#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt" SUBSYSTEM_DEF(ticker) name = "Ticker" init_order = INIT_ORDER_TICKER priority = FIRE_PRIORITY_TICKER flags = SS_KEEP_TIMING runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME 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 // If true, there is no lobby phase, the game starts immediately. var/start_immediately = FALSE var/setup_done = FALSE //All game setup done including mode post setup and var/datum/game_mode/mode = null var/login_music //music played in pregame lobby var/round_end_sound //music/jingle played when the world reboots var/round_end_sound_sent = TRUE //If all clients have loaded it var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking. var/delay_end = FALSE //if set true, the round will not restart on it's own var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot var/tipped = FALSE //Did we broadcast the tip of the day yet? var/selected_tip // What will be the tip of the day? var/timeLeft //pregame timer var/start_at var/gametime_offset = 432000 //Deciseconds to add to world.time for station time. var/station_time_rate_multiplier = 12 //factor of station time progressal vs real time. 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/news_report var/roundend_check_paused = FALSE var/round_start_time = 0 var/list/round_start_events var/list/round_end_events var/mode_result = "undefined" var/end_state = "undefined" /// People who have been commended and will receive a heart var/list/hearts /// Why an emergency shuttle was called var/emergency_reason var/real_round_start_time = 0 //SKYRAT EDIT ADDITION var/discord_alerted = FALSE //SKYRAT EDIT - DISCORD PING SPAM PREVENTION /datum/controller/subsystem/ticker/Initialize(timeofday) load_mentors() // SKYRAT EDIT ADDITION - MENTORS STOPPED LOADING AUTOMATICALLY DUE TO RECENT TG CHANGES var/list/byond_sound_formats = list( "mid" = TRUE, "midi" = TRUE, "mod" = TRUE, "it" = TRUE, "s3m" = TRUE, "xm" = TRUE, "oxm" = TRUE, "wav" = TRUE, "ogg" = TRUE, "raw" = TRUE, "wma" = TRUE, "aiff" = TRUE ) var/list/provisional_title_music = flist("[global.config.directory]/title_music/sounds/") var/list/music = list() var/use_rare_music = prob(1) real_round_start_time = world.realtime //SKYRAT EDIT ADDITION for(var/S in provisional_title_music) var/lower = lowertext(S) var/list/L = splittext(lower,"+") switch(L.len) if(3) //rare+MAP+sound.ogg or MAP+rare.sound.ogg -- Rare Map-specific sounds if(use_rare_music) if(L[1] == "rare" && L[2] == SSmapping.config.map_name) music += S else if(L[2] == "rare" && L[1] == SSmapping.config.map_name) music += S if(2) //rare+sound.ogg or MAP+sound.ogg -- Rare sounds or Map-specific sounds if((use_rare_music && L[1] == "rare") || (L[1] == SSmapping.config.map_name)) music += S if(1) //sound.ogg -- common sound if(L[1] == "exclude") continue music += S var/old_login_music = trim(file2text("data/last_round_lobby_music.txt")) if(music.len > 1) music -= old_login_music for(var/S in music) var/list/L = splittext(S,".") if(L.len >= 2) var/ext = lowertext(L[L.len]) //pick the real extension, no 'honk.ogg.exe' nonsense here if(byond_sound_formats[ext]) continue music -= S if(!length(music)) music = world.file2list(ROUND_START_MUSIC_LIST, "\n") login_music = pick(music) else login_music = "[global.config.directory]/title_music/sounds/[pick(music)]" if(!GLOB.syndicate_code_phrase) GLOB.syndicate_code_phrase = generate_code_phrase(return_list=TRUE) var/codewords = jointext(GLOB.syndicate_code_phrase, "|") var/regex/codeword_match = new("([codewords])", "ig") GLOB.syndicate_code_phrase_regex = codeword_match if(!GLOB.syndicate_code_response) GLOB.syndicate_code_response = generate_code_phrase(return_list=TRUE) var/codewords = jointext(GLOB.syndicate_code_response, "|") var/regex/codeword_match = new("([codewords])", "ig") GLOB.syndicate_code_response_regex = codeword_match start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) if(CONFIG_GET(flag/randomize_shift_time)) gametime_offset = rand(0, 23) HOURS else if(CONFIG_GET(flag/shift_time_realtime)) gametime_offset = world.timeofday return ..