Files
siliconsandGitHub c07901dbc7 Fixes early transfers, round time is now not going to pass until the round starts (#7525)
we never checked if the round began before calling round time

closes #7524 
closes #7523
2026-02-18 12:40:43 +00:00

667 lines
23 KiB
Plaintext

SUBSYSTEM_DEF(ticker)
name = "Ticker"
wait = 20
init_order = INIT_ORDER_TICKER
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME
/// Current state of the game
var/static/current_state = GAME_STATE_INIT
/// What world.time we ended the game, set at round end.
var/static/round_end_time
/// Should we immediately start?
var/start_immediately = FALSE
/// All roundend preparation done with, all that's left is reboot.
var/ready_for_reboot = FALSE
/// Is round end delayed?
var/delay_end = FALSE
/// A message to display to anyone who tries to restart the world after a delay.
var/admin_delay_notice = ""
/// Boolean to track and check if our subsystem setup is done.
var/setup_done = FALSE
/// Force round end
var/force_ending = FALSE
/// Pregame timer.
var/timeLeft
var/start_at
var/hide_mode = 0
var/datum/game_mode/mode = null
var/post_game = 0
var/event_time = null
var/event = 0
/// The people in the game. Used for objective tracking.
var/list/datum/mind/minds = list()
//! Why is this in Ticker??? @Zandario
/// icon_state the chaplain has chosen for his bible.
var/Bible_icon_state
/// item_state the chaplain has chosen for his bible.
var/Bible_item_state
/// Name of the bible.
var/Bible_name
var/Bible_deity_name
/// If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders.
var/random_players = 0
/// List of traitor-compatible factions.
var/list/syndicate_coalition = list()
/// List of all factions.
var/list/factions = list()
/// List of factions with openings.
var/list/availablefactions = list()
var/triai = 0//Global holder for Triumvirate
var/delay_explained = FALSE
var/round_end_announced = 0 // Spam Prevention. Announce round end only once.
//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/atom/movable/screen/cinematic = null
/**
* The time the round started at.
* * If the round has not started yet, this is null and should not be read.
* * Use STATION_TIME_PASSED() to get round time in deciseconds instead.
*/
var/static/round_start_time
var/static/list/round_start_events
var/static/list/round_end_events
/datum/controller/subsystem/ticker/Initialize()
if(!syndicate_code_phrase)
syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response)
syndicate_code_response = generate_code_phrase()
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
return SS_INIT_SUCCESS
/datum/controller/subsystem/ticker/fire()
switch(current_state)
if(GAME_STATE_INIT)
// We fire after init finishes
on_mc_init_finish()
if(GAME_STATE_PREGAME)
process_pregame()
if(GAME_STATE_SETTING_UP)
setup()
setup_done = TRUE
if(GAME_STATE_PLAYING)
round_process()
if(!mode.explosion_in_progress && mode.check_finished(force_ending) || force_ending)
current_state = GAME_STATE_FINISHED
round_end_time = world.time
declare_completion()
Master.SetRunLevel(RUNLEVEL_POSTGAME)
callHook("roundend")
if (mode.station_was_nuked)
feedback_set_details("end_proper","nuke")
else
feedback_set_details("end_proper","proper completion")
if(blackbox)
blackbox.save_all_data_to_sql()
if(CONFIG_GET(string/chat_roundend_notice_tag))
var/broadcastmessage = "The round has ended."
if(CONFIG_GET(string/chat_reboot_role))
broadcastmessage += "\n\n<@&[CONFIG_GET(string/chat_reboot_role)]>, the server will reboot shortly!"
send2chat(new /datum/tgs_message_content(broadcastmessage), CONFIG_GET(string/chat_roundend_notice_tag))
SSdbcore.SetRoundEnd()
SSpersistence.SavePersistence()
if(!SSpersistence.world_saved_count && CONFIG_GET(flag/persistence) && !SSpersistence.world_non_canon)
SSpersistence.save_the_world()
/datum/controller/subsystem/ticker/proc/on_mc_init_finish()
send2chat(new /datum/tgs_message_content("Server lobby is loaded and open at byond://[config_legacy.serverurl ? config_legacy.serverurl : (config_legacy.server ? config_legacy.server : "[world.address]:[world.port]")]"))
to_chat(world, "<span class='boldnotice'>Welcome to the pregame lobby!</span>")
to_chat(world, "Please set up your character and select ready. The round will start in [CONFIG_GET(number/lobby_countdown)] seconds.")
