diff --git a/code/controllers/subsystems/ticker.dm b/code/controllers/subsystems/ticker.dm
index 119a14dc31a..adc8e2e341c 100644
--- a/code/controllers/subsystems/ticker.dm
+++ b/code/controllers/subsystems/ticker.dm
@@ -1,573 +1,3 @@
-<<<<<<< HEAD
-//
-// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
-//
-SUBSYSTEM_DEF(ticker)
- name = "Gameticker"
- wait = 2 SECONDS
- init_order = INIT_ORDER_TICKER
- priority = FIRE_PRIORITY_TICKER
- flags = SS_NO_TICK_CHECK | SS_KEEP_TIMING
- runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME // Every runlevel!
-
- var/const/restart_timeout = 3 MINUTES // Default time to wait before rebooting in desiseconds.
- var/current_state = GAME_STATE_INIT // We aren't even at pregame yet // TODO replace with CURRENT_GAME_STATE
-
- /* Relies upon the following globals (TODO move those in here) */
- // var/master_mode = "extended" //The underlying game mode (so "secret" or the voted mode).
- // Set by SSvote when VOTE_GAMEMODE finishes.
- // var/round_progressing = 1 //Whether the lobby clock is ticking down.
-
- var/pregame_timeleft = 0 // Time remaining until game starts in seconds. Set by config
- var/start_immediately = FALSE // If true there is no lobby phase, the game starts immediately.
-
- var/hide_mode = FALSE // If the true game mode should be hidden (because we chose "secret")
- var/datum/game_mode/mode = null // The actual gamemode, if selected.
-
- var/end_game_state = END_GAME_NOT_OVER // Track where we are ending game/round
- var/restart_timeleft // Time remaining until restart in desiseconds
- var/last_restart_notify // world.time of last restart warning.
- var/delay_end = FALSE // If set, the round will not restart on its own.
-
- // var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
-
- var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
-
- // TODO - I am sure there is a better place these can go.
- var/Bible_icon_state // icon_state the chaplain has chosen for his bible
- var/Bible_item_state // item_state the chaplain has chosen for his bible
- var/Bible_name // name of the bible
- var/Bible_deity_name
-
- var/random_players = FALSE // If set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
-
- // TODO - Should this go here or in the job subsystem?
- var/triai = FALSE // Global flag for Triumvirate AI being enabled
-
- //station_explosion used to be a variable for every mob's hud. Which was a waste!
- //Now we have a general cinematic centrally held within the gameticker....far more efficient!
- var/obj/screen/cinematic = null
-
-// This global variable exists for legacy support so we don't have to rename every 'ticker' to 'SSticker' yet.
-var/global/datum/controller/subsystem/ticker/ticker
-/datum/controller/subsystem/ticker/PreInit()
- global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
-
-/datum/controller/subsystem/ticker/Initialize()
- pregame_timeleft = config.pregame_time
- send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
-
- // Set up the global announcer
- GLOB.autospeaker = new (null, null, null, 1)
-
- return ..()
-
-/datum/controller/subsystem/ticker/fire(resumed = FALSE)
- switch(current_state)
- if(GAME_STATE_INIT)
- pregame_welcome()
- current_state = GAME_STATE_PREGAME
- if(GAME_STATE_PREGAME)
- pregame_tick()
- if(GAME_STATE_SETTING_UP)
- setup_tick()
- if(GAME_STATE_PLAYING)
- playing_tick()
- if(GAME_STATE_FINISHED)
- post_game_tick()
-
-/datum/controller/subsystem/ticker/proc/pregame_welcome()
- to_world("Welcome to the pregame lobby!")
- to_world("Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
-
-// Called during GAME_STATE_PREGAME (RUNLEVEL_LOBBY)
-/datum/controller/subsystem/ticker/proc/pregame_tick()
- if(round_progressing && last_fire)
- pregame_timeleft -= (world.time - last_fire) / (1 SECOND)
-
- if(start_immediately)
- pregame_timeleft = 0
- else if(SSvote.time_remaining)
- return // vote still going, wait for it.
-
- // Time to start the game!
- if(pregame_timeleft <= 0)
- current_state = GAME_STATE_SETTING_UP
- Master.SetRunLevel(RUNLEVEL_SETUP)
- if(start_immediately)
- fire() // Don't wait for next tick, do it now!
