#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt" SUBSYSTEM_DEF(ticker) name = "Ticker" init_order = INIT_ORDER_TICKER priority = FIRE_PRIORITY_TICKER flags = SS_KEEP_TIMING runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* ! var/force_ending = 0 //Round was ended by admin intervention // If true, there is no lobby phase, the game starts immediately. var/start_immediately = FALSE var/setup_done = FALSE //All game setup done including mode post setup and var/hide_mode = 0 var/datum/game_mode/mode = null var/event_time = null var/event = 0 var/login_music //music played in pregame lobby var/round_end_sound //music/jingle played when the world reboots var/round_end_sound_sent = TRUE //If all clients have loaded it var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking. var/list/syndicate_coalition = list() //list of traitor-compatible factions var/list/factions = list() //list of all factions var/list/availablefactions = list() //list of factions with openings var/list/scripture_states = list(SCRIPTURE_DRIVER = TRUE, \ SCRIPTURE_SCRIPT = FALSE, \ SCRIPTURE_APPLICATION = FALSE) //list of clockcult scripture states for announcements var/delay_end = 0 //if set true, the round will not restart on it's own var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot var/triai = 0 //Global holder for Triumvirate var/tipped = 0 //Did we broadcast the tip of the day yet? var/selected_tip // What will be the tip of the day? var/timeLeft //pregame timer var/start_at var/gametime_offset = 432000 //Deciseconds to add to world.time for station time. var/station_time_rate_multiplier = 12 //factor of station time progressal vs real time. var/totalPlayers = 0 //used for pregame stats on statpanel var/totalPlayersReady = 0 //used for pregame stats on statpanel var/queue_delay = 0 var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap var/maprotatechecked = 0 var/news_report var/late_join_disabled var/roundend_check_paused = FALSE var/round_start_time = 0 var/list/round_start_events var/list/round_end_events var/mode_result = "undefined" var/end_state = "undefined" var/modevoted = FALSE //Have we sent a vote for the gamemode? /datum/controller/subsystem/ticker/Initialize(timeofday) load_mode() var/list/byond_sound_formats = list( "mid" = TRUE, "midi" = TRUE, "mod" = TRUE, "it" = TRUE, "s3m" = TRUE, "xm" = TRUE, "oxm" = TRUE, "wav" = TRUE, "ogg" = TRUE, "raw" = TRUE, "wma" = TRUE, "aiff" = TRUE ) var/list/provisional_title_music = flist("[global.config.directory]/title_music/sounds/") var/list/music = list() var/use_rare_music = prob(1) for(var/S in provisional_title_music) var/lower = lowertext(S) var/list/L = splittext(lower,"+") switch(L.len) if(3) //rare+MAP+sound.ogg or MAP+rare.sound.ogg -- Rare Map-specific sounds if(use_rare_music) if(L[1] == "rare" && L[2] == SSmapping.config.map_name) music += S else if(L[2] == "rare" && L[1] == SSmapping.config.map_name) music += S if(2) //rare+sound.ogg or MAP+sound.ogg -- Rare sounds or Map-specific sounds if((use_rare_music && L[1] == "rare") || (L[1] == SSmapping.config.map_name)) music += S if(1) //sound.ogg -- common sound music += S var/old_login_music = trim(file2text("data/last_round_lobby_music.txt")) if(music.len > 1) music -= old_login_music for(var/S in music) var/list/L = splittext(S,".") if(L.len >= 2) var/ext = lowertext(L[L.len]) //pick the real extension, no 'honk.ogg.exe' nonsense here if(byond_sound_formats[ext]) continue music -= S if(isemptylist(music)) music = world.file2list(ROUND_START_MUSIC_LIST, "\n") login_music = pick(music) else login_music = "[global.config.directory]/title_music/sounds/[pick(music)]" if(!GLOB.syndicate_code_phrase) GLOB.syndicate_code_phrase = generate_code_phrase(return_list=TRUE) var/codewords = jointext(GLOB.syndicate_code_phrase, "|") var/regex/codeword_match = new("([codewords])", "ig") GLOB.syndicate_code_phrase_regex = codeword_match if(!GLOB.syndicate_code_response) GLOB.syndicate_code_response = generate_code_phrase(return_list=TRUE) var/codewords = jointext(GLOB.syndicate_code_response, "|") var/regex/codeword_match = new("([codewords])", "ig") GLOB.syndicate_code_response_regex = codeword_match start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) if(CONFIG_GET(flag/randomize_shift_time)) gametime_offset = rand(0, 23) HOURS else if(CONFIG_GET(flag/shift_time_realtime)) gametime_offset = world.timeofday return ..