Files
Paradise/code/modules/events/abductor.dm
Farie82 acaefa9591 Refactors the events to be async (not use sleeps) and not use spawns (#15203)
* Makes the prison break use INVOKE_ASYNC for the (win)doors

* Add documentation

* Refactors the whole event system to not use spawns and be async

* relative proc path

* keep timing

Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
2021-01-24 21:57:13 +00:00

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/datum/event/abductor
/datum/event/abductor/start()
INVOKE_ASYNC(src, .proc/try_makeAbductorTeam)
/datum/event/abductor/proc/try_makeAbductorTeam()
if(!makeAbductorTeam())
message_admins("Abductor event failed to find players. Retrying in 30s.")
addtimer(CALLBACK(src, .proc/makeAbductorTeam), 30 SECONDS)
/datum/event/abductor/proc/makeAbductorTeam()
var/list/mob/dead/observer/candidates = SSghost_spawns.poll_candidates("Do you wish to be considered for an Abductor Team?", ROLE_ABDUCTOR, TRUE)
if(candidates.len >= 2)
//Oh god why we can't have static functions
var/number = SSticker.mode.abductor_teams + 1
var/datum/game_mode/abduction/temp
if(SSticker.mode.config_tag == "abduction")
temp = SSticker.mode
else
temp = new
var/agent_mind = pick(candidates)
candidates -= agent_mind
var/scientist_mind = pick(candidates)
var/mob/living/carbon/human/agent=makeBody(agent_mind)
var/mob/living/carbon/human/scientist=makeBody(scientist_mind)
agent_mind = agent.mind
scientist_mind = scientist.mind
temp.scientists.len = number
temp.agents.len = number
temp.abductors.len = 2*number
temp.team_objectives.len = number
temp.team_names.len = number
temp.scientists[number] = scientist_mind
temp.agents[number] = agent_mind
temp.abductors |= list(agent_mind,scientist_mind)
temp.make_abductor_team(number,preset_scientist=scientist_mind,preset_agent=agent_mind)
temp.post_setup_team(number)
SSticker.mode.abductor_teams++
if(SSticker.mode.config_tag != "abduction")
SSticker.mode.abductors |= temp.abductors
return 1
else
return 0