SUBSYSTEM_DEF(ticker) name = "Ticker" init_order = INIT_ORDER_TICKER priority = FIRE_PRIORITY_TICKER flags = SS_KEEP_TIMING runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME offline_implications = "The game is no longer aware of when the round ends. Immediate server restart recommended." /// Time the game should start, relative to world.time var/round_start_time = 0 /// Time that the round started var/time_game_started = 0 /// Default timeout for if world.Reboot() doesnt have a time specified var/const/restart_timeout = 75 SECONDS /// Current status of the game. See code\__DEFINES\game.dm var/current_state = GAME_STATE_STARTUP /// Do we want to force-start as soon as we can var/force_start = FALSE /// Do we want to force-end as soon as we can var/force_ending = FALSE /// Leave here at FALSE ! setup() will take care of it when needed for Secret mode -walter0o var/hide_mode = FALSE /// Our current game mode var/datum/game_mode/mode = null /// The current pick of lobby music played in the lobby var/login_music /// List of all minds in the game. Used for objective tracking var/list/datum/mind/minds = list() /// 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 /// Name of the bible deity var/Bible_deity_name /// Cult data. Here instead of cult for adminbus purposes var/datum/cult_info/cultdat = null /// If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders var/random_players = FALSE /// Did we broadcast the tip of the round yet? var/tipped = FALSE /// What will be the tip of the round? var/selected_tip /// This is used for calculations for the statpanel var/pregame_timeleft /// If set to TRUE, the round will not restart on it's own var/delay_end = FALSE /// Global holder for triple AI mode var/triai = FALSE /// Holder for inital autotransfer vote timer var/next_autotransfer = 0 /// Used for station explosion cinematic var/obj/screen/cinematic = null /// Spam Prevention. Announce round end only once. var/round_end_announced = FALSE /// Is the ticker currently processing? If FALSE, roundstart is delayed var/ticker_going = TRUE /// Gamemode result (For things like shadowlings or nukies which can end multiple ways) var/mode_result = "undefined" /// Server end state (Did we end properly or reboot or nuke or what) var/end_state = "undefined" /// Time the real reboot kicks in var/real_reboot_time = 0 /// Datum used to generate the end of round scoreboard. var/datum/scoreboard/score = null /datum/controller/subsystem/ticker/Initialize() login_music = pick(\ 'sound/music/thunderdome.ogg',\ 'sound/music/space.ogg',\ 'sound/music/title1.ogg',\ 'sound/music/title2.ogg',\ 'sound/music/title3.ogg',) return ..() /datum/controller/subsystem/ticker/fire() switch(current_state) if(GAME_STATE_STARTUP) // This is ran as soon as the MC starts firing, and should only run ONCE, unless startup fails round_start_time = world.time + (GLOB.configuration.general.lobby_time SECONDS) to_chat(world, "Welcome to the pre-game lobby!") to_chat(world, "Please, setup your character and select ready. Game will start in [GLOB.configuration.general.lobby_time] seconds") current_state = GAME_STATE_PREGAME fire() // TG says this is a good idea for(var/mob/new_player/N in GLOB.player_list) N.new_player_panel_proc() // to enable the observe option if(GAME_STATE_PREGAME) if(!SSticker.ticker_going) // This has to be referenced like this, and I dont know why. If you dont put SSticker. it will break return // This is so we dont have sleeps in controllers, because that is a bad, bad thing if(!delay_end) pregame_timeleft = max(0, round_start_time - world.time) // Normal lobby countdown when roundstart was not delayed else pregame_timeleft = max(0, pregame_timeleft - 20) // If roundstart was delayed, we should resume the countdown where it left off if(pregame_timeleft <= 600 && !tipped) // 60 seconds send_tip_of_the_round() tipped = TRUE if(pregame_timeleft <= 0 || force_start) current_state = GAME_STATE_SETTING_UP Master.SetRunLevel(RUNLEVEL_SETUP) if(GAME_STATE_SETTING_UP) if(!setup()) // Setup failed current_state = GAME_STATE_STARTUP Master.SetRunLevel(RUNLEVEL_LOBBY) if(GAME_STATE_PLAYING) delay_end = FALSE // reset this in case round start was delayed mode.process() mode.process_job_tasks() if(world.time > next_autotransfer) SSvote.autotransfer() next_autotransfer = world.time + GLOB.configuration.vote.autotransfer_interval_time var/game_finished = SSshuttle.emergency.mode >= SHUTTLE_ENDGAME || mode.station_was_nuked