/escape_pod1/centcom)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
|
||||
for(var/obj/machinery/door/D in machines)
|
||||
if( get_area(D) == end_location )
|
||||
spawn(0)
|
||||
D.open()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod2/transit)
|
||||
end_location = locate(/area/shuttle/escape_pod2/centcom)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
|
||||
for(var/obj/machinery/door/D in machines)
|
||||
if( get_area(D) == end_location )
|
||||
spawn(0)
|
||||
D.open()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod3/transit)
|
||||
end_location = locate(/area/shuttle/escape_pod3/centcom)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
|
||||
for(var/obj/machinery/door/D in machines)
|
||||
if( get_area(D) == end_location )
|
||||
spawn(0)
|
||||
D.open()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod5/transit)
|
||||
end_location = locate(/area/shuttle/escape_pod5/centcom)
|
||||
start_location.move_contents_to(end_location, null, EAST)
|
||||
|
||||
for(var/obj/machinery/door/D in machines)
|
||||
if( get_area(D) == end_location )
|
||||
spawn(0)
|
||||
D.open()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
online = 0
|
||||
|
||||
return 1
|
||||
|
||||
/* --- Shuttle has docked centcom after being recalled --- */
|
||||
if(timeleft>timelimit)
|
||||
online = 0
|
||||
direction = 1
|
||||
endtime = null
|
||||
|
||||
return 0
|
||||
|
||||
else if((fake_recall != 0) && (timeleft <= fake_recall))
|
||||
recall()
|
||||
fake_recall = 0
|
||||
return 0
|
||||
|
||||
/* --- Shuttle has docked with the station - begin countdown to transit --- */
|
||||
else if(timeleft <= 0)
|
||||
location = 1
|
||||
var/area/start_location = locate(/area/shuttle/escape/centcom)
|
||||
var/area/end_location = locate(/area/shuttle/escape/station)
|
||||
|
||||
var/list/dstturfs = list()
|
||||
var/throwy = world.maxy
|
||||
|
||||
for(var/turf/T in end_location)
|
||||
dstturfs += T
|
||||
if(T.y < throwy)
|
||||
throwy = T.y
|
||||
|
||||
// hey you, get out of the way!
|
||||
for(var/turf/T in dstturfs)
|
||||
// find the turf to move things to
|
||||
var/turf/D = locate(T.x, throwy - 1, 1)
|
||||
//var/turf/E = get_step(D, SOUTH)
|
||||
for(var/atom/movable/AM as mob|obj in T)
|
||||
AM.Move(D)
|
||||
// NOTE: Commenting this out to avoid recreating mass driver glitch
|
||||
/*
|
||||
spawn(0)
|
||||
AM.throw_at(E, 1, 1)
|
||||
return
|
||||
*/
|
||||
|
||||
if(istype(T, /turf/simulated))
|
||||
del(T)
|
||||
|
||||
for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
|
||||
bug.gib()
|
||||
|
||||
for(var/mob/living/simple_animal/pest in end_location) // And for the other kind of bug...
|
||||
pest.gib()
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
settimeleft(SHUTTLELEAVETIME)
|
||||
//send2irc("Server", "The Emergency Shuttle has docked with the station.")
|
||||
captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
|
||||
world << sound('sound/AI/shuttledock.ogg')
|
||||
|
||||
return 1
|
||||
|
||||
if(1)
|
||||
|
||||
// Just before it leaves, close the damn doors!
|
||||
if(timeleft == 2 || timeleft == 1)
|
||||
var/area/start_location = locate(/area/shuttle/escape/station)
|
||||
for(var/obj/machinery/door/unpowered/shuttle/D in start_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
D.locked = 1
|
||||
|
||||
if(timeleft>0)
|
||||
return 0
|
||||
|
||||
/* --- Shuttle leaves the station, enters transit --- */
|
||||
else
|
||||
|
||||
// Turn on the star effects
|
||||
|
||||
/* // kinda buggy atm, i'll fix this later
|
||||
for(var/obj/effect/starspawner/S in world)
|
||||
if(!S.spawning)
|
||||
spawn() S.startspawn()
|
||||
*/
|
||||
|
||||
departed = 1 // It's going!
