Files
Bubberstation/code/modules/events/_event.dm
coiax 937e0232bd Ghost role event code cleanup (#17206)
* [WIP] Ninja refactor and quality of life changes

- [ ] Fix ninja mask being hidden by hood
- [ ] Action buttons
- [ ] Ninjas can be spawned with custom objectives easily

* Adding the /datum/event/ghost_role subevent type

* I hate events retrying with insufficient pop

* OH GOD WHY

* Let's just get rid of retries, it's silly

* Morph now uses the ghost_role event

* Operative does as well

Possibility of being bugged due to inability to run age checks on the
testing server, please be cautious.

* Ninjas, spawning, that sort of thing

Wizard diplomats now use the new ghost question system.

* Code review

* Don't ask ghosts if we have enough selected

* Removes map notation from alien spawn

* Removed comment
2016-05-09 17:10:11 +02:00

158 lines
5.7 KiB
Plaintext

//this datum is used by the events controller to dictate how it selects events
/datum/round_event_control
var/name //The human-readable name of the event
var/typepath //The typepath of the event datum /datum/round_event
var/weight = 10 //The weight this event has in the random-selection process.
//Higher weights are more likely to be picked.
//10 is the default weight. 20 is twice more likely; 5 is half as likely as this default.
//0 here does NOT disable the event, it just makes it extremely unlikely
var/earliest_start = 12000 //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins
var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event.
var/occurrences = 0 //How many times this event has occured
var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced.
//By setting this to 0 you can effectively disable an event.
var/holidayID = "" //string which should be in the SSevents.holidays list if you wish this event to be holiday-specific
//anything with a (non-null) holidayID which does not match holiday, cannot run.
var/wizardevent = 0
var/alertadmins = 1 //should we let the admins know this event is firing
//should be disabled on events that fire a lot
var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes
var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty
/datum/round_event_control/New()
..()
if(config && !wizardevent) // Magic is unaffected by configs
earliest_start = Ceiling(earliest_start * config.events_min_time_mul)
min_players = Ceiling(min_players * config.events_min_players_mul)
/datum/round_event_control/wizard
wizardevent = 1
// Checks if the event can be spawned. Used by event controller and "false alarm" event.
// Admin-created events override this.
/datum/round_event_control/proc/canSpawnEvent(var/players_amt, var/gamemode)
if(occurrences >= max_occurrences)
return FALSE
if(earliest_start >= world.time)
return FALSE
if(wizardevent != SSevent.wizardmode)
return FALSE
if(players_amt < min_players)
return FALSE
if(gamemode_blacklist.len && (gamemode in gamemode_blacklist))
return FALSE
if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist))
return FALSE
if(holidayID && (!SSevent.holidays || !SSevent.holidays[holidayID]))
return FALSE
return TRUE
/datum/round_event_control/proc/runEvent()
if(!ispath(typepath,/datum/round_event))
return PROCESS_KILL
var/datum/round_event/E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
E.control = src
feedback_add_details("event_ran","[E]")
occurrences++
testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
return E
/datum/round_event //NOTE: Times are measured in master controller ticks!
var/processing = TRUE
var/datum/round_event_control/control
var/startWhen = 0 //When in the lifetime to call start().
var/announceWhen = 0 //When in the lifetime to call announce(). Set an event's announceWhen to >0 if there is an announcement.
var/endWhen = 0 //When in the lifetime the event should end.
var/activeFor = 0 //How long the event has existed. You don't need to change this.
var/current_players = 0 //Amount of of alive, non-AFK human players on server at the time of event start
//Called first before processing.
//Allows you to setup your event, such as randomly
//setting the startWhen and or announceWhen variables.
//Only called once.
//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.
//It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically).
//This is really only for setting defaults which can be overridden later when New() finishes.
/datum/round_event/proc/setup()
return
//Called when the tick is equal to the startWhen variable.
//Allows you to start before announcing or vice versa.
//Only called once.
/datum/round_event/proc/start()
return
//Called when the tick is equal to the announceWhen variable.
//Allows you to announce before starting or vice versa.
//Only called once.
/datum/round_event/proc/announce()
return
//Called on or after the tick counter is equal to startWhen.
//You can include code related to your event or add your own
//time stamped events.
//Called more than once.
/datum/round_event/proc/tick()
return
//Called on or after the tick is equal or more than endWhen
//You can include code related to the event ending.
//Do not place spawn() in here, instead use tick() to check for
//the activeFor variable.
//For example: if(activeFor == myOwnVariable + 30) doStuff()
//Only called once.
/datum/round_event/proc/end()
return
//Do not override this proc, instead use the appropiate procs.
//This proc will handle the calls to the appropiate procs.
/datum/round_event/process()
if(!processing)
return
if(activeFor == startWhen)
start()
if(activeFor == announceWhen)
announce()
if(startWhen < activeFor && activeFor < endWhen)
tick()
if(activeFor == endWhen)
end()
// Everything is done, let's clean up.
if(activeFor >= endWhen && activeFor >= announceWhen && activeFor >= startWhen)
kill()
activeFor++
//Garbage collects the event by removing it from the global events list,
//which should be the only place it's referenced.
//Called when start(), announce() and end() has all been called.
/datum/round_event/proc/kill()
SSevent.running -= src
//Sets up the event then adds the event to the the list of running events
/datum/round_event/New(my_processing = TRUE)
setup()
processing = my_processing
SSevent.running += src
return ..()