var/round_start_time = 0 var/datum/subsystem/ticker/ticker /datum/subsystem/ticker name = "Ticker" can_fire = 1 priority = 0 var/restart_timeout = 250 //delay when restarting server var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* ! var/force_ending = 0 //Round was ended by admin intervention var/hide_mode = 0 var/datum/game_mode/mode = null var/event_time = null var/event = 0 var/login_music //music played in pregame lobby var/round_end_sound //music/jingle played when the world reboots var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking. //These bible variables should be a preference 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 //name of chaplin's deity var/list/syndicate_coalition = list() //list of traitor-compatible factions var/list/factions = list() //list of all factions var/list/availablefactions = list() //list of factions with openings var/delay_end = 0 //if set true, 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/timeLeft = 1200 //pregame timer var/totalPlayers = 0 //used for pregame stats on statpanel var/totalPlayersReady = 0 //used for pregame stats on statpanel var/queue_delay = 0 var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap var/obj/screen/cinematic = null //used for station explosion cinematic /datum/subsystem/ticker/New() NEW_SS_GLOBAL(ticker) login_music = pickweight(list('sound/ambience/title2.ogg' = 31, 'sound/ambience/title1.ogg' = 31, 'sound/ambience/title3.ogg' =31, 'sound/ambience/clown.ogg' = 7)) // choose title music! if(SSevent.holidays && SSevent.holidays[APRIL_FOOLS]) login_music = 'sound/ambience/clown.ogg' /datum/subsystem/ticker/Initialize(timeofday, zlevel) if (zlevel) return ..() if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() setupGenetics() setupFactions() ..() /datum/subsystem/ticker/fire() switch(current_state) if(GAME_STATE_STARTUP) timeLeft = config.lobby_countdown * 10 world << "Welcome to the pre-game lobby!" world << "Please, setup your character and select ready. Game will start in [config.lobby_countdown] seconds" crewmonitor.generateMiniMaps() // start generating minimaps (this is a background process) current_state = GAME_STATE_PREGAME if(GAME_STATE_PREGAME) //lobby stats for statpanels totalPlayers = 0 totalPlayersReady = 0 for(var/mob/new_player/player in player_list) ++totalPlayers if(player.ready) ++totalPlayersReady //countdown if(timeLeft < 0) return timeLeft -= wait if(timeLeft <= 300 && !tipped) send_random_tip() tipped = 1 if(timeLeft <= 0) current_state = GAME_STATE_SETTING_UP if(GAME_STATE_SETTING_UP) if(!setup()) //setup failed current_state = GAME_STATE_STARTUP if(GAME_STATE_PLAYING) mode.process(wait * 0.1) check_queue() if(!mode.explosion_in_progress && mode.check_finished() || force_ending) current_state = GAME_STATE_FINISHED toggle_ooc(1) // Turn it on declare_completion(force_ending) spawn(50) if(mode.station_was_nuked) world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke") else world.Reboot("Round ended.", "end_proper", "proper completion") /datum/subsystem/ticker/proc/setup() //Create and announce mode var/list/datum/game_mode/runnable_modes if(master_mode == "random" || master_mode == "secret") runnable_modes = config.get_runnable_modes() if(master_mode == "secret") hide_mode = 1 if(secret_force_mode != "secret") var/datum/game_mode/smode = config.pick_mode(secret_force_mode) if(!smode.can_start()) message_admins("\blue Unable to force secret [secret_force_mode]. [smode.required_players] players and [smode.required_enemies] eligible antagonists needed.") else mode = smode if(!mode) if(!runnable_modes.len) world << "Unable to choose playable game mode. Reverting to pre-game lobby." return 0 mode = pickweight(runnable_modes) else mode = config.pick_mode(master_mode) if(!mode.can_start()) world << "Unable to start [mode.name]. Not enough players, [mode.required_players] players and [mode.required_enemies] eligible antagonists needed. Reverting to pre-game lobby." qdel(mode) SSjob.ResetOccupations() return 0 //Configure mode and assign