#define LOBBY_TIME 180 var/datum/controller/subsystem/ticker/SSticker /datum/controller/subsystem/ticker // -- Subsystem stuff -- name = "Ticker" priority = SS_PRIORITY_TICKER flags = SS_NO_TICK_CHECK | SS_FIRE_IN_LOBBY init_order = SS_INIT_LOBBY wait = 1 SECOND // -- Gameticker -- var/const/restart_timeout = 600 var/current_state = GAME_STATE_PREGAME var/hide_mode = 0 var/datum/game_mode/mode = null var/post_game = 0 var/login_music // music played in pregame lobby var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking. var/Bible_icon_state // icon_state the chaplain has chosen for his bible var/Bible_item_state // item_state the chaplain has chosen for his bible var/Bible_name // name of the bible var/Bible_deity_name var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders var/pregame_timeleft = 0 var/delay_end = 0 //if set to nonzero, the round will not restart on it's own var/triai = 0 //Global holder for Triumvirate var/tipped = 0 //Did we broadcast the tip of the day yet? var/selected_tip // What will be the tip of the day? var/round_end_announced = 0 // Spam Prevention. Announce round end only once. //station_explosion used to be a variable for every mob's hud. Which was a waste! //Now we have a general cinematic centrally held within the gameticker....far more efficient! var/obj/screen/cinematic = null var/list/possible_lobby_tracks = list( 'sound/music/space.ogg', 'sound/music/traitor.ogg', 'sound/music/title2.ogg', 'sound/music/clouds.s3m', 'sound/music/space_oddity.ogg' ) var/lobby_ready = FALSE var/is_revote = FALSE var/list/roundstart_callbacks /datum/controller/subsystem/ticker/New() NEW_SS_GLOBAL(SSticker) /datum/controller/subsystem/ticker/Initialize(timeofday) pregame() /datum/controller/subsystem/ticker/stat_entry() var/state = "" switch (current_state) if (GAME_STATE_PREGAME) state = "PRE" if (GAME_STATE_SETTING_UP) state = "SETUP" if (GAME_STATE_PLAYING) state = "PLAY" if (GAME_STATE_FINISHED) state = "FIN" else state = "UNK" ..("State: [state]") /datum/controller/subsystem/ticker/Recover() // Copy stuff over so we don't lose any state. current_state = SSticker.current_state hide_mode = SSticker.hide_mode mode = SSticker.mode post_game = SSticker.post_game login_music = SSticker.login_music minds = SSticker.minds Bible_icon_state = SSticker.Bible_icon_state Bible_item_state = SSticker.Bible_item_state Bible_deity_name = SSticker.Bible_deity_name random_players = SSticker.random_players pregame_timeleft = SSticker.pregame_timeleft delay_end = SSticker.delay_end triai = SSticker.triai tipped = SSticker.tipped selected_tip = SSticker.selected_tip round_end_announced = SSticker.round_end_announced cinematic = SSticker.cinematic /datum/controller/subsystem/ticker/fire() if (!lobby_ready) lobby_ready = TRUE return switch (current_state) if (GAME_STATE_PREGAME, GAME_STATE_SETTING_UP) pregame_tick() if (GAME_STATE_PLAYING) game_tick() /datum/controller/subsystem/ticker/proc/pregame_tick() if (round_progressing) pregame_timeleft-- if (current_state == GAME_STATE_PREGAME && pregame_timeleft == config.vote_autogamemode_timeleft) if (!SSvote.time_remaining) SSvote.autogamemode() pregame_timeleft-- return if (pregame_timeleft <= 10 && !tipped) send_tip_of_the_round() tipped = TRUE if (pregame_timeleft <= 0 || current_state == GAME_STATE_SETTING_UP) current_state = GAME_STATE_SETTING_UP wait = 2 SECONDS if (!setup()) // Something fucked up. wait = 1 SECOND is_revote = TRUE pregame() /datum/controller/subsystem/ticker/proc/game_tick() if(current_state != GAME_STATE_PLAYING) return 0 mode.process() var/game_finished = 0 var/mode_finished = 0 if (config.continous_rounds) game_finished = (emergency_shuttle.returned() || mode.station_was_nuked) mode_finished = (!post_game && mode.check_finished()) else game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended mode_finished = game_finished if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game)) current_state = GAME_STATE_FINISHED declare_completion() spawn(50) callHook("roundend") if (universe_has_ended) if(mode.station_was_nuked) feedback_set_details("end_proper","nuke") else feedback_set_details("end_proper","universe destroyed") if(!delay_end) world << "Rebooting due to destruction of station in [restart_timeout/10] seconds" else feedback_set_details("end_proper","proper completion") if(!delay_end) world << "Restarting in [restart_timeout/10] seconds" if(!delay_end) sleep(restart_timeout) if(!delay_end) world.Reboot() else world << "An admin has delayed the round end" else world << "An admin has delayed the round end" else if (mode_finished) post_game = 1 mode.cleanup() //call a transfer shuttle vote spawn(50) if(!round_end_announced) // Spam Prevention. Now it should announce only once. world << "The round has ended!" round_end_announced = 1 SSvote.autotransfer() return 1 /datum/controller/subsystem/ticker/proc/declare_completion() set waitfor = FALSE world << "


A round of [mode.name] has ended!

