mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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569 lines
23 KiB
Plaintext
569 lines
23 KiB
Plaintext
//
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// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
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//
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SUBSYSTEM_DEF(ticker)
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name = "Gameticker"
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wait = 2 SECONDS
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init_order = INIT_ORDER_TICKER
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priority = FIRE_PRIORITY_TICKER
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flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
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var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds.
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var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
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/* Relies upon the following globals (TODO move those in here) */
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// var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
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// Set by SSvote when VOTE_GAMEMODE finishes.
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// var/round_progressing = 1 //Whether the lobby clock is ticking down.
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var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
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var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately.
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var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret")
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var/datum/game_mode/mode = null // The actual gamemode, if selected.
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var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round
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var/restart_timeleft // Time remaining until restart in desiseconds
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var/last_restart_notify // world.time of last restart warning.
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var/delay_end = FALSE // If set, the round will not restart on its own.
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// var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
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var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
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// TODO - I am sure there is a better place these can go.
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var/Bible_icon_state // icon_state the chaplain has chosen for his bible
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var/Bible_item_state // item_state the chaplain has chosen for his bible
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var/Bible_name // name of the bible
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var/Bible_deity_name
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var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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// TODO - Should this go here or in the job subsystem?
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var/triai = FALSE // Global flag for Triumvirate AI being enabled
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//station_explosion used to be a variable for every mob's hud. Which was a waste!
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//Now we have a general cinematic centrally held within the gameticker....far more efficient!
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var/obj/screen/cinematic = null
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// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet.
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var/global/datum/controller/subsystem/ticker/ticker
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/datum/controller/subsystem/ticker/PreInit()
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global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
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/datum/controller/subsystem/ticker/Initialize()
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pregame_timeleft = config.pregame_time
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send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
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// Set up the global announcer
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GLOB.autospeaker = new (null, null, null, 1)
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return ..()
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/datum/controller/subsystem/ticker/fire(resumed = FALSE)
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switch(current_state)
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if(GAME_STATE_INIT)
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pregame_welcome()
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current_state = GAME_STATE_PREGAME
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if(GAME_STATE_PREGAME)
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pregame_tick()
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if(GAME_STATE_SETTING_UP)
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setup_tick()
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if(GAME_STATE_PLAYING)
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playing_tick()
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if(GAME_STATE_FINISHED)
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post_game_tick()
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/datum/controller/subsystem/ticker/proc/pregame_welcome()
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to_world("<span class='boldannounce notice'><em>Welcome to the pregame lobby!</em></span>")
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to_world("<span class='boldannounce notice'>Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.</span>")
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// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
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/datum/controller/subsystem/ticker/proc/pregame_tick()
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if(round_progressing && last_fire)
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pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
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if(start_immediately)
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pregame_timeleft = 0
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else if(SSvote.time_remaining)
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return // vote still going, wait for it.
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// Time to start the game!
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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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if(start_immediately)
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fire() // Don't wait for next tick, do it now!
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return
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if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called)
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SSvote.autogamemode() // Start the game mode vote (if we haven't had one already)
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// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
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/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
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if(!setup_choose_gamemode())
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// It failed, go back to lobby state and re-send the welcome message
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pregame_timeleft = config.pregame_time
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SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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pregame_welcome()
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return
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// If we got this far we succeeded in picking a game mode. Punch it!
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setup_startgame()
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return
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// Formerly the first half of setup() - The part that chooses the game mode.
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// Returns 0 if failed to pick a mode, otherwise 1
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/datum/controller/subsystem/ticker/proc/setup_choose_gamemode()
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//Create and announce mode
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if(master_mode == "secret")
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src.hide_mode = TRUE
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var/list/runnable_modes = config.get_runnable_modes()
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if((master_mode == "random") || (master_mode == "secret"))
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if(!runnable_modes.len)
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to_world("<span class='danger'><B>Unable to choose playable game mode.</B> Reverting to pregame lobby.</span>")
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return 0
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if(secret_force_mode != "secret")
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src.mode = config.pick_mode(secret_force_mode)
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if(!src.mode)
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var/list/weighted_modes = list()
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for(var/datum/game_mode/GM in runnable_modes)
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weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag]
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src.mode = gamemode_cache[pickweight(weighted_modes)]
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else
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src.mode = config.pick_mode(master_mode)
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if(!src.mode)
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to_world("<span class='danger'>Serious error in mode setup! Reverting to pregame lobby.</span>") //Uses setup instead of set up due to computational context.
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return 0
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job_master.ResetOccupations()
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src.mode.create_antagonists()
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src.mode.pre_setup()
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job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
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if(!src.mode.can_start())
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to_world("<span class='danger'><B>Unable to start [mode.name].</B> Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.</span>")
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mode.fail_setup()
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mode = null
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job_master.ResetOccupations()
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return 0
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if(hide_mode)
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to_world("<span class='notice'><B>The current game mode is - Secret!</B></span>")
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if(runnable_modes.len)
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var/list/tmpmodes = new
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for (var/datum/game_mode/M in runnable_modes)
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tmpmodes+=M.name
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tmpmodes = sortList(tmpmodes)
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if(tmpmodes.len)
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to_world("<span class='info'><B>Possibilities:</B> [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]</span>")
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else
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src.mode.announce()
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return 1
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// Formerly the second half of setup() - The part that actually initializes everything and starts the game.