player to special mode stuff var/can_continue = 0 can_continue = src.mode.pre_setup() //Choose antagonists SSjob.DivideOccupations() //Distribute jobs if(!Debug2) if(!can_continue) qdel(mode) world << "Error setting up [master_mode]. Reverting to pre-game lobby." SSjob.ResetOccupations() return 0 else world << "DEBUG: Bypassing prestart checks..." if(hide_mode) var/list/modes = new for (var/datum/game_mode/M in runnable_modes) modes += M.name modes = sortList(modes) world << "The current game mode is - Secret!" world << "Possibilities: [english_list(modes)]" else mode.announce() current_state = GAME_STATE_PLAYING if(!config.ooc_during_round) toggle_ooc(0) // Turn it off round_start_time = world.time start_landmarks_list = shuffle(start_landmarks_list) //Shuffle the order of spawn points so they dont always predictably spawn bottom-up and right-to-left create_characters() //Create player characters and transfer them collect_minds() equip_characters() data_core.manifest() master_controller.roundHasStarted() world << "Welcome to [station_name()], enjoy your stay!" world << sound('sound/AI/welcome.ogg') if(SSevent.holidays) world << "and..." for(var/holidayname in SSevent.holidays) var/datum/holiday/holiday = SSevent.holidays[holidayname] world << "

[holiday.greet()]

" 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) if(!admins.len) send2irc("Server", "Round just started with no admins online!") return 1 //Plus it provides an easy way to make cinematics for other events. Just use this as a template /datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null) if( cinematic ) return //already a cinematic in progress! for (var/datum/html_interface/hi in html_interfaces) hi.closeAll() //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";}(src) var/obj/structure/stool/bed/temp_buckle = new(src) if(station_missed) for(var/mob/M in 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/M in mob_list) M.buckled = temp_buckle if(M.client) M.client.screen += cinematic if(M.stat != DEAD) var/turf/T = get_turf(M) if(T && T.z==1) M.death(0) //no mercy //Now animate the cinematic switch(station_missed) if(1) //nuke was nearby but (mostly) missed if( mode && !override ) override = mode.name switch( override ) if("nuclear emergency") //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" if("gang war") //Gang Domination (just show the override screen) cinematic.icon_state = "intro_malf_still" flick("intro_malf",cinematic) sleep(70) if("fake") //The round isn't over, we're just freaking people out for fun flick("intro_nuke",cinematic) sleep(35) world << sound('sound/items/bikehorn.ogg') flick("summary_selfdes",cinematic) 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("nuclear emergency") //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" if("no_core") //Nuke failed to detonate as it had no core flick("intro_nuke",cinematic) sleep(35) flick("station_intact",cinematic) world << sound('sound/ambience/signal.ogg') sleep(100) if(cinematic) qdel(cinematic) if(temp_buckle) qdel(temp_buckle) return //Faster exit, since nothing happened 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. spawn(300) if(cinematic) qdel(cinematic) //end the cinematic if(temp_buckle) qdel(temp_buckle) //release everybody return /datum/subsystem/ticker/proc/create_characters() for(var/mob/new_player/player in player_list) if(player.ready && player.mind) joined_player_list += player.ckey if(player.mind.assigned_role=="AI") player.close_spawn_windows() player.AIize() else player.create_character() qdel(player) else player.new_player_panel() /datum/subsystem/ticker/proc/collect_minds() for(var/mob/living/player in player_list) if(player.mind) ticker.minds += player.mind /datum/subsystem/ticker/proc/equip_characters() var/captainless=1 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=0 if(player.mind.assigned_role != player.mind.special_role) SSjob.EquipRank(player, player.mind.assigned_role, 0) if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) M << "Captainship not forced on anyone." /datum/subsystem/ticker/proc/declare_completion() var/station_evacuated if(SSshuttle.emergency.mode >= SHUTTLE_ESCAPE) station_evacuated = 1 var/num_survivors = 0 var/num_escapees = 0 world << "


