mirror of
https://github.com/ParadiseSS13/Paradise.git
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527 lines
19 KiB
Plaintext
527 lines
19 KiB
Plaintext
SUBSYSTEM_DEF(ticker)
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name = "Ticker"
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init_order = INIT_ORDER_TICKER
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priority = FIRE_PRIORITY_TICKER
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flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
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var/round_start_time = 0
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var/const/restart_timeout = 600
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var/current_state = GAME_STATE_STARTUP
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var/force_start = 0 // Do we want to force-start as soon as we can
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var/force_ending = 0
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var/hide_mode = 0 // leave here at 0 ! setup() will take care of it when needed for Secret mode -walter0o
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var/datum/game_mode/mode = null
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var/event_time = null
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var/event = 0
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var/login_music // music played in pregame lobby
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var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
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var/Bible_icon_state // icon_state the chaplain has chosen for his bible
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var/Bible_item_state // item_state the chaplain has chosen for his bible
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var/Bible_name // name of the bible
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var/Bible_deity_name
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var/datum/cult_info/cultdat = null //here instead of cult for adminbus purposes
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var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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var/list/syndicate_coalition = list() // list of traitor-compatible factions
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var/list/factions = list() // list of all factions
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var/list/availablefactions = list() // list of factions with openings
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var/tipped = FALSE //Did we broadcast the tip of the day yet?
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var/selected_tip // What will be the tip of the day?
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var/pregame_timeleft // This is used for calculations
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var/delay_end = 0 //if set to nonzero, the round will not restart on it's own
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var/triai = 0//Global holder for Triumvirate
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var/initialtpass = 0 //holder for inital autotransfer vote timer
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var/obj/screen/cinematic = null //used for station explosion cinematic
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var/round_end_announced = 0 // Spam Prevention. Announce round end only once.\
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/datum/controller/subsystem/ticker/Initialize()
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login_music = pick(\
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'sound/music/thunderdome.ogg',\
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'sound/music/space.ogg',\
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'sound/music/title1.ogg',\
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'sound/music/title2.ogg',\
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'sound/music/title3.ogg',)
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// Setup codephrase
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if(!GLOB.syndicate_code_phrase)
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GLOB.syndicate_code_phrase = generate_code_phrase()
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if(!GLOB.syndicate_code_response)
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GLOB.syndicate_code_response = generate_code_phrase()
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// Map name
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if(using_map && using_map.name)
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GLOB.map_name = "[using_map.name]"
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else
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GLOB.map_name = "Unknown"
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// World name
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if(config && config.server_name)
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world.name = "[config.server_name]: [station_name()]"
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else
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world.name = station_name()
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return ..()
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/datum/controller/subsystem/ticker/fire()
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switch(current_state)
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if(GAME_STATE_STARTUP)
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// This is ran as soon as the MC starts firing, and should only run ONCE, unless startup fails
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round_start_time = world.time + (config.pregame_timestart * 10)
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to_chat(world, "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>")
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to_chat(world, "Please, setup your character and select ready. Game will start in [config.pregame_timestart] seconds")
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current_state = GAME_STATE_PREGAME
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fire() // TG says this is a good idea
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if(GAME_STATE_PREGAME)
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// This is so we dont have sleeps in controllers, because that is a bad, bad thing
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pregame_timeleft = max(0,round_start_time - world.time)
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if(pregame_timeleft <= 600 && !tipped) // 60 seconds
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send_tip_of_the_round()
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tipped = TRUE
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if(pregame_timeleft <= 0 || force_start)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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if(GAME_STATE_SETTING_UP)
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if(!setup()) // Setup failed
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current_state = GAME_STATE_STARTUP
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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if(GAME_STATE_PLAYING)
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mode.process()
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mode.process_job_tasks()
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var/game_finished = SSshuttle.emergency.mode >= SHUTTLE_ENDGAME || mode.station_was_nuked
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if(config.continuous_rounds)
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mode.check_finished() // some modes contain var-changing code in here, so call even if we don't uses result
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else
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game_finished |= mode.check_finished()
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if(game_finished)
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current_state = GAME_STATE_FINISHED
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if(GAME_STATE_FINISHED)
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current_state = GAME_STATE_FINISHED
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Master.SetRunLevel(RUNLEVEL_POSTGAME) // This shouldnt process more than once, but you never know
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auto_toggle_ooc(1) // Turn it on
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spawn(0)
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declare_completion()
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spawn(50)
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if(mode.station_was_nuked)
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world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
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else
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world.Reboot("Round ended.", "end_proper", "proper completion")
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/datum/controller/subsystem/ticker/proc/votetimer()
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var/timerbuffer = 0
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if(initialtpass == 0)
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timerbuffer = config.vote_autotransfer_initial
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else
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timerbuffer = config.vote_autotransfer_interval
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spawn(timerbuffer)
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SSvote.autotransfer()
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initialtpass = 1
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votetimer()
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/datum/controller/subsystem/ticker/proc/setup()
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cultdat = setupcult()
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//Create and announce mode
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if(master_mode=="secret")
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src.hide_mode = 1
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var/list/datum/game_mode/runnable_modes
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if((master_mode=="random") || (master_mode=="secret"))
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runnable_modes = config.get_runnable_modes()
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if(runnable_modes.len==0)
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby.")