() /datum/controller/subsystem/ticker/fire() switch(current_state) if(GAME_STATE_STARTUP) if(Master.initializations_finished_with_no_players_logged_in) start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) for(var/client/C in GLOB.clients) window_flash(C, ignorepref = TRUE) //let them know lobby has opened up. to_chat(world, span_notice("Welcome to [station_name()]!")) //SKYRAT EDIT START - DISCORD SPAM PREVENTION if(!discord_alerted) discord_alerted = TRUE send2chat("<@&[CONFIG_GET(string/game_alert_role_id)]> New round starting on [SSmapping.config.map_name], [CONFIG_GET(string/servername)]! \nIf you wish to be pinged for game related stuff, go to <#[CONFIG_GET(string/role_assign_channel_id)]> and assign yourself the roles.", CONFIG_GET(string/chat_announce_new_game)) // Skyrat EDIT -- role pingcurrent_state = GAME_STATE_PREGAME current_state = GAME_STATE_PREGAME change_lobbyscreen() //SKYRAT EDIT ADDITION //Everyone who wants to be an observer is now spawned create_observers() fire() if(GAME_STATE_PREGAME) //lobby stats for statpanels if(isnull(timeLeft)) timeLeft = max(0,start_at - world.time) totalPlayers = LAZYLEN(GLOB.new_player_list) totalPlayersReady = 0 for(var/i in GLOB.new_player_list) var/mob/dead/new_player/player = i if(player.ready == PLAYER_READY_TO_PLAY) ++totalPlayersReady if(start_immediately) timeLeft = 0 //countdown if(timeLeft < 0) return timeLeft -= wait if(timeLeft <= 300 && !tipped) send_tip_of_the_round() tipped = TRUE if(timeLeft <= 0) current_state = GAME_STATE_SETTING_UP Master.SetRunLevel(RUNLEVEL_SETUP) if(start_immediately) fire() if(GAME_STATE_SETTING_UP) if(!setup()) //setup failed current_state = GAME_STATE_STARTUP start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) timeLeft = null Master.SetRunLevel(RUNLEVEL_LOBBY) if(GAME_STATE_PLAYING) mode.process(wait * 0.1) check_queue() if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending) current_state = GAME_STATE_FINISHED toggle_ooc(TRUE) // Turn it on toggle_dooc(TRUE) declare_completion(force_ending) check_maprotate() Master.SetRunLevel(RUNLEVEL_POSTGAME) /datum/controller/subsystem/ticker/proc/setup() to_chat(world, span_boldannounce("Starting game...")) var/init_start = world.timeofday mode = new /datum/game_mode/dynamic CHECK_TICK //Configure mode and assign player to special mode stuff var/can_continue = 0 can_continue = src.mode.pre_setup() //Choose antagonists CHECK_TICK can_continue = can_continue && SSjob.DivideOccupations() //Distribute jobs CHECK_TICK if(!GLOB.Debug2) if(!can_continue) log_game("Game failed pre_setup") QDEL_NULL(mode) to_chat(world, "Error setting up game. Reverting to pre-game lobby.") SSjob.ResetOccupations() return FALSE else message_admins(span_notice("DEBUG: Bypassing prestart checks...")) CHECK_TICK // There may be various config settings that have been set or modified by this point. // This is the point of no return before spawning in new players, let's run over the // job trim singletons and update them based on any config settings. SSid_access.refresh_job_trim_singletons() CHECK_TICK if(!CONFIG_GET(flag/ooc_during_round)) toggle_ooc(FALSE) // Turn it off CHECK_TICK GLOB.start_landmarks_list = shuffle(GLOB.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 collect_minds() equip_characters() GLOB.data_core.manifest() transfer_characters() //transfer keys to the new mobs for(var/I in round_start_events) var/datum/callback/cb = I cb.InvokeAsync() LAZYCLEARLIST(round_start_events) log_world("Game start took [(world.timeofday - init_start)/10]s") round_start_time = world.time SSdbcore.SetRoundStart() to_chat(world, span_notice("Welcome to [station_name()], enjoy your stay!")) alert_sound_to_playing(sound(SSstation.announcer.get_rand_welcome_sound())) //SKYRAT EDIT CHANGE current_state = GAME_STATE_PLAYING Master.SetRunLevel(RUNLEVEL_GAME) if(SSevents.holidays) to_chat(world, span_notice("and...")) for(var/holidayname in SSevents.holidays) var/datum/holiday/holiday = SSevents.holidays[holidayname] to_chat(world, "

[holiday.greet()]

