diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm index 35de4f2bbc..397f32078c 100644 --- a/code/controllers/subsystems/ticker.dm +++ b/code/controllers/subsystems/ticker.dm @@ -1,4 +1,3 @@ -<<<<<<< HEAD // // Ticker controls the state of the game, being responsible for round start, game mode, and round end. // @@ -558,569 +557,3 @@ var/global/datum/controller/subsystem/ticker/ticker Bible_name = SSticker.Bible_name Bible_deity_name = SSticker.Bible_deity_name random_players = SSticker.random_players -======= -// -// Ticker controls the state of the game, being responsible for round start, game mode, and round end. -// -SUBSYSTEM_DEF(ticker) - name = "Gameticker" - wait = 2 SECONDS - init_order = INIT_ORDER_TICKER - priority = FIRE_PRIORITY_TICKER - flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING - runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel! - - var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds. - var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE - - /* Relies upon the following globals (TODO move those in here) */ - // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode). - // Set by SSvote when VOTE_GAMEMODE finishes. - // var/round_progressing = 1 //Whether the lobby clock is ticking down. - - var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config - var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately. - - var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret") - var/datum/game_mode/mode = null // The actual gamemode, if selected. - - var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round - var/restart_timeleft // Time remaining until restart in desiseconds - var/last_restart_notify // world.time of last restart warning. - var/delay_end = FALSE // If set, the round will not restart on its own. - - var/login_music // music played in pregame lobby - - var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking. - - // TODO - I am sure there is a better place these can go. - var/Bible_icon_state // icon_state the chaplain has chosen for his bible - var/Bible_item_state // item_state the chaplain has chosen for his bible - var/Bible_name // name of the bible - var/Bible_deity_name - - var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders - - // TODO - Should this go here or in the job subsystem? - var/triai = FALSE // Global flag for Triumvirate AI being enabled - - //station_explosion used to be a variable for every mob's hud. Which was a waste! - //Now we have a general cinematic centrally held within the gameticker....far more efficient! - var/obj/screen/cinematic = null - -// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet. -var/global/datum/controller/subsystem/ticker/ticker -/datum/controller/subsystem/ticker/PreInit() - global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead - login_music = pick(\ - /*'sound/music/halloween/skeletons.ogg',\ - 'sound/music/halloween/halloween.ogg',\ - 'sound/music/halloween/ghosts.ogg'*/ - 'sound/music/space.ogg',\ - 'sound/music/traitor.ogg',\ - 'sound/music/title2.ogg',\ - 'sound/music/clouds.s3m',\ - 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on? - -/datum/controller/subsystem/ticker/Initialize() - pregame_timeleft = config.pregame_time - send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]") - return ..() - -/datum/controller/subsystem/ticker/fire(resumed = FALSE) - switch(current_state) - if(GAME_STATE_INIT) - pregame_welcome() - current_state = GAME_STATE_PREGAME - if(GAME_STATE_PREGAME) - pregame_tick() - if(GAME_STATE_SETTING_UP) - setup_tick() - if(GAME_STATE_PLAYING) - playing_tick() - if(GAME_STATE_FINISHED) - post_game_tick() - -/datum/controller/subsystem/ticker/proc/pregame_welcome() - to_world("Welcome to the pregame lobby!") - to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.") - -// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY) -/datum/controller/subsystem/ticker/proc/pregame_tick() - if(round_progressing && last_fire) - pregame_timeleft -= (world.time - last_fire) / (1 SECOND) - - if(start_immediately) - pregame_timeleft = 0 - else if(SSvote.time_remaining) - return // vote still going, wait for it. - - // Time to start the game! - if(pregame_timeleft <= 0) - current_state = GAME_STATE_SETTING_UP - Master.SetRunLevel(RUNLEVEL_SETUP) - if(start_immediately) - fire() // Don't wait for next tick, do it now! - return - - if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called) - SSvote.autogamemode() // Start the game mode vote (if we haven't had one already) - -// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP) -/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE) - if(!setup_choose_gamemode()) - // It failed, go back to lobby state and re-send the welcome message - pregame_timeleft = config.pregame_time - SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote - current_state = GAME_STATE_PREGAME - Master.SetRunLevel(RUNLEVEL_LOBBY) - pregame_welcome() - return - // If we got this far we succeeded in picking a game mode. Punch it! - setup_startgame() - return - -// Formerly the first half of setup() - The part that chooses the game mode. -// Returns 0 if failed to pick a mode, otherwise 1 -/datum/controller/subsystem/ticker/proc/setup_choose_gamemode() - //Create and announce mode - if(master_mode == "secret") - src.hide_mode = TRUE - - var/list/runnable_modes = config.get_runnable_modes() - if((master_mode == "random") || (master_mode == "secret")) - if(!runnable_modes.len) - to_world("Unable to choose playable game mode. Reverting to pregame lobby.") - return 0 - if(secret_force_mode != "secret") - src.mode = config.pick_mode(secret_force_mode) - if(!src.mode) - var/list/weighted_modes = list() - for(var/datum/game_mode/GM in runnable_modes) - weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag] - src.mode = gamemode_cache[pickweight(weighted_modes)] - else - src.mode = config.pick_mode(master_mode) - - if(!src.mode) - to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context. - return 0 - - job_master.ResetOccupations() - src.mode.create_antagonists() - src.mode.pre_setup() - job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. - - if(!src.mode.can_start()) - to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.") - mode.fail_setup() - mode = null - job_master.ResetOccupations() - return 0 - - if(hide_mode) - to_world("The current game mode is - Secret!") - if(runnable_modes.len) - var/list/tmpmodes = new - for (var/datum/game_mode/M in runnable_modes) - tmpmodes+=M.name - tmpmodes = sortList(tmpmodes) - if(tmpmodes.len) - to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]") - else - src.mode.announce() - return 1 - -// Formerly the second half of setup() - The part that actually initializes everything and starts the game. -/datum/controller/subsystem/ticker/proc/setup_startgame() - setup_economy() - create_characters() //Create player characters and transfer them. - collect_minds() - equip_characters() - data_core.manifest() - - callHook("roundstart") - - spawn(0)//Forking here so we dont have to wait for this to finish - mode.post_setup() - //Cleanup some stuff - for(var/obj/effect/landmark/start/S in landmarks_list) - //Deleting Startpoints but we need the ai point to AI-ize people later - if (S.name != "AI") - qdel(S) - to_world("Enjoy the game!") - world << sound('sound/AI/welcome.ogg') // Skie - //Holiday Round-start stuff ~Carn - Holiday_Game_Start() - - var/list/adm = get_admin_counts() - if(adm["total"] == 0) - send2adminirc("A round has started with no admins online.") - -/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler - master_controller.process() //Start master_controller.process() - lighting_controller.process() //Start processing DynamicAreaLighting updates - */ - - processScheduler.start() - current_state = GAME_STATE_PLAYING - Master.SetRunLevel(RUNLEVEL_GAME) - - if(config.sql_enabled) - statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE - - return 1 - - -// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME) -/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE) - mode.process() // So THIS is where we run mode.process() huh? Okay - - if(mode.explosion_in_progress) - return // wait until explosion is done. - - // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option) - var/game_finished = FALSE - var/mode_finished = FALSE - if (config.continous_rounds) // Game keeps going after mode ends. - game_finished = (emergency_shuttle.returned() || mode.station_was_nuked) - mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished. - else // Game ends when mode does - game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended - mode_finished = game_finished - - if(game_finished && mode_finished) - end_game_state = END_GAME_READY_TO_END - current_state = GAME_STATE_FINISHED - Master.SetRunLevel(RUNLEVEL_POSTGAME) - INVOKE_ASYNC(src, .proc/declare_completion) - else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED)) - end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once! - mode.cleanup() - //call a transfer shuttle vote - to_world("The round has ended!") - SSvote.autotransfer() - -// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME) -/datum/controller/subsystem/ticker/proc/post_game_tick() - switch(end_game_state) - if(END_GAME_READY_TO_END) - callHook("roundend") - - if (mode.station_was_nuked) - feedback_set_details("end_proper", "nuke") - restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead. - if(!delay_end) - to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.") - last_restart_notify = world.time - else - feedback_set_details("end_proper", "proper completion") - restart_timeleft = restart_timeout - - if(blackbox) - blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem - - end_game_state = END_GAME_ENDING - return - if(END_GAME_ENDING) - restart_timeleft -= (world.time - last_fire) - if(delay_end) - to_world("An admin has delayed the round end.") - end_game_state = END_GAME_DELAYED - else if(restart_timeleft <= 0) - world.Reboot() - else if (world.time - last_restart_notify >= 1 MINUTE) - to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.") - last_restart_notify = world.time - return - if(END_GAME_DELAYED) - restart_timeleft -= (world.time - last_fire) - if(!delay_end) - end_game_state = END_GAME_ENDING - else - log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.") - end_game_state = END_GAME_READY_TO_END - - -// ---------------------------------------------------------------------- -// These two below are not used! But they could be - -// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem! - -/datum/controller/subsystem/ticker/proc/PreRoundStart() - return (current_state < GAME_STATE_PLAYING) - -/datum/controller/subsystem/ticker/proc/IsSettingUp() - return (current_state == GAME_STATE_SETTING_UP) - -/datum/controller/subsystem/ticker/proc/IsRoundInProgress() - return (current_state == GAME_STATE_PLAYING) - -/datum/controller/subsystem/ticker/proc/HasRoundStarted() - return (current_state >= GAME_STATE_PLAYING) - -// ------------------------------------------------------------------------ -// HELPER PROCS! -// ------------------------------------------------------------------------ - -//Plus it provides an easy way to make cinematics for other events. Just use this as a template :) -/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null) - if( cinematic ) return //already a cinematic in progress! - - //initialise our cinematic screen object - cinematic = new(src) - cinematic.icon = 'icons/effects/station_explosion.dmi' - cinematic.icon_state = "station_intact" - cinematic.layer = 100 - cinematic.plane = PLANE_PLAYER_HUD - cinematic.mouse_opacity = 0 - cinematic.screen_loc = "1,0" - - var/obj/structure/bed/temp_buckle = new(src) - //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around - if(station_missed) - for(var/mob/living/M in living_mob_list) - M.buckled = temp_buckle //buckles the mob so it can't do anything - if(M.client) - M.client.screen += cinematic //show every client the cinematic - else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived" - for(var/mob/living/M in living_mob_list) - M.buckled = temp_buckle - if(M.client) - M.client.screen += cinematic - - switch(M.z) - if(0) //inside a crate or something - var/turf/T = get_turf(M) - if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and - M.health = 0 - M.set_stat(DEAD) - if(1) //on a z-level 1 turf. - M.health = 0 - M.set_stat(DEAD) - - //Now animate the cinematic - switch(station_missed) - if(1) //nuke was nearby but (mostly) missed - if( mode && !override ) - override = mode.name - switch( override ) - if("mercenary") //Nuke wasn't on station when it blew up - flick("intro_nuke",cinematic) - sleep(35) - world << sound('sound/effects/explosionfar.ogg') - flick("station_intact_fade_red",cinematic) - cinematic.icon_state = "summary_nukefail" - else - flick("intro_nuke",cinematic) - sleep(35) - world << sound('sound/effects/explosionfar.ogg') - //flick("end",cinematic) - - - if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation - sleep(50) - world << sound('sound/effects/explosionfar.ogg') - - - else //station was destroyed - if( mode && !override ) - override = mode.name - switch( override ) - if("mercenary") //Nuke Ops successfully bombed the station - flick("intro_nuke",cinematic) - sleep(35) - flick("station_explode_fade_red",cinematic) - world << sound('sound/effects/explosionfar.ogg') - cinematic.icon_state = "summary_nukewin" - if("AI malfunction") //Malf (screen,explosion,summary) - flick("intro_malf",cinematic) - sleep(76) - flick("station_explode_fade_red",cinematic) - world << sound('sound/effects/explosionfar.ogg') - cinematic.icon_state = "summary_malf" - if("blob") //Station nuked (nuke,explosion,summary) - flick("intro_nuke",cinematic) - sleep(35) - flick("station_explode_fade_red",cinematic) - world << sound('sound/effects/explosionfar.ogg') - cinematic.icon_state = "summary_selfdes" - else //Station nuked (nuke,explosion,summary) - flick("intro_nuke",cinematic) - sleep(35) - flick("station_explode_fade_red", cinematic) - world << sound('sound/effects/explosionfar.ogg') - cinematic.icon_state = "summary_selfdes" - for(var/mob/living/M in living_mob_list) - if(M.loc.z in using_map.station_levels) - M.death()//No mercy - //If its actually the end of the round, wait for it to end. - //Otherwise if its a verb it will continue on afterwards. - sleep(300) - - if(cinematic) qdel(cinematic) //end the cinematic - if(temp_buckle) qdel(temp_buckle) //release everybody - return - - -/datum/controller/subsystem/ticker/proc/create_characters() - for(var/mob/new_player/player in player_list) - if(player && player.ready && player.mind) - if(player.mind.assigned_role=="AI") - player.close_spawn_windows() - player.AIize() - else if(!player.mind.assigned_role) - continue - else - player.create_character() - qdel(player) - - -/datum/controller/subsystem/ticker/proc/collect_minds() - for(var/mob/living/player in player_list) - if(player.mind) - minds += player.mind - - -/datum/controller/subsystem/ticker/proc/equip_characters() - var/captainless=1 - for(var/mob/living/carbon/human/player in player_list) - if(player && player.mind && player.mind.assigned_role) - if(player.mind.assigned_role == "Colony Director") - captainless=0 - if(!player_is_antag(player.mind, only_offstation_roles = 1)) - job_master.EquipRank(player, player.mind.assigned_role, 0) - UpdateFactionList(player) - equip_custom_items(player) - player.apply_traits() - if(captainless) - for(var/mob/M in player_list) - if(!istype(M,/mob/new_player)) - to_chat(M, "Colony Directorship not forced on anyone.") - - -/datum/controller/subsystem/ticker/proc/declare_completion() - to_world("


A round of [mode.name] has ended!

") - for(var/mob/Player in player_list) - if(Player.mind && !isnewplayer(Player)) - if(Player.stat != DEAD) - var/turf/playerTurf = get_turf(Player) - if(emergency_shuttle.departed && emergency_shuttle.evac) - if(isNotAdminLevel(playerTurf.z)) - to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].") - else - to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].") - else if(isAdminLevel(playerTurf.z)) - to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].") - else if(issilicon(Player)) - to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].") - else - to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].") - else - if(istype(Player,/mob/observer/dead)) - var/mob/observer/dead/O = Player - if(!O.started_as_observer) - to_chat(Player, "You did not survive the events on [station_name()]...") - else - to_chat(Player, "You did not survive the events on [station_name()]...") - to_world("
