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* introduce helper + remove unused proc * we love compatibility * Update code/_onclick/hud/action_button.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/action_button.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/alert.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/blob_overmind.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/martial_arts/martial.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mining/lavaland/loot/tendril_loot.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/species/shadow.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/species/shadow.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/modules/mob/living/living_update_status.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/_onclick/hud/screen_objects.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/internal.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/machinery/computer/camera_advanced.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/machinery/computer/camera_advanced.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/internal.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/mecha/mecha.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * deconflict --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
// Crew transfer vote
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/datum/vote/crew_transfer
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question = "End the shift"
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choices = list("Initiate Crew Transfer", "Continue The Round")
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vote_type_text = "crew transfer"
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/datum/vote/crew_transfer/New()
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if(SSticker.current_state < GAME_STATE_PLAYING)
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CRASH("Attempted to call a shuttle vote before the game starts!")
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..()
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/datum/vote/crew_transfer/handle_result(result)
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if(result == "Initiate Crew Transfer")
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init_shift_change(null, TRUE)
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// Map vote
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/datum/vote/map
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question = "Map Vote"
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vote_type_text = "map"
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/datum/vote/map/generate_choices()
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for(var/x in subtypesof(/datum/map))
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var/datum/map/M = x
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if(!initial(M.voteable))
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continue
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// Skip the current map if IF
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// - Map rotate doesnt have a mode for today and the config is enabled for it
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// - Map rotate has a mode for the day and it ISNT full random
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if(((!SSmaprotate.setup_done) && GLOB.configuration.vote.non_repeating_maps) || (SSmaprotate.setup_done && (SSmaprotate.rotation_mode == MAPROTATION_MODE_NO_DUPLICATES)))
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// And of course, if the current map is the same
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if(istype(SSmapping.map_datum, M))
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continue
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choices.Add("[initial(M.fluff_name)] ([initial(M.technical_name)])")
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/datum/vote/map/announce()
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..()
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for(var/mob/M in GLOB.player_list)
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M.throw_alert("Map Vote", /atom/movable/screen/alert/notify_mapvote, timeout_override = GLOB.configuration.vote.vote_time)
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/datum/vote/map/handle_result(result)
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// Find target map.
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if(!result)
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return
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var/datum/map/top_voted_map
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for(var/x in subtypesof(/datum/map))
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var/datum/map/M = x
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if(initial(M.voteable))
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// Set top voted map
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if(result == "[initial(M.fluff_name)] ([initial(M.technical_name)])")
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top_voted_map = M
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to_chat(world, "<span class='interface'>Map for next round: [initial(top_voted_map.fluff_name)] ([initial(top_voted_map.technical_name)])</span>")
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SSmapping.next_map = new top_voted_map
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