mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +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:
@@ -1,4 +1,5 @@
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#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
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#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
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#define CURRENT_RUNLEVEL (2 ** (Master.current_runlevel - 1))
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#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
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#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
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#define MC_SPLIT_TICK \
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#define MC_SPLIT_TICK \
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@@ -1,7 +1,16 @@
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#define GAME_STATE_PREGAME 1
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// Ticker game states, turns out these are equivilent to runlevels1
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_INIT 0 // RUNLEVEL_INIT
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_PREGAME 1 // RUNLEVEL_LOBBY
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#define GAME_STATE_FINISHED 4
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#define GAME_STATE_SETTING_UP 2 // RUNLEVEL_SETUP
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#define GAME_STATE_PLAYING 3 // RUNLEVEL_GAME
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#define GAME_STATE_FINISHED 4 // RUNLEVEL_POSTGAME
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//End game state, to manage round end.
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#define END_GAME_NOT_OVER 1 // Still playing normally
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#define END_GAME_MODE_FINISHED 2 // Mode has finished but game has not, wait for game to end too.
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#define END_GAME_READY_TO_END 3 // Game and Mode have finished, do rounded stuff.
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#define END_GAME_ENDING 4 // Just waiting for ending timer.
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#define END_GAME_DELAYED 5 // Admin has delayed the round.
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// Security levels.
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// Security levels.
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#define SEC_LEVEL_GREEN 0
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#define SEC_LEVEL_GREEN 0
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@@ -74,6 +74,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
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#define INIT_ORDER_CIRCUIT -21
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#define INIT_ORDER_CIRCUIT -21
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#define INIT_ORDER_AI -22
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#define INIT_ORDER_AI -22
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#define INIT_ORDER_GAME_MASTER -24
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#define INIT_ORDER_GAME_MASTER -24
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#define INIT_ORDER_TICKER -50
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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@@ -92,6 +93,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_PROCESS 45
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#define FIRE_PRIORITY_PROCESS 45
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_TICKER 60
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_PROJECTILES 150
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#define FIRE_PRIORITY_PROJECTILES 150
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@@ -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 // Default time to wait before rebooting in desiseconds.
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var/const/restart_timeout = 3 MINUTES //One minute is 600.
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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/current_state = GAME_STATE_PREGAME
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var/hide_mode = 0
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/* Relies upon the following globals (TODO move those in here) */
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var/datum/game_mode/mode = null
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// var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
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var/post_game = 0
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// Set by SSvote when VOTE_GAMEMODE finishes.
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var/event_time = null
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// var/round_progressing = 1 //Whether the lobby clock is ticking down.
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var/event = 0
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var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
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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/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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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_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_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_name // name of the bible
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var/Bible_deity_name
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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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// TODO - Should this go here or in the job subsystem?
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var/list/factions = list() // list of all factions
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var/triai = FALSE // Global flag for Triumvirate AI being enabled
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var/list/availablefactions = list() // list of factions with openings
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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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// 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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var/triai = 0//Global holder for Triumvirate
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/datum/controller/subsystem/ticker/Initialize()
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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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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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do
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pregame_timeleft = config.pregame_time
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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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/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, "<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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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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// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
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pregame_timeleft--
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/datum/controller/subsystem/ticker/proc/pregame_tick()
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if(pregame_timeleft == config.vote_autogamemode_timeleft)
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if(round_progressing && last_fire)
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if(!SSvote.time_remaining)
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pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
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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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if(SSvote.time_remaining)
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sleep(1)
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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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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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Master.SetRunLevel(RUNLEVEL_SETUP)
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sleep(10)
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return
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while (!setup())
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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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/datum/controller/gameticker/proc/setup()
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// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
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//Create and announce mode
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/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
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if(master_mode=="secret")
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if(!setup_choose_gamemode())
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src.hide_mode = 1
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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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var/list/runnable_modes = config.get_runnable_modes()
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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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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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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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// 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 = 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(!runnable_modes.len)
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame 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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return 0
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if(secret_force_mode != "secret")
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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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src.mode = config.pick_mode(master_mode)
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if(!src.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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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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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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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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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.fail_setup()
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mode = null
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mode = null
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job_master.ResetOccupations()
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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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to_chat(world, "<B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
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else
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else
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src.mode.announce()
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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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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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create_characters() //Create player characters and transfer them.
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collect_minds()
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collect_minds()
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equip_characters()
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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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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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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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mode.post_setup()
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//Cleanup some stuff
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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 Round-start stuff ~Carn
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Holiday_Game_Start()
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Holiday_Game_Start()
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|
||||||
//start_events() //handles random events and space dust.
|
var/list/adm = get_admin_counts()
|
||||||
//new random event system is handled from the MC.
|
if(adm["total"] == 0)
|
||||||
|
|
||||||
var/admins_number = 0
|
|
||||||
for(var/client/C)
|
|
||||||
if(C.holder)
|
|
||||||
admins_number++
|
|
||||||
if(admins_number == 0)
|
|
||||||
send2adminirc("A round has started with no admins online.")
|
send2adminirc("A round has started with no admins online.")