() /datum/controller/subsystem/ticker/fire() switch(current_state) if(GAME_STATE_STARTUP) if(Master.initializations_finished_with_no_players_logged_in) start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) for(var/client/C in GLOB.clients) window_flash(C, ignorepref = TRUE) //let them know lobby has opened up. to_chat(world, "Welcome to [station_name()]!") if(CONFIG_GET(flag/irc_announce_new_game)) world.TgsTargetedChatBroadcast("New round starting on [SSmapping.config.map_name]!", FALSE) current_state = GAME_STATE_PREGAME //Everyone who wants to be an observer is now spawned create_observers() fire() if(GAME_STATE_PREGAME) //lobby stats for statpanels if(isnull(timeLeft)) timeLeft = max(0,start_at - world.time) totalPlayers = 0 totalPlayersReady = 0 for(var/mob/dead/new_player/player in GLOB.player_list) ++totalPlayers if(player.ready == PLAYER_READY_TO_PLAY) ++totalPlayersReady if(start_immediately) timeLeft = 0 if(!modevoted) send_gamemode_vote() //countdown if(timeLeft < 0) return timeLeft -= wait if(timeLeft <= 300 && !tipped) send_tip_of_the_round() tipped = TRUE if(timeLeft <= 0) if(SSvote.mode && (SSvote.mode == "roundtype" || SSvote.mode == "dynamic" || SSvote.mode == "mode tiers")) SSvote.result() SSpersistence.SaveSavedVotes() for(var/client/C in SSvote.voting) C << browse(null, "window=vote;can_close=0") SSvote.reset() current_state = GAME_STATE_SETTING_UP Master.SetRunLevel(RUNLEVEL_SETUP) if(start_immediately) fire() if(GAME_STATE_SETTING_UP) if(!setup()) //setup failed current_state = GAME_STATE_STARTUP start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10) timeLeft = null Master.SetRunLevel(RUNLEVEL_LOBBY) if(GAME_STATE_PLAYING) mode.process(wait * 0.1) check_queue() check_maprotate() scripture_states = scripture_unlock_alert(scripture_states) SSshuttle.autoEnd() if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending) current_state = GAME_STATE_FINISHED toggle_ooc(TRUE) // Turn it on toggle_dooc(TRUE) declare_completion(force_ending) Master.SetRunLevel(RUNLEVEL_POSTGAME) /datum/controller/subsystem/ticker/proc/setup() to_chat(world, "Starting game...") var/init_start = world.timeofday //Create and announce mode var/list/datum/game_mode/runnable_modes if(GLOB.master_mode == "random" || GLOB.master_mode == "secret") runnable_modes = config.get_runnable_modes() if(GLOB.master_mode == "secret") hide_mode = 1 if(GLOB.secret_force_mode != "secret") var/datum/game_mode/smode = config.pick_mode(GLOB.secret_force_mode) if(!smode.can_start()) message_admins("Unable to force secret [GLOB.secret_force_mode]. [smode.required_players] players and [smode.required_enemies] eligible antagonists needed.") else mode = smode if(!mode) if(!runnable_modes.len) to_chat(world, "Unable to choose playable game mode. Reverting to pre-game lobby.") return 0 mode = pickweight(runnable_modes) if(!mode) //too few roundtypes all run too recently mode = pick(runnable_modes) else mode = config.pick_mode(GLOB.master_mode) if(!mode.can_start()) to_chat(world, "Unable to start [mode.name]. Not enough players, [mode.required_players] players and [mode.required_enemies] eligible antagonists needed. Reverting to pre-game lobby.") qdel(mode) mode = null SSjob.ResetOccupations() return 0 CHECK_TICK //Configure mode and assign player to special mode stuff var/can_continue = 0 can_continue = src.mode.pre_setup() //Choose antagonists CHECK_TICK can_continue = can_continue && SSjob.DivideOccupations(mode.required_jobs) //Distribute jobs CHECK_TICK if(!GLOB.Debug2) if(!can_continue) log_game("[mode.name] failed pre_setup, cause: [mode.setup_error]") send2irc("SSticker", "[mode.name] failed pre_setup, cause: [mode.setup_error]") message_admins("[mode.name] failed pre_setup, cause: [mode.setup_error]") QDEL_NULL(mode) to_chat(world, "Error setting up [GLOB.master_mode]. Reverting to pre-game lobby.") SSjob.ResetOccupations() return 0 else message_admins("DEBUG: Bypassing prestart checks...") CHECK_TICK /*if(hide_mode) CIT CHANGE - comments this section out to obfuscate gamemodes. Quit self-antagging during extended just because "hurrrrr no antaggs!!!!!! i giv sec thing 2 do!!!!!!!!!" it's bullshit and everyone hates it var/list/modes = new for (var/datum/game_mode/M in runnable_modes) modes += M.name modes = sortList(modes) to_chat(world, "The gamemode is: secret!