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* The worst PR you've ever seen. Admins can now modify beer nukes to contain custom reagents. (#72444) ## About The Pull Request The reagent that is produced when a beer nuke detonates is now customizable by admins, Allowing for horrific creations like mutation toxin floods, changing the entire stations flooring to carpets or lubing every single turf. Also allows admins to trigger this at will using trigger event, but you can't blame the crew if you do that. ## Why It's Good For The Game I have on a few occasions wished I could modify the beer nuke to have a custom reagent for events, this allows for it. In general this is a pretty hilarious tool for the admin arsenal that I'm sure other admins will come up with funny use cases for. ## Changelog 🆑 fix: Beer nukes no longer runtime on detonation. admin: Admins can now modify what reagent beer nukes produce, now your parties can be alcohol free! admin: Admins can now creature custom reagent scrubber overflows, TC trade 20TC for superlube flood? /🆑 * The worst PR you've ever seen. Admins can now modify beer nukes to contain custom reagents. Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
294 lines
11 KiB
Plaintext
294 lines
11 KiB
Plaintext
#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME (60 SECONDS) // SKYRAT EDIT - ORIGINAL: (10 SECONDS)
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//this singleton datum is used by the events controller to dictate how it selects events
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/datum/round_event_control
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var/name //The human-readable name of the event
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var/category //The category of the event
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var/description //The description of the event
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var/typepath //The typepath of the event datum /datum/round_event
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var/weight = 10 //The weight this event has in the random-selection process.
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//Higher weights are more likely to be picked.
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//10 is the default weight. 20 is twice more likely; 5 is half as likely as this default.
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//0 here does NOT disable the event, it just makes it extremely unlikely
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var/earliest_start = 20 MINUTES //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins
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var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event.
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var/occurrences = 0 //How many times this event has occured
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var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced.
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//By setting this to 0 you can effectively disable an event.
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var/holidayID = "" //string which should be in the SSeventss.holidays list if you wish this event to be holiday-specific
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//anything with a (non-null) holidayID which does not match holiday, cannot run.
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var/wizardevent = FALSE
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var/alert_observers = TRUE //should we let the ghosts and admins know this event is firing
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//should be disabled on events that fire a lot
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var/triggering //admin cancellation
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/// Whether or not dynamic should hijack this event
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var/dynamic_should_hijack = FALSE
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/datum/round_event_control/New()
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if(config && !wizardevent) // Magic is unaffected by configs
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earliest_start = CEILING(earliest_start * CONFIG_GET(number/events_min_time_mul), 1)
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min_players = CEILING(min_players * CONFIG_GET(number/events_min_players_mul), 1)
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/datum/round_event_control/wizard
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category = EVENT_CATEGORY_WIZARD
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wizardevent = TRUE
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// Checks if the event can be spawned. Used by event controller and "false alarm" event.
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// Admin-created events override this.
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/datum/round_event_control/proc/can_spawn_event(players_amt)
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SHOULD_CALL_PARENT(TRUE)
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if(occurrences >= max_occurrences)
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return FALSE
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if(earliest_start >= world.time-SSticker.round_start_time)
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return FALSE
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if(wizardevent != SSevents.wizardmode)
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return FALSE
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if(players_amt < min_players)
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return FALSE
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if(holidayID && !check_holidays(holidayID))
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return FALSE
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if(EMERGENCY_ESCAPED_OR_ENDGAMED)
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return FALSE
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if(ispath(typepath, /datum/round_event/ghost_role) && !(GLOB.ghost_role_flags & GHOSTROLE_MIDROUND_EVENT))
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return FALSE
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var/datum/game_mode/dynamic/dynamic = SSticker.mode
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if (istype(dynamic) && dynamic_should_hijack && dynamic.random_event_hijacked != HIJACKED_NOTHING)
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return FALSE
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return TRUE
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/datum/round_event_control/proc/preRunEvent()
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if(!ispath(typepath, /datum/round_event))
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return EVENT_CANT_RUN
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if (SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_RANDOM_EVENT, src) & CANCEL_PRE_RANDOM_EVENT)
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return EVENT_INTERRUPTED
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triggering = TRUE
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// We sleep HERE, in pre-event setup (because there's no sense doing it in runEvent() since the event is already running!) for the given amount of time to make an admin has enough time to cancel an event un-fitting of the present round.