SEND_SOUND(world, sound('sound/misc/server-ready.ogg', volume = 100))
current_state = GAME_STATE_PREGAME
if(Master.initializations_finished_with_no_players_logged_in)
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
fire()
/datum/controller/subsystem/ticker/proc/process_pregame()
var/citest = FALSE
#ifdef CITESTING
citest = TRUE
#endif
if(isnull(timeLeft))
timeLeft = max(0,start_at - world.time)
if(start_immediately)
timeLeft = 0
if(timeLeft < 0)
return
timeLeft -= wait
if(timeLeft <= 0)
if((how_many_players_have_readied_up() > 0) || citest || start_immediately)
current_state = GAME_STATE_SETTING_UP
Master.SetRunLevel(RUNLEVEL_SETUP)
if(start_immediately)
fire()
else
handle_no_players_ready()
return
/datum/controller/subsystem/ticker/proc/how_many_players_have_readied_up()
var/ready = FALSE
for(var/client/C in GLOB.clients)
if(istype(C.mob, /mob/new_player))
var/mob/new_player/p = C.mob
ready += p.ready
return ready
/datum/controller/subsystem/ticker/proc/handle_no_players_ready()
if(!delay_explained)
to_chat(world, SPAN_ANNOUNCE("No Players are ready to play, delaying round start."))
delay_explained = TRUE
start_at = world.time + 1 MINUTE
timeLeft = max(0,start_at - world.time)
/datum/controller/subsystem/ticker/proc/Reboot(reason, end_string, delay)
set waitfor = FALSE
if(usr && !check_rights(R_SERVER, TRUE))
return
if(!delay)
delay = CONFIG_GET(number/round_end_countdown) * 10
var/skip_delay = check_rights()
if(delay_end && !skip_delay)
to_chat(world, SPAN_BOLDANNOUNCE("An admin has delayed the round end."))
return
to_chat(world, SPAN_BOLDANNOUNCE("Rebooting World in [DisplayTimeText(delay)]. [reason]"))
var/start_wait = world.time
//UNTIL(round_end_sound_sent || (world.time - start_wait) > (delay * 2)) //don't wait forever
while(world.time - start_wait < delay)
var/timeleft = delay - (world.time - start_wait)
// If we have less than 10 seconds left.
if(timeleft <= 10 SECONDS)
to_chat(world, SPAN_BOLDANNOUNCE("Rebooting in [DisplayTimeText(timeleft, 1)]"))
sleep(10)
//If we have 30 seconds left, announce and sleep for the rest of the time.
if(timeleft <= 30 SECONDS)
var/time = timeleft - 10 SECONDS
to_chat(world, SPAN_BOLDANNOUNCE("Rebooting in [DisplayTimeText(timeleft, 1)]"))
sleep(time)
// Otherwise, per minute.
else
to_chat(world, SPAN_BOLDANNOUNCE("Rebooting in [DisplayTimeText(timeleft, 1)]"))
sleep(60 SECONDS)
if(delay_end && !skip_delay)
to_chat(world, SPAN_BOLDANNOUNCE("Reboot was cancelled by an admin."))
return
// if(end_string)
// end_state = end_string
log_game(SPAN_BOLDANNOUNCE("Rebooting World. [reason]"))
world.Reboot()
/datum/controller/subsystem/ticker/proc/HasRoundStarted()
return current_state >= GAME_STATE_PLAYING
/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
return current_state == GAME_STATE_PLAYING
/datum/controller/subsystem/ticker/proc/GetTimeLeft()
if(isnull(SSticker.timeLeft))
return max(0, start_at - world.time)
return timeLeft
/datum/controller/subsystem/ticker/proc/SetTimeLeft(newtime)
if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed
start_at = world.time + newtime
else
timeLeft = newtime
/datum/controller/subsystem/ticker/proc/setup()
to_chat(world, "<span class='boldannounce'>Starting game...</span>")
var/init_start = world.timeofday
//Create and announce mode
if(master_mode=="secret")
src.hide_mode = 1
var/list/runnable_modes = config_legacy.get_runnable_modes()
if((master_mode=="random") || (master_mode=="secret"))
if(!runnable_modes.len)
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame lobby.")