if(GLOB.configuration.gamemode.disable_certain_round_early_end) 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(game_finished || force_ending) current_state = GAME_STATE_FINISHED if(GAME_STATE_FINISHED) current_state = GAME_STATE_FINISHED Master.SetRunLevel(RUNLEVEL_POSTGAME) // This shouldnt process more than once, but you never know auto_toggle_ooc(TRUE) // Turn it on declare_completion() addtimer(CALLBACK(src, .proc/call_reboot), 5 SECONDS) if(GLOB.configuration.vote.enable_map_voting) SSvote.initiate_vote("map", "the server", TRUE) // Start a map vote. Timing is a little tight here but we should be good. /datum/controller/subsystem/ticker/proc/call_reboot() if(mode.station_was_nuked) reboot_helper("Station destroyed by Nuclear Device.", "nuke") else reboot_helper("Round ended.", "proper completion") /datum/controller/subsystem/ticker/proc/setup() cultdat = setupcult() score = new() // Create and announce mode if(GLOB.master_mode == "secret") hide_mode = TRUE var/list/datum/game_mode/runnable_modes if(GLOB.master_mode == "random" || GLOB.master_mode == "secret") runnable_modes = GLOB.configuration.gamemode.get_runnable_modes() if(!length(runnable_modes)) to_chat(world, "Unable to choose playable game mode. Reverting to pre-game lobby.") force_start = FALSE current_state = GAME_STATE_PREGAME Master.SetRunLevel(RUNLEVEL_LOBBY) return FALSE if(GLOB.secret_force_mode != "secret") var/datum/game_mode/M = GLOB.configuration.gamemode.pick_mode(GLOB.secret_force_mode) if(M.can_start()) mode = GLOB.configuration.gamemode.pick_mode(GLOB.secret_force_mode) SSjobs.ResetOccupations() if(!mode) mode = pickweight(runnable_modes) if(mode) var/mtype = mode.type mode = new mtype else mode = GLOB.configuration.gamemode.pick_mode(GLOB.master_mode) if(!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 force_start = FALSE SSjobs.ResetOccupations() Master.SetRunLevel(RUNLEVEL_LOBBY) return FALSE //Configure mode and assign player to special mode stuff mode.pre_pre_setup() var/can_continue can_continue = mode.pre_setup() //Setup special modes SSjobs.DivideOccupations() //Distribute jobs if(!can_continue) qdel(mode) to_chat(world, "Error setting up [GLOB.master_mode]. Reverting to pre-game lobby.") current_state = GAME_STATE_PREGAME force_start = FALSE SSjobs.ResetOccupations() Master.SetRunLevel(RUNLEVEL_LOBBY) return FALSE 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 mode.announce() // Behold, a rough way of figuring out what takes 10 years var/watch = start_watch() create_characters() // Create player characters and transfer clients log_debug("Creating characters took [stop_watch(watch)]s") watch = start_watch() populate_spawn_points() // Put mobs in their spawn locations log_debug("Populating spawn points took [stop_watch(watch)]s") // Gather everyones minds for(var/mob/living/player in GLOB.player_list) if(player.mind) minds += player.mind watch = start_watch() equip_characters() // Apply outfits and loadouts to the characters log_debug("Equipping characters took [stop_watch(watch)]s") watch = start_watch() GLOB.data_core.manifest() // Create the manifest log_debug("Manifest creation took [stop_watch(watch)]s") // Update the MC and state to game playing current_state = GAME_STATE_PLAYING Master.SetRunLevel(RUNLEVEL_GAME) // Generate the list of empty playable AI cores in the world for(var/obj/effect/landmark/start/S in GLOB.landmarks_list) if(S.name != "AI") continue if(locate(/mob/living) in S.loc) continue GLOB.empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(get_turf(S)) // Setup pregenerated newsfeeds setup_news_feeds() // Generate code phrases and responses if(!GLOB.syndicate_code_phrase) GLOB.syndicate_code_phrase = generate_code_phrase() if(!GLOB.syndicate_code_response) GLOB.syndicate_code_response = generate_code_phrase() // Run post setup stuff mode.post_setup() // Delete starting landmarks (not AI ones because we need those for AI-ize) for(var/obj/effect/landmark/start/S in GLOB.landmarks_list) if(S.name != "AI") qdel(S) SSdbcore.SetRoundStart() to_chat(world, "Enjoy the game!") SEND_SOUND(world, sound('sound/AI/welcome.ogg')) if(SSholiday.holidays) to_chat(world, "and...") for(var/holidayname in SSholiday.holidays) var/datum/holiday/holiday = SSholiday.holidays[holidayname] to_chat(world, "

[holiday.greet()]