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return 0
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if(secret_force_mode != "secret")
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var/datum/game_mode/M = config.pick_mode(secret_force_mode)
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if(M.can_start())
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src.mode = config.pick_mode(secret_force_mode)
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SSjobs.ResetOccupations()
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if(!src.mode)
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src.mode = pickweight(runnable_modes)
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if(src.mode)
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var/mtype = src.mode.type
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src.mode = new mtype
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else
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src.mode = config.pick_mode(master_mode)
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if(!src.mode.can_start())
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to_chat(world, "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby.")
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mode = null
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current_state = GAME_STATE_PREGAME
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SSjobs.ResetOccupations()
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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return 0
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//Configure mode and assign player to special mode stuff
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src.mode.pre_pre_setup()
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var/can_continue
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can_continue = src.mode.pre_setup()//Setup special modes
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SSjobs.DivideOccupations() //Distribute jobs
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if(!can_continue)
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qdel(mode)
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current_state = GAME_STATE_PREGAME
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to_chat(world, "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby.")
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SSjobs.ResetOccupations()
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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return 0
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if(hide_mode)
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var/list/modes = new
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for(var/datum/game_mode/M in runnable_modes)
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modes+=M.name
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modes = sortList(modes)
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to_chat(world, "<B>The current game mode is - Secret!</B>")
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to_chat(world, "<B>Possibilities:</B> [english_list(modes)]")
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else
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src.mode.announce()
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create_characters() //Create player characters and transfer them
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populate_spawn_points()
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collect_minds()
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equip_characters()
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data_core.manifest()
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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callHook("roundstart")
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//here to initialize the random events nicely at round start
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setup_economy()
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setupfactions()
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//shuttle_controller.setup_shuttle_docks()
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spawn(0)//Forking here so we dont have to wait for this to finish
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mode.post_setup()
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//Cleanup some stuff
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for(var/obj/effect/landmark/start/S in GLOB.landmarks_list)
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//Deleting Startpoints but we need the ai point to AI-ize people later
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if(S.name != "AI")
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qdel(S)
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// take care of random spesspod spawning
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var/list/obj/effect/landmark/spacepod/random/L = list()
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for(var/obj/effect/landmark/spacepod/random/SS in GLOB.landmarks_list)
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if(istype(SS))
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L += SS
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if(L.len)
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var/obj/effect/landmark/spacepod/random/S = pick(L)
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new /obj/spacepod/random(S.loc)
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for(var/obj/effect/landmark/spacepod/random/R in L)
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qdel(R)
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to_chat(world, "<FONT color='blue'><B>Enjoy the game!</B></FONT>")
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world << sound('sound/AI/welcome.ogg')// Skie
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if(SSholiday.holidays)
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to_chat(world, "<font color='blue'>and...</font>")
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for(var/holidayname in SSholiday.holidays)
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var/datum/holiday/holiday = SSholiday.holidays[holidayname]
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to_chat(world, "<h4>[holiday.greet()]</h4>")
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spawn(0) // Forking dynamic room selection
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var/list/area/dynamic/source/available_source_candidates = subtypesof(/area/dynamic/source)
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var/list/area/dynamic/destination/available_destination_candidates = subtypesof(/area/dynamic/destination)
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for(var/area/dynamic/destination/current_destination_candidate in available_destination_candidates)
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var/area/dynamic/destination/current_destination = locate(current_destination_candidate)
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if(!current_destination)
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continue
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if(current_destination.match_width == 0 || current_destination.match_height == 0)
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message_admins("Dynamic area destination '[current_destination.name]' does not have its size requirements set.")
