mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Refactor the gameticker into SSticker
- Instead of independently spawn'd while/sleep loops, it stores its state and lets the MC fire it. - Convert relative path indentation procs to absolute path as per modern style standards. - Break apart the inner loops into separate procs so you can see what is actually going on. - It now shows up in MC tab, along with stats about what phase it is in.
This commit is contained in:
@@ -1,42 +0,0 @@
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var/global/datum/controller/process/ticker/tickerProcess
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/datum/controller/process/ticker
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var/lastTickerTimeDuration
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var/lastTickerTime
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/datum/controller/process/ticker/setup()
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name = "ticker"
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schedule_interval = 20 // every 2 seconds
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lastTickerTime = world.timeofday
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if(!ticker)
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ticker = new
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tickerProcess = src
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spawn(0)
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if(ticker)
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ticker.pregame()
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/datum/controller/process/ticker/doWork()
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var/currentTime = world.timeofday
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if(currentTime < lastTickerTime) // check for midnight rollover
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lastTickerTimeDuration = (currentTime - (lastTickerTime - TICKS_IN_DAY)) / TICKS_IN_SECOND
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else
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lastTickerTimeDuration = (currentTime - lastTickerTime) / TICKS_IN_SECOND
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lastTickerTime = currentTime
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ticker.process()
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/datum/controller/process/ticker/proc/getLastTickerTimeDuration()
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return lastTickerTimeDuration
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// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
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/datum/controller/process/ticker/proc/HasRoundStarted()
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return (ticker && ticker.current_state >= GAME_STATE_PLAYING)
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/datum/controller/process/ticker/proc/IsRoundInProgress()
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return (ticker && ticker.current_state == GAME_STATE_PLAYING)
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@@ -1,83 +1,119 @@
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var/global/datum/controller/gameticker/ticker
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//
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// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
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//
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SUBSYSTEM_DEF(ticker)
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name = "Gameticker"
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wait = 2 SECONDS
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init_order = INIT_ORDER_TICKER
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priority = FIRE_PRIORITY_TICKER
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flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
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/datum/controller/gameticker
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var/const/restart_timeout = 3 MINUTES //One minute is 600.
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var/current_state = GAME_STATE_PREGAME
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var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds.
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var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
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var/hide_mode = 0
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var/datum/game_mode/mode = null
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var/post_game = 0
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var/event_time = null
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var/event = 0
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/* Relies upon the following globals (TODO move those in here) */
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// var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
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// Set by SSvote when VOTE_GAMEMODE finishes.
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// var/round_progressing = 1 //Whether the lobby clock is ticking down.
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// var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
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var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
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var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
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var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret")
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var/datum/game_mode/mode = null // The actual gamemode, if selected.
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var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round
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var/restart_timeleft // Time remaining until restart in desiseconds
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var/last_restart_notify // world.time of last restart warning.
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var/delay_end = FALSE // If set, the round will not restart on its own.
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// var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
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var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
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// TODO - I am sure there is a better place these can go.
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var/Bible_icon_state // icon_state the chaplain has chosen for his bible
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var/Bible_item_state // item_state the chaplain has chosen for his bible
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var/Bible_name // name of the bible
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var/Bible_deity_name
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var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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var/list/syndicate_coalition = list() // list of traitor-compatible factions
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var/list/factions = list() // list of all factions
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var/list/availablefactions = list() // list of factions with openings
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// TODO - Should this go here or in the job subsystem?
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var/triai = FALSE // Global flag for Triumvirate AI being enabled
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var/pregame_timeleft = 0
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//station_explosion used to be a variable for every mob's hud. Which was a waste!
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//Now we have a general cinematic centrally held within the gameticker....far more efficient!
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var/obj/screen/cinematic = null
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var/delay_end = 0 //if set to nonzero, the round will not restart on it's own
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var/triai = 0//Global holder for Triumvirate
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var/round_end_announced = 0 // Spam Prevention. Announce round end only once.
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/datum/controller/gameticker/proc/pregame()
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/* VOREStation Edit - We do music differently
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login_music = pick(\
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'sound/music/halloween/skeletons.ogg',\
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'sound/music/halloween/halloween.ogg',\
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'sound/music/halloween/ghosts.ogg'
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'sound/music/space.ogg',\
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'sound/music/traitor.ogg',\
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'sound/music/title2.ogg',\
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'sound/music/clouds.s3m',\
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'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
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*/ //VOREStation Edit End
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// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet.
