mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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264 lines
9.9 KiB
Plaintext
264 lines
9.9 KiB
Plaintext
#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME 30
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//this datum is used by the events controller to dictate how it selects events
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/datum/round_event_control
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var/name //The human-readable name of the event
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var/category //The category of the event
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var/description //The description of the event
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var/typepath //The typepath of the event datum /datum/round_event
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var/weight = 10 //The weight this event has in the random-selection process.
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//Higher weights are more likely to be picked.
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//10 is the default weight. 20 is twice more likely; 5 is half as likely as this default.
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//0 here does NOT disable the event, it just makes it extremely unlikely
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var/earliest_start = 20 MINUTES //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins
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var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event.
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var/occurrences = 0 //How many times this event has occured
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var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced.
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//By setting this to 0 you can effectively disable an event.
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var/holidayID = "" //string which should be in the SSeventss.holidays list if you wish this event to be holiday-specific
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//anything with a (non-null) holidayID which does not match holiday, cannot run.
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var/wizardevent = FALSE
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var/random = FALSE //If the event has occured randomly, or if it was forced by an admin or in-game occurance
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var/alert_observers = TRUE //should we let the ghosts and admins know this event is firing
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//should be disabled on events that fire a lot
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var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes
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var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty
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var/triggering //admin cancellation
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/// Whether or not dynamic should hijack this event
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var/dynamic_should_hijack = FALSE
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/datum/round_event_control/New()
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if(config && !wizardevent) // Magic is unaffected by configs
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earliest_start = CEILING(earliest_start * CONFIG_GET(number/events_min_time_mul), 1)
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min_players = CEILING(min_players * CONFIG_GET(number/events_min_players_mul), 1)
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/datum/round_event_control/wizard
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category = EVENT_CATEGORY_WIZARD
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wizardevent = TRUE
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var/can_be_midround_wizard = TRUE
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// Checks if the event can be spawned. Used by event controller and "false alarm" event.
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// Admin-created events override this.
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/datum/round_event_control/proc/canSpawnEvent(var/players_amt, var/gamemode)
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if(occurrences >= max_occurrences)
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return FALSE
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if(earliest_start >= world.time-SSticker.round_start_time)
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return FALSE
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if(wizardevent != SSevents.wizardmode)
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return FALSE
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if(players_amt < min_players)
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return FALSE
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if(gamemode_blacklist.len && (gamemode in gamemode_blacklist))
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return FALSE
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if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist))
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return FALSE
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if(holidayID && (!SSevents.holidays || !SSevents.holidays[holidayID]))
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return FALSE
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var/datum/game_mode/dynamic/dynamic = SSticker.mode
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if (istype(dynamic) && dynamic_should_hijack && dynamic.random_event_hijacked != HIJACKED_NOTHING)
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return FALSE
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return TRUE
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/datum/round_event_control/wizard/canSpawnEvent(var/players_amt, var/gamemode)
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if(istype(SSticker.mode, /datum/game_mode/dynamic))
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var/datum/game_mode/dynamic/mode = SSticker.mode
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if (locate(/datum/dynamic_ruleset/midround/from_ghosts/wizard) in mode.executed_rules)
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return can_be_midround_wizard && ..()
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return ..()
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/datum/round_event_control/proc/preRunEvent()
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if(!ispath(typepath, /datum/round_event))
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return EVENT_CANT_RUN
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if (SEND_GLOBAL_SIGNAL(COMSIG_GLOB_PRE_RANDOM_EVENT, src) & CANCEL_PRE_RANDOM_EVENT)
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return EVENT_INTERRUPTED
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triggering = TRUE
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if (alert_observers)
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message_admins("Random Event triggering in [RANDOM_EVENT_ADMIN_INTERVENTION_TIME] seconds: [name] (<a href='?src=[REF(src)];cancel=1'>CANCEL</a>)")
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sleep(RANDOM_EVENT_ADMIN_INTERVENTION_TIME SECONDS)
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var/gamemode = SSticker.mode.config_tag
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var/players_amt = get_active_player_count(alive_check = TRUE, afk_check = TRUE, human_check = TRUE)
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if(!canSpawnEvent(players_amt, gamemode))
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message_admins("Second pre-condition check for [name] failed, skipping...")
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return EVENT_INTERRUPTED
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if(!triggering)
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return EVENT_CANCELLED //admin cancelled
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triggering = FALSE
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return EVENT_READY
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/datum/round_event_control/Topic(href, href_list)
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..()
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if(href_list["cancel"])
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if(!triggering)
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to_chat(usr, "<span class='admin'>You are too late to cancel that event</span>")
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] cancelled event [name].")
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log_admin_private("[key_name(usr)] cancelled event [name].")
