Files
Paradise/code/controllers/subsystem/ticker.dm
2019-06-04 00:11:52 +02:00

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