\nPossibilities: [english_list(modes)]") else mode.announce()*/ if(!CONFIG_GET(flag/ooc_during_round)) toggle_ooc(FALSE) // Turn it off CHECK_TICK GLOB.start_landmarks_list = shuffle(GLOB.start_landmarks_list) //Shuffle the order of spawn points so they dont always predictably spawn bottom-up and right-to-left create_characters() //Create player characters collect_minds() equip_characters() GLOB.data_core.manifest() transfer_characters() //transfer keys to the new mobs for(var/I in round_start_events) var/datum/callback/cb = I cb.InvokeAsync() LAZYCLEARLIST(round_start_events) log_world("Game start took [(world.timeofday - init_start)/10]s") round_start_time = world.time SSdbcore.SetRoundStart() to_chat(world, "Welcome to [station_name()], enjoy your stay!") SEND_SOUND(world, sound(get_announcer_sound("welcome"))) current_state = GAME_STATE_PLAYING Master.SetRunLevel(RUNLEVEL_GAME) if(SSevents.holidays) to_chat(world, "and...") for(var/holidayname in SSevents.holidays) var/datum/holiday/holiday = SSevents.holidays[holidayname] to_chat(world, "

[holiday.greet()]

") PostSetup() SSshuttle.realtimeofstart = world.realtime return TRUE /datum/controller/subsystem/ticker/proc/PostSetup() set waitfor = FALSE mode.post_setup() GLOB.start_state = new /datum/station_state() GLOB.start_state.count() var/list/adm = get_admin_counts() var/list/allmins = adm["present"] send2irc("Server", "Round [GLOB.round_id ? "#[GLOB.round_id]:" : "of"] [hide_mode ? "secret":"[mode.name]"] has started[allmins.len ? ".":" with no active admins online!"]") setup_done = TRUE for(var/i in GLOB.start_landmarks_list) var/obj/effect/landmark/start/S = i if(istype(S)) //we can not runtime here. not in this important of a proc. S.after_round_start() else stack_trace("[S] [S.type] found in start landmarks list, which isn't a start landmark!") //These callbacks will fire after roundstart key transfer /datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb) if(!HasRoundStarted()) LAZYADD(round_start_events, cb) else cb.InvokeAsync() //These callbacks will fire before roundend report /datum/controller/subsystem/ticker/proc/OnRoundend(datum/callback/cb) if(current_state >= GAME_STATE_FINISHED) cb.InvokeAsync() else LAZYADD(round_end_events, cb) /datum/controller/subsystem/ticker/proc/station_explosion_detonation(atom/bomb) if(bomb) //BOOM var/turf/epi = bomb.loc qdel(bomb) if(epi) explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE) /datum/controller/subsystem/ticker/proc/create_characters() for(var/mob/dead/new_player/player in GLOB.player_list) if(player.ready == PLAYER_READY_TO_PLAY && player.mind) GLOB.joined_player_list += player.ckey player.create_character(FALSE) else player.new_player_panel() CHECK_TICK /datum/controller/subsystem/ticker/proc/collect_minds() for(var/mob/dead/new_player/P in GLOB.player_list) if(P.new_character && P.new_character.mind) SSticker.minds += P.new_character.mind CHECK_TICK /datum/controller/subsystem/ticker/proc/equip_characters() var/captainless=1 for(var/mob/dead/new_player/N in GLOB.player_list) var/mob/living/carbon/human/player = N.new_character if(istype(player) && player.mind && player.mind.assigned_role) if(player.mind.assigned_role == "Captain") captainless=0 if(player.mind.assigned_role != player.mind.special_role) SSjob.EquipRank(N, player.mind.assigned_role, 0) if(CONFIG_GET(flag/roundstart_traits) && ishuman(N.new_character)) SSquirks.AssignQuirks(N.new_character, N.client, TRUE, TRUE, SSjob.GetJob(player.mind.assigned_role), FALSE, N) CHECK_TICK