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-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc... Lists are as follows: -mob_list : Contains all atom/mobs by ref -player_list : Like mob_list, but only contains mobs with clients attached -admin_list : Like player_list, but holds all mobs with clients attached and admin status -living_mob_list : Contains all mobs that ARE alive, regardless of client status -dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts -cable_list : A list containing every obj/structure/cable in existence Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful) These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick. Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else. If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on. Mob related in worlds before this commit: 1262 After: 4 I'm helping git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
359 lines
13 KiB
Plaintext
359 lines
13 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* GAMEMODES (by Rastaf0)
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*
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* In the new mode system all special roles are fully supported.
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* You can have proper wizards/traitors/changelings/cultists during any mode.
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* Only two things really depends on gamemode:
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* 1. Starting roles, equipment and preparations
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* 2. Conditions of finishing the round.
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*
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*/
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/datum/game_mode
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var/name = "invalid"
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var/config_tag = null
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var/intercept_hacked = 0
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var/votable = 1
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var/probability = 1
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/list/datum/mind/modePlayer = new
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var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
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var/list/protected_jobs = list() // Jobs that can't be tratiors because
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var/required_players = 0
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var/required_enemies = 0
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var/recommended_enemies = 0
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var/uplink_welcome = "Syndicate Uplink Console:"
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var/uplink_uses = 10
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var/uplink_items = {"Highly Visible and Dangerous Weapons;
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/obj/item/weapon/gun/projectile:6:Revolver;
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/obj/item/ammo_magazine/a357:2:Ammo-357;
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/obj/item/weapon/gun/energy/crossbow:5:Energy Crossbow;
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/obj/item/weapon/melee/energy/sword:4:Energy Sword;
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/obj/item/weapon/storage/box/syndicate:10:Syndicate Bundle;
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/obj/item/weapon/storage/emp_kit:3:5 EMP Grenades;
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Whitespace:Seperator;
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Stealthy and Inconspicuous Weapons;
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/obj/item/weapon/pen/paralysis:3:Paralysis Pen;
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/obj/item/weapon/soap/syndie:1:Syndicate Soap;
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/obj/item/weapon/cartridge/syndicate:3:Detomatix PDA Cartridge;
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Whitespace:Seperator;
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Stealth and Camouflage Items;
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/obj/item/clothing/under/chameleon:3:Chameleon Jumpsuit;
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/obj/item/clothing/shoes/syndigaloshes:2:No-Slip Syndicate Shoes;
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/obj/item/weapon/card/id/syndicate:3:Agent ID card;
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/obj/item/clothing/mask/gas/voice:4:Voice Changer;
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/obj/item/device/chameleon:4:Chameleon-Projector;
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Whitespace:Seperator;
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Devices and Tools;
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/obj/item/weapon/card/emag:3:Cryptographic Sequencer;
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/obj/item/weapon/storage/toolbox/syndicate:1:Fully Loaded Toolbox;
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/obj/item/weapon/storage/syndie_kit/space:3:Space Suit;
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/obj/item/clothing/glasses/thermal/syndi:3:Thermal Imaging Glasses;
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/obj/item/device/encryptionkey/binary:3:Binary Translator Key;
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/obj/item/weapon/aiModule/syndicate:7:Hacked AI Upload Module;
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/obj/item/weapon/plastique:2:C-4 (Destroys walls);
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/obj/item/device/powersink:5:Powersink (DANGER!);
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/obj/item/device/radio/beacon/syndicate:7:Singularity Beacon (DANGER!);
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/obj/item/weapon/circuitboard/teleporter:20:Teleporter Circuit Board;
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Whitespace:Seperator;
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Implants;
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/obj/item/weapon/storage/syndie_kit/imp_freedom:3:Freedom Implant;
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/obj/item/weapon/storage/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
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Whitespace:Seperator;
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(Pointless) Badassery;
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/obj/item/toy/syndicateballoon:10:For showing that You Are The BOSS (Useless Balloon);"}
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// Items removed from above:
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/*
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/obj/item/weapon/cloaking_device:4:Cloaking Device; //Replacing cloakers with thermals. -Pete
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*/
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/datum/game_mode/proc/announce() //to be calles when round starts
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world << "<B>Notice</B>: [src] did not define announce()"
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///can_start()
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///Checks to see if the game can be setup and ran with the current number of players or whatnot.
