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CHOMPStation2/code/controllers/subsystems/ticker.dm
2024-10-25 21:39:18 +02:00

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//
// 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
var/round_start_time = 0
// 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_GET(number/pregame_time)
send2mainirc("Server lobby is loaded and open at byond://[CONFIG_GET(string/serverurl) ? CONFIG_GET(string/serverurl) : (CONFIG_GET(string/server) ? CONFIG_GET(string/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 SS_INIT_SUCCESS // CHOMPEdit
/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(span_boldannounce(span_notice("<em>Welcome to the pregame lobby!</em>")))
to_world(span_boldannounce(span_notice("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.active_vote)
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_GET(number/vote_autogamemode_timeleft) && !SSvote.gamemode_vote_called) //CHOMPEdit
//SSvote.autogamemode() // Start the game mode vote (if we haven't had one already) //CHOMPEdit
// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
round_start_time = world.time // otherwise round_start_time would be 0 for the signals
if(!setup_choose_gamemode())
// It failed, go back to lobby state and re-send the welcome message
pregame_timeleft = CONFIG_GET(number/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(span_filter_system(span_bold("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_GET(keyed_list/probabilities)[GM.config_tag]
src.mode = config.gamemode_cache[pickweight(weighted_modes)]
else
src.mode = config.pick_mode(master_mode)
if(!src.mode)
to_world(span_boldannounce("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(span_filter_system(span_bold("Unable to start [mode.name].") + " Not enough players readied, [CONFIG_GET(keyed_list/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(span_world(span_notice("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(span_filter_system(span_bold("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(span_boldannounce(span_notice("<em>Enjoy the game!</em>")))
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.")
current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
if(CONFIG_GET(flag/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_GET(flag/continuous_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(span_boldannounce("The round has ended!"))
SSvote.start_vote(new /datum/vote/crew_transfer)
// 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(span_boldannounce("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(span_boldannounce("An admin has delayed the round end."))
end_game_state = END_GAME_DELAYED
else if(restart_timeleft <= 0)
to_world(span_boldannounce("Restarting world!"))
sleep(5)
world.Reboot()
else if (world.time - last_restart_notify >= 1 MINUTE)
to_world(span_boldannounce("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)
new_char.client.init_verbs()
// 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 == JOB_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/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, span_notice("Site Management is not forced on anyone."))
/datum/controller/subsystem/ticker/proc/declare_completion()
to_world(span_filter_system("<br><br><br><H1>A round of [mode.name] has ended!</H1>"))
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_filter_system(span_blue(span_bold("You survived the round, but remained on [station_name()] as [Player.real_name]."))))
else
to_chat(Player, span_filter_system(span_green(span_bold("You managed to survive the events on [station_name()] as [Player.real_name]."))))
else if(isAdminLevel(playerTurf.z))
to_chat(Player, span_filter_system(span_green(span_bold("You successfully underwent crew transfer after events on [station_name()] as [Player.real_name]."))))
else if(issilicon(Player))
to_chat(Player, span_filter_system(span_green(span_bold("You remain operational after the events on [station_name()] as [Player.real_name]."))))
else
to_chat(Player, span_filter_system(span_blue(span_bold("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_filter_system(span_red(span_bold("You did not survive the events on [station_name()]..."))))
else
to_chat(Player, span_filter_system(span_red(span_bold("You did not survive the events on [station_name()]..."))))
to_world(span_filter_system("<br>"))
for (var/mob/living/silicon/ai/aiPlayer in mob_list)
if (aiPlayer.stat != 2)
to_world(span_filter_system(span_bold("[aiPlayer.name]'s laws at the end of the round were:"))) // VOREStation edit
else
to_world(span_filter_system(span_bold("[aiPlayer.name]'s laws when it was deactivated were:"))) // VOREStation edit
aiPlayer.show_laws(1)
if (aiPlayer.connected_robots.len)
var/robolist = span_bold("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(span_filter_system("[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(span_filter_system(span_bold("[robo.name] survived as an AI-less stationbound synthetic! Its laws were:"))) // VOREStation edit
else
to_world(span_filter_system(span_bold("[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(span_filter_system(span_bold("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(msg)
switch(current_state)
if(GAME_STATE_INIT)
..()
if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY
msg = "START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]"
if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP
msg = "SETUP"
if(GAME_STATE_PLAYING) // RUNLEVEL_GAME
msg = "GAME"
if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME
switch(end_game_state)
if(END_GAME_MODE_FINISHED)
msg = "MODE OVER, WAITING"
if(END_GAME_READY_TO_END)
msg = "ENDGAME PROCESSING"
if(END_GAME_ENDING)
msg = "END IN [round(restart_timeleft/10)]s"
if(END_GAME_DELAYED)
msg = "END PAUSED"
else
msg = "ENDGAME ERROR:[end_game_state]"
return ..()
/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
round_start_time = SSticker.round_start_time