|
||||
location = 0 // in deep space
|
||||
direction = 2 // heading to centcom
|
||||
|
||||
//main shuttle
|
||||
var/area/start_location = locate(/area/shuttle/escape/station)
|
||||
var/area/end_location = locate(/area/shuttle/escape/transit)
|
||||
|
||||
settimeleft(SHUTTLETRANSITTIME)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
|
||||
// Close shuttle doors, lock
|
||||
for(var/obj/machinery/door/unpowered/shuttle/D in end_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
D.locked = 1
|
||||
|
||||
// Some aesthetic turbulance shaking
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
//pods
|
||||
start_location = locate(/area/shuttle/escape_pod1/station)
|
||||
end_location = locate(/area/shuttle/escape_pod1/transit)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
for(var/obj/machinery/door/D in end_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod2/station)
|
||||
end_location = locate(/area/shuttle/escape_pod2/transit)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
for(var/obj/machinery/door/D in end_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod3/station)
|
||||
end_location = locate(/area/shuttle/escape_pod3/transit)
|
||||
start_location.move_contents_to(end_location, null, NORTH)
|
||||
for(var/obj/machinery/door/D in end_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
start_location = locate(/area/shuttle/escape_pod5/station)
|
||||
end_location = locate(/area/shuttle/escape_pod5/transit)
|
||||
start_location.move_contents_to(end_location, null, EAST)
|
||||
for(var/obj/machinery/door/D in end_location)
|
||||
spawn(0)
|
||||
D.close()
|
||||
|
||||
for(var/mob/M in end_location)
|
||||
if(M.client)
|
||||
spawn(0)
|
||||
if(M.buckled)
|
||||
shake_camera(M, 4, 1) // buckled, not a lot of shaking
|
||||
else
|
||||
shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
|
||||
if(istype(M, /mob/living/carbon))
|
||||
if(!M.buckled)
|
||||
M.Weaken(5)
|
||||
|
||||
captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
|
||||
|
||||
return 1
|
||||
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/*
|
||||
Some slapped-together star effects for maximum spess immershuns. Basically consists of a
|
||||
spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
|
||||
until they reach a starender.
|
||||
*/
|
||||
|
||||
/obj/effect/bgstar
|
||||
name = "star"
|
||||
var/speed = 10
|
||||
var/direction = SOUTH
|
||||
layer = 2 // TURF_LAYER
|
||||
|
||||
/obj/effect/bgstar/New()
|
||||
..()
|
||||
pixel_x += rand(-2,30)
|
||||
pixel_y += rand(-2,30)
|
||||
var/starnum = pick("1", "1", "1", "2", "3", "4")
|
||||
|
||||
icon_state = "star"+starnum
|
||||
|
||||
speed = rand(2, 5)
|
||||
|
||||
/obj/effect/bgstar/proc/startmove()
|
||||
|
||||
while(src)
|
||||
sleep(speed)
|
||||
step(src, direction)
|
||||
for(var/obj/effect/starender/E in loc)
|
||||
del(src)
|
||||
|
||||
|
||||
/obj/effect/starender
|
||||
invisibility = 101
|
||||
|
||||
/obj/effect/starspawner
|
||||
invisibility = 101
|
||||
var/spawndir = SOUTH
|
||||
var/spawning = 0
|
||||
|
||||
/obj/effect/starspawner/West
|
||||
spawndir = WEST
|
||||
|
||||
/obj/effect/starspawner/proc/startspawn()
|
||||
spawning = 1
|
||||
while(spawning)
|
||||
sleep(rand(2, 30))
|
||||
var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
|
||||
S.direction = spawndir
|
||||
spawn()
|
||||
S.startmove()
|
||||
|
||||
|
||||
@@ -0,0 +1,81 @@
|
||||
//TODO: rewrite and standardise all controller datums to the datum/controller type
|
||||
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff) - MC done - lighting done
|
||||
|
||||
