diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm index 7fd6745814..b17640430b 100644 --- a/code/controllers/subsystems/ticker.dm +++ b/code/controllers/subsystems/ticker.dm @@ -1,564 +1,564 @@ -// -// Ticker controls the state of the game, being responsible for round start, game mode, and round end. -// -SUBSYSTEM_DEF(ticker) - name = "Gameticker" - wait = 2 SECONDS - init_order = INIT_ORDER_TICKER - priority = FIRE_PRIORITY_TICKER - flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING - runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel! - - var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds. - var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE - - /* Relies upon the following globals (TODO move those in here) */ - // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode). - // Set by SSvote when VOTE_GAMEMODE finishes. - // var/round_progressing = 1 //Whether the lobby clock is ticking down. - - var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config - var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately. - - var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret") - var/datum/game_mode/mode = null // The actual gamemode, if selected. - - var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round - var/restart_timeleft // Time remaining until restart in desiseconds - var/last_restart_notify // world.time of last restart warning. - var/delay_end = FALSE // If set, the round will not restart on its own. - - var/login_music // music played in pregame lobby - - var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking. - - // TODO - I am sure there is a better place these can go. - 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/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders - - // TODO - Should this go here or in the job subsystem? - var/triai = FALSE // Global flag for Triumvirate AI being enabled - - //station_explosion used to be a variable for every mob's hud. Which was a waste! - //Now we have a general cinematic centrally held within the gameticker....far more efficient! - var/obj/screen/cinematic = null - -// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet. -var/global/datum/controller/subsystem/ticker/ticker -/datum/controller/subsystem/ticker/PreInit() - global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead - login_music = pick(\ - /*'sound/music/halloween/skeletons.ogg',\ - 'sound/music/halloween/halloween.ogg',\ - 'sound/music/halloween/ghosts.ogg'*/ - 'sound/music/space.ogg',\ - 'sound/music/traitor.ogg',\ - 'sound/music/title2.ogg',\ - 'sound/music/clouds.s3m',\ - 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on? - -/datum/controller/subsystem/ticker/Initialize() - pregame_timeleft = config.pregame_time - send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]") - return ..() - -/datum/controller/subsystem/ticker/fire(resumed = FALSE) - switch(current_state) - if(GAME_STATE_INIT) - pregame_welcome() - current_state = GAME_STATE_PREGAME - if(GAME_STATE_PREGAME) - pregame_tick() - if(GAME_STATE_SETTING_UP) - setup_tick() - if(GAME_STATE_PLAYING) - playing_tick() - if(GAME_STATE_FINISHED) - post_game_tick() - -/datum/controller/subsystem/ticker/proc/pregame_welcome() - to_world("Welcome to the pregame lobby!") - to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.") - -// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY) -/datum/controller/subsystem/ticker/proc/pregame_tick() - if(round_progressing && last_fire) - pregame_timeleft -= (world.time - last_fire) / (1 SECOND) - - if(start_immediately) - pregame_timeleft = 0 - else if(SSvote.time_remaining) - return // vote still going, wait for it. - - // Time to start the game! - if(pregame_timeleft <= 0) - current_state = GAME_STATE_SETTING_UP - Master.SetRunLevel(RUNLEVEL_SETUP) - if(start_immediately) - fire() // Don't wait for next tick, do it now! - return - - if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called) - SSvote.autogamemode() // Start the game mode vote (if we haven't had one already) - -// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP) -/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE) - if(!setup_choose_gamemode()) - // It failed, go back to lobby state and re-send the welcome message - pregame_timeleft = config.pregame_time - SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote - current_state = GAME_STATE_PREGAME - Master.SetRunLevel(RUNLEVEL_LOBBY) - pregame_welcome() - return - // If we got this far we succeeded in picking a game mode. Punch