// // 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 = 4 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 // VOREStation Edit - We do music differently var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking. 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 /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]")]") SSwebhooks.send( WEBHOOK_ROUNDPREP, list( "map" = station_name(), "url" = get_world_url() ) ) GLOB.autospeaker = new (null, null, null, 1) //Set up Global Announcer 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.") world << sound('sound/misc/server-ready.ogg', volume = 100) // 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') //CHOMPEdit: Reverted to default welcome from Yawn edit //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.") 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_REF(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) to_world("Restarting world!") sleep(5) 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?.assigned_role) var/datum/job/J = SSjob.get_job(player.mind.assigned_role) // Ask their new_player mob to spawn them if(!player.spawn_checks_vr(player.mind.assigned_role)) var/datum/job/job_datum = job_master.GetJob(J.title) job_datum.current_positions-- player.mind.assigned_role = null continue //VOREStation Add // Snowflakey AI treatment if(J?.mob_type & JOB_SILICON_AI) player.close_spawn_windows() player.AIize(move = TRUE) continue var/mob/living/carbon/human/new_char = player.create_character() // Created their playable character, delete their /mob/new_player if(new_char) qdel(player) if(new_char.client) var/obj/screen/splash/S = new(new_char.client, TRUE) S.Fade(TRUE) // If they're a carbon, they can get manifested if(J?.mob_type & JOB_CARBON) data_core.manifest_inject(new_char) /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 == "Site Manager") 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 //VOREStation Addition Start if(player.client) if(player.client.prefs.auto_backup_implant) var/obj/item/weapon/implant/backup/imp = new(src) if(imp.handle_implant(player,player.zone_sel.selecting)) imp.post_implant(player) //VOREStation Addition End if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) to_chat(M, "Site Management is 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, "[span_blue("You survived the round, but remained on [station_name()] as [Player.real_name].")]") else to_chat(Player, "[span_green("You managed to survive the events on [station_name()] as [Player.real_name].")]") else if(isAdminLevel(playerTurf.z)) to_chat(Player, "[span_green("You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].")]") else if(issilicon(Player)) to_chat(Player, "[span_green("You remain operational after the events on [station_name()] as [Player.real_name].")]") else to_chat(Player, "[span_blue("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, "[span_red("You did not survive the events on [station_name()]...")]") else to_chat(Player, "[span_red("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]'s laws at the end of the round were:") // VOREStation edit else to_world("[aiPlayer.name]'s laws when it was deactivated were:") // VOREStation edit 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), ":", "]" // VOREStation edit to_world("[robolist]") var/dronecount = 0 for (var/mob/living/silicon/robot/robo in mob_list) if(istype(robo, /mob/living/silicon/robot/platform)) var/mob/living/silicon/robot/platform/tank = robo if(!tank.has_had_player) continue 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] survived as an AI-less stationbound synthetic! Its laws were:") // VOREStation edit else to_world("[robo.name] was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:") // VOREStation edit 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]].") SSdbcore.SetRoundEnd() // CHOMPEdit 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 random_players = SSticker.random_players