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Merge pull request #7434 from VOREStation/upstream-merge-6994
[MIRROR] [PORT] Refactor the gameticker controller into SSticker
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@@ -72,8 +72,8 @@ var/global/datum/controller/subsystem/ticker/ticker
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post_game_tick()
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/datum/controller/subsystem/ticker/proc/pregame_welcome()
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to_chat(world, "<B><FONT color='blue'>Welcome to the pregame lobby!</FONT></B>")
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to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
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to_world("<span class='boldannounce notice'><em>Welcome to the pregame lobby!</em></span>")
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to_world("<span class='boldannounce notice'>Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.</span>")
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// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
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/datum/controller/subsystem/ticker/proc/pregame_tick()
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@@ -120,7 +120,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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var/list/runnable_modes = config.get_runnable_modes()
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if((master_mode == "random") || (master_mode == "secret"))
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if(!runnable_modes.len)
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame lobby.")
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to_world("<span class='danger'><B>Unable to choose playable game mode.</B> Reverting to pregame lobby.</span>")
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return 0
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if(secret_force_mode != "secret")
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src.mode = config.pick_mode(secret_force_mode)
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@@ -133,7 +133,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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src.mode = config.pick_mode(master_mode)
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if(!src.mode)
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to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
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to_world("<span class='danger'>Serious error in mode setup! Reverting to pregame lobby.</span>") //Uses setup instead of set up due to computational context.
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return 0
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job_master.ResetOccupations()
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@@ -142,21 +142,21 @@ var/global/datum/controller/subsystem/ticker/ticker
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job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
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if(!src.mode.can_start())
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to_world("<B>Unable to start [mode.name].</B> Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
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to_world("<span class='danger'><B>Unable to start [mode.name].</B> Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.</span>")
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mode.fail_setup()
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mode = null
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job_master.ResetOccupations()
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return 0
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if(hide_mode)
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to_world("<B>The current game mode is - Secret!</B>")
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to_world("<span class='notice'><B>The current game mode is - Secret!</B></span>")
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if(runnable_modes.len)
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var/list/tmpmodes = new
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for (var/datum/game_mode/M in runnable_modes)
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tmpmodes+=M.name
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tmpmodes = sortList(tmpmodes)
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if(tmpmodes.len)
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to_chat(world, "<B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
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to_world("<span class='info'><B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]</span>")
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else
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src.mode.announce()
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return 1
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@@ -178,7 +178,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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//Deleting Startpoints but we need the ai point to AI-ize people later
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if (S.name != "AI")
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qdel(S)
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to_chat(world, "<FONT color='blue'><B>Enjoy the game!</B></FONT>")
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to_world("<span class='boldannounce notice'><em>Enjoy the game!</em></span>")
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world << sound('sound/AI/welcome.ogg') // Skie
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//Holiday Round-start stuff ~Carn
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Holiday_Game_Start()
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@@ -227,7 +227,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
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mode.cleanup()
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//call a transfer shuttle vote
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to_chat(world, "<span class='danger'>The round has ended!</span>")
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to_world("<span class='danger'>The round has ended!</span>")
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SSvote.autotransfer()
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// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
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@@ -240,7 +240,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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feedback_set_details("end_proper", "nuke")
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restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
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if(!delay_end)
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to_chat(world, "<span class='notice'><b>Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.</b></span>")
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to_world("<span class='notice'><b>Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.</b></span>")
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last_restart_notify = world.time
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else
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feedback_set_details("end_proper", "proper completion")
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@@ -254,12 +254,12 @@ var/global/datum/controller/subsystem/ticker/ticker
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if(END_GAME_ENDING)
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restart_timeleft -= (world.time - last_fire)
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if(delay_end)
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to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
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to_world("<span class='notice'><b>An admin has delayed the round end.</b></span>")
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end_game_state = END_GAME_DELAYED
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else if(restart_timeleft <= 0)
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world.Reboot()
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else if (world.time - last_restart_notify >= 1 MINUTE)
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to_chat(world, "<span class='notice'><b>Restarting in [round(restart_timeleft/600, 1)] minute\s.</b></span>")
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to_world("<span class='notice'><b>Restarting in [round(restart_timeleft/600, 1)] minute\s.</b></span>")
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last_restart_notify = world.time
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return
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if(END_GAME_DELAYED)
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@@ -430,47 +430,47 @@ var/global/datum/controller/subsystem/ticker/ticker
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if(captainless)
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for(var/mob/M in player_list)
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if(!istype(M,/mob/new_player))
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to_chat(M, "Colony Directorship not forced on anyone.")
