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:
Leshana
2020-03-24 23:39:22 -04:00
parent a794fecea0
commit c4a8aa2b7b
9 changed files with 384 additions and 327 deletions

View File

@@ -1,4 +1,5 @@
#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
#define CURRENT_RUNLEVEL (2 ** (Master.current_runlevel - 1))
#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
#define MC_SPLIT_TICK \

View File

@@ -1,7 +1,16 @@
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
// Ticker game states, turns out these are equivilent to runlevels1
#define GAME_STATE_INIT 0 // RUNLEVEL_INIT
#define GAME_STATE_PREGAME 1 // RUNLEVEL_LOBBY
#define GAME_STATE_SETTING_UP 2 // RUNLEVEL_SETUP
#define GAME_STATE_PLAYING 3 // RUNLEVEL_GAME
#define GAME_STATE_FINISHED 4 // RUNLEVEL_POSTGAME
//End game state, to manage round end.
#define END_GAME_NOT_OVER 1 // Still playing normally
#define END_GAME_MODE_FINISHED 2 // Mode has finished but game has not, wait for game to end too.
#define END_GAME_READY_TO_END 3 // Game and Mode have finished, do rounded stuff.
#define END_GAME_ENDING 4 // Just waiting for ending timer.
#define END_GAME_DELAYED 5 // Admin has delayed the round.
// Security levels.
#define SEC_LEVEL_GREEN 0

View File

@@ -74,6 +74,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define INIT_ORDER_CIRCUIT -21
#define INIT_ORDER_AI -22
#define INIT_ORDER_GAME_MASTER -24
#define INIT_ORDER_TICKER -50
#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
@@ -92,6 +93,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_PROCESS 45
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_TICKER 60
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_PROJECTILES 150

View File

@@ -1,42 +0,0 @@
var/global/datum/controller/process/ticker/tickerProcess
/datum/controller/process/ticker
var/lastTickerTimeDuration
var/lastTickerTime
/datum/controller/process/ticker/setup()
name = "ticker"
schedule_interval = 20 // every 2 seconds
lastTickerTime = world.timeofday
if(!ticker)
ticker = new
tickerProcess = src
spawn(0)
if(ticker)
ticker.pregame()
/datum/controller/process/ticker/doWork()
var/currentTime = world.timeofday
if(currentTime < lastTickerTime) // check for midnight rollover
lastTickerTimeDuration = (currentTime - (lastTickerTime - TICKS_IN_DAY)) / TICKS_IN_SECOND
else
lastTickerTimeDuration = (currentTime - lastTickerTime) / TICKS_IN_SECOND
lastTickerTime = currentTime
ticker.process()
/datum/controller/process/ticker/proc/getLastTickerTimeDuration()
return lastTickerTimeDuration
// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
/datum/controller/process/ticker/proc/HasRoundStarted()
return (ticker && ticker.current_state >= GAME_STATE_PLAYING)
/datum/controller/process/ticker/proc/IsRoundInProgress()
return (ticker && ticker.current_state == GAME_STATE_PLAYING)

View File

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

View File

@@ -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

View File

@@ -63,7 +63,7 @@
processScheduler = new
master_controller = new /datum/controller/game_controller()
processScheduler.deferSetupFor(/datum/controller/process/ticker)
// processScheduler.deferSetupFor(/datum/controller/process/ticker) // Ticker is now a real subsystem!
processScheduler.setup()
Master.Initialize(10, FALSE)

View File

@@ -873,12 +873,15 @@ var/datum/announcement/minor/admin_min_announcer = new
set category = "Server"
set desc="Start the round RIGHT NOW"
set name="Start Now"
if(!ticker)
if(!ticker || !Master || Master.current_runlevel < RUNLEVEL_LOBBY)
alert("Unable to start the game as it is not set up.")
return
if(ticker.current_state == GAME_STATE_PREGAME)
ticker.current_state = GAME_STATE_SETTING_UP
if(Master.current_runlevel == RUNLEVEL_LOBBY)
SSticker.current_state = GAME_STATE_SETTING_UP
Master.SetRunLevel(RUNLEVEL_SETUP)
if(SSvote.mode == VOTE_GAMEMODE)
SSvote.reset() // Cancel the vote if there is one.
log_admin("[usr.key] has started the game.")
message_admins("<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!
@@ -952,10 +955,10 @@ var/datum/announcement/minor/admin_min_announcer = new
set name="Delay"
if(!check_rights(R_SERVER|R_EVENT)) return
if (!ticker || ticker.current_state != GAME_STATE_PREGAME)
ticker.delay_end = !ticker.delay_end
log_admin("[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].")
message_admins("<font color='blue'>[key_name(usr)] [ticker.delay_end ? "delayed the round end" : "has made the round end normally"].</font>", 1)
if (SSticker.current_state >= GAME_STATE_PLAYING)
SSticker.delay_end = !SSticker.delay_end
log_admin("[key_name(usr)] [SSticker.delay_end ? "delayed the round end" : "has made the round end normally"].")
message_admins("<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)
round_progressing = !round_progressing
if (!round_progressing)

View File

@@ -224,7 +224,6 @@
#include "code\controllers\subsystem.dm"
#include "code\controllers\verbs.dm"
#include "code\controllers\observer_listener\atom\observer.dm"
#include "code\controllers\Processes\ticker.dm"
#include "code\controllers\ProcessScheduler\core\process.dm"
#include "code\controllers\ProcessScheduler\core\processScheduler.dm"
#include "code\controllers\subsystems\ai.dm"
@@ -256,6 +255,7 @@
#include "code\controllers\subsystems\sqlite.dm"
#include "code\controllers\subsystems\sun.dm"
#include "code\controllers\subsystems\supply.dm"
#include "code\controllers\subsystems\ticker.dm"
#include "code\controllers\subsystems\time_track.dm"
#include "code\controllers\subsystems\timer.dm"
#include "code\controllers\subsystems\transcore_vr.dm"
@@ -533,7 +533,6 @@
#include "code\game\gamemodes\events.dm"
#include "code\game\gamemodes\game_mode.dm"
#include "code\game\gamemodes\game_mode_latespawn.dm"
#include "code\game\gamemodes\gameticker.dm"
#include "code\game\gamemodes\objective.dm"
#include "code\game\gamemodes\setupgame.dm"
#include "code\game\gamemodes\calamity\calamity.dm"