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CHOMPStation2/code/game/gamemodes/gameticker.dm
2015-08-04 13:07:11 +02:00

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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 << "<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
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 << "<B>Unable to choose playable game mode.</B> 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)
src.mode.pre_setup()
job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!mode_started && !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
mode.fail_setup()
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 << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [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 << "<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()
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 << "<span class='notice'><b>Rebooting due to destruction of station in [restart_timeout/10] seconds</b></span>"
else
feedback_set_details("end_proper","proper completion")
if(!delay_end)
world << "<span class='notice'><b>Restarting in [restart_timeout/10] seconds</b></span>"
if(blackbox)
blackbox.save_all_data_to_sql()
if(!delay_end)
sleep(restart_timeout)
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/dead/observer))
var/mob/dead/observer/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 borg! Its laws were:</b>"
else
world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg 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