mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 12:07:48 +00:00
287 lines
9.1 KiB
Plaintext
287 lines
9.1 KiB
Plaintext
var/datum/subsystem/events/SSevent
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/datum/subsystem/events
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name = "Events"
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priority = 6
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var/list/control = list() //list of all datum/round_event_control. Used for selecting events based on weight and occurrences.
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var/list/running = list() //list of all existing /datum/round_event
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var/scheduled = 0 //The next world.time that a naturally occuring random event can be selected.
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var/frequency_lower = 3000 //5 minutes lower bound.
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var/frequency_upper = 9000 //15 minutes upper bound. Basically an event will happen every 5 to 15 minutes.
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var/holiday //This will be a string of the name of any realworld holiday which occurs today (GMT time)
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var/wizardmode = 0
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/datum/subsystem/events/New()
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NEW_SS_GLOBAL(SSevent)
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/datum/subsystem/events/Initialize()
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for(var/type in typesof(/datum/round_event_control))
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var/datum/round_event_control/E = new type()
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if(!E.typepath)
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continue //don't want this one! leave it for the garbage collector
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if(E.wizardevent && !wizardmode)
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E.weight = 0
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control += E //add it to the list of all events (controls)
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reschedule()
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getHoliday()
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..()
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/datum/subsystem/events/fire()
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checkEvent()
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var/i=1
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for(var/thing in running)
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if(thing)
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thing:process()
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++i
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continue
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running.Cut(i,i+1)
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//checks if we should select a random event yet, and reschedules if necessary
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/datum/subsystem/events/proc/checkEvent()
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if(scheduled <= world.time)
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spawnEvent()
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reschedule()
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//decides which world.time we should select another random event at.
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/datum/subsystem/events/proc/reschedule()
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scheduled = world.time + rand(frequency_lower, max(frequency_lower,frequency_upper))
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//selects a random event based on whether it can occur and it's 'weight'(probability)
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/datum/subsystem/events/proc/spawnEvent()
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if(!config.allow_random_events)
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// var/datum/round_event_control/E = locate(/datum/round_event_control/dust) in control
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// if(E) E.runEvent()
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return
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var/sum_of_weights = 0
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for(var/datum/round_event_control/E in control)
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if(E.occurrences >= E.max_occurrences) continue
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if(E.earliest_start >= world.time) continue
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if(E.holidayID)
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if(E.holidayID != holiday) continue
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if(E.weight < 0) //for round-start events etc.
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if(E.runEvent() == PROCESS_KILL)
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E.max_occurrences = 0
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continue
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if (E.alertadmins)
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message_admins("Random Event triggering: [E.name] ([E.typepath])")
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log_game("Random Event triggering: [E.name] ([E.typepath])")
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return
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sum_of_weights += E.weight
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sum_of_weights = rand(0,sum_of_weights) //reusing this variable. It now represents the 'weight' we want to select
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for(var/datum/round_event_control/E in control)
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if(E.occurrences >= E.max_occurrences) continue
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if(E.earliest_start >= world.time) continue
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if(E.holidayID)
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if(E.holidayID != holiday) continue
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sum_of_weights -= E.weight
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if(sum_of_weights <= 0) //we've hit our goal
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if(E.runEvent() == PROCESS_KILL)//we couldn't run this event for some reason, set its max_occurrences to 0
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E.max_occurrences = 0
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continue
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if (E.alertadmins)
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message_admins("Random Event triggering: [E.name] ([E.typepath])")
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log_game("Random Event triggering: [E.name] ([E.typepath])")
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return
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/datum/round_event/proc/findEventArea() //Here's a nice proc to use to find an area for your event to land in!
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var/list/safe_areas = list(
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/area/turret_protected/ai,
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/area/turret_protected/ai_upload,
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/area/engine,
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/area/solar,
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/area/holodeck,
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/area/shuttle
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)
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//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
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var/list/danger_areas = list(
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/area/engine/break_room,
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/area/engine/chiefs_office)
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//Need to locate() as it's just a list of paths.
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return locate(pick((the_station_areas - safe_areas) + danger_areas))
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//allows a client to trigger an event
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//aka Badmin Central
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/client/proc/forceEvent()
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set name = "Trigger Event"
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set category = "Fun"
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if(!holder ||!check_rights(R_FUN))
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return
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holder.forceEvent()
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/datum/admins/proc/forceEvent()
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var/dat = ""
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var/normal = ""
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var/magic = ""
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var/holiday = ""
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for(var/datum/round_event_control/E in SSevent.control)
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dat = "<BR><A href='?src=\ref[src];forceevent=\ref[E]'>[E]</A>"
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if(E.holidayID)
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holiday += dat
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else if(E.wizardevent)
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magic += dat
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else
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normal += dat
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dat = normal + "<BR>" + magic + "<BR>" + holiday
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var/datum/browser/popup = new(usr, "forceevent", "Force Random Event", 300, 750)
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popup.set_content(dat)
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popup.open()
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/*
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//////////////
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// HOLIDAYS //
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//////////////
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//Uncommenting ALLOW_HOLIDAYS in config.txt will enable holidays
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//It's easy to add stuff. Just modify getHoliday to set holiday to something using the switch for DD(#day) MM(#month) YY(#year).
