diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm index 397f32078c..35de4f2bbc 100644 --- a/code/controllers/subsystems/ticker.dm +++ b/code/controllers/subsystems/ticker.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD // // Ticker controls the state of the game, being responsible for round start, game mode, and round end. // @@ -557,3 +558,569 @@ var/global/datum/controller/subsystem/ticker/ticker Bible_name = SSticker.Bible_name Bible_deity_name = SSticker.Bible_deity_name random_players = SSticker.random_players +======= +// +// 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! + + 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 + + /* 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/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config + var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately. + + 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 + + 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 = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders + + // TODO - Should this go here or in the job subsystem? + var/triai = FALSE // Global flag for Triumvirate AI being enabled + + //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 + +// 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 + 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? + +/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() + +/datum/controller/subsystem/ticker/proc/pregame_welcome() + to_world("Welcome to the pregame lobby!") + to_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(start_immediately) + pregame_timeleft = 0 + else 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) + if(start_immediately) + fire() // Don't wait for next tick, do it now! + return + + if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called) + SSvote.autogamemode() // Start the game mode vote (if we haven't had one already) + +// 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 + SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote + 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 + +// 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 = TRUE + + var/list/runnable_modes = config.get_runnable_modes() + if((master_mode == "random") || (master_mode == "secret")) + if(!runnable_modes.len) + to_world("Unable to choose playable game mode. Reverting to pregame lobby.") + return 0 + if(secret_force_mode != "secret") + src.mode = config.pick_mode(secret_force_mode) + if(!src.mode) + var/list/weighted_modes = list() + for(var/datum/game_mode/GM in runnable_modes) + weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag] + src.mode = gamemode_cache[pickweight(weighted_modes)] + else + src.mode = config.pick_mode(master_mode) + + if(!src.mode) + to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context. + return 0 + + job_master.ResetOccupations() + src.mode.create_antagonists() + src.mode.pre_setup() + job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. + + if(!src.mode.can_start()) + to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.") + mode.fail_setup() + mode = null + job_master.ResetOccupations() + return 0 + + if(hide_mode) + to_world("The current game mode is - Secret!") + if(runnable_modes.len) + var/list/tmpmodes = new + for (var/datum/game_mode/M in runnable_modes) + tmpmodes+=M.name + tmpmodes = sortList(tmpmodes) + if(tmpmodes.len) + to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]") + else + src.mode.announce() + return 1 + +// Formerly the second half of setup() - The part that actually initializes everything and starts the game. +/datum/controller/subsystem/ticker/proc/setup_startgame() + setup_economy() + create_characters() //Create player characters and transfer them. + collect_minds() + equip_characters() + data_core.manifest() + + callHook("roundstart") + + spawn(0)//Forking here so we dont have to wait for this to finish + mode.post_setup() + //Cleanup some stuff + for(var/obj/effect/landmark/start/S in landmarks_list) + //Deleting Startpoints but we need the ai point to AI-ize people later + if (S.name != "AI") + qdel(S) + to_world("Enjoy the game!") + world << sound('sound/AI/welcome.ogg') // Skie + //Holiday Round-start stuff ~Carn + Holiday_Game_Start() + + 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 + master_controller.process() //Start master_controller.process() + lighting_controller.process() //Start processing DynamicAreaLighting updates + */ + + processScheduler.start() + current_state = GAME_STATE_PLAYING + Master.SetRunLevel(RUNLEVEL_GAME) + + if(config.sql_enabled) + statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE + + return 1 + + +// 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 + + 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_world("The round has ended!") + SSvote.autotransfer() + +// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME) +/datum/controller/subsystem/ticker/proc/post_game_tick() + switch(end_game_state) + if(END_GAME_READY_TO_END) + callHook("roundend") + + if (mode.station_was_nuked) + feedback_set_details("end_proper", "nuke") + restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead. + if(!delay_end) + to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.") + last_restart_notify = world.time + else + feedback_set_details("end_proper", "proper completion") + restart_timeleft = restart_timeout + + if(blackbox) + blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem + + end_game_state = END_GAME_ENDING + return + if(END_GAME_ENDING) + restart_timeleft -= (world.time - last_fire) + if(delay_end) + to_world("An admin has delayed the round end.") + end_game_state = END_GAME_DELAYED + else if(restart_timeleft <= 0) + world.Reboot() + else if (world.time - last_restart_notify >= 1 MINUTE) + to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.") + last_restart_notify = world.time + return + if(END_GAME_DELAYED) + restart_timeleft -= (world.time - last_fire) + if(!delay_end) + end_game_state = END_GAME_ENDING + else + log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.") + end_game_state = END_GAME_READY_TO_END + + +// ---------------------------------------------------------------------- +// These two below are not used! But they could be + +// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem! + +/datum/controller/subsystem/ticker/proc/PreRoundStart() + return (current_state < GAME_STATE_PLAYING) + +/datum/controller/subsystem/ticker/proc/IsSettingUp() + return (current_state == GAME_STATE_SETTING_UP) + +/datum/controller/subsystem/ticker/proc/IsRoundInProgress() + return (current_state == GAME_STATE_PLAYING) + +/datum/controller/subsystem/ticker/proc/HasRoundStarted() + return (current_state >= GAME_STATE_PLAYING) + +// ------------------------------------------------------------------------ +// HELPER PROCS! +// ------------------------------------------------------------------------ + +//Plus it provides an easy way to make cinematics for other events. Just use this as a template :) +/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null) + if( cinematic ) return //already a cinematic in progress! + + //initialise our cinematic screen object + cinematic = new(src) + cinematic.icon = 'icons/effects/station_explosion.dmi' + cinematic.icon_state = "station_intact" + cinematic.layer = 100 + cinematic.plane = PLANE_PLAYER_HUD + cinematic.mouse_opacity = 0 + cinematic.screen_loc = "1,0" + + var/obj/structure/bed/temp_buckle = new(src) + //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around + if(station_missed) + for(var/mob/living/M in living_mob_list) + M.buckled = temp_buckle //buckles the mob so it can't do anything + if(M.client) + M.client.screen += cinematic //show every client the cinematic + else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived" + for(var/mob/living/M in living_mob_list) + M.buckled = temp_buckle + if(M.client) + M.client.screen += cinematic + + switch(M.z) + if(0) //inside a crate or something + var/turf/T = get_turf(M) + if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and + M.health = 0 + M.set_stat(DEAD) + if(1) //on a z-level 1 turf. + M.health = 0 + M.set_stat(DEAD) + + //Now animate the cinematic + switch(station_missed) + if(1) //nuke was nearby but (mostly) missed + if( mode && !override ) + override = mode.name + switch( override ) + if("mercenary") //Nuke wasn't on station when it blew up + flick("intro_nuke",cinematic) + sleep(35) + world << sound('sound/effects/explosionfar.ogg') + flick("station_intact_fade_red",cinematic) + cinematic.icon_state = "summary_nukefail" + else + flick("intro_nuke",cinematic) + sleep(35) + world << sound('sound/effects/explosionfar.ogg') + //flick("end",cinematic) + + + if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation + sleep(50) + world << sound('sound/effects/explosionfar.ogg') + + + else //station was destroyed + if( mode && !override ) + override = mode.name + switch( override ) + if("mercenary") //Nuke Ops successfully bombed the station + flick("intro_nuke",cinematic) + sleep(35) + flick("station_explode_fade_red",cinematic) + world << sound('sound/effects/explosionfar.ogg') + cinematic.icon_state = "summary_nukewin" + if("AI malfunction") //Malf (screen,explosion,summary) + flick("intro_malf",cinematic) + sleep(76) + flick("station_explode_fade_red",cinematic) + world << sound('sound/effects/explosionfar.ogg') + cinematic.icon_state = "summary_malf" + if("blob") //Station nuked (nuke,explosion,summary) + flick("intro_nuke",cinematic) + sleep(35) + flick("station_explode_fade_red",cinematic) + world << sound('sound/effects/explosionfar.ogg') + cinematic.icon_state = "summary_selfdes" + else //Station nuked (nuke,explosion,summary) + flick("intro_nuke",cinematic) + sleep(35) + flick("station_explode_fade_red", cinematic) + world << sound('sound/effects/explosionfar.ogg') + cinematic.icon_state = "summary_selfdes" + for(var/mob/living/M in living_mob_list) + if(M.loc.z in using_map.station_levels) + M.death()//No mercy + //If its actually the end of the round, wait for it to end. + //Otherwise if its a verb it will continue on afterwards. + sleep(300) + + if(cinematic) qdel(cinematic) //end the cinematic + if(temp_buckle) qdel(temp_buckle) //release everybody + return + + +/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 + player.create_character() + qdel(player) + + +/datum/controller/subsystem/ticker/proc/collect_minds() + for(var/mob/living/player in player_list) + if(player.mind) + minds += player.mind + + +/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) + player.apply_traits() + if(captainless) + for(var/mob/M in player_list) + if(!istype(M,/mob/new_player)) + to_chat(M, "Colony Directorship not forced on anyone.") + + +/datum/controller/subsystem/ticker/proc/declare_completion() + to_world("


A round of [mode.name] has ended!

