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## About The Pull Request While I was trying to improve changeling meteor spawning on Icebox I noticed that several other meteor-like events don't seem to be blocked on Icebox either even though they don't do anything. I added a new capability to events which can prevent them being loaded under certain map conditions (specifically: whether the map is in space or not). Currently there's no events which _only_ run on a planet but, now someone could add one I guess? Now all of the events which spawn meteors are filtered out on icebox and you can't absent-mindedly try to trigger them.  Also a couple of dynamic options had this applied too, chiefly ones which expect you to be able to fly a space ship to the space station. ## Why It's Good For The Game These events shouldn't run on Icebox (or soon, Chilled) because they don't do anything there. AFAICT Meteors were getting as far as trying to spawn, then would retry trying to find space tiles which didn't exist until they failed 10 times, then give up. Once per every meteor it tried to spawn. Gross. ## Changelog 🆑 fix: Meteors can't be triggered automatically or manually on Icebox, where they do nothing. fix: Hacking a comms console as a traitor won't try to summon meteors or pirates to Icebox, where they do nothing. /🆑
172 lines
6.0 KiB
Plaintext
172 lines
6.0 KiB
Plaintext
SUBSYSTEM_DEF(events)
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name = "Events"
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init_order = INIT_ORDER_EVENTS
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runlevels = RUNLEVEL_GAME
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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/list/currentrun = list()
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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 = 1800 //3 minutes lower bound.
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var/frequency_upper = 6000 //10 minutes upper bound. Basically an event will happen every 3 to 10 minutes.
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var/wizardmode = FALSE
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/datum/controller/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/event = new type()
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if(!event.typepath || !event.valid_for_map())
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continue //don't want this one! leave it for the garbage collector
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control += event //add it to the list of all events (controls)
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reschedule()
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// Instantiate our holidays list if it hasn't been already
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if(isnull(GLOB.holidays))
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fill_holidays()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/events/fire(resumed = FALSE)
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if(!resumed)
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checkEvent() //only check these if we aren't resuming a paused fire
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src.currentrun = running.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/datum/thing = currentrun[currentrun.len]
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currentrun.len--
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if(thing)
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thing.process(wait * 0.1)
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else
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running.Remove(thing)
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if (MC_TICK_CHECK)
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return
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//checks if we should select a random event yet, and reschedules if necessary
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/datum/controller/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/controller/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/controller/subsystem/events/proc/spawnEvent()
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set waitfor = FALSE //for the admin prompt
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if(!CONFIG_GET(flag/allow_random_events))
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return
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var/players_amt = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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// Only alive, non-AFK human players count towards this.
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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.can_spawn_event(players_amt))
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continue
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if(E.weight < 0) //for round-start events etc.
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var/res = TriggerEvent(E)
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if(res == EVENT_INTERRUPTED)
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continue //like it never happened
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if(res == EVENT_CANT_RUN)
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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.can_spawn_event(players_amt))
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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(TriggerEvent(E))
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return
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/datum/controller/subsystem/events/proc/TriggerEvent(datum/round_event_control/E)
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. = E.preRunEvent()
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if(. == EVENT_CANT_RUN)//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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else if(. == EVENT_READY)
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E.runEvent(random = TRUE)
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/datum/controller/subsystem/events/proc/toggleWizardmode()
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wizardmode = !wizardmode
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message_admins("Summon Events has been [wizardmode ? "enabled, events will occur every [SSevents.frequency_lower / 600] to [SSevents.frequency_upper / 600] minutes" : "disabled"]!")
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log_game("Summon Events was [wizardmode ? "enabled" : "disabled"]!")
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/datum/controller/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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/**
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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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*
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* It's easy to add stuff. Just add a holiday datum in code/modules/holiday/holidays.dm
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* You can then check if it's a special day in any code in the game by calling check_holidays("Groundhog Day")
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*
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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 holiday's name.
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* Anything with a holidayID, which isn't in the holidays list, will never occur.
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*
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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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GLOBAL_LIST(holidays)
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/**
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* Checks that the passed holiday is located in the global holidays list.
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*
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* Returns a holiday datum, or null if it's not that holiday.
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*/
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/proc/check_holidays(holiday_to_find)
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if(!CONFIG_GET(flag/allow_holidays))
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return // Holiday stuff was not enabled in the config!
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if(isnull(GLOB.holidays) && !fill_holidays())
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return // Failed to generate holidays, for some reason
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return GLOB.holidays[holiday_to_find]
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/**
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* Fills the holidays list if applicable, or leaves it an empty list.
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*/
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/proc/fill_holidays()
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if(!CONFIG_GET(flag/allow_holidays))
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return FALSE // Holiday stuff was not enabled in the config!
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GLOB.holidays = list()
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for(var/holiday_type in subtypesof(/datum/holiday))
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var/datum/holiday/holiday = new holiday_type()
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var/delete_holiday = TRUE
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for(var/timezone in holiday.timezones)
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var/time_in_timezone = world.realtime + timezone HOURS
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var/YYYY = text2num(time2text(time_in_timezone, "YYYY")) // get the current year
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var/MM = text2num(time2text(time_in_timezone, "MM")) // get the current month
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var/DD = text2num(time2text(time_in_timezone, "DD")) // get the current day
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var/DDD = time2text(time_in_timezone, "DDD") // get the current weekday
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if(holiday.shouldCelebrate(DD, MM, YYYY, DDD))
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holiday.celebrate()
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GLOB.holidays[holiday.name] = holiday
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delete_holiday = FALSE
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break
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if(delete_holiday)
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qdel(holiday)
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if(GLOB.holidays.len)
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shuffle_inplace(GLOB.holidays)
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// regenerate station name because holiday prefixes.
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set_station_name(new_station_name())
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world.update_status()
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return TRUE
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