Files
CHOMPStation2/code/game/gamemodes/gameticker.dm
mport2004@gmail.com fd40fa4632 This should fix the multiwizard/nuke problem
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1993 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-07 23:14:37 +00:00

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6.2 KiB
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var/global/datum/controller/gameticker/ticker
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
/datum/controller/gameticker
var/const/restart_timeout = 250
var/current_state = GAME_STATE_PREGAME
var/hide_mode = 0
var/datum/game_mode/mode = null
var/event_time = null
var/event = 0
var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
var/pregame_timeleft = 0
/datum/controller/gameticker/proc/pregame()
do
pregame_timeleft = 60
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds"
while(current_state == GAME_STATE_PREGAME)
sleep(10)
if(going)
pregame_timeleft--
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
if((master_mode=="random") || (master_mode=="secret"))
runnable_modes = config.get_runnable_modes()
if (runnable_modes.len==0)
current_state = GAME_STATE_PREGAME
world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby."
return 0
ResetOccupations()
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)
if (!src.mode.can_start())
world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
del(mode)
current_state = GAME_STATE_PREGAME
ResetOccupations()
return 0
//Configure mode and assign player to special mode stuff
/* if (src.mode.config_tag == "revolution")
var/tries=5
do
can_continue = src.mode.pre_setup()
while (tries-- && !can_continue)
if (!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up revolution.</B> Not enough players. Reverting to pre-game lobby."
return 0
else*/
DivideOccupations() //Distribute jobs
var/can_continue = src.mode.pre_setup()//Setup special modes
if(!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
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 << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [english_list(modes)]"
else
src.mode.announce()
create_characters() //Create player characters and transfer them
collect_minds()
equip_characters()
data_core.manifest()
current_state = GAME_STATE_PLAYING
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()
//Cleanup some stuff
for(var/obj/landmark/start/S in world)
//Deleting Startpoints but we need the ai point to AI-ize people later
if (S.name != "AI")
del(S)
spawn(-1)
world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
world << sound('welcome.ogg') // Skie
spawn (3000)
start_events()
spawn ((18000+rand(3000)))
event()
spawn() supply_ticker() // Added to kick-off the supply shuttle regenerating points -- TLE
//Start master_controller.process()
spawn master_controller.process()
if (config.sql_enabled)
spawn(3000)
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
return 1
/datum/controller/gameticker
proc/create_characters()
for(var/mob/new_player/player in world)
if(player.ready)
if(player.mind && player.mind.assigned_role=="AI")
player.close_spawn_windows()
player.AIize()
else if(player.mind)
player.create_character()
del(player)
proc/collect_minds()
for(var/mob/living/player in world)
if(player.mind)
ticker.minds += player.mind
proc/equip_characters()
var/captainless=1
for(var/mob/living/carbon/human/player in world)
if(player)
if(player.mind)
if(player.mind.assigned_role)
if(player.mind.assigned_role == "Captain")
captainless=0
if(player.mind.assigned_role != "MODE")
player.Equip_Rank(player.mind.assigned_role)
if (captainless)
world << "Captainship not forced on anyone."
proc/process()
if(current_state != GAME_STATE_PLAYING)
return 0
mode.process()
emergency_shuttle.process()
if(!mode.explosion_in_progress && mode.check_finished())
current_state = GAME_STATE_FINISHED
spawn
declare_completion()
spawn(50)
if (mode.station_was_nuked)
world << "\blue <B>Rebooting due to destruction of station in [restart_timeout/10] seconds</B>"
else
world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
sleep(restart_timeout)
world.Reboot()
return 1
/datum/controller/gameticker/proc/declare_completion()
for (var/mob/living/silicon/ai/aiPlayer in world)
if (aiPlayer.stat != 2)
world << "<b>[aiPlayer.name]'s laws at the end of the game were:</b>"
else
world << "<b>[aiPlayer.name]'s laws when it was deactivated were:</b>"
aiPlayer.show_laws(1)
if (aiPlayer.connected_robots.len)
var/robolist = "<b>The AI's loyal minions were:</b> "
for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
robolist += "[robo.name][robo.stat?" (Deactivated), ":", "]"
world << "[robolist]"
for (var/mob/living/silicon/robot/robo in world)
if (!robo.connected_ai)
if (robo.stat != 2)
world << "<b>[robo.name] survived as an AI-less borg! Its laws were:</b>"
else
world << "<b>[robo.name] was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
robo.laws.show_laws(world)
mode.declare_completion()//To declare normal completion.
//calls auto_declare_completion_* for all modes
for (var/handler in typesof(/datum/game_mode/proc))
if (findtext("[handler]","auto_declare_completion_"))
call(mode, handler)()
return 1