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As said in https://forums.tgstation13.org/viewtopic.php?t=38517 - Admins don't want to touch the event multiplier configs because, ``for example changing the mult to 1.5 would make heart attack only roll on 60+ pop`` and ends with; ``it would be better to make a pull request to the codebase and alter the min_player var on the events that are issues`` So why not let ALL events be editable by admins? This PR makes every single event possible to be edited, though the json only comes with the non-wizard non-holiday ones (though they are totally addable if admins want to put it in, I just didnt think we should make it obvious it's possible so they DONT) The config is off by default (no effect regardless since I have it the same as code-side). The multiplier config is rendered irrelevant by instead being able to tweak the individual events to your liking, especially when one touch of that causes certain events to be rendered never runnable. This is (sorta) an admin request, and it also makes event rarities and such an admin issue, therefore not our problem anymore (mostly), wahoo. Get FUCKED, Grid Check!  🆑 config: Removed event time/weight multipliers, now all events vars are editable in config. /🆑 --------- Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
328 lines
12 KiB
Plaintext
328 lines
12 KiB
Plaintext
#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME (3 MINUTES) // SKYRAT EDIT CHANGE - ORIGINAL: #define RANDOM_EVENT_ADMIN_INTERVENTION_TIME (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 occurred
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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 know this event is firing
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//should be disabled on events that fire a lot
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/// Minimum wizard rituals at which to trigger this event, inclusive
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var/min_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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/// Maximum wizard rituals at which to trigger this event, inclusive
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var/max_wizard_trigger_potency = NEVER_TRIGGERED_BY_WIZARDS
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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 that will handle admin options for forcing the event.
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/// If there are no options, just leave it as an empty list.
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var/list/datum/event_admin_setup/admin_setup = list()
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/// Flags dictating whether this event should be run on certain kinds of map
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var/map_flags = NONE
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/datum/round_event_control/New()
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if(!length(admin_setup))
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return
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var/list/admin_setup_types = admin_setup.Copy()
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admin_setup.Cut()
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for(var/admin_setup_type in admin_setup_types)
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admin_setup += new admin_setup_type(src)
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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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/// Returns true if event can run in current map
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/datum/round_event_control/proc/valid_for_map()
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if (!map_flags)
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return TRUE
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if (SSmapping.is_planetary())
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if (map_flags & EVENT_SPACE_ONLY)
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return FALSE
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else
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if (map_flags & EVENT_PLANETARY_ONLY)
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return FALSE
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return 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, allow_magic = FALSE)
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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(!(roundstart ^ SSticker.HasRoundStarted())) // BUBBER EDIT: Roundstart checks added
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return FALSE
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if(weight == 0) // BUBBER EDIT: Weight check added
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return FALSE
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if(!allow_magic && 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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if (dynamic_should_hijack && SSdynamic.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 run_event() 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 or at least reroll it.
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/* // BUBBER EDIT BEGIN
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message_admins("Random Event triggering in [DisplayTimeText(RANDOM_EVENT_ADMIN_INTERVENTION_TIME)]: [name]. (<a href='byond://?src=[REF(src)];cancel=1'>CANCEL</a>) (<a href='byond://?src=[REF(src)];different_event=1'>SOMETHING ELSE</a>)")
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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, rerolling...")
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SSevents.spawnEvent(excluded_event = src)
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return EVENT_INTERRUPTED
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*/ // BUBBER EDIT END
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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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if(href_list["different_event"])
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if(!triggering)
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to_chat(usr, span_admin("Too late to change events now!"))
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] chose to have event [name] rolled into a different event.")
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log_admin_private("[key_name(usr)] rerolled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_rerolled", 1, typepath)
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SSevents.spawnEvent(excluded_event = src)
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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/run_event(random = FALSE, announce_chance_override = null, admin_forced = FALSE, event_cause)
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/*
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* We clear our signals first so we don't 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/round_event = new typepath(TRUE, src)
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if(admin_forced && length(admin_setup))
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//not part of the signal because it's conditional and relies on usr heavily
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for(var/datum/event_admin_setup/admin_setup_datum in admin_setup)
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admin_setup_datum.apply_to_event(round_event)
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SEND_SIGNAL(src, COMSIG_CREATED_ROUND_EVENT, round_event)
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round_event.setup()
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round_event.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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round_event.announce_chance = announce_chance_override
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testing("[time2text(world.time, "hh:mm:ss", 0)] [round_event.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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round_event.cancel_event = TRUE
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return round_event
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triggering = FALSE
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log_game("[random ? "Random" : "Forced"] Event triggering: [name] ([typepath]).")
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if(alert_observers)
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round_event.announce_deadchat(random, event_cause)
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SSblackbox.record_feedback("tally", "event_ran", 1, "[round_event]")
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return round_event
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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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/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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/// This is in seconds - so 1 = ~2 seconds in.
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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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/// This is in seconds - so 1 = ~2 seconds in.
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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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/// This is in seconds - so 1 = ~2 seconds in.
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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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SHOULD_CALL_PARENT(FALSE)
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return
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///Announces 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/proc/announce_deadchat(random, cause)
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deadchat_broadcast(" has just been[random ? " randomly" : ""] triggered[cause ? " by [cause]" : ""]!", "<b>[control.name]</b>", message_type=DEADCHAT_ANNOUNCEMENT) //STOP ASSUMING IT'S BADMINS!
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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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SHOULD_CALL_PARENT(FALSE)
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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(
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"[control.name] has an object of interest: [atom_of_interest]!",
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source = atom_of_interest,
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)
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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 appropriate procs.
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//This proc will handle the calls to the appropriate 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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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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