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Bubberstation/code/modules/events/false_alarm.dm
ShizCalev 45d3d52af7 Made some object lists less terrible to read (#29304)
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/datum/round_event_control/falsealarm
name = "False Alarm"
typepath = /datum/round_event/falsealarm
weight = 20
max_occurrences = 5
/datum/round_event_control/falsealarm/canSpawnEvent(players_amt, gamemode)
return ..() && length(gather_false_events())
/datum/round_event/falsealarm
announceWhen = 0
endWhen = 1
/datum/round_event/falsealarm/announce()
var/players_amt = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
var/gamemode = SSticker.mode.config_tag
var/events_list = gather_false_events(players_amt, gamemode)
var/datum/round_event_control/event_control = pick(events_list)
if(event_control)
var/datum/round_event/Event = new event_control.typepath()
message_admins("False Alarm: [Event]")
Event.kill() //do not process this event - no starts, no ticks, no ends
Event.announce() //just announce it like it's happening
/proc/gather_false_events(players_amt, gamemode)
. = list()
for(var/datum/round_event_control/E in SSevents.control)
if(istype(E, /datum/round_event_control/falsealarm))
continue
if(!E.canSpawnEvent(players_amt, gamemode))
continue
var/datum/round_event/event = E.typepath
if(initial(event.announceWhen) <= 0)
continue
. += E