") SSdiscord.send2discord_simple_noadmins("**\[Info]** Round has started") auto_toggle_ooc(FALSE) // Turn it off time_game_started = world.time // Sets the auto shuttle vote to happen after the config duration next_autotransfer = world.time + GLOB.configuration.vote.autotransfer_initial_time for(var/mob/new_player/N in GLOB.mob_list) if(N.client) N.new_player_panel_proc() // Now that every other piece of the round has initialized, lets setup player job scaling var/playercount = length(GLOB.clients) var/highpop_trigger = 80 if(playercount >= highpop_trigger) log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - loading highpop job config") SSjobs.LoadJobs(TRUE) else log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - keeping standard job config") SSnightshift.check_nightshift(TRUE) #ifdef UNIT_TESTS RunUnitTests() #endif return TRUE /datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed = 0, override = null) if(cinematic) return //already a cinematic in progress! auto_toggle_ooc(TRUE) // 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 = MOUSE_OPACITY_TRANSPARENT cinematic.screen_loc = "1,0" if(station_missed) for(var/mob/M in GLOB.mob_list) 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 GLOB.mob_list) if(M.stat != DEAD) var/turf/T = get_turf(M) if(T && is_station_level(T.z) && !istype(M.loc, /obj/structure/closet/secure_closet/freezer)) var/mob/ghost = M.ghostize() M.dust() //no mercy if(ghost && ghost.client) //Play the victims an uninterrupted cinematic. ghost.client.screen += cinematic CHECK_TICK if(M && M.client) //Play the survivors a cinematic. M.client.screen += cinematic //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) SEND_SOUND(world, sound('sound/effects/explosion_distant.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) SEND_SOUND(world, sound('sound/items/bikehorn.ogg')) flick("summary_selfdes", cinematic) else flick("intro_nuke", cinematic) sleep(35) SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg')) if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation sleep(50) SEND_SOUND(world, sound('sound/effects/explosion_distant.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) SEND_SOUND(world, sound('sound/effects/explosion_distant.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/effects/explosion_distant.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/effects/explosion_distant.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/effects/explosion_distant.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) QDEL_NULL(cinematic) //end the cinematic /datum/controller/subsystem/ticker/proc/create_characters() for(var/mob/new_player/player in GLOB.player_list) if(player.ready && player.mind) if(player.mind.assigned_role == "AI") player.close_spawn_windows() var/mob/living/silicon/ai/ai_character = player.AIize() ai_character.moveToAILandmark() else if(!player.mind.assigned_role) continue else player.create_character() qdel(player) /datum/controller/subsystem/ticker/proc/equip_characters() var/captainless = TRUE for(var/mob/living/carbon/human/player in GLOB.player_list) if(player && player.mind && player.mind.assigned_role) if(player.mind.assigned_role == "Captain") captainless = FALSE if(player.mind.assigned_role != player.mind.special_role) SSjobs.AssignRank(player, player.mind.assigned_role, FALSE) SSjobs.EquipRank(player, player.mind.assigned_role, FALSE) equip_cuis(player) if(captainless) for(var/mob/M in GLOB.player_list) if(!isnewplayer(M)) to_chat(M, "Captainship not forced on anyone.") /datum/controller/subsystem/ticker/proc/equip_cuis(mob/living/carbon/human/H) if(!H.client) return // If they are spawning without a client (somehow), they *cant* have a CUI list for(var/datum/custom_user_item/cui in H.client.cui_entries) // Skip items with invalid character names if((cui.characer_name != H.real_name) && !cui.all_characters_allowed) continue var/ok = FALSE if(!cui.all_jobs_allowed) var/alt_blocked = FALSE if(H.mind.role_alt_title) if(!(H.mind.role_alt_title in cui.allowed_jobs)) alt_blocked = TRUE if(!