Files
CHOMPStation2/code/game/gamemodes/gameticker.dm
Leshana 82e6049821 Actually hooks up the StonedMC to run its subsystems in Polaris
* Hooks up informing Master the gameticker actually starts and stops the round subsystems will actually fire! What ho!
* We should convert the gameticker as an MC subsystem someday, and probably completely rewrite it while we are at it becuase it is crazy.  But this should bridge the gap until then.
2017-06-10 19:01:58 -04:00

461 lines
17 KiB
Plaintext

var/global/datum/controller/gameticker/ticker
/datum/controller/gameticker
var/const/restart_timeout = 3 MINUTES //One minute is 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 << "<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)
for(var/i=0, i<10, i++)
sleep(1)
vote.process()
if(round_progressing)
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
Master.SetRunLevel(RUNLEVEL_SETUP)
while (!setup())
/datum/controller/gameticker/proc/setup()
//Create and announce mode
if(master_mode=="secret")
src.hide_mode = 1
var/list/runnable_modes = config.get_runnable_modes()
if((master_mode=="random") || (master_mode=="secret"))
if(!runnable_modes.len)
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game 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)
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
world << "<span class='danger'>Serious error in mode setup!</span> Reverting to pre-game lobby."
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())
world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
mode.fail_setup()
mode = null
job_master.ResetOccupations()
return 0
if(hide_mode)
world << "<B>The current game mode is - Secret!</B>"
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)
world << "<B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]"
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()
// TODO - Leshana - Dear God Fix This. Fix all of this. Not just this line, this entire proc. This entire file!
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 << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
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()
Master.SetRunLevel(RUNLEVEL_GAME)
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 using_map.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 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
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 == "Colony Director")
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 << "Colony Directorship 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
Master.SetRunLevel(RUNLEVEL_POSTGAME)
spawn
declare_completion()
spawn(50)
callHook("roundend")
var/time_left
if (mode.station_was_nuked)
feedback_set_details("end_proper","nuke")
time_left = 1 MINUTE //No point waiting five minutes if everyone's dead.
if(!delay_end)
world << "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>"
else
feedback_set_details("end_proper","proper completion")
time_left = round(restart_timeout)
if(blackbox)
blackbox.save_all_data_to_sql()
if(!delay_end)
while(time_left > 0)
if(delay_end)
break
world << "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>"
time_left -= 1 MINUTES
sleep(600)
if(!delay_end)
world.Reboot()
else
world << "<span class='notice'><b>An admin has delayed the round end.</b></span>"
else
world << "<span class='notice'><b>An admin has delayed the round end.</b></span>"
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 << "<span class='danger'>The round has ended!</span>"
round_end_announced = 1
vote.autotransfer()
return 1
/datum/controller/gameticker/proc/declare_completion()
world << "<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))
Player << "<font color='blue'><b>You managed to survive, but were marooned on [station_name()] as [Player.real_name]...</b></font>"
else
Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font>"
else if(isAdminLevel(playerTurf.z))
Player << "<font color='green'><b>You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].</b></font>"
else if(issilicon(Player))
Player << "<font color='green'><b>You remain operational after the events on [station_name()] as [Player.real_name].</b></font>"
else
Player << "<font color='blue'><b>You missed the crew transfer after the events on [station_name()] as [Player.real_name].</b></font>"
else
if(istype(Player,/mob/observer/dead))
var/mob/observer/dead/O = Player
if(!O.started_as_observer)
Player << "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>"
else
Player << "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>"
world << "<br>"
for (var/mob/living/silicon/ai/aiPlayer in mob_list)
if (aiPlayer.stat != 2)
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:</b>"
else
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'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) (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 << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less synthetic! Its laws were:</b>"
else
world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a synthetic without an AI. Its laws were:</b>"
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 << "<b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.</b>"
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