return 0
if(secret_force_mode != "secret")
src.mode = config_legacy.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_legacy.probabilities[GM.config_tag]
src.mode = config_legacy.gamemode_cache[pickweight(weighted_modes)]
else
src.mode = config_legacy.pick_mode(master_mode)
if(!src.mode)
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
return 0
SSjob.reset_occupations()
src.mode.create_antagonists()
src.mode.pre_setup()
SSjob.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
if(!src.mode.can_start())
to_chat(world, "<B>Unable to start [mode.name].</B> Not enough players readied, [config_legacy.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
current_state = GAME_STATE_PREGAME
Master.SetRunLevel(RUNLEVEL_LOBBY)
mode.fail_setup()
mode = null
SSjob.reset_occupations()
return 0
if(hide_mode)
to_chat(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)
to_chat(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()
callHook("roundstart")
for(var/I in round_start_events)
var/datum/callback/cb = I
cb.InvokeAsync()
LAZYCLEARLIST(round_start_events)
for(var/obj/landmark/L in GLOB.landmarks_list)
// type filtered, we cannot risk runtimes
L.OnRoundstart()
log_world("Game start took [(world.timeofday - init_start)/10]s")
round_start_time = world.time
SStime_keep.cached_round_start_time = world.time
SStime_keep.cached_round_start_rtod = REALTIMEOFDAY
INVOKE_ASYNC(SSdbcore, TYPE_PROC_REF(/datum/controller/subsystem/dbcore, SetRoundStart))
// TODO 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
to_chat(world, "<font color=#4F49AF><B>Enjoy the game!</B></FONT>")
var/startupsound = rand(1,4)
switch(startupsound)
if(1)
SEND_SOUND(world, sound('sound/roundStart/start_up_1.ogg'))
if(2)
SEND_SOUND(world, sound('sound/roundStart/start_up_2.ogg'))
if(3)
SEND_SOUND(world, sound('sound/roundStart/start_up_3.ogg'))
if(4)
SEND_SOUND(world, sound('sound/roundStart/start_up_4.ogg'))//the original sound
//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)
send2irc("A round has started with no admins online.")
/* SSsupply.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
*/
Master.SetRunLevel(RUNLEVEL_GAME)
if(CONFIG_GET(flag/sql_enabled))
ASYNC // THIS REQUIRES THE ASYNC!
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
return TRUE
//These callbacks will fire after roundstart key transfer
/datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb)
if(!HasRoundStarted())
LAZYADD(round_start_events, cb)
else
cb.InvokeAsync()
//These callbacks will fire before roundend report
/datum/controller/subsystem/ticker/proc/OnRoundend(datum/callback/cb)
if(current_state >= GAME_STATE_FINISHED)
cb.InvokeAsync()
else
LAZYADD(round_end_events, cb)
//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 = HUD_PLANE
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 (LEGACY_MAP_DATUM).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)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/explosionfar.ogg'))
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
else
flick("intro_nuke",cinematic)
sleep(35)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/explosionfar.ogg'))
//flick("end",cinematic)
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/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)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/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)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/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)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/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)
SEND_SOUND(world, sound('sound/soundbytes/effects/explosion/explosionfar.ogg'))
cinematic.icon_state = "summary_selfdes"
for(var/mob/living/M in living_mob_list)
if(M.loc.z in (LEGACY_MAP_DATUM).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()
//! TEMPORARY PATCH: putting people in nullspace results in obscene behavior from BYOND
//? since we really don't want to kill login ..() without reason, we spawn them at random overflow spawnpoint.
var/obj/landmark/spawnpoint/S
for(var/faction in SSjob.overflow_spawnpoints)
var/list/spawnpoints = SSjob.overflow_spawnpoints[faction]
S = SAFEPICK(spawnpoints)
if(!S)
log_and_message_admins("Unable to get overflow spawnpoint; roundstart is going to lag.")
