diff --git a/code/ATMOSPHERICS/components/binary_devices/dp_vent_pump.dm b/code/ATMOSPHERICS/components/binary_devices/dp_vent_pump.dm index 2f276160fe..809cc987eb 100644 --- a/code/ATMOSPHERICS/components/binary_devices/dp_vent_pump.dm +++ b/code/ATMOSPHERICS/components/binary_devices/dp_vent_pump.dm @@ -176,7 +176,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( diff --git a/code/ATMOSPHERICS/components/binary_devices/passive_gate.dm b/code/ATMOSPHERICS/components/binary_devices/passive_gate.dm index 191e6291ea..1c501e87f0 100644 --- a/code/ATMOSPHERICS/components/binary_devices/passive_gate.dm +++ b/code/ATMOSPHERICS/components/binary_devices/passive_gate.dm @@ -151,7 +151,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( diff --git a/code/ATMOSPHERICS/components/binary_devices/pump.dm b/code/ATMOSPHERICS/components/binary_devices/pump.dm index e2483fdbef..0df0217497 100644 --- a/code/ATMOSPHERICS/components/binary_devices/pump.dm +++ b/code/ATMOSPHERICS/components/binary_devices/pump.dm @@ -128,7 +128,7 @@ Thus, the two variables affect pump operation are set in New(): return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( diff --git a/code/ATMOSPHERICS/components/unary/outlet_injector.dm b/code/ATMOSPHERICS/components/unary/outlet_injector.dm index 3c342c3cdb..5eeab2c8e4 100644 --- a/code/ATMOSPHERICS/components/unary/outlet_injector.dm +++ b/code/ATMOSPHERICS/components/unary/outlet_injector.dm @@ -107,7 +107,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( diff --git a/code/ATMOSPHERICS/components/unary/vent_pump.dm b/code/ATMOSPHERICS/components/unary/vent_pump.dm index af8020f9e1..6675eef38b 100644 --- a/code/ATMOSPHERICS/components/unary/vent_pump.dm +++ b/code/ATMOSPHERICS/components/unary/vent_pump.dm @@ -247,7 +247,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( diff --git a/code/ATMOSPHERICS/components/unary/vent_scrubber.dm b/code/ATMOSPHERICS/components/unary/vent_scrubber.dm index ff97f259a5..1c1c696b98 100644 --- a/code/ATMOSPHERICS/components/unary/vent_scrubber.dm +++ b/code/ATMOSPHERICS/components/unary/vent_scrubber.dm @@ -93,7 +93,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( "area" = area_uid, diff --git a/code/__defines/machinery.dm b/code/__defines/machinery.dm index d01ff407a2..6039f9f65b 100644 --- a/code/__defines/machinery.dm +++ b/code/__defines/machinery.dm @@ -74,6 +74,21 @@ var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called // Those networks can only be accessed by pre-existing terminals. AIs and new terminals can't use them. var/list/restricted_camera_networks = list(NETWORK_ERT,NETWORK_MERCENARY,"Secret", NETWORK_COMMUNICATORS) +#define TRANSMISSION_WIRE 0 //Is this ever used? I don't think it is. +#define TRANSMISSION_RADIO 1 //Radio transmissions (like airlock controller to pump) +#define TRANSMISSION_SUBSPACE 2 //Like headsets +#define TRANSMISSION_BLUESPACE 3 //Point-to-point links + +#define SIGNAL_NORMAL 0 //Normal subspace signals +#define SIGNAL_SIMPLE 1 //Normal inter-machinery(?) signals +#define SIGNAL_FAKE 2 //Untrackable signals +#define SIGNAL_TEST 4 //Unlogged signals + +#define DATA_NORMAL 0 //Normal data +#define DATA_INTERCOM 1 //Intercoms only +#define DATA_LOCAL 2 //Intercoms and SBRs +#define DATA_ANTAG 3 //Antag interception +#define DATA_FAKE 4 //Not from a real mob //singularity defines #define STAGE_ONE 1 diff --git a/code/_helpers/game.dm b/code/_helpers/game.dm index f35061b3c0..7be9093596 100644 --- a/code/_helpers/game.dm +++ b/code/_helpers/game.dm @@ -246,7 +246,7 @@ var/turf/speaker = get_turf(R) if(speaker) for(var/turf/T in hear(R.canhear_range,speaker)) - speaker_coverage[T] = T + speaker_coverage[T] = R // Try to find all the players who can hear the message diff --git a/code/controllers/subsystems/shuttles.dm b/code/controllers/subsystems/shuttles.dm index 907701f0bf..0bce940385 100644 --- a/code/controllers/subsystems/shuttles.dm +++ b/code/controllers/subsystems/shuttles.dm @@ -104,7 +104,7 @@ SUBSYSTEM_DEF(shuttles) try_add_landmark_tag(shuttle_landmark_tag, O) landmarks_still_needed -= shuttle_landmark_tag else if(istype(shuttle_landmark, /obj/effect/shuttle_landmark/automatic)) //These find their sector automatically - O = map_sectors["[shuttle_landmark.z]"] + O = get_overmap_sector(get_z(shuttle_landmark)) O ? O.add_landmark(shuttle_landmark, shuttle_landmark.shuttle_restricted) : (landmarks_awaiting_sector += shuttle_landmark) /datum/controller/subsystem/shuttles/proc/get_landmark(var/shuttle_landmark_tag) diff --git a/code/controllers/subsystems/skybox.dm b/code/controllers/subsystems/skybox.dm index 404525b439..356458517d 100644 --- a/code/controllers/subsystems/skybox.dm +++ b/code/controllers/subsystems/skybox.dm @@ -87,7 +87,7 @@ SUBSYSTEM_DEF(skybox) res.overlays += base if(global.using_map.use_overmap && settings.use_overmap_details) - var/obj/effect/overmap/visitable/O = map_sectors["[z]"] + var/obj/effect/overmap/visitable/O = get_overmap_sector(z) if(istype(O)) var/image/overmap = image(settings.icon) overmap.overlays += O.generate_skybox() 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/datums/repositories/cameras.dm b/code/datums/repositories/cameras.dm index 7bac2a4634..d516113394 100644 --- a/code/datums/repositories/cameras.dm +++ b/code/datums/repositories/cameras.dm @@ -14,10 +14,25 @@ var/global/datum/repository/cameras/camera_repository = new() networks = list() ..() -/datum/repository/cameras/proc/cameras_in_network(var/network) +/datum/repository/cameras/proc/cameras_in_network(var/network, var/list/zlevels) setup_cache() var/list/network_list = networks[network] - return network_list + if(LAZYLEN(zlevels)) + var/list/filtered_cameras = list() + for(var/list/C in network_list) + //Camera is marked as always-visible + if(C["omni"]) + filtered_cameras[++filtered_cameras.len] = C + continue + //Camera might be in an adjacent zlevel + var/camz = C["z"] + if(!camz) //It's inside something (helmet, communicator, etc) or nullspace or who knows + camz = get_z(locate(C["camera"]) in cameranet.cameras) + if(camz in zlevels) + filtered_cameras[++filtered_cameras.len] = C //Can't add lists to lists with += + return filtered_cameras + else + return network_list /datum/repository/cameras/proc/setup_cache() if(!invalidated) diff --git a/code/defines/procs/announce.dm b/code/defines/procs/announce.dm index 0b4aafda94..ec9327b2dc 100644 --- a/code/defines/procs/announce.dm +++ b/code/defines/procs/announce.dm @@ -30,7 +30,7 @@ title = "Security Announcement" announcement_type = "Security Announcement" -/datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0) +/datum/announcement/proc/Announce(var/message as text, var/new_title = "", var/new_sound = null, var/do_newscast = newscast, var/msg_sanitized = 0, var/zlevel) if(!message) return var/message_title = new_title ? new_title : title @@ -40,13 +40,17 @@ message = sanitize(message, extra = 0) message_title = sanitizeSafe(message_title) - Message(message, message_title) + var/list/zlevels + if(zlevel) + zlevels = using_map.get_map_levels(zlevel, TRUE) + + Message(message, message_title, zlevels) if(do_newscast) NewsCast(message, message_title) - Sound(message_sound) + Sound(message_sound, zlevels) Log(message, message_title) -datum/announcement/proc/Message(message as text, message_title as text) +datum/announcement/proc/Message(message as text, message_title as text, var/list/zlevels) for(var/mob/M in player_list) if(!istype(M,/mob/new_player) && !isdeaf(M)) to_chat(M, "

[title]

") @@ -54,6 +58,7 @@ datum/announcement/proc/Message(message as text, message_title as text) if (announcer) to_chat(M, " -[html_encode(announcer)]") +// You'll need to update these to_world usages if you want to make these z-level specific ~Aro datum/announcement/minor/Message(message as text, message_title as text) to_world("[message]") @@ -64,7 +69,7 @@ datum/announcement/priority/Message(message as text, message_title as text) to_world(" -[html_encode(announcer)]") to_world("
") -datum/announcement/priority/command/Message(message as text, message_title as text) +datum/announcement/priority/command/Message(message as text, message_title as text, var/list/zlevels) var/command command += "

[command_name()] Update

" if (message_title) @@ -73,6 +78,8 @@ datum/announcement/priority/command/Message(message as text, message_title as te command += "
[message]
" command += "
" for(var/mob/M in player_list) + if(zlevels && !(get_z(M) in zlevels)) + continue if(!istype(M,/mob/new_player) && !isdeaf(M)) to_chat(M, command) @@ -92,15 +99,18 @@ datum/announcement/proc/NewsCast(message as text, message_title as text) news.can_be_redacted = 0 announce_newscaster_news(news) -datum/announcement/proc/PlaySound(var/message_sound) +datum/announcement/proc/PlaySound(var/message_sound, var/list/zlevels) if(!message_sound) return + for(var/mob/M in player_list) + if(zlevels && !(M.z in zlevels)) + continue if(!istype(M,/mob/new_player) && !isdeaf(M)) M << message_sound -datum/announcement/proc/Sound(var/message_sound) - PlaySound(message_sound) +datum/announcement/proc/Sound(var/message_sound, var/list/zlevels) + PlaySound(message_sound, zlevels) datum/announcement/priority/Sound(var/message_sound) if(message_sound) @@ -124,12 +134,12 @@ datum/announcement/proc/Log(message as text, message_title as text) /proc/ion_storm_announcement() command_announcement.Announce("It has come to our attention that \the [station_name()] passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert") -/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message) +/proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message, var/channel = "Common", var/zlevel) if (ticker.current_state == GAME_STATE_PLAYING) + var/list/zlevels = zlevel ? using_map.get_map_levels(zlevel, TRUE) : null if(character.mind.role_alt_title) rank = character.mind.role_alt_title - AnnounceArrivalSimple(character.real_name, rank, join_message) + AnnounceArrivalSimple(character.real_name, rank, join_message, channel, zlevels) - -/proc/AnnounceArrivalSimple(var/name, var/rank = "visitor", var/join_message = "will arrive to the station shortly by shuttle", new_sound = 'sound/misc/notice3.ogg') - global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer") +/proc/AnnounceArrivalSimple(var/name, var/rank = "visitor", var/join_message = "will arrive at the station shortly", var/channel = "Common", var/list/zlevels) + global_announcer.autosay("[name], [rank], [join_message].", "Arrivals Announcement Computer", channel, zlevels) \ No newline at end of file diff --git a/code/game/machinery/air_alarm.dm b/code/game/machinery/air_alarm.dm index 9e01eb8108..3d76b02e0f 100644 --- a/code/game/machinery/air_alarm.dm +++ b/code/game/machinery/air_alarm.dm @@ -383,7 +383,7 @@ return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = command @@ -445,7 +445,7 @@ var/datum/signal/alert_signal = new alert_signal.source = src - alert_signal.transmission_method = 1 + alert_signal.transmission_method = TRANSMISSION_RADIO alert_signal.data["zone"] = alarm_area.name alert_signal.data["type"] = "Atmospheric" diff --git a/code/game/machinery/atmo_control.dm b/code/game/machinery/atmo_control.dm index ccab21e889..5ebcfeef43 100644 --- a/code/game/machinery/atmo_control.dm +++ b/code/game/machinery/atmo_control.dm @@ -29,7 +29,7 @@ /obj/machinery/air_sensor/process() if(on) var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.data["tag"] = id_tag signal.data["timestamp"] = world.time @@ -212,7 +212,7 @@ obj/machinery/computer/general_air_control/Destroy() if(!radio_connection) return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src if(href_list["in_refresh_status"]) input_info = null @@ -322,7 +322,7 @@ obj/machinery/computer/general_air_control/Destroy() if(!radio_connection) return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src if(href_list["in_refresh_status"]) input_info = null @@ -383,7 +383,7 @@ obj/machinery/computer/general_air_control/Destroy() injecting = 1 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( @@ -445,7 +445,7 @@ obj/machinery/computer/general_air_control/Destroy() return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( "tag" = device_tag, @@ -463,7 +463,7 @@ obj/machinery/computer/general_air_control/Destroy() return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( "tag" = device_tag, @@ -478,7 +478,7 @@ obj/machinery/computer/general_air_control/Destroy() return 0 var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.source = src signal.data = list( "tag" = device_tag, diff --git a/code/game/machinery/atmoalter/meter.dm b/code/game/machinery/atmoalter/meter.dm index 84b18c31ea..82ce3d66aa 100644 --- a/code/game/machinery/atmoalter/meter.dm +++ b/code/game/machinery/atmoalter/meter.dm @@ -67,7 +67,7 @@ var/datum/signal/signal = new signal.source = src - signal.transmission_method = 1 + signal.transmission_method = TRANSMISSION_RADIO signal.data = list( "tag" = id, "device" = "AM", diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm index 9fc72b0a17..27e7b5a7bd 100644 --- a/code/game/machinery/camera/camera.dm +++ b/code/game/machinery/camera/camera.dm @@ -33,6 +33,7 @@ var/busy = 0 var/on_open_network = 0 + var/always_visible = FALSE //Visable from any map, good for entertainment network cameras var/affected_by_emp_until = 0 @@ -467,6 +468,7 @@ cam["name"] = sanitize(c_tag) cam["deact"] = !can_use() cam["camera"] = "\ref[src]" + cam["omni"] = always_visible cam["x"] = x cam["y"] = y cam["z"] = z diff --git a/code/game/machinery/camera/presets.dm b/code/game/machinery/camera/presets.dm index 66ad38cf36..15b5f7abca 100644 --- a/code/game/machinery/camera/presets.dm +++ b/code/game/machinery/camera/presets.dm @@ -102,6 +102,7 @@ var/global/list/engineering_networks = list( /obj/machinery/camera/network/thunder network = list(NETWORK_THUNDER) invuln = 1 + always_visible = TRUE // EMP diff --git a/code/game/machinery/computer/camera.dm b/code/game/machinery/computer/camera.dm index f1ba39c7b2..11d1660746 100644 --- a/code/game/machinery/computer/camera.dm +++ b/code/game/machinery/computer/camera.dm @@ -43,11 +43,14 @@ data["current_camera"] = current_camera ? current_camera.nano_structure() : null data["current_network"] = current_network data["networks"] = network ? network : list() + + var/map_levels = using_map.get_map_levels(src.z, TRUE) + data["map_levels"] = map_levels + if(current_network) - data["cameras"] = camera_repository.cameras_in_network(current_network) + data["cameras"] = camera_repository.cameras_in_network(current_network, map_levels) if(current_camera) switch_to_camera(user, current_camera) - data["map_levels"] = using_map.get_map_levels(src.z) ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) @@ -91,9 +94,6 @@ . = ..() /obj/machinery/computer/security/attack_hand(var/mob/user as mob) - if (using_map && !(src.z in using_map.contact_levels)) - to_chat(user, "Unable to establish a connection: You're too far away from the station!") - return if(stat & (NOPOWER|BROKEN)) return if(!isAI(user)) diff --git a/code/game/machinery/computer/communications.dm b/code/game/machinery/computer/communications.dm index 6d25dd0b5c..a0f6e13385 100644 --- a/code/game/machinery/computer/communications.dm +++ b/code/game/machinery/computer/communications.dm @@ -544,7 +544,7 @@ var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command switch(command) diff --git a/code/game/machinery/computer/prisonshuttle.dm b/code/game/machinery/computer/prisonshuttle.dm index 04f0c61c52..1d58a61df1 100644 --- a/code/game/machinery/computer/prisonshuttle.dm +++ b/code/game/machinery/computer/prisonshuttle.dm @@ -121,7 +121,7 @@ var/prison_shuttle_timeleft = 0 if(!frequency) return var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command frequency.post_signal(src, status_signal) return diff --git a/code/game/machinery/computer/supply.dm b/code/game/machinery/computer/supply.dm index 05b4e65292..a310b33f78 100644 --- a/code/game/machinery/computer/supply.dm +++ b/code/game/machinery/computer/supply.dm @@ -421,7 +421,7 @@ var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command frequency.post_signal(src, status_signal) diff --git a/code/game/machinery/cryopod.dm b/code/game/machinery/cryopod.dm index cad7e07c24..aa21a2d1d5 100644 --- a/code/game/machinery/cryopod.dm +++ b/code/game/machinery/cryopod.dm @@ -215,6 +215,7 @@ var/on_enter_occupant_message = "You feel cool air surround you. You go numb as your senses turn inward." var/on_store_visible_message_1 = "hums and hisses as it moves" //We need two variables because byond doesn't let us have variables inside strings at compile-time. var/on_store_visible_message_2 = "into storage." + var/announce_channel = "Common" var/allow_occupant_types = list(/mob/living/carbon/human) var/disallow_occupant_types = list() @@ -467,7 +468,7 @@ control_computer._admin_logs += "[key_name(to_despawn)] ([to_despawn.mind.role_alt_title]) at [stationtime2text()]" log_and_message_admins("[key_name(to_despawn)] ([to_despawn.mind.role_alt_title]) entered cryostorage.") - announce.autosay("[to_despawn.real_name], [to_despawn.mind.role_alt_title], [on_store_message]", "[on_store_name]") + announce.autosay("[to_despawn.real_name], [to_despawn.mind.role_alt_title], [on_store_message]", "[on_store_name]", announce_channel, using_map.get_map_levels(z, TRUE)) //visible_message("\The [initial(name)] hums and hisses as it moves [to_despawn.real_name] into storage.", 3) visible_message("\The [initial(name)] [on_store_visible_message_1] [to_despawn.real_name] [on_store_visible_message_2].", 3) diff --git a/code/game/machinery/doors/airlock_control.dm b/code/game/machinery/doors/airlock_control.dm index e5ff8bab16..ca7092708d 100644 --- a/code/game/machinery/doors/airlock_control.dm +++ b/code/game/machinery/doors/airlock_control.dm @@ -91,7 +91,7 @@ obj/machinery/door/airlock/proc/command_completed(var/command) obj/machinery/door/airlock/proc/send_status(var/bumped = 0) if(radio_connection) var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.data["tag"] = id_tag signal.data["timestamp"] = world.time @@ -172,7 +172,7 @@ obj/machinery/airlock_sensor/update_icon() obj/machinery/airlock_sensor/attack_hand(mob/user) var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.data["tag"] = master_tag signal.data["command"] = command @@ -186,7 +186,7 @@ obj/machinery/airlock_sensor/process() if(abs(pressure - previousPressure) > 0.001 || previousPressure == null) var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.data["tag"] = id_tag signal.data["timestamp"] = world.time signal.data["pressure"] = num2text(pressure) @@ -263,7 +263,7 @@ obj/machinery/access_button/attack_hand(mob/user) else if(radio_connection) var/datum/signal/signal = new - signal.transmission_method = 1 //radio signal + signal.transmission_method = TRANSMISSION_RADIO //radio signal signal.data["tag"] = master_tag signal.data["command"] = command diff --git a/code/game/machinery/magnet.dm b/code/game/machinery/magnet.dm index dc8e06e508..26a7936e1c 100644 --- a/code/game/machinery/magnet.dm +++ b/code/game/machinery/magnet.dm @@ -275,7 +275,7 @@ // Prepare signal beforehand, because this is a radio operation var/datum/signal/signal = new - signal.transmission_method = 1 // radio transmission + signal.transmission_method = TRANSMISSION_RADIO // radio transmission signal.source = src signal.frequency = frequency signal.data["code"] = code @@ -341,7 +341,7 @@ // Prepare the radio signal var/datum/signal/signal = new - signal.transmission_method = 1 // radio transmission + signal.transmission_method = TRANSMISSION_RADIO // radio transmission signal.source = src signal.frequency = frequency signal.data["code"] = code diff --git a/code/game/machinery/telecomms/broadcaster.dm b/code/game/machinery/telecomms/broadcaster.dm index f22bf58a9f..8a4c88b51a 100644 --- a/code/game/machinery/telecomms/broadcaster.dm +++ b/code/game/machinery/telecomms/broadcaster.dm @@ -23,6 +23,12 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept produces_heat = 0 delay = 7 circuit = /obj/item/weapon/circuitboard/telecomms/broadcaster + //Vars only used if you're using the overmap + var/overmap_range = 0 + var/overmap_range_min = 0 + var/overmap_range_max = 5 + //Linked bluespace radios + var/list/linked_radios_weakrefs = list() /obj/machinery/telecomms/processor/Initialize() . = ..() @@ -34,6 +40,11 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept component_parts += new /obj/item/weapon/stock_parts/micro_laser/high(src) component_parts += new /obj/item/stack/cable_coil(src, 1) +/obj/machinery/telecomms/broadcaster/proc/link_radio(var/obj/item/device/radio/R) + if(!istype(R)) + return + linked_radios_weakrefs |= weakref(R) + /obj/machinery/telecomms/broadcaster/receive_information(datum/signal/signal, obj/machinery/telecomms/machine_from) // Don't broadcast rejected signals if(signal.data["reject"]) @@ -58,46 +69,50 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept if(signal.data["slow"] > 0) sleep(signal.data["slow"]) // simulate the network lag if necessary - signal.data["level"] |= listening_level + signal.data["level"] |= using_map.get_map_levels(listening_level, TRUE, overmap_range) + + var/list/forced_radios + for(var/weakref/wr in linked_radios_weakrefs) + var/obj/item/device/radio/R = wr.resolve() + if(istype(R)) + LAZYDISTINCTADD(forced_radios, R) /** #### - Normal Broadcast - #### **/ - - if(signal.data["type"] == 0) - + if(signal.data["type"] == SIGNAL_NORMAL) /* ###### Broadcast a message using signal.data ###### */ Broadcast_Message(signal.data["connection"], signal.data["mob"], signal.data["vmask"], signal.data["vmessage"], signal.data["radio"], signal.data["message"], signal.data["name"], signal.data["job"], - signal.data["realname"], signal.data["vname"],, + signal.data["realname"], signal.data["vname"], DATA_NORMAL, signal.data["compression"], signal.data["level"], signal.frequency, - signal.data["verb"]) - + signal.data["verb"], forced_radios) /** #### - Simple Broadcast - #### **/ - if(signal.data["type"] == 1) + if(signal.data["type"] == SIGNAL_SIMPLE) /* ###### Broadcast a message using signal.data ###### */ Broadcast_SimpleMessage(signal.data["name"], signal.frequency, - signal.data["message"],null, null, - signal.data["compression"], listening_level) + signal.data["message"], DATA_NORMAL, null, + signal.data["compression"], listening_level, forced_radios) /** #### - Artificial Broadcast - #### **/ // (Imitates a mob) - if(signal.data["type"] == 2) + if(signal.data["type"] == SIGNAL_FAKE) /* ###### Broadcast a message using signal.data ###### */ - // Parameter "data" as 4: AI can't track this person/mob + // Parameter "data" as DATA_FAKE: AI can't track this person/mob Broadcast_Message(signal.data["connection"], signal.data["mob"], signal.data["vmask"], signal.data["vmessage"], signal.data["radio"], signal.data["message"], signal.data["name"], signal.data["job"], - signal.data["realname"], signal.data["vname"], 4, signal.data["compression"], signal.data["level"], signal.frequency, - signal.data["verb"]) + signal.data["realname"], signal.data["vname"], DATA_FAKE, + signal.data["compression"], signal.data["level"], signal.frequency, + signal.data["verb"], forced_radios) if(!message_delay) message_delay = 1 @@ -118,6 +133,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept /* Basically just an empty shell for receiving and broadcasting radio messages. Not very flexible, but it gets the job done. + NOTE: This AIO device listens on *every* zlevel (it does not even check) */ /obj/machinery/telecomms/allinone @@ -126,15 +142,98 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept icon_state = "comm_server" desc = "A compact machine used for portable subspace telecommuniations processing." density = 1 + use_power = USE_POWER_IDLE + idle_power_usage = 20 anchored = 1 - use_power = USE_POWER_OFF - idle_power_usage = 0 machinetype = 6 produces_heat = 0 var/intercept = 0 // if nonzero, broadcasts all messages to syndicate channel + var/overmap_range = 0 //Same turf + + var/list/linked_radios_weakrefs = list() + +/obj/machinery/telecomms/allinone/proc/link_radio(var/obj/item/device/radio/R) + if(!istype(R)) + return + linked_radios_weakrefs |= weakref(R) /obj/machinery/telecomms/allinone/receive_signal(datum/signal/signal) + // Has to be on to receive messages + if(!on) + return + + // Why did you use this subtype? + if(!using_map.use_overmap) + return + + // Someone else handling it? + if(signal.data["done"]) + return + + // Where are we able to hear from (and talk to, since we're AIO) anyway? + var/map_levels = using_map.get_map_levels(z, TRUE, overmap_range) + + //Bluespace can skip this check + if(signal.transmission_method != TRANSMISSION_BLUESPACE) + var/list/signal_levels = list() + signal_levels += signal.data["level"] //If it's text/number, it'll be the only entry, if it's a list, it'll get combined + var/list/overlap = map_levels & signal_levels //Returns a list of similar levels + if(!overlap.len) + return + + if(is_freq_listening(signal)) // detect subspace signals + + signal.data["done"] = 1 // mark the signal as being broadcasted since we're a broadcaster + signal.data["compression"] = 0 // decompress since we're a processor + + // Search for the original signal and mark it as done as well + var/datum/signal/original = signal.data["original"] + if(original) + original.data["done"] = 1 + + // For some reason level is both used as a list and not a list, and now it needs to be a list. + signal.data["level"] = map_levels + + if(signal.data["slow"] > 0) + sleep(signal.data["slow"]) // simulate the network lag if necessary + + /* ###### Broadcast a message using signal.data ###### */ + + var/datum/radio_frequency/connection = signal.data["connection"] + + var/list/forced_radios + for(var/weakref/wr in linked_radios_weakrefs) + var/obj/item/device/radio/R = wr.resolve() + if(istype(R)) + LAZYDISTINCTADD(forced_radios, R) + + Broadcast_Message( + signal.data["connection"], + signal.data["mob"], + signal.data["vmask"], + signal.data["vmessage"], + signal.data["radio"], + signal.data["message"], + signal.data["name"], + signal.data["job"], + signal.data["realname"], + signal.data["vname"], + DATA_NORMAL, + signal.data["compression"], + signal.data["level"], + connection.frequency, + signal.data["verb"], + signal.data["language"], + forced_radios + ) + +//Antag version with unlimited range (doesn't even check) and uses no power, to enable antag comms to work anywhere. +/obj/machinery/telecomms/allinone/antag + use_power = USE_POWER_OFF + idle_power_usage = 0 + +/obj/machinery/telecomms/allinone/antag/receive_signal(datum/signal/signal) if(!on) // has to be on to receive messages return @@ -159,23 +258,29 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/datum/radio_frequency/connection = signal.data["connection"] + var/list/forced_radios + for(var/weakref/wr in linked_radios_weakrefs) + var/obj/item/device/radio/R = wr.resolve() + if(istype(R)) + LAZYDISTINCTADD(forced_radios, R) + if(connection.frequency in ANTAG_FREQS) // if antag broadcast, just Broadcast_Message(signal.data["connection"], signal.data["mob"], signal.data["vmask"], signal.data["vmessage"], signal.data["radio"], signal.data["message"], signal.data["name"], signal.data["job"], - signal.data["realname"], signal.data["vname"],, signal.data["compression"], list(0), connection.frequency, - signal.data["verb"]) + signal.data["realname"], signal.data["vname"], DATA_NORMAL, + signal.data["compression"], list(0), connection.frequency, + signal.data["verb"], forced_radios) else if(intercept) Broadcast_Message(signal.data["connection"], signal.data["mob"], signal.data["vmask"], signal.data["vmessage"], signal.data["radio"], signal.data["message"], signal.data["name"], signal.data["job"], - signal.data["realname"], signal.data["vname"], 3, signal.data["compression"], list(0), connection.frequency, - signal.data["verb"]) - - + signal.data["realname"], signal.data["vname"], DATA_ANTAG, + signal.data["compression"], list(0), connection.frequency, + signal.data["verb"], forced_radios) /** @@ -237,8 +342,8 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept /proc/Broadcast_Message(var/datum/radio_frequency/connection, var/mob/M, var/vmask, var/list/vmessage_pieces, var/obj/item/device/radio/radio, var/list/message_pieces, var/name, var/job, var/realname, var/vname, - var/data, var/compression, var/list/level, var/freq, var/verbage = "says") - + var/data, var/compression, var/list/level, var/freq, var/verbage = "says", + var/list/forced_radios) /* ###### Prepare the radio connection ###### */ @@ -246,17 +351,22 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/list/obj/item/device/radio/radios = list() + for(var/obj/item/device/radio/R in forced_radios) + //Cursory check to ensure they are 'on' and stuff + if(R.receive_range(display_freq, list(0))) + radios |= R + // --- Broadcast only to intercom devices --- - if(data == 1) + if(data == DATA_INTERCOM) for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"]) if(R.receive_range(display_freq, level) > -1) - radios += R + radios |= R // --- Broadcast only to intercoms and station-bounced radios --- - else if(data == 2) + else if(data == DATA_LOCAL) for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) @@ -264,16 +374,16 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept continue if(R.receive_range(display_freq, level) > -1) - radios += R + radios |= R // --- Broadcast to antag radios! --- - else if(data == 3) + else if(data == DATA_ANTAG) for(var/antag_freq in ANTAG_FREQS) var/datum/radio_frequency/antag_connection = radio_controller.return_frequency(antag_freq) for (var/obj/item/device/radio/R in antag_connection.devices["[RADIO_CHAT]"]) if(R.receive_range(antag_freq, level) > -1) - radios += R + radios |= R // --- Broadcast to ALL radio devices --- @@ -281,7 +391,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) if(R.receive_range(display_freq, level) > -1) - radios += R + radios |= R // Get a list of mobs who can hear from the radios we collected. var/list/receive = get_mobs_in_radio_ranges(radios) @@ -307,7 +417,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept continue // Ghosts hearing all radio chat don't want to hear syndicate intercepts, they're duplicates - if(data == 3 && istype(R, /mob/observer/dead) && R.is_preference_enabled(/datum/client_preference/ghost_radio)) + if(data == DATA_ANTAG && istype(R, /mob/observer/dead) && R.is_preference_enabled(/datum/client_preference/ghost_radio)) continue // --- Check for compression --- @@ -346,7 +456,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/freq_text = get_frequency_name(display_freq) var/part_b_extra = "" - if(data == 3) // intercepted radio message + if(data == DATA_ANTAG) // intercepted radio message part_b_extra = " (Intercepted)" var/part_a = "[bicon(radio)]\[[freq_text]\][part_b_extra] " // goes in the actual output @@ -429,7 +539,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept return 1 -/proc/Broadcast_SimpleMessage(var/source, var/frequency, list/message_pieces, var/data, var/mob/M, var/compression, var/level) +/proc/Broadcast_SimpleMessage(var/source, var/frequency, list/message_pieces, var/data, var/mob/M, var/compression, var/level, var/list/forced_radios) var/text = multilingual_to_message(message_pieces) /* ###### Prepare the radio connection ###### */ @@ -443,10 +553,12 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept var/list/receive = list() + for(var/obj/item/device/radio/R in forced_radios) + receive |= R.send_hear(display_freq) // --- Broadcast only to intercom devices --- - if(data == 1) + if(data == DATA_INTERCOM) for (var/obj/item/device/radio/intercom/R in connection.devices["[RADIO_CHAT]"]) var/turf/position = get_turf(R) if(position && position.z == level) @@ -455,7 +567,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept // --- Broadcast only to intercoms and station-bounced radios --- - else if(data == 2) + else if(data == DATA_LOCAL) for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) if(istype(R, /obj/item/device/radio/headset)) @@ -467,7 +579,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept // --- Broadcast to antag radios! --- - else if(data == 3) + else if(data == DATA_ANTAG) for(var/freq in ANTAG_FREQS) var/datum/radio_frequency/antag_connection = radio_controller.return_frequency(freq) for (var/obj/item/device/radio/R in antag_connection.devices["[RADIO_CHAT]"]) @@ -532,7 +644,7 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept // --- Some more pre-message formatting --- var/part_b_extra = "" - if(data == 3) // intercepted radio message + if(data == DATA_ANTAG) // intercepted radio message part_b_extra = " (Intercepted)" // Create a radio headset for the sole purpose of using its icon @@ -608,15 +720,15 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept /atom/proc/test_telecomms() var/datum/signal/signal = src.telecomms_process() - var/turf/position = get_turf(src) - return (position.z in signal.data["level"] && signal.data["done"]) + var/pos_z = get_z(src) + return (pos_z in signal.data["level"] && signal.data["done"]) /atom/proc/telecomms_process(var/do_sleep = 1) // First, we want to generate a new radio signal var/datum/signal/signal = new - signal.transmission_method = 2 // 2 would be a subspace transmission. - var/turf/pos = get_turf(src) + signal.transmission_method = TRANSMISSION_SUBSPACE + var/pos_z = get_z(src) // --- Finally, tag the actual signal with the appropriate values --- signal.data = list( @@ -624,10 +736,10 @@ var/message_delay = 0 // To make sure restarting the recentmessages list is kept "message" = "TEST", "compression" = rand(45, 50), // If the signal is compressed, compress our message too. "traffic" = 0, // dictates the total traffic sum that the signal went through - "type" = 4, // determines what type of radio input it is: test broadcast + "type" = SIGNAL_TEST, // determines what type of radio input it is: test broadcast "reject" = 0, "done" = 0, - "level" = pos.z // The level it is being broadcasted at. + "level" = pos_z // The level it is being broadcasted at. ) signal.frequency = PUB_FREQ// Common channel diff --git a/code/game/machinery/telecomms/machine_interactions.dm b/code/game/machinery/telecomms/machine_interactions.dm index 3e3d89643a..802c75bb42 100644 --- a/code/game/machinery/telecomms/machine_interactions.dm +++ b/code/game/machinery/telecomms/machine_interactions.dm @@ -219,6 +219,38 @@ temp = "-% Frequency changing deactivated %-" +// BROADCASTER +/obj/machinery/telecomms/broadcaster/Options_Menu() + // Note the machine 'displays' 1 higher than overmap_range to save users from the abstraction that range '0' is valid and everything on the same turf. + var/dat = "