") - - for (var/mob/living/silicon/ai/aiPlayer in mob_list) - if (aiPlayer.stat != 2) - to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:") - else - to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:") - aiPlayer.show_laws(1) - - if (aiPlayer.connected_robots.len) - var/robolist = "The AI's loyal minions were: " - for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots) - robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]" - to_world("[robolist]") - - var/dronecount = 0 - - for (var/mob/living/silicon/robot/robo in mob_list) - - if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm)) - dronecount++ - continue - - if (!robo.connected_ai) - if (robo.stat != 2) - to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:") - else - to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:") - - if(robo) //How the hell do we lose robo between here and the world messages directly above this? - robo.laws.show_laws(world) - - if(dronecount) - to_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.") - - mode.declare_completion()//To declare normal completion. - - //Ask the event manager to print round end information - SSevents.RoundEnd() - - //Print a list of antagonists to the server log - var/list/total_antagonists = list() - //Look into all mobs in world, dead or alive - for(var/datum/mind/Mind in minds) - var/temprole = Mind.special_role - if(temprole) //if they are an antagonist of some sort. - if(temprole in total_antagonists) //If the role exists already, add the name to it - total_antagonists[temprole] += ", [Mind.name]([Mind.key])" - else - total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob - total_antagonists[temprole] += ": [Mind.name]([Mind.key])" - - //Now print them all into the log! - log_game("Antagonists at round end were...") - for(var/i in total_antagonists) - log_game("[i]s[total_antagonists[i]].") - - return 1 - -/datum/controller/subsystem/ticker/stat_entry() - switch(current_state) - if(GAME_STATE_INIT) - ..() - if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY - ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]") - if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP - ..("SETUP") - if(GAME_STATE_PLAYING) // RUNLEVEL_GAME - ..("GAME") - if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME - switch(end_game_state) - if(END_GAME_MODE_FINISHED) - ..("MODE OVER, WAITING") - if(END_GAME_READY_TO_END) - ..("ENDGAME PROCESSING") - if(END_GAME_ENDING) - ..("END IN [round(restart_timeleft/10)]s") - if(END_GAME_DELAYED) - ..("END PAUSED") - else - ..("ENDGAME ERROR:[end_game_state]") - -/datum/controller/subsystem/ticker/Recover() - flags |= SS_NO_INIT // Don't initialize again - - current_state = SSticker.current_state - mode = SSticker.mode - pregame_timeleft = SSticker.pregame_timeleft - - end_game_state = SSticker.end_game_state - delay_end = SSticker.delay_end - restart_timeleft = SSticker.restart_timeleft - - minds = SSticker.minds - - Bible_icon_state = SSticker.Bible_icon_state - Bible_item_state = SSticker.Bible_item_state - Bible_name = SSticker.Bible_name - Bible_deity_name = SSticker.Bible_deity_name - random_players = SSticker.random_players ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/defines/procs/announce.dm b/code/defines/procs/announce.dm index a05372a5e4..4b5d8f28a7 100644 --- a/code/defines/procs/announce.dm +++ b/code/defines/procs/announce.dm @@ -32,11 +32,7 @@ title = "Security Announcement" announcement_type = "Security Announcement" -<<<<<<< HEAD -/datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0, zlevel) -======= /datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0, var/zlevel) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate if(!message) return var/message_title = new_title ? new_title : title @@ -56,13 +52,6 @@ Sound(message_sound, zlevels) Log(message, message_title) -<<<<<<< HEAD -datum/announcement/proc/Message(var/message as text, var/message_title as text, var/list/zlevels) - global_announcer.autosay("[message_title]: [message]", announcer ? announcer : ANNOUNCER_NAME, zlevels) - -datum/announcement/minor/Message(var/message as text, var/message_title as text, var/list/zlevels) - global_announcer.autosay(message, announcer ? announcer : ANNOUNCER_NAME, zlevels) -======= datum/announcement/proc/Message(message as text, message_title as text, var/list/zlevels) for(var/mob/M in player_list) if(!istype(M,/mob/new_player) && !isdeaf(M)) @@ -95,7 +84,6 @@ datum/announcement/priority/command/Message(message as text, message_title as te continue if(!istype(M,/mob/new_player) && !isdeaf(M)) to_chat(M, command) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate datum/announcement/priority/Message(var/message as