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/datum/controller/subsystem/ticker/proc/setup_startgame()
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setup_economy()
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create_characters() //Create player characters and transfer them.
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collect_minds()
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equip_characters()
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// data_core.manifest()
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callHook("roundstart")
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spawn(0)//Forking here so we dont have to wait for this to finish
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mode.post_setup()
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//Cleanup some stuff
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for(var/obj/effect/landmark/start/S in landmarks_list)
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//Deleting Startpoints but we need the ai point to AI-ize people later
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if (S.name != "AI")
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qdel(S)
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to_world("<span class='boldannounce notice'><em>Enjoy the game!</em></span>")
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world << sound('sound/AI/welcome.ogg') // Skie
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//Holiday Round-start stuff ~Carn
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Holiday_Game_Start()
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var/list/adm = get_admin_counts()
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if(adm["total"] == 0)
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send2adminirc("A round has started with no admins online.")
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/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
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master_controller.process() //Start master_controller.process()
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lighting_controller.process() //Start processing DynamicAreaLighting updates
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*/
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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if(config.sql_enabled)
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statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
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return 1
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// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
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/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
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mode.process() // So THIS is where we run mode.process() huh? Okay
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if(mode.explosion_in_progress)
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return // wait until explosion is done.
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// Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
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var/game_finished = FALSE
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var/mode_finished = FALSE
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if (config.continous_rounds) // Game keeps going after mode ends.
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game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
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mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
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else // Game ends when mode does
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game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
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mode_finished = game_finished
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if(game_finished && mode_finished)
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end_game_state = END_GAME_READY_TO_END
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current_state = GAME_STATE_FINISHED
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Master.SetRunLevel(RUNLEVEL_POSTGAME)
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INVOKE_ASYNC(src, .proc/declare_completion)
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else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
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end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
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mode.cleanup()
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//call a transfer shuttle vote
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to_world("<span class='danger'>The round has ended!</span>")
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SSvote.autotransfer()
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// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
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/datum/controller/subsystem/ticker/proc/post_game_tick()
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switch(end_game_state)
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if(END_GAME_READY_TO_END)
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callHook("roundend")
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if (mode.station_was_nuked)
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feedback_set_details("end_proper", "nuke")
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restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
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if(!delay_end)
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to_world("<span class='notice'><b>Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.</b></span>")
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last_restart_notify = world.time
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else
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feedback_set_details("end_proper", "proper completion")
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restart_timeleft = restart_timeout
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if(blackbox)
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blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem
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end_game_state = END_GAME_ENDING
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return
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if(END_GAME_ENDING)
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restart_timeleft -= (world.time - last_fire)
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if(delay_end)
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to_world("<span class='notice'><b>An admin has delayed the round end.</b></span>")
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end_game_state = END_GAME_DELAYED
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else if(restart_timeleft <= 0)
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world.Reboot()
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else if (world.time - last_restart_notify >= 1 MINUTE)
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to_world("<span class='notice'><b>Restarting in [round(restart_timeleft/600, 1)] minute\s.</b></span>")
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last_restart_notify = world.time
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return
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if(END_GAME_DELAYED)
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restart_timeleft -= (world.time - last_fire)
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if(!delay_end)
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end_game_state = END_GAME_ENDING
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else
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log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.")
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end_game_state = END_GAME_READY_TO_END
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// ----------------------------------------------------------------------
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// These two below are not used! But they could be
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// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
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/datum/controller/subsystem/ticker/proc/PreRoundStart()
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return (current_state < GAME_STATE_PLAYING)
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/datum/controller/subsystem/ticker/proc/IsSettingUp()
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return (current_state == GAME_STATE_SETTING_UP)
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/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
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return (current_state == GAME_STATE_PLAYING)
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/datum/controller/subsystem/ticker/proc/HasRoundStarted()
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return (current_state >= GAME_STATE_PLAYING)
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// ------------------------------------------------------------------------
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// HELPER PROCS!
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// ------------------------------------------------------------------------
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
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/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
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if( cinematic ) return //already a cinematic in progress!
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//initialise our cinematic screen object
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cinematic = new(src)
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cinematic.icon = 'icons/effects/station_explosion.dmi'
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cinematic.icon_state = "station_intact"
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cinematic.layer = 100
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cinematic.plane = PLANE_PLAYER_HUD
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cinematic.mouse_opacity = 0
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cinematic.screen_loc = "1,0"
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var/obj/structure/bed/temp_buckle = new(src)
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//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
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if(station_missed)
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for(var/mob/living/M in living_mob_list)
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M.buckled = temp_buckle //buckles the mob so it can't do anything
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/living/M in living_mob_list)
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M.buckled = temp_buckle
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if(M.client)
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M.client.screen += cinematic
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switch(M.z)
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if(0) //inside a crate or something
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var/turf/T = get_turf(M)
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if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
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M.health = 0
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M.set_stat(DEAD)
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if(1) //on a z-level 1 turf.