Broadcast Range (affects power usage)
- [overmap_range+1] gigameter\s +" + return dat + +/obj/machinery/telecomms/broadcaster/Options_Topic(href, href_list) + if(href_list["range_down"]) + if(overmap_range > overmap_range_min) + overmap_range-- + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + if(href_list["range_up"]) + if(overmap_range < overmap_range_max) + overmap_range++ + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + +// RECEIVER +/obj/machinery/telecomms/receiver/Options_Menu() + // Note the machine 'displays' 1 higher than overmap_range to save users from the abstraction that range '0' is valid and everything on the same turf. + var/dat = "
Receive Range (affects power usage)
- [overmap_range+1] gigameter\s +" + return dat + +/obj/machinery/telecomms/receiver/Options_Topic(href, href_list) + if(href_list["range_down"]) + if(overmap_range > overmap_range_min) + overmap_range-- + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + if(href_list["range_up"]) + if(overmap_range < overmap_range_max) + overmap_range++ + idle_power_usage = initial(idle_power_usage)**(overmap_range+1) + /obj/machinery/telecomms/Topic(href, href_list) if(!issilicon(usr)) diff --git a/code/game/machinery/telecomms/telecomunications.dm b/code/game/machinery/telecomms/telecomunications.dm index ff073359de..55a06fd234 100644 --- a/code/game/machinery/telecomms/telecomunications.dm +++ b/code/game/machinery/telecomms/telecomunications.dm @@ -68,7 +68,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() var/datum/signal/copy if(copysig) copy = new - copy.transmission_method = 2 + copy.transmission_method = TRANSMISSION_SUBSPACE copy.frequency = signal.frequency copy.data = signal.data.Copy() @@ -141,9 +141,9 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() // Used in auto linking /obj/machinery/telecomms/proc/add_link(var/obj/machinery/telecomms/T) - var/turf/position = get_turf(src) - var/turf/T_position = get_turf(T) - if((position.z == T_position.z) || (src.long_range_link && T.long_range_link)) + var/pos_z = get_z(src) + var/tpos_z = get_z(T) + if((pos_z == tpos_z) || (src.long_range_link && T.long_range_link)) for(var/x in autolinkers) if(T.autolinkers.Find(x)) if(src != T) @@ -256,6 +256,12 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() machinetype = 1 produces_heat = 0 circuit = /obj/item/weapon/circuitboard/telecomms/receiver + //Vars only used if you're using the overmap + var/overmap_range = 0 + var/overmap_range_min = 0 + var/overmap_range_max = 5 + + var/list/linked_radios_weakrefs = list() /obj/machinery/telecomms/receiver/Initialize() . = ..() @@ -267,8 +273,12 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() component_parts += new /obj/item/weapon/stock_parts/micro_laser(src) RefreshParts() -/obj/machinery/telecomms/receiver/receive_signal(datum/signal/signal) +/obj/machinery/telecomms/receiver/proc/link_radio(var/obj/item/device/radio/R) + if(!istype(R)) + return + linked_radios_weakrefs |= weakref(R) +/obj/machinery/telecomms/receiver/receive_signal(datum/signal/signal) if(!on) // has to be on to receive messages return if(!signal) @@ -276,7 +286,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() if(!check_receive_level(signal)) return - if(signal.transmission_method == 2) + if(signal.transmission_method == TRANSMISSION_SUBSPACE) if(is_freq_listening(signal)) // detect subspace signals @@ -288,14 +298,31 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() relay_information(signal, "/obj/machinery/telecomms/bus") // Send it to a bus instead, if it's linked to one /obj/machinery/telecomms/receiver/proc/check_receive_level(datum/signal/signal) + // If it's a direct message from a bluespace radio, we eat it and convert it into a subspace signal locally + if(signal.transmission_method == TRANSMISSION_BLUESPACE) + var/obj/item/device/radio/R = signal.data["radio"] - if(signal.data["level"] != listening_level) + //Who're you? + if(!(weakref(R) in linked_radios_weakrefs)) + signal.data["reject"] = 1 + return 0 + + //We'll resend this for you + signal.data["level"] = z + signal.transmission_method = TRANSMISSION_SUBSPACE + return 1 + + //Where can we hear? + var/list/listening_levels = using_map.get_map_levels(listening_level, TRUE, overmap_range) + + // We couldn't 'hear' it, maybe a relay linked to our hub can 'hear' it + if(!(signal.data["level"] in listening_levels)) for(var/obj/machinery/telecomms/hub/H in links) - var/list/connected_levels = list() + var/list/relayed_levels = list() for(var/obj/machinery/telecomms/relay/R in H.links) if(R.can_receive(signal)) - connected_levels |= R.listening_level - if(signal.data["level"] in connected_levels) + relayed_levels |= R.listening_level + if(signal.data["level"] in relayed_levels) return 1 return 0 return 1 @@ -405,7 +432,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() // Add our level and send it back if(can_send(signal)) - signal.data["level"] |= listening_level + signal.data["level"] |= using_map.get_map_levels(listening_level) // Checks to see if it can send/receive. @@ -601,7 +628,7 @@ var/global/list/obj/machinery/telecomms/telecomms_list = list() totaltraffic += traffic // add current traffic to total traffic //Is this a test signal? Bypass logging - if(signal.data["type"] != 4) + if(signal.data["type"] != SIGNAL_TEST) // If signal has a message and appropriate frequency diff --git a/code/game/objects/items/devices/PDA/cart.dm b/code/game/objects/items/devices/PDA/cart.dm index 2a662ea5ff..1ca1ae6506 100644 --- a/code/game/objects/items/devices/PDA/cart.dm +++ b/code/game/objects/items/devices/PDA/cart.dm @@ -256,7 +256,7 @@ var/list/civilian_cartridges = list( var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command switch(command) diff --git a/code/game/objects/items/devices/PDA/radio.dm b/code/game/objects/items/devices/PDA/radio.dm index 56ec64d8a7..133798e4b1 100644 --- a/code/game/objects/items/devices/PDA/radio.dm +++ b/code/game/objects/items/devices/PDA/radio.dm @@ -22,7 +22,7 @@ var/datum/signal/signal = new() signal.source = src - signal.transmission_method = 1 + signal.transmission_method = TRANSMISSION_RADIO signal.data[key] = value if(key2) signal.data[key2] = value2 diff --git a/code/game/objects/items/devices/communicator/cartridge.dm b/code/game/objects/items/devices/communicator/cartridge.dm index b1c3bd41f2..120df593e9 100644 --- a/code/game/objects/items/devices/communicator/cartridge.dm +++ b/code/game/objects/items/devices/communicator/cartridge.dm @@ -329,7 +329,7 @@ var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command switch(command) diff --git a/code/game/objects/items/devices/gps.dm b/code/game/objects/items/devices/gps.dm index 0cac902796..562ed56990 100644 --- a/code/game/objects/items/devices/gps.dm +++ b/code/game/objects/items/devices/gps.dm @@ -83,7 +83,7 @@ var/list/GPS_list = list() dat["curr_z_name"] = using_map.get_zlevel_name(curr.z) dat["gps_list"] = list() dat["z_level_detection"] = using_map.get_map_levels(curr.z, long_range) - + for(var/obj/item/device/gps/G in GPS_list - src) if(!G.tracking || G.emped || G.hide_signal) continue diff --git a/code/game/objects/items/devices/radio/radio.dm b/code/game/objects/items/devices/radio/radio.dm index 80a2b5e4a8..587c5b3551 100644 --- a/code/game/objects/items/devices/radio/radio.dm +++ b/code/game/objects/items/devices/radio/radio.dm @@ -49,6 +49,13 @@ var/global/list/default_medbay_channels = list( w_class = ITEMSIZE_SMALL show_messages = 1 + // Bluespace radios talk directly to telecomms equipment + var/bluespace_radio = FALSE + var/weakref/bs_tx_weakref //Maybe misleading, this is the device to TRANSMIT TO + // For mappers or subtypes, to start them prelinked to these devices + var/bs_tx_preload_id + var/bs_rx_preload_id + matter = list("glass" = 25,DEFAULT_WALL_MATERIAL = 75) var/const/FREQ_LISTENING = 1 var/list/internal_channels @@ -87,6 +94,43 @@ var/global/list/default_medbay_channels = list( for (var/ch_name in channels) secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT) + if(bluespace_radio) + if(bs_tx_preload_id) + //Try to find a receiver + for(var/obj/machinery/telecomms/receiver/RX in telecomms_list) + if(RX.id == bs_tx_preload_id) //Again, bs_tx is the thing to TRANSMIT TO, so a receiver. + bs_tx_weakref = weakref(RX) + RX.link_radio(src) + break + //Hmm, howabout an AIO machine + if(!bs_tx_weakref) + for(var/obj/machinery/telecomms/allinone/AIO in telecomms_list) + if(AIO.id == bs_tx_preload_id) + bs_tx_weakref = weakref(AIO) + AIO.link_radio(src) + break + if(!bs_tx_weakref) + testing("A radio [src] at [x],[y],[z] specified bluespace prelink IDs, but the machines with corresponding IDs ([bs_tx_preload_id], [bs_rx_preload_id]) couldn't be found.") + + if(bs_rx_preload_id) + var/found = 0 + //Try to find a transmitter + for(var/obj/machinery/telecomms/broadcaster/TX in telecomms_list) + if(TX.id == bs_rx_preload_id) //Again, bs_rx is the thing to RECEIVE FROM, so a transmitter. + TX.link_radio(src) + found = 1 + break + //Hmm, howabout an AIO machine + if(!found) + for(var/obj/machinery/telecomms/allinone/AIO in telecomms_list) + if(AIO.id == bs_rx_preload_id) + AIO.link_radio(src) + found = 1 + break + if(!found) + testing("A radio [src] at [x],[y],[z] specified bluespace prelink IDs, but the machines with corresponding IDs ([bs_tx_preload_id], [bs_rx_preload_id]) couldn't be found.") + + /obj/item/device/radio/attack_self(mob/user as mob) user.set_machine(src) interact(user) @@ -237,11 +281,10 @@ var/global/list/default_medbay_channels = list( if(.) SSnanoui.update_uis(src) -/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel) //BS12 EDIT +/obj/item/device/radio/proc/autosay(var/message, var/from, var/channel, var/list/zlevels) //BS12 EDIT var/datum/radio_frequency/connection = null if(channel && channels && channels.len > 0) if(channel == "department") - //to_world("DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\"") channel = channels[1] connection = secure_radio_connections[channel] else @@ -250,12 +293,15 @@ var/global/list/default_medbay_channels = list( if(!istype(connection)) return + if(!LAZYLEN(zlevels)) + zlevels = list(0) + var/static/mob/living/silicon/ai/announcer/A = new /mob/living/silicon/ai/announcer(src, null, null, 1) A.SetName(from) Broadcast_Message(connection, A, 0, "*garbled automated announcement*", src, message_to_multilingual(message), from, "Automated Announcement", from, "synthesized voice", - 4, 0, list(0), connection.frequency, "states") + DATA_FAKE, 0, zlevels, connection.frequency, "states") // Interprets the message mode when talking into a radio, possibly returning a connection datum /obj/item/device/radio/proc/handle_message_mode(mob/living/M as mob, list/message_pieces, message_mode) @@ -313,8 +359,8 @@ var/global/list/default_medbay_channels = list( if(!istype(message_mode, /datum/radio_frequency)) //if not a special case, it should be returning a radio connection return FALSE + var/pos_z = get_z(src) var/datum/radio_frequency/connection = message_mode - var/turf/position = get_turf(src) //#### Tagging the signal with all appropriate identity values ####// @@ -363,90 +409,12 @@ var/global/list/default_medbay_channels = list( jobname = "Unknown" voicemask = 1 - - - /* ###### Radio headsets can only broadcast through subspace ###### */ - - if(subspace_transmission) - var/list/jamming = is_jammed(src) - if(jamming) - var/distance = jamming["distance"] - to_chat(M, "[bicon(src)] You hear the [distance <= 2 ? "loud hiss" : "soft hiss"] of static.") - return FALSE - - // First, we want to generate a new radio signal - var/datum/signal/signal = new - signal.transmission_method = 2 // 2 would be a subspace transmission. - // transmission_method could probably be enumerated through #define. Would be neater. - - // --- Finally, tag the actual signal with the appropriate values --- - signal.data = list( - // Identity-associated tags: - "mob" = M, // store a reference to the mob - "mobtype" = M.type, // the mob's type - "realname" = real_name, // the mob's real name - "name" = displayname, // the mob's display name - "job" = jobname, // the mob's job - "key" = mobkey, // the mob's key - "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood - "vname" = M.voice_name, // the name to display if the voice wasn't understood - "vmask" = voicemask, // 1 if the mob is using a voice gas mask - - // We store things that would otherwise be kept in the actual mob - // so that they can be logged even AFTER the mob is deleted or something - - // Other tags: - "compression" = rand(45,50), // compressed radio signal - "message" = message_pieces, // the actual sent message - "connection" = connection, // the radio connection to use - "radio" = src, // stores the radio used for transmission - "slow" = 0, // how much to sleep() before broadcasting - simulates net lag - "traffic" = 0, // dictates the total traffic sum that the signal went through - "type" = 0, // determines what type of radio input it is: normal broadcast - "server" = null, // the last server to log this signal - "reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery - "level" = position.z, // The source's z level - "verb" = verb - ) - signal.frequency = connection.frequency // Quick frequency set - - //#### Sending the signal to all subspace receivers ####// - - for(var/obj/machinery/telecomms/receiver/R in telecomms_list) - R.receive_signal(signal) - - // Allinone can act as receivers. - for(var/obj/machinery/telecomms/allinone/R in telecomms_list) - R.receive_signal(signal) - - // Receiving code can be located in Telecommunications.dm - if(signal.data["done"] && position.z in signal.data["level"]) - return TRUE //Huzzah, sent via subspace - - else if(adhoc_fallback) //Less huzzah, we have to fallback - to_chat(loc, "\The [src] pings as it falls back to local radio transmission.") - subspace_transmission = FALSE - return Broadcast_Message(connection, M, voicemask, pick(M.speak_emote), - src, message_pieces, displayname, jobname, real_name, M.voice_name, - signal.transmission_method, signal.data["compression"], GetConnectedZlevels(position.z), connection.frequency,verb) - - /* ###### Intercoms and station-bounced radios ###### */ - - var/filter_type = 2 - - /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ - if(istype(src, /obj/item/device/radio/intercom)) - filter_type = 1 - - + // First, we want to generate a new radio signal var/datum/signal/signal = new - signal.transmission_method = 2 - - - /* --- Try to send a normal subspace broadcast first */ + // --- Finally, tag the actual signal with the appropriate values --- signal.data = list( - + // Identity-associated tags: "mob" = M, // store a reference to the mob "mobtype" = M.type, // the mob's type "realname" = real_name, // the mob's real name @@ -455,40 +423,107 @@ var/global/list/default_medbay_channels = list( "key" = mobkey, // the mob's key "vmessage" = pick(M.speak_emote), // the message to display if the voice wasn't understood "vname" = M.voice_name, // the name to display if the voice wasn't understood - "vmask" = voicemask, // 1 if the mob is using a voice gas mas + "vmask" = voicemask, // 1 if the mob is using a voice gas mask - "compression" = 0, // uncompressed radio signal + // We store things that would otherwise be kept in the actual mob + // so that they can be logged even AFTER the mob is deleted or something + + // Other tags: + "compression" = rand(45,50), // compressed radio signal "message" = message_pieces, // the actual sent message "connection" = connection, // the radio connection to use "radio" = src, // stores the radio used for transmission - "slow" = 0, - "traffic" = 0, - "type" = 0, - "server" = null, - "reject" = 0, - "level" = position.z, + "slow" = 0, // how much to sleep() before broadcasting - simulates net lag + "traffic" = 0, // dictates the total traffic sum that the signal went through + "type" = SIGNAL_NORMAL, // determines what type of radio input it is: normal broadcast + "server" = null, // the last server to log this signal + "reject" = 0, // if nonzero, the signal will not be accepted by any broadcasting machinery + "level" = pos_z, // The source's z level "verb" = verb ) signal.frequency = connection.frequency // Quick frequency set + var/filter_type = DATA_LOCAL //If we end up having to send it the old fashioned way, it's with this data var. + + /* ###### Bluespace radios talk directly to receivers (and only directly to receivers) ###### */ + if(bluespace_radio) + //Nothing to transmit to + if(!bs_tx_weakref) + to_chat(loc, "\The [src] buzzes to inform you of the lack of a functioning connection.") + return FALSE + + var/obj/machinery/telecomms/tx_to = bs_tx_weakref.resolve() + //Was linked, now destroyed or something + if(!tx_to) + bs_tx_weakref = null + to_chat(loc, "\The [src] buzzes to inform you of the lack of a functioning connection.") + return FALSE + + //Transmitted in the blind. If we get a message back, cool. If not, oh well. + signal.transmission_method = TRANSMISSION_BLUESPACE + return tx_to.receive_signal(signal) + + /* ###### Radios with subspace_transmission can only broadcast through subspace (unless they have adhoc_fallback) ###### */ + else if(subspace_transmission) + var/list/jamming = is_jammed(src) + if(jamming) + var/distance = jamming["distance"] + to_chat(M, "[bicon(src)] You hear the [distance <= 2 ? "loud hiss" : "soft hiss"] of static.") + return FALSE + + // First, we want to generate a new radio signal + 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) + + // Allinone can act as receivers. + for(var/obj/machinery/telecomms/allinone/R in telecomms_list) + R.receive_signal(signal) + + // Receiving code can be located in Telecommunications.dm + if(signal.data["done"] && (pos_z in signal.data["level"])) + return TRUE //Huzzah, sent via subspace + + else if(adhoc_fallback) //Less huzzah, we have to fallback + to_chat(loc, "\The [src] pings as it falls back to local radio transmission.") + subspace_transmission = FALSE + + else //Oh well + return FALSE + + /* ###### Intercoms and station-bounced radios ###### */ + else + /* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */ + if(istype(src, /obj/item/device/radio/intercom)) + filter_type = DATA_INTERCOM + + /* --- Try to send a normal subspace broadcast first */ + signal.transmission_method = TRANSMISSION_SUBSPACE + signal.data["compression"] = 0 + + for(var/obj/machinery/telecomms/receiver/R in telecomms_list) + R.receive_signal(signal) + + // Allinone can act as receivers. + for(var/obj/machinery/telecomms/allinone/R in telecomms_list) + R.receive_signal(signal) + for(var/obj/machinery/telecomms/receiver/R in telecomms_list) R.receive_signal(signal) - if(signal.data["done"] && position.z in signal.data["level"]) - if(adhoc_fallback) - to_chat(loc, "\The [src] pings as it reestablishes subspace communications.") - subspace_transmission = TRUE - // we're done here. - return TRUE + if(signal.data["done"] && pos_z in signal.data["level"]) + if(adhoc_fallback) + to_chat(loc, "\The [src] pings as it reestablishes subspace communications.") + subspace_transmission = TRUE + // we're done here. + return TRUE - // Oh my god; the comms are down or something because the signal hasn't been broadcasted yet in our level. - // Send a mundane broadcast with limited targets: - - //THIS IS TEMPORARY. YEAH RIGHT - if(!connection) return FALSE //~Carn + //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), - src, message_pieces, displayname, jobname, real_name, M.voice_name, - filter_type, signal.data["compression"], GetConnectedZlevels(position.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) /obj/item/device/radio/hear_talk(mob/M, list/message_pieces, verb) @@ -496,25 +531,10 @@ var/global/list/default_medbay_channels = list( if(get_dist(src, M) <= canhear_range) talk_into(M, message_pieces, null, verb) - -/* -/obj/item/device/radio/proc/accept_rad(obj/item/device/radio/R as obj, message) - - if((R.frequency == frequency && message)) - return TRUE - else if - - else - return null - return -*/ - - /obj/item/device/radio/proc/receive_range(freq, level) // check if this radio can receive on the given frequency, and if so, // what the range is in which mobs will hear the radio // returns: -1 if can't receive, range otherwise - if(wires.IsIndexCut(WIRE_RECEIVE)) return -1 if(!listening) @@ -522,8 +542,8 @@ var/global/list/default_medbay_channels = list( if(is_jammed(src)) return -1 if(!(0 in level)) - var/turf/position = get_turf(src) - if(!position || !(position.z in level)) + var/pos_z = get_z(src) + if(!(pos_z in level)) return -1 if(freq in ANTAG_FREQS) if(!