") PostSetup() return TRUE /datum/controller/subsystem/ticker/proc/PostSetup() set waitfor = FALSE mode.post_setup() GLOB.start_state = new /datum/station_state() GLOB.start_state.count() var/list/adm = get_admin_counts() var/list/allmins = adm["present"] send2adminchat("Server", "Round [GLOB.round_id ? "#[GLOB.round_id]" : ""] has started[allmins.len ? ".":" with no active admins online!"]") setup_done = TRUE for(var/i in GLOB.start_landmarks_list) var/obj/effect/landmark/start/S = i if(istype(S)) //we can not runtime here. not in this important of a proc. S.after_round_start() else stack_trace("[S] [S.type] found in start landmarks list, which isn't a start landmark!") // handle persistence stuff that requires ckeys, in this case hardcore mode and temporal scarring for(var/i in GLOB.player_list) if(!ishuman(i)) continue var/mob/living/carbon/human/iter_human = i iter_human.increment_scar_slot() iter_human.load_persistent_scars() if(!iter_human.hardcore_survival_score) continue if(iter_human.mind?.special_role) to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score) * 2] hardcore random points if you greentext this round!")) else to_chat(iter_human, span_notice("You will gain [round(iter_human.hardcore_survival_score)] hardcore random points if you survive this round!")) //These callbacks will fire after roundstart key transfer /datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb) if(!HasRoundStarted()) LAZYADD(round_start_events, cb) else cb.InvokeAsync() //These callbacks will fire before roundend report /datum/controller/subsystem/ticker/proc/OnRoundend(datum/callback/cb) if(current_state >= GAME_STATE_FINISHED) cb.InvokeAsync() else LAZYADD(round_end_events, cb) /datum/controller/subsystem/ticker/proc/station_explosion_detonation(atom/bomb) if(bomb) //BOOM qdel(bomb) /datum/controller/subsystem/ticker/proc/create_characters() for(var/i in GLOB.new_player_list) var/mob/dead/new_player/player = i if(player.ready == PLAYER_READY_TO_PLAY && player.mind) GLOB.joined_player_list += player.ckey player.create_character(FALSE) else player.show_titlescreen() CHECK_TICK /datum/controller/subsystem/ticker/proc/collect_minds() for(var/i in GLOB.new_player_list) var/mob/dead/new_player/P = i if(P.new_character && P.new_character.mind) SSticker.minds += P.new_character.mind CHECK_TICK /datum/controller/subsystem/ticker/proc/equip_characters() GLOB.security_officer_distribution = decide_security_officer_departments( shuffle(GLOB.new_player_list), shuffle(GLOB.available_depts), ) var/captainless = TRUE var/highest_rank = length(SSjob.chain_of_command) + 1 var/list/spare_id_candidates = list() var/mob/dead/new_player/picked_spare_id_candidate // Find a suitable player to hold captaincy. for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list) if(is_banned_from(new_player_mob.ckey, list("Captain"))) CHECK_TICK continue var/mob/living/carbon/human/new_player_human = new_player_mob.new_character if(istype(new_player_human) && new_player_human.mind?.assigned_role) // Keep a rolling tally of who'll get the cap's spare ID vault code. // Check assigned_role's priority and curate the candidate list appropriately. var/player_assigned_role = new_player_human.mind.assigned_role var/spare_id_priority = SSjob.chain_of_command[player_assigned_role] if(spare_id_priority) if(spare_id_priority < highest_rank) spare_id_candidates.Cut() spare_id_candidates += new_player_mob highest_rank = spare_id_priority else if(spare_id_priority == highest_rank) spare_id_candidates += new_player_mob CHECK_TICK if(length(spare_id_candidates)) picked_spare_id_candidate = pick(spare_id_candidates) for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list) var/mob/living/new_player_living = new_player_mob.new_character if(istype(new_player_living) && new_player_living.mind?.assigned_role) var/player_assigned_role = new_player_living.mind.assigned_role var/player_is_captain = (picked_spare_id_candidate == new_player_mob) || (SSjob.always_promote_captain_job && (player_assigned_role == "Captain")) if(player_is_captain) captainless = FALSE if(player_assigned_role != new_player_living.mind.special_role) new_player_living = SSjob.EquipRank(new_player_mob, player_assigned_role, FALSE, player_is_captain) if(CONFIG_GET(flag/roundstart_traits) && ishuman(new_player_living)) SSquirks.AssignQuirks(new_player_living, new_player_mob.client) CHECK_TICK if(captainless) for(var/mob/dead/new_player/new_player_mob as anything in GLOB.new_player_list) var/mob/living/carbon/human/new_player_human = new_player_mob.new_character