Continues work on new Event System

Ports and adds some more events, including dust, meteors, carp, etc.
Tweaks meteors, now has a 10 minute warning beforehand and meteors only approach from one direction now.
This commit is contained in:
Neerti
2017-01-29 19:32:20 -05:00
parent b50190d762
commit 9b9de138e6
12 changed files with 273 additions and 14 deletions

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@@ -5,12 +5,9 @@
var/chaotic = 0 // A number showing how chaotic the action may be. If danger is high, the GM will avoid it.
var/reusable = FALSE // If true, the event does not become disabled upon being used. Should be used sparingly.
var/observers_used = FALSE // Determines if the GM should check if ghosts are available before using this.
var/length = 0 // Determines how long the event lasts, until end() is called.
var/datum/game_master/gm = null
/datum/gm_action/New(var/datum/game_master/new_gm)
..()
gm = new_gm
/datum/gm_action/proc/set_up()
return

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@@ -0,0 +1,65 @@
//carp_migration
/datum/gm_action/carp_migration
name = "carp migration"
departments = list(ROLE_SECURITY, ROLE_EVERYONE)
chaotic = 50
var/list/spawned_carp = list()
var/carp_amount = 0
length = 20 MINUTES
/datum/gm_action/carp_migration/get_weight()
var/people_in_space = 0
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
people_in_space++
return 50 + (metric.count_people_in_department(ROLE_SECURITY) * 10) + (people_in_space * 20)
/datum/gm_action/carp_migration/announce()
var/announcement = "Unknown biological entities have been detected near [station_name()], please stand-by."
command_announcement.Announce(announcement, "Lifesign Alert")
/datum/gm_action/carp_migration/set_up()
// Higher filled roles means more groups of fish.
var/station_strength = 0
station_strength += (metric.count_people_in_department(ROLE_SECURITY) * 3)
station_strength += (metric.count_people_in_department(ROLE_ENGINEERING) * 2)
station_strength += metric.count_people_in_department(ROLE_MEDICAL)
// Less active emergency response departments tones the event down.
var/activeness = ((metric.assess_department(ROLE_SECURITY) + metric.assess_department(ROLE_ENGINEERING) + metric.assess_department(ROLE_MEDICAL)) / 3)
activeness = max(activeness, 20)
carp_amount = Ceiling(station_strength * (activeness / 100) + 1)
/datum/gm_action/carp_migration/start()
..()
var/list/spawn_locations = list()
var/group_size_min = 3
var/group_size_max = 5
for(var/obj/effect/landmark/C in landmarks_list)
if(C.name == "carpspawn")
spawn_locations.Add(C.loc)
spawn_locations = shuffle(spawn_locations)
carp_amount = min(carp_amount, spawn_locations.len)
var/i = 1
while (i <= carp_amount)
var/group_size = rand(group_size_min, group_size_max)
for (var/j = 1, j <= group_size, j++)
spawned_carp.Add(new /mob/living/simple_animal/hostile/carp(spawn_locations[i]))
i++
message_admins("[spawned_carp.len] carp spawned by event.")
/datum/gm_action/carp_migration/end()
for(var/mob/living/simple_animal/hostile/carp/C in spawned_carp)
if(!C.stat)
var/turf/T = get_turf(C)
if(istype(T, /turf/space))
if(!prob(25))
qdel(C)

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@@ -1,5 +1,3 @@
// Comms blackout is, just like grid check, mostly the same as always, yet engineering has an option to get it back sooner.
/datum/gm_action/comms_blackout
name = "communications blackout"
departments = list(ROLE_ENGINEERING, ROLE_EVERYONE)
@@ -7,3 +5,17 @@
/datum/gm_action/comms_blackout/get_weight()
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 40)
/datum/gm_action/comms_blackout/announce()
if(prob(33))
command_announcement.Announce("Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT", new_sound = 'sound/misc/interference.ogg')
// AIs will always know if there's a comm blackout, rogue AIs could then lie about comm blackouts in the future while they shutdown comms
for(var/mob/living/silicon/ai/A in player_list)
A << "<br>"
A << "<span class='warning'><b>Ionospheric anomalies detected. Temporary telecommunication failure imminent. Please contact you-BZZT</b></span>"
A << "<br>"
/datum/gm_action/comms_blackout/start()
..()
for(var/obj/machinery/telecomms/T in telecomms_list)
T.emp_act(1)

