#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt"
#define SS_TICKER_TRAIT "SS_Ticker"
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
/// state of current round (used by process()) Use the defines GAME_STATE_* !
var/current_state = GAME_STATE_STARTUP
/// Boolean to track if round should be forcibly ended next ticker tick.
/// Set by admin intervention ([ADMIN_FORCE_END_ROUND])
/// or a "round-ending" event, like summoning Nar'Sie, a blob victory, the nuke going off, etc. ([FORCE_END_ROUND])
var/force_ending = END_ROUND_AS_NORMAL
/// If TRUE, there is no lobby phase, the game starts immediately.
var/start_immediately = FALSE
/// Boolean to track and check if our subsystem setup is done.
var/setup_done = FALSE
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 its 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.
/// Num of players, used for pregame stats on statpanel
var/totalPlayers = 0
/// Num of ready players, used for pregame stats on statpanel (only viewable by admins)
var/totalPlayersReady = 0
/// Num of ready admins, used for pregame stats on statpanel (only viewable by admins)
var/total_admins_ready = 0
var/queue_delay = 0
var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
/// What is going to be reported to other stations at end of round?
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()
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)
for(var/S in provisional_title_music)
var/lower = LOWER_TEXT(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.current_map.map_name)
music += S
else if(L[2] == "rare" && L[1] == SSmapping.current_map.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.current_map.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 = LOWER_TEXT(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
else
gametime_offset = (CONFIG_GET(number/shift_time_start_hour) HOURS)
return SS_INIT_SUCCESS
/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()]!"))
/* ORIGINAL:
send2chat("New round starting on [SSmapping.current_map.map_name]!", CONFIG_GET(string/channel_announce_new_game))
*/ // SKYRAT EDIT START - DISCORD SPAM PREVENTION
if(!discord_alerted)
discord_alerted = TRUE
send2chat(new /datum/tgs_message_content("<@&[CONFIG_GET(string/game_alert_role_id)]> Round **[GLOB.round_id]** starting on [SSmapping.current_map.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/channel_announce_new_game)) // SKYRAT EDIT - Role ping and round ID in game-alert
// SKYRAT EDIT END
current_state = GAME_STATE_PREGAME
SSvote.initiate_vote(/datum/vote/storyteller, "Storyteller Vote", forced = TRUE) // BUBBER EDIT ADDITION
SStitle.change_title_screen() //SKYRAT EDIT ADDITION - Title screen
addtimer(CALLBACK(SStitle, TYPE_PROC_REF(/datum/controller/subsystem/title, change_title_screen)), 1 SECONDS) //SKYRAT EDIT ADDITION - Title screen
//Everyone who wants to be an observer is now spawned
SEND_SIGNAL(src, COMSIG_TICKER_ENTER_PREGAME)
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
total_admins_ready = 0
for(var/mob/dead/new_player/player as anything in GLOB.new_player_list)
if(player.ready == PLAYER_READY_TO_PLAY)
++totalPlayersReady
if(player.client?.holder)
++total_admins_ready
if(start_immediately)
timeLeft = 0
//countdown
if(timeLeft < 0)
return
timeLeft -= wait
if(timeLeft <= 300 && !tipped)
send_tip_of_the_round(world, selected_tip)
tipped = TRUE
if(timeLeft <= 0)
SEND_SIGNAL(src, COMSIG_TICKER_ENTER_SETTING_UP)
current_state = GAME_STATE_SETTING_UP
Master.SetRunLevel(RUNLEVEL_SETUP)
SSevents.reschedule() // SKYRAT EDIT ADDITION
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)
SEND_SIGNAL(src, COMSIG_TICKER_ERROR_SETTING_UP)
if(GAME_STATE_PLAYING)
check_queue()
if(!roundend_check_paused && (check_finished() || force_ending))
current_state = GAME_STATE_FINISHED
toggle_ooc(TRUE) // Turn it on
toggle_dooc(TRUE)
declare_completion(force_ending)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/// Checks if the round should be ending, called every ticker tick
/datum/controller/subsystem/ticker/proc/check_finished()
if(!setup_done)
return FALSE
if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
return TRUE
if(GLOB.station_was_nuked)
return TRUE
if(GLOB.revolutionary_win)
return TRUE
return FALSE
/datum/controller/subsystem/ticker/proc/setup()
to_chat(world, span_boldannounce("Starting game..."))
var/init_start = world.timeofday
CHECK_TICK
//Configure mode and assign player to antagonists
var/can_continue = FALSE
// can_continue = SSdynamic.pre_setup() //Choose antagonists // BUBBER EDIT - STORYTELLER (note: maybe disable)
//BUBBER EDIT BEGIN - STORYTELLER
SSgamemode.init_storyteller()
can_continue = SSgamemode.pre_setup()
//BUBBER EDIT END - STORYTELLER
CHECK_TICK
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_JOBS_ASSIGNED, src)
can_continue = can_continue && SSjob.divide_occupations() //Distribute jobs
CHECK_TICK
if(!GLOB.Debug2)
if(!can_continue)
log_game("Game failed pre_setup")
to_chat(world, "Error setting up game. Reverting to pre-game lobby.")