") + for(var/mob/Player in player_list) + if(Player.mind && !isnewplayer(Player)) + if(Player.stat != DEAD) + var/turf/playerTurf = get_turf(Player) + if(emergency_shuttle.departed && emergency_shuttle.evac) + if(isNotAdminLevel(playerTurf.z)) + to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].") + else + to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].") + else if(isAdminLevel(playerTurf.z)) + to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].") + else if(issilicon(Player)) + to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].") + else + to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].") + else + if(istype(Player,/mob/observer/dead)) + var/mob/observer/dead/O = Player + if(!O.started_as_observer) + to_chat(Player, "You did not survive the events on [station_name()]...") + else + to_chat(Player, "You did not survive the events on [station_name()]...") + to_world("
") + + for (var/mob/living/silicon/ai/aiPlayer in mob_list) + if (aiPlayer.stat != 2) + to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:") + else + to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:") + aiPlayer.show_laws(1) + + if (aiPlayer.connected_robots.len) + var/robolist = "The AI's loyal minions were: " + for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots) + robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]" + to_world("[robolist]") + + var/dronecount = 0 + + for (var/mob/living/silicon/robot/robo in mob_list) + + if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm)) + dronecount++ + continue + + if (!robo.connected_ai) + if (robo.stat != 2) + to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:") + else + to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:") + + if(robo) //How the hell do we lose robo between here and the world messages directly above this? + robo.laws.show_laws(world) + + if(dronecount) + to_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.") + + mode.declare_completion()//To declare normal completion. + + //Ask the event manager to print round end information + SSevents.RoundEnd() + + //Print a list of antagonists to the server log + var/list/total_antagonists = list() + //Look into all mobs in world, dead or alive + for(var/datum/mind/Mind in minds) + var/temprole = Mind.special_role + if(temprole) //if they are an antagonist of some sort. + if(temprole in total_antagonists) //If the role exists already, add the name to it + total_antagonists[temprole] += ", [Mind.name]([Mind.key])" + else + total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob + total_antagonists[temprole] += ": [Mind.name]([Mind.key])" + + //Now print them all into the log! + log_game("Antagonists at round end were...") + for(var/i in total_antagonists) + 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 +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/defines/procs/announce.dm b/code/defines/procs/announce.dm index c739ffbf85..a05372a5e4 100644 --- a/code/defines/procs/announce.dm +++ b/code/defines/procs/announce.dm @@ -32,7 +32,11 @@ title = "Security Announcement" announcement_type = "Security Announcement" +<<<<<<< HEAD /datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0, zlevel) +======= +/datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0, var/zlevel) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate if(!message) return var/message_title = new_title ? new_title : title @@ -52,11 +56,46 @@ Sound(message_sound, zlevels) Log(message, message_title) +<<<<<<< HEAD datum/announcement/proc/Message(var/message as text, var/message_title as text, var/list/zlevels) global_announcer.autosay("[message_title]: [message]", announcer ? announcer : ANNOUNCER_NAME, zlevels) datum/announcement/minor/Message(var/message as text, var/message_title as text, var/list/zlevels) global_announcer.autosay(message, announcer ? announcer : ANNOUNCER_NAME, zlevels) +======= +datum/announcement/proc/Message(message as text, message_title as text, var/list/zlevels) + for(var/mob/M in player_list) + if(!istype(M,/mob/new_player) && !isdeaf(M)) + to_chat(M, "

[title]

") + to_chat(M, "[message]") + if (announcer) + to_chat(M, " -[html_encode(announcer)]") + +// You'll need to update these to_world usages if you want to make these z-level specific ~Aro +datum/announcement/minor/Message(message as text, message_title as text) + to_world("[message]") + +datum/announcement/priority/Message(message as text, message_title as text) + to_world("

[message_title]