(src.syndie))//Checks to see if it's allowed on that frequency, based on the encryption keys diff --git a/code/game/objects/items/devices/radio/radiopack.dm b/code/game/objects/items/devices/radio/radiopack.dm new file mode 100644 index 0000000000..c2ba25ecc2 --- /dev/null +++ b/code/game/objects/items/devices/radio/radiopack.dm @@ -0,0 +1,153 @@ +/obj/item/device/bluespaceradio + name = "bluespace radio" + desc = "A powerful radio that uses a tiny bluespace wormhole to send signals directly to subspace receivers and transmitters, bypassing the limitations of subspace." + icon = 'icons/obj/radio.dmi' + icon_state = "radiopack" + item_state = "radiopack" + slot_flags = SLOT_BACK + force = 5 + throwforce = 6 + preserve_item = 1 + w_class = ITEMSIZE_LARGE + action_button_name = "Remove/Replace Handset" + + var/obj/item/device/radio/bluespacehandset/linked/handset = /obj/item/device/radio/bluespacehandset/linked + +/obj/item/device/bluespaceradio/Initialize() + . = ..() + if(ispath(handset)) + handset = new handset(src, src) + +/obj/item/device/bluespaceradio/Destroy() + . = ..() + QDEL_NULL(handset) + +/obj/item/device/bluespaceradio/ui_action_click() + toggle_handset() + +/obj/item/device/bluespaceradio/attack_hand(var/mob/user) + if(loc == user) + toggle_handset() + else + ..() + +/obj/item/device/bluespaceradio/MouseDrop() + if(ismob(loc)) + if(!CanMouseDrop(src)) + return + var/mob/M = loc + if(!M.unEquip(src)) + return + add_fingerprint(usr) + M.put_in_any_hand_if_possible(src) + +/obj/item/device/bluespaceradio/attackby(var/obj/item/weapon/W, var/mob/user, var/params) + if(W == handset) + reattach_handset(user) + else + return ..() + +/obj/item/device/bluespaceradio/verb/toggle_handset() + set name = "Toggle Handset" + set category = "Object" + + var/mob/living/carbon/human/user = usr + if(!handset) + to_chat(user, "The handset is missing!") + return + + if(handset.loc != src) + reattach_handset(user) //Remove from their hands and back onto the defib unit + return + + if(!slot_check()) + to_chat(user, "You need to equip [src] before taking out [handset].") + else + if(!usr.put_in_hands(handset)) //Detach the handset into the user's hands + to_chat(user, "You need a free hand to hold the handset!") + update_icon() //success + +//checks that the base unit is in the correct slot to be used +/obj/item/device/bluespaceradio/proc/slot_check() + var/mob/M = loc + if(!istype(M)) + return 0 //not equipped + + if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src) + return 1 + if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_s_store) == src) + return 1 + + return 0 + +/obj/item/device/bluespaceradio/dropped(var/mob/user) + ..() + reattach_handset(user) //handset attached to a base unit should never exist outside of their base unit or the mob equipping the base unit + +/obj/item/device/bluespaceradio/proc/reattach_handset(var/mob/user) + if(!handset) return + + if(ismob(handset.loc)) + var/mob/M = handset.loc + if(M.drop_from_inventory(handset, src)) + to_chat(user, "\The [handset] snaps back into the main unit.") + else + handset.forceMove(src) + +//Subspace Radio Handset +/obj/item/device/radio/bluespacehandset + name = "bluespace radio handset" + desc = "A large walkie talkie attached to the bluespace radio by a retractable cord. It sits comfortably on a slot in the radio when not in use." + bluespace_radio = TRUE + icon_state = "signaller" + slot_flags = null + w_class = ITEMSIZE_LARGE + canhear_range = 1 + +/obj/item/device/radio/bluespacehandset/linked + var/obj/item/device/bluespaceradio/base_unit + +/obj/item/device/radio/bluespacehandset/linked/Initialize(mapload, var/obj/item/device/bluespaceradio/radio) + base_unit = radio + . = ..() + +/obj/item/device/radio/bluespacehandset/linked/Destroy() + if(base_unit) + //ensure the base unit's icon updates + if(base_unit.handset == src) + base_unit.handset = null + base_unit = null + return ..() + +/obj/item/device/radio/bluespacehandset/linked/dropped(var/mob/user) + ..() //update twohanding + if(base_unit) + base_unit.reattach_handset(user) //handset attached to a base unit should never exist outside of their base unit or the mob equipping the base unit + +/obj/item/device/radio/bluespacehandset/linked/receive_range(var/freq, var/list/level) + //Only care about megabroadcasts or things that are targeted at us + if(!(0 in level)) + return -1 + if(wires.IsIndexCut(WIRE_RECEIVE)) + return -1 + if(!listening) + return -1 + if(is_jammed(src)) + return -1 + if (!on) + return -1 + if (!freq) //recieved on main frequency + if (!listening) + return -1 + else + var/accept = (freq==frequency && listening) + if (!accept) + for (var/ch_name in channels) + var/datum/radio_frequency/RF = secure_radio_connections[ch_name] + if (RF && RF.frequency==freq && (channels[ch_name]&FREQ_LISTENING)) + accept = 1 + break + if (!accept) + return -1 + + return canhear_range diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 75ba6dae11..78c764f789 100644 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -248,7 +248,7 @@ var/const/enterloopsanity = 100 /turf/proc/inertial_drift(atom/movable/A as mob|obj) if(!(A.last_move)) return - if((istype(A, /mob/) && src.x > 2 && src.x < (world.maxx - 1) && src.y > 2 && src.y < (world.maxy-1))) + if((istype(A, /mob/) && src.x > 1 && src.x < (world.maxx) && src.y > 1 && src.y < (world.maxy))) var/mob/M = A if(M.Process_Spacemove(1)) M.inertia_dir = 0 diff --git a/code/modules/admin/verbs/randomverbs.dm b/code/modules/admin/verbs/randomverbs.dm index 4c129fbf73..9b7b676d0e 100644 --- a/code/modules/admin/verbs/randomverbs.dm +++ b/code/modules/admin/verbs/randomverbs.dm @@ -505,7 +505,7 @@ Traitors and the like can also be revived with the previous role mostly intact. //If we're announcing their arrival if(announce) - AnnounceArrival(new_character, new_character.mind.assigned_role) + AnnounceArrival(new_character, new_character.mind.assigned_role, "Common", new_character.z) log_admin("[admin] has spawned [player_key]'s character [new_character.real_name].") message_admins("[admin] has spawned [player_key]'s character [new_character.real_name].", 1) diff --git a/code/modules/alarm/alarm_handler.dm b/code/modules/alarm/alarm_handler.dm index 22b069093a..cbec4c25b6 100644 --- a/code/modules/alarm/alarm_handler.dm +++ b/code/modules/alarm/alarm_handler.dm @@ -47,16 +47,17 @@ existing.clear(source) return check_alarm_cleared(existing) -/datum/alarm_handler/proc/major_alarms() - return visible_alarms() +/datum/alarm_handler/proc/major_alarms(var/z) + return visible_alarms(z) -/datum/alarm_handler/proc/has_major_alarms() - if(alarms && alarms.len) - return 1 - return 0 +/datum/alarm_handler/proc/has_major_alarms(var/z) + if(!LAZYLEN(alarms)) + return 0 -/datum/alarm_handler/proc/minor_alarms() - return visible_alarms() + return LAZYLEN(major_alarms(z)) + +/datum/alarm_handler/proc/minor_alarms(var/z) + return visible_alarms(z) /datum/alarm_handler/proc/check_alarm_cleared(var/datum/alarm/alarm) if ((alarm.end_time && world.time > alarm.end_time) || !alarm.sources.len) @@ -101,9 +102,15 @@ for(var/listener in listeners) call(listener, listeners[listener])(src, alarm, was_raised) -/datum/alarm_handler/proc/visible_alarms() +/datum/alarm_handler/proc/visible_alarms(var/z) + if(!LAZYLEN(alarms)) + return list() + + var/list/map_levels = using_map.get_map_levels(z) + var/list/visible_alarms = new() for(var/datum/alarm/A in alarms) - if(!A.hidden) - visible_alarms.Add(A) + if(A.hidden || (z && !(A.origin?.z in map_levels))) + continue + visible_alarms.Add(A) return visible_alarms \ No newline at end of file diff --git a/code/modules/alarm/atmosphere_alarm.dm b/code/modules/alarm/atmosphere_alarm.dm index 94f2e91e05..84302f1b65 100644 --- a/code/modules/alarm/atmosphere_alarm.dm +++ b/code/modules/alarm/atmosphere_alarm.dm @@ -1,16 +1,22 @@ /datum/alarm_handler/atmosphere category = "Atmosphere Alarms" -/datum/alarm_handler/atmosphere/major_alarms() +/datum/alarm_handler/atmosphere/major_alarms(var/z) 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 && !(A.origin?.z in map_levels)) + continue if(A.max_severity() > 1) major_alarms.Add(A) return major_alarms -/datum/alarm_handler/atmosphere/minor_alarms() +/datum/alarm_handler/atmosphere/minor_alarms(var/z) 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 && !(A.origin?.z in map_levels)) + continue if(A.max_severity() == 1) minor_alarms.Add(A) return minor_alarms diff --git a/code/modules/mob/new_player/new_player.dm b/code/modules/mob/new_player/new_player.dm index d38b40ccf1..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 @@ -413,18 +414,19 @@ //Grab some data from the character prefs for use in random news procs. - AnnounceArrival(character, rank, join_message) + AnnounceArrival(character, rank, join_message, announce_channel, character.z) else - AnnounceCyborg(character, rank, join_message) + AnnounceCyborg(character, rank, join_message, announce_channel, character.z) qdel(src) -/mob/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message) +/mob/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message, var/channel, var/zlevel) if (ticker.current_state == GAME_STATE_PLAYING) + var/list/zlevels = zlevel ? using_map.get_map_levels(zlevel, TRUE) : null if(character.mind.role_alt_title) rank = character.mind.role_alt_title // can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc. - global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer") + global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer", channel, zlevels) /mob/new_player/proc/LateChoices() var/name = client.prefs.be_random_name ? "friend" : client.prefs.real_name diff --git a/code/modules/modular_computers/file_system/programs/command/comm.dm b/code/modules/modular_computers/file_system/programs/command/comm.dm index 71e7179566..fc2efa8820 100644 --- a/code/modules/modular_computers/file_system/programs/command/comm.dm +++ b/code/modules/modular_computers/file_system/programs/command/comm.dm @@ -268,7 +268,7 @@ var/datum/signal/status_signal = new status_signal.source = src - status_signal.transmission_method = 1 + status_signal.transmission_method = TRANSMISSION_RADIO status_signal.data["command"] = command switch(command) diff --git a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm index c887034754..bb45191f2f 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/alarm_monitor.dm @@ -61,31 +61,35 @@ AH.unregister_alarm(object) /datum/nano_module/alarm_monitor/proc/all_alarms() + var/z = get_z(nano_host()) var/list/all_alarms = new() for(var/datum/alarm_handler/AH in alarm_handlers) - all_alarms += AH.visible_alarms() + all_alarms += AH.visible_alarms(z) return all_alarms /datum/nano_module/alarm_monitor/proc/major_alarms() + var/z = get_z(nano_host()) var/list/all_alarms = new() for(var/datum/alarm_handler/AH in alarm_handlers) - all_alarms += AH.major_alarms() + all_alarms += AH.major_alarms(z) return all_alarms // Modified version of above proc that uses slightly less resources, returns 1 if there is a major alarm, 0 otherwise. /datum/nano_module/alarm_monitor/proc/has_major_alarms() + var/z = get_z(nano_host()) for(var/datum/alarm_handler/AH in alarm_handlers) - if(AH.has_major_alarms()) + if(AH.has_major_alarms(z)) return 1 return 0 /datum/nano_module/alarm_monitor/proc/minor_alarms() + var/z = get_z(nano_host()) var/list/all_alarms = new() for(var/datum/alarm_handler/AH in alarm_handlers) - all_alarms += AH.minor_alarms() + all_alarms += AH.minor_alarms(z) return all_alarms @@ -104,9 +108,10 @@ var/list/data = host.initial_data() var/categories[0] + var/z = get_z(nano_host()) for(var/datum/alarm_handler/AH in alarm_handlers) categories[++categories.len] = list("category" = AH.category, "alarms" = list()) - for(var/datum/alarm/A in AH.major_alarms()) + for(var/datum/alarm/A in AH.major_alarms(z)) var/cameras[0] var/lost_sources[0] diff --git a/code/modules/modular_computers/file_system/programs/engineering/atmos_control.dm b/code/modules/modular_computers/file_system/programs/engineering/atmos_control.dm index 776e73ec7a..bfcaadee3e 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/atmos_control.