- return
-
- if(pregame_timeleft <= config.vote_autogamemode_timeleft && !SSvote.gamemode_vote_called)
- SSvote.autogamemode() // Start the game mode vote (if we haven't had one already)
-
-// Called during GAME_STATE_SETTING_UP (RUNLEVEL_SETUP)
-/datum/controller/subsystem/ticker/proc/setup_tick(resumed = FALSE)
- if(!setup_choose_gamemode())
- // It failed, go back to lobby state and re-send the welcome message
- pregame_timeleft = config.pregame_time
- SSvote.gamemode_vote_called = FALSE // Allow another autogamemode vote
- current_state = GAME_STATE_PREGAME
- Master.SetRunLevel(RUNLEVEL_LOBBY)
- pregame_welcome()
- return
- // If we got this far we succeeded in picking a game mode. Punch it!
- setup_startgame()
- return
-
-// Formerly the first half of setup() - The part that chooses the game mode.
-// Returns 0 if failed to pick a mode, otherwise 1
-/datum/controller/subsystem/ticker/proc/setup_choose_gamemode()
- //Create and announce mode
- if(master_mode == "secret")
- src.hide_mode = TRUE
-
- var/list/runnable_modes = config.get_runnable_modes()
- if((master_mode == "random") || (master_mode == "secret"))
- if(!runnable_modes.len)
- to_world("Unable to choose playable game mode. Reverting to pregame lobby.")
- return 0
- if(secret_force_mode != "secret")
- src.mode = config.pick_mode(secret_force_mode)
- if(!src.mode)
- var/list/weighted_modes = list()
- for(var/datum/game_mode/GM in runnable_modes)
- weighted_modes[GM.config_tag] = config.probabilities[GM.config_tag]
- src.mode = gamemode_cache[pickweight(weighted_modes)]
- else
- src.mode = config.pick_mode(master_mode)
-
- if(!src.mode)
- to_world("Serious error in mode setup! Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
- return 0
-
- job_master.ResetOccupations()
- src.mode.create_antagonists()
- src.mode.pre_setup()
- job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
-
- if(!src.mode.can_start())
- to_world("Unable to start [mode.name]. Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby.")
- mode.fail_setup()
- mode = null
- job_master.ResetOccupations()
- return 0
-
- if(hide_mode)
- to_world("The current game mode is - Secret!")
- if(runnable_modes.len)
- var/list/tmpmodes = new
- for (var/datum/game_mode/M in runnable_modes)
- tmpmodes+=M.name
- tmpmodes = sortList(tmpmodes)
- if(tmpmodes.len)
- to_world("Possibilities: [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]")
- else
- src.mode.announce()
- return 1
-
-// Formerly the second half of setup() - The part that actually initializes everything and starts the game.
-/datum/controller/subsystem/ticker/proc/setup_startgame()
- setup_economy()
- create_characters() //Create player characters and transfer them.
- collect_minds()
- equip_characters()
- //data_core.manifest() //VOREStation Removal
-
- callHook("roundstart")
-
- spawn(0)//Forking here so we dont have to wait for this to finish
- mode.post_setup()
- //Cleanup some stuff
- for(var/obj/effect/landmark/start/S in landmarks_list)
- //Deleting Startpoints but we need the ai point to AI-ize people later
- if (S.name != "AI")
- qdel(S)
- to_world("Enjoy the game!")
- world << sound('sound/AI/welcome.ogg') // Skie
- //Holiday Round-start stuff ~Carn
- Holiday_Game_Start()
-
- var/list/adm = get_admin_counts()
- if(adm["total"] == 0)
- send2adminirc("A round has started with no admins online.")
-
-/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
- master_controller.process() //Start master_controller.process()
- lighting_controller.process() //Start processing DynamicAreaLighting updates
- */
-
- current_state = GAME_STATE_PLAYING
- Master.SetRunLevel(RUNLEVEL_GAME)
-
- if(config.sql_enabled)
- statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
-
- return 1
-
-
-// Called during GAME_STATE_PLAYING (RUNLEVEL_GAME)
-/datum/controller/subsystem/ticker/proc/playing_tick(resumed = FALSE)
- mode.process() // So THIS is where we run mode.process() huh? Okay
-
- if(mode.explosion_in_progress)
- return // wait until explosion is done.