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//You can then check if it's a special day in any code in the game by doing if(events.holiday == "MyHolidayID")
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//You can also make holiday random events easily thanks to Pete/Gia's system.
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//simply make a random event normally, then assign it a holidayID string which matches the one you gave it in getHolday.
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//Anything with a holidayID, which does not match the holiday string, will never occur.
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//Please, Don't spam stuff up with stupid stuff (key example being april-fools Pooh/ERP/etc),
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//And don't forget: CHECK YOUR CODE!!!! We don't want any zero-day bugs which happen only on holidays and never get found/fixed!
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
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//ALSO, MOST IMPORTANTLY: Don't add stupid stuff! Discuss bonus content with Project-Heads first please!//
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
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~Carn */
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//sets up the holiday string in the events manager.
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/datum/subsystem/events/proc/getHoliday()
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if(!config.allow_holidays) return // Holiday stuff was not enabled in the config!
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holiday = null
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var/YY = text2num(time2text(world.timeofday, "YY")) // get the current year
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var/MM = text2num(time2text(world.timeofday, "MM")) // get the current month
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var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
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//Main switch. If any of these are too dumb/inappropriate, or you have better ones, feel free to change whatever
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switch(MM)
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if(1) //Jan
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switch(DD)
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if(1) holiday = "New Year"
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if(2) //Feb
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switch(DD)
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if(2) holiday = "Groundhog Day"
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if(14) holiday = "Valentine's Day"
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if(17) holiday = "Random Acts of Kindness Day"
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if(3) //Mar
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switch(DD)
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if(14) holiday = "Pi Day"
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if(17) holiday = "St. Patrick's Day"
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if(27)
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if(YY == 16)
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holiday = "Easter"
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if(31)
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if(YY == 13)
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holiday = "Easter"
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if(4) //Apr
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switch(DD)
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if(1)
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holiday = "April Fool's Day"
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if(YY == 18 && prob(50)) holiday = "Easter"
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if(5)
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if(YY == 15) holiday = "Easter"
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if(16)
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if(YY == 17) holiday = "Easter"
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if(20)
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holiday = "Four-Twenty"
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if(YY == 14 && prob(50)) holiday = "Easter"
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if(22) holiday = "Earth Day"
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if(5) //May
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switch(DD)
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if(1) holiday = "Labour Day"
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if(4) holiday = "FireFighter's Day"
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if(12) holiday = "Owl and Pussycat Day" //what a dumb day of observence...but we -do- have costumes already :3
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if(6) //Jun
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if(7) //Jul
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switch(DD)
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if(1) holiday = "Doctor's Day"
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if(2) holiday = "UFO Day"
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if(8) holiday = "Writer's Day"
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if(30) holiday = "Friendship Day"
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if(8) //Aug
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switch(DD)
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if(5) holiday = "Beer Day"
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if(9) //Sep
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switch(DD)
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if(19) holiday = "Talk-Like-a-Pirate Day"
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if(28) holiday = "Stupid-Questions Day"
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if(10) //Oct
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switch(DD)
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if(4) holiday = "Animal's Day"
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if(7) holiday = "Smiling Day"
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if(16) holiday = "Boss' Day"
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if(31) holiday = "Halloween"
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if(11) //Nov
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switch(DD)
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if(1) holiday = "Vegan Day"
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if(13) holiday = "Kindness Day"
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if(19) holiday = "Flowers Day"
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if(21) holiday = "Saying-'Hello' Day"
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if(12) //Dec
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switch(DD)
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if(10) holiday = "Human-Rights Day"
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if(14) holiday = "Monkey Day"
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if(21) holiday = "Mayan Doomsday Anniversary"
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if(22) holiday = "Orgasming Day" //lol. These all actually exist
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if(24) holiday = "Xmas"
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if(25) holiday = "Xmas"
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if(26) holiday = "Boxing Day"
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if(31) holiday = "New Year"
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if(!holiday)
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//Friday the 13th
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if(DD == 13)
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if(time2text(world.timeofday, "DDD") == "Fri")
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holiday = "Friday the 13th"
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world.update_status()
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/datum/subsystem/events/proc/toggleWizardmode()
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wizardmode = !wizardmode
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for(var/datum/round_event_control/E in SSevent.control)
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E.weight = initial(E.weight)
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if((E.wizardevent && !wizardmode) || (!E.wizardevent && wizardmode))
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E.weight = 0
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message_admins("Summon Events has been [wizardmode ? "enabled, events will occur every [SSevent.frequency_lower / 600] to [SSevent.frequency_upper / 600] minutes" : "disabled"]!")
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log_game("Summon Events was [wizardmode ? "enabled" : "disabled"]!")
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/datum/subsystem/events/proc/resetFrequency()
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frequency_lower = initial(frequency_lower)
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frequency_upper = initial(frequency_upper)
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