/client/proc/restart_controller(controller in list("Master","Failsafe","Lighting","Supply Shuttle"))
|
||||
set category = "Debug"
|
||||
set name = "Restart Controller"
|
||||
set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
|
||||
|
||||
if(!holder) return
|
||||
usr = null
|
||||
src = null
|
||||
switch(controller)
|
||||
if("Master")
|
||||
new /datum/controller/game_controller()
|
||||
master_controller.process()
|
||||
feedback_add_details("admin_verb","RMC")
|
||||
if("Failsafe")
|
||||
new /datum/controller/failsafe()
|
||||
feedback_add_details("admin_verb","RFailsafe")
|
||||
if("Lighting")
|
||||
new /datum/controller/lighting()
|
||||
lighting_controller.process()
|
||||
feedback_add_details("admin_verb","RLighting")
|
||||
if("Supply Shuttle")
|
||||
supply_shuttle.process()
|
||||
feedback_add_details("admin_verb","RSupply")
|
||||
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
|
||||
return
|
||||
|
||||
|
||||
/client/proc/debug_controller(controller in list("Master","Failsafe","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller"))
|
||||
set category = "Debug"
|
||||
set name = "Debug Controller"
|
||||
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
|
||||
|
||||
if(!holder) return
|
||||
switch(controller)
|
||||
if("Master")
|
||||
debug_variables(master_controller)
|
||||
feedback_add_details("admin_verb","DMC")
|
||||
if("Failsafe")
|
||||
debug_variables(Failsafe)
|
||||
feedback_add_details("admin_verb","DFailsafe")
|
||||
if("Ticker")
|
||||
debug_variables(ticker)
|
||||
feedback_add_details("admin_verb","DTicker")
|
||||
if("Lighting")
|
||||
debug_variables(lighting_controller)
|
||||
feedback_add_details("admin_verb","DLighting")
|
||||
if("Air")
|
||||
debug_variables(air_master)
|
||||
feedback_add_details("admin_verb","DAir")
|
||||
if("Jobs")
|
||||
debug_variables(job_master)
|
||||
feedback_add_details("admin_verb","DJobs")
|
||||
if("Sun")
|
||||
debug_variables(sun)
|
||||
feedback_add_details("admin_verb","DSun")
|
||||
if("Radio")
|
||||
debug_variables(radio_controller)
|
||||
feedback_add_details("admin_verb","DRadio")
|
||||
if("Supply Shuttle")
|
||||
debug_variables(supply_shuttle)
|
||||
feedback_add_details("admin_verb","DSupply")
|
||||
if("Emergency Shuttle")
|
||||
debug_variables(emergency_shuttle)
|
||||
feedback_add_details("admin_verb","DEmergency")
|
||||
if("Configuration")
|
||||
debug_variables(config)
|
||||
feedback_add_details("admin_verb","DConf")
|
||||
if("pAI")
|
||||
debug_variables(paiController)
|
||||
feedback_add_details("admin_verb","DpAI")
|
||||
if("Cameras")
|
||||
debug_variables(cameranet)
|
||||
feedback_add_details("admin_verb","DCameras")
|
||||
if("Transfer Controller")
|
||||
debug_variables(transfer_controller)
|
||||
feedback_add_details("admin_verb","DAutovoter")
|
||||
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
|
||||
return
|
||||
@@ -0,0 +1,374 @@
|
||||
var/datum/controller/vote/vote = new()
|
||||
|
||||
var/global/list/round_voters = list() //Keeps track of the individuals voting for a given round, for use in forcedrafting.
|
||||
|
||||
datum/controller/vote
|
||||
var/initiator = null
|
||||
var/started_time = null
|
||||
var/time_remaining = 0
|
||||
var/mode = null
|
||||
var/question = null
|
||||
var/list/choices = list()
|
||||
var/list/voted = list()
|
||||
var/list/voting = list()
|
||||
var/list/current_votes = list()
|
||||
var/auto_muted = 0
|
||||
|
||||
New()
|
||||
if(vote != src)
|
||||
if(istype(vote))
|
||||
del(vote)
|
||||
vote = src
|
||||
|
||||
proc/process() //called by master_controller
|
||||
if(mode)
|
||||
// No more change mode votes after the game has started.
