var/global/datum/controller/gameticker/ticker /datum/controller/gameticker var/const/restart_timeout = 600 var/current_state = GAME_STATE_PREGAME var/hide_mode = 0 var/datum/game_mode/mode = null var/post_game = 0 var/event_time = null var/event = 0 var/login_music // music played in pregame lobby var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking. 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/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 var/pregame_timeleft = 0 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() 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? do pregame_timeleft = 180 world << "Welcome to the pre-game lobby!" world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds" while(current_state == GAME_STATE_PREGAME) for(var/i=0, i<10, i++) sleep(1) vote.process() if(going) pregame_timeleft-- if(pregame_timeleft == config.vote_autogamemode_timeleft) if(!vote.time_remaining) vote.autogamemode() //Quit calling this over and over and over and over. while(vote.time_remaining) for(var/i=0, i<10, i++) sleep(1) vote.process() if(pregame_timeleft <= 0) current_state = GAME_STATE_SETTING_UP while (!setup()) /datum/controller/gameticker/proc/setup() //Create and announce mode if(master_mode=="secret") src.hide_mode = 1 var/list/datum/game_mode/runnable_modes var/mode_started if((master_mode=="random") || (master_mode=="secret")) runnable_modes = config.get_runnable_modes() if (runnable_modes.len==0) current_state = GAME_STATE_PREGAME world << "Unable to choose playable game mode. Reverting to pre-game lobby." return 0 if(secret_force_mode != "secret") var/datum/game_mode/M = config.pick_mode(secret_force_mode) if(M.can_start()) mode_started = 1 src.mode = config.pick_mode(secret_force_mode) job_master.ResetOccupations() if(!src.mode) src.mode = pickweight(runnable_modes) if(src.mode) var/mtype = src.mode.type src.mode = new mtype else src.mode = config.pick_mode(master_mode) job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. if(!mode_started && !src.mode.can_start()) world << "Unable to start [mode.name]. Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby." current_state = GAME_STATE_PREGAME mode = null job_master.ResetOccupations() return 0 if(hide_mode) var/list/modes = new for (var/datum/game_mode/M in runnable_modes) modes+=M.name modes = sortList(modes) world << "The current game mode is - Secret!" world << "Possibilities: [english_list(modes)]" else src.mode.announce() setup_economy() current_state = GAME_STATE_PLAYING create_characters() //Create player characters and transfer them collect_minds() equip_characters() data_core.manifest() callHook("roundstart") shuttle_controller.setup_shuttle_docks() 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) world << "Enjoy the game!" world << sound('sound/AI/welcome.ogg') // Skie //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) send2adminirc("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() for(var/obj/multiz/ladder/L in world) L.connect() //Lazy hackfix for ladders. TODO: move this to an actual controller. ~ Z if(config.sql_enabled) statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE 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! //initialise our cinematic screen object cinematic = new(src) cinematic.icon = 'icons/effects/station_explosion.dmi' cinematic.icon_state = "station_intact" cinematic.layer = 20 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 config.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and M.health = 0 M.stat = DEAD if(1) //on a z-level 1 turf. M.health = 0 M.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 config.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 else player.create_character() qdel(player) proc/collect_minds() for(var/mob/living/player in player_list) if(player.mind) ticker.minds += player.mind 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 == "Captain") 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) if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) M << "Captainship not forced on anyone." proc/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 spawn declare_completion() spawn(50) callHook("roundend") if (mode.station_was_nuked) feedback_set_details("end_proper","nuke") if(!delay_end) world << "\blue Rebooting due to destruction of station in [restart_timeout/10] seconds" else feedback_set_details("end_proper","proper completion") if(!delay_end) world << "\blue Restarting in [restart_timeout/10] seconds" if(blackbox) blackbox.save_all_data_to_sql() if(!delay_end) sleep(restart_timeout) if(!delay_end) world.Reboot() else world << "\blue An admin has delayed the round end" else world << "\blue An admin has delayed the round end" 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. world << "\red The round has ended!" round_end_announced = 1 vote.autotransfer() return 1 /datum/controller/gameticker/proc/declare_completion() 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)) Player << "You managed to survive, but were marooned on [station_name()] as [Player.real_name]..." else Player << "You managed to survive the events on [station_name()] as [Player.real_name]." else if(isAdminLevel(playerTurf.z)) Player << "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name]." else if(issilicon(Player)) Player << "You remain operational after the events on [station_name()] as [Player.real_name]." else Player << "You missed the crew transfer after the events on [station_name()] as [Player.real_name]." else if(istype(Player,/mob/dead/observer)) var/mob/dead/observer/O = Player if(!O.started_as_observer) Player << "You did not survive the events on [station_name()]..." else Player << "You did not survive the events on [station_name()]..." world << "
" for (var/mob/living/silicon/ai/aiPlayer in mob_list) if (aiPlayer.stat != 2) world << "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:" else 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]), "]" world << "[robolist]" var/dronecount = 0 for (var/mob/living/silicon/robot/robo in mob_list) if(istype(robo,/mob/living/silicon/robot/drone)) dronecount++ continue if (!robo.connected_ai) if (robo.stat != 2) world << "[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:" else world << "[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg 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) 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 event_manager.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