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M.health = 0
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M.set_stat(DEAD)
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//Now animate the cinematic
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switch(station_missed)
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if(1) //nuke was nearby but (mostly) missed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("mercenary") //Nuke wasn't on station when it blew up
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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else
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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//flick("end",cinematic)
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('sound/effects/explosionfar.ogg')
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else //station was destroyed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("mercenary") //Nuke Ops successfully bombed the station
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf",cinematic)
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sleep(76)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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else //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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for(var/mob/living/M in living_mob_list)
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if(M.loc.z in using_map.station_levels)
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M.death()//No mercy
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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sleep(300)
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if(cinematic) qdel(cinematic) //end the cinematic
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if(temp_buckle) qdel(temp_buckle) //release everybody
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return
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/datum/controller/subsystem/ticker/proc/create_characters()
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for(var/mob/new_player/player in player_list)
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if(player && player.ready && player.mind?.assigned_role)
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var/datum/job/J = SSjob.get_job(player.mind.assigned_role)
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// Snowflakey AI treatment
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if(J?.mob_type & JOB_SILICON_AI)
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player.close_spawn_windows()
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player.AIize(move = TRUE)
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continue
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// Ask their new_player mob to spawn them
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if(!player.spawn_checks_vr(player.mind.assigned_role)) continue //VOREStation Add
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var/mob/living/carbon/human/new_char = player.create_character()
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// Created their playable character, delete their /mob/new_player
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if(new_char)
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qdel(player)
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// If they're a carbon, they can get manifested
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if(J?.mob_type & JOB_CARBON)
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data_core.manifest_inject(new_char)
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/datum/controller/subsystem/ticker/proc/collect_minds()
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for(var/mob/living/player in player_list)
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if(player.mind)
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minds += player.mind
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/datum/controller/subsystem/ticker/proc/equip_characters()
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var/captainless=1
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|
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) //VOREStation Removal
|
|
//player.apply_traits() //VOREStation Removal
|
|
if(captainless)
|
|
for(var/mob/M in player_list)
|
|
if(!istype(M,/mob/new_player))
|
|
to_chat(M, "<span class='notice'>Colony Directorship not forced on anyone.</span>")
|
|
|
|
|
|
/datum/controller/subsystem/ticker/proc/declare_completion()
|
|
to_world("<span class='filter_system'><br><br><br><H1>A round of [mode.name] has ended!</H1></span>")
|
|
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 class='filter_system'><font color='blue'><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font></span>")
|
|
else
|
|
to_chat(Player, "<span class='filter_system'><font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font></span>")
|
|
else if(isAdminLevel(playerTurf.z))
|
|
to_chat(Player, "<span class='filter_system'><font color='green'><b>You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].</b></font></span>")
|
|
else if(issilicon(Player))
|
|
to_chat(Player, "<span class='filter_system'><font color='green'><b>You remain operational after the events on [station_name()] as [Player.real_name].</b></font></span>")
|
|
else
|
|
to_chat(Player, "<span class='filter_system'><font color='blue'><b>You missed the crew transfer after the events on [station_name()] as [Player.real_name].</b></font></span>")
|
|
else
|
|
if(istype(Player,/mob/observer/dead))
|
|
var/mob/observer/dead/O = Player
|
|
if(!O.started_as_observer)
|
|
to_chat(Player, "<span class='filter_system'><font color='red'><b>You did not survive the events on [station_name()]...</b></font></span>")
|
|
else
|
|
to_chat(Player, "<span class='filter_system'><font color='red'><b>You did not survive the events on [station_name()]...</b></font></span>")
|
|
to_world("<br>")
|
|
|
|
for (var/mob/living/silicon/ai/aiPlayer in mob_list)
|
|
if (aiPlayer.stat != 2)
|
|
to_world("<span class='filter_system'><b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:</b></span>")
|
|
else
|
|
to_world("<span class='filter_system'><b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b></span>")
|
|
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]), "]"
|
|
to_world("<span class='filter_system'>[robolist]</span>")
|
|
|
|
var/dronecount = 0
|
|
|
|
for (var/mob/living/silicon/robot/robo in mob_list)
|
|
|
|
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 class='filter_system'><b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b></span>")
|
|
else
|
|
to_world("<span class='filter_system'><b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:</b></span>")
|
|
|
|
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 class='filter_system'><b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.</b></span>")
|
|
|
|
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]].")
|
|
|
|
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
|
|
|
|
Bible_icon_state = SSticker.Bible_icon_state
|
|
Bible_item_state = SSticker.Bible_item_state
|
|
Bible_name = SSticker.Bible_name
|
|
Bible_deity_name = SSticker.Bible_deity_name
|
|
random_players = SSticker.random_players
|