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* Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps (#81697) ## About The Pull Request Adds `MAP_TEST` compile flag. This compile flag blocks common things which make it difficult to test a map. Things this applies to: - Rats no longer spawn. - Rat spawning will (obviously) break up the powernet, which is INCREDIBLY annoying when trying to test if all the rooms of the station are wired correctly (or testing which rooms lose power first, etc) - Light tubes no longer break on initialize. - Random light breakages can easily cause mappers to accidentally over light a room. - Roundstart command report is not printed. - Might be a personal preference, but it's kinda annoying to hear the alert over and over again. - Random events do not trigger. - Some events such as gravity generator outage can trigger with 0 population. - Random camera breakage event can cause over-placement of cameras. - Other stuff tends to just get in the way. - Station traits do not trigger. - Probably the biggest annoyance. Many traits modify the map in some way which disrupts testing. - Roundstart landmarks don't self deletes. - Allows mappers to use sdql to find them. - Mapping verbs start enabled. Obviously more things can be added if they come up. * Add compile option for compiling in `MAP_TEST` mode, which disables common annoyances when testing new maps --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
176 lines
7.2 KiB
Plaintext
176 lines
7.2 KiB
Plaintext
PROCESSING_SUBSYSTEM_DEF(station)
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name = "Station"
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init_order = INIT_ORDER_STATION
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 5 SECONDS
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///A list of currently active station traits
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var/list/station_traits = list()
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///Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
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var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
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///Currently active announcer. Starts as a type but gets initialized after traits are selected
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var/datum/centcom_announcer/announcer = /datum/centcom_announcer/default
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///A list of trait roles that should be protected from antag
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var/list/antag_protected_roles = list()
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///A list of trait roles that should never be able to roll antag
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var/list/antag_restricted_roles = list()
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/// Assosciative list of station goal type -> goal instance
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var/list/datum/station_goal/goals_by_type = list()
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/datum/controller/subsystem/processing/station/Initialize()
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//If doing unit tests we don't do none of that trait shit ya know?
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// Autowiki also wants consistent outputs, for example making sure the vending machine page always reports the normal products
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#if !defined(UNIT_TESTS) && !defined(AUTOWIKI)
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SetupTraits()
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//display_lobby_traits() SKYRAT EDIT REMOVAL
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#endif
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announcer = new announcer() //Initialize the station's announcer datum
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SSparallax.post_station_setup() //Apply station effects that parallax might have
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/processing/station/Recover()
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station_traits = SSstation.station_traits
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selectable_traits_by_types = SSstation.selectable_traits_by_types
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announcer = SSstation.announcer
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antag_protected_roles = SSstation.antag_protected_roles
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antag_restricted_roles = SSstation.antag_restricted_roles
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goals_by_type = SSstation.goals_by_type
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..()
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/// This gets called by SSdynamic during initial gamemode setup.
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/// This is done because for a greenshift we want all goals to be generated
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/datum/controller/subsystem/processing/station/proc/generate_station_goals(goal_budget)
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var/list/possible = subtypesof(/datum/station_goal)
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var/goal_weights = 0
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var/chosen_goals = list()
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var/is_planetary = SSmapping.is_planetary()
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while(possible.len && goal_weights < goal_budget)
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var/datum/station_goal/picked = pick_n_take(possible)
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if(picked::requires_space && is_planetary)
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continue
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goal_weights += initial(picked.weight)
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chosen_goals += picked
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for(var/chosen in chosen_goals)
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new chosen()
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/// Returns all station goals that are currently active
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/datum/controller/subsystem/processing/station/proc/get_station_goals()
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var/list/goals = list()
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for(var/goal_type in goals_by_type)
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goals += goals_by_type[goal_type]
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return goals
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/// Returns a specific station goal by type
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/datum/controller/subsystem/processing/station/proc/get_station_goal(goal_type)
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return goals_by_type[goal_type]
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///Rolls for the amount of traits and adds them to the traits list
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/datum/controller/subsystem/processing/station/proc/SetupTraits()
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if (CONFIG_GET(flag/forbid_station_traits))
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return
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if (fexists(FUTURE_STATION_TRAITS_FILE))
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var/forced_traits_contents = file2text(FUTURE_STATION_TRAITS_FILE)
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fdel(FUTURE_STATION_TRAITS_FILE)
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var/list/forced_traits_text_paths = json_decode(forced_traits_contents)
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forced_traits_text_paths = SANITIZE_LIST(forced_traits_text_paths)
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for (var/trait_text_path in forced_traits_text_paths)
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var/station_trait_path = text2path(trait_text_path)
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if (!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
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var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
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log_game(message)
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message_admins(message)
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continue
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setup_trait(station_trait_path)
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return
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for(var/i in subtypesof(/datum/station_trait))
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var/datum/station_trait/trait_typepath = i
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// If forced, (probably debugging), just set it up now, keep it out of the pool.
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if(initial(trait_typepath.force))
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setup_trait(trait_typepath)
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continue
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if(initial(trait_typepath.abstract_type) == trait_typepath)
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continue //Dont add abstract ones to it
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if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_PLANETARY) && SSmapping.is_planetary()) // we're on a planet but we can't do planet ;_;
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continue
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if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_SPACE_BOUND) && !SSmapping.is_planetary()) //we're in space but we can't do space ;_;
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continue
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selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
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var/positive_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/positive_station_traits)))
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var/neutral_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/neutral_station_traits)))
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var/negative_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/negative_station_traits)))
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#ifdef MAP_TEST
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positive_trait_budget = 0
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neutral_trait_budget = 0
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negative_trait_budget = 0
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#endif
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pick_traits(STATION_TRAIT_POSITIVE, positive_trait_budget)
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pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_budget)
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pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_budget)
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/**
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* Picks traits of a specific category (e.g. bad or good), initializes them, adds them to the list of traits,
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* then removes them from possible traits as to not roll twice and subtracts their cost from the budget.
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* All until the whole budget is spent or no more traits can be picked with it.
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*/
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/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, budget)
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if(!budget)
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return
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///A list of traits of the same trait sign
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var/list/selectable_traits = selectable_traits_by_types[trait_sign]
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while(budget)
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///Remove any station trait with a cost bigger than the budget
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for(var/datum/station_trait/proto_trait as anything in selectable_traits)
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if(initial(proto_trait.cost) > budget)
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selectable_traits -= proto_trait
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///We have spare budget but no trait that can be bought with what's left of it
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if(!length(selectable_traits))
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return
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//Rolls from the table for the specific trait type
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var/datum/station_trait/trait_type = pick_weight(selectable_traits)
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selectable_traits -= trait_type
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budget -= initial(trait_type.cost)
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setup_trait(trait_type)
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///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
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/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
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var/datum/station_trait/trait_instance = new trait_type()
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station_traits += trait_instance
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log_game("Station Trait: [trait_instance.name] chosen for this round.")
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if(!trait_instance.blacklist)
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return
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for(var/i in trait_instance.blacklist)
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var/datum/station_trait/trait_to_remove = i
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selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove
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/* SKYRAT EDIT REMOVAL
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/// Update station trait lobby buttons for clients who joined before we initialised this subsystem
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/datum/controller/subsystem/processing/station/proc/display_lobby_traits()
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for (var/mob/dead/new_player/player as anything in GLOB.new_player_list)
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var/datum/hud/new_player/observer_hud = player.hud_used
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if (!istype(observer_hud))
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continue
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observer_hud.add_station_trait_buttons()
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observer_hud.show_hud(observer_hud.hud_version)
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*/
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