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@@ -0,0 +1,17 @@
/datum/gm_action/dust
name = "dust"
departments = list(ROLE_ENGINEERING)
chaotic = 10
reusable = TRUE
/datum/gm_action/dust/announce()
command_announcement.Announce("Debris resulting from activity on another nearby asteroid is approaching your colony.", "Dust Alert")
/datum/gm_action/dust/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = 30 + (engineers * 25)
return weight
/datum/gm_action/dust/start()
..()
dust_swarm("norm")

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@@ -13,6 +13,7 @@
return 50 + (metric.count_people_in_department(ROLE_ENGINEERING) * 30)
/datum/gm_action/grid_check/start()
..()
// This sets off a chain of events that lead to the actual grid check (or perhaps worse).
// First, the Supermatter engine makes a power spike.
for(var/obj/machinery/power/generator/engine in machines)

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@@ -0,0 +1,51 @@
// This event gives the station an advance warning about meteors, so that they can prepare in various ways.
/datum/gm_action/meteor_defense
name = "meteor defense"
departments = list(ROLE_ENGINEERING)
chaotic = 50
var/direction = null
var/dir_text = null
var/waves = 0
/datum/gm_action/meteor_defense/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = (max(engineers - 1, 0) * 25) // If only one engineer exists, no meteors for now.
return weight
/datum/gm_action/meteor_defense/set_up()
direction = pick(cardinal) // alldirs doesn't work with current meteor code unfortunately.
waves = rand(5, 8)
switch(direction)
if(NORTH)
dir_text = "aft" // For some reason this is needed.
if(SOUTH)
dir_text = "fore"
if(EAST)
dir_text = "port"
if(WEST)
dir_text = "starboard"
/datum/gm_action/meteor_defense/announce()
var/announcement = "Alert! Two other asteroids have collided near [station_name()]. Chunks of it are expected to approach from the [dir_text] side. ETA to arrival is \
approximately 10 minutes."
command_announcement.Announce(announcement, "Meteor Alert", new_sound = 'sound/AI/meteors.ogg')
/datum/gm_action/meteor_defense/start()
..()
spawn(0)
// sleep(5 MINUTES)
var/announcement = "The incoming debris are expected to approach from the [dir_text] side. ETA to arrival is approximately 5 minutes."
command_announcement.Announce(announcement, "Meteor Alert - Update")
// sleep(5 MINUTES)
announcement = "Incoming debris approaches from the [dir_text] side!"
command_announcement.Announce(announcement, "Meteor Alert - Update")
while(waves)
message_admins("[waves] more wave\s of meteors remain.")
spawn(1) // Dir is reversed because the direction describes where meteors are going, not what side it's gonna hit.
spawn_meteors(rand(8, 12), meteors_threatening, reverse_dir[direction])
waves--
sleep(30 SECONDS)
announcement = "The colony has cleared the incoming debris."
command_announcement.Announce(announcement, "Meteor Alert - Update")
message_admins("Meteor defense event has ended.")

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@@ -0,0 +1,17 @@
/datum/gm_action/shipping_error
name = "shipping error"
departments = list(ROLE_CARGO)
reusable = TRUE
/datum/gm_action/shipping_error/get_weight()
var/cargo = metric.count_people_in_department(ROLE_CARGO)
var/weight = (cargo * 40)
return weight
/datum/gm_action/shipping_error/start()
..()
var/datum/supply_order/O = new /datum/supply_order()
O.ordernum = supply_controller.ordernum
O.object = supply_controller.supply_packs[pick(supply_controller.supply_packs)]
O.orderedby = random_name(pick(MALE,FEMALE), species = "Human")
supply_controller.shoppinglist += O

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@@ -0,0 +1,53 @@
// This event sends a few carp after someone in space.
/datum/gm_action/surprise_carp_attack
name = "surprise carp attack"
departments = list(ROLE_EVERYONE)
reusable = TRUE
chaotic = 10
var/mob/living/victim = null
/datum/gm_action/surprise_carp_attack/get_weight()
var/people_in_space = 0
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
people_in_space++
return people_in_space * 50
/datum/gm_action/surprise_carp_attack/set_up()
var/list/potential_victims = list()
victim = null
for(var/mob/living/L in player_list)
if(!(L.z in config.station_levels))
continue // Not on the right z-level.
if(L.stat)
continue // Don't want dead people.
var/turf/T = get_turf(L)
if(istype(T, /turf/space) && istype(T.loc,/area/space))
potential_victims.Add(L)
victim = pick(potential_victims)
/datum/gm_action/surprise_carp_attack/start()
..()
if(!victim)
message_admins("Surprise carp attack failed to find a target.")
return
var/number_of_carp = rand(1, 2)
message_admins("Sending [number_of_carp] carp\s after [victim].")
while(number_of_carp)
var/turf/spawning_turf = null
var/list/nearby_things = oview(10, victim)
for(var/turf/space/space in nearby_things)
if(get_dist(space, victim) <= 7)
continue
spawning_turf = space
break
if(spawning_turf)
var/mob/living/simple_animal/hostile/carp/C = new(spawning_turf)
C.target_mob = victim
C.stance = STANCE_ATTACK
number_of_carp--