if(captainless) for(var/mob/dead/new_player/N in GLOB.player_list) if(N.new_character) to_chat(N, "Captainship not forced on anyone.") CHECK_TICK /datum/controller/subsystem/ticker/proc/transfer_characters() var/list/livings = list() for(var/mob/dead/new_player/player in GLOB.mob_list) var/mob/living = player.transfer_character() if(living) qdel(player) living.notransform = TRUE if(living.client) if (living.client.prefs && living.client.prefs.auto_ooc) if (living.client.prefs.chat_toggles & CHAT_OOC) living.client.prefs.chat_toggles ^= CHAT_OOC var/obj/screen/splash/S = new(living.client, TRUE) S.Fade(TRUE) livings += living if(livings.len) addtimer(CALLBACK(src, .proc/release_characters, livings), 30, TIMER_CLIENT_TIME) /datum/controller/subsystem/ticker/proc/release_characters(list/livings) for(var/I in livings) var/mob/living/L = I L.notransform = FALSE /datum/controller/subsystem/ticker/proc/send_tip_of_the_round() var/m if(selected_tip) m = selected_tip else var/list/randomtips = world.file2list("strings/tips.txt") var/list/memetips = world.file2list("strings/sillytips.txt") if(randomtips.len && prob(95)) m = pick(randomtips) else if(memetips.len) m = pick(memetips) if(m) to_chat(world, "Tip of the round: [html_encode(m)]") /datum/controller/subsystem/ticker/proc/check_queue() var/hpc = CONFIG_GET(number/hard_popcap) if(!queued_players.len || !hpc) return queue_delay++ var/mob/dead/new_player/next_in_line = queued_players[1] switch(queue_delay) if(5) //every 5 ticks check if there is a slot available if(living_player_count() < hpc) if(next_in_line && next_in_line.client) to_chat(next_in_line, "A slot has opened! You have approximately 20 seconds to join. \>\>Join Game\<\<") SEND_SOUND(next_in_line, sound('sound/misc/notice1.ogg')) next_in_line.LateChoices() return queued_players -= next_in_line //Client disconnected, remove he queue_delay = 0 //No vacancy: restart timer if(25 to INFINITY) //No response from the next in line when a vacancy exists, remove he to_chat(next_in_line, "No response received. You have been removed from the line.") queued_players -= next_in_line queue_delay = 0 /datum/controller/subsystem/ticker/proc/check_maprotate() if (!CONFIG_GET(flag/maprotation)) return if (SSshuttle.emergency && SSshuttle.emergency.mode != SHUTTLE_ESCAPE || SSshuttle.canRecall()) return if (maprotatechecked) return maprotatechecked = 1 //map rotate chance defaults to 75% of the length of the round (in minutes) if (!prob((world.time/600)*CONFIG_GET(number/maprotatechancedelta)) && CONFIG_GET(flag/tgstyle_maprotation)) return if(CONFIG_GET(flag/tgstyle_maprotation)) INVOKE_ASYNC(SSmapping, /datum/controller/subsystem/mapping/.proc/maprotate) else SSvote.initiate_vote("map","server",TRUE) /datum/controller/subsystem/ticker/proc/HasRoundStarted() return current_state >= GAME_STATE_PLAYING /datum/controller/subsystem/ticker/proc/IsRoundInProgress() return current_state == GAME_STATE_PLAYING /proc/send_gamemode_vote() //CIT CHANGE - adds roundstart gamemode votes if(SSticker.current_state == GAME_STATE_PREGAME) if(SSticker.timeLeft < 900) SSticker.timeLeft = 900 SSticker.modevoted = TRUE var/dynamic = CONFIG_GET(flag/dynamic_voting) if(dynamic) SSvote.initiate_vote("dynamic","server",hideresults=TRUE,votesystem=SCORE_VOTING,forced=TRUE,vote_time = 20 MINUTES) else SSvote.initiate_vote("roundtype","server",hideresults=TRUE,votesystem=PLURALITY_VOTING,forced=TRUE, \ vote_time = (CONFIG_GET(flag/modetier_voting) ? 