//this datum is used by the events controller to dictate how it selects events /datum/round_event_control var/name //The human-readable name of the event var/typepath //The typepath of the event datum /datum/round_event var/weight = 10 //The weight this event has in the random-selection process. //Higher weights are more likely to be picked. //10 is the default weight. 20 is twice more likely; 5 is half as likely as this default. //0 here does NOT disable the event, it just makes it extremely unlikely var/earliest_start = 12000 //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event. var/occurrences = 0 //How many times this event has occured var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced. //By setting this to 0 you can effectively disable an event. var/holidayID = "" //string which should be in the SSevents.holidays list if you wish this event to be holiday-specific //anything with a (non-null) holidayID which does not match holiday, cannot run. var/wizardevent = 0 var/alertadmins = 1 //should we let the admins know this event is firing //should be disabled on events that fire a lot var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty /datum/round_event_control/New() ..() if(config && !wizardevent) // Magic is unaffected by configs earliest_start = Ceiling(earliest_start * config.events_min_time_mul) min_players = Ceiling(min_players * config.events_min_players_mul) /datum/round_event_control/wizard wizardevent = 1 // Checks if the event can be spawned. Used by event controller and "false alarm" event. // Admin-created events override this. /datum/round_event_control/proc/canSpawnEvent(var/players_amt, var/gamemode) if(occurrences >= max_occurrences) return FALSE if(earliest_start >= world.time) return FALSE if(wizardevent != SSevent.wizardmode) return FALSE if(players_amt < min_players) return FALSE if(gamemode_blacklist.len && (gamemode in gamemode_blacklist)) return FALSE if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist)) return FALSE if(holidayID && (!SSevent.holidays || !SSevent.holidays[holidayID])) return FALSE return TRUE /datum/round_event_control/proc/runEvent() if(!ispath(typepath,/datum/round_event)) return PROCESS_KILL var/datum/round_event/E = new typepath() E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1) E.control = src feedback_add_details("event_ran","[E]") occurrences++ testing("[time2text(world.time, "hh:mm:ss")] [E.type]") return E /datum/round_event //NOTE: Times are measured in master controller ticks! var/processing = TRUE var/datum/round_event_control/control var/startWhen = 0 //When in the lifetime to call start(). var/announceWhen = 0 //When in the lifetime to call announce(). Set an event's announceWhen to >0 if there is an announcement. var/endWhen = 0 //When in the lifetime the event should end. var/activeFor = 0 //How long the event has existed. You don't need to change this. var/current_players = 0 //Amount of of alive, non-AFK human players on server at the time of event start //Called first before processing. //Allows you to setup your event, such as randomly //setting the startWhen and or announceWhen variables. //Only called once. //EDIT: if there's anything you want to override within the new() call, it will not be overridden by the time this proc is called. //It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically). //This is really only for setting defaults which can be overridden later when New() finishes. /datum/round_event/proc/setup() return //Called when the tick is equal to the startWhen variable. //Allows you to start before announcing or vice versa. //Only called once. /datum/round_event/proc/start() return //Called when the tick is equal to the announceWhen variable. //Allows you to announce before starting or vice versa. //Only called once. /datum/round_event/proc/announce() return //Called on or after the tick counter is equal to startWhen. //You can include code related to your event or add your own //time stamped events. //Called more than once. /datum/round_event/proc/tick() return //Called on or after the tick is equal or more than endWhen //You can include code related to the event ending. //Do not place spawn() in here, instead use tick() to check for //the activeFor variable. //For example: if(activeFor == myOwnVariable + 30) doStuff() //Only called once. /datum/round_event/proc/end() return //Do not override this proc, instead use the appropiate procs. //This proc will handle the calls to the appropiate procs. /datum/round_event/process() if(!processing) return if(activeFor == startWhen) start() if(activeFor == announceWhen) announce() if(startWhen < activeFor && activeFor < endWhen) tick() if(activeFor == endWhen) end() // Everything is done, let's clean up. if(activeFor >= endWhen && activeFor >= announceWhen && activeFor >= startWhen) kill() activeFor++ //Garbage collects the event by removing it from the global events list, //which should be the only place it's referenced. //Called when start(), announce() and end() has all been called. /datum/round_event/proc/kill() SSevent.running -= src //Sets up the event then adds the event to the the list of running events /datum/round_event/New(my_processing = TRUE) setup() processing = my_processing SSevent.running += src return ..()