|
||||
// 3 is GAME_STATE_PLAYING, but that #define is undefined for some reason
|
||||
if(mode == "gamemode" && ticker.current_state >= 2)
|
||||
world << "<b>Voting aborted due to game start.</b>"
|
||||
src.reset()
|
||||
return
|
||||
|
||||
// Calculate how much time is remaining by comparing current time, to time of vote start,
|
||||
// plus vote duration
|
||||
time_remaining = round((started_time + config.vote_period - world.time)/10)
|
||||
|
||||
if(time_remaining < 0)
|
||||
result()
|
||||
for(var/client/C in voting)
|
||||
if(C)
|
||||
C << browse(null,"window=vote;can_close=0")
|
||||
reset()
|
||||
else
|
||||
for(var/client/C in voting)
|
||||
if(C)
|
||||
C << browse(vote.interface(C),"window=vote;can_close=0")
|
||||
|
||||
voting.Cut()
|
||||
|
||||
proc/autotransfer()
|
||||
initiate_vote("crew_transfer","the server")
|
||||
log_debug("The server has called a crew transfer vote")
|
||||
|
||||
/* proc/autogamemode() //This is here for whoever can figure out how to make this work
|
||||
initiate_vote("gamemode","the server")
|
||||
log_debug("The server has called a gamemode vote")*/
|
||||
|
||||
proc/reset()
|
||||
initiator = null
|
||||
time_remaining = 0
|
||||
mode = null
|
||||
question = null
|
||||
choices.Cut()
|
||||
voted.Cut()
|
||||
voting.Cut()
|
||||
current_votes.Cut()
|
||||
|
||||
/* if(auto_muted && !ooc_allowed)
|
||||
auto_muted = 0
|
||||
ooc_allowed = !( ooc_allowed )
|
||||
world << "<b>The OOC channel has been automatically enabled due to vote end.</b>"
|
||||
log_admin("OOC was toggled automatically due to vote end.")
|
||||
message_admins("OOC has been toggled on automatically.")
|
||||
*/
|
||||
|
||||
proc/get_result()
|
||||
//get the highest number of votes
|
||||
var/greatest_votes = 0
|
||||
var/total_votes = 0
|
||||
for(var/option in choices)
|
||||
var/votes = choices[option]
|
||||
total_votes += votes
|
||||
if(votes > greatest_votes)
|
||||
greatest_votes = votes
|
||||
//default-vote for everyone who didn't vote
|
||||
if(!config.vote_no_default && choices.len)
|
||||
var/non_voters = (clients.len - total_votes)
|
||||
if(non_voters > 0)
|
||||
if(mode == "restart")
|
||||
choices["Continue Playing"] += non_voters
|
||||
if(choices["Continue Playing"] >= greatest_votes)
|
||||
greatest_votes = choices["Continue Playing"]
|
||||
else if(mode == "gamemode")
|
||||
if(master_mode in choices)
|
||||
choices[master_mode] += non_voters
|
||||
if(choices[master_mode] >= greatest_votes)
|
||||
greatest_votes = choices[master_mode]
|
||||
else if(mode == "crew_transfer")
|
||||
var/factor = 0.5
|
||||
switch(world.time / (10 * 60)) // minutes
|
||||
if(0 to 60)
|
||||
factor = 0.5
|
||||
if(61 to 120)
|
||||
factor = 0.8
|
||||
if(121 to 240)
|
||||
factor = 1
|
||||
if(241 to 300)
|
||||
factor = 1.2
|
||||
else
|
||||
factor = 1.4
|
||||
choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] * factor)
|
||||
world << "<font color='purple'>Crew Transfer Factor: [factor]</font>"
|
||||
greatest_votes = max(choices["Initiate Crew Transfer"], choices["Continue The Round"])
|
||||
|
||||
|
||||
//get all options with that many votes and return them in a list
|
||||
. = list()
|
||||
if(greatest_votes)
|
||||
for(var/option in choices)
|
||||
if(choices[option] == greatest_votes)
|
||||
. += option
|
||||
return .