-
- // Calculate if game and/or mode are finished (Complicated by the continuous_rounds config option)
- var/game_finished = FALSE
- var/mode_finished = FALSE
- if (config.continous_rounds) // Game keeps going after mode ends.
- game_finished = (emergency_shuttle.returned() || mode.station_was_nuked)
- mode_finished = ((end_game_state >= END_GAME_MODE_FINISHED) || mode.check_finished()) // Short circuit if already finished.
- else // Game ends when mode does
- game_finished = (mode.check_finished() || (emergency_shuttle.returned() && emergency_shuttle.evac == 1)) || universe_has_ended
- mode_finished = game_finished
-
- if(game_finished && mode_finished)
- end_game_state = END_GAME_READY_TO_END
- current_state = GAME_STATE_FINISHED
- Master.SetRunLevel(RUNLEVEL_POSTGAME)
- INVOKE_ASYNC(src, .proc/declare_completion)
- else if (mode_finished && (end_game_state < END_GAME_MODE_FINISHED))
- end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
- mode.cleanup()
- //call a transfer shuttle vote
- to_world("The round has ended!")
- SSvote.autotransfer()
-
-// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
-/datum/controller/subsystem/ticker/proc/post_game_tick()
- switch(end_game_state)
- if(END_GAME_READY_TO_END)
- callHook("roundend")
-
- if (mode.station_was_nuked)
- feedback_set_details("end_proper", "nuke")
- restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
- if(!delay_end)
- to_world("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.")
- last_restart_notify = world.time
- else
- feedback_set_details("end_proper", "proper completion")
- restart_timeleft = restart_timeout
-
- if(blackbox)
- blackbox.save_all_data_to_sql() // TODO - Blackbox or statistics subsystem
-
- end_game_state = END_GAME_ENDING
- return
- if(END_GAME_ENDING)
- restart_timeleft -= (world.time - last_fire)
- if(delay_end)
- to_world("An admin has delayed the round end.")
- end_game_state = END_GAME_DELAYED
- else if(restart_timeleft <= 0)
- world.Reboot()
- else if (world.time - last_restart_notify >= 1 MINUTE)
- to_world("Restarting in [round(restart_timeleft/600, 1)] minute\s.")
- last_restart_notify = world.time
- return
- if(END_GAME_DELAYED)
- restart_timeleft -= (world.time - last_fire)
- if(!delay_end)
- end_game_state = END_GAME_ENDING
- else
- log_error("Ticker arrived at round end in an unexpected endgame state '[end_game_state]'.")
- end_game_state = END_GAME_READY_TO_END
-
-
-// ----------------------------------------------------------------------
-// These two below are not used! But they could be
-
-// Use these preferentially to directly examining ticker.current_state to help prepare for transition to ticker as subsystem!
-
-/datum/controller/subsystem/ticker/proc/PreRoundStart()
- return (current_state < GAME_STATE_PLAYING)
-
-/datum/controller/subsystem/ticker/proc/IsSettingUp()
- return (current_state == GAME_STATE_SETTING_UP)
-
-/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
- return (current_state == GAME_STATE_PLAYING)
-
-/datum/controller/subsystem/ticker/proc/HasRoundStarted()
- return (current_state >= GAME_STATE_PLAYING)
-
-// ------------------------------------------------------------------------
-// HELPER PROCS!
-// ------------------------------------------------------------------------
-
-//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
-/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
- if( cinematic ) return //already a cinematic in progress!
-
- //initialise our cinematic screen object
- cinematic = new(src)
- cinematic.icon = 'icons/effects/station_explosion.dmi'
- cinematic.icon_state = "station_intact"
- cinematic.layer = 100
- cinematic.plane = PLANE_PLAYER_HUD
- cinematic.mouse_opacity = 0
- cinematic.screen_loc = "1,0"
-
- var/obj/structure/bed/temp_buckle = new(src)
- //Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
- if(station_missed)
- for(var/mob/living/M in living_mob_list)
- M.buckled = temp_buckle //buckles the mob so it can't do anything
- if(M.client)
- M.client.screen += cinematic //show every client the cinematic
- else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
- for(var/mob/living/M in living_mob_list)
- M.buckled = temp_buckle
- if(M.client)
- M.client.screen += cinematic
-
- switch(M.z)
- if(0) //inside a crate or something
- var/turf/T = get_turf(M)
- if(T && T.z in using_map.station_levels) //we don't use M.death(0) because it calls a for(/mob) loop and
- M.health = 0
- M.set_stat(DEAD)
- if(1) //on a z-level 1 turf.
