mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-07 23:09:28 +00:00
## About The Previous Pull Request
#85308 reverted by #85929

~~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.
/🆑
744 lines
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744 lines
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#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt"
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#define SS_TICKER_TRAIT "SS_Ticker"
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SUBSYSTEM_DEF(ticker)
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name = "Ticker"
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init_order = INIT_ORDER_TICKER
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priority = FIRE_PRIORITY_TICKER
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flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
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/// state of current round (used by process()) Use the defines GAME_STATE_* !
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var/current_state = GAME_STATE_STARTUP
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/// Boolean to track if round should be forcibly ended next ticker tick.
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/// Set by admin intervention ([ADMIN_FORCE_END_ROUND])
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/// or a "round-ending" event, like summoning Nar'Sie, a blob victory, the nuke going off, etc. ([FORCE_END_ROUND])
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var/force_ending = END_ROUND_AS_NORMAL
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/// If TRUE, there is no lobby phase, the game starts immediately.
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var/start_immediately = FALSE
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/// Boolean to track and check if our subsystem setup is done.
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var/setup_done = FALSE
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var/login_music //music played in pregame lobby
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var/round_end_sound //music/jingle played when the world reboots
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var/round_end_sound_sent = TRUE //If all clients have loaded it
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var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
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var/delay_end = FALSE //if set true, the round will not restart on its own
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var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay
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var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot
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var/tipped = FALSE //Did we broadcast the tip of the day yet?
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var/selected_tip // What will be the tip of the day?
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var/timeLeft //pregame timer
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var/start_at
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var/gametime_offset = 432000 //Deciseconds to add to world.time for station time.
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var/station_time_rate_multiplier = 12 //factor of station time progressal vs real time.
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/// Num of players, used for pregame stats on statpanel
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var/totalPlayers = 0
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/// Num of ready players, used for pregame stats on statpanel (only viewable by admins)
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var/totalPlayersReady = 0
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/// Num of ready admins, used for pregame stats on statpanel (only viewable by admins)
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var/total_admins_ready = 0
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var/queue_delay = 0
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var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
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/// What is going to be reported to other stations at end of round?
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var/news_report
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var/roundend_check_paused = FALSE
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var/round_start_time = 0
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var/list/round_start_events
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var/list/round_end_events
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var/mode_result = "undefined"
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var/end_state = "undefined"
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/// People who have been commended and will receive a heart
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var/list/hearts
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/// Why an emergency shuttle was called
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var/emergency_reason
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/datum/controller/subsystem/ticker/Initialize()
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var/list/byond_sound_formats = list(
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"mid" = TRUE,
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"midi" = TRUE,
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"mod" = TRUE,
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"it" = TRUE,
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"s3m" = TRUE,
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"xm" = TRUE,
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"oxm" = TRUE,
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"wav" = TRUE,
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"ogg" = TRUE,
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"raw" = TRUE,
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"wma" = TRUE,
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"aiff" = TRUE,
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)
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var/list/provisional_title_music = flist("[global.config.directory]/title_music/sounds/")
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var/list/music = list()
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var/use_rare_music = prob(1)
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for(var/S in provisional_title_music)
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var/lower = LOWER_TEXT(S)
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var/list/L = splittext(lower,"+")
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switch(L.len)
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if(3) //rare+MAP+sound.ogg or MAP+rare.sound.ogg -- Rare Map-specific sounds
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if(use_rare_music)
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if(L[1] == "rare" && L[2] == SSmapping.config.map_name)
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music += S
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else if(L[2] == "rare" && L[1] == SSmapping.config.map_name)
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music += S
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if(2) //rare+sound.ogg or MAP+sound.ogg -- Rare sounds or Map-specific sounds
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if((use_rare_music && L[1] == "rare") || (L[1] == SSmapping.config.map_name))
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music += S
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if(1) //sound.ogg -- common sound
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if(L[1] == "exclude")
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continue
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music += S
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var/old_login_music = trim(file2text("data/last_round_lobby_music.txt"))
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if(music.len > 1)
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music -= old_login_music
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for(var/S in music)
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var/list/L = splittext(S,".")