SSjob.reset_occupations()
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.manifest.build()
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)
round_start_time = world.time //otherwise round_start_time would be 0 for the signals
SEND_SIGNAL(src, COMSIG_TICKER_ROUND_STARTING, world.time)
real_round_start_time = REALTIMEOFDAY //SKYRAT EDIT ADDITION
SSautotransfer.new_shift(real_round_start_time) //SKYRAT EDIT ADDITION
log_world("Game start took [(world.timeofday - init_start)/10]s")
INVOKE_ASYNC(SSdbcore, TYPE_PROC_REF(/datum/controller/subsystem/dbcore,SetRoundStart))
to_chat(world, span_notice(span_bold("Welcome to [station_name()], enjoy your stay!")))
SEND_SOUND(world, sound(SSstation.announcer.get_rand_welcome_sound()))
current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
if(length(GLOB.holidays))
to_chat(world, span_notice("and..."))
for(var/holidayname in GLOB.holidays)
var/datum/holiday/holiday = GLOB.holidays[holidayname]
to_chat(world, span_info(holiday.greet()))
PostSetup()
return TRUE
/datum/controller/subsystem/ticker/proc/PostSetup()
set waitfor = FALSE
SSdynamic.post_setup()
SSgamemode.post_setup() // BUBBER EDIT - Storyteller
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()
SSpersistence.load_modular_persistence(iter_human.get_organ_slot(ORGAN_SLOT_BRAIN)) // SKYRAT EDIT ADDITION - MODULAR_PERSISTENCE
iter_human.add_to_player_list() // BUBBER EDIT ADDITION - CHARACTER DIRECTORY
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
var/atom/destination = player.mind.assigned_role.get_roundstart_spawn_point()
if(!destination) // Failed to fetch a proper roundstart location, won't be going anywhere.
player.show_title_screen() //SKYRAT EDIT CHANGE
continue
player.create_character(destination)
else
player.show_title_screen() //SKYRAT EDIT ADDITION
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(JOB_CAPTAIN)))
CHECK_TICK
continue
if(!ishuman(new_player_mob.new_character))
continue
var/mob/living/carbon/human/new_player_human = new_player_mob.new_character
if(!new_player_human.mind || is_unassigned_job(new_player_human.mind.assigned_role))
continue
// 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.title
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)
if(QDELETED(new_player_mob) || !isliving(new_player_mob.new_character))
CHECK_TICK
continue
var/mob/living/new_player_living = new_player_mob.new_character
if(!new_player_living.mind)
CHECK_TICK
continue
var/datum/job/player_assigned_role = new_player_living.mind.assigned_role
if(player_assigned_role.job_flags & JOB_EQUIP_RANK)
SSjob.equip_rank(new_player_living, player_assigned_role, new_player_mob.client)
player_assigned_role.after_roundstart_spawn(new_player_living, new_player_mob.client)
if(picked_spare_id_candidate == new_player_mob)
captainless = FALSE
var/acting_captain = !is_captain_job(player_assigned_role)
SSjob.promote_to_captain(new_player_living, acting_captain)
OnRoundstart(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(minor_announce), player_assigned_role.get_captaincy_announcement(new_player_living)))
if((player_assigned_role.job_flags & JOB_ASSIGN_QUIRKS) && ishuman(new_player_living) && CONFIG_GET(flag/roundstart_traits))
if(new_player_mob.client?.prefs?.should_be_random_hardcore(player_assigned_role, new_player_living.mind))
new_player_mob.client.prefs.hardcore_random_setup(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) && is_security_officer_job(character.mind?.assigned_role))
officer_mobs += character
var/datum/client_interface/client = GET_CLIENT(new_player_mob)
var/preference = client?.prefs?.read_preference(/datum/preference/choiced/security_department)
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/mob/dead/new_player/player as anything in GLOB.new_player_list)
var/mob/living = player.transfer_character()
if(living)
qdel(player)
ADD_TRAIT(living, TRAIT_NO_TRANSFORM, SS_TICKER_TRAIT)
if(living.client)
var/atom/movable/screen/splash/fade_out = new(null, living.client, TRUE)
fade_out.Fade(TRUE)
living.client.init_verbs()
livings += living
if(livings.len)
addtimer(CALLBACK(src, PROC_REF(release_characters), livings), 3 SECONDS, TIMER_CLIENT_TIME)
/datum/controller/subsystem/ticker/proc/release_characters(list/livings)
for(var/mob/living/living_mob as anything in livings)
REMOVE_TRAIT(living_mob, TRAIT_NO_TRANSFORM, SS_TICKER_TRAIT)
/datum/controller/subsystem/ticker/proc/check_queue()
if(!queued_players.len)
return
var/hard_popcap = CONFIG_GET(number/hard_popcap)
if(!hard_popcap)
list_clear_nulls(queued_players)
for (var/mob/dead/new_player/new_player in queued_players)
to_chat(new_player, span_userdanger("The alive players limit has been released!