- M.health = 0
- M.set_stat(DEAD)
-
- //Now animate the cinematic
- switch(station_missed)
- if(1) //nuke was nearby but (mostly) missed
- if( mode && !override )
- override = mode.name
- switch( override )
- if("mercenary") //Nuke wasn't on station when it blew up
- flick("intro_nuke",cinematic)
- sleep(35)
- world << sound('sound/effects/explosionfar.ogg')
- flick("station_intact_fade_red",cinematic)
- cinematic.icon_state = "summary_nukefail"
- else
- flick("intro_nuke",cinematic)
- sleep(35)
- world << sound('sound/effects/explosionfar.ogg')
- //flick("end",cinematic)
-
-
- if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
- sleep(50)
- world << sound('sound/effects/explosionfar.ogg')
-
-
- else //station was destroyed
- if( mode && !override )
- override = mode.name
- switch( override )
- if("mercenary") //Nuke Ops successfully bombed the station
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_nukewin"
- if("AI malfunction") //Malf (screen,explosion,summary)
- flick("intro_malf",cinematic)
- sleep(76)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_malf"
- if("blob") //Station nuked (nuke,explosion,summary)
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red",cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_selfdes"
- else //Station nuked (nuke,explosion,summary)
- flick("intro_nuke",cinematic)
- sleep(35)
- flick("station_explode_fade_red", cinematic)
- world << sound('sound/effects/explosionfar.ogg')
- cinematic.icon_state = "summary_selfdes"
- for(var/mob/living/M in living_mob_list)
- if(M.loc.z in using_map.station_levels)
- M.death()//No mercy
- //If its actually the end of the round, wait for it to end.
- //Otherwise if its a verb it will continue on afterwards.
- sleep(300)
-
- if(cinematic) qdel(cinematic) //end the cinematic
- if(temp_buckle) qdel(temp_buckle) //release everybody
- return
-
-
-/datum/controller/subsystem/ticker/proc/create_characters()
- for(var/mob/new_player/player in player_list)
- if(player && player.ready && player.mind?.assigned_role)
- var/datum/job/J = SSjob.get_job(player.mind.assigned_role)
-
- // Snowflakey AI treatment
- if(J.mob_type & JOB_SILICON_AI)
- player.close_spawn_windows()
- player.AIize(move = TRUE)
- continue
-
- // Ask their new_player mob to spawn them
- if(!player.spawn_checks_vr(player.mind.assigned_role)) continue //VOREStation Add
- var/mob/living/carbon/human/new_char = player.create_character()
-
- // Created their playable character, delete their /mob/new_player
- if(new_char)
- qdel(player)
-
- // If they're a carbon, they can get manifested
- if(J.mob_type & JOB_CARBON)
- data_core.manifest_inject(new_char)
-
-/datum/controller/subsystem/ticker/proc/collect_minds()
- for(var/mob/living/player in player_list)
- if(player.mind)
- minds += player.mind
-
-
-/datum/controller/subsystem/ticker/proc/equip_characters()
- var/captainless=1
- for(var/mob/living/carbon/human/player in player_list)
- if(player && player.mind && player.mind.assigned_role)
- if(player.mind.assigned_role == "Colony Director")
- captainless=0
- if(!player_is_antag(player.mind, only_offstation_roles = 1))
- job_master.EquipRank(player, player.mind.assigned_role, 0)
- UpdateFactionList(player)
- //equip_custom_items(player) //VOREStation Removal
- //player.apply_traits() //VOREStation Removal
- if(captainless)
- for(var/mob/M in player_list)
- if(!istype(M,/mob/new_player))
- to_chat(M, "Colony Directorship not forced on anyone.")
-
-
-/datum/controller/subsystem/ticker/proc/declare_completion()
- to_world("
A round of [mode.name] has ended!
")
- for(var/mob/Player in player_list)
- if(Player.mind && !isnewplayer(Player))
- if(Player.stat != DEAD)
- var/turf/playerTurf = get_turf(Player)
- if(emergency_shuttle.departed && emergency_shuttle.evac)
- if(isNotAdminLevel(playerTurf.z))
- to_chat(Player, "You survived the round, but remained on [station_name()] as [Player.real_name].")