it! - setup_startgame() - return - -// Formerly the first half of setup() - The part that chooses the game mode. -// Returns 0 if failed to pick a mode, otherwise 1 -/datum/controller/subsystem/ticker/proc/setup_choose_gamemode() - //Create and announce mode - if(master_mode == "secret") - src.hide_mode = TRUE - - var/list/runnable_modes = config.get_runnable_modes() - if((master_mode == "random") || (master_mode == "secret")) - if(!runnable_modes.len) - to_world("Unable to choose playable game mode. Reverting to pregame lobby.") - return 0 - if(secret_force_mode != "secret") - src.mode = config.pick_mode(secret_force_mode) - if(!src.mode) - var/list/weighted_modes = list() - for(var/datum/game_mode/GM in runnable_modes) - weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag] - src.mode = gamemode_cache[pickweight(weighted_modes)] - else - src.mode = config.pick_mode(master_mode) - - if(!src.mode) - to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context. - return 0 - - job_master.ResetOccupations() - src.mode.create_antagonists() - src.mode.pre_setup() - job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. - - if(!src.mode.can_start()) - to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.") - mode.fail_setup() - mode = null - job_master.ResetOccupations() - return 0 - - if(hide_mode) - to_world("The current game mode is - Secret!") - if(runnable_modes.len) - var/list/tmpmodes = new - for (var/datum/game_mode/M in runnable_modes) - tmpmodes+=M.name - tmpmodes = sortList(tmpmodes) - if(tmpmodes.len) - to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]") - else - src.mode.announce() - return 1 - -// Formerly the second half of setup() - The part that actually initializes everything and starts the game. -/datum/controller/subsystem/ticker/proc/setup_startgame() - setup_economy() - create_characters() //Create player characters and transfer them. - collect_minds() - equip_characters() - data_core.manifest() - - callHook("roundstart") - - 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 landmarks_list) - //Deleting Startpoints but we need the ai point to AI-ize people later - if (S.name != "AI") - qdel(S) - to_world("Enjoy the game!") - world << sound('sound/AI/welcome.ogg') // Skie - //Holiday Round-start stuff ~Carn - Holiday_Game_Start() - - var/list/adm = get_admin_counts() - if(adm["total"] == 0) - send2adminirc("A round has started with no admins online.") - -/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler - master_controller.process() //Start master_controller.process() - lighting_controller.process() //Start processing DynamicAreaLighting updates - */ - - processScheduler.start() - current_state = GAME_STATE_PLAYING - Master.SetRunLevel(RUNLEVEL_GAME) - - if(config.sql_enabled) - statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE - - return 1 - - -// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME) -/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE) - mode.process() // So THIS is where we run mode.process() huh? Okay - - if(mode.explosion_in_progress) - return // wait until explosion is done. - - // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option) - var/game_finished = FALSE - var/mode_finished = FALSE - if (config.continous_rounds) // Game keeps going after mode ends. - game_finished = (emergency_shuttle.returned() || mode.station_was_nuked) - mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished. - else // Game ends when mode does - game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended - mode_finished = game_finished - - if(game_finished && mode_finished) - end_game_state = END_GAME_READY_TO_END - current_state = GAME_STATE_FINISHED - Master.SetRunLevel(RUNLEVEL_POSTGAME) - INVOKE_ASYNC(src, .proc/declare_completion) - else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED)) - end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once! - mode.cleanup() - //call a transfer shuttle vote - to_world("The round has ended!") - SSvote.autotransfer() - -// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME) -/datum/controller/subsystem/ticker/proc/post_game_tick() - switch(end_game_state) - if(END_GAME_READY_TO_END) - callHook("roundend") - - if (mode.station_was_nuked) - feedback_set_details("end_proper", "nuke") - restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead. - if(!delay_end) - to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.") - last_restart_notify = world.time - else - feedback_set_details("end_proper", "proper completion") - restart_timeleft = restart_timeout - - if(blackbox) - blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem - - end_game_state = END_GAME_ENDING - return - if(END_GAME_ENDING) - restart_timeleft -= (world.time - last_fire) - if(delay_end) - to_world("An admin has delayed the round end.") - end_game_state = END_GAME_DELAYED - else if(restart_timeleft <= 0) - world.Reboot() - else if (world.time - last_restart_notify >= 1 MINUTE) - to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.") - last_restart_notify = world.time - return - if(END_GAME_DELAYED) - restart_timeleft -= (world.time - last_fire) - if(!delay_end) - end_game_state = END_GAME_ENDING - else - log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.") - end_game_state = END_GAME_READY_TO_END - - -// ---------------------------------------------------------------------- -// These two below are not used! But they could be - -// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem! - -/datum/controller/subsystem/ticker/proc/PreRoundStart() - return (current_state < GAME_STATE_PLAYING) - -/datum/controller/subsystem/ticker/proc/IsSettingUp() - return (current_state == GAME_STATE_SETTING_UP) - -/datum/controller/subsystem/ticker/proc/IsRoundInProgress() - return (current_state == GAME_STATE_PLAYING) - -/datum/controller/subsystem/ticker/proc/HasRoundStarted() - return (current_state >= GAME_STATE_PLAYING) - -// ------------------------------------------------------------------------ -// HELPER PROCS! -// ------------------------------------------------------------------------ - -//Plus it provides an easy way to make cinematics for other events. Just use this as a template :) -/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null) - if( cinematic ) return //already a cinematic in progress! - - //initialise our cinematic screen object - cinematic = new(src) - cinematic.icon = 'icons/effects/station_explosion.dmi' - cinematic.icon_state = "station_intact" - cinematic.layer = 100 - cinematic.plane = PLANE_PLAYER_HUD - cinematic.mouse_opacity = 0 - cinematic.screen_loc = "1,0" - - var/obj/structure/bed/temp_buckle = new(src) - //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around - if(station_missed) - for(var/mob/living/M in living_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/living/M in living_mob_list) - M.buckled = temp_buckle - if(M.client) - M.client.screen += cinematic - - switch(M.z) - if(0) //inside a crate or something - var/turf/T = get_turf(M) - if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and - M.health = 0 - M.set_stat(DEAD) - if(1) //on a z-level 1 turf. - M.health = 0 - M.set_stat(DEAD) - - //Now animate the cinematic - switch(station_missed) - if(1) //nuke was nearby but (mostly) missed - if( mode && !override ) - override = mode.name - switch( override ) - if("mercenary") //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" - else - flick("intro_nuke",cinematic) - sleep(35) - world << sound('sound/effects/explosionfar.ogg') - //flick("end",cinematic) - - - 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("mercenary") //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" - for(var/mob/living/M in living_mob_list) - if(M.loc.z in using_map.station_levels) - M.death()//No mercy - //If its actually the end of the round, wait for it to end. - //Otherwise if its a verb it will continue on afterwards. - sleep(300) - - if(cinematic) qdel(cinematic) //end the cinematic - if(temp_buckle) qdel(temp_buckle) //release everybody - return - - -/datum/controller/subsystem/ticker/proc/create_characters() - for(var/mob/new_player/player in player_list) - if(player && player.ready && player.mind) - if(player.mind.assigned_role=="AI") - player.close_spawn_windows() - player.AIize() - 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 player_list) - if(player.mind) - minds += player.mind - - -/datum/controller/subsystem/ticker/proc/equip_characters() - var/captainless=1 - for(var/mob/living/carbon/human/player in player_list) - if(player && player.mind && player.mind.assigned_role) - if(player.mind.assigned_role == "Colony Director") - captainless=0 - if(!player_is_antag(player.mind, only_offstation_roles = 1)) - job_master.EquipRank(player, player.mind.assigned_role, 0) - UpdateFactionList(player) - equip_custom_items(player) - player.apply_traits() - if(captainless) - for(var/mob/M in player_list) - if(!istype(M,/mob/new_player)) - to_chat(M, "Colony Directorship not forced on anyone.") - - -/datum/controller/subsystem/ticker/proc/declare_completion() - to_world("


A round of [mode.name] has ended!