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/datum/game_mode/proc/can_start()
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var/playerC = 0
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for(var/mob/new_player/player in player_list)
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if((player.client)&&(player.ready))
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playerC++
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if(playerC >= required_players)
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return 1
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return 0
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///pre_setup()
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///Attempts to select players for special roles the mode might have.
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/datum/game_mode/proc/pre_setup()
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return 1
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///post_setup()
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///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
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/datum/game_mode/proc/post_setup()
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feedback_set_details("round_start","[time2text(world.realtime)]")
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if(ticker && ticker.mode)
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feedback_set_details("game_mode","[ticker.mode]")
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if(revdata)
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feedback_set_details("revision","[revdata.revision]")
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feedback_set_details("server_ip","[world.internet_address]:[world.port]")
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return 1
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///process()
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///Called by the gameticker
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/datum/game_mode/proc/process()
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return 0
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/datum/game_mode/proc/check_finished() //to be called by ticker
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if(emergency_shuttle.location==2 || station_was_nuked)
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return 1
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return 0
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/datum/game_mode/proc/declare_completion()
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var/clients = 0
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var/surviving_humans = 0
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var/surviving_total = 0
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var/ghosts = 0
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var/escaped_humans = 0
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var/escaped_total = 0
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var/escaped_on_pod_1 = 0
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var/escaped_on_pod_2 = 0
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var/escaped_on_pod_3 = 0
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var/escaped_on_pod_5 = 0
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var/escaped_on_shuttle = 0
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var/list/area/escape_locations = list(/area/shuttle/escape/centcom, /area/shuttle/escape_pod1/centcom, /area/shuttle/escape_pod2/centcom, /area/shuttle/escape_pod3/centcom, /area/shuttle/escape_pod5/centcom)
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for(var/mob/M in player_list)
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if(M.client)
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clients++
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if(ishuman(M))
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if(!M.stat)
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surviving_humans++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_humans++
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if(!M.stat)
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surviving_total++
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if(M.loc && M.loc.loc && M.loc.loc.type in escape_locations)
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escaped_total++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape/centcom)
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escaped_on_shuttle++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod1/centcom)
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escaped_on_pod_1++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod2/centcom)
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escaped_on_pod_2++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod3/centcom)
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escaped_on_pod_3++
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if(M.loc && M.loc.loc && M.loc.loc.type == /area/shuttle/escape_pod5/centcom)
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escaped_on_pod_5++
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if(isobserver(M))
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ghosts++
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if(clients > 0)
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feedback_set("round_end_clients",clients)
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if(ghosts > 0)
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feedback_set("round_end_ghosts",ghosts)
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if(surviving_humans > 0)
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feedback_set("survived_human",surviving_humans)
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if(surviving_total > 0)
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feedback_set("survived_total",surviving_total)
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if(escaped_humans > 0)
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feedback_set("escaped_human",escaped_humans)
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if(escaped_total > 0)
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feedback_set("escaped_total",escaped_total)
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if(escaped_on_shuttle > 0)
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feedback_set("escaped_on_shuttle",escaped_on_shuttle)
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if(escaped_on_pod_1 > 0)
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feedback_set("escaped_on_pod_1",escaped_on_pod_1)
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if(escaped_on_pod_2 > 0)
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feedback_set("escaped_on_pod_2",escaped_on_pod_2)
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if(escaped_on_pod_3 > 0)
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feedback_set("escaped_on_pod_3",escaped_on_pod_3)
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if(escaped_on_pod_5 > 0)
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feedback_set("escaped_on_pod_5",escaped_on_pod_5)
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send2irc("Server", "Round just ended.")