if(new_player_human) to_chat(new_player_mob, span_notice("Captainship not forced on anyone.")) CHECK_TICK /datum/controller/subsystem/ticker/proc/decide_security_officer_departments( list/new_players, list/departments, ) var/list/officer_mobs = list() var/list/officer_preferences = list() for (var/mob/dead/new_player/new_player_mob as anything in new_players) var/mob/living/carbon/human/character = new_player_mob.new_character if (istype(character) && character.mind?.assigned_role == "Security Officer") officer_mobs += character var/datum/client_interface/client = GET_CLIENT(new_player_mob) var/preference = client?.prefs?.prefered_security_department || SEC_DEPT_NONE officer_preferences += preference var/distribution = get_officer_departments(officer_preferences, departments) var/list/output = list() for (var/index in 1 to officer_mobs.len) output[REF(officer_mobs[index])] = distribution[index] return output /datum/controller/subsystem/ticker/proc/transfer_characters() var/list/livings = list() for(var/i in GLOB.new_player_list) var/mob/dead/new_player/player = i var/mob/living = player.transfer_character() if(living) qdel(player) living.notransform = TRUE if(living.client) var/atom/movable/screen/splash/S = new(living.client, TRUE) S.Fade(TRUE) living.client.init_verbs() livings += living if(livings.len) addtimer(CALLBACK(src, .proc/release_characters, livings), 30, TIMER_CLIENT_TIME) /datum/controller/subsystem/ticker/proc/release_characters(list/livings) for(var/I in livings) var/mob/living/L = I L.notransform = FALSE /datum/controller/subsystem/ticker/proc/send_tip_of_the_round() var/m if(selected_tip) m = selected_tip else var/list/randomtips = world.file2list("strings/tips.txt") var/list/memetips = world.file2list("strings/sillytips.txt") if(randomtips.len && prob(95)) m = pick(randomtips) else if(memetips.len) m = pick(memetips) if(m) to_chat(world, span_purple("Tip of the round: [html_encode(m)]")) /datum/controller/subsystem/ticker/proc/check_queue() if(!queued_players.len) return var/hpc = CONFIG_GET(number/hard_popcap) if(!hpc) listclearnulls(queued_players) for (var/mob/dead/new_player/NP in queued_players) to_chat(NP, span_userdanger("The alive players limit has been released!
[html_encode(">>Join Game<<")]")) SEND_SOUND(NP, sound('sound/misc/notice1.ogg')) NP.LateChoices() queued_players.len = 0 queue_delay = 0 return queue_delay++ var/mob/dead/new_player/next_in_line = queued_players[1] switch(queue_delay) if(5) //every 5 ticks check if there is a slot available listclearnulls(queued_players) if(living_player_count() < hpc) if(next_in_line?.client) to_chat(next_in_line, span_userdanger("A slot has opened! You have approximately 20 seconds to join. \>\>Join Game\<\<")) SEND_SOUND(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 to_chat(next_in_line, span_danger("No response received. You have been removed from the line.")) queued_players -= next_in_line queue_delay = 0 /datum/controller/subsystem/ticker/proc/check_maprotate() if(!CONFIG_GET(flag/maprotation)) return if(world.time - SSticker.round_start_time < 10 MINUTES) //Not forcing map rotation for very short rounds. return INVOKE_ASYNC(SSmapping, /datum/controller/subsystem/mapping/.proc/maprotate) /datum/controller/subsystem/ticker/proc/HasRoundStarted() return current_state >= GAME_STATE_PLAYING /datum/controller/subsystem/ticker/proc/IsRoundInProgress() return current_state == GAME_STATE_PLAYING /datum/controller/subsystem/ticker/Recover() current_state = SSticker.current_state force_ending = SSticker.force_ending mode = SSticker.mode login_music = SSticker.login_music round_end_sound = SSticker.round_end_sound minds = SSticker.minds delay_end = SSticker.delay_end tipped = SSticker.tipped selected_tip = SSticker.selected_tip timeLeft = SSticker.timeLeft totalPlayers = SSticker.totalPlayers totalPlayersReady = SSticker.totalPlayersReady queue_delay = SSticker.queue_delay queued_players = SSticker.queued_players round_start_time = SSticker.round_start_time queue_delay = SSticker.queue_delay queued_players = SSticker.queued_players switch (current_state) if(GAME_STATE_SETTING_UP) Master.SetRunLevel(RUNLEVEL_SETUP) if(GAME_STATE_PLAYING) Master.SetRunLevel(RUNLEVEL_GAME) if(GAME_STATE_FINISHED) Master.SetRunLevel(RUNLEVEL_POSTGAME) /datum/controller/subsystem/ticker/proc/send_news_report() var/news_message var/news_source = "Nanotrasen News Network" var/decoded_station_name = html_decode(station_name()) //decode station_name to avoid minor_announce double encode switch(news_report) if(NUKE_SYNDICATE_BASE) news_message = "In a daring raid, the heroic crew of [decoded_station_name] detonated a nuclear device in the heart of a terrorist base." if(STATION_DESTROYED_NUKE) news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [decoded_station_name] are, in fact, a hoax. Have a secure day!" if(STATION_EVACUATED) if(emergency_reason) news_message = "[decoded_station_name] has been evacuated after transmitting the following distress beacon:\n\n[emergency_reason]" else news_message = "The crew of [decoded_station_name] has been evacuated amid unconfirmed reports of enemy activity." if(BLOB_WIN) news_message = "[decoded_station_name] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station." if(BLOB_NUKE) news_message = "[decoded_station_name] is currently undergoing decontanimation after a controlled burst of radiation was used to remove a biological ooze. All employees were safely evacuated prior, and are enjoying a relaxing vacation." if(BLOB_DESTROYED) news_message = "[decoded_station_name] is currently undergoing decontamination procedures after the destruction of a biological hazard. As a reminder, any crew members experiencing cramps or bloating should report immediately to security for incineration." if(CULT_ESCAPE) news_message = "Security Alert: A group of religious fanatics have escaped from [decoded_station_name]." if(CULT_FAILURE) news_message = "Following the dismantling of a restricted cult aboard [decoded_station_name], we would like to remind all employees that worship outside of the Chapel is strictly prohibited, and cause for termination." if(CULT_SUMMON) news_message = "Company officials would like to clarify that [decoded_station_name] was scheduled to be decommissioned following meteor damage earlier this year. Earlier reports of an unknowable eldritch horror were made in error." if(NUKE_MISS) news_message = "The Syndicate have bungled a terrorist attack [decoded_station_name], detonating a nuclear weapon in empty space nearby." if(OPERATIVES_KILLED) news_message = "Repairs to [decoded_station_name] are underway after an elite Syndicate death squad was wiped out by the crew." if(OPERATIVE_SKIRMISH) news_message = "A skirmish between security forces and Syndicate agents aboard [decoded_station_name] ended with both sides bloodied but intact." if(REVS_WIN) news_message = "Company officials have reassured investors that despite a union led revolt aboard [decoded_station_name] there will be no wage increases for workers." if(REVS_LOSE) news_message = "[decoded_station_name] quickly put down a misguided attempt at mutiny. Remember, unionizing is illegal!" if(WIZARD_KILLED) news_message = "Tensions have flared with the Space Wizard Federation following the death of one of their members aboard [decoded_station_name]." if(STATION_NUKED) news_message = "[decoded_station_name] activated its self-destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are underway." if(CLOCK_SUMMON) news_message = "The garbled messages about hailing a mouse and strange energy readings from [decoded_station_name] have been discovered to be an ill-advised, if thorough, prank by a clown." if(CLOCK_SILICONS) news_message = "The project started by [decoded_station_name] to upgrade their silicon units with advanced equipment have been largely successful, though they have thus far refused to release schematics in a violation of company policy." if(CLOCK_PROSELYTIZATION) news_message = "The burst of energy released near [decoded_station_name] has been confirmed as merely a test of a new weapon. However, due to an unexpected mechanical error, their communications system has been knocked offline." if(SHUTTLE_HIJACK) news_message = "During routine evacuation procedures, the emergency shuttle of [decoded_station_name] had its navigation protocols corrupted and went off course, but was recovered shortly after." if(GANG_OPERATING) news_message = "The company would like to state that any rumors of criminal organizing on board stations such as [decoded_station_name] are falsehoods, and not to be emulated." if(GANG_DESTROYED) news_message = "The crew of [decoded_station_name] would like to thank the Spinward Stellar Coalition Police Department for quickly resolving a minor terror threat to the station." //SKYRAT EDIT - START if(SSblackbox.first_death) var/list/ded = SSblackbox.first_death if(ded.len) news_message += " NT Sanctioned Psykers picked up faint traces of someone near the station, allegedly having had died. Their name was: [ded["name"]], [ded["role"]], at [ded["area"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]" // " // An Extra quote and comment because highlighting goes weird else news_message += " NT Sanctioned Psykers proudly confirm reports that nobody died this shift!" //SKYRAT EDIT - END if(news_message && length(CONFIG_GET(keyed_list/cross_server))) //SKYRAT EDIT - CONFIG CHECK MOVED FROM ROUNDEND.DM send2otherserver(news_source, news_message,"News_Report") //SKYRAT EDIT - START if(news_message) return news_message else return "We regret to inform you that shit be whack, yo. None of our reporters have any idea of what may or may not have gone on." //SKYRAT EDIT - END /datum/controller/subsystem/ticker/proc/GetTimeLeft() if(isnull(SSticker.timeLeft)) return max(0, start_at - world.time) return timeLeft /datum/controller/subsystem/ticker/proc/SetTimeLeft(newtime) if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed start_at = world.time + newtime else timeLeft = newtime //Everyone who wanted to be an observer gets made one now /datum/controller/subsystem/ticker/proc/create_observers() for(var/i in GLOB.new_player_list) var/mob/dead/new_player/player = i if(player.ready == PLAYER_READY_TO_OBSERVE && player.mind) //Break chain since this has a sleep input in it addtimer(CALLBACK(player, /mob/dead/new_player.proc/make_me_an_observer), 1) /datum/controller/subsystem/ticker/proc/SetRoundEndSound(the_sound) set waitfor = FALSE round_end_sound_sent = FALSE round_end_sound = fcopy_rsc(the_sound) for(var/thing in GLOB.clients) var/client/C = thing if (!C) continue C.Export("##action=load_rsc", round_end_sound) round_end_sound_sent = TRUE /datum/controller/subsystem/ticker/proc/Reboot(reason, end_string, delay) set waitfor = FALSE if(usr && !check_rights(R_SERVER, TRUE)) return if(!delay) delay = CONFIG_GET(number/round_end_countdown) * 10 var/skip_delay = check_rights() if(delay_end && !skip_delay) to_chat(world, span_boldannounce("An admin has delayed the round end.")) return to_chat(world, span_boldannounce("Rebooting World in [DisplayTimeText(delay)]. [reason]")) var/start_wait = world.time UNTIL(round_end_sound_sent || (world.time - start_wait) > (delay * 2)) //don't wait forever sleep(delay - (world.time - start_wait)) if(delay_end && !skip_delay) to_chat(world, span_boldannounce("Reboot was cancelled by an admin.")) return if(end_string) end_state = end_string var/statspage = CONFIG_GET(string/roundstatsurl) var/gamelogloc = CONFIG_GET(string/gamelogurl) if(statspage) to_chat(world, span_info("Round statistics and logs can be viewed at this website!")) else if(gamelogloc) to_chat(world, span_info("Round logs can be located at this website!")) log_game(span_boldannounce("Rebooting World. [reason]")) world.Reboot() /datum/controller/subsystem/ticker/Shutdown() gather_newscaster() //called here so we ensure the log is created even upon admin reboot save_admin_data() update_everything_flag_in_db() if(!round_end_sound) round_end_sound = pick(\ 'sound/roundend/newroundsexy.ogg', 'sound/roundend/apcdestroyed.ogg', 'sound/roundend/bangindonk.ogg', 'sound/roundend/leavingtg.ogg', 'sound/roundend/its_only_game.ogg', 'sound/roundend/yeehaw.ogg', 'sound/roundend/disappointed.ogg', 'sound/roundend/scrunglartiy.ogg', 'sound/roundend/petersondisappointed.ogg', 'sound/roundend/bully2.ogg'\ ) ///The reference to the end of round sound that we have chosen. var/sound/end_of_round_sound_ref = sound(round_end_sound) for(var/mob/M in GLOB.player_list) if(M.client.prefs?.toggles & SOUND_ENDOFROUND) SEND_SOUND(M.client, end_of_round_sound_ref) text2file(login_music, "data/last_round_lobby_music.txt")