Files
Bubberstation/code/controllers/subsystem/processing/station.dm
SkyratBot d718af9913 [MIRROR] Bridge Assistant Station Trait [MDB IGNORE] (#25667)
* Bridge Assistant Station Trait

* Diffs

* fixes

* Update job_traits.dm

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:54:11 +00:00

115 lines
5.0 KiB
Plaintext

PROCESSING_SUBSYSTEM_DEF(station)
name = "Station"
init_order = INIT_ORDER_STATION
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 5 SECONDS
///A list of currently active station traits
var/list/station_traits = list()
///Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
///Currently active announcer. Starts as a type but gets initialized after traits are selected
var/datum/centcom_announcer/announcer = /datum/centcom_announcer/default
///A list of trait roles that should be protected from antag
var/list/antag_protected_roles = list()
///A list of trait roles that should never be able to roll antag
var/list/antag_restricted_roles = list()
/datum/controller/subsystem/processing/station/Initialize()
//If doing unit tests we don't do none of that trait shit ya know?
// Autowiki also wants consistent outputs, for example making sure the vending machine page always reports the normal products
#if !defined(UNIT_TESTS) && !defined(AUTOWIKI)
SetupTraits()
//display_lobby_traits() SKYRAT EDIT REMOVAL
#endif
announcer = new announcer() //Initialize the station's announcer datum
SSparallax.post_station_setup() //Apply station effects that parallax might have
return SS_INIT_SUCCESS
///Rolls for the amount of traits and adds them to the traits list
/datum/controller/subsystem/processing/station/proc/SetupTraits()
if (CONFIG_GET(flag/forbid_station_traits))
return
if (fexists(FUTURE_STATION_TRAITS_FILE))
var/forced_traits_contents = file2text(FUTURE_STATION_TRAITS_FILE)
fdel(FUTURE_STATION_TRAITS_FILE)
var/list/forced_traits_text_paths = json_decode(forced_traits_contents)
forced_traits_text_paths = SANITIZE_LIST(forced_traits_text_paths)
for (var/trait_text_path in forced_traits_text_paths)
var/station_trait_path = text2path(trait_text_path)
if (!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
log_game(message)
message_admins(message)
continue
setup_trait(station_trait_path)
return
for(var/i in subtypesof(/datum/station_trait))
var/datum/station_trait/trait_typepath = i
// If forced, (probably debugging), just set it up now, keep it out of the pool.
if(initial(trait_typepath.force))
setup_trait(trait_typepath)
continue
if(initial(trait_typepath.abstract_type) == trait_typepath)
continue //Dont add abstract ones to it
if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_PLANETARY) && SSmapping.is_planetary()) // we're on a planet but we can't do planet ;_;
continue
if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_SPACE_BOUND) && !SSmapping.is_planetary()) //we're in space but we can't do space ;_;
continue
selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
var/positive_trait_count = pick(20;0, 5;1, 1;2)
var/neutral_trait_count = pick(10;0, 10;1, 3;2)
var/negative_trait_count = pick(20;0, 5;1, 1;2)
pick_traits(STATION_TRAIT_POSITIVE, positive_trait_count)
pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_count)
pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_count)
///Picks traits of a specific category (e.g. bad or good) and a specified amount, then initializes them, adds them to the list of traits,
///then removes them from possible traits as to not roll twice.
/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, amount)
if(!amount)
return
for(var/iterator in 1 to amount)
var/datum/station_trait/trait_type = pick_weight(selectable_traits_by_types[trait_sign]) //Rolls from the table for the specific trait type
selectable_traits_by_types[trait_sign] -= trait_type
setup_trait(trait_type)
///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
var/datum/station_trait/trait_instance = new trait_type()
station_traits += trait_instance
log_game("Station Trait: [trait_instance.name] chosen for this round.")
if(!trait_instance.blacklist)
return
for(var/i in trait_instance.blacklist)
var/datum/station_trait/trait_to_remove = i
selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove
/* SKYRAT EDIT REMOVAL
/// Update station trait lobby buttons for clients who joined before we initialised this subsystem
/datum/controller/subsystem/processing/station/proc/display_lobby_traits()
for (var/mob/dead/new_player/player as anything in GLOB.new_player_list)
var/datum/hud/new_player/observer_hud = player.hud_used
if (!istype(observer_hud))
continue
observer_hud.add_station_trait_buttons()
observer_hud.show_hud(observer_hud.hud_version)
*/