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to_chat(M, "<span class='notice'>Colony Directorship not forced on anyone.</span>")
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/datum/controller/subsystem/ticker/proc/declare_completion()
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to_world("<br><br><br><H1>A round of [mode.name] has ended!</H1>")
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to_world("<span class='filter_system'><br><br><br><H1>A round of [mode.name] has ended!</H1></span>")
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for(var/mob/Player in player_list)
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if(Player.mind && !isnewplayer(Player))
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if(Player.stat != DEAD)
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var/turf/playerTurf = get_turf(Player)
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if(emergency_shuttle.departed && emergency_shuttle.evac)
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if(isNotAdminLevel(playerTurf.z))
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to_chat(Player, "<font color='blue'><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='blue'><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font></span>")
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else
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to_chat(Player, "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font></span>")
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else if(isAdminLevel(playerTurf.z))
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to_chat(Player, "<font color='green'><b>You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='green'><b>You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].</b></font></span>")
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else if(issilicon(Player))
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to_chat(Player, "<font color='green'><b>You remain operational after the events on [station_name()] as [Player.real_name].</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='green'><b>You remain operational after the events on [station_name()] as [Player.real_name].</b></font></span>")
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else
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to_chat(Player, "<font color='blue'><b>You missed the crew transfer after the events on [station_name()] as [Player.real_name].</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='blue'><b>You missed the crew transfer after the events on [station_name()] as [Player.real_name].</b></font></span>")
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else
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if(istype(Player,/mob/observer/dead))
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var/mob/observer/dead/O = Player
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if(!O.started_as_observer)
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to_chat(Player, "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='red'><b>You did not survive the events on [station_name()]...</b></font></span>")
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else
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to_chat(Player, "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>")
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to_chat(Player, "<span class='filter_system'><font color='red'><b>You did not survive the events on [station_name()]...</b></font></span>")
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to_world("<br>")
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for (var/mob/living/silicon/ai/aiPlayer in mob_list)
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if (aiPlayer.stat != 2)
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to_world("<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:</b>")
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to_world("<span class='filter_system'><b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:</b></span>")
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else
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to_world("<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b>")
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to_world("<span class='filter_system'><b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b></span>")
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aiPlayer.show_laws(1)
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if (aiPlayer.connected_robots.len)
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var/robolist = "<b>The AI's loyal minions were:</b> "
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for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
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robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
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to_world("[robolist]")
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to_world("<span class='filter_system'>[robolist]</span>")
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var/dronecount = 0
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@@ -482,15 +482,15 @@ var/global/datum/controller/subsystem/ticker/ticker
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if (!robo.connected_ai)
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if (robo.stat != 2)
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to_world("<b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b>")
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to_world("<span class='filter_system'><b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b></span>")
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else
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to_world("<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:</b>")
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to_world("<span class='filter_system'><b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:</b></span>")
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if(robo) //How the hell do we lose robo between here and the world messages directly above this?
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robo.laws.show_laws(world)
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if(dronecount)
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to_world("<b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.</b>")
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to_world("<span class='filter_system'><b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.</b></span>")
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mode.declare_completion()//To declare normal completion.
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@@ -877,7 +877,7 @@ var/datum/announcement/minor/admin_min_announcer = new
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if(!check_rights(R_SERVER|R_EVENT))
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return
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if(SSticker.current_state > GAME_STATE_PREGAME)
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to_chat(usr, "<font color='red'>Error: Start Now: Game has already started.</font>")
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to_chat(usr, "<span class='warning'>Error: Start Now: Game has already started.</span>")
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return
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if(!SSticker.start_immediately)
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SSticker.start_immediately = TRUE
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@@ -885,11 +885,11 @@ var/datum/announcement/minor/admin_min_announcer = new
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if(SSticker.current_state == GAME_STATE_INIT)
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msg = " (The server is still setting up, but the round will be started as soon as possible.)"
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log_admin("[key_name(usr)] has started the game.[msg]")
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message_admins("<font color='blue'>[key_name_admin(usr)] has started the game.[msg]</font>")
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message_admins("<span class='notice'>[key_name_admin(usr)] has started the game.[msg]</span>")
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feedback_add_details("admin_verb","SN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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else
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SSticker.start_immediately = FALSE
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to_chat(world, "<b>Immediate game start canceled. Normal startup resumed.</b>")
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to_world("<span class='notice'>Immediate game start canceled. Normal startup resumed.</span>")
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log_and_message_admins("cancelled immediate game start.")
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/datum/admins/proc/toggleenter()
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