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Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00

186 lines
7.8 KiB
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PROCESSING_SUBSYSTEM_DEF(station)
name = "Station"
init_order = INIT_ORDER_STATION
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 5 SECONDS
///A list of currently active station traits
var/list/station_traits = list()
///Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
///Currently active announcer. Starts as a type but gets initialized after traits are selected
var/datum/centcom_announcer/announcer = /datum/centcom_announcer/default
///A list of trait roles that should be protected from antag
var/list/antag_protected_roles = list()
///A list of trait roles that should never be able to roll antag
var/list/antag_restricted_roles = list()
/// Assosciative list of station goal type -> goal instance
var/list/datum/station_goal/goals_by_type = list()
/datum/controller/subsystem/processing/station/Initialize()
//If doing unit tests we don't do none of that trait shit ya know?
// Autowiki also wants consistent outputs, for example making sure the vending machine page always reports the normal products
#if !defined(UNIT_TESTS) && !defined(AUTOWIKI)
SetupTraits()
//display_lobby_traits() SKYRAT EDIT REMOVAL
#endif
announcer = new announcer() //Initialize the station's announcer datum
SSparallax.post_station_setup() //Apply station effects that parallax might have
return SS_INIT_SUCCESS
/datum/controller/subsystem/processing/station/Recover()
station_traits = SSstation.station_traits
selectable_traits_by_types = SSstation.selectable_traits_by_types
announcer = SSstation.announcer
antag_protected_roles = SSstation.antag_protected_roles
antag_restricted_roles = SSstation.antag_restricted_roles
goals_by_type = SSstation.goals_by_type
..()
/// This gets called by SSdynamic during initial gamemode setup.
/// This is done because for a greenshift we want all goals to be generated
/datum/controller/subsystem/processing/station/proc/generate_station_goals(goal_budget)
var/list/possible = subtypesof(/datum/station_goal)
var/goal_weights = 0
var/chosen_goals = list()
var/is_planetary = SSmapping.is_planetary()
while(possible.len && goal_weights < goal_budget)
var/datum/station_goal/picked = pick_n_take(possible)
if(picked::requires_space && is_planetary)
continue
goal_weights += initial(picked.weight)
chosen_goals += picked
for(var/chosen in chosen_goals)
new chosen()
/// Returns all station goals that are currently active
/datum/controller/subsystem/processing/station/proc/get_station_goals()
var/list/goals = list()
for(var/goal_type in goals_by_type)
goals += goals_by_type[goal_type]
return goals
/// Returns a specific station goal by type
/datum/controller/subsystem/processing/station/proc/get_station_goal(goal_type)
return goals_by_type[goal_type]
///Rolls for the amount of traits and adds them to the traits list
/datum/controller/subsystem/processing/station/proc/SetupTraits()
if (CONFIG_GET(flag/forbid_station_traits))
return
if (fexists(FUTURE_STATION_TRAITS_FILE))
var/forced_traits_contents = file2text(FUTURE_STATION_TRAITS_FILE)
fdel(FUTURE_STATION_TRAITS_FILE)
var/list/forced_traits_text_paths = json_decode(forced_traits_contents)
forced_traits_text_paths = SANITIZE_LIST(forced_traits_text_paths)
for (var/trait_text_path in forced_traits_text_paths)
var/station_trait_path = text2path(trait_text_path)
if (!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
log_game(message)
message_admins(message)
continue
setup_trait(station_trait_path)
return
for(var/datum/station_trait/trait_typepath as anything in subtypesof(/datum/station_trait))
// If forced, (probably debugging), just set it up now, keep it out of the pool.
if(initial(trait_typepath.force))
setup_trait(trait_typepath)
continue
if(initial(trait_typepath.abstract_type) == trait_typepath)
continue //Dont add abstract ones to it
if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_PLANETARY) && SSmapping.is_planetary()) // we're on a planet but we can't do planet ;_;
continue
if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_SPACE_BOUND) && !SSmapping.is_planetary()) //we're in space but we can't do space ;_;
continue
if(!(initial(trait_typepath.trait_flags) & STATION_TRAIT_REQUIRES_AI) && !CONFIG_GET(flag/allow_ai)) //can't have AI traits without AI
continue
if(ispath(trait_typepath, /datum/station_trait/random_event_weight_modifier)) //Don't add event modifiers for events that can't occur on our map.
var/datum/station_trait/random_event_weight_modifier/random_trait_typepath = trait_typepath
var/datum/round_event_control/event_to_check = initial(random_trait_typepath.event_control_path)
if(event_to_check)
event_to_check = new event_to_check()
if(!event_to_check.valid_for_map())
continue
selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
var/positive_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/positive_station_traits)))
var/neutral_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/neutral_station_traits)))
var/negative_trait_budget = text2num(pick_weight(CONFIG_GET(keyed_list/negative_station_traits)))
#ifdef MAP_TEST
positive_trait_budget = 0
neutral_trait_budget = 0
negative_trait_budget = 0
#endif
pick_traits(STATION_TRAIT_POSITIVE, positive_trait_budget)
pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_budget)
pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_budget)
/**
* Picks traits of a specific category (e.g. bad or good), initializes them, adds them to the list of traits,
* then removes them from possible traits as to not roll twice and subtracts their cost from the budget.
* All until the whole budget is spent or no more traits can be picked with it.
*/
/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, budget)
if(!budget)
return
///A list of traits of the same trait sign
var/list/selectable_traits = selectable_traits_by_types[trait_sign]
while(budget)
///Remove any station trait with a cost bigger than the budget
for(var/datum/station_trait/proto_trait as anything in selectable_traits)
if(initial(proto_trait.cost) > budget)
selectable_traits -= proto_trait
///We have spare budget but no trait that can be bought with what's left of it
if(!length(selectable_traits))
return
//Rolls from the table for the specific trait type
var/datum/station_trait/trait_type = pick_weight(selectable_traits)
selectable_traits -= trait_type
budget -= initial(trait_type.cost)
setup_trait(trait_type)
///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
var/datum/station_trait/trait_instance = new trait_type()
station_traits += trait_instance
log_game("Station Trait: [trait_instance.name] chosen for this round.")
if(!trait_instance.blacklist)
return
for(var/i in trait_instance.blacklist)
var/datum/station_trait/trait_to_remove = i
selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove
/* SKYRAT EDIT REMOVAL
/// Update station trait lobby buttons for clients who joined before we initialised this subsystem
/datum/controller/subsystem/processing/station/proc/display_lobby_traits()
for (var/mob/dead/new_player/player as anything in GLOB.new_player_list)
var/datum/hud/new_player/observer_hud = player.hud_used
if (!istype(observer_hud))
continue
observer_hud.add_station_trait_buttons()
observer_hud.show_hud(observer_hud.hud_version)
*/