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)