") + to_world("[message]") + if(announcer) + to_world(" -[html_encode(announcer)]") + to_world("
") + +datum/announcement/priority/command/Message(message as text, message_title as text, var/list/zlevels) + var/command + command += "

[command_name()] Update

" + if (message_title) + command += "

[message_title]

" + + command += "
[message]
" + command += "
" + for(var/mob/M in player_list) + if(zlevels && !(get_z(M) in zlevels)) + continue + if(!istype(M,/mob/new_player) && !isdeaf(M)) + to_chat(M, command) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate datum/announcement/priority/Message(var/message as text, var/message_title as text, var/list/zlevels) global_announcer.autosay("[message_title]: [message]", announcer ? announcer : ANNOUNCER_NAME, zlevels) @@ -122,4 +161,8 @@ datum/announcement/proc/Log(message as text, message_title as text) AnnounceArrivalSimple(character.real_name, rank, join_message, channel, zlevels) /proc/AnnounceArrivalSimple(var/name, var/rank = "visitor", var/join_message = "will arrive at the station shortly", var/channel = "Common", var/list/zlevels) +<<<<<<< HEAD global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer", channel, zlevels) +======= + global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer", channel, zlevels) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/game/machinery/telecomms/broadcaster.dm b/code/game/machinery/telecomms/broadcaster.dm index 9a9ec69278..4334bc9e89 100644 --- a/code/game/machinery/telecomms/broadcaster.dm +++ b/code/game/machinery/telecomms/broadcaster.dm @@ -87,7 +87,10 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept signal.data["realname"], signal.data["vname"], DATA_NORMAL, signal.data["compression"], signal.data["level"], signal.frequency, signal.data["verb"], forced_radios) +<<<<<<< HEAD +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /** #### - Simple Broadcast - #### **/ @@ -345,7 +348,10 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/list/message_pieces, var/name, var/job, var/realname, var/vname, var/data, var/compression, var/list/level, var/freq, var/verbage = "says", var/list/forced_radios) +<<<<<<< HEAD +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /* ###### Prepare the radio connection ###### */ @@ -355,7 +361,11 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept for(var/obj/item/device/radio/R in forced_radios) //Cursory check to ensure they are 'on' and stuff +<<<<<<< HEAD if(R.receive_range(display_freq, list(0)) > -1) +======= + if(R.receive_range(display_freq, list(0))) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate radios |= R // --- Broadcast only to intercom devices --- diff --git a/code/game/machinery/telecomms/machine_interactions.dm b/code/game/machinery/telecomms/machine_interactions.dm index d1449882af..f4afda41d5 100644 --- a/code/game/machinery/telecomms/machine_interactions.dm +++ b/code/game/machinery/telecomms/machine_interactions.dm @@ -229,11 +229,19 @@ if(href_list["range_down"]) if(overmap_range > overmap_range_min) overmap_range-- +<<<<<<< HEAD update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) if(href_list["range_up"]) if(overmap_range < overmap_range_max) overmap_range++ update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) +======= + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + if(href_list["range_up"]) + if(overmap_range < overmap_range_max) + overmap_range++ + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate // RECEIVER /obj/machinery/telecomms/receiver/Options_Menu() @@ -245,11 +253,19 @@ if(href_list["range_down"]) if(overmap_range > overmap_range_min) overmap_range-- +<<<<<<< HEAD update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) if(href_list["range_up"]) if(overmap_range < overmap_range_max) overmap_range++ update_idle_power_usage(initial(idle_power_usage)**(overmap_range+1)) +======= + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + if(href_list["range_up"]) + if(overmap_range < overmap_range_max) + overmap_range++ + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /obj/machinery/telecomms/Topic(href, href_list) diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 65ab5023c7..38223d0a2c 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -287,7 +287,11 @@ var/global/list/default_medbay_channels = list( /obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/list/zlevels) //BS12 EDIT var/datum/radio_frequency/connection = null if(channel && channels && channels.len > 0) +<<<<<<< HEAD if (channel == "department") +======= + if(channel == "department") +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate channel = channels[1] connection = secure_radio_connections[channel] else @@ -304,7 +308,11 @@ var/global/list/default_medbay_channels = list( Broadcast_Message(connection, A, 0, "*garbled automated announcement*", src, message_to_multilingual(message), from, "Automated Announcement", from, "synthesized voice", +<<<<<<< HEAD 4, 0, zlevels, connection.frequency, "states") +======= + DATA_FAKE, 0, zlevels, connection.frequency, "states") +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate // Interprets the message mode when talking into a radio, possibly returning a connection datum /obj/item/device/radio/proc/handle_message_mode(mob/living/M as mob, list/message_pieces, message_mode) @@ -363,8 +371,12 @@ var/global/list/default_medbay_channels = list( if(!istype(message_mode, /datum/radio_frequency)) return FALSE - var/datum/radio_frequency/connection = message_mode var/pos_z = get_z(src) + var/datum/radio_frequency/connection = message_mode +<<<<<<< HEAD + var/pos_z = get_z(src) +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate //#### Tagging the signal with all appropriate identity values ####// @@ -425,7 +437,11 @@ var/global/list/default_medbay_channels = list( "name" = displayname, // the mob's display name "job" = jobname, // the mob's job "key" = mobkey, // the mob's key +<<<<<<< HEAD "vmessage" = message_to_multilingual(pick(M.speak_emote)), // the message to display if the voice wasn't understood +======= + "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate "vname" = M.voice_name, // the name to display if the voice wasn't understood "vmask" = voicemask, // 1 if the mob is using a voice gas mask @@ -477,9 +493,13 @@ var/global/list/default_medbay_channels = list( // First, we want to generate a new radio signal signal.transmission_method = TRANSMISSION_SUBSPACE +<<<<<<< HEAD //#### Sending the signal to all subspace receivers ####// +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate + //#### Sending the signal to all subspace receivers ####// for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) @@ -494,6 +514,7 @@ var/global/list/default_medbay_channels = list( else if(adhoc_fallback) //Less huzzah, we have to fallback to_chat(loc, "\The [src] pings as it falls back to local radio transmission.") subspace_transmission = FALSE +<<<<<<< HEAD else //Oh well return FALSE @@ -508,6 +529,22 @@ var/global/list/default_medbay_channels = list( signal.transmission_method = TRANSMISSION_SUBSPACE signal.data["compression"] = 0 +======= + + else //Oh well + return FALSE + + /* ###### Intercoms and station-bounced radios ###### */ + else + /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ + if(istype(src, /obj/item/device/radio/intercom)) + filter_type = DATA_INTERCOM + + /* --- Try to send a normal subspace broadcast first */ + signal.transmission_method = TRANSMISSION_SUBSPACE + signal.data["compression"] = 0 + +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) @@ -536,8 +573,11 @@ var/global/list/default_medbay_channels = list( if(get_dist(src, M) <= canhear_range) talk_into(M, message_pieces, null, verb) +<<<<<<< HEAD +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /obj/item/device/radio/proc/receive_range(freq, level) // check if this radio can receive on the given frequency, and if so, // what the range is in which mobs will hear the radio diff --git a/code/game/objects/items/devices/radio/radiopack.dm b/code/game/objects/items/devices/radio/radiopack.dm index 8f2e849320..9bac512543 100644 --- a/code/game/objects/items/devices/radio/radiopack.dm +++ b/code/game/objects/items/devices/radio/radiopack.dm @@ -132,6 +132,7 @@ return -1 if(!listening) return -1 +<<<<<<< HEAD if(!on) return -1 if(!freq) @@ -142,3 +143,24 @@ return canhear_range else return -1 +======= + if(is_jammed(src)) + return -1 + if (!on) + return -1 + if (!freq) //recieved on main frequency + if (!listening) + return -1 + else + var/accept = (freq==frequency && listening) + if (!accept) + for (var/ch_name in channels) + var/datum/radio_frequency/RF = secure_radio_connections[ch_name] + if (RF && RF.frequency==freq && (channels[ch_name]&FREQ_LISTENING)) + accept = 1 + break + if (!accept) + return -1 + + return canhear_range +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate diff --git a/code/modules/alarm/atmosphere_alarm.dm b/code/modules/alarm/atmosphere_alarm.dm index f19044a6b7..cd45d25386 100644 --- a/code/modules/alarm/atmosphere_alarm.dm +++ b/code/modules/alarm/atmosphere_alarm.dm @@ -5,7 +5,11 @@ var/list/major_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) +<<<<<<< HEAD if(z && (z && !