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https://github.com/VOREStation/VOREStation.git
synced 2026-07-17 18:14:25 +01:00
next set of spans (#16434)
* next set of spans * some more * next * next * next * . * text... * next... rest soon * . * . * ok last set for the night * . * . * . * . * some more * next * next * all for now * . * some more easy ones * some more easy ones * . * . * some more bolds * oups auto complete moment * add the remaining spans * this as well * this as well * . * ., * resync them properly
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@@ -19,7 +19,7 @@ var/datum/controller/transfer_controller/transfer_controller
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//VOREStation Edit START
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if (round_duration_in_ds >= shift_last_vote - 2 MINUTES)
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shift_last_vote = 99999999 //Setting to a stupidly high number since it'll be not used again.
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to_world("<b>Warning: You have one hour left in the shift. Wrap up your scenes in the next 60 minutes before the transfer is called.</b>") //VOREStation Edit
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to_world(span_world(span_notice("Warning: You have one hour left in the shift. Wrap up your scenes in the next 60 minutes before the transfer is called."))) //VOREStation Edit
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if (round_duration_in_ds >= shift_hard_end - 1 MINUTE)
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init_shift_change(null, 1)
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shift_hard_end = timerbuffer + config.vote_autotransfer_interval //If shuttle somehow gets recalled, let's force it to call again next time a vote would occur.
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@@ -71,7 +71,7 @@ var/list/gamemode_cache = list()
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var/static/respawn = 1
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var/static/respawn_time = 3000 // time before a dead player is allowed to respawn (in ds, though the config file asks for minutes, and it's converted below)
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var/static/respawn_message = span_notice("<B>Make sure to play a different character, and please roleplay correctly!</B>")
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var/static/respawn_message = span_boldnotice("Make sure to play a different character, and please roleplay correctly!")
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var/static/guest_jobban = 1
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var/static/usewhitelist = 0
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@@ -529,7 +529,7 @@ var/list/gamemode_cache = list()
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config.respawn_time = raw_minutes MINUTES
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if ("respawn_message")
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config.respawn_message = span_notice("<B>[value]</B>")
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config.respawn_message = span_boldnotice("[value]")
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if ("servername")
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config.server_name = value
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@@ -128,7 +128,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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var/list/runnable_modes = config.get_runnable_modes()
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if((master_mode == "random") || (master_mode == "secret"))
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if(!runnable_modes.len)
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to_world(span_danger(span_bold("Unable to choose playable game mode.") + " Reverting to pregame lobby."))
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to_world(span_filter_system(span_bold("Unable to choose playable game mode.") + " Reverting to pregame lobby."))
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return 0
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if(secret_force_mode != "secret")
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src.mode = config.pick_mode(secret_force_mode)
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@@ -141,7 +141,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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src.mode = config.pick_mode(master_mode)
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if(!src.mode)
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to_world(span_danger("Serious error in mode setup! Reverting to pregame lobby.")) //Uses setup instead of set up due to computational context.
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to_world(span_boldannounce("Serious error in mode setup! Reverting to pregame lobby.")) //Uses setup instead of set up due to computational context.
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return 0
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job_master.ResetOccupations()
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@@ -150,21 +150,21 @@ var/global/datum/controller/subsystem/ticker/ticker
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job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
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if(!src.mode.can_start())
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to_world(span_danger(span_bold("Unable to start [mode.name].") + " Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby."))
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to_world(span_filter_system(span_bold("Unable to start [mode.name].") + " Not enough players readied, [config.player_requirements[mode.config_tag]] players needed. Reverting to pregame lobby."))
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mode.fail_setup()
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mode = null
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job_master.ResetOccupations()
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return 0
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if(hide_mode)
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to_world(span_notice(span_bold("The current game mode is - Secret!")))
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to_world(span_world(span_notice("The current game mode is - Secret!")))
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if(runnable_modes.len)
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var/list/tmpmodes = new
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for (var/datum/game_mode/M in runnable_modes)
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tmpmodes+=M.name
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tmpmodes = sortList(tmpmodes)
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if(tmpmodes.len)
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to_world(span_info(span_bold("Possibilities:") + " [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]"))
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to_world(span_filter_system(span_bold("Possibilities:") + " [english_list(tmpmodes, and_text= "; ", comma_text = "; ")]"))
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else
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src.mode.announce()
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return 1
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@@ -230,7 +230,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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end_game_state = END_GAME_MODE_FINISHED // Only do this cleanup once!
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mode.cleanup()
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//call a transfer shuttle vote
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to_world(span_danger("The round has ended!"))
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to_world(span_boldannounce("The round has ended!"))
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SSvote.start_vote(new /datum/vote/crew_transfer)
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// Called during GAME_STATE_FINISHED (RUNLEVEL_POSTGAME)
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@@ -243,7 +243,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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feedback_set_details("end_proper", "nuke")
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restart_timeleft = 1 MINUTE // No point waiting five minutes if everyone's dead.
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if(!delay_end)
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to_world(span_notice(span_bold("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s.")))
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to_world(span_boldannounce("Rebooting due to destruction of [station_name()] in [round(restart_timeleft/600)] minute\s."))
