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https://github.com/Bubberstation/Bubberstation.git
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40873e0a98
## About The Pull Request Most calls of runEvent() now provide a cause that is read out to deadchat. announce_deadchat() has been slightly adjusted to accommodate this. Previously, everything that wasn't a truly random event would broadcast with the same generic "XYZ has just been triggered!" message. Now, you get a little bit more detail as to why/what triggered the event. Some helpers in the __HELPERS/events.dm file have been made, for forcing events normally/async/after a delay (using an addtimer). This also moves a lot (but not all) instances of events being forced to these helpers. Some samples:  Traitors using uplink viruses to turn off the power/comms.  Beer nuke!  For when a traitor takes an Space Dragon final objective, which summons a carp migration event.  Wizard ritual events!  Even this one! This also changes runEvent() to run_event(), because I figured I'd be touching every single instance of the proc anyways. ## Why It's Good For The Game Better feedback, less confusion amongst deadchat's constituents. Some of them may be a bit self-explanatory, but in some cases (especially the apocalypse rune) it's beneficial to know that an admin isn't the one behind it. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog 🆑 Rhials qol: Deadchat now gets more juicy details on what has triggered a non-randomly occurring random event. code: There are now helpers for forcing events in a variety of ways. More events! More events!!!!!!! /🆑
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.run_event(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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