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b067b8bb04
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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