The round has ended." //Player status report for(var/mob/Player in mob_list) if(Player.mind && !isnewplayer(Player)) if(Player.stat != DEAD && !isbrain(Player)) num_survivors++ if(station_evacuated) //If the shuttle has already left the station if(!Player.onCentcom() && !Player.onSyndieBase()) Player << "You managed to survive, but were marooned on [station_name()]..." else num_escapees++ Player << "You managed to survive the events on [station_name()] as [Player.real_name]." else Player << "You managed to survive the events on [station_name()] as [Player.real_name]." else Player << "You did not survive the events on [station_name()]..." //Round statistics report var/datum/station_state/end_state = new /datum/station_state() end_state.count() var/station_integrity = min(round( 100 * start_state.score(end_state), 0.1), 100) world << "
[TAB]Shift Duration: [round(world.time / 36000)]:[add_zero("[world.time / 600 % 60]", 2)]:[world.time / 100 % 6][world.time / 100 % 10]" world << "
[TAB]Station Integrity: [mode.station_was_nuked ? "Destroyed" : "[station_integrity]%"]" if(joined_player_list.len) world << "
[TAB]Total Population: [joined_player_list.len]" if(station_evacuated) world << "
[TAB]Evacuation Rate: [num_escapees] ([round((num_escapees/joined_player_list.len)*100, 0.1)]%)" world << "
[TAB]Survival Rate: [num_survivors] ([round((num_survivors/joined_player_list.len)*100, 0.1)]%)" world << "
" //Silicon laws report for (var/mob/living/silicon/ai/aiPlayer in mob_list) if (aiPlayer.stat != 2 && aiPlayer.mind) world << "[aiPlayer.name] (Played by: [aiPlayer.mind.key])'s laws at the end of the round were:" aiPlayer.show_laws(1) else if (aiPlayer.mind) //if the dead ai has a mind, use its key instead world << "[aiPlayer.name] (Played by: [aiPlayer.mind.key])'s laws when it was deactivated were:" aiPlayer.show_laws(1) world << "Total law changes: [aiPlayer.law_change_counter]" if (aiPlayer.connected_robots.len) var/robolist = "[aiPlayer.real_name]'s minions were: " for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots) if(robo.mind) robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.mind.key]), ":" (Played by: [robo.mind.key]), "]" world << "[robolist]" for (var/mob/living/silicon/robot/robo in mob_list) if (!robo.connected_ai && robo.mind) if (robo.stat != 2) world << "[robo.name] (Played by: [robo.mind.key]) survived as an AI-less borg! Its laws were:" else world << "[robo.name] (Played by: [robo.mind.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) mode.declare_completion()//To declare normal completion. //calls auto_declare_completion_* for all modes for(var/handler in typesof(/datum/game_mode/proc)) if (findtext("[handler]","auto_declare_completion_")) call(mode, handler)(force_ending) //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]].") return 1 /datum/subsystem/ticker/proc/send_random_tip() var/list/randomtips = file2list("config/tips.txt") if(randomtips.len) world << "Tip of the round: [html_encode(pick(randomtips))]" /datum/subsystem/ticker/proc/check_queue() if(!queued_players.len || !config.hard_popcap) return queue_delay++ var/mob/new_player/next_in_line = queued_players[1] switch(queue_delay) if(5) //every 5 ticks check if there is a slot available if(living_player_count() < config.hard_popcap) if(next_in_line && next_in_line.client) next_in_line << "A slot has opened! You have approximately 20 seconds to join. \>\>Join Game\<\<" next_in_line << sound('sound/misc/notice1.ogg') next_in_line.LateChoices() return queued_players -= next_in_line //Client disconnected, remove he queue_delay = 0 //No vacancy: restart timer if(25 to INFINITY) //No response from the next in line when a vacancy exists, remove he next_in_line << "No response recieved. You have been removed from the line." queued_players -= next_in_line queue_delay = 0