|
||||||
|
|
||||||
/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
|
/* 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()
|
processScheduler.start()
|
||||||
|
current_state = GAME_STATE_PLAYING
|
||||||
Master.SetRunLevel(RUNLEVEL_GAME)
|
Master.SetRunLevel(RUNLEVEL_GAME)
|
||||||
|
|
||||||
if(config.sql_enabled)
|
if(config.sql_enabled)
|
||||||
@@ -167,13 +195,100 @@ var/global/datum/controller/gameticker/ticker
|
|||||||
|
|
||||||
return 1
|
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 :)
|
// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
|
||||||
proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
|
/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
|
||||||
|
mode.process() // So THIS is where we run mode.process() huh? Okay
|
||||||
|
|
||||||
|
if(mode.explosion_in_progress)
|
||||||
|
return // wait until explosion is done.
|
||||||
|
|
||||||
|
// Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
|
||||||
|
var/game_finished = FALSE
|
||||||
|
var/mode_finished = FALSE
|
||||||
|
if (config.continous_rounds) // Game keeps going after mode ends.
|
||||||
|
game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
|
||||||
|
mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
|
||||||
|
else // Game ends when mode does
|
||||||
|
game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
|
||||||
|
mode_finished = game_finished
|
||||||
|
|
||||||
|
if(game_finished && mode_finished)
|
||||||
|
end_game_state = END_GAME_READY_TO_END
|
||||||
|
current_state = GAME_STATE_FINISHED
|
||||||
|
Master.SetRunLevel(RUNLEVEL_POSTGAME)
|
||||||
|
INVOKE_ASYNC(src, .proc/declare_completion)
|
||||||
|
else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
|
||||||
|
end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
|
||||||
|
mode.cleanup()
|
||||||
|
//call a transfer shuttle vote
|
||||||
|
to_chat(world, "<span class='danger'>The round has ended!</span>")
|
||||||
|
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, "<span class='notice'><b>Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.</b></span>")
|
||||||
|
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, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
|
||||||
|
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, "<span class='notice'><b>Restarting in [round(restart_timeleft/600, 1)] minute\s.</b></span>")
|
||||||
|
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!
|
if( cinematic ) return //already a cinematic in progress!
|
||||||
|
|
||||||
//initialise our cinematic screen object
|
//initialise our cinematic screen object
|
||||||
@@ -272,7 +387,7 @@ var/global/datum/controller/gameticker/ticker
|
|||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
proc/create_characters()
|
/datum/controller/subsystem/ticker/proc/create_characters()
|
||||||
for(var/mob/new_player/player in player_list)
|
for(var/mob/new_player/player in player_list)
|
||||||
if(player && player.ready && player.mind)
|
if(player && player.ready && player.mind)
|
||||||
if(player.mind.assigned_role=="AI")
|
if(player.mind.assigned_role=="AI")
|
||||||
@@ -290,13 +405,13 @@ var/global/datum/controller/gameticker/ticker
|
|||||||
//VOREStation Edit End
|
//VOREStation Edit End
|
||||||
|
|
||||||
|
|
||||||
proc/collect_minds()
|
/datum/controller/subsystem/ticker/proc/collect_minds()
|
||||||
for(var/mob/living/player in player_list)
|
for(var/mob/living/player in player_list)
|
||||||
if(player.mind)
|
if(player.mind)
|
||||||
ticker.minds += player.mind
|
minds += player.mind
|
||||||
|
|
||||||
|
|
||||||
proc/equip_characters()
|
/datum/controller/subsystem/ticker/proc/equip_characters()
|
||||||
var/captainless=1
|
var/captainless=1
|
||||||
for(var/mob/living/carbon/human/player in player_list)
|
for(var/mob/living/carbon/human/player in player_list)
|
||||||
if(player && player.mind && player.mind.assigned_role)
|
if(player && player.mind && player.mind.assigned_role)
|
||||||
@@ -313,77 +428,7 @@ var/global/datum/controller/gameticker/ticker
|
|||||||
to_chat(M, "Colony Directorship not forced on anyone.")
|
to_chat(M, "Colony Directorship not forced on anyone.")
|
||||||
|
|
||||||
|
|
||||||
process()
|
/datum/controller/subsystem/ticker/proc/declare_completion()
|
||||||
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)
|
|
||||||
|
|
||||||
|
|
||||||
if(blackbox)
|
|
||||||
blackbox.save_all_data_to_sql()
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
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()
|
|
||||||
to_world("<br><br><br><H1>A round of [mode.name] has ended!</H1>")
|
to_world("<br><br><br><H1>A round of [mode.name] has ended!</H1>")
|
||||||
for(var/mob/Player in player_list)
|
for(var/mob/Player in player_list)
|
||||||
if(Player.mind && !isnewplayer(Player))
|
if(Player.mind && !isnewplayer(Player))
|
||||||
@@ -465,3 +510,45 @@ var/global/datum/controller/gameticker/ticker
|
|||||||
log_game("[i]s[total_antagonists[i]].")
|
log_game("[i]s[total_antagonists[i]].")
|
||||||
|
|
||||||
return 1
|
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.