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/atmos_control.dm @@ -47,12 +47,17 @@ /datum/nano_module/atmos_control/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state) var/list/data = host.initial_data() var/alarms[0] - var/turf/T = get_turf(nano_host()) + + var/z = get_z(nano_host()) + var/list/map_levels = using_map.get_map_levels(z) + data["map_levels"] = map_levels // TODO: Move these to a cache, similar to cameras for(var/obj/machinery/alarm/alarm in (monitored_alarms.len ? monitored_alarms : machines)) if(!monitored_alarms.len && alarm.alarms_hidden) continue + if(!(alarm.z in map_levels)) + continue alarms[++alarms.len] = list( "name" = sanitize(alarm.name), "ref"= "\ref[alarm]", @@ -61,7 +66,6 @@ "y" = alarm.y, "z" = alarm.z) data["alarms"] = alarms - data["map_levels"] = using_map.get_map_levels(T.z) ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) if(!ui) diff --git a/code/modules/modular_computers/file_system/programs/engineering/power_monitor.dm b/code/modules/modular_computers/file_system/programs/engineering/power_monitor.dm index 32117e845c..b5c086dc26 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/power_monitor.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/power_monitor.dm @@ -53,10 +53,15 @@ var/list/sensors = list() // Focus: If it remains null if no sensor is selected and UI will display sensor list, otherwise it will display sensor reading. var/obj/machinery/power/sensor/focus = null - var/turf/T = get_turf(nano_host()) + + var/z = get_z(nano_host()) + var/list/map_levels = using_map.get_map_levels(z) + data["map_levels"] = map_levels // Build list of data from sensor readings. for(var/obj/machinery/power/sensor/S in grid_sensors) + if(!(S.z in map_levels)) + continue sensors.Add(list(list( "name" = S.name_tag, "alarm" = S.check_grid_warning() @@ -67,7 +72,6 @@ data["all_sensors"] = sensors if(focus) data["focus"] = focus.return_reading_data() - data["map_levels"] = using_map.get_map_levels(T.z) ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) diff --git a/code/modules/modular_computers/file_system/programs/engineering/rcon_console.dm b/code/modules/modular_computers/file_system/programs/engineering/rcon_console.dm index d5ee88b670..7603b1115e 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/rcon_console.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/rcon_console.dm @@ -122,11 +122,19 @@ // Description: Refreshes local list of known devices. /datum/nano_module/rcon/proc/FindDevices() known_SMESs = new /list() + + var/z = get_z(nano_host()) + var/list/map_levels = using_map.get_map_levels(z) + for(var/obj/machinery/power/smes/buildable/SMES in machines) + if(!(SMES.z in map_levels)) + continue if(SMES.RCon_tag && (SMES.RCon_tag != "NO_TAG") && SMES.RCon) known_SMESs.Add(SMES) known_breakers = new /list() for(var/obj/machinery/power/breakerbox/breaker in machines) + if(!(breaker.z in map_levels)) + continue if(breaker.RCon_tag != "NO_TAG") known_breakers.Add(breaker) diff --git a/code/modules/modular_computers/file_system/programs/engineering/supermatter_monitor.dm b/code/modules/modular_computers/file_system/programs/engineering/supermatter_monitor.dm index 78a774be0b..421bb65047 100644 --- a/code/modules/modular_computers/file_system/programs/engineering/supermatter_monitor.dm +++ b/code/modules/modular_computers/file_system/programs/engineering/supermatter_monitor.dm @@ -41,10 +41,10 @@ // Refreshes list of active supermatter crystals /datum/nano_module/supermatter_monitor/proc/refresh() supermatters = list() - var/turf/T = get_turf(nano_host()) - if(!T) + var/z = get_z(nano_host()) + if(!z) return - var/valid_z_levels = (GetConnectedZlevels(T.z) & using_map.station_levels) + var/valid_z_levels = using_map.get_map_levels(z) for(var/obj/machinery/power/supermatter/S in machines) // Delaminating, not within coverage, not on a tile. if(S.grav_pulling || S.exploded || !(S.z in valid_z_levels) || !istype(S.loc, /turf/)) 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 a722dea6b6..9f0cade5e9 100644 --- a/code/modules/modular_computers/file_system/programs/generic/camera.dm +++ b/code/modules/modular_computers/file_system/programs/generic/camera.dm @@ -62,8 +62,10 @@ data["networks"] = all_networks + var/list/map_levels = using_map.get_map_levels(get_z(nano_host()), TRUE) + if(current_network) - data["cameras"] = camera_repository.cameras_in_network(current_network) + data["cameras"] = camera_repository.cameras_in_network(current_network, map_levels) ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) diff --git a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm index a332a064dc..bf8fe50909 100644 --- a/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm +++ b/code/modules/modular_computers/file_system/programs/medical/suit_sensors.dm @@ -34,16 +34,21 @@ /datum/nano_module/crew_monitor/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = default_state) var/list/data = host.initial_data() - var/turf/T = get_turf(nano_host()) data["isAI"] = isAI(user) - data["map_levels"] = using_map.get_map_levels(T.z, FALSE) + + var/z = get_z(nano_host()) + var/list/map_levels = using_map.get_map_levels(z, TRUE) + data["map_levels"] = map_levels + data["crewmembers"] = list() - for(var/z in (data["map_levels"] | T.z)) // Always show crew from the current Z even if we can't show a map - data["crewmembers"] += crew_repository.health_data(z) + for(var/zlevel in map_levels) + data["crewmembers"] += crew_repository.health_data(zlevel) if(!data["map_levels"].len) to_chat(user, "The crew monitor doesn't seem like it'll work here.") + if(ui) + ui.close() return ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) diff --git a/code/modules/modular_computers/hardware/network_card.dm b/code/modules/modular_computers/hardware/network_card.dm index 69f4a8bb64..2f382e0f4d 100644 --- a/code/modules/modular_computers/hardware/network_card.dm +++ b/code/modules/modular_computers/hardware/network_card.dm @@ -79,20 +79,25 @@ var/global/ntnet_card_uid = 1 return 0 if(holder2) - var/turf/T = get_turf(holder2) - if(!istype(T)) //no reception in nullspace + var/holderz = get_z(holder2) + if(!holderz) //no reception in nullspace return 0 - if(T.z in using_map.station_levels) - // Computer is on station. Low/High signal depending on what type of network card you have - if(long_range) - return 2 - else - return 1 - if(T.z in using_map.contact_levels) //not on station, but close enough for radio signal to travel - if(long_range) // Computer is not on station, but it has upgraded network card. Low signal. - return 1 - - return 0 // Computer is not on station and does not have upgraded network card. No signal. + var/list/zlevels_in_range = using_map.get_map_levels(holderz, long_range) + var/best = 0 + for(var/relay in ntnet_global.relays) + var/obj/machinery/ntnet_relay/R = relay + //Relay is down + if(!R.operable()) + continue + //We're on the same z + if(R.z == holderz) + best = 2 + break // No point in going further + //Not on the same z but within range anyway + if(R.z in zlevels_in_range) + best = 1 + return best + return 0 // No computer! /obj/item/weapon/computer_hardware/network_card/Destroy() if(holder2 && (holder2.network_card == src)) diff --git a/code/modules/overmap/_defines.dm b/code/modules/overmap/_defines.dm deleted file mode 100644 index 6cfde46793..0000000000 --- a/code/modules/overmap/_defines.dm +++ /dev/null @@ -1,145 +0,0 @@ -//How far from the edge of overmap zlevel could randomly placed objects spawn -#define OVERMAP_EDGE 2 - -#define SHIP_SIZE_TINY 1 -#define SHIP_SIZE_SMALL 2 -#define SHIP_SIZE_LARGE 3 - -//multipliers for max_speed to find 'slow' and 'fast' speeds for the ship -#define SHIP_SPEED_SLOW 1/(40 SECONDS) -#define SHIP_SPEED_FAST 3/(20 SECONDS)// 15 speed - -#define OVERMAP_WEAKNESS_NONE 0 -#define OVERMAP_WEAKNESS_FIRE 1 -#define OVERMAP_WEAKNESS_EMP 2 -#define OVERMAP_WEAKNESS_MINING 4 -#define OVERMAP_WEAKNESS_EXPLOSIVE 8 - -//Dimension of overmap (squares 4 lyfe) -var/global/list/map_sectors = list() - -/area/overmap/ - name = "System Map" - icon_state = "start" - requires_power = 0 - base_turf = /turf/unsimulated/map - -/turf/unsimulated/map - icon = 'icons/turf/space.dmi' - icon_state = "map" - initialized = FALSE // TODO - Fix unsimulated turf initialization so this override is not necessary! - -/turf/unsimulated/map/edge - opacity = 1 - density = 1 - -/turf/unsimulated/map/Initialize() - . = ..