|
||||
|
||||
proc/announce_result()
|
||||
var/list/winners = get_result()
|
||||
var/text
|
||||
if(winners.len > 0)
|
||||
if(winners.len > 1)
|
||||
if(mode != "gamemode" || ticker.hide_mode == 0) // Here we are making sure we don't announce potential game modes
|
||||
text = "<b>Vote Tied Between:</b>\n"
|
||||
for(var/option in winners)
|
||||
text += "\t[option]\n"
|
||||
. = pick(winners)
|
||||
|
||||
for(var/key in current_votes)
|
||||
if(choices[current_votes[key]] == .)
|
||||
round_voters += key // Keep track of who voted for the winning round.
|
||||
if((mode == "gamemode" && . == "extended") || ticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
|
||||
text += "<b>Vote Result: [.]</b>"
|
||||
else
|
||||
if(mode != "gamemode")
|
||||
text += "<b>Vote Result: [.]</b>"
|
||||
else
|
||||
text += "<b>The vote has ended.</b>" // What will be shown if it is a gamemode vote that isn't extended
|
||||
|
||||
else
|
||||
text += "<b>Vote Result: Inconclusive - No Votes!</b>"
|
||||
log_vote(text)
|
||||
world << "<font color='purple'>[text]</font>"
|
||||
return .
|
||||
|
||||
proc/result()
|
||||
. = announce_result()
|
||||
var/restart = 0
|
||||
if(.)
|
||||
switch(mode)
|
||||
if("restart")
|
||||
if(. == "Restart Round")
|
||||
restart = 1
|
||||
if("gamemode")
|
||||
if(master_mode != .)
|
||||
world.save_mode(.)
|
||||
if(ticker && ticker.mode)
|
||||
restart = 1
|
||||
else
|
||||
master_mode = .
|
||||
if(!going)
|
||||
going = 1
|
||||
world << "<font color='red'><b>The round will start soon.</b></font>"
|
||||
if("crew_transfer")
|
||||
if(. == "Initiate Crew Transfer")
|
||||
init_shift_change(null, 1)
|
||||
|
||||
|
||||
if(restart)
|
||||
world << "World restarting due to vote..."
|
||||
feedback_set_details("end_error","restart vote")
|
||||
if(blackbox) blackbox.save_all_data_to_sql()
|
||||
sleep(50)
|
||||
log_game("Rebooting due to restart vote")
|
||||
world.Reboot()
|
||||
|
||||
return .
|
||||
|
||||
proc/submit_vote(var/ckey, var/vote)
|
||||
if(mode)
|
||||
if(config.vote_no_dead && usr.stat == DEAD && !usr.client.holder)
|
||||
return 0
|
||||
if(current_votes[ckey])
|
||||
choices[choices[current_votes[ckey]]]--
|
||||
if(vote && 1<=vote && vote<=choices.len)
|
||||
voted += usr.ckey
|
||||
choices[choices[vote]]++ //check this
|
||||
current_votes[ckey] = vote
|
||||
return vote
|
||||
return 0
|
||||
|
||||
proc/initiate_vote(var/vote_type, var/initiator_key)
|
||||
if(!mode)
|
||||
if(started_time != null && !check_rights(R_ADMIN))
|
||||
var/next_allowed_time = (started_time + config.vote_delay)
|
||||
if(next_allowed_time > world.time)
|
||||
return 0
|
||||
|
||||
reset()
|
||||
switch(vote_type)
|
||||
if("restart")
|
||||
choices.Add("Restart Round","Continue Playing")
|
||||
if("gamemode")
|
||||
if(ticker.current_state >= 2)
|
||||
return 0
|
||||
choices.Add(config.votable_modes)
|
||||
if("crew_transfer")
|
||||
if(check_rights(R_ADMIN|R_MOD, 0))
|
||||
question = "End the shift?"
