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Random Event Overhaul
Alters the event controller based on http://baystation12.net/forums/viewtopic.php?f=5&t=10706. Exception is that there is always some start time variance to prevent metagaming. Mundane, moderate, and major events run on their own timers and start and run independantly of each other. Multiple events of the same severity degree can run at the same time. However, currently only one instance of the same event can be active at a time.
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@@ -187,7 +187,7 @@ var/list/event_last_fired = list()
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// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes)
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// with a specific role.
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// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn.
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/proc/number_active_with_role(role)
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/proc/number_active_with_role()
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var/list/active_with_role = list()
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active_with_role["Engineer"] = 0
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active_with_role["Medical"] = 0
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@@ -197,6 +197,7 @@ var/list/event_last_fired = list()
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active_with_role["Cyborg"] = 0
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active_with_role["Janitor"] = 0
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active_with_role["Gardener"] = 0
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active_with_role["Any"] = player_list.len
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for(var/mob/M in player_list)
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if(!M.mind || !M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
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