var/global/datum/controller/gameticker/ticker var/round_start_time = 0 /datum/controller/gameticker var/const/restart_timeout = 600 var/current_state = GAME_STATE_PREGAME var/hide_mode = 0 // leave here at 0 ! setup() will take care of it when needed for Secret mode -walter0o var/datum/game_mode/mode = null 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/initialtpass = 0 //holder for inital autotransfer vote timer var/obj/screen/cinematic = null //used for station explosion cinematic var/round_end_announced = 0 // Spam Prevention. Announce round end only once. /datum/controller/gameticker/proc/pregame() login_music = pick(\ 'sound/music/THUNDERDOME.ogg',\ 'sound/music/space.ogg',\ 'sound/music/Title1.ogg',\ 'sound/music/Title2.ogg',\ 'sound/music/Title3.ogg',) do pregame_timeleft = 180 to_chat(world, "Welcome to the pre-game lobby!") to_chat(world, "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds") while(current_state == GAME_STATE_PREGAME) sleep(10) if(going) pregame_timeleft-- if(pregame_timeleft <= 0) current_state = GAME_STATE_SETTING_UP while(!setup()) /datum/controller/gameticker/proc/votetimer() var/timerbuffer = 0 if(initialtpass == 0) timerbuffer = config.vote_autotransfer_initial else timerbuffer = config.vote_autotransfer_interval spawn(timerbuffer) vote.autotransfer() initialtpass = 1 votetimer() /datum/controller/gameticker/proc/setup() //Create and announce mode if(master_mode=="secret") src.hide_mode = 1 var/list/datum/game_mode/runnable_modes if((master_mode=="random") || (master_mode=="secret")) runnable_modes = config.get_runnable_modes() if(runnable_modes.len==0) current_state = GAME_STATE_PREGAME to_chat(world, "Unable to choose playable game mode. 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()) 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) if(!src.mode.can_start()) to_chat(world, "Unable to start [mode.name]. Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby.") mode = null current_state = GAME_STATE_PREGAME job_master.ResetOccupations() return 0 //Configure mode and assign player to special mode stuff src.mode.pre_pre_setup() var/can_continue can_continue = src.mode.pre_setup()//Setup special modes job_master.DivideOccupations() //Distribute jobs if(!can_continue) qdel(mode) current_state = GAME_STATE_PREGAME to_chat(world, "Error setting up [master_mode]. Reverting to pre-game lobby.") 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) to_chat(world, "The current game mode is - Secret!") to_chat(world, "Possibilities: [english_list(modes)]") else src.mode.announce() create_characters() //Create player characters and transfer them collect_minds() equip_characters() data_core.manifest() current_state = GAME_STATE_PLAYING callHook("roundstart") //here to initialize the random events nicely at round start setup_economy() //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) // take care of random spesspod spawning var/list/obj/effect/landmark/spacepod/random/L = list() for(var/obj/effect/landmark/spacepod/random/SS in landmarks_list) if(istype(SS)) L += SS if(L.len) var/obj/effect/landmark/spacepod/random/S = pick(L) new /obj/spacepod/random(S.loc) for(var/obj/effect/landmark/spacepod/random/R in L) qdel(R) to_chat(world, "Enjoy the game!") world << sound('sound/AI/welcome.ogg')// Skie if(holiday_master.holidays) to_chat(world, "and...") for(var/holidayname in holiday_master.holidays) var/datum/holiday/holiday = holiday_master.holidays[holidayname] to_chat(world, "

[holiday.greet()]