[html_encode(">>Join Game<<")]"))
SEND_SOUND(new_player, sound('sound/announcer/notice/notice1.ogg'))
GLOB.latejoin_menu.ui_interact(new_player)
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
list_clear_nulls(queued_players)
if(living_player_count() < hard_popcap)
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/announcer/notice/notice1.ogg'))
next_in_line.ui_interact(next_in_line)
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/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
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
total_admins_ready = SSticker.total_admins_ready
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
if (Master) //Set Masters run level if it exists
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(CONFIG_GET(string/cross_comms_name)) //decode station_name to avoid minor_announce double encode // SKYRAT EDIT: CROSS COMMS CONFIG
switch(news_report)
// The nuke was detonated on the syndicate recon outpost
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."
// The station was destroyed by nuke ops
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!"
// The station was evacuated (normal result)
if(STATION_EVACUATED)
// Had an emergency reason supplied to pass along
if(emergency_reason)
news_message = "[decoded_station_name] has been evacuated after transmitting \
the following distress beacon:\n\n[html_decode(emergency_reason)]"
else
news_message = "The crew of [decoded_station_name] has been \
evacuated amid unconfirmed reports of enemy activity."
// A blob won
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."
// A blob was destroyed
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."
// A certain percentage of all cultists managed to escape at the end of round
if(CULT_ESCAPE)
news_message = "Security Alert: A group of religious fanatics have escaped from [decoded_station_name]."
// Cult was completely or almost completely wiped out
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."
// Cult summoned Nar'sie
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."
// Nuke detonated, but missed the station entirely
if(NUKE_MISS)
news_message = "The Syndicate have bungled a terrorist attack [decoded_station_name], \
detonating a nuclear weapon in empty space nearby."
// All nuke ops got killed
if(OPERATIVES_KILLED)
news_message = "Repairs to [decoded_station_name] are underway after an elite \
Syndicate death squad was wiped out by the crew."
// Nuke ops results inconclusive - Crew escaped without the disk, or nukies were left alive, or something
if(OPERATIVE_SKIRMISH)
news_message = "A skirmish between security forces and Syndicate agents aboard [decoded_station_name] \
ended with both sides bloodied but intact."
// Revolution victory
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."
// Revolution defeat
if(REVS_LOSE)
news_message = "[decoded_station_name] quickly put down a misguided attempt at mutiny. \
Remember, unionizing is illegal!"
// All wizards (plus apprentices) have been killed
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]."
// The station was nuked generically
if(STATION_NUKED)
// There was a blob on board, guess it was nuked to stop it
if(length(GLOB.overminds))
for(var/mob/camera/blob/overmind as anything in GLOB.overminds)
if(overmind.max_count < overmind.announcement_size)
continue
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."
break
// A self destruct or something else
else
news_message = "[decoded_station_name] activated its self-destruct device for unknown reasons. \
Attempts to clone the Captain for arrest and execution are underway."
// The emergency escape shuttle was hijacked
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."
// A supermatter cascade triggered
if(SUPERMATTER_CASCADE)
news_message = "Officials are advising nearby colonies about a newly declared exclusion zone in \
the sector surrounding [decoded_station_name]."
//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
news_message += " (Shift on [CONFIG_GET(string/cross_server_name)] ending!)" //SKYRAT EDIT ADDITION
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
/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/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!"))
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
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
if(!round_end_sound)
round_end_sound = choose_round_end_song()
///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.read_preference(/datum/preference/toggle/sound_endofround))
SEND_SOUND(M.client, end_of_round_sound_ref)
text2file(login_music, "data/last_round_lobby_music.txt")
/datum/controller/subsystem/ticker/proc/choose_round_end_song()
var/list/reboot_sounds = flist("[global.config.directory]/reboot_themes/")
var/list/possible_themes = list()
for(var/themes in reboot_sounds)
possible_themes += themes
if(possible_themes.len)
return "[global.config.directory]/reboot_themes/[pick(possible_themes)]"
#undef ROUND_START_MUSIC_LIST
#undef SS_TICKER_TRAIT