") - for(var/mob/Player in player_list) - if(Player.mind && !isnewplayer(Player)) - if(Player.stat != DEAD) - var/turf/playerTurf = get_turf(Player) - if(emergency_shuttle.departed && emergency_shuttle.evac) - if(isNotAdminLevel(playerTurf.z)) - to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].") - else - to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].") - else if(isAdminLevel(playerTurf.z)) - to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].") - else if(issilicon(Player)) - to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].") - else - to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].") - else - if(istype(Player,/mob/observer/dead)) - var/mob/observer/dead/O = Player - if(!O.started_as_observer) - to_chat(Player, "You did not survive the events on [station_name()]...") - else - to_chat(Player, "You did not survive the events on [station_name()]...") - to_world("
") - - for (var/mob/living/silicon/ai/aiPlayer in mob_list) - if (aiPlayer.stat != 2) - to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:") - else - to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:") - aiPlayer.show_laws(1) - - if (aiPlayer.connected_robots.len) - var/robolist = "The AI's loyal minions were: " - 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_world("[robolist]") - - var/dronecount = 0 - - for (var/mob/living/silicon/robot/robo in mob_list) - - if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm)) - dronecount++ - continue - - if (!robo.connected_ai) - if (robo.stat != 2) - to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:") - else - to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:") - - 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_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.") - - mode.declare_completion()//To declare normal completion. - - //Ask the event manager to print round end information - SSevents.RoundEnd() - - //Print a list of antagonists to the server log - var/list/total_antagonists = list() - //Look into all mobs in world, dead or alive - for(var/datum/mind/Mind in minds) - var/temprole = Mind.special_role - if(temprole) //if they are an antagonist of some sort. - if(temprole in total_antagonists) //If the role exists already, add the name to it - total_antagonists[temprole] += ", [Mind.name]([Mind.key])" - else - total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob - total_antagonists[temprole] += ": [Mind.name]([Mind.key])" - - //Now print them all into the log! - log_game("Antagonists at round end were...") - for(var/i in total_antagonists) - log_game("[i]s[total_antagonists[i]].") - - return 1 - -/datum/controller/subsystem/ticker/stat_entry() - switch(current_state) - if(GAME_STATE_INIT) - ..() - if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY - ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]") - if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP - ..("SETUP") - if(GAME_STATE_PLAYING) // RUNLEVEL_GAME - ..("GAME") - if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME - switch(end_game_state) - if(END_GAME_MODE_FINISHED) - ..("MODE OVER, WAITING") - if(END_GAME_READY_TO_END) - ..("ENDGAME PROCESSING") - if(END_GAME_ENDING) - ..("END IN [round(restart_timeleft/10)]s") - if(END_GAME_DELAYED) - ..("END PAUSED") - else - ..("ENDGAME ERROR:[end_game_state]") - -/datum/controller/subsystem/ticker/Recover() - flags |= SS_NO_INIT // Don't initialize again - - current_state = SSticker.current_state - mode = SSticker.mode - pregame_timeleft = SSticker.pregame_timeleft - - end_game_state = SSticker.end_game_state - delay_end = SSticker.delay_end - restart_timeleft = SSticker.restart_timeleft - - minds = SSticker.minds - - Bible_icon_state = SSticker.Bible_icon_state - Bible_item_state = SSticker.Bible_item_state - Bible_name = SSticker.Bible_name - Bible_deity_name = SSticker.Bible_deity_name - random_players = SSticker.random_players +// +// Ticker controls the state of the game, being responsible for round start, game mode, and round end. +// +SUBSYSTEM_DEF(ticker) + name = "Gameticker" + wait = 2 SECONDS + init_order = INIT_ORDER_TICKER + priority = FIRE_PRIORITY_TICKER + flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING + runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel! + + var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds. + var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE + + /* Relies upon the following globals (TODO move those in here) */ + // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode). + // Set by SSvote when VOTE_GAMEMODE finishes. + // var/round_progressing = 1 //Whether the lobby clock is ticking down. + + var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config + var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately. + + var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret") + var/datum/game_mode/mode = null // The actual gamemode, if selected. + + var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round + var/restart_timeleft // Time remaining until restart in desiseconds + var/last_restart_notify // world.time of last restart warning. + var/delay_end = FALSE // If set, the round will not restart on its own. + + var/login_music // music played in pregame lobby + + var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking. + + // TODO - I am sure there is a better place these can go. + 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/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders + + // TODO - Should this go here or in the job subsystem? + var/triai = FALSE // Global flag for Triumvirate AI being enabled + + //station_explosion used to be a variable for every mob's hud. Which was a waste! + //Now we have a general cinematic centrally held within the gameticker....far more efficient! + var/obj/screen/cinematic = null + +// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet. +var/global/datum/controller/subsystem/ticker/ticker +/datum/controller/subsystem/ticker/PreInit() + global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead + login_music = pick(\ + /*'sound/music/halloween/skeletons.ogg',\ + 'sound/music/halloween/halloween.ogg',\ + 'sound/music/halloween/ghosts.ogg'*/ + 'sound/music/space.ogg',\ + 'sound/music/traitor.ogg',\ + 'sound/music/title2.ogg',\ + 'sound/music/clouds.s3m',\ + 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on? + +/datum/controller/subsystem/ticker/Initialize() + pregame_timeleft = config.pregame_time + send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]") + return ..() + +/datum/controller/subsystem/ticker/fire(resumed = FALSE) + switch(current_state) + if(GAME_STATE_INIT) + pregame_welcome() + current_state = GAME_STATE_PREGAME + if(GAME_STATE_PREGAME) + pregame_tick() + if(GAME_STATE_SETTING_UP) + setup_tick() + if(GAME_STATE_PLAYING) + playing_tick() + if(GAME_STATE_FINISHED) + post_game_tick() + +/datum/controller/subsystem/ticker/proc/pregame_welcome() + to_world("Welcome to the pregame lobby!") + to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.") + +// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY) +/datum/controller/subsystem/ticker/proc/pregame_tick() + if(round_progressing && last_fire) + pregame_timeleft -= (world.time - last_fire) / (1 SECOND) + + if(start_immediately) + pregame_timeleft = 0 + else if(SSvote.time_remaining) + return // vote still going, wait for it. + + // Time to start the game! + if(pregame_timeleft <= 0) + current_state = GAME_STATE_SETTING_UP + Master.SetRunLevel(RUNLEVEL_SETUP) + if(start_immediately) + fire() // Don't wait for next tick, do it now! + return + + if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called) + SSvote.autogamemode() // Start the game mode vote (if we haven't had one already) + +// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP) +/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE) + if(!setup_choose_gamemode()) + // It failed, go back to lobby state and re-send the welcome message + pregame_timeleft = config.pregame_time + SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote + current_state = GAME_STATE_PREGAME + Master.SetRunLevel(RUNLEVEL_LOBBY) + pregame_welcome() + return + // If we got this far we succeeded in picking a game mode. Punch it! + setup_startgame() + return + +// Formerly the first half of setup() - The part that chooses the game mode. +// Returns 0 if failed to pick a mode, otherwise 1 +/datum/controller/subsystem/ticker/proc/setup_choose_gamemode() + //Create and announce mode + if(master_mode == "secret") + src.hide_mode = TRUE + + var/list/runnable_modes = config.get_runnable_modes() + if((master_mode == "random") || (master_mode == "secret")) + if(!runnable_modes.len) + to_world("Unable to choose playable game mode. Reverting to pregame lobby.") + return 0 + if(secret_force_mode != "secret") + src.mode = config.pick_mode(secret_force_mode) + if(!src.mode) + var/list/weighted_modes = list() + for(var/datum/game_mode/GM in runnable_modes) + weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag] + src.mode = gamemode_cache[pickweight(weighted_modes)] + else + src.mode = config.pick_mode(master_mode) + + if(!src.mode) + to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context. + return 0 + + job_master.ResetOccupations() + src.mode.create_antagonists() + src.mode.pre_setup() + job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly. + + if(!src.mode.can_start()) + to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.") + mode.fail_setup() + mode = null + job_master.ResetOccupations() + return 0 + + if(hide_mode) + to_world("The current game mode is - Secret!") + if(runnable_modes.len) + var/list/tmpmodes = new + for (var/datum/game_mode/M in runnable_modes) + tmpmodes+=M.name + tmpmodes = sortList(tmpmodes) + if(tmpmodes.len) + to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]") + else + src.mode.announce() + return 1 + +// Formerly the second half of setup() - The part that actually initializes everything and starts the game. +/datum/controller/subsystem/ticker/proc/setup_startgame() + setup_economy() + create_characters() //Create player characters and transfer them. + collect_minds() + equip_characters() + data_core.manifest() + + callHook("roundstart") + + 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 landmarks_list) + //Deleting Startpoints but we need the ai point to AI-ize people later + if (S.name != "AI") + qdel(S) + to_world("Enjoy the game!") + world << sound('sound/AI/welcome.ogg') // Skie + //Holiday Round-start stuff ~Carn + Holiday_Game_Start() + + var/list/adm = get_admin_counts() + if(adm["total"] == 0) + send2adminirc("A round has started with no admins online.") + +/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler + master_controller.process() //Start master_controller.process() + lighting_controller.process() //Start processing DynamicAreaLighting updates + */ + + processScheduler.start() + current_state = GAME_STATE_PLAYING + Master.SetRunLevel(RUNLEVEL_GAME) + + if(config.sql_enabled) + statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE + + return 1 + + +// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME) +/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE) + mode.process() // So THIS is where we run mode.process() huh? Okay + + if(mode.explosion_in_progress) + return // wait until explosion is done. + + // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option) + var/game_finished = FALSE + var/mode_finished = FALSE + if (config.continous_rounds) // Game keeps going after mode ends. + game_finished = (emergency_shuttle.returned() || mode.station_was_nuked) + mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished. + else // Game ends when mode does + game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended + mode_finished = game_finished + + if(game_finished && mode_finished) + end_game_state = END_GAME_READY_TO_END + current_state = GAME_STATE_FINISHED + Master.SetRunLevel(RUNLEVEL_POSTGAME) + INVOKE_ASYNC(src, .proc/declare_completion) + else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED)) + end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once! + mode.cleanup() + //call a transfer shuttle vote + to_world("The round has ended!") + SSvote.autotransfer() + +// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME) +/datum/controller/subsystem/ticker/proc/post_game_tick() + switch(end_game_state) + if(END_GAME_READY_TO_END) + callHook("roundend") + + if (mode.station_was_nuked) + feedback_set_details("end_proper", "nuke") + restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead. + if(!delay_end) + to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.") + last_restart_notify = world.time + else + feedback_set_details("end_proper", "proper completion") + restart_timeleft = restart_timeout + + if(blackbox) + blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem + + end_game_state = END_GAME_ENDING + return + if(END_GAME_ENDING) + restart_timeleft -= (world.time - last_fire) + if(delay_end) + to_world("An admin has delayed the round end.") + end_game_state = END_GAME_DELAYED + else if(restart_timeleft <= 0) + world.Reboot() + else if (world.time - last_restart_notify >= 1 MINUTE) + to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.") + last_restart_notify = world.time + return + if(END_GAME_DELAYED) + restart_timeleft -= (world.time - last_fire) + if(!delay_end) + end_game_state = END_GAME_ENDING + else + log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.") + end_game_state = END_GAME_READY_TO_END + + +// ---------------------------------------------------------------------- +// These two below are not used! But they could be + +// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem! + +/datum/controller/subsystem/ticker/proc/PreRoundStart() + return (current_state < GAME_STATE_PLAYING) + +/datum/controller/subsystem/ticker/proc/IsSettingUp() + return (current_state == GAME_STATE_SETTING_UP) + +/datum/controller/subsystem/ticker/proc/IsRoundInProgress() + return (current_state == GAME_STATE_PLAYING) + +/datum/controller/subsystem/ticker/proc/HasRoundStarted() + return (current_state >= GAME_STATE_PLAYING) + +// ------------------------------------------------------------------------ +// HELPER PROCS! +// ------------------------------------------------------------------------ + +//Plus it provides an easy way to make cinematics for other events. Just use this as a template :) +/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null) + if( cinematic ) return //already a cinematic in progress! + + //initialise our cinematic screen object + cinematic = new(src) + cinematic.icon = 'icons/effects/station_explosion.dmi' + cinematic.icon_state = "station_intact" + cinematic.layer = 100 + cinematic.plane = PLANE_PLAYER_HUD + cinematic.mouse_opacity = 0 + cinematic.screen_loc = "1,0" + + var/obj/structure/bed/temp_buckle = new(src) + //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around + if(station_missed) + for(var/mob/living/M in living_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/living/M in living_mob_list) + M.buckled = temp_buckle + if(M.client) + M.client.screen += cinematic + + switch(M.z) + if(0) //inside a crate or something + var/turf/T = get_turf(M) + if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and + M.health = 0 + M.set_stat(DEAD) + if(1) //on a z-level 1 turf. + M.health = 0 + M.set_stat(DEAD) + + //Now animate the cinematic + switch(station_missed) + if(1) //nuke was nearby but (mostly) missed + if( mode && !override ) + override = mode.name + switch( override ) + if("mercenary") //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" + else + flick("intro_nuke",cinematic) + sleep(35) + world << sound('sound/effects/explosionfar.ogg') + //flick("end",cinematic) + + + 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("mercenary") //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" + for(var/mob/living/M in living_mob_list) + if(M.loc.z in using_map.station_levels) + M.death()//No mercy + //If its actually the end of the round, wait for it to end. + //Otherwise if its a verb it will continue on afterwards. + sleep(300) + + if(cinematic) qdel(cinematic) //end the cinematic + if(temp_buckle) qdel(temp_buckle) //release everybody + return + + +/datum/controller/subsystem/ticker/proc/create_characters() + for(var/mob/new_player/player in player_list) + if(player && player.ready && player.mind) + if(player.mind.assigned_role=="AI") + player.close_spawn_windows() + player.AIize() + 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 player_list) + if(player.mind) + minds += player.mind + + +/datum/controller/subsystem/ticker/proc/equip_characters() + var/captainless=1 + for(var/mob/living/carbon/human/player in player_list) + if(player && player.mind && player.mind.assigned_role) + if(player.mind.assigned_role == "Colony Director") + captainless=0 + if(!player_is_antag(player.mind, only_offstation_roles = 1)) + job_master.EquipRank(player, player.mind.assigned_role, 0) + UpdateFactionList(player) + equip_custom_items(player) + player.apply_traits() + if(captainless) + for(var/mob/M in player_list) + if(!istype(M,/mob/new_player)) + to_chat(M, "Colony Directorship not forced on anyone.") + + +/datum/controller/subsystem/ticker/proc/declare_completion() + to_world("


A round of [mode.name] has ended!

") + for(var/mob/Player in player_list) + if(Player.mind && !isnewplayer(Player)) + if(Player.stat != DEAD) + var/turf/playerTurf = get_turf(Player) + if(emergency_shuttle.departed && emergency_shuttle.evac) + if(isNotAdminLevel(playerTurf.z)) + to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].") + else + to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].") + else if(isAdminLevel(playerTurf.z)) + to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].") + else if(issilicon(Player)) + to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].") + else + to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].") + else + if(istype(Player,/mob/observer/dead)) + var/mob/observer/dead/O = Player + if(!O.started_as_observer) + to_chat(Player, "You did not survive the events on [station_name()]...") + else + to_chat(Player, "You did not survive the events on [station_name()]...") + to_world("
") + + for (var/mob/living/silicon/ai/aiPlayer in mob_list) + if (aiPlayer.stat != 2) + to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:") + else + to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:") + aiPlayer.show_laws(1) + + if (aiPlayer.connected_robots.len) + var/robolist = "The AI's loyal minions were: " + 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_world("[robolist]") + + var/dronecount = 0 + + for (var/mob/living/silicon/robot/robo in mob_list) + + if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm)) + dronecount++ + continue + + if (!robo.connected_ai) + if (robo.stat != 2) + to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:") + else + to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:") + + 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_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.") + + mode.declare_completion()//To declare normal completion. + + //Ask the event manager to print round end information + SSevents.RoundEnd() + + //Print a list of antagonists to the server log + var/list/total_antagonists = list() + //Look into all mobs in world, dead or alive + for(var/datum/mind/Mind in minds) + var/temprole = Mind.special_role + if(temprole) //if they are an antagonist of some sort. + if(temprole in total_antagonists) //If the role exists already, add the name to it + total_antagonists[temprole] += ", [Mind.name]([Mind.key])" + else + total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob + total_antagonists[temprole] += ": [Mind.name]([Mind.key])" + + //Now print them all into the log! + log_game("Antagonists at round end were...") + for(var/i in total_antagonists) + log_game("[i]s[total_antagonists[i]].") + + return 1 + +/datum/controller/subsystem/ticker/stat_entry() + switch(current_state) + if(GAME_STATE_INIT) + ..