diff --git a/code/__defines/MC.dm b/code/__defines/MC.dm
index 6acc667f2d..57161ffac8 100644
--- a/code/__defines/MC.dm
+++ b/code/__defines/MC.dm
@@ -1,4 +1,5 @@
#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
+#define CURRENT_RUNLEVEL (2 ** (Master.current_runlevel - 1))
#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
#define MC_SPLIT_TICK \
diff --git a/code/__defines/gamemode.dm b/code/__defines/gamemode.dm
index 59d2879ba5..02f1b11ee1 100644
--- a/code/__defines/gamemode.dm
+++ b/code/__defines/gamemode.dm
@@ -1,7 +1,16 @@
-#define GAME_STATE_PREGAME 1
-#define GAME_STATE_SETTING_UP 2
-#define GAME_STATE_PLAYING 3
-#define GAME_STATE_FINISHED 4
+// Ticker game states, turns out these are equivilent to runlevels1
+#define GAME_STATE_INIT 0 // RUNLEVEL_INIT
+#define GAME_STATE_PREGAME 1 // RUNLEVEL_LOBBY
+#define GAME_STATE_SETTING_UP 2 // RUNLEVEL_SETUP
+#define GAME_STATE_PLAYING 3 // RUNLEVEL_GAME
+#define GAME_STATE_FINISHED 4 // RUNLEVEL_POSTGAME
+
+//End game state, to manage round end.
+#define END_GAME_NOT_OVER 1 // Still playing normally
+#define END_GAME_MODE_FINISHED 2 // Mode has finished but game has not, wait for game to end too.
+#define END_GAME_READY_TO_END 3 // Game and Mode have finished, do rounded stuff.
+#define END_GAME_ENDING 4 // Just waiting for ending timer.
+#define END_GAME_DELAYED 5 // Admin has delayed the round.
// Security levels.
#define SEC_LEVEL_GREEN 0
diff --git a/code/__defines/subsystems.dm b/code/__defines/subsystems.dm
index a9f7f02fb8..114eb376cf 100644
--- a/code/__defines/subsystems.dm
+++ b/code/__defines/subsystems.dm
@@ -74,6 +74,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define INIT_ORDER_CIRCUIT -21
#define INIT_ORDER_AI -22
#define INIT_ORDER_GAME_MASTER -24
+#define INIT_ORDER_TICKER -50
#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
@@ -92,6 +93,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_PROCESS 45
#define FIRE_PRIORITY_DEFAULT 50
+#define FIRE_PRIORITY_TICKER 60
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_PROJECTILES 150
diff --git a/code/controllers/Processes/ticker.dm b/code/controllers/Processes/ticker.dm
deleted file mode 100644
index a70bb74c5f..0000000000
--- a/code/controllers/Processes/ticker.dm
+++ /dev/null
@@ -1,42 +0,0 @@
-var/global/datum/controller/process/ticker/tickerProcess
-
-/datum/controller/process/ticker
- var/lastTickerTimeDuration
- var/lastTickerTime
-
-/datum/controller/process/ticker/setup()
- name = "ticker"
- schedule_interval = 20 // every 2 seconds
-
- lastTickerTime = world.timeofday
-
- if(!ticker)
- ticker = new
-
- tickerProcess = src
-
- spawn(0)
- if(ticker)
- ticker.pregame()
-
-/datum/controller/process/ticker/doWork()
- var/currentTime = world.timeofday
-
- if(currentTime < lastTickerTime) // check for midnight rollover
- lastTickerTimeDuration = (currentTime - (lastTickerTime - TICKS_IN_DAY)) / TICKS_IN_SECOND
- else
- lastTickerTimeDuration = (currentTime - lastTickerTime) / TICKS_IN_SECOND
-
- lastTickerTime = currentTime
-
- ticker.process()
-
-/datum/controller/process/ticker/proc/getLastTickerTimeDuration()
- return lastTickerTimeDuration
-
-// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
-/datum/controller/process/ticker/proc/HasRoundStarted()
- return (ticker && ticker.current_state >= GAME_STATE_PLAYING)
-
-/datum/controller/process/ticker/proc/IsRoundInProgress()
- return (ticker && ticker.current_state == GAME_STATE_PLAYING)
diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm
index bf05da7a3b..42a00f53fb 100644
--- a/code/controllers/subsystems/ticker.dm
+++ b/code/controllers/subsystems/ticker.dm
@@ -1,83 +1,119 @@
-var/global/datum/controller/gameticker/ticker
+//
+// 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!