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continue
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var/list/area/dynamic/source/candidate_source_areas = new /list(0)
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for(var/area/dynamic/source/candidate_source_area in available_source_candidates)
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var/area/dynamic/source/candidate_source = locate(candidate_source_area)
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if(!candidate_source)
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continue
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if(candidate_source.match_tag != current_destination.match_tag)
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continue
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if(candidate_source.match_width != current_destination.match_width || \
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candidate_source.match_height != current_destination.match_height)
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continue
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candidate_source_areas += candidate_source
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if(candidate_source_areas.len == 0)
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message_admins("Failed to find a matching source for dynamic area: [current_destination.name]")
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continue
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var/area/dynamic/source/selected_source = pick(candidate_source_areas)
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available_source_candidates -= selected_source
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selected_source.copy_contents_to(current_destination, 0)
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if(current_destination.enable_lights || selected_source.enable_lights)
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current_destination.power_light = 1
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else
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current_destination.power_light = 0
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current_destination.power_change()
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//start_events() //handles random events and space dust.
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//new random event system is handled from the MC.
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var/list/admins_number = staff_countup(R_BAN)
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if(admins_number[1] == 0 && admins_number[3] == 0)
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send2irc(config.admin_notify_irc, "Round has started with no admins online.")
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auto_toggle_ooc(0) // Turn it off
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round_start_time = world.time
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if(config.sql_enabled)
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spawn(3000)
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statistic_cycle() // Polls population totals regularly and stores them in an SQL DB
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votetimer()
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for(var/mob/new_player/N in GLOB.mob_list)
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if(N.client)
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N.new_player_panel_proc()
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return 1
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/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed = 0, override = null)
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if(cinematic)
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return //already a cinematic in progress!
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auto_toggle_ooc(1) // Turn it on
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//initialise our cinematic screen object
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cinematic = new /obj/screen(src)
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cinematic.icon = 'icons/effects/station_explosion.dmi'
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cinematic.icon_state = "station_intact"
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cinematic.layer = 21
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cinematic.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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cinematic.screen_loc = "1,0"
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var/obj/structure/bed/temp_buckle = new(src)
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if(station_missed)
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for(var/mob/M in GLOB.mob_list)
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M.buckled = temp_buckle //buckles the mob so it can't do anything
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/M in GLOB.mob_list)
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M.buckled = temp_buckle
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if(M.stat != DEAD)
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var/turf/T = get_turf(M)
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if(T && is_station_level(T.z) && !istype(M.loc, /obj/structure/closet/secure_closet/freezer))
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var/mob/ghost = M.ghostize()
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M.dust() //no mercy
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if(ghost && ghost.client) //Play the victims an uninterrupted cinematic.
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ghost.client.screen += cinematic
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CHECK_TICK
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if(M && M.client) //Play the survivors a cinematic.
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M.client.screen += cinematic
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//Now animate the cinematic
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switch(station_missed)
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if(1) //nuke was nearby but (mostly) missed
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if(mode && !override)
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override = mode.name
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switch(override)
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if("nuclear emergency") //Nuke wasn't on station when it blew up
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flick("intro_nuke", cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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flick("station_intact_fade_red", cinematic)
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cinematic.icon_state = "summary_nukefail"
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if("fake") //The round isn't over, we're just freaking people out for fun
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flick("intro_nuke", cinematic)
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sleep(35)
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world << sound('sound/items/bikehorn.ogg')
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flick("summary_selfdes", cinematic)
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else
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flick("intro_nuke", cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('sound/effects/explosionfar.ogg')
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else //station was destroyed
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if(mode && !override)
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override = mode.name
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switch(override)
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if("nuclear emergency") //Nuke Ops successfully bombed the station
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flick("intro_nuke", cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf", cinematic)
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sleep(76)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke", cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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else //Station nuked (nuke,explosion,summary)
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flick("intro_nuke", cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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spawn(300)
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QDEL_NULL(cinematic) //end the cinematic
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if(temp_buckle)
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qdel(temp_buckle) //release everybody
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/datum/controller/subsystem/ticker/proc/create_characters()
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for(var/mob/new_player/player in GLOB.player_list)
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if(player.ready && player.mind)
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if(player.mind.assigned_role == "AI")
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player.close_spawn_windows()
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var/mob/living/silicon/ai/ai_character = player.AIize()
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ai_character.moveToAILandmark()
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else if(!player.mind.assigned_role)
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continue
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else
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player.create_character()
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qdel(player)
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/datum/controller/subsystem/ticker/proc/collect_minds()
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for(var/mob/living/player in GLOB.player_list)
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if(player.mind)
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SSticker.minds += player.mind
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/datum/controller/subsystem/ticker/proc/equip_characters()
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var/captainless=1
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for(var/mob/living/carbon/human/player in GLOB.player_list)
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if(player && player.mind && player.mind.assigned_role)
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if(player.mind.assigned_role == "Captain")
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captainless=0
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if(player.mind.assigned_role != player.mind.special_role)
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SSjobs.AssignRank(player, player.mind.assigned_role, 0)
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SSjobs.EquipRank(player, player.mind.assigned_role, 0)
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EquipCustomItems(player)
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if(captainless)
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for(var/mob/M in GLOB.player_list)
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if(!istype(M,/mob/new_player))
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to_chat(M, "Captainship not forced on anyone.")