- else
- to_chat(Player, "You managed to survive the events on [station_name()] as [Player.real_name].")
- else if(isAdminLevel(playerTurf.z))
- to_chat(Player, "You successfully underwent crew transfer after events on [station_name()] as [Player.real_name].")
- else if(issilicon(Player))
- to_chat(Player, "You remain operational after the events on [station_name()] as [Player.real_name].")
- else
- to_chat(Player, "You missed the crew transfer after the events on [station_name()] as [Player.real_name].")
- else
- if(istype(Player,/mob/observer/dead))
- var/mob/observer/dead/O = Player
- if(!O.started_as_observer)
- to_chat(Player, "You did not survive the events on [station_name()]...")
- else
- to_chat(Player, "You did not survive the events on [station_name()]...")
- to_world("
")
-
- for (var/mob/living/silicon/ai/aiPlayer in mob_list)
- if (aiPlayer.stat != 2)
- to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the round were:")
- else
- to_world("[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:")
- aiPlayer.show_laws(1)
-
- if (aiPlayer.connected_robots.len)
- var/robolist = "The AI's loyal minions were: "
- for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
- robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
- to_world("[robolist]")
-
- var/dronecount = 0
-
- for (var/mob/living/silicon/robot/robo in mob_list)
-
- if(istype(robo,/mob/living/silicon/robot/drone) && !istype(robo,/mob/living/silicon/robot/drone/swarm))
- dronecount++
- continue
-
- if (!robo.connected_ai)
- if (robo.stat != 2)
- to_world("[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:")
- else
- to_world("[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:")
-
- if(robo) //How the hell do we lose robo between here and the world messages directly above this?
- robo.laws.show_laws(world)
-
- if(dronecount)
- to_world("There [dronecount>1 ? "were" : "was"] [dronecount] industrious maintenance [dronecount>1 ? "drones" : "drone"] at the end of this round.")
-
- mode.declare_completion()//To declare normal completion.
-
- //Ask the event manager to print round end information
- SSevents.RoundEnd()
-
- //Print a list of antagonists to the server log
- var/list/total_antagonists = list()
- //Look into all mobs in world, dead or alive
- for(var/datum/mind/Mind in minds)
- var/temprole = Mind.special_role
- if(temprole) //if they are an antagonist of some sort.
- if(temprole in total_antagonists) //If the role exists already, add the name to it
- total_antagonists[temprole] += ", [Mind.name]([Mind.key])"
- else
- total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob
- total_antagonists[temprole] += ": [Mind.name]([Mind.key])"
-
- //Now print them all into the log!
- log_game("Antagonists at round end were...")
- for(var/i in total_antagonists)
- log_game("[i]s[total_antagonists[i]].")
-
- return 1
-
-/datum/controller/subsystem/ticker/stat_entry()
- switch(current_state)
- if(GAME_STATE_INIT)
- ..()
- if(GAME_STATE_PREGAME) // RUNLEVEL_LOBBY
- ..("START [round_progressing ? "[round(pregame_timeleft)]s" : "(PAUSED)"]")
- if(GAME_STATE_SETTING_UP) // RUNLEVEL_SETUP
- ..("SETUP")
- if(GAME_STATE_PLAYING) // RUNLEVEL_GAME
- ..("GAME")
- if(GAME_STATE_FINISHED) // RUNLEVEL_POSTGAME
- switch(end_game_state)
- if(END_GAME_MODE_FINISHED)
- ..("MODE OVER, WAITING")
- if(END_GAME_READY_TO_END)
- ..("ENDGAME PROCESSING")
- if(END_GAME_ENDING)
- ..("END IN [round(restart_timeleft/10)]s")
- if(END_GAME_DELAYED)
- ..("END PAUSED")
- else
- ..("ENDGAME ERROR:[end_game_state]")
-
-/datum/controller/subsystem/ticker/Recover()
- flags |= SS_NO_INIT // Don't initialize again
-
- current_state = SSticker.current_state
- mode = SSticker.mode
- pregame_timeleft = SSticker.pregame_timeleft
-
- end_game_state = SSticker.end_game_state
- delay_end = SSticker.delay_end
- restart_timeleft = SSticker.restart_timeleft
-
- minds = SSticker.minds
-
- Bible_icon_state = SSticker.Bible_icon_state
- Bible_item_state = SSticker.Bible_item_state
- Bible_name = SSticker.Bible_name
- Bible_deity_name = SSticker.Bible_deity_name
- random_players = SSticker.random_players
-=======
//
// Ticker controls the state of the game, being responsible for round start, game mode, and round end.