(A.origin?.z in map_levels))) +======= + if(z && !(A.origin?.z in map_levels)) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate continue if(A.max_severity() > 1) major_alarms.Add(A) @@ -15,7 +19,11 @@ var/list/minor_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) +<<<<<<< HEAD if(z && (z && !(A.origin?.z in map_levels))) +======= + if(z && !(A.origin?.z in map_levels)) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate continue if(A.max_severity() == 1) minor_alarms.Add(A) diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index 8677e8f880..c619369682 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -377,7 +377,11 @@ var/turf/T = join_props["turf"] var/join_message = join_props["msg"] +<<<<<<< HEAD var/announce_channel = join_props["channel"] || "Common" // VOREStation Add +======= + var/announce_channel = join_props["channel"] || "Common" +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate if(!T || !join_message) return 0 diff --git a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm index 8c03238bff..367f536137 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm @@ -111,7 +111,11 @@ var/z = get_z(nano_host()) for(var/datum/alarm_handler/AH in alarm_handlers) categories[++categories.len] = list("category" = AH.category, "alarms" = list()) +<<<<<<< HEAD for(var/datum/alarm/A in AH.visible_alarms(z)) +======= + for(var/datum/alarm/A in AH.major_alarms(z)) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate var/cameras[0] var/lost_sources[0] diff --git a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm index 2b25951926..7b2c3ed3da 100644 --- a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm +++ b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm @@ -44,9 +44,13 @@ if(!data["map_levels"].len) to_chat(user, "The crew monitor doesn't seem like it'll work here.") +<<<<<<< HEAD if(program) program.kill_program() else if(ui) +======= + if(ui) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate ui.close() return diff --git a/icons/mob/back.dmi b/icons/mob/back.dmi index 99f3f4fd4c..5555d0e1ad 100644 Binary files a/icons/mob/back.dmi and b/icons/mob/back.dmi differ diff --git a/maps/~map_system/maps.dm b/maps/~map_system/maps.dm index 32f9a742cb..7be2155ac5 100644 --- a/maps/~map_system/maps.dm +++ b/maps/~map_system/maps.dm @@ -169,8 +169,13 @@ var/list/all_maps = list() //Get what sector we're in var/obj/effect/overmap/visitable/O = get_overmap_sector(srcz) if(!istype(O)) +<<<<<<< HEAD //Anything in multiz then (or just themselves) return GetConnectedZlevels(srcz) +======= + //Not in a sector, just the passed zlevel + return list(srcz) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate //Just the sector we're in if(om_range == -1) @@ -192,9 +197,15 @@ var/list/all_maps = list() //If in station levels, return station levels else if (srcz in station_levels) return station_levels.Copy() +<<<<<<< HEAD //Anything in multiz then (or just themselves) else return GetConnectedZlevels(srcz) +======= + //Just give them back their zlevel + else + return list(srcz) +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate /datum/map/proc/get_zlevel_name(var/index) var/datum/map_z_level/Z = zlevels["[index]"] diff --git a/vorestation.dme b/vorestation.dme index ec81d482c9..ca15d2235e 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -1132,7 +1132,10 @@ #include "code\game\objects\items\devices\radio\jammer.dm" #include "code\game\objects\items\devices\radio\jammer_vr.dm" #include "code\game\objects\items\devices\radio\radio.dm" +<<<<<<< HEAD:vorestation.dme #include "code\game\objects\items\devices\radio\radio_vr.dm" +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate:polaris.dme #include "code\game\objects\items\devices\radio\radiopack.dm" #include "code\game\objects\items\robot\robot_items.dm" #include "code\game\objects\items\robot\robot_parts.dm" @@ -2912,8 +2915,11 @@ #include "code\modules\organs\subtypes\vox.dm" #include "code\modules\organs\subtypes\vox_vr.dm" #include "code\modules\organs\subtypes\xenos.dm" +<<<<<<< HEAD:vorestation.dme #include "code\modules\overmap\bluespace_rift_vr.dm" #include "code\modules\overmap\champagne.dm" +======= +>>>>>>> e92ed43... Merge pull request #6990 from VOREStation/pol-tcomupdate:polaris.dme #include "code\modules\overmap\helpers.dm" #include "code\modules\overmap\overmap_object.dm" #include "code\modules\overmap\overmap_shuttle.dm"