#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME 30 //this datum is used by the events controller to dictate how it selects events /datum/round_event_control var/name //The human-readable name of the event var/category //The category of the event var/description //The description of the event var/typepath //The typepath of the event datum /datum/round_event var/weight = 10 //The weight this event has in the random-selection process. //Higher weights are more likely to be picked. //10 is the default weight. 20 is twice more likely; 5 is half as likely as this default. //0 here does NOT disable the event, it just makes it extremely unlikely var/earliest_start = 20 MINUTES //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event. var/occurrences = 0 //How many times this event has occured var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced. //By setting this to 0 you can effectively disable an event. var/holidayID = "" //string which should be in the SSeventss.holidays list if you wish this event to be holiday-specific //anything with a (non-null) holidayID which does not match holiday, cannot run. var/wizardevent = FALSE var/random = FALSE //If the event has occured randomly, or if it was forced by an admin or in-game occurance var/alert_observers = TRUE //should we let the ghosts and admins know this event is firing //should be disabled on events that fire a lot var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty var/triggering //admin cancellation /// Whether or not dynamic should hijack this event var/dynamic_should_hijack = FALSE /datum/round_event_control/New() if(config && !wizardevent) // Magic is unaffected by configs earliest_start = CEILING(earliest_start * CONFIG_GET(number/events_min_time_mul), 1) min_players = CEILING(min_players * CONFIG_GET(number/events_min_players_mul), 1) /datum/round_event_control/wizard category = EVENT_CATEGORY_WIZARD wizardevent = TRUE var/can_be_midround_wizard = TRUE // Checks if the event can be spawned. Used by event controller and "false alarm" event. // Admin-created events override this. /datum/round_event_control/proc/canSpawnEvent(var/players_amt, var/gamemode) if(occurrences >= max_occurrences) return FALSE if(earliest_start >= world.time-SSticker.round_start_time) return FALSE if(wizardevent != SSevents.wizardmode) return FALSE if(players_amt < min_players) return FALSE if(gamemode_blacklist.len && (gamemode in gamemode_blacklist)) return FALSE if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist)) return FALSE if(holidayID && (!SSevents.holidays || !SSevents.holidays[holidayID])) return FALSE var/datum/game_mode/dynamic/dynamic = SSticker.mode if (istype(dynamic) && dynamic_should_hijack && dynamic.random_event_hijacked != HIJACKED_NOTHING) return FALSE return TRUE /datum/round_event_control/wizard/canSpawnEvent(var/players_amt, var/gamemode) if(istype(SSticker.mode, /datum/game_mode/dynamic)) var/datum/game_mode/dynamic/mode = SSticker.mode if (locate(/datum/dynamic_ruleset/midround/from_ghosts/wizard) in mode.executed_rules) return can_be_midround_wizard && ..() return ..() /datum/round_event_control/proc/preRunEvent() if(!ispath(typepath, /datum/round_event)) return EVENT_CANT_RUN if (SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_RANDOM_EVENT, src) & CANCEL_PRE_RANDOM_EVENT) return EVENT_INTERRUPTED triggering = TRUE if (alert_observers) message_admins("Random Event triggering in [RANDOM_EVENT_ADMIN_INTERVENTION_TIME] seconds: [name] (CANCEL)") sleep(RANDOM_EVENT_ADMIN_INTERVENTION_TIME SECONDS) var/gamemode = SSticker.mode.config_tag var/players_amt = get_active_player_count(alive_check = TRUE, afk_check = TRUE, human_check = TRUE) if(!canSpawnEvent(players_amt, gamemode)) message_admins("Second pre-condition check for [name] failed, skipping...") return EVENT_INTERRUPTED if(!triggering) return EVENT_CANCELLED //admin cancelled triggering = FALSE return EVENT_READY /datum/round_event_control/Topic(href, href_list) ..