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if(alert_observers)
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message_admins("Random Event triggering in [DisplayTimeText(RANDOM_EVENT_ADMIN_INTERVENTION_TIME)]: [name]. (<a href='?src=[REF(src)];cancel=1'>CANCEL</a> | <a href='?src=[REF(src)];something_else=1'>SOMETHING ELSE</a>)") //SKYRAT EDIT CHANGE
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sleep(RANDOM_EVENT_ADMIN_INTERVENTION_TIME)
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var/players_amt = get_active_player_count(alive_check = TRUE, afk_check = TRUE, human_check = TRUE)
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if(!can_spawn_event(players_amt))
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message_admins("Second pre-condition check for [name] failed, skipping...")
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return EVENT_INTERRUPTED
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if(!triggering)
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return EVENT_CANCELLED //admin cancelled
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triggering = FALSE
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return EVENT_READY
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/datum/round_event_control/Topic(href, href_list)
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..()
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if(href_list["cancel"])
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if(!triggering)
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to_chat(usr, span_admin("You are too late to cancel that event"))
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] cancelled event [name].")
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log_admin_private("[key_name(usr)] cancelled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_cancelled", 1, typepath)
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//SKYRAT EDIT ADDITION
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if(href_list["something_else"])
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if(!triggering)
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to_chat(usr, span_admin("Too late!"))
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return
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triggering = FALSE
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SSevents.spawnEvent(TRUE) //SKYRAT EDIT
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message_admins("[key_name_admin(usr)] requested a new event be spawned instead of [name].")
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log_admin_private("[key_name(usr)] requested a new event be spawned instead of [name].")
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//SKYRAT EDIT END
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/*
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Runs the event
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* Arguments:
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* - random: shows if the event was triggered randomly, or by on purpose by an admin or an item
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* - announce_chance_override: if the value is not null, overrides the announcement chance when an admin calls an event
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*/
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/datum/round_event_control/proc/runEvent(random = FALSE, announce_chance_override = null, admin_forced = FALSE)
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/*
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* We clear our signals first so we dont cancel a wanted event by accident,
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* the majority of time the admin will probably want to cancel a single midround spawned random events
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* and not multiple events called by others admins
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* * In the worst case scenario we can still recall a event which we cancelled by accident, which is much better then to have a unwanted event
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*/
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UnregisterSignal(SSdcs, COMSIG_GLOB_RANDOM_EVENT)
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var/datum/round_event/E = new typepath(TRUE, src)
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E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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occurrences++
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SSevents.previously_run += src //SKYRAT EDIT ADDITION
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if(announce_chance_override != null)
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E.announce_chance = announce_chance_override
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testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
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triggering = TRUE
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if(!triggering)
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RegisterSignal(SSdcs, COMSIG_GLOB_RANDOM_EVENT, PROC_REF(stop_random_event))
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E.cancel_event = TRUE
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return E
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triggering = FALSE
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if(random)
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log_game("Random Event triggering: [name] ([typepath]).")
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if(alert_observers)
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announce_deadchat(random)
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SSblackbox.record_feedback("tally", "event_ran", 1, "[E]")
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return E
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///Annouces the event name to deadchat, override this if what an event should show to deadchat is different to its event name.
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/datum/round_event_control/proc/announce_deadchat(random)
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deadchat_broadcast(" has just been[random ? " randomly" : ""] triggered!", "<b>[name]</b>", message_type=DEADCHAT_ANNOUNCEMENT) //STOP ASSUMING IT'S BADMINS!
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//Returns the component for the listener
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/datum/round_event_control/proc/stop_random_event()
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SIGNAL_HANDLER
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return CANCEL_RANDOM_EVENT
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/// Any special things admins can do while triggering this event to "improve" it.