") spawn(0) // Forking dynamic room selection var/list/area/dynamic/source/available_source_candidates = subtypesof(/area/dynamic/source) var/list/area/dynamic/destination/available_destination_candidates = subtypesof(/area/dynamic/destination) for(var/area/dynamic/destination/current_destination_candidate in available_destination_candidates) var/area/dynamic/destination/current_destination = locate(current_destination_candidate) if(!current_destination) continue if(current_destination.match_width == 0 || current_destination.match_height == 0) message_admins("Dynamic area destination '[current_destination.name]' does not have its size requirements set.") continue var/list/area/dynamic/source/candidate_source_areas = new /list(0) for(var/area/dynamic/source/candidate_source_area in available_source_candidates) var/area/dynamic/source/candidate_source = locate(candidate_source_area) if(!candidate_source) continue if(candidate_source.match_tag != current_destination.match_tag) continue if(candidate_source.match_width != current_destination.match_width || \ candidate_source.match_height != current_destination.match_height) continue candidate_source_areas += candidate_source if(candidate_source_areas.len == 0) message_admins("Failed to find a matching source for dynamic area: [current_destination.name]") continue var/area/dynamic/source/selected_source = pick(candidate_source_areas) available_source_candidates -= selected_source selected_source.copy_contents_to(current_destination, 0) if(current_destination.enable_lights || selected_source.enable_lights) current_destination.power_light = 1 else current_destination.power_light = 0 current_destination.power_change() //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.") auto_toggle_ooc(0) // Turn it off round_start_time = world.time /* DONE THROUGH PROCESS SCHEDULER supply_controller.process() //Start the supply shuttle regenerating points -- TLE master_controller.process() //Start master_controller.process() lighting_controller.process() //Start processing DynamicAreaLighting updates */ processScheduler.start() if(config.sql_enabled) spawn(3000) statistic_cycle() // Polls population totals regularly and stores them in an SQL DB votetimer() for(var/mob/M in mob_list) if(istype(M,/mob/new_player)) var/mob/new_player/N = M N.new_player_panel_proc() return 1 //Plus it provides an easy way to make cinematics for other events. Just use this as a template :) //Plus it provides an easy way to make cinematics for other events. Just use this as a template /datum/controller/gameticker/proc/station_explosion_cinematic(station_missed = 0, override = null) if(cinematic) return //already a cinematic in progress! auto_toggle_ooc(1) // Turn it on //initialise our cinematic screen object cinematic = new /obj/screen(src) cinematic.icon = 'icons/effects/station_explosion.dmi' cinematic.icon_state = "station_intact" cinematic.layer = 21 cinematic.mouse_opacity = 0 cinematic.screen_loc = "1,0" var/obj/structure/stool/bed/temp_buckle = new(src) if(station_missed) for(var/mob/M in 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/M in mob_list) M.buckled = temp_buckle if(M.client) M.client.screen += cinematic if(M.stat != DEAD) var/turf/T = get_turf(M) if(T && T.z == 1) M.death(0) //no mercy //Now animate the cinematic switch(station_missed) if(1) //nuke was nearby but (mostly) missed if(mode && !override) override = mode.name switch(override) if("nuclear emergency") //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" if("fake") //The round isn't over, we're just freaking people out for fun flick("intro_nuke", cinematic) sleep(35) world << sound('sound/items/bikehorn.ogg') flick("summary_selfdes", cinematic) else flick("intro_nuke", cinematic) sleep(35) world << sound('sound/effects/explosionfar.ogg') 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("nuclear emergency") //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" //If its actually the end of the round, wait for it to end. //Otherwise if its a verb it will continue on afterwards. spawn(300) if(cinematic) qdel(cinematic) //end the cinematic cinematic = null if(temp_buckle) qdel(temp_buckle) //release everybody /datum/controller/gameticker/proc/create_characters() for(var/mob/new_player/player in player_list) if(player.ready && player.mind) if(player.mind.assigned_role == "AI" || player.mind.special_role == "malfunctioning AI") player.close_spawn_windows() player.AIize() else if(!player.mind.assigned_role) continue else player.create_character() qdel(player) /datum/controller/gameticker/proc/collect_minds() for(var/mob/living/player in player_list) if(player.mind) ticker.minds += player.mind /datum/controller/gameticker/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.mind.assigned_role != "MODE") job_master.EquipRank(player, player.mind.assigned_role, 0) EquipCustomItems(player) if(captainless) for(var/mob/M in player_list) if(!istype(M,/mob/new_player)) to_chat(M, "Captainship not forced on anyone.") /datum/controller/gameticker/proc/process() if(current_state != GAME_STATE_PLAYING) return 0 mode.process() mode.process_job_tasks() //emergency_shuttle.process() DONE THROUGH PROCESS SCHEDULER var/game_finished = shuttle_master.emergency.mode >= SHUTTLE_ENDGAME || mode.station_was_nuked if(config.continuous_rounds) mode.check_finished() // some modes contain var-changing code in here, so call even if we don't uses result else game_finished |= mode.check_finished() if(!mode.explosion_in_progress && game_finished) current_state = GAME_STATE_FINISHED auto_toggle_ooc(1) // Turn it on spawn declare_completion() spawn(50) callHook("roundend") if(mode.station_was_nuked) world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke") else world.Reboot("Round ended.", "end_proper", "proper completion") return 1 /datum/controller/gameticker/proc/getfactionbyname(var/name) for(var/datum/faction/F in factions) if(F.name == name) return F /datum/controller/gameticker/proc/karmareminder() for(var/mob/living/player in player_list) if(player.client) if(player.client.karma_spent == 0) if(player.client.prefs && !(player.client.prefs.toggles & DISABLE_KARMA_REMINDER)) var/dat dat += {"Karma Reminder

Karma Reminder


You have not yet spent your karma for the round, surely there is a player who was worthy of receiving
your reward? Look under 'Special Verbs' for the 'Award Karma' button, and use it once a round for best results!"} player << browse(dat, "window=karmareminder;size=400x300") /datum/controller/gameticker/proc/declare_completion() nologevent = 1 //end of round murder and shenanigans are legal; there's no need to jam up attack logs past this point. //Round statistics report var/datum/station_state/end_state = new /datum/station_state() end_state.count() var/station_integrity = min(round( 100.0 * start_state.score(end_state), 0.1), 100.0) to_chat(world, "
[TAB]Shift Duration: [round(ROUND_TIME / 36000)]:[add_zero("[ROUND_TIME / 600 % 60]", 2)]:[ROUND_TIME / 100 % 6][ROUND_TIME / 100 % 10]") to_chat(world, "
[TAB]Station Integrity: [mode.station_was_nuked ? "Destroyed" : "[station_integrity]%"]") to_chat(world, "
") //Silicon laws report for(var/mob/living/silicon/ai/aiPlayer in mob_list) if(aiPlayer.stat != 2) to_chat(world, "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:") else to_chat(world, "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:") aiPlayer.show_laws(1) if(aiPlayer.connected_robots.len) var/robolist = "The AI's loyal minions were: " 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]") 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) to_chat(world, "[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:") else to_chat(world, "[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:") 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_chat(world, "There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] this round.") mode.declare_completion()//To declare normal completion. //calls auto_declare_completion_* for all modes for(var/handler in typesof(/datum/game_mode/proc)) if(findtext("[handler]","auto_declare_completion_")) call(mode, handler)() scoreboard() karmareminder() //Ask the event manager to print round end information event_manager.RoundEnd() return 1