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@@ -0,0 +1,17 @@
// This event sends one wave of meteors unannounced.
/datum/gm_action/surprise_meteors
name = "surprise meteors"
departments = list(ROLE_ENGINEERING)
chaotic = 25
/datum/gm_action/surprise_meteors/get_weight()
var/engineers = metric.count_people_in_department(ROLE_ENGINEERING)
var/weight = (max(engineers - 1, 0) * 25) // If only one engineer exists, no meteors for now.
return weight
/datum/gm_action/surprise_meteors/start()
..()
spawn(1)
spawn_meteors(rand(4, 8), meteors_normal, pick(cardinal))
message_admins("Surprise meteors event has ended.")

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@@ -24,7 +24,7 @@
for(var/datum/gm_action/action in available_actions)
if(action.enabled == FALSE)
continue
HTML += "[action.name] ([english_list(action.departments)]) (weight: [action.get_weight()])<br>"
HTML += "[action.name] ([english_list(action.departments)]) (weight: [action.get_weight()]) <a href='?src=\ref[action];force=1'>\[Force\]</a> <br>"
HTML += "<br>"
HTML += "All living mobs activity: [metric.assess_all_living_mobs()]%<br>"
@@ -78,3 +78,15 @@
message_admins("GM danger was adjusted by [amount] by [usr.key].")
interact(usr) // To refresh the UI.
/datum/gm_action/Topic(href, href_list)
if(..())
return
if(!is_admin(usr))
message_admins("[usr] has attempted to force an event without being an admin.")
return
if(href_list["force"])
gm.run_action(src)
message_admins("GM event [name] was forced by [usr.key].")

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@@ -19,6 +19,8 @@
/datum/game_master/New()
..()
available_actions = init_subtypes(/datum/gm_action)
for(var/datum/gm_action/action in available_actions)
action.gm = src
/datum/game_master/proc/process()
if(ticker && ticker.current_state == GAME_STATE_PLAYING && !suspended)
@@ -68,17 +70,26 @@
if(best_actions && best_actions.len)
var/list/weighted_actions = list()
for(var/datum/gm_action/action in best_actions)
if(action.chaotic > danger)
continue // We skip dangerous events when bad stuff is already occuring.
weighted_actions[action] = action.get_weight()
var/datum/gm_action/choice = pickweight(weighted_actions)
if(choice)
log_debug("[choice.name] was chosen by the Game Master, and is now being ran.")
choice.set_up()
choice.start()
next_action = world.time + rand(15 MINUTES, 30 MINUTES)
last_department_used = choice.departments[1]
run_action(choice)
/datum/game_master/proc/run_action(var/datum/gm_action/action)
action.set_up()
action.start()
action.announce()
if(action.chaotic)
danger += action.chaotic
if(action.length)
spawn(action.length)
action.end()
next_action = world.time + rand(15 MINUTES, 30 MINUTES)
last_department_used = action.departments[1]
/datum/game_master/proc/decide_best_action(var/list/most_active_departments)

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@@ -1357,8 +1357,14 @@
#include "code\modules\gamemaster\game_master.dm"
#include "code\modules\gamemaster\helpers.dm"
#include "code\modules\gamemaster\actions\action.dm"
#include "code\modules\gamemaster\actions\carp_migration.dm"
#include "code\modules\gamemaster\actions\comms_blackout.dm"
#include "code\modules\gamemaster\actions\dust.dm"
#include "code\modules\gamemaster\actions\grid_check.dm"
#include "code\modules\gamemaster\actions\meteor_defense.dm"
#include "code\modules\gamemaster\actions\shipping_error.dm"
#include "code\modules\gamemaster\actions\surprise_carp_attack.dm"
#include "code\modules\gamemaster\actions\surprise_meteor.dm"
#include "code\modules\gamemaster\actions\waste_disposal.dm"
#include "code\modules\games\cah.dm"
#include "code\modules\games\cah_black_cards.dm"