mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 03:56:20 +00:00
lighting removed from dewait because lag checks are better for it and lag checked subsystems that are also dwait systems are given lower priority, we don't want that to happen to lighting.
227 lines
7.5 KiB
Plaintext
227 lines
7.5 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/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/list/holidays //List of all holidays occuring today or null if no holidays
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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(time, zlevel)
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if (zlevel)
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return ..()
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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(resumed = 0)
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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[1]
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currentrun.Cut(1, 2)
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if(thing)
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thing.process()
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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/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)
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continue
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if(E.earliest_start >= world.time)
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continue
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if(E.gamemode_blacklist.len && (ticker.mode.config_tag in E.gamemode_blacklist))
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continue
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if(E.gamemode_whitelist.len && !(ticker.mode.config_tag in E.gamemode_whitelist))
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continue
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if(E.holidayID)
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if(!holidays || !holidays[E.holidayID])
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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)
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continue
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if(E.earliest_start >= world.time)
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continue
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if(E.gamemode_blacklist.len && (ticker.mode.config_tag in E.gamemode_blacklist))
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continue
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if(E.gamemode_whitelist.len && !(ticker.mode.config_tag in E.gamemode_whitelist))
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continue
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if(E.holidayID)
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if(!holidays || !holidays[E.holidayID])
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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(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 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 doing if(SSevent.holidays["Groundhog Day"])
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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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//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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*/
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//sets up the holidays and holidays list
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/datum/subsystem/events/proc/getHoliday()
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if(!config.allow_holidays)
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return // Holiday stuff was not enabled in the config!
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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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for(var/H in subtypesof(/datum/holiday))
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var/datum/holiday/holiday = new H()
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if(holiday.shouldCelebrate(DD, MM, YY))
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holiday.celebrate()
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if(!holidays)
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holidays = list()
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holidays[holiday.name] = holiday
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if(holidays)
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holidays = shuffle(holidays)
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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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