|
||||
choices.Add("Initiate Crew Transfer", "Continue The Round")
|
||||
else
|
||||
if (get_security_level() == "red" || get_security_level() == "delta")
|
||||
initiator_key << "The current alert status is too high to call for a crew transfer!"
|
||||
return 0
|
||||
if(ticker.current_state <= 2)
|
||||
return 0
|
||||
initiator_key << "The crew transfer button has been disabled!"
|
||||
question = "End the shift?"
|
||||
choices.Add("Initiate Crew Transfer", "Continue The Round")
|
||||
if("custom")
|
||||
question = html_encode(input(usr,"What is the vote for?") as text|null)
|
||||
if(!question) return 0
|
||||
for(var/i=1,i<=10,i++)
|
||||
var/option = capitalize(html_encode(input(usr,"Please enter an option or hit cancel to finish") as text|null))
|
||||
if(!option || mode || !usr.client) break
|
||||
choices.Add(option)
|
||||
else return 0
|
||||
mode = vote_type
|
||||
initiator = initiator_key
|
||||
started_time = world.time
|
||||
var/text = "[capitalize(mode)] vote started by [initiator]."
|
||||
if(mode == "custom")
|
||||
text += "\n[question]"
|
||||
|
||||
log_vote(text)
|
||||
world << "<font color='purple'><b>[text]</b>\nType vote to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>"
|
||||
switch(vote_type)
|
||||
if("crew_transfer")
|
||||
world << sound('sound/ambience/alarm4.ogg')
|
||||
if("gamemode")
|
||||
world << sound('sound/ambience/alarm4.ogg')
|
||||
if("custom")
|
||||
world << sound('sound/ambience/alarm4.ogg')
|
||||
if(mode == "gamemode" && going)
|
||||
going = 0
|
||||
world << "<font color='red'><b>Round start has been delayed.</b></font>"
|
||||
/* if(mode == "crew_transfer" && ooc_allowed)
|
||||
auto_muted = 1
|
||||
ooc_allowed = !( ooc_allowed )
|
||||
world << "<b>The OOC channel has been automatically disabled due to a crew transfer vote.</b>"
|
||||
log_admin("OOC was toggled automatically due to crew_transfer vote.")
|
||||
message_admins("OOC has been toggled off automatically.")
|
||||
if(mode == "gamemode" && ooc_allowed)
|
||||
auto_muted = 1
|
||||
ooc_allowed = !( ooc_allowed )
|
||||
world << "<b>The OOC channel has been automatically disabled due to the gamemode vote.</b>"
|
||||
log_admin("OOC was toggled automatically due to gamemode vote.")
|
||||
message_admins("OOC has been toggled off automatically.")
|
||||
if(mode == "custom" && ooc_allowed)
|
||||
auto_muted = 1
|
||||
ooc_allowed = !( ooc_allowed )
|
||||
world << "<b>The OOC channel has been automatically disabled due to a custom vote.</b>"
|
||||
log_admin("OOC was toggled automatically due to custom vote.")
|
||||
message_admins("OOC has been toggled off automatically.")
