Files
Paradise/code/game/gamemodes/gameticker.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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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 = 250
var/current_state = GAME_STATE_PREGAME
var/hide_mode = 0
var/datum/game_mode/mode = null
var/event_time = null
var/event = 0
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/pregame_timeleft = 0
/datum/controller/gameticker/proc/pregame()
do
pregame_timeleft = 90
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
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/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 << "<B>Unable to choose playable game mode.</B> 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)
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 << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
del(mode)
current_state = GAME_STATE_PREGAME
ResetOccupations()
return 0
//Configure mode and assign player to special mode stuff
DivideOccupations() //Distribute jobs
var/can_continue = src.mode.pre_setup()//Setup special modes
if(!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
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 << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [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
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 world)
//Deleting Startpoints but we need the ai point to AI-ize people later
if (S.name != "AI")
del(S)
spawn(-1)
world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
world << sound('welcome.ogg') // Skie
spawn (3000)
start_events()
spawn ((18000+rand(3000)))
event()
spawn() supply_ticker() // Added to kick-off the supply shuttle regenerating points -- TLE
//Start master_controller.process()
spawn master_controller.process()
if (config.sql_enabled)
spawn(3000)
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
return 1
/datum/controller/gameticker
proc/create_characters()
for(var/mob/new_player/player in world)
if(player.ready)
if(player.mind && player.mind.assigned_role=="AI")
player.close_spawn_windows()
player.AIize()
else if(player.mind)
player.create_character()
del(player)
proc/collect_minds()
for(var/mob/living/player in world)
if(player.mind)
ticker.minds += player.mind
proc/equip_characters()
var/captainless=1
for(var/mob/living/carbon/human/player in world)
if(player)
if(player.mind)
if(player.mind.assigned_role)
if(player.mind.assigned_role == "Captain")
captainless=0
if(player.mind.assigned_role != "MODE")
player.Equip_Rank(player.mind.assigned_role)
if (captainless)
world << "Captainship not forced on anyone."
proc/process()
if(current_state != GAME_STATE_PLAYING)
return 0
mode.process()
emergency_shuttle.process()
if(!mode.explosion_in_progress && mode.check_finished())
current_state = GAME_STATE_FINISHED
spawn
declare_completion()
spawn(50)
if (mode.station_was_nuked)
world << "\blue <B>Rebooting due to destruction of station in [restart_timeout/10] seconds</B>"
else
world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
sleep(restart_timeout)
world.Reboot()
return 1
/datum/controller/gameticker/proc/declare_completion()
for (var/mob/living/silicon/ai/aiPlayer in world)
if (aiPlayer.stat != 2)
world << "<b>[aiPlayer.name]'s laws at the end of the game were:</b>"
else
world << "<b>[aiPlayer.name]'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), ":", "]"
world << "[robolist]"
for (var/mob/living/silicon/robot/robo in world)
if (!robo.connected_ai)
if (robo.stat != 2)
world << "<b>[robo.name] survived as an AI-less borg! Its laws were:</b>"
else
world << "<b>[robo.name] was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
robo.laws.show_laws(world)
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)()
return 1