" for(var/mob/Player in player_list) if(Player.mind && !isnewplayer(Player)) if(Player.stat != DEAD) var/turf/playerTurf = get_turf(Player) if(emergency_shuttle.departed && emergency_shuttle.evac) if(isNotAdminLevel(playerTurf.z)) Player << "You managed to survive, but were marooned on [station_name()] as [Player.real_name]..." else Player << "You managed to survive the events on [station_name()] as [Player.real_name]." else if(isAdminLevel(playerTurf.z)) Player << "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name]." else if(issilicon(Player)) Player << "You remain operational after the events on [station_name()] as [Player.real_name]." else Player << "You missed the crew transfer after the events on [station_name()] as [Player.real_name]." else if(istype(Player,/mob/dead/observer)) var/mob/dead/observer/O = Player if(!O.started_as_observer) Player << "You did not survive the events on [station_name()]..." else Player << "You did not survive the events on [station_name()]..." world << "
" for (var/mob/living/silicon/ai/aiPlayer in mob_list) if (aiPlayer.stat != 2) world << "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:" else world << "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:" aiPlayer.show_laws(1) if (aiPlayer.connected_robots.len) var/robolist = "The AI's loyal minions were: " for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots) robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]" world << "[robolist]" var/dronecount = 0 for (var/mob/living/silicon/robot/robo in mob_list) if(istype(robo,/mob/living/silicon/robot/drone)) dronecount++ continue if (!robo.connected_ai) if (robo.stat != 2) world << "[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:" else world << "[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:" if(robo) //How the hell do we lose robo between here and the world messages directly above this? robo.laws.show_laws(world) if(dronecount) world << "There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round." mode.declare_completion()//To declare normal completion. //Ask the event manager to print round end information SSevents.RoundEnd() //Print a list of antagonists to the server log var/list/total_antagonists = list() //Look into all mobs in world, dead or alive for(var/datum/mind/Mind in minds) var/temprole = Mind.special_role if(temprole) //if they are an antagonist of some sort. if(temprole in total_antagonists) //If the role exists already, add the name to it total_antagonists[temprole] += ", [Mind.name]([Mind.key])" else total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob total_antagonists[temprole] += ": [Mind.name]([Mind.key])" //Now print them all into the log! log_game("Antagonists at round end were...") for(var/i in total_antagonists) log_game("[i]s[total_antagonists[i]].") SSfeedback.print_round_end_message() return 1 /datum/controller/subsystem/ticker/proc/send_tip_of_the_round() var/m if(selected_tip) m = selected_tip else var/list/randomtips = file2list("config/tips.txt") if(randomtips.len) m = pick(randomtips) if(m) world << "Tip of the round: \ [html_encode(m)]" /datum/controller/subsystem/ticker/proc/pregame() set waitfor = FALSE sleep(1) // Sleep so the MC has a chance to update its init time. if (!login_music) login_music = pick(possible_lobby_tracks) if (is_revote) pregame_timeleft = LOBBY_TIME log_debug("SSticker: lobby reset due to game setup failure, using pregame time [LOBBY_TIME]s.") else var/mc_init_time = round(Master.initialization_time_taken, 1) var/dynamic_time = LOBBY_TIME - mc_init_time if (dynamic_time <= config.vote_autogamemode_timeleft) pregame_timeleft = config.vote_autogamemode_timeleft + 10 log_debug("SSticker: dynamic set pregame time [dynamic_time]s was less than or equal to configured autogamemode vote time [config.vote_autogamemode_timeleft]s, clamping.") else pregame_timeleft = dynamic_time log_debug("SSticker: dynamic set pregame time [dynamic_time]s was greater than configured autogamemode time, not clamping.") world << "Welcome to the pre-game lobby!" world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds." /datum/controller/subsystem/ticker/proc/setup() //Create and announce mode if(master_mode == ROUNDTYPE_STR_SECRET) src.hide_mode = ROUNDTYPE_SECRET else if (master_mode == ROUNDTYPE_STR_MIXED_SECRET) src.hide_mode = ROUNDTYPE_MIXED_SECRET var/list/runnable_modes = config.get_runnable_modes(master_mode) if(master_mode in list(ROUNDTYPE_STR_RANDOM, ROUNDTYPE_STR_SECRET, ROUNDTYPE_STR_MIXED_SECRET)) if(!runnable_modes.len) current_state = GAME_STATE_PREGAME world << "Unable to choose playable game mode. Reverting to pre-game lobby." return 0 if(secret_force_mode != ROUNDTYPE_STR_SECRET && secret_force_mode != ROUNDTYPE_STR_MIXED_SECRET) src.mode = config.pick_mode(secret_force_mode) if(!src.mode) var/list/weighted_modes = list() var/list/probabilities = list() if (master_mode == ROUNDTYPE_STR_SECRET) probabilities = config.probabilities_secret else if (master_mode == ROUNDTYPE_STR_MIXED_SECRET) probabilities = config.probabilities_mixed_secret else // master_mode == ROUNDTYPE_STR_RANDOM probabilities = config.probabilities_secret.Copy() probabilities |= config.probabilities_mixed_secret for(var/datum/game_mode/GM in runnable_modes) weighted_modes[GM.config_tag] = probabilities[GM.config_tag] src.mode = gamemode_cache[pickweight(weighted_modes)] else src.mode = config.pick_mode(master_mode) if(!src.mode) current_state = GAME_STATE_PREGAME world << "Serious error in mode setup! Reverting to pre-game lobby." return 0 SSjobs.ResetOccupations() src.mode.create_antagonists() src.mode.pre_setup() SSjobs.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. if(!src.mode.can_start()) world << "Unable to start [mode.name]. Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby." current_state = GAME_STATE_PREGAME mode.fail_setup() mode = null SSjobs.ResetOccupations() return 0 var/starttime = REALTIMEOFDAY if(hide_mode) world << "The current game mode is - [hide_mode == ROUNDTYPE_SECRET ? "Secret" : "Mixed Secret"]!" if(runnable_modes.len) var/list/tmpmodes = new for (var/datum/game_mode/M in runnable_modes) tmpmodes+=M.name tmpmodes = sortList(tmpmodes) if(tmpmodes.len) world << "Possibilities: [english_list(tmpmodes)]" else src.mode.announce() setup_economy() current_state = GAME_STATE_PLAYING create_characters() //Create player characters and transfer them collect_minds() equip_characters() data_core.manifest() Master.RoundStart() round_start_time = world.time callHook("roundstart") spawn(0)//Forking here so we dont have to wait for this to finish mode.post_setup() //Cleanup some stuff for(var/obj/effect/landmark/start/S in landmarks_list) //Deleting Startpoints but we need the ai point to AI-ize people later if (S.name != "AI") qdel(S) world << "Enjoy the game!" world << sound('sound/AI/welcome.ogg') // Skie //Holiday Round-start stuff ~Carn Holiday_Game_Start() log_debug("SSticker: Running [LAZYLEN(roundstart_callbacks)] round-start callbacks.") run_callback_list(roundstart_callbacks) roundstart_callbacks = null log_debug("SSticker: Round-start setup took [(REALTIMEOFDAY - starttime)/10] seconds.") return 1 /datum/controller/subsystem/ticker/proc/run_callback_list(list/callbacklist) set waitfor = FALSE if (!callbacklist) return for (var/thing in callbacklist) var/datum/callback/callback = thing callback.Invoke() CHECK_TICK /datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed = 0, override = null, list/affected_levels = current_map.station_levels) if (cinematic) return //already a cinematic in progress! //initialise our cinematic screen object cinematic = new /obj/screen{ icon = 'icons/effects/station_explosion.dmi'; icon_state = "station_intact"; layer = 20; mouse_opacity = 0; screen_loc = "1,0" } var/obj/structure/bed/temp_buckle = new //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around if(station_missed) for(var/mob/living/M in living_mob_list) M.buckled = temp_buckle //buckles the mob so it can't do anything if(M.client) M.client.screen += cinematic //show every client the cinematic else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived" for(var/mob/living/M in living_mob_list) M.buckled = temp_buckle if(M.client) M.client.screen += cinematic var/turf/Mloc = M.loc if (!Mloc) continue if (!istype(Mloc)) Mloc = get_turf(M) if (Mloc.z in affected_levels) M.dust() CHECK_TICK //Now animate the cinematic switch(station_missed) if(1) //nuke was nearby but (mostly) missed if( mode && !override ) override = mode.name switch( override ) if("mercenary") //Nuke wasn't on station when it blew up flick("intro_nuke",cinematic) sleep(35) world << sound('sound/effects/explosionfar.ogg') flick("station_intact_fade_red",cinematic) cinematic.icon_state = "summary_nukefail" else flick("intro_nuke",cinematic) sleep(35) world << sound('sound/effects/explosionfar.ogg') //flick("end",cinematic) if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation sleep(50) world << sound('sound/effects/explosionfar.ogg') else //station was destroyed if( mode && !override ) override = mode.name switch( override ) if("mercenary") //Nuke Ops successfully bombed the station flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red",cinematic) world << sound('sound/effects/explosionfar.ogg') cinematic.icon_state = "summary_nukewin" if("AI malfunction") //Malf (screen,explosion,summary) flick("intro_malf",cinematic) sleep(76) flick("station_explode_fade_red",cinematic) world << sound('sound/effects/explosionfar.ogg') cinematic.icon_state = "summary_malf" if("blob") //Station nuked (nuke,explosion,summary) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red",cinematic) world << sound('sound/effects/explosionfar.ogg') cinematic.icon_state = "summary_selfdes" else //Station nuked (nuke,explosion,summary) flick("intro_nuke",cinematic) sleep(35) flick("station_explode_fade_red", cinematic) world << sound('sound/effects/explosionfar.ogg') cinematic.icon_state = "summary_selfdes" //If its actually the end of the round, wait for it to end. //Otherwise if its a verb it will continue on afterwards. sleep(300) if(cinematic) QDEL_NULL(cinematic) //end the cinematic if(temp_buckle) QDEL_NULL(temp_buckle) //release everybody // Round setup stuff. /datum/controller/subsystem/ticker/proc/create_characters() for(var/mob/new_player/player in player_list) if(player && player.ready && player.mind) if(player.mind.assigned_role=="AI") player.close_spawn_windows() player.AIize() else if(!player.mind.assigned_role) continue else player.create_character() qdel(player) CHECK_TICK /datum/controller/subsystem/ticker/proc/collect_minds() for(var/mob/living/player in player_list) if(player.mind) minds += player.mind /datum/controller/subsystem/ticker/proc/equip_characters() var/captainless = TRUE for(var/mob/living/carbon/human/player in player_list) if(player && player.mind && player.mind.assigned_role) if(player.mind.assigned_role == "Captain") captainless = FALSE if(!player_is_antag(player.mind, only_offstation_roles = 1)) SSjobs.EquipRank(player, player.mind.assigned_role, 0) UpdateFactionList(player) equip_custom_items(player) CHECK_TICK if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) M << "Captainship not forced on anyone." // Registers a callback to run on round-start. /datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/callback) if (!istype(callback)) return LAZYADD(roundstart_callbacks, callback) #undef LOBBY_TIME