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/datum/controller/subsystem/ticker/proc/send_tip_of_the_round()
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var/m
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if(selected_tip)
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m = selected_tip
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else
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var/list/randomtips = file2list("strings/tips.txt")
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var/list/memetips = file2list("strings/sillytips.txt")
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if(randomtips.len && prob(95))
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m = pick(randomtips)
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else if(memetips.len)
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m = pick(memetips)
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if(m)
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to_chat(world, "<span class='purple'><b>Tip of the round: </b>[html_encode(m)]</span>")
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/datum/controller/subsystem/ticker/proc/getfactionbyname(var/name)
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for(var/datum/faction/F in factions)
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if(F.name == name)
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return F
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/datum/controller/subsystem/ticker/proc/declare_completion()
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nologevent = 1 //end of round murder and shenanigans are legal; there's no need to jam up attack logs past this point.
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//Round statistics report
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var/datum/station_state/end_state = new /datum/station_state()
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end_state.count()
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var/station_integrity = min(round( 100.0 * start_state.score(end_state), 0.1), 100.0)
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to_chat(world, "<BR>[TAB]Shift Duration: <B>[round(ROUND_TIME / 36000)]:[add_zero("[ROUND_TIME / 600 % 60]", 2)]:[ROUND_TIME / 100 % 6][ROUND_TIME / 100 % 10]</B>")
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to_chat(world, "<BR>[TAB]Station Integrity: <B>[mode.station_was_nuked ? "<font color='red'>Destroyed</font>" : "[station_integrity]%"]</B>")
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to_chat(world, "<BR>")
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//Silicon laws report
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for(var/mob/living/silicon/ai/aiPlayer in GLOB.mob_list)
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if(aiPlayer.stat != 2)
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to_chat(world, "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:</b>")
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else
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to_chat(world, "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b>")
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aiPlayer.show_laws(1)
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if(aiPlayer.connected_robots.len)
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var/robolist = "<b>The AI's loyal minions were:</b> "
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for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
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robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
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to_chat(world, "[robolist]")
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var/dronecount = 0
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for(var/mob/living/silicon/robot/robo in GLOB.mob_list)
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if(istype(robo,/mob/living/silicon/robot/drone))
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dronecount++
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continue
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if(!robo.connected_ai)
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if(robo.stat != 2)
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to_chat(world, "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:</b>")
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else
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to_chat(world, "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>")
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if(robo) //How the hell do we lose robo between here and the world messages directly above this?
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robo.laws.show_laws(world)
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if(dronecount)
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to_chat(world, "<b>There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] this round.")
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if(mode.eventmiscs.len)
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var/emobtext = ""
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for(var/datum/mind/eventmind in mode.eventmiscs)
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emobtext += printeventplayer(eventmind)
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emobtext += "<br>"
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emobtext += printobjectives(eventmind)
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emobtext += "<br>"
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emobtext += "<br>"
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to_chat(world, emobtext)
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mode.declare_completion()//To declare normal completion.
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//calls auto_declare_completion_* for all modes
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for(var/handler in typesof(/datum/game_mode/proc))
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if(findtext("[handler]","auto_declare_completion_"))
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call(mode, handler)()
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scoreboard()
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// Declare the completion of the station goals
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mode.declare_station_goal_completion()
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//Ask the event manager to print round end information
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SSevents.RoundEnd()
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// Add AntagHUD to everyone, see who was really evil the whole time!
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for(var/datum/atom_hud/antag/H in huds)
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for(var/m in GLOB.player_list)
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var/mob/M = m
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H.add_hud_to(M)
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return 1
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/datum/controller/subsystem/ticker/proc/HasRoundStarted()
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return current_state >= GAME_STATE_PLAYING
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/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
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return current_state == GAME_STATE_PLAYING |