(H.mind.assigned_role in cui.allowed_jobs) || alt_blocked) continue var/obj/item/I = new cui.object_typepath() var/name_override = cui.item_name_override var/desc_override = cui.item_desc_override if(name_override) I.name = name_override if(desc_override) I.desc = desc_override if(istype(H.back, /obj/item/storage)) // Try to place it in something on the mob's back var/obj/item/storage/S = H.back if(length(S.contents) < S.storage_slots) I.forceMove(H.back) ok = TRUE to_chat(H, "Your [I.name] has been added to your [H.back.name].") if(!ok) for(var/obj/item/storage/S in H.contents) // Try to place it in any item that can store stuff, on the mob. if(length(S.contents) < S.storage_slots) I.forceMove(S) ok = TRUE to_chat(H, "Your [I.name] has been added to your [S.name].") break if(!ok) // Finally, since everything else failed, place it on the ground var/turf/T = get_turf(H) if(T) I.forceMove(T) to_chat(H, "Your [I.name] is on the [T.name] below you.") else to_chat(H, "Your [I.name] couldnt spawn anywhere on you or even on the floor below you. Please file a bug report.") qdel(I) /datum/controller/subsystem/ticker/proc/send_tip_of_the_round() var/m if(selected_tip) m = selected_tip else var/list/randomtips = file2list("strings/tips.txt") var/list/memetips = file2list("strings/sillytips.txt") if(randomtips.len && prob(95)) m = pick(randomtips) else if(memetips.len) m = pick(memetips) if(m) to_chat(world, "Tip of the round: [html_encode(m)]") /datum/controller/subsystem/ticker/proc/declare_completion() GLOB.nologevent = TRUE //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/ending_station_state = new /datum/station_state() ending_station_state.count() var/station_integrity = min(round( 100.0 * GLOB.start_state.score(ending_station_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 GLOB.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(TRUE) 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 GLOB.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.") if(mode.eventmiscs.len) var/emobtext = "" for(var/datum/mind/eventmind in mode.eventmiscs) emobtext += printeventplayer(eventmind) emobtext += "
" emobtext += printobjectives(eventmind) emobtext += "
" emobtext += "
" to_chat(world, emobtext) 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)() // Display the scoreboard window score.scoreboard() // Declare the completion of the station goals mode.declare_station_goal_completion() //Ask the event manager to print round end information SSevents.RoundEnd() //make big obvious note in game logs that round ended log_game("///////////////////////////////////////////////////////") log_game("///////////////////// ROUND ENDED /////////////////////") log_game("///////////////////////////////////////////////////////") // Add AntagHUD to everyone, see who was really evil the whole time! for(var/datum/atom_hud/antag/H in GLOB.huds) for(var/m in GLOB.player_list) var/mob/M = m H.add_hud_to(M) // Seal the blackbox, stop collecting info SSblackbox.Seal() SSdbcore.SetRoundEnd() return TRUE /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/setup_news_feeds() var/datum/feed_channel/newChannel = new /datum/feed_channel newChannel.channel_name = "Public Station Announcements" newChannel.author = "Automated Announcement Listing" newChannel.icon = "bullhorn" newChannel.frozen = TRUE newChannel.admin_locked = TRUE GLOB.news_network.channels += newChannel newChannel = new /datum/feed_channel newChannel.channel_name = "Nyx Daily" newChannel.author = "CentComm Minister of Information" newChannel.icon = "meteor" newChannel.frozen = TRUE newChannel.admin_locked = TRUE GLOB.news_network.channels += newChannel newChannel = new /datum/feed_channel newChannel.channel_name = "The Gibson Gazette" newChannel.author = "Editor Mike Hammers" newChannel.icon = "star" newChannel.frozen = TRUE newChannel.admin_locked = TRUE GLOB.news_network.channels += newChannel for(var/loc_type in subtypesof(/datum/trade_destination)) var/datum/trade_destination/D = new loc_type GLOB.weighted_randomevent_locations[D] = D.viable_random_events.len GLOB.weighted_mundaneevent_locations[D] = D.viable_mundane_events.len // Easy handler to make rebooting the world not a massive sleep in world/Reboot() /datum/controller/subsystem/ticker/proc/reboot_helper(reason, end_string, delay) // Admins delayed round end. Just alert and dont bother with anything else. if(delay_end) to_chat(world, "An admin has delayed the round end.") return if(!isnull(delay)) // Delay time was present. Use that. delay = max(0, delay) else // Use default restart timeout delay = restart_timeout to_chat(world, "Rebooting world in [delay/10] [delay > 10 ? "seconds" : "second"]. [reason]") real_reboot_time = world.time + delay UNTIL(world.time > real_reboot_time) // Hold it here // And if we re-delayed, bail again if(delay_end) to_chat(world, "Reboot was cancelled by an admin.") return if(end_string) end_state = end_string // Play a haha funny noise var/round_end_sound = pick(GLOB.round_end_sounds) var/sound_length = GLOB.round_end_sounds[round_end_sound] SEND_SOUND(world, sound(round_end_sound)) sleep(sound_length) world.Reboot()