|
||||
*/
|
||||
|
||||
|
||||
|
||||
time_remaining = round(config.vote_period/10)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/interface(var/client/C)
|
||||
if(!C) return
|
||||
var/admin = 0
|
||||
var/trialmin = 0
|
||||
if(C.holder)
|
||||
admin = 1
|
||||
if(C.holder.rights & R_ADMIN)
|
||||
trialmin = 1
|
||||
voting |= C
|
||||
|
||||
. = "<html><head><title>Voting Panel</title></head><body>"
|
||||
if(mode)
|
||||
if(question) . += "<h2>Vote: '[question]'</h2>"
|
||||
else . += "<h2>Vote: [capitalize(mode)]</h2>"
|
||||
. += "Time Left: [time_remaining] s<hr><ul>"
|
||||
for(var/i = 1, i <= choices.len, i++)
|
||||
var/votes = choices[choices[i]]
|
||||
if(!votes) votes = 0
|
||||
if(current_votes[C.ckey] == i)
|
||||
. += "<li><b><a href='?src=\ref[src];vote=[i]'>[choices[i]] ([votes] votes)</a></b></li>"
|
||||
else
|
||||
. += "<li><a href='?src=\ref[src];vote=[i]'>[choices[i]] ([votes] votes)</a></li>"
|
||||
|
||||
. += "</ul><hr>"
|
||||
if(admin)
|
||||
. += "(<a href='?src=\ref[src];vote=cancel'>Cancel Vote</a>) "
|
||||
else
|
||||
. += "<h2>Start a vote:</h2><hr><ul><li>"
|
||||
//restart
|
||||
if(trialmin || config.allow_vote_restart)
|
||||
. += "<a href='?src=\ref[src];vote=restart'>Restart</a>"
|
||||
else
|
||||
. += "<font color='grey'>Restart (Disallowed)</font>"
|
||||
. += "</li><li>"
|
||||
if(trialmin || config.allow_vote_restart)
|
||||
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer</a>"
|
||||
else
|
||||
. += "<font color='grey'>Crew Transfer (Disallowed)</font>"
|
||||
if(trialmin)
|
||||
. += "\t(<a href='?src=\ref[src];vote=toggle_restart'>[config.allow_vote_restart?"Allowed":"Disallowed"]</a>)"
|
||||
. += "</li><li>"
|
||||
//gamemode
|
||||
if(trialmin || config.allow_vote_mode)
|
||||
. += "<a href='?src=\ref[src];vote=gamemode'>GameMode</a>"
|
||||
else
|
||||
. += "<font color='grey'>GameMode (Disallowed)</font>"
|
||||
if(trialmin)
|
||||
. += "\t(<a href='?src=\ref[src];vote=toggle_gamemode'>[config.allow_vote_mode?"Allowed":"Disallowed"]</a>)"
|
||||
|
||||
. += "</li>"
|
||||
//custom
|
||||
if(trialmin)
|
||||
. += "<li><a href='?src=\ref[src];vote=custom'>Custom</a></li>"
|
||||
. += "</ul><hr>"
|
||||
. += "<a href='?src=\ref[src];vote=close' style='position:absolute;right:50px'>Close</a></body></html>"
|
||||
return .
|
||||
|
||||
|
||||
Topic(href,href_list[],hsrc)
|
||||
if(!usr || !usr.client) return //not necessary but meh...just in-case somebody does something stupid
|
||||
switch(href_list["vote"])
|
||||
if("close")
|
||||
voting -= usr.client
|
||||
usr << browse(null, "window=vote")
|
||||
return
|
||||
if("cancel")
|
||||
if(usr.client.holder)
|
||||
reset()
|
||||
if("toggle_restart")
|
||||
if(usr.client.holder)
|
||||
config.allow_vote_restart = !config.allow_vote_restart
|
||||
if("toggle_gamemode")
|
||||
if(usr.client.holder)
|
||||
config.allow_vote_mode = !config.allow_vote_mode
|
||||
if("restart")
|
||||
if(config.allow_vote_restart || usr.client.holder)
|
||||
initiate_vote("restart",usr.key)
|
||||
if("gamemode")
|
||||
if(config.allow_vote_mode || usr.client.holder)
|
||||
initiate_vote("gamemode",usr.key)
|
||||
if("crew_transfer")
|
||||
if(config.allow_vote_restart || usr.client.holder)
|
||||
initiate_vote("crew_transfer",usr.key)
|
||||
if("custom")
|
||||
if(usr.client.holder)
|
||||
initiate_vote("custom",usr.key)
|
||||
else
|
||||
submit_vote(usr.ckey, round(text2num(href_list["vote"])))
|
||||
usr.vote()
|
||||
|
||||
|
||||
/mob/verb/vote()
|
||||
set category = "OOC"
|
||||
set name = "Vote"
|
||||
|
||||
if(vote)
|
||||
src << browse(vote.interface(client),"window=vote;can_close=0")
|
||||
Reference in New Issue
Block a user