1 MINUTES : 20 MINUTES)) /datum/controller/subsystem/ticker/Recover() current_state = SSticker.current_state force_ending = SSticker.force_ending hide_mode = SSticker.hide_mode mode = SSticker.mode event_time = SSticker.event_time event = SSticker.event login_music = SSticker.login_music round_end_sound = SSticker.round_end_sound minds = SSticker.minds syndicate_coalition = SSticker.syndicate_coalition factions = SSticker.factions availablefactions = SSticker.availablefactions delay_end = SSticker.delay_end triai = SSticker.triai tipped = SSticker.tipped selected_tip = SSticker.selected_tip timeLeft = SSticker.timeLeft totalPlayers = SSticker.totalPlayers totalPlayersReady = SSticker.totalPlayersReady queue_delay = SSticker.queue_delay queued_players = SSticker.queued_players maprotatechecked = SSticker.maprotatechecked round_start_time = SSticker.round_start_time queue_delay = SSticker.queue_delay queued_players = SSticker.queued_players maprotatechecked = SSticker.maprotatechecked modevoted = SSticker.modevoted switch (current_state) if(GAME_STATE_SETTING_UP) Master.SetRunLevel(RUNLEVEL_SETUP) if(GAME_STATE_PLAYING) Master.SetRunLevel(RUNLEVEL_GAME) if(GAME_STATE_FINISHED) Master.SetRunLevel(RUNLEVEL_POSTGAME) /datum/controller/subsystem/ticker/proc/send_news_report() var/news_message var/news_source = "Nanotrasen News Network" switch(news_report) if(NUKE_SYNDICATE_BASE) news_message = "In a daring raid, the heroic crew of [station_name()] detonated a nuclear device in the heart of a terrorist base." if(STATION_DESTROYED_NUKE) news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [station_name()] are, in fact, a hoax. Have a secure day!" if(STATION_EVACUATED) news_message = "The crew of [station_name()] has been evacuated amid unconfirmed reports of enemy activity." if(BLOB_WIN) news_message = "[station_name()] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station." if(BLOB_NUKE) news_message = "[station_name()] is currently undergoing decontanimation after a controlled burst of radiation was used to remove a biological ooze. All employees were safely evacuated prior, and are enjoying a relaxing vacation." if(BLOB_DESTROYED) news_message = "[station_name()] is currently undergoing decontamination procedures after the destruction of a biological hazard. As a reminder, any crew members experiencing cramps or bloating should report immediately to security for incineration." if(CULT_ESCAPE) news_message = "Security Alert: A group of religious fanatics have escaped from [station_name()]." if(CULT_FAILURE) news_message = "Following the dismantling of a restricted cult aboard [station_name()], we would like to remind all employees that worship outside of the Chapel is strictly prohibited, and cause for termination." if(CULT_SUMMON) news_message = "Company officials would like to clarify that [station_name()] was scheduled to be decommissioned following meteor damage earlier this year. Earlier reports of an unknowable eldritch horror were made in error." if(NUKE_MISS) news_message = "The Syndicate have bungled a terrorist attack [station_name()], detonating a nuclear weapon in empty space nearby." if(OPERATIVES_KILLED) news_message = "Repairs to [station_name()] are underway after an elite Syndicate death squad was wiped out by the crew." if(OPERATIVE_SKIRMISH) news_message = "A skirmish between security forces and Syndicate agents aboard [station_name()] ended with both sides bloodied but intact." if(REVS_WIN) news_message = "Company officials have reassured investors that despite a union led revolt aboard [station_name()] there will be no wage increases for workers." if(REVS_LOSE) news_message = "[station_name()] quickly put down a misguided attempt at mutiny. Remember, unionizing is illegal!" if(WIZARD_KILLED) news_message = "Tensions have flared with the Space Wizard Federation following the death of one of their members aboard [station_name()]." if(STATION_NUKED) news_message = "[station_name()] activated its self destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are underway." if(CLOCK_SUMMON) news_message = "The garbled messages about hailing a mouse and strange energy readings from [station_name()] have been discovered to be an ill-advised, if thorough, prank by a clown." if(CLOCK_SILICONS) news_message = "The project started by [station_name()] to upgrade their silicon units with advanced equipment have been largely successful, though they have thus far refused to release schematics in a violation of company policy." if(CLOCK_PROSELYTIZATION) news_message = "The burst of energy released near [station_name()] has been confirmed as merely a test of a new weapon. However, due