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last_restart_notify = world.time
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else
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feedback_set_details("end_proper", "proper completion")
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@@ -257,14 +257,14 @@ var/global/datum/controller/subsystem/ticker/ticker
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if(END_GAME_ENDING)
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restart_timeleft -= (world.time - last_fire)
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if(delay_end)
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to_world(span_notice(span_bold("An admin has delayed the round end.")))
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to_world(span_boldannounce("An admin has delayed the round end."))
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end_game_state = END_GAME_DELAYED
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else if(restart_timeleft <= 0)
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to_world(span_warning(span_bold("Restarting world!")))
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to_world(span_boldannounce("Restarting world!"))
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sleep(5)
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world.Reboot()
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else if (world.time - last_restart_notify >= 1 MINUTE)
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to_world(span_notice(span_bold("Restarting in [round(restart_timeleft/600, 1)] minute\s.")))
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to_world(span_boldannounce("Restarting in [round(restart_timeleft/600, 1)] minute\s."))
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last_restart_notify = world.time
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return
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if(END_GAME_DELAYED)
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@@ -484,7 +484,7 @@ var/global/datum/controller/subsystem/ticker/ticker
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to_chat(Player, span_filter_system(span_red(span_bold("You did not survive the events on [station_name()]..."))))
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else
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to_chat(Player, span_filter_system(span_red(span_bold("You did not survive the events on [station_name()]..."))))
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to_world("<br>")
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to_world(span_filter_system("<br>"))
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for (var/mob/living/silicon/ai/aiPlayer in mob_list)
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if (aiPlayer.stat != 2)
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@@ -25,7 +25,7 @@ SUBSYSTEM_DEF(vote)
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if(mode)
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time_remaining = round((started_time + duration - world.time)/10)
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if(mode == VOTE_GAMEMODE && ticker.current_state >= GAME_STATE_SETTING_UP)
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to_chat(world, "<b>Gamemode vote aborted: Game has already started.</b>")
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to_chat(world, span_bold("Gamemode vote aborted: Game has already started."))
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reset()
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return
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if(time_remaining <= 0)
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@@ -105,7 +105,7 @@ SUBSYSTEM_DEF(vote)
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else
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factor = 1.4
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choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] * factor)
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to_world(span_purple("Crew Transfer Factor: [factor]"))
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to_world(span_filter_system(span_purple("Crew Transfer Factor: [factor]")))
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greatest_votes = max(choices["Initiate Crew Transfer"], choices["Extend the Shift"]) //VOREStation Edit
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. = list() // Get all options with that many votes and return them in a list
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@@ -120,7 +120,7 @@ SUBSYSTEM_DEF(vote)
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if(winners.len > 0)
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if(winners.len > 1)
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if(mode != VOTE_GAMEMODE || ticker.hide_mode == 0) // Here we are making sure we don't announce potential game modes
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text = "<b>Vote Tied Between:</b>\n"
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text = span_bold("Vote Tied Between:") + "\n"
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for(var/option in winners)
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text += "\t[option]\n"
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. = pick(winners)
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@@ -129,12 +129,12 @@ SUBSYSTEM_DEF(vote)
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if(choices[current_votes[key]] == .)
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round_voters += key // Keep track of who voted for the winning round.
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if(mode != VOTE_GAMEMODE || . == "Extended" || ticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
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text += "<b>Vote Result: [mode == VOTE_GAMEMODE ? gamemode_names[.] : .]</b>"
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text += span_bold("Vote Result: [mode == VOTE_GAMEMODE ? gamemode_names[.] : .]")
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else
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text += "<b>The vote has ended.</b>"
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text += span_bold("The vote has ended.")
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else
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text += "<b>Vote Result: Inconclusive - No Votes!</b>"
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text += span_bold("Vote Result: Inconclusive - No Votes!")
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if(mode == VOTE_ADD_ANTAGONIST)
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antag_add_failed = 1
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log_vote(text)
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@@ -167,10 +167,10 @@ SUBSYSTEM_DEF(vote)
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if(mode == VOTE_GAMEMODE) //fire this even if the vote fails.
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if(!round_progressing)
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round_progressing = 1
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to_world(span_red("<b>The round will start soon.</b>"))
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to_world(span_boldannounce("The round will start soon."))
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if(restart)
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to_world("World restarting due to vote...")
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to_world(span_filter_system("World restarting due to vote..."))
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feedback_set_details("end_error", "restart vote")
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if(blackbox)
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blackbox.save_all_data_to_sql()
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@@ -253,14 +253,14 @@ SUBSYSTEM_DEF(vote)
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log_vote(text)
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to_world(span_purple("<b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period / 10] seconds to vote."))
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to_world(span_filter_system(span_purple(span_bold("[text]") + "nType " + span_bold("vote") + " or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period / 10] seconds to vote.")))
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if(vote_type == VOTE_CREW_TRANSFER || vote_type == VOTE_GAMEMODE || vote_type == VOTE_CUSTOM)
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world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
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if(mode == VOTE_GAMEMODE && round_progressing)
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gamemode_vote_called = TRUE
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round_progressing = 0
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to_world(span_red("<b>Round start has been delayed.</b>"))
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to_world(span_boldannounce("Round start has been delayed."))
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time_remaining = round(config.vote_period / 10)
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return 1
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