|
//Goon PS stuff, and other yet-to-be-subsystem things.
|
||||||
options["LEGACY: master_controller"] = master_controller
|
options["LEGACY: master_controller"] = master_controller
|
||||||
options["LEGACY: ticker"] = ticker
|
|
||||||
options["LEGACY: tickerProcess"] = tickerProcess
|
|
||||||
options["LEGACY: air_master"] = air_master
|
options["LEGACY: air_master"] = air_master
|
||||||
options["LEGACY: job_master"] = job_master
|
options["LEGACY: job_master"] = job_master
|
||||||
options["LEGACY: radio_controller"] = radio_controller
|
options["LEGACY: radio_controller"] = radio_controller
|
||||||
|
|||||||
@@ -63,7 +63,7 @@
|
|||||||
processScheduler = new
|
processScheduler = new
|
||||||
master_controller = new /datum/controller/game_controller()
|
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()
|
processScheduler.setup()
|
||||||
Master.Initialize(10, FALSE)
|
Master.Initialize(10, FALSE)
|
||||||
|
|
||||||
|
|||||||
@@ -873,12 +873,15 @@ var/datum/announcement/minor/admin_min_announcer = new
|
|||||||
set category = "Server"
|
set category = "Server"
|
||||||
set desc="Start the round RIGHT NOW"
|
set desc="Start the round RIGHT NOW"
|
||||||
set name="Start 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.")
|
alert("Unable to start the game as it is not set up.")
|
||||||
return
|
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)
|
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.")
|
log_admin("[usr.key] has started the game.")
|
||||||
message_admins("<font color='blue'>[usr.key] has started the game.</font>")
|
message_admins("<font color='blue'>[usr.key] has started the game.</font>")
|
||||||
feedback_add_details("admin_verb","SN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
|
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"
|
set name="Delay"
|
||||||
|
|
||||||
if(!check_rights(R_SERVER|R_EVENT)) return
|
if(!check_rights(R_SERVER|R_EVENT)) return
|
||||||
if (!ticker || ticker.current_state != GAME_STATE_PREGAME)
|
if (SSticker.current_state >= GAME_STATE_PLAYING)
|
||||||
ticker.delay_end = !ticker.delay_end
|
SSticker.delay_end = !SSticker.delay_end
|
||||||
log_admin("[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].")
|
log_admin("[key_name(usr)] [SSticker.delay_end ? "delayed the round end" : "has made the round end normally"].")
|
||||||
message_admins("<font color='blue'>[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].</font>", 1)
|
message_admins("<font color='blue'>[key_name(usr)] [SSticker.delay_end ? "delayed the round end" : "has made the round end normally"].</font>", 1)
|
||||||
return //alert("Round end delayed", null, null, null, null, null)
|
return //alert("Round end delayed", null, null, null, null, null)
|
||||||
round_progressing = !round_progressing
|
round_progressing = !round_progressing
|
||||||
if (!round_progressing)
|
if (!round_progressing)
|
||||||
|
|||||||
@@ -224,7 +224,6 @@
|
|||||||
#include "code\controllers\subsystem.dm"
|
#include "code\controllers\subsystem.dm"
|
||||||
#include "code\controllers\verbs.dm"
|
#include "code\controllers\verbs.dm"
|
||||||
#include "code\controllers\observer_listener\atom\observer.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\process.dm"
|
||||||
#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
|
#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
|
||||||
#include "code\controllers\subsystems\ai.dm"
|
#include "code\controllers\subsystems\ai.dm"
|
||||||
@@ -256,6 +255,7 @@
|
|||||||
#include "code\controllers\subsystems\sqlite.dm"
|
#include "code\controllers\subsystems\sqlite.dm"
|
||||||
#include "code\controllers\subsystems\sun.dm"
|
#include "code\controllers\subsystems\sun.dm"
|
||||||
#include "code\controllers\subsystems\supply.dm"
|
#include "code\controllers\subsystems\supply.dm"
|
||||||
|
#include "code\controllers\subsystems\ticker.dm"
|
||||||
#include "code\controllers\subsystems\time_track.dm"
|
#include "code\controllers\subsystems\time_track.dm"
|
||||||
#include "code\controllers\subsystems\timer.dm"
|
#include "code\controllers\subsystems\timer.dm"
|
||||||
#include "code\controllers\subsystems\transcore_vr.dm"
|
#include "code\controllers\subsystems\transcore_vr.dm"
|
||||||
@@ -533,7 +533,6 @@
|
|||||||
#include "code\game\gamemodes\events.dm"
|
#include "code\game\gamemodes\events.dm"
|
||||||
#include "code\game\gamemodes\game_mode.dm"
|
#include "code\game\gamemodes\game_mode.dm"
|
||||||
#include "code\game\gamemodes\game_mode_latespawn.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\objective.dm"
|
||||||
#include "code\game\gamemodes\setupgame.dm"
|
#include "code\game\gamemodes\setupgame.dm"
|
||||||
#include "code\game\gamemodes\calamity\calamity.dm"
|
#include "code\game\gamemodes\calamity\calamity.dm"
|
||||||
|
|||||||
Reference in New Issue
Block a user