text, var/message_title as text, var/list/zlevels) global_announcer.autosay("[message_title]: [message]", announcer ? announcer : ANNOUNCER_NAME, zlevels) @@ -161,8 +149,4 @@ datum/announcement/proc/Log(message as text, message_title as text) AnnounceArrivalSimple(character.real_name, rank, join_message, channel, zlevels) /proc/AnnounceArrivalSimple(var/name, var/rank = "visitor", var/join_message = "will arrive at the station shortly", var/channel = "Common", var/list/zlevels) -<<<<<<< HEAD global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer", channel, zlevels) -======= - global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer", channel, zlevels) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/game/machinery/telecomms/broadcaster.dm b/code/game/machinery/telecomms/broadcaster.dm index 4334bc9e89..165df28298 100644 --- a/code/game/machinery/telecomms/broadcaster.dm +++ b/code/game/machinery/telecomms/broadcaster.dm @@ -87,10 +87,6 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept signal.data["realname"], signal.data["vname"], DATA_NORMAL, signal.data["compression"], signal.data["level"], signal.frequency, signal.data["verb"], forced_radios) -<<<<<<< HEAD - -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /** #### - Simple Broadcast - #### **/ @@ -348,10 +344,6 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/list/message_pieces, var/name, var/job, var/realname, var/vname, var/data, var/compression, var/list/level, var/freq, var/verbage = "says", var/list/forced_radios) -<<<<<<< HEAD - -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /* ###### Prepare the radio connection ###### */ @@ -361,11 +353,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept for(var/obj/item/device/radio/R in forced_radios) //Cursory check to ensure they are 'on' and stuff -<<<<<<< HEAD if(R.receive_range(display_freq, list(0)) > -1) -======= - if(R.receive_range(display_freq, list(0))) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate radios |= R // --- Broadcast only to intercom devices --- diff --git a/code/game/machinery/telecomms/machine_interactions.dm b/code/game/machinery/telecomms/machine_interactions.dm index f4afda41d5..d1449882af 100644 --- a/code/game/machinery/telecomms/machine_interactions.dm +++ b/code/game/machinery/telecomms/machine_interactions.dm @@ -229,19 +229,11 @@ if(href_list["range_down"]) if(overmap_range > overmap_range_min) overmap_range-- -<<<<<<< HEAD update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) if(href_list["range_up"]) if(overmap_range < overmap_range_max) overmap_range++ update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) -======= - idle_power_usage = initial(idle_power_usage)**(overmap_range+1) - if(href_list["range_up"]) - if(overmap_range < overmap_range_max) - overmap_range++ - idle_power_usage = initial(idle_power_usage)**(overmap_range+1) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate // RECEIVER /obj/machinery/telecomms/receiver/Options_Menu() @@ -253,19 +245,11 @@ if(href_list["range_down"]) if(overmap_range > overmap_range_min) overmap_range-- -<<<<<<< HEAD update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) if(href_list["range_up"]) if(overmap_range < overmap_range_max) overmap_range++ update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) -======= - idle_power_usage = initial(idle_power_usage)**(overmap_range+1) - if(href_list["range_up"]) - if(overmap_range < overmap_range_max) - overmap_range++ - idle_power_usage = initial(idle_power_usage)**(overmap_range+1) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /obj/machinery/telecomms/Topic(href, href_list) diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 38223d0a2c..b3840d313f 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -287,11 +287,7 @@ var/global/list/default_medbay_channels = list( /obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/list/zlevels) //BS12 EDIT var/datum/radio_frequency/connection = null if(channel && channels && channels.len > 0) -<<<<<<< HEAD - if (channel == "department") -======= if(channel == "department") ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate channel = channels[1] connection = secure_radio_connections[channel] else @@ -308,11 +304,7 @@ var/global/list/default_medbay_channels = list( Broadcast_Message(connection, A, 0, "*garbled automated announcement*", src, message_to_multilingual(message), from, "Automated Announcement", from, "synthesized voice", -<<<<<<< HEAD - 4, 0, zlevels, connection.frequency, "states") -======= DATA_FAKE, 0, zlevels, connection.frequency, "states") ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate // Interprets the message mode when talking into a radio, possibly returning a connection datum /obj/item/device/radio/proc/handle_message_mode(mob/living/M as mob, list/message_pieces, message_mode) @@ -373,10 +365,6 @@ var/global/list/default_medbay_channels = list( var/pos_z = get_z(src) var/datum/radio_frequency/connection = message_mode -<<<<<<< HEAD - var/pos_z = get_z(src) -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate //#### Tagging the signal with all appropriate identity values ####// @@ -437,11 +425,7 @@ var/global/list/default_medbay_channels = list( "name" = displayname, // the mob's display name "job" = jobname, // the mob's job "key" = mobkey, // the mob's key -<<<<<<< HEAD "vmessage" = message_to_multilingual(pick(M.speak_emote)), // the message to display if the voice wasn't understood -======= - "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate "vname" = M.voice_name, // the name to display if the voice wasn't understood "vmask" = voicemask, // 1 if the mob is using a voice gas mask @@ -493,11 +477,6 @@ var/global/list/default_medbay_channels = list( // First, we want to generate a new radio signal signal.transmission_method = TRANSMISSION_SUBSPACE -<<<<<<< HEAD - - //#### Sending the signal to all subspace receivers ####// -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate //#### Sending the signal to all subspace receivers ####// for(var/obj/machinery/telecomms/receiver/R in telecomms_list) @@ -514,22 +493,6 @@ var/global/list/default_medbay_channels = list( else if(adhoc_fallback) //Less huzzah, we have to fallback to_chat(loc, "\The [src] pings as it falls back to local radio transmission.") subspace_transmission = FALSE -<<<<<<< HEAD - - else //Oh well - return FALSE - - /* ###### Intercoms and station-bounced radios ###### */ - else - /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ - if(istype(src, /obj/item/device/radio/intercom)) - filter_type = DATA_INTERCOM - - /* --- Try to send a normal subspace broadcast first */ - signal.transmission_method = TRANSMISSION_SUBSPACE - signal.data["compression"] = 0 - -======= else //Oh well return FALSE @@ -544,7 +507,6 @@ var/global/list/default_medbay_channels = list( signal.transmission_method = TRANSMISSION_SUBSPACE signal.data["compression"] = 0 ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) @@ -573,11 +535,6 @@ var/global/list/default_medbay_channels = list( if(get_dist(src, M) <= canhear_range) talk_into(M, message_pieces, null, verb) -<<<<<<< HEAD - - -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /obj/item/device/radio/proc/receive_range(freq, level) // check if this radio can receive on the given frequency, and if so, // what the range is in which mobs will hear the radio diff --git a/code/game/objects/items/devices/radio/radiopack.dm b/code/game/objects/items/devices/radio/radiopack.dm index 9bac512543..8f2e849320 100644 --- a/code/game/objects/items/devices/radio/radiopack.dm +++ b/code/game/objects/items/devices/radio/radiopack.dm @@ -132,7 +132,6 @@ return -1 if(!listening) return -1 -<<<<<<< HEAD if(!on) return -1 if(!freq) @@ -143,24 +142,3 @@ return canhear_range else return -1 -======= - if(is_jammed(src)) - return -1 - if (!on) - return -1 - if (!freq) //recieved on main frequency - if (!listening) - return -1 - else - var/accept = (freq==frequency && listening) - if (!accept) - for (var/ch_name in channels) - var/datum/radio_frequency/RF = secure_radio_connections[ch_name] - if (RF && RF.frequency==freq && (channels[ch_name]&FREQ_LISTENING)) - accept = 1 - break - if (!accept) - return -1 - - return canhear_range ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/modules/alarm/atmosphere_alarm.dm b/code/modules/alarm/atmosphere_alarm.dm index cd45d25386..be97493afd 100644 --- a/code/modules/alarm/atmosphere_alarm.dm +++ b/code/modules/alarm/atmosphere_alarm.dm @@ -5,11 +5,7 @@ var/list/major_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) -<<<<<<< HEAD - if(z && (z && !