() if(href_list["cancel"]) if(!triggering) to_chat(usr, "You are too late to cancel that event") return triggering = FALSE message_admins("[key_name_admin(usr)] cancelled event [name].") log_admin_private("[key_name(usr)] cancelled event [name].") SSblackbox.record_feedback("tally", "event_admin_cancelled", 1, typepath) /* Runs the event * Arguments: * - random: shows if the event was triggered randomly, or by on purpose by an admin or an item * - announce_chance_override: if the value is not null, overrides the announcement chance when an admin calls an event */ /datum/round_event_control/proc/runEvent(random = FALSE, announce_chance_override = null, admin_forced = FALSE) var/datum/round_event/E = new typepath() E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1) E.control = src SSblackbox.record_feedback("tally", "event_ran", 1, "[E]") occurrences++ if(announce_chance_override != null) E.announce_chance = announce_chance_override testing("[time2text(world.time, "hh:mm:ss")] [E.type]") if(random) log_game("Random Event triggering: [name] ([typepath])") if (alert_observers) deadchat_broadcast(" has just been[random ? " randomly" : ""] triggered!", "[name]", message_type=DEADCHAT_ANNOUNCEMENT) //STOP ASSUMING IT'S BADMINS! return E //Special admins setup /datum/round_event_control/proc/admin_setup() return /datum/round_event //NOTE: Times are measured in master controller ticks! var/processing = TRUE var/datum/round_event_control/control /// When in the lifetime to call start(). /// This is in seconds - so 1 = ~2 seconds in. var/start_when = 0 /// When in the lifetime to call announce(). If you don't want it to announce use announce_chance, below. /// This is in seconds - so 1 = ~2 seconds in. var/announce_when = 0 /// Probability of announcing, used in prob(), 0 to 100, default 100. Called in process, and for a second time in the ion storm event. var/announce_chance = 100 /// When in the lifetime the event should end. /// This is in seconds - so 1 = ~2 seconds in. var/end_when = 0 /// How long the event has existed. You don't need to change this. var/activeFor = 0 /// Amount of of alive, non-AFK human players on server at the time of event start var/current_players = 0 var/threat = 0 /// Can be faked by fake news event. var/fakeable = TRUE //Called first before processing. //Allows you to setup your event, such as randomly //setting the start_when and or announce_when variables. //Only called once. //EDIT: if there's anything you want to override within the new() call, it will not be overridden by the time this proc is called. //It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically). //This is really only for setting defaults which can be overridden later when New() finishes. /datum/round_event/proc/setup() return //Called when the tick is equal to the start_when variable. //Allows you to start before announcing or vice versa. //Only called once. /datum/round_event/proc/start() return /** * Called after something followable has been spawned by an event * Provides ghosts a follow link to an atom if possible * Only called once. */ /datum/round_event/proc/announce_to_ghosts(atom/atom_of_interest) if(control.alert_observers) if (atom_of_interest) notify_ghosts("[control.name] has an object of interest: [atom_of_interest]!", source=atom_of_interest, action=NOTIFY_ORBIT, header="Something's Interesting!") return //Called when the tick is equal to the announce_when variable. //Allows you to announce before starting or vice versa. //Only called once. /datum/round_event/proc/announce(fake) return //Called on or after the tick counter is equal to start_when. //You can include code related to your event or add your own //time stamped events. //Called more than once. /datum/round_event/proc/tick() return //Called on or after the tick is equal or more than end_when //You can include code related to the event ending. //Do not place spawn() in here, instead use tick() to check for //the activeFor variable. //For example: if(activeFor == myOwnVariable + 30) doStuff() //Only called once. /datum/round_event/proc/end() return // Returns threat; used for dynamic. Used for custom stuff, just returns the threat var by default. /datum/round_event/proc/threat() return threat //Do not override this proc, instead use the appropiate procs. //This proc will handle the calls to the appropiate procs. /datum/round_event/process() if(!processing) return if(activeFor == start_when) processing = FALSE start() processing = TRUE if(activeFor == announce_when && prob(announce_chance)) processing = FALSE announce(FALSE) processing = TRUE if(start_when < activeFor && activeFor < end_when) processing = FALSE tick() processing = TRUE if(activeFor == end_when) processing = FALSE end() processing = TRUE // Everything is done, let's clean up. if(activeFor >= end_when && activeFor >= announce_when && activeFor >= start_when) processing = FALSE kill() activeFor++ //Garbage collects the event by removing it from the global events list, //which should be the only place it's referenced. //Called when start(), announce() and end() has all been called. /datum/round_event/proc/kill() SSevents.running -= src //Sets up the event then adds the event to the the list of running events /datum/round_event/New(my_processing = TRUE) setup() processing = my_processing SSevents.running += src return ..()