mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
◦ Metroids can now be observed by ghosts.
◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
◦ Captain announcements now require the player to be next to the console. (Issue 220)
◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
◦ Some other insignificant back-end shenanigans.
◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
◦ Gave some critters, namely "creature" and "blob" some attack sounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
224 lines
6.8 KiB
Plaintext
224 lines
6.8 KiB
Plaintext
var/global/datum/controller/gameticker/ticker
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#define GAME_STATE_PREGAME 1
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_FINISHED 4
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/datum/controller/gameticker
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var/const/restart_timeout = 250
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var/current_state = GAME_STATE_PREGAME
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var/hide_mode = 0
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var/datum/game_mode/mode = null
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var/event_time = null
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var/event = 0
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var/login_music // music played in pregame lobby
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var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
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var/Bible_icon_state // icon_state the chaplain has chosen for his bible
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var/Bible_item_state // item_state the chaplain has chosen for his bible
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var/Bible_name // name of the bible
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var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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var/pregame_timeleft = 0
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/datum/controller/gameticker/proc/pregame()
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login_music = pick('title1.ogg', 'title2.ogg') // choose title music!
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do
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pregame_timeleft = 90
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world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
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world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds"
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while(current_state == GAME_STATE_PREGAME)
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sleep(10)
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if(going)
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pregame_timeleft--
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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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while (!setup())
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/datum/controller/gameticker/proc/setup()
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//Create and announce mode
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if(master_mode=="secret")
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src.hide_mode = 1
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var/list/datum/game_mode/runnable_modes
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if((master_mode=="random") || (master_mode=="secret"))
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runnable_modes = config.get_runnable_modes()
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if (runnable_modes.len==0)
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current_state = GAME_STATE_PREGAME
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world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby."
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return 0
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if(secret_force_mode != "secret")
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var/datum/game_mode/M = config.pick_mode(secret_force_mode)
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if(M.can_start())
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src.mode = config.pick_mode(secret_force_mode)
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job_master.ResetOccupations()
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if(!src.mode)
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src.mode = pickweight(runnable_modes)
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if(src.mode)
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var/mtype = src.mode.type
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src.mode = new mtype
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else
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src.mode = config.pick_mode(master_mode)
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if (!src.mode.can_start())
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world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
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del(mode)
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current_state = GAME_STATE_PREGAME
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job_master.ResetOccupations()
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return 0
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//Configure mode and assign player to special mode stuff
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job_master.DivideOccupations() //Distribute jobs
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var/can_continue = src.mode.pre_setup()//Setup special modes
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if(!can_continue)
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del(mode)
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current_state = GAME_STATE_PREGAME
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world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
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job_master.ResetOccupations()
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return 0
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if(hide_mode)
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var/list/modes = new
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for (var/datum/game_mode/M in runnable_modes)
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modes+=M.name
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modes = sortList(modes)
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world << "<B>The current game mode is - Secret!</B>"
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world << "<B>Possibilities:</B> [english_list(modes)]"
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else
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src.mode.announce()
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create_characters() //Create player characters and transfer them
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collect_minds()
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equip_characters()
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data_core.manifest()
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current_state = GAME_STATE_PLAYING
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spawn(0)//Forking here so we dont have to wait for this to finish
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mode.post_setup()
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//Cleanup some stuff
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for(var/obj/effect/landmark/start/S in world)
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//Deleting Startpoints but we need the ai point to AI-ize people later
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if (S.name != "AI")
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del(S)
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spawn(-1)
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world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
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world << sound('welcome.ogg') // Skie
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spawn (3000)
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start_events()
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spawn ((18000+rand(3000)))
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event()
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spawn() supply_ticker() // Added to kick-off the supply shuttle regenerating points -- TLE
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//Start master_controller.process()
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spawn master_controller.process()
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if (config.sql_enabled)
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spawn(3000)
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statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
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return 1
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/datum/controller/gameticker
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proc/create_characters()
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for(var/mob/new_player/player in world)
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if(player.ready)
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if(player.mind && player.mind.assigned_role=="AI")
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player.close_spawn_windows()
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player.AIize()
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else if(player.mind)
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player.create_character()
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del(player)
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proc/collect_minds()
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for(var/mob/living/player in world)
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if(player.mind)
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ticker.minds += player.mind
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proc/equip_characters()
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var/captainless=1
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for(var/mob/living/carbon/human/player in world)
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if(player && player.mind && player.mind.assigned_role)
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if(player.mind.assigned_role == "Captain")
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captainless=0
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if(player.mind.assigned_role != "MODE")
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job_master.EquipRank(player, player.mind.assigned_role, 0)
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if(captainless)
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world << "Captainship not forced on anyone."
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proc/process()
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if(current_state != GAME_STATE_PLAYING)
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return 0
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mode.process()
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emergency_shuttle.process()
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if(!mode.explosion_in_progress && mode.check_finished())
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current_state = GAME_STATE_FINISHED
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spawn
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declare_completion()
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spawn(50)
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if (mode.station_was_nuked)
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feedback_set_details("end_proper","nuke")
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world << "\blue <B>Rebooting due to destruction of station in [restart_timeout/10] seconds</B>"
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else
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feedback_set_details("end_proper","proper completion")
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world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
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feedback_set_details("round_end","[time2text(world.realtime)]")
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if(blackbox)
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blackbox.save_all_data_to_sql()
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sleep(restart_timeout)
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world.Reboot()
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return 1
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/datum/controller/gameticker/proc/declare_completion()
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for (var/mob/living/silicon/ai/aiPlayer in world)
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if (aiPlayer.stat != 2)
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world << "<b>[aiPlayer.name]'s laws at the end of the game were:</b>"
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else
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world << "<b>[aiPlayer.name]'s laws when it was deactivated were:</b>"
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aiPlayer.show_laws(1)
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if (aiPlayer.connected_robots.len)
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var/robolist = "<b>The AI's loyal minions were:</b> "
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for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
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robolist += "[robo.name][robo.stat?" (Deactivated), ":", "]"
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world << "[robolist]"
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for (var/mob/living/silicon/robot/robo in world)
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if (!robo.connected_ai)
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if (robo.stat != 2)
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world << "<b>[robo.name] survived as an AI-less borg! Its laws were:</b>"
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else
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world << "<b>[robo.name] was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
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robo.laws.show_laws(world)
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mode.declare_completion()//To declare normal completion.
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//calls auto_declare_completion_* for all modes
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for (var/handler in typesof(/datum/game_mode/proc))
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if (findtext("[handler]","auto_declare_completion_"))
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call(mode, handler)()
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return 1
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