//! END
for(var/mob/new_player/player in GLOB.player_list)
if(!player.mind)
continue
if(!player.ready)
player.new_player_panel_proc()
continue
if(player.mind.assigned_role=="AI")
player.close_spawn_windows()
player.AIize()
else if(!player.mind.assigned_role)
player.new_player_panel_proc()
continue
else
var/mob/living/carbon/human/new_char = player.create_character(S)
if(new_char)
qdel(player)
if(istype(new_char) && !(new_char.mind.assigned_role=="Cyborg"))
data_core.manifest_inject(new_char)
/datum/controller/subsystem/ticker/proc/collect_minds()
for(var/mob/living/player in GLOB.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 GLOB.player_list)
if(player && player.mind && player.mind.assigned_role)
if(player.mind.assigned_role == "Facility Director")
captainless=0
if(!player_is_antag(player.mind, only_offstation_roles = 1))
SSjob.EquipRank(player, player.mind.assigned_role, 0)
UpdateFactionList(player)
if(captainless)
for(var/mob/M in GLOB.player_list)
if(!istype(M,/mob/new_player))
to_chat(M, "Facility Directorship not forced on anyone.")
/datum/controller/subsystem/ticker/proc/round_process()
if(current_state != GAME_STATE_PLAYING)
return 0
var/dt = nominal_dt_s
mode.process(dt)
var/game_finished = 0
var/mode_finished = 0
if (config_legacy.continous_rounds)
game_finished = (SSemergencyshuttle.returned() || mode.station_was_nuked)
mode_finished = (!post_game && mode.check_finished())
else
game_finished = (mode.check_finished() || (SSemergencyshuttle.returned() && SSemergencyshuttle.evac == 1))
mode_finished = game_finished
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.
to_chat(world, "<span class='danger'>The round has ended!</span>")
round_end_announced = 1
if(!SSemergencyshuttle.departed)
SSvote.autotransfer()
return 1
/datum/controller/subsystem/ticker/proc/declare_completion()
set waitfor = FALSE
to_chat(world, "<span class='infoplain'><BR><BR><BR><span class='big bold'>The round has ended.</span></span>")
log_game("The round has ended.")
send2adminchat("Server", "Round just ended.")
for(var/datum/callback/roundend_callbacks as anything in round_end_events)
roundend_callbacks.InvokeAsync()
LAZYCLEARLIST(round_end_events)
for(var/mob/Player in GLOB.player_list)
if(Player.mind && !isnewplayer(Player))
if(Player.stat != DEAD)
var/turf/playerTurf = get_turf(Player)
if(SSemergencyshuttle.departed && SSemergencyshuttle.evac)
if(isNotAdminLevel(playerTurf.z))
to_chat(Player, "<font color=#4F49AF><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font>")
else
to_chat(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))
to_chat(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))
to_chat(Player, "<font color='green'><b>You remain operational after the events on [station_name()] as [Player.real_name].</b></font>")
else
to_chat(Player, "<font color=#4F49AF><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)
to_chat(Player, "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>")
else
to_chat(Player, "<font color='red'><b>You did not survive the events on [station_name()]...</b></font>")
to_chat(world, "<br>")
CHECK_TICK
for (var/mob/living/silicon/ai/aiPlayer in GLOB.mob_list)
if (aiPlayer.stat != 2)
to_chat(world, "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:</b>")
else
to_chat(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]), "]"
to_chat(world, "[robolist]")
CHECK_TICK
var/dronecount = 0
for (var/mob/living/silicon/robot/robo in GLOB.mob_list)
if(istype(robo,/mob/living/silicon/robot/drone))
dronecount++
continue
if (!robo.connected_ai)
if (robo.stat != 2)
to_chat(world, "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b>")
else
to_chat(world, "<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>")
if(robo) //How the hell do we lose robo between here and the world messages directly above this?
robo.laws.show_laws(world)
CHECK_TICK
if(dronecount)
to_chat(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.
CHECK_TICK
//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.ckey])"
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.ckey])"
//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]].")
CHECK_TICK
ready_for_reboot = TRUE
sleep(5 SECONDS)
standard_reboot()
/datum/controller/subsystem/ticker/proc/standard_reboot()
if(ready_for_reboot)
if(mode.station_was_nuked)
Reboot("Station destroyed by Nuclear Device.", "nuke", 60 SECONDS)
else
Reboot("Round ended.", "proper completion")
else
CRASH("Attempted standard reboot without ticker roundend completion")