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The setting is on by default, but disabled in the example config, to help test servers be more predictable.
77 lines
3.3 KiB
Plaintext
77 lines
3.3 KiB
Plaintext
PROCESSING_SUBSYSTEM_DEF(station)
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name = "Station"
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init_order = INIT_ORDER_STATION
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flags = SS_TICKER
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wait = 5 SECONDS
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cpu_display = SS_CPUDISPLAY_DEFAULT
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offline_implications = "Station traits will no longer process. No intervention needed at this time."
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/// A list of currently active station traits
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var/list/station_traits = list()
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/// Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
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var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
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/datum/controller/subsystem/processing/station/Initialize()
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SetupTraits()
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///Rolls for the amount of traits and adds them to the traits list
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/datum/controller/subsystem/processing/station/proc/SetupTraits()
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if(fexists("data/next_traits.txt"))
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var/forced_traits_contents = file2list("data/next_traits.txt")
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fdel("data/next_traits.txt")
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var/list/temp_list = splittext(forced_traits_contents[1], ",")
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for(var/trait_text_path in temp_list)
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var/station_trait_path = text2path(trait_text_path)
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if(!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
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var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
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log_game(message)
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message_admins(message)
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continue
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setup_trait(station_trait_path)
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return
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if(!GLOB.configuration.gamemode.add_random_station_traits)
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return
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for(var/i in subtypesof(/datum/station_trait))
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var/datum/station_trait/trait_typepath = i
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// If forced, (probably debugging), just set it up now, keep it out of the pool.
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if(initial(trait_typepath.force))
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setup_trait(trait_typepath)
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continue
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if(initial(trait_typepath.trait_flags) & STATION_TRAIT_ABSTRACT)
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continue //Dont add abstract ones to it
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selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
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var/positive_trait_count = pick(20;0, 5;1, 1;2)
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var/neutral_trait_count = pick(10;0, 10;1, 3;2)
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var/negative_trait_count = pick(20;0, 5;1, 1;2)
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pick_traits(STATION_TRAIT_POSITIVE, positive_trait_count)
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pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_count)
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pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_count)
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///Picks traits of a specific category (e.g. bad or good) and a specified amount, then initializes them and adds them to the list of traits.
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/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, amount)
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if(!amount)
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return
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for(var/iterator in 1 to amount)
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var/datum/station_trait/trait_type = pickweight(selectable_traits_by_types[trait_sign]) //Rolls from the table for the specific trait type
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setup_trait(trait_type)
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///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
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/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
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var/datum/station_trait/trait_instance = new trait_type()
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station_traits += trait_instance
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log_game("Station Trait: [trait_instance.name] chosen for this round.")
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trait_instance.blacklist += trait_instance.type
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for(var/i in trait_instance.blacklist)
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var/datum/station_trait/trait_to_remove = i
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selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove
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