//
@@ -598,7 +28,7 @@ SUBSYSTEM_DEF(ticker)
var/last_restart_notify // world.time of last restart warning.
var/delay_end = FALSE // If set, the round will not restart on its own.
- var/login_music // music played in pregame lobby
+ // var/login_music // music played in pregame lobby // VOREStation Edit - We do music differently
var/list/datum/mind/minds = list() // The people in the game. Used for objective tracking.
@@ -621,19 +51,14 @@ SUBSYSTEM_DEF(ticker)
var/global/datum/controller/subsystem/ticker/ticker
/datum/controller/subsystem/ticker/PreInit()
global.ticker = src // TODO - Remove this! Change everything to point at SSticker intead
- login_music = pick(\
- /*'sound/music/halloween/skeletons.ogg',\
- 'sound/music/halloween/halloween.ogg',\
- 'sound/music/halloween/ghosts.ogg'*/
- 'sound/music/space.ogg',\
- 'sound/music/traitor.ogg',\
- 'sound/music/title2.ogg',\
- 'sound/music/clouds.s3m',\
- 'sound/music/space_oddity.ogg') //Ground Control to Major Tom, this song is cool, what's going on?
/datum/controller/subsystem/ticker/Initialize()
pregame_timeleft = config.pregame_time
send2mainirc("Server lobby is loaded and open at byond://[config.serverurl ? config.serverurl : (config.server ? config.server : "[world.address]:[world.port]")]")
+
+ // Set up the global announcer
+ GLOB.autospeaker = new (null, null, null, 1)
+
return ..()
/datum/controller/subsystem/ticker/fire(resumed = FALSE)
@@ -746,7 +171,7 @@ var/global/datum/controller/subsystem/ticker/ticker
create_characters() //Create player characters and transfer them.
collect_minds()
equip_characters()
- data_core.manifest()
+ //data_core.manifest() //VOREStation Removal
callHook("roundstart")
@@ -771,7 +196,6 @@ var/global/datum/controller/subsystem/ticker/ticker
lighting_controller.process() //Start processing DynamicAreaLighting updates
*/
- processScheduler.start()
current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
@@ -976,22 +400,23 @@ var/global/datum/controller/subsystem/ticker/ticker
for(var/mob/new_player/player in player_list)
if(player && player.ready && player.mind?.assigned_role)
var/datum/job/J = SSjob.get_job(player.mind.assigned_role)
-
+
// Snowflakey AI treatment
if(J?.mob_type & JOB_SILICON_AI)
player.close_spawn_windows()
player.AIize(move = TRUE)
continue
-
+
// Ask their new_player mob to spawn them
+ if(!player.spawn_checks_vr(player.mind.assigned_role)) continue //VOREStation Add
var/mob/living/carbon/human/new_char = player.create_character()
-
+
// Created their playable character, delete their /mob/new_player
if(new_char)
qdel(player)
// If they're a carbon, they can get manifested
- if(J.mob_type & JOB_CARBON)
+ if(J?.mob_type & JOB_CARBON)
data_core.manifest_inject(new_char)
/datum/controller/subsystem/ticker/proc/collect_minds()
@@ -1009,8 +434,8 @@ var/global/datum/controller/subsystem/ticker/ticker
if(!player_is_antag(player.mind, only_offstation_roles = 1))
job_master.EquipRank(player, player.mind.assigned_role, 0)
UpdateFactionList(player)
- equip_custom_items(player)
- player.apply_traits()
+ //equip_custom_items(player) //VOREStation Removal
+ //player.apply_traits() //VOREStation Removal
if(captainless)
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
@@ -1141,4 +566,3 @@ var/global/datum/controller/subsystem/ticker/ticker
Bible_name = SSticker.Bible_name
Bible_deity_name = SSticker.Bible_deity_name
random_players = SSticker.random_players
->>>>>>> 5279947... Fixes runtime in ticker.dm, 411: Cannot read null.mobtype (#7226)