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return 0
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/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
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return 0
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/datum/game_mode/proc/send_intercept()
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var/intercepttext = "<FONT size = 3><B>Cent. Com. Update</B> Requested staus information:</FONT><HR>"
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intercepttext += "<B> Cent. Com has recently been contacted by the following syndicate affiliated organisations in your area, please investigate any information you may have:</B>"
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var/list/possible_modes = list()
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possible_modes.Add("revolution", "wizard", "nuke", "traitor", "malf", "changeling", "cult")
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possible_modes -= "[ticker.mode]"
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var/number = pick(2, 3)
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var/i = 0
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for(i = 0, i < number, i++)
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possible_modes.Remove(pick(possible_modes))
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if(!intercept_hacked)
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possible_modes.Insert(rand(possible_modes.len), "[ticker.mode]")
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shuffle(possible_modes)
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var/datum/intercept_text/i_text = new /datum/intercept_text
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for(var/A in possible_modes)
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if(modePlayer.len == 0)
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intercepttext += i_text.build(A)
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else
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intercepttext += i_text.build(A, pick(modePlayer))
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for (var/obj/machinery/computer/communications/comm in world)
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if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
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var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
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intercept.name = "paper- 'Cent. Com. Status Summary'"
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intercept.info = intercepttext
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comm.messagetitle.Add("Cent. Com. Status Summary")
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comm.messagetext.Add(intercepttext)
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command_alert("Summary downloaded and printed out at all communications consoles.", "Enemy communication intercept. Security Level Elevated.")
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world << sound('intercept.ogg')
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if(security_level < SEC_LEVEL_BLUE)
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set_security_level(SEC_LEVEL_BLUE)
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/datum/game_mode/proc/get_players_for_role(var/role, override_jobbans=1)
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var/list/players = list()
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var/list/candidates = list()
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var/list/drafted = list()
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var/datum/mind/applicant = null
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var/roletext
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switch(role)
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if(BE_CHANGELING) roletext="changeling"
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if(BE_TRAITOR) roletext="traitor"
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if(BE_OPERATIVE) roletext="operative"
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if(BE_WIZARD) roletext="wizard"
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if(BE_REV) roletext="revolutionary"
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if(BE_CULTIST) roletext="cultist"
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// Ultimate randomizing code right here
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for(var/mob/new_player/player in player_list)
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if(player.client && player.ready)
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players += player
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// Shuffling, the players list is now ping-independent!!!
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// Goodbye antag dante
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players = shuffle(players)
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for(var/mob/new_player/player in players)
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if(player.client && player.ready)
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if(player.preferences.be_special & role)
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
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candidates += player.mind // Get a list of all the people who want to be the antagonist for this round
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if(restricted_jobs)
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for(var/datum/mind/player in candidates)
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for(var/job in restricted_jobs) // Remove people who want to be antagonist but have a job already that precludes it
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if(player.assigned_role == job)
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candidates -= player
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if(candidates.len < recommended_enemies)
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for(var/mob/new_player/player in players)
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if (player.client && player.ready)
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if(!(player.preferences.be_special & role)) // We don't have enough people who want to be antagonist, make a seperate list of people who don't want to be one
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if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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drafted.Remove(applicant)
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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if(candidates.len < recommended_enemies && override_jobbans) //If we still don't have enough people, we're going to start drafting banned people.
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for(var/mob/new_player/player in players)
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if (player.client && player.ready)
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if(jobban_isbanned(player, "Syndicate") || jobban_isbanned(player, roletext)) //Nodrak/Carn: Antag Job-bans
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drafted += player.mind
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if(restricted_jobs)
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for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
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for(var/job in restricted_jobs)
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if(player.assigned_role == job)
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drafted -= player
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drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
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while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
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if(drafted.len > 0)
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applicant = pick(drafted)
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if(applicant)
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candidates += applicant
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drafted.Remove(applicant)
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else // Not enough scrubs, ABORT ABORT ABORT
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break
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return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than recommended_enemies
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// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
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// Less if there are not enough valid players in the game entirely to make recommended_enemies.
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/datum/game_mode/proc/check_player_role_pref(var/role, var/mob/new_player/player)
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if(player.preferences.be_special & role)
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return 1
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return 0
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/datum/game_mode/proc/num_players()
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. = 0
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for(var/mob/new_player/P in player_list)
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if(P.client && P.ready)
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. ++
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///////////////////////////////////
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//Keeps track of all living heads//
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///////////////////////////////////
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/datum/game_mode/proc/get_living_heads()
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var/list/heads = list()
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for(var/mob/living/carbon/human/player in player_list)
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if(player.stat!=2 && player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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////////////////////////////
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//Keeps track of all heads//
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////////////////////////////
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/datum/game_mode/proc/get_all_heads()
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var/list/heads = list()
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for(var/mob/player in player_list)
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if(player.mind && (player.mind.assigned_role in command_positions))
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heads += player.mind
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return heads
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