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("


A round of [mode.name] has ended!

") for(var/mob/Player in player_list) if(Player.mind && !isnewplayer(Player)) @@ -465,3 +510,45 @@ var/global/datum/controller/gameticker/ticker 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 diff --git a/code/controllers/verbs.dm b/code/controllers/verbs.dm index 5ef802f674..3e294eccc2 100644 --- a/code/controllers/verbs.dm +++ b/code/controllers/verbs.dm @@ -89,8 +89,6 @@ //Goon PS stuff, and other yet-to-be-subsystem things. options["LEGACY: master_controller"] = master_controller - options["LEGACY: ticker"] = ticker - options["LEGACY: tickerProcess"] = tickerProcess options["LEGACY: air_master"] = air_master options["LEGACY: job_master"] = job_master options["LEGACY: radio_controller"] = radio_controller diff --git a/code/game/world.dm b/code/game/world.dm index 52927b7dd7..9039b55105 100644 --- a/code/game/world.dm +++ b/code/game/world.dm @@ -63,7 +63,7 @@ processScheduler = new master_controller = new /datum/controller/game_controller() - processScheduler.deferSetupFor(/datum/controller/process/ticker) + // processScheduler.deferSetupFor(/datum/controller/process/ticker) // Ticker is now a real subsystem! processScheduler.setup() Master.Initialize(10, FALSE) @@ -658,6 +658,6 @@ proc/establish_old_db_connection() // Called whenver world.tick_lag or world.fps are changed. /world/proc/on_tickrate_change() - SStimer?.reset_buckets() + SStimer?.reset_buckets() #undef FAILED_DB_CONNECTION_CUTOFF diff --git a/code/modules/admin/admin.dm b/code/modules/admin/admin.dm index e56727c95d..cbd3345b77 100644 --- a/code/modules/admin/admin.dm +++ b/code/modules/admin/admin.dm @@ -873,12 +873,15 @@ var/datum/announcement/minor/admin_min_announcer = new set category = "Server" set desc="Start the round RIGHT NOW" set name="Start Now" - if(!ticker) + if(!ticker || !Master || Master.current_runlevel < RUNLEVEL_LOBBY) alert("Unable to start the game as it is not set up.") return - if(ticker.current_state == GAME_STATE_PREGAME) - ticker.current_state = GAME_STATE_SETTING_UP + + if(Master.current_runlevel == RUNLEVEL_LOBBY) + SSticker.current_state = GAME_STATE_SETTING_UP Master.SetRunLevel(RUNLEVEL_SETUP) + if(SSvote.mode == VOTE_GAMEMODE) + SSvote.reset() // Cancel the vote if there is one. log_admin("[usr.key] has started the game.") message_admins("[usr.key] has started the game.") feedback_add_details("admin_verb","SN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! @@ -952,10 +955,10 @@ var/datum/announcement/minor/admin_min_announcer = new set name="Delay" if(!check_rights(R_SERVER|R_EVENT)) return - if (!ticker || ticker.current_state != GAME_STATE_PREGAME) - ticker.delay_end = !ticker.delay_end - log_admin("[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].") - message_admins("[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].", 1) + if (SSticker.current_state >= GAME_STATE_PLAYING) + SSticker.delay_end = !SSticker.delay_end + log_admin("[key_name(usr)] [SSticker.delay_end ? "delayed the round end" : "has made the round end normally"].") + message_admins("[key_name(usr)] [SSticker.delay_end ? "delayed the round end" : "has made the round end normally"].", 1) return //alert("Round end delayed", null, null, null, null, null) round_progressing = !round_progressing if (!round_progressing) diff --git a/vorestation.dme b/vorestation.dme index aa692ba28d..226a7460ee 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -224,7 +224,6 @@ #include "code\controllers\subsystem.dm" #include "code\controllers\verbs.dm" #include "code\controllers\observer_listener\atom\observer.dm" -#include "code\controllers\Processes\ticker.dm" #include "code\controllers\ProcessScheduler\core\process.dm" #include "code\controllers\ProcessScheduler\core\processScheduler.dm" #include "code\controllers\subsystems\ai.dm" @@ -256,6 +255,7 @@ #include "code\controllers\subsystems\sqlite.dm" #include "code\controllers\subsystems\sun.dm" #include "code\controllers\subsystems\supply.dm" +#include "code\controllers\subsystems\ticker.dm" #include "code\controllers\subsystems\time_track.dm" #include "code\controllers\subsystems\timer.dm" #include "code\controllers\subsystems\transcore_vr.dm" @@ -533,7 +533,6 @@ #include "code\game\gamemodes\events.dm" #include "code\game\gamemodes\game_mode.dm" #include "code\game\gamemodes\game_mode_latespawn.dm" -#include "code\game\gamemodes\gameticker.dm" #include "code\game\gamemodes\objective.dm" #include "code\game\gamemodes\setupgame.dm" #include "code\game\gamemodes\calamity\calamity.dm"