-/datum/controller/gameticker
- var/const/restart_timeout = 3 MINUTES //One minute is 600.
- var/current_state = GAME_STATE_PREGAME
+ 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
- var/hide_mode = 0
- var/datum/game_mode/mode = null
- var/post_game = 0
- var/event_time = null
- var/event = 0
+ /* 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/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
+ var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
- var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
+ 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 // VOREStation Edit - We do music differently
+
+ 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 = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
+ var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
- var/list/syndicate_coalition = list() // list of traitor-compatible factions
- var/list/factions = list() // list of all factions
- var/list/availablefactions = list() // list of factions with openings
+ // TODO - Should this go here or in the job subsystem?
+ var/triai = FALSE // Global flag for Triumvirate AI being enabled
- var/pregame_timeleft = 0
+ //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
- var/delay_end = 0 //if set to nonzero, the round will not restart on it's own
-
- var/triai = 0//Global holder for Triumvirate
-
- var/round_end_announced = 0 // Spam Prevention. Announce round end only once.
-
-/datum/controller/gameticker/proc/pregame()
- /* VOREStation Edit - We do music differently
- 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?
- */ //VOREStation Edit End
+// 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
+/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()
- do
+/datum/controller/subsystem/ticker/proc/pregame_welcome()
+ to_chat(world, "Welcome to the pregame lobby!")
+ to_chat(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(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)
+ return
+
+ if(pregame_timeleft <= config.vote_autogamemode_timeleft)
+ SSvote.autogamemode() // Start the game mode vote
+
+// 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
- to_chat(world, "Welcome to the pregame lobby!")
- to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
- while(current_state == GAME_STATE_PREGAME)
- if(round_progressing)
- pregame_timeleft--
- if(pregame_timeleft == config.vote_autogamemode_timeleft)
- if(!SSvote.time_remaining)
- SSvote.autogamemode() //Quit calling this over and over and over and over.
- while(SSvote.time_remaining)
- sleep(1)
- if(pregame_timeleft <= 0)
- current_state = GAME_STATE_SETTING_UP
- Master.SetRunLevel(RUNLEVEL_SETUP)
- sleep(10)
- while (!setup())
+ 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
-
-/datum/controller/gameticker/proc/setup()
+// 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 = 1
+ if(master_mode == "secret")
+ src.hide_mode = TRUE
var/list/runnable_modes = config.get_runnable_modes()
- if((master_mode=="random") || (master_mode=="secret"))
+ if((master_mode == "random") || (master_mode == "secret"))
if(!runnable_modes.len)
- current_state = GAME_STATE_PREGAME
- Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "Unable to choose playable game mode. Reverting to pregame lobby.")
return 0
if(secret_force_mode != "secret")
@@ -91,8 +127,6 @@ var/global/datum/controller/gameticker/ticker
src.mode = config.pick_mode(master_mode)
if(!src.mode)
- current_state = GAME_STATE_PREGAME
- Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
return 0
@@ -103,8 +137,6 @@ var/global/datum/controller/gameticker/ticker
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.")
- current_state = GAME_STATE_PREGAME
- Master.SetRunLevel(RUNLEVEL_LOBBY)
mode.fail_setup()
mode = null
job_master.ResetOccupations()
@@ -121,9 +153,11 @@ var/global/datum/controller/gameticker/ticker
to_chat(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()
- current_state = GAME_STATE_PLAYING
create_characters() //Create player characters and transfer them.
collect_minds()
equip_characters()
@@ -131,7 +165,6 @@ var/global/datum/controller/gameticker/ticker
callHook("roundstart")
- // TODO - Leshana - Dear God Fix This. Fix all of this. Not just this line, this entire proc. This entire file!
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()
//Cleanup some stuff
@@ -144,14 +177,8 @@ var/global/datum/controller/gameticker/ticker
//Holiday Round-start stuff ~Carn
Holiday_Game_Start()
- //start_events() //handles random events and space dust.
- //new random event system is handled from the MC.