to an unexpected mechanical error, their communications system has been knocked offline." if(SHUTTLE_HIJACK) news_message = "During routine evacuation procedures, the emergency shuttle of [station_name()] had its navigation protocols corrupted and went off course, but was recovered shortly after." if(GANG_VICTORY) news_message = "Company officials reaffirmed that sudden deployments of special forces are not in any way connected to rumors of [station_name()] being covered in graffiti." if(SSblackbox.first_death) var/list/ded = SSblackbox.first_death if(ded.len) news_message += " NT Sanctioned Psykers picked up faint traces of someone near the station, allegedly having had died. Their name was: [ded["name"]], [ded["role"]], at [ded["area"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]" else news_message += " NT Sanctioned Psykers proudly confirm reports that nobody died this shift!" if(news_message) send2otherserver(news_source, news_message,"News_Report") return news_message else return "We regret to inform you that shit be whack, yo. None of our reporters have any idea of what may or may not have gone on." /datum/controller/subsystem/ticker/proc/GetTimeLeft() if(isnull(SSticker.timeLeft)) return max(0, start_at - world.time) return timeLeft /datum/controller/subsystem/ticker/proc/SetTimeLeft(newtime) if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed start_at = world.time + newtime else timeLeft = newtime //Everyone who wanted to be an observer gets made one now /datum/controller/subsystem/ticker/proc/create_observers() for(var/mob/dead/new_player/player in GLOB.player_list) if(player.ready == PLAYER_READY_TO_OBSERVE && player.mind) //Break chain since this has a sleep input in it addtimer(CALLBACK(player, /mob/dead/new_player.proc/make_me_an_observer), 1) /datum/controller/subsystem/ticker/proc/load_mode() var/mode = trim(file2text("data/mode.txt")) if(mode) GLOB.master_mode = mode else GLOB.master_mode = "extended" log_game("Saved mode is '[GLOB.master_mode]'") /datum/controller/subsystem/ticker/proc/save_mode(the_mode) var/F = file("data/mode.txt") fdel(F) WRITE_FILE(F, the_mode) /datum/controller/subsystem/ticker/proc/SetRoundEndSound(the_sound) set waitfor = FALSE round_end_sound_sent = FALSE round_end_sound = fcopy_rsc(the_sound) for(var/thing in GLOB.clients) var/client/C = thing if (!C) continue C.Export("##action=load_rsc", round_end_sound) round_end_sound_sent = TRUE /datum/controller/subsystem/ticker/proc/Reboot(reason, end_string, delay) set waitfor = FALSE if(usr && !check_rights(R_SERVER, TRUE)) return if(!delay) delay = CONFIG_GET(number/round_end_countdown) * 10 var/skip_delay = check_rights() if(delay_end && !skip_delay) to_chat(world, "An admin has delayed the round end.") return to_chat(world, "Rebooting World in [DisplayTimeText(delay)]. [reason]") var/start_wait = world.time UNTIL(round_end_sound_sent || (world.time - start_wait) > (delay * 2)) //don't wait forever sleep(delay - (world.time - start_wait)) if(delay_end && !skip_delay) to_chat(world, "Reboot was cancelled by an admin.") return if(end_string) end_state = end_string var/statspage = CONFIG_GET(string/roundstatsurl) var/gamelogloc = CONFIG_GET(string/gamelogurl) if(statspage) to_chat(world, "Round statistics and logs can be viewed at this website!") else if(gamelogloc) to_chat(world, "Round logs can be located at this website!") log_game("Rebooting World. [reason]") world.Reboot() /datum/controller/subsystem/ticker/Shutdown() gather_newscaster() //called here so we ensure the log is created even upon admin reboot save_admin_data() update_everything_flag_in_db() if(!round_end_sound) round_end_sound = pick(\ 'sound/roundend/newroundsexy.ogg', 'sound/roundend/apcdestroyed.ogg', 'sound/roundend/bangindonk.ogg', 'sound/roundend/leavingtg.ogg', 'sound/roundend/its_only_game.ogg', 'sound/roundend/yeehaw.ogg', 'sound/roundend/disappointed.ogg', 'sound/roundend/gondolabridge.ogg', 'sound/roundend/haveabeautifultime.ogg'\ ) SEND_SOUND(world, sound(round_end_sound)) text2file(login_music, "data/last_round_lobby_music.txt")