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/// Return [ADMIN_CANCEL_EVENT] to stop the event from actually happening after all
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/datum/round_event_control/proc/admin_setup(mob/admin)
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SHOULD_CALL_PARENT(FALSE)
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return
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/datum/round_event //NOTE: Times are measured in master controller ticks!
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var/processing = TRUE
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var/datum/round_event_control/control
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/// When in the lifetime to call start().
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var/start_when = 0
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/// When in the lifetime to call announce(). If you don't want it to announce use announce_chance, below.
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var/announce_when = 0
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/// Probability of announcing, used in prob(), 0 to 100, default 100. Called in process, and for a second time in the ion storm event.
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var/announce_chance = 100
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/// When in the lifetime the event should end.
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var/end_when = 0
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/// How long the event has existed. You don't need to change this.
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var/activeFor = 0
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/// Amount of of alive, non-AFK human players on server at the time of event start
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var/current_players = 0
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/// Can be faked by fake news event.
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var/fakeable = TRUE
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/// Whether a admin wants this event to be cancelled
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var/cancel_event = FALSE
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//Called first before processing.
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//Allows you to setup your event, such as randomly
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//setting the start_when and or announce_when variables.
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//Only called once.
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//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.
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//It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically).
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//This is really only for setting defaults which can be overridden later when New() finishes.
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/datum/round_event/proc/setup()
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return
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//Called when the tick is equal to the start_when variable.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/round_event/proc/start()
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return
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//Called after something followable has been spawned by an event
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//Provides ghosts a follow link to an atom if possible
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//Only called once.
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/datum/round_event/proc/announce_to_ghosts(atom/atom_of_interest)
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if(control.alert_observers)
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if (atom_of_interest)
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notify_ghosts("[control.name] has an object of interest: [atom_of_interest]!", source=atom_of_interest, action=NOTIFY_ORBIT, header="Something's Interesting!")
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return
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//Called when the tick is equal to the announce_when variable.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/round_event/proc/announce(fake)
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return
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//Called on or after the tick counter is equal to start_when.
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//You can include code related to your event or add your own
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//time stamped events.
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//Called more than once.
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/datum/round_event/proc/tick()
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return
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//Called on or after the tick is equal or more than end_when
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//You can include code related to the event ending.
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//Do not place spawn() in here, instead use tick() to check for
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//the activeFor variable.
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//For example: if(activeFor == myOwnVariable + 30) doStuff()
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//Only called once.
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/datum/round_event/proc/end()
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return
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//Do not override this proc, instead use the appropiate procs.
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//This proc will handle the calls to the appropiate procs.
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/datum/round_event/process()
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SHOULD_NOT_OVERRIDE(TRUE)
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if(!processing)
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return
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if(SEND_GLOBAL_SIGNAL(COMSIG_GLOB_RANDOM_EVENT, src) & CANCEL_RANDOM_EVENT)
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processing = FALSE
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kill()
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return
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if(activeFor == start_when)
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processing = FALSE
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start()
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processing = TRUE
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if(activeFor == announce_when && prob(announce_chance))
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processing = FALSE
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announce(FALSE)
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processing = TRUE
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if(start_when < activeFor && activeFor < end_when)
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processing = FALSE
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tick()
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processing = TRUE
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if(activeFor == end_when)
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processing = FALSE
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end()
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processing = TRUE
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// Everything is done, let's clean up.
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if(activeFor >= end_when && activeFor >= announce_when && activeFor >= start_when)
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processing = FALSE
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kill()
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activeFor++
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//Garbage collects the event by removing it from the global events list,
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//which should be the only place it's referenced.
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//Called when start(), announce() and end() has all been called.
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/datum/round_event/proc/kill()
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SSevents.running -= src
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//Sets up the event then adds the event to the the list of running events
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/datum/round_event/New(my_processing = TRUE, datum/round_event_control/event_controller)
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control = event_controller
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setup()
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processing = my_processing
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SSevents.running += src
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return ..()
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#undef RANDOM_EVENT_ADMIN_INTERVENTION_TIME
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