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var/global/datum/controller/subsystem/ticker/ticker
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/datum/controller/subsystem/ticker/PreInit()
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global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
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/datum/controller/subsystem/ticker/Initialize()
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pregame_timeleft = config.pregame_time
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send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
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return ..()
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/datum/controller/subsystem/ticker/fire(resumed = FALSE)
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switch(current_state)
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if(GAME_STATE_INIT)
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pregame_welcome()
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current_state = GAME_STATE_PREGAME
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if(GAME_STATE_PREGAME)
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pregame_tick()
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if(GAME_STATE_SETTING_UP)
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setup_tick()
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if(GAME_STATE_PLAYING)
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playing_tick()
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if(GAME_STATE_FINISHED)
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post_game_tick()
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do
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/datum/controller/subsystem/ticker/proc/pregame_welcome()
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to_chat(world, "<B><FONT color='blue'>Welcome to the pregame lobby!</FONT></B>")
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to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
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// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
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/datum/controller/subsystem/ticker/proc/pregame_tick()
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if(round_progressing && last_fire)
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pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
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if(SSvote.time_remaining)
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return // vote still going, wait for it.
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// Time to start the game!
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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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return
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if(pregame_timeleft <= config.vote_autogamemode_timeleft)
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SSvote.autogamemode() // Start the game mode vote
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// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
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/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
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if(!setup_choose_gamemode())
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// It failed, go back to lobby state and re-send the welcome message
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pregame_timeleft = config.pregame_time
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to_chat(world, "<B><FONT color='blue'>Welcome to the pregame lobby!</FONT></B>")
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to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
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while(current_state == GAME_STATE_PREGAME)
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if(round_progressing)
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pregame_timeleft--
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if(pregame_timeleft == config.vote_autogamemode_timeleft)
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if(!SSvote.time_remaining)
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SSvote.autogamemode() //Quit calling this over and over and over and over.
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while(SSvote.time_remaining)
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sleep(1)
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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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sleep(10)
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while (!setup())
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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pregame_welcome()
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return
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// If we got this far we succeeded in picking a game mode. Punch it!
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setup_startgame()
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return
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/datum/controller/gameticker/proc/setup()
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// Formerly the first half of setup() - The part that chooses the game mode.
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// Returns 0 if failed to pick a mode, otherwise 1
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/datum/controller/subsystem/ticker/proc/setup_choose_gamemode()
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//Create and announce mode
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if(master_mode=="secret")
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src.hide_mode = 1
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if(master_mode == "secret")
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src.hide_mode = TRUE
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var/list/runnable_modes = config.get_runnable_modes()
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if((master_mode=="random") || (master_mode=="secret"))
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if((master_mode == "random") || (master_mode == "secret"))
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if(!runnable_modes.len)
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame lobby.")
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return 0
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if(secret_force_mode != "secret")
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@@ -91,8 +127,6 @@ var/global/datum/controller/gameticker/ticker
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src.mode = config.pick_mode(master_mode)
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if(!src.mode)
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
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return 0
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@@ -103,8 +137,6 @@ var/global/datum/controller/gameticker/ticker
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if(!src.mode.can_start())
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to_world("<B>Unable to start [mode.name].</B> Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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mode.fail_setup()
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mode = null
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job_master.ResetOccupations()
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@@ -121,9 +153,11 @@ var/global/datum/controller/gameticker/ticker
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to_chat(world, "<B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
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else
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src.mode.announce()
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return 1
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// Formerly the second half of setup() - The part that actually initializes everything and starts the game.
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/datum/controller/subsystem/ticker/proc/setup_startgame()
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setup_economy()
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current_state = GAME_STATE_PLAYING
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create_characters() //Create player characters and transfer them.
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collect_minds()
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equip_characters()
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@@ -131,7 +165,6 @@ var/global/datum/controller/gameticker/ticker
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callHook("roundstart")
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// TODO - Leshana - Dear God Fix This. Fix all of this. Not just this line, this entire proc. This entire file!
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spawn(0)//Forking here so we dont have to wait for this to finish
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mode.post_setup()
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//Cleanup some stuff
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@@ -144,14 +177,8 @@ var/global/datum/controller/gameticker/ticker
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//Holiday Round-start stuff ~Carn
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Holiday_Game_Start()
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//start_events() //handles random events and space dust.
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//new random event system is handled from the MC.