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if(L.len >= 2)
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var/ext = LOWER_TEXT(L[L.len]) //pick the real extension, no 'honk.ogg.exe' nonsense here
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if(byond_sound_formats[ext])
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continue
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music -= S
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if(!length(music))
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music = world.file2list(ROUND_START_MUSIC_LIST, "\n")
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login_music = pick(music)
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else
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login_music = "[global.config.directory]/title_music/sounds/[pick(music)]"
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if(!GLOB.syndicate_code_phrase)
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GLOB.syndicate_code_phrase = generate_code_phrase(return_list=TRUE)
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var/codewords = jointext(GLOB.syndicate_code_phrase, "|")
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var/regex/codeword_match = new("([codewords])", "ig")
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GLOB.syndicate_code_phrase_regex = codeword_match
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if(!GLOB.syndicate_code_response)
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GLOB.syndicate_code_response = generate_code_phrase(return_list=TRUE)
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var/codewords = jointext(GLOB.syndicate_code_response, "|")
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var/regex/codeword_match = new("([codewords])", "ig")
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GLOB.syndicate_code_response_regex = codeword_match
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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if(CONFIG_GET(flag/randomize_shift_time))
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gametime_offset = rand(0, 23) HOURS
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else if(CONFIG_GET(flag/shift_time_realtime))
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gametime_offset = world.timeofday
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else
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gametime_offset = (CONFIG_GET(number/shift_time_start_hour) HOURS)
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/ticker/fire()
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switch(current_state)
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if(GAME_STATE_STARTUP)
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if(Master.initializations_finished_with_no_players_logged_in)
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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for(var/client/C in GLOB.clients)
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window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
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to_chat(world, span_notice("<b>Welcome to [station_name()]!</b>"))
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send2chat(new /datum/tgs_message_content("New round starting on [SSmapping.config.map_name]!"), CONFIG_GET(string/channel_announce_new_game))
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current_state = GAME_STATE_PREGAME
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SEND_SIGNAL(src, COMSIG_TICKER_ENTER_PREGAME)
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fire()
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if(GAME_STATE_PREGAME)
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//lobby stats for statpanels
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if(isnull(timeLeft))
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timeLeft = max(0,start_at - world.time)
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totalPlayers = LAZYLEN(GLOB.new_player_list)
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totalPlayersReady = 0
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total_admins_ready = 0
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for(var/mob/dead/new_player/player as anything in GLOB.new_player_list)
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if(player.ready == PLAYER_READY_TO_PLAY)
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++totalPlayersReady
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if(player.client?.holder)
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++total_admins_ready
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if(start_immediately)
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timeLeft = 0
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//countdown
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if(timeLeft < 0)
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return
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timeLeft -= wait
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if(timeLeft <= 300 && !tipped)
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send_tip_of_the_round(world, selected_tip)
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tipped = TRUE
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if(timeLeft <= 0)
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SEND_SIGNAL(src, COMSIG_TICKER_ENTER_SETTING_UP)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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if(start_immediately)
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fire()
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if(GAME_STATE_SETTING_UP)
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if(!setup())
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//setup failed
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current_state = GAME_STATE_STARTUP
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start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
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timeLeft = null
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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SEND_SIGNAL(src, COMSIG_TICKER_ERROR_SETTING_UP)
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if(GAME_STATE_PLAYING)
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check_queue()
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if(!roundend_check_paused && (check_finished() || force_ending))
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current_state = GAME_STATE_FINISHED
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toggle_ooc(TRUE) // Turn it on
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toggle_dooc(TRUE)
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declare_completion(force_ending)
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check_maprotate()
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Master.SetRunLevel(RUNLEVEL_POSTGAME)
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/// Checks if the round should be ending, called every ticker tick
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/datum/controller/subsystem/ticker/proc/check_finished()
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if(!setup_done)
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return FALSE
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if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
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return TRUE
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if(GLOB.station_was_nuked)
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return TRUE
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if(GLOB.revolutionary_win)
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return TRUE
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return FALSE
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/datum/controller/subsystem/ticker/proc/setup()
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to_chat(world, span_boldannounce("Starting game..."))
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var/init_start = world.timeofday
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CHECK_TICK
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//Configure mode and assign player to antagonists
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var/can_continue = FALSE
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can_continue = SSdynamic.pre_setup() //Choose antagonists
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CHECK_TICK
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_JOBS_ASSIGNED, src)
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can_continue = can_continue && SSjob.divide_occupations() //Distribute jobs
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CHECK_TICK
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if(!GLOB.Debug2)
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if(!can_continue)
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log_game("Game failed pre_setup")
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to_chat(world, "<B>Error setting up game.</B> Reverting to pre-game lobby.")
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SSjob.reset_occupations()
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return FALSE
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else
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message_admins(span_notice("DEBUG: Bypassing prestart checks..."))
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CHECK_TICK
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// There may be various config settings that have been set or modified by this point.
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// This is the point of no return before spawning in new players, let's run over the
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// job trim singletons and update them based on any config settings.
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SSid_access.refresh_job_trim_singletons()
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CHECK_TICK
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if(!CONFIG_GET(flag/ooc_during_round))
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toggle_ooc(FALSE) // Turn it off
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CHECK_TICK
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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
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create_characters() //Create player characters
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collect_minds()
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equip_characters()
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GLOB.manifest.build()
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transfer_characters() //transfer keys to the new mobs
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for(var/I in round_start_events)
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var/datum/callback/cb = I
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cb.InvokeAsync()
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LAZYCLEARLIST(round_start_events)
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round_start_time = world.time //otherwise round_start_time would be 0 for the signals
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SEND_SIGNAL(src, COMSIG_TICKER_ROUND_STARTING, world.time)
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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
|