(A.origin?.z in map_levels))) -======= if(z && !(A.origin?.z in map_levels)) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate continue if(A.max_severity() > 1) major_alarms.Add(A) @@ -19,11 +15,7 @@ var/list/minor_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) -<<<<<<< HEAD - if(z && (z && !(A.origin?.z in map_levels))) -======= if(z && !(A.origin?.z in map_levels)) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate continue if(A.max_severity() == 1) minor_alarms.Add(A) diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index c619369682..e98522ac00 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -377,11 +377,7 @@ var/turf/T = join_props["turf"] var/join_message = join_props["msg"] -<<<<<<< HEAD - var/announce_channel = join_props["channel"] || "Common" // VOREStation Add -======= var/announce_channel = join_props["channel"] || "Common" ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate if(!T || !join_message) return 0 diff --git a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm index 367f536137..8c03238bff 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm @@ -111,11 +111,7 @@ var/z = get_z(nano_host()) for(var/datum/alarm_handler/AH in alarm_handlers) categories[++categories.len] = list("category" = AH.category, "alarms" = list()) -<<<<<<< HEAD for(var/datum/alarm/A in AH.visible_alarms(z)) -======= - for(var/datum/alarm/A in AH.major_alarms(z)) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate var/cameras[0] var/lost_sources[0] diff --git a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm index 7b2c3ed3da..894173ec72 100644 --- a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm +++ b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm @@ -44,13 +44,9 @@ if(!data["map_levels"].len) to_chat(user, "The crew monitor doesn't seem like it'll work here.") -<<<<<<< HEAD if(program) program.kill_program() - else if(ui) -======= if(ui) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate ui.close() return diff --git a/maps/~map_system/maps.dm b/maps/~map_system/maps.dm index 7be2155ac5..32f9a742cb 100644 --- a/maps/~map_system/maps.dm +++ b/maps/~map_system/maps.dm @@ -169,13 +169,8 @@ var/list/all_maps = list() //Get what sector we're in var/obj/effect/overmap/visitable/O = get_overmap_sector(srcz) if(!istype(O)) -<<<<<<< HEAD //Anything in multiz then (or just themselves) return GetConnectedZlevels(srcz) -======= - //Not in a sector, just the passed zlevel - return list(srcz) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate //Just the sector we're in if(om_range == -1) @@ -197,15 +192,9 @@ var/list/all_maps = list() //If in station levels, return station levels else if (srcz in station_levels) return station_levels.Copy() -<<<<<<< HEAD //Anything in multiz then (or just themselves) else return GetConnectedZlevels(srcz) -======= - //Just give them back their zlevel - else - return list(srcz) ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /datum/map/proc/get_zlevel_name(var/index) var/datum/map_z_level/Z = zlevels["[index]"] diff --git a/vorestation.dme b/vorestation.dme index ca15d2235e..ec81d482c9 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -1132,10 +1132,7 @@ #include "code\game\objects\items\devices\radio\jammer.dm" #include "code\game\objects\items\devices\radio\jammer_vr.dm" #include "code\game\objects\items\devices\radio\radio.dm" -<<<<<<< HEAD:vorestation.dme #include "code\game\objects\items\devices\radio\radio_vr.dm" -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate:polaris.dme #include "code\game\objects\items\devices\radio\radiopack.dm" #include "code\game\objects\items\robot\robot_items.dm" #include "code\game\objects\items\robot\robot_parts.dm" @@ -2915,11 +2912,8 @@ #include "code\modules\organs\subtypes\vox.dm" #include "code\modules\organs\subtypes\vox_vr.dm" #include "code\modules\organs\subtypes\xenos.dm" -<<<<<<< HEAD:vorestation.dme #include "code\modules\overmap\bluespace_rift_vr.dm" #include "code\modules\overmap\champagne.dm" -======= ->>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate:polaris.dme #include "code\modules\overmap\helpers.dm" #include "code\modules\overmap\overmap_object.dm" #include "code\modules\overmap\overmap_shuttle.dm"