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var/admins_number = 0
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for(var/client/C)
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if(C.holder)
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admins_number++
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if(admins_number == 0)
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var/list/adm = get_admin_counts()
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if(adm["total"] == 0)
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send2adminirc("A round has started with no admins online.")
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/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
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@@ -160,6 +187,7 @@ var/global/datum/controller/gameticker/ticker
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*/
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processScheduler.start()
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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if(config.sql_enabled)
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@@ -167,223 +195,240 @@ var/global/datum/controller/gameticker/ticker
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return 1
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/datum/controller/gameticker
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//station_explosion used to be a variable for every mob's hud. Which was a waste!
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//Now we have a general cinematic centrally held within the gameticker....far more efficient!
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var/obj/screen/cinematic = null
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
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proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
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if( cinematic ) return //already a cinematic in progress!
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// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
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/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
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mode.process() // So THIS is where we run mode.process() huh? Okay
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//initialise our cinematic screen object
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cinematic = new(src)
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cinematic.icon = 'icons/effects/station_explosion.dmi'
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cinematic.icon_state = "station_intact"
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cinematic.layer = 100
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cinematic.plane = PLANE_PLAYER_HUD
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cinematic.mouse_opacity = 0
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cinematic.screen_loc = "1,0"
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if(mode.explosion_in_progress)
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return // wait until explosion is done.
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var/obj/structure/bed/temp_buckle = new(src)
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//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
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if(station_missed)
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for(var/mob/living/M in living_mob_list)
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M.buckled = temp_buckle //buckles the mob so it can't do anything
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/living/M in living_mob_list)
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M.buckled = temp_buckle
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if(M.client)
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M.client.screen += cinematic
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// Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
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var/game_finished = FALSE
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var/mode_finished = FALSE
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if (config.continous_rounds) // Game keeps going after mode ends.
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game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
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mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
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else // Game ends when mode does
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game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
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mode_finished = game_finished
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switch(M.z)
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if(0) //inside a crate or something
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var/turf/T = get_turf(M)
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if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
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M.health = 0
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M.set_stat(DEAD)
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if(1) //on a z-level 1 turf.
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if(game_finished && mode_finished)
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end_game_state = END_GAME_READY_TO_END
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current_state = GAME_STATE_FINISHED
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Master.SetRunLevel(RUNLEVEL_POSTGAME)
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INVOKE_ASYNC(src, .proc/declare_completion)
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else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
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end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
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mode.cleanup()
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//call a transfer shuttle vote
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to_chat(world, "<span class='danger'>The round has ended!</span>")
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SSvote.autotransfer()
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// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
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/datum/controller/subsystem/ticker/proc/post_game_tick()
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switch(end_game_state)
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if(END_GAME_READY_TO_END)
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callHook("roundend")
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if (mode.station_was_nuked)
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feedback_set_details("end_proper", "nuke")
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restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
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if(!delay_end)
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to_chat(world, "<span class='notice'><b>Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.</b></span>")
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last_restart_notify = world.time
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else
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feedback_set_details("end_proper", "proper completion")
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restart_timeleft = restart_timeout
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if(blackbox)
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blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem
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end_game_state = END_GAME_ENDING
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return
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if(END_GAME_ENDING)
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restart_timeleft -= (world.time - last_fire)
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if(delay_end)
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to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
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end_game_state = END_GAME_DELAYED
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else if(restart_timeleft <= 0)
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world.Reboot()
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else if (world.time - last_restart_notify >= 1 MINUTE)
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to_chat(world, "<span class='notice'><b>Restarting in [round(restart_timeleft/600, 1)] minute\s.</b></span>")
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last_restart_notify = world.time
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return
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if(END_GAME_DELAYED)
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restart_timeleft -= (world.time - last_fire)
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if(!delay_end)
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end_game_state = END_GAME_ENDING
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else
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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, "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>")
|
||||
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, "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>")
|
||||
time_left -= 1 MINUTES
|
||||
sleep(600)
|
||||
if(!delay_end)
|
||||
world.Reboot()
|
||||
else
|
||||
to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
|
||||
else
|
||||
to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
|
||||
|
||||
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, "<span class='danger'>The round has ended!</span>")
|
||||
round_end_announced = 1
|
||||
SSvote.autotransfer()
|
||||
|
||||
return 1
|
||||
|
||||
/datum/controller/gameticker/proc/declare_completion()
|
||||
/datum/controller/subsystem/ticker/proc/declare_completion()
|
||||
to_world("<br><br><br><H1>A round of [mode.name] has ended!</H1>")
|
||||
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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user