var/global/datum/controller/gameticker/ticker #define GAME_STATE_PREGAME 1 #define GAME_STATE_SETTING_UP 2 #define GAME_STATE_PLAYING 3 #define GAME_STATE_FINISHED 4 /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/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/initialtpass = 0 //holder for inital autotransfer vote timer 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 world << "Welcome to the pre-game lobby!" 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(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 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()) 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) del(mode) current_state = GAME_STATE_PREGAME 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) world << "The current game mode is - Secret!" 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") del(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) del(R) world << "Enjoy the game!" world << sound('sound/AI/welcome.ogg') // Skie if(holiday_master.holidays) world << "and..." for(var/holidayname in holiday_master.holidays) var/datum/holiday/holiday = holiday_master.holidays[holidayname] world << "

[holiday.greet()]

" spawn(0) // Forking dynamic room selection var/list/area/dynamic/source/available_source_candidates = typesof(/area/dynamic/source) - /area/dynamic/source var/list/area/dynamic/destination/available_destination_candidates = typesof(/area/dynamic/destination) - /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 /* 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 -- TLE 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 /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! auto_toggle_ooc(1) // Turn it on //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/stool/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/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/M in 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)) M.death(0) if(1) //on a z-level 1 turf. M.death(0) for(var/obj/effect/blob/core in blob_cores) core.health = -10 core.update_icon() //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" 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("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" 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. spawn(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.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) 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.mind.assigned_role != "MODE") EquipRacialItems(player) 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)) M << "Captainship not forced on anyone." 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 = 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)) mode_finished = game_finished if(!mode.explosion_in_progress && game_finished && (mode_finished || post_game)) current_state = GAME_STATE_FINISHED auto_toggle_ooc(1) // Turn it on spawn declare_completion() spawn(50) callHook("roundend") if (mode.station_was_nuked) feedback_set_details("end_proper","nuke") if(!delay_end) world << "\blue Rebooting due to destruction of station in [restart_timeout/10] seconds" else feedback_set_details("end_proper","proper completion") if(!delay_end) world << "\blue Restarting in [restart_timeout/10] seconds" if(blackbox) blackbox.save_all_data_to_sql() if(!delay_end) sleep(restart_timeout) if(!delay_end) world.Reboot() else world << "\blue An admin has delayed the round end" else world << "\blue An admin has delayed the round end" 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 << "\red The round has ended!" round_end_announced = 1 vote.autotransfer() return 1 proc/getfactionbyname(var/name) for(var/datum/faction/F in factions) if(F.name == name) return F 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() //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) world << "
[TAB]Shift Duration: [round(world.time / 36000)]:[add_zero("[world.time / 600 % 60]", 2)]:[world.time / 100 % 6][world.time / 100 % 10]" world << "
[TAB]Station Integrity: [mode.station_was_nuked ? "Destroyed" : "[station_integrity]%"]" world << "
" //Silicon laws report for (var/mob/living/silicon/ai/aiPlayer in mob_list) if (aiPlayer.stat != 2) world << "[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:" else 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]), "]" 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 << "[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:" else 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) world << "There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] this round." mode.declare_completion()//To declare normal completion. mode.declare_job_completion() scoreboard() karmareminder() //Ask the event manager to print round end information event_manager.RoundEnd() return 1