Files
Bubberstation/code/controllers/subsystem/ticker.dm
Timberpoes 6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00

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#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
/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.config.map_name)
music += S
else if(L[2] == "rare" && L[1] == SSmapping.config.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.config.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("<b>Welcome to [station_name()]!</b>"))
send2chat(new /datum/tgs_message_content("New round starting on [SSmapping.config.map_name]!"), CONFIG_GET(string/channel_announce_new_game))
current_state = GAME_STATE_PREGAME
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)
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)
check_maprotate()
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
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, "<B>Error setting up game.</B> 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)
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()
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()
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.
continue
player.create_character(destination)
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/S = new(null, living.client, TRUE)
S.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!<br><a href='?src=[REF(new_player)];late_join=override'>[html_encode(">>Join Game<<")]</a>"))
SEND_SOUND(new_player, sound('sound/misc/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. <a href='?src=[REF(next_in_line)];late_join=override'>\>\>Join Game\<\<</a>"))
SEND_SOUND(next_in_line, sound('sound/misc/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/check_maprotate()
if(!CONFIG_GET(flag/maprotation))
return
if(world.time - SSticker.round_start_time < 10 MINUTES) //Not forcing map rotation for very short rounds.
return
INVOKE_ASYNC(SSmapping, TYPE_PROC_REF(/datum/controller/subsystem/mapping/, maprotate))
/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(station_name()) //decode station_name to avoid minor_announce double encode
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]."
if(news_message)
send2otherserver(news_source, news_message, "News_Report")
/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 <a href=\"[statspage][GLOB.round_id]\">at this website!</a>"))
else if(gamelogloc)
to_chat(world, span_info("Round logs can be located <a href=\"[gamelogloc]\">at this website!</a>"))
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