-
- var/admins_number = 0
- for(var/client/C)
- if(C.holder)
- admins_number++
- if(admins_number == 0)
+ 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
@@ -160,6 +187,7 @@ var/global/datum/controller/gameticker/ticker
*/
processScheduler.start()
+ current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
if(config.sql_enabled)
@@ -167,223 +195,240 @@ var/global/datum/controller/gameticker/ticker
return 1
-/datum/controller/gameticker
- //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
- //Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
- proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
- if( cinematic ) return //already a cinematic in progress!
+// 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
- //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"
+ if(mode.explosion_in_progress)
+ return // wait until explosion is done.
- 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
+ // 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
- 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.
+ 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_chat(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_chat(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_chat(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_chat(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
-
-
- 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
+ //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
- //VOREStation Edit Start
- var/mob/living/carbon/human/new_char = player.create_character()
- if(new_char)
- qdel(player)
- if(istype(new_char) && !(new_char.mind.assigned_role=="Cyborg"))
- data_core.manifest_inject(new_char)
- //VOREStation Edit End
+ flick("intro_nuke",cinematic)
+ sleep(35)
+ world << sound('sound/effects/explosionfar.ogg')
+ //flick("end",cinematic)
- proc/collect_minds()
- for(var/mob/living/player in player_list)
- if(player.mind)
- ticker.minds += player.mind
+ if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
+ sleep(50)
+ world << sound('sound/effects/explosionfar.ogg')
- 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) //VOREStation Removal
- //player.apply_traits() //VOREStation Removal
- if(captainless)
- for(var/mob/M in player_list)
- if(!istype(M,/mob/new_player))
- to_chat(M, "Colony Directorship not forced on anyone.")
+ 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
- process()
- if(current_state != GAME_STATE_PLAYING)
- return 0
-
- mode.process()
-
-// emergency_shuttle.process() //handled in scheduler
-
- var/game_finished = 0
- var/mode_finished = 0
- if (config.continous_rounds)
- game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
- mode_finished = (!post_game && mode.check_finished())
- else
- game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
- mode_finished = game_finished
-
- if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game))
- current_state = GAME_STATE_FINISHED
- Master.SetRunLevel(RUNLEVEL_POSTGAME)
-
- spawn
- declare_completion()
-
- spawn(50)
- callHook("roundend")
-
- var/time_left
-
- if (mode.station_was_nuked)
- feedback_set_details("end_proper","nuke")
- time_left = 1 MINUTE //No point waiting five minutes if everyone's dead.
- if(!delay_end)
- to_chat(world, "Rebooting due to destruction of station in [round(time_left/600)] minutes.")
- else
- feedback_set_details("end_proper","proper completion")
- time_left = round(restart_timeout)
+/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
+ //VOREStation Edit Start
+ var/mob/living/carbon/human/new_char = player.create_character()
+ if(new_char)
+ qdel(player)
+ if(istype(new_char) && !(new_char.mind.assigned_role=="Cyborg"))
+ data_core.manifest_inject(new_char)
+ //VOREStation Edit End
- if(blackbox)
- blackbox.save_all_data_to_sql()
+/datum/controller/subsystem/ticker/proc/collect_minds()
+ for(var/mob/living/player in player_list)
+ if(player.mind)
+ minds += player.mind
- if(!delay_end)
- while(time_left > 0)
- if(delay_end)
- break
- to_chat(world, "Restarting in [round(time_left/600)] minute\s.")
- time_left -= 1 MINUTES
- sleep(600)
- if(!delay_end)
- world.Reboot()
- else
- to_chat(world, "An admin has delayed the round end.")
- else
- to_chat(world, "An admin has delayed the round end.")
- else if (mode_finished)
- post_game = 1
+/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) //VOREStation Removal
+ //player.apply_traits() //VOREStation Removal
+ if(captainless)
+ for(var/mob/M in player_list)
+ if(!istype(M,/mob/new_player))
+ to_chat(M, "Colony Directorship not forced on anyone.")
- mode.cleanup()
- //call a transfer shuttle vote
- spawn(50)
- if(!round_end_announced) // Spam Prevention. Now it should announce only once.
- to_chat(world, "The round has ended!")
- round_end_announced = 1
- SSvote.autotransfer()
-
- return 1
-
-/datum/controller/gameticker/proc/declare_completion()
+/datum/controller/subsystem/ticker/proc/declare_completion()
to_world("