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SSblackbox.record_feedback("tally", "event_admin_cancelled", 1, typepath)
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/*
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Runs the event
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* Arguments:
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* - random: shows if the event was triggered randomly, or by on purpose by an admin or an item
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* - announce_chance_override: if the value is not null, overrides the announcement chance when an admin calls an event
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*/
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/datum/round_event_control/proc/runEvent(random = FALSE, announce_chance_override = null, admin_forced = FALSE)
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var/datum/round_event/E = new typepath()
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E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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E.control = src
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SSblackbox.record_feedback("tally", "event_ran", 1, "[E]")
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occurrences++
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if(announce_chance_override != null)
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E.announce_chance = announce_chance_override
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testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
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if(random)
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log_game("Random Event triggering: [name] ([typepath])")
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if (alert_observers)
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deadchat_broadcast(" has just been[random ? " randomly" : ""] triggered!", "<b>[name]</b>", message_type=DEADCHAT_ANNOUNCEMENT) //STOP ASSUMING IT'S BADMINS!
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return E
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//Special admins setup
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/datum/round_event_control/proc/admin_setup()
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return
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/datum/round_event //NOTE: Times are measured in master controller ticks!
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var/processing = TRUE
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var/datum/round_event_control/control
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/// When in the lifetime to call start().
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/// This is in seconds - so 1 = ~2 seconds in.
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var/start_when = 0
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/// When in the lifetime to call announce(). If you don't want it to announce use announce_chance, below.
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/// This is in seconds - so 1 = ~2 seconds in.
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var/announce_when = 0
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/// Probability of announcing, used in prob(), 0 to 100, default 100. Called in process, and for a second time in the ion storm event.
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var/announce_chance = 100
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/// When in the lifetime the event should end.
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/// This is in seconds - so 1 = ~2 seconds in.
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var/end_when = 0
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/// How long the event has existed. You don't need to change this.
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var/activeFor = 0
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/// Amount of of alive, non-AFK human players on server at the time of event start
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var/current_players = 0
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var/threat = 0
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/// Can be faked by fake news event.
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var/fakeable = TRUE
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//Called first before processing.
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//Allows you to setup your event, such as randomly
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//setting the start_when and or announce_when variables.
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//Only called once.
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//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.
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//It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically).
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//This is really only for setting defaults which can be overridden later when New() finishes.
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/datum/round_event/proc/setup()
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return
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//Called when the tick is equal to the start_when variable.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/round_event/proc/start()
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return
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/**
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* Called after something followable has been spawned by an event
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* Provides ghosts a follow link to an atom if possible
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* Only called once.
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*/
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/datum/round_event/proc/announce_to_ghosts(atom/atom_of_interest)
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if(control.alert_observers)
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if (atom_of_interest)
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notify_ghosts("[control.name] has an object of interest: [atom_of_interest]!", source=atom_of_interest, action=NOTIFY_ORBIT, header="Something's Interesting!")
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return
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//Called when the tick is equal to the announce_when variable.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/round_event/proc/announce(fake)
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return
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//Called on or after the tick counter is equal to start_when.
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//You can include code related to your event or add your own
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//time stamped events.
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//Called more than once.
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/datum/round_event/proc/tick()
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return
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//Called on or after the tick is equal or more than end_when
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//You can include code related to the event ending.
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//Do not place spawn() in here, instead use tick() to check for
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//the activeFor variable.
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//For example: if(activeFor == myOwnVariable + 30) doStuff()
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//Only called once.
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/datum/round_event/proc/end()
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return
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// Returns threat; used for dynamic. Used for custom stuff, just returns the threat var by default.
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/datum/round_event/proc/threat()
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return threat
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//Do not override this proc, instead use the appropiate procs.
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//This proc will handle the calls to the appropiate procs.
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/datum/round_event/process()
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if(!processing)
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return
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if(activeFor == start_when)
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processing = FALSE
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start()
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processing = TRUE
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if(activeFor == announce_when && prob(announce_chance))
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processing = FALSE
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announce(FALSE)
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processing = TRUE
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if(start_when < activeFor && activeFor < end_when)
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processing = FALSE
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tick()
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processing = TRUE
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if(activeFor == end_when)
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processing = FALSE
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end()
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processing = TRUE
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// Everything is done, let's clean up.
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if(activeFor >= end_when && activeFor >= announce_when && activeFor >= start_when)
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processing = FALSE
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kill()
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activeFor++
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//Garbage collects the event by removing it from the global events list,
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//which should be the only place it's referenced.
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//Called when start(), announce() and end() has all been called.
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/datum/round_event/proc/kill()
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SSevents.running -= src
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//Sets up the event then adds the event to the the list of running events
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/datum/round_event/New(my_processing = TRUE)
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setup()
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processing = my_processing
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SSevents.running += src
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return ..()
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