() - name = "[x]-[y]" - var/list/numbers = list() - - if(x == 1 || x == global.using_map.overmap_size) - numbers += list("[round(y/10)]","[round(y%10)]") - if(y == 1 || y == global.using_map.overmap_size) - numbers += "-" - if(y == 1 || y == global.using_map.overmap_size) - numbers += list("[round(x/10)]","[round(x%10)]") - - for(var/i = 1 to numbers.len) - var/image/I = image('icons/effects/numbers.dmi',numbers[i]) - I.pixel_x = 5*i - 2 - I.pixel_y = world.icon_size/2 - 3 - if(y == 1) - I.pixel_y = 3 - I.pixel_x = 5*i + 4 - if(y == global.using_map.overmap_size) - I.pixel_y = world.icon_size - 9 - I.pixel_x = 5*i + 4 - if(x == 1) - I.pixel_x = 5*i - 2 - if(x == global.using_map.overmap_size) - I.pixel_x = 5*i + 2 - add_overlay(I) - -//list used to track which zlevels are being 'moved' by the proc below -var/list/moving_levels = list() -//Proc to 'move' stars in spess -//yes it looks ugly, but it should only fire when state actually change. -//null direction stops movement -proc/toggle_move_stars(zlevel, direction) - if(!zlevel) - return - - if (moving_levels["[zlevel]"] != direction) - moving_levels["[zlevel]"] = direction - - var/list/spaceturfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel)) - for(var/turf/space/T in spaceturfs) - T.toggle_transit(direction) - CHECK_TICK -/* -//list used to cache empty zlevels to avoid nedless map bloat -var/list/cached_space = list() - -proc/overmap_spacetravel(var/turf/space/T, var/atom/movable/A) - var/obj/effect/map/M = map_sectors["[T.z]"] - if (!M) - return - var/mapx = M.x - var/mapy = M.y - var/nx = 1 - var/ny = 1 - var/nz = M.map_z - - if(T.x <= TRANSITIONEDGE) - nx = world.maxx - TRANSITIONEDGE - 2 - ny = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2) - mapx = max(1, mapx-1) - - else if (A.x >= (world.maxx - TRANSITIONEDGE - 1)) - nx = TRANSITIONEDGE + 2 - ny = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2) - mapx = min(world.maxx, mapx+1) - - else if (T.y <= TRANSITIONEDGE) - ny = world.maxy - TRANSITIONEDGE -2 - nx = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) - mapy = max(1, mapy-1) - - else if (A.y >= (world.maxy - TRANSITIONEDGE - 1)) - ny = TRANSITIONEDGE + 2 - nx = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) - mapy = min(world.maxy, mapy+1) - - testing("[A] moving from [M] ([M.x], [M.y]) to ([mapx],[mapy]).") - - var/turf/map = locate(mapx,mapy,OVERMAP_ZLEVEL) - var/obj/effect/map/TM = locate() in map - if(TM) - nz = TM.map_z - testing("Destination: [TM]") - else - if(cached_space.len) - var/obj/effect/map/sector/temporary/cache = cached_space[cached_space.len] - cached_space -= cache - nz = cache.map_z - cache.x = mapx - cache.y = mapy - testing("Destination: *cached* [TM]") - else - world.maxz++ - nz = world.maxz - TM = new /obj/effect/map/sector/temporary(mapx, mapy, nz) - testing("Destination: *new* [TM]") - - var/turf/dest = locate(nx,ny,nz) - if(dest) - A.loc = dest - - if(istype(M, /obj/effect/map/sector/temporary)) - var/obj/effect/map/sector/temporary/source = M - if (source.can_die()) - testing("Catching [M] for future use") - source.loc = null - cached_space += source -*/ \ No newline at end of file diff --git a/code/modules/overmap/helpers.dm b/code/modules/overmap/helpers.dm new file mode 100644 index 0000000000..e07be07ac0 --- /dev/null +++ b/code/modules/overmap/helpers.dm @@ -0,0 +1,5 @@ +/proc/get_overmap_sector(var/z) + if(using_map.use_overmap) + return map_sectors["[z]"] + else + return null diff --git a/code/modules/overmap/overmap_shuttle.dm b/code/modules/overmap/overmap_shuttle.dm index c3195c99de..b614137db4 100644 --- a/code/modules/overmap/overmap_shuttle.dm +++ b/code/modules/overmap/overmap_shuttle.dm @@ -1,4 +1,4 @@ -#define waypoint_sector(waypoint) map_sectors["[waypoint.z]"] +#define waypoint_sector(waypoint) get_overmap_sector(get_z(waypoint)) /datum/shuttle/autodock/overmap warmup_time = 10 diff --git a/code/modules/overmap/ships/computers/ship.dm b/code/modules/overmap/ships/computers/ship.dm index da05a9908b..6e6304f1f8 100644 --- a/code/modules/overmap/ships/computers/ship.dm +++ b/code/modules/overmap/ships/computers/ship.dm @@ -17,7 +17,7 @@ somewhere on that shuttle. Subtypes of these can be then used to perform ship ov return 1 /obj/machinery/computer/ship/proc/sync_linked(var/user = null) - var/obj/effect/overmap/visitable/ship/sector = map_sectors["[z]"] + var/obj/effect/overmap/visitable/ship/sector = get_overmap_sector(z) if(!sector) return . = attempt_hook_up_recursive(sector) diff --git a/code/modules/overmap/ships/landable.dm b/code/modules/overmap/ships/landable.dm index 967fdeb571..0a28eefd8d 100644 --- a/code/modules/overmap/ships/landable.dm +++ b/code/modules/overmap/ships/landable.dm @@ -80,7 +80,7 @@ . = ..() /obj/effect/shuttle_landmark/ship/Destroy() - var/obj/effect/overmap/visitable/ship/landable/ship = map_sectors["[z]"] + var/obj/effect/overmap/visitable/ship/landable/ship = get_overmap_sector(z) if(istype(ship) && ship.landmark == src) ship.landmark = null . = ..() @@ -141,7 +141,7 @@ on_landing(from, into) /obj/effect/overmap/visitable/ship/landable/proc/on_landing(obj/effect/shuttle_landmark/from, obj/effect/shuttle_landmark/into) - var/obj/effect/overmap/visitable/target = map_sectors["[into.z]"] + var/obj/effect/overmap/visitable/target = get_overmap_sector(get_z(into)) var/datum/shuttle/shuttle_datum = SSshuttles.shuttles[shuttle] if(into.landmark_tag == shuttle_datum.motherdock) // If our motherdock is a landable ship, it won't be found properly here so we need to find it manually. for(var/obj/effect/overmap/visitable/ship/landable/landable in SSshuttles.ships) diff --git a/code/modules/overmap/spacetravel.dm b/code/modules/overmap/spacetravel.dm index adb7e80269..aec5c06f75 100644 --- a/code/modules/overmap/spacetravel.dm +++ b/code/modules/overmap/spacetravel.dm @@ -57,7 +57,7 @@ proc/overmap_spacetravel(var/turf/space/T, var/atom/movable/A) if (!T || !A) return - var/obj/effect/overmap/visitable/M = map_sectors["[T.z]"] + var/obj/effect/overmap/visitable/M = get_overmap_sector(T.z) if (!M) return diff --git a/code/modules/overmap/turfs.dm b/code/modules/overmap/turfs.dm index 3508203a6e..fc9f0b16eb 100644 --- a/code/modules/overmap/turfs.dm +++ b/code/modules/overmap/turfs.dm @@ -1,7 +1,7 @@ //Dimension of overmap (squares 4 lyfe) var/global/list/map_sectors = list() -/area/overmap/ +/area/overmap name = "System Map" icon_state = "start" requires_power = 0 diff --git a/code/modules/shuttles/landmarks.dm b/code/modules/shuttles/landmarks.dm index 99761dfe25..38f2d41f25 100644 --- a/code/modules/shuttles/landmarks.dm +++ b/code/modules/shuttles/landmarks.dm @@ -55,14 +55,14 @@ if(!istype(docking_controller)) log_error("Could not find docking controller for shuttle waypoint '[name]', docking tag was '[docking_tag]'.") if(using_map.use_overmap) - var/obj/effect/overmap/visitable/location = map_sectors["[z]"] + var/obj/effect/overmap/visitable/location = get_overmap_sector(z) if(location && location.docking_codes) docking_controller.docking_codes = location.docking_codes /obj/effect/shuttle_landmark/forceMove() - var/obj/effect/overmap/visitable/map_origin = map_sectors["[z]"] + var/obj/effect/overmap/visitable/map_origin = get_overmap_sector(z) . = ..() - var/obj/effect/overmap/visitable/map_destination = map_sectors["[z]"] + var/obj/effect/overmap/visitable/map_destination = get_overmap_sector(z) if(map_origin != map_destination) if(map_origin) map_origin.remove_landmark(src, shuttle_restricted) diff --git a/code/modules/shuttles/shuttle_autodock.dm b/code/modules/shuttles/shuttle_autodock.dm index b9b1801205..4181af5b15 100644 --- a/code/modules/shuttles/shuttle_autodock.dm +++ b/code/modules/shuttles/shuttle_autodock.dm @@ -30,7 +30,7 @@ if(active_docking_controller) set_docking_codes(active_docking_controller.docking_codes) else if(global.using_map.use_overmap) - var/obj/effect/overmap/visitable/location = map_sectors["[current_location.z]"] + var/obj/effect/overmap/visitable/location = get_overmap_sector(get_z(current_location)) if(location && location.docking_codes) set_docking_codes(location.docking_codes) dock() diff --git a/code/modules/shuttles/shuttle_console.dm b/code/modules/shuttles/shuttle_console.dm index e07166799b..6d277edec1 100644 --- a/code/modules/shuttles/shuttle_console.dm +++ b/code/modules/shuttles/shuttle_console.dm @@ -166,7 +166,7 @@ GLOBAL_LIST_BOILERPLATE(papers_dockingcode, /obj/item/weapon/paper/dockingcodes) var/dockingcodes = null var/z_to_check = codes_from_z ? codes_from_z : z if(using_map.use_overmap) - var/obj/effect/overmap/visitable/location = map_sectors["[z_to_check]"] + var/obj/effect/overmap/visitable/location = get_overmap_sector(z_to_check) if(location && location.docking_codes) dockingcodes = location.docking_codes diff --git a/icons/mob/back.dmi b/icons/mob/back.dmi index 99f3f4fd4c..5555d0e1ad 100644 Binary files a/icons/mob/back.dmi and b/icons/mob/back.dmi differ diff --git a/icons/obj/radio.dmi b/icons/obj/radio.dmi index 98871c1a02..c565483599 100644 Binary files a/icons/obj/radio.dmi and b/icons/obj/radio.dmi differ diff --git a/maps/~map_system/maps.dm b/maps/~map_system/maps.dm index f40ed991a6..5ad22d0192 100644 --- a/maps/~map_system/maps.dm +++ b/maps/~map_system/maps.dm @@ -144,20 +144,44 @@ var/list/all_maps = list() empty_levels = list(world.maxz) return pick(empty_levels) -// Get the list of zlevels that a computer on srcz can see maps of (for power/crew monitor, cameras, etc) -// The long_range parameter expands the coverage. Default is to return map_levels for long range otherwise just srcz. -// zLevels outside station_levels will return an empty list. -/datum/map/proc/get_map_levels(var/srcz, var/long_range = TRUE) - if (long_range && (srcz in map_levels)) - return map_levels - else if (srcz in station_levels) - return list(srcz) +// Get a list of 'nearby' or 'connected' zlevels. +// You should at least return a list with the given z if nothing else. +/datum/map/proc/get_map_levels(var/srcz, var/long_range = FALSE, var/om_range = -1) + //Overmap behavior + if(use_overmap) + //Get what sector we're in + var/obj/effect/overmap/visitable/O = get_overmap_sector(srcz) + if(!istype(O)) + //Not in a sector, just the passed zlevel + return list(srcz) + + //Just the sector we're in + if(om_range == -1) + return O.map_z.Copy() + + //Otherwise every sector we're on top of + var/list/connections = list() + var/turf/T = get_turf(O) + var/turfrange = long_range ? max(0, om_range) : om_range + for(var/obj/effect/overmap/visitable/V in range(turfrange, T)) + connections += V.map_z // Adding list to list adds contents + return connections + + //Traditional behavior else - return list() + //If long range, and they're at least in contact levels, return contact levels. + if (long_range && (srcz in contact_levels)) + return contact_levels.Copy() + //If in station levels, return station levels + else if (srcz in station_levels) + return station_levels.Copy() + //Just give them back their zlevel + else + return list(srcz) /datum/map/proc/get_zlevel_name(var/index) var/datum/map_z_level/Z = zlevels["[index]"] - return Z.name + return Z?.name // Access check is of the type requires one. These have been carefully selected to avoid allowing the janitor to see channels he shouldn't // This list needs to be purged but people insist on adding more cruft to the radio. diff --git a/nano/templates/sec_camera.tmpl b/nano/templates/sec_camera.tmpl index 1d46f1868f..21ecea71e7 100644 --- a/nano/templates/sec_camera.tmpl +++ b/nano/templates/sec_camera.tmpl @@ -8,7 +8,8 @@ Used In File(s): \code\game\machinery\computer\camera.dm {{:helper.link('Reset', 'refresh', {'reset' : 1})}}
-
Current Camera: 
+
Current Camera: 
+
{{if data.current_camera}}
{{:data.current_camera.name}}
{{else}} diff --git a/polaris.dme b/polaris.dme index 1b6cc35def..3f1a6e94fa 100644 --- a/polaris.dme +++ b/polaris.dme @@ -996,6 +996,7 @@ #include "code\game\objects\items\devices\radio\intercom.dm" #include "code\game\objects\items\devices\radio\jammer.dm" #include "code\game\objects\items\devices\radio\radio.dm" +#include "code\game\objects\items\devices\radio\radiopack.dm" #include "code\game\objects\items\robot\robot_items.dm" #include "code\game\objects\items\robot\robot_parts.dm" #include "code\game\objects\items\robot\robot_upgrades.dm" @@ -2435,6 +2436,7 @@ #include "code\modules\organs\subtypes\unseverable.dm" #include "code\modules\organs\subtypes\vox.dm" #include "code\modules\organs\subtypes\xenos.dm" +#include "code\modules\overmap\helpers.dm" #include "code\modules\overmap\overmap_object.dm" #include "code\modules\overmap\overmap_shuttle.dm" #include "code\modules\overmap\sectors.dm"