() + if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY + ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]") + if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP + ..("SETUP") + if(GAME_STATE_PLAYING) // RUNLEVEL_GAME + ..("GAME") + if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME + switch(end_game_state) + if(END_GAME_MODE_FINISHED) + ..("MODE OVER, WAITING") + if(END_GAME_READY_TO_END) + ..("ENDGAME PROCESSING") + if(END_GAME_ENDING) + ..("END IN [round(restart_timeleft/10)]s") + if(END_GAME_DELAYED) + ..("END PAUSED") + else + ..("ENDGAME ERROR:[end_game_state]") + +/datum/controller/subsystem/ticker/Recover() + flags |= SS_NO_INIT // Don't initialize again + + current_state = SSticker.current_state + mode = SSticker.mode + pregame_timeleft = SSticker.pregame_timeleft + + end_game_state = SSticker.end_game_state + delay_end = SSticker.delay_end + restart_timeleft = SSticker.restart_timeleft + + minds = SSticker.minds + + Bible_icon_state = SSticker.Bible_icon_state + Bible_item_state = SSticker.Bible_item_state + Bible_name = SSticker.Bible_name + Bible_deity_name = SSticker.Bible_deity_name + random_players = SSticker.random_players diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 706d72455f..679b03bb5b 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -361,6 +361,7 @@ var/global/list/default_medbay_channels = list( var/datum/radio_frequency/connection = message_mode var/pos_z = get_z(src) + var/datum/radio_frequency/connection = message_mode //#### Tagging the signal with all appropriate identity values ####// @@ -475,7 +476,6 @@ var/global/list/default_medbay_channels = list( signal.transmission_method = TRANSMISSION_SUBSPACE //#### Sending the signal to all subspace receivers ####// - for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) @@ -523,8 +523,13 @@ var/global/list/default_medbay_channels = list( //Nothing handled any sort of remote radio-ing and returned before now, just squawk on this zlevel. return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote), +<<<<<<< refs/remotes/origin/master src, message_pieces, displayname, jobname, real_name, M.voice_name, filter_type, signal.data["compression"], using_map.get_map_levels(pos_z), connection.frequency, verb) +======= + src, message_pieces, displayname, jobname, real_name, M.voice_name, + filter_type, signal.data["compression"], using_map.get_map_levels(pos_z), connection.frequency, verb) +>>>>>>> Various fixes while waiting on PR /obj/item/device/radio/hear_talk(mob/M, list/message_pieces, verb) diff --git a/code/modules/alarm/atmosphere_alarm.dm b/code/modules/alarm/atmosphere_alarm.dm index 60e0529956..84302f1b65 100644 --- a/code/modules/alarm/atmosphere_alarm.dm +++ b/code/modules/alarm/atmosphere_alarm.dm @@ -5,7 +5,7 @@ var/list/major_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) - if(z && (z && !(A.origin?.z in map_levels))) + if(z && !(A.origin?.z in map_levels)) continue if(A.max_severity() > 1) major_alarms.Add(A) @@ -15,7 +15,7 @@ var/list/minor_alarms = new() var/list/map_levels = using_map.get_map_levels(z) for(var/datum/alarm/A in visible_alarms()) - if(z && (z && !(A.origin?.z in map_levels))) + if(z && !(A.origin?.z in map_levels)) continue if(A.max_severity() == 1) minor_alarms.Add(A) diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index 58ecb4a31b..064f6f9e99 100644 --- a/code/modules/mob/new_player/new_player.dm +++ b/code/modules/mob/new_player/new_player.dm @@ -364,6 +364,7 @@ var/turf/T = join_props["turf"] var/join_message = join_props["msg"] + var/announce_channel = join_props["channel"] || "Common" if(!T || !join_message) return 0 diff --git a/code/modules/modular_computers/file_system/programs/generic/camera.dm b/code/modules/modular_computers/file_system/programs/generic/camera.dm index e07d9ec293..9f0cade5e9 100644 --- a/code/modules/modular_computers/file_system/programs/generic/camera.dm +++ b/code/modules/modular_computers/file_system/programs/generic/camera.dm @@ -15,12 +15,6 @@ return access_research if(NETWORK_ERT) return access_cent_specops - //VOREStation Add Start - if(NETWORK_TALON_SHIP) - return access_talon - if(NETWORK_TALON_HELMETS) - return access_talon - //VOREStation Add End if(network in using_map.station_networks) return access_security // Default for all other station networks