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Revert "Makes game start smoother (#23552)"
This reverts commit 3ab308aa0f.
This commit is contained in:
@@ -186,17 +186,15 @@ Turf and target are seperate in case you want to teleport some distance from a t
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return 1
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//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
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/mob/proc/rename_self(role, client/C)
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if(!C)
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C = client
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/mob/proc/rename_self(role)
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var/oldname = real_name
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var/newname
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var/loop = 1
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var/safety = 0
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while(loop && safety < 5)
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if(C && C.prefs.custom_names[role] && !safety)
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newname = C.prefs.custom_names[role]
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if(client && client.prefs.custom_names[role] && !safety)
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newname = client.prefs.custom_names[role]
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else
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switch(role)
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if("clown")
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@@ -357,15 +357,7 @@ var/datum/subsystem/job/SSjob
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return 1
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//Gives the player the stuff he should have with his rank
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/datum/subsystem/job/proc/EquipRank(mob/M, rank, joined_late=0)
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var/mob/new_player/N
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var/mob/living/H
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if(!joined_late)
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N = M
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H = N.new_character
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else
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H = M
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/datum/subsystem/job/proc/EquipRank(mob/living/H, rank, joined_late=0)
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var/datum/job/job = GetJob(rank)
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H.job = rank
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@@ -407,16 +399,16 @@ var/datum/subsystem/job/SSjob
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if(ismob(new_mob))
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H = new_mob
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M << "<b>You are the [rank].</b>"
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M << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
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M << "<b>To speak on your departments radio, use the :h button. To see others, look closely at your headset.</b>"
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H << "<b>You are the [rank].</b>"
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H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
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H << "<b>To speak on your departments radio, use the :h button. To see others, look closely at your headset.</b>"
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if(job.req_admin_notify)
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M << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
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H << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
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if(config.minimal_access_threshold)
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M << "<FONT color='blue'><B>As this station was initially staffed with a [config.jobs_have_minimal_access ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B></font>"
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H << "<FONT color='blue'><B>As this station was initially staffed with a [config.jobs_have_minimal_access ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B></font>"
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if(job && H)
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job.after_spawn(H, M)
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job.after_spawn(H)
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return H
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@@ -127,8 +127,6 @@ var/datum/subsystem/ticker/ticker
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declare_completion(force_ending)
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/datum/subsystem/ticker/proc/setup()
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world << "<span class='boldannounce'>Starting game...</span>"
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var/init_start = world.timeofday
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//Create and announce mode
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var/list/datum/game_mode/runnable_modes
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if(master_mode == "random" || master_mode == "secret")
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@@ -158,13 +156,10 @@ var/datum/subsystem/ticker/ticker
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SSjob.ResetOccupations()
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return 0
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CHECK_TICK
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//Configure mode and assign player to special mode stuff
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var/can_continue = 0
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can_continue = src.mode.pre_setup() //Choose antagonists
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CHECK_TICK
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SSjob.DivideOccupations() //Distribute jobs
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CHECK_TICK
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if(!Debug2)
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if(!can_continue)
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@@ -176,7 +171,6 @@ var/datum/subsystem/ticker/ticker
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else
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message_admins("<span class='notice'>DEBUG: Bypassing prestart checks...</span>")
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CHECK_TICK
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if(hide_mode)
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var/list/modes = new
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for (var/datum/game_mode/M in runnable_modes)
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@@ -187,28 +181,18 @@ var/datum/subsystem/ticker/ticker
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else
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mode.announce()
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CHECK_TICK
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current_state = GAME_STATE_PLAYING
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if(!config.ooc_during_round)
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toggle_ooc(0) // Turn it off
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round_start_time = world.time
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CHECK_TICK
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start_landmarks_list = shuffle(start_landmarks_list) //Shuffle the order of spawn points so they dont always predictably spawn bottom-up and right-to-left
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create_characters() //Create player characters
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CHECK_TICK
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create_characters() //Create player characters and transfer them
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collect_minds()
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CHECK_TICK
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equip_characters()
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CHECK_TICK
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data_core.manifest()
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CHECK_TICK
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transfer_characters() //transfer keys to the new mobs
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Master.RoundStart() //let the party begin...
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log_world("Game start took [(world.timeofday - init_start)/10]s")
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Master.RoundStart()
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world << "<FONT color='blue'><B>Welcome to [station_name()], enjoy your stay!</B></FONT>"
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world << sound('sound/AI/welcome.ogg')
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@@ -373,42 +357,34 @@ var/datum/subsystem/ticker/ticker
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joined_player_list += player.ckey
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if(player.mind.assigned_role=="AI")
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player.close_spawn_windows()
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player.AIize(FALSE)
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player.AIize()
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else
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player.create_character(FALSE)
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player.create_character()
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qdel(player)
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else
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player.new_player_panel()
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CHECK_TICK
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/datum/subsystem/ticker/proc/collect_minds()
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for(var/mob/living/player in player_list)
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if(player.mind)
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ticker.minds += player.mind
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CHECK_TICK
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/datum/subsystem/ticker/proc/equip_characters()
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var/captainless=1
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for(var/mob/new_player/N in player_list)
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var/mob/living/carbon/human/player = N.new_character
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if(istype(player) && player.mind && player.mind.assigned_role && player.mind.assigned_role != "AI")
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for(var/mob/living/carbon/human/player in player_list)
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if(player && player.mind && player.mind.assigned_role)
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if(player.mind.assigned_role == "Captain")
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captainless=0
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if(player.mind.assigned_role != player.mind.special_role)
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SSjob.EquipRank(N, player.mind.assigned_role, 0)
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CHECK_TICK
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SSjob.EquipRank(player, player.mind.assigned_role, 0)
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if(captainless)
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for(var/mob/new_player/N in player_list)
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if(N.new_character)
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N << "Captainship not forced on anyone."
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CHECK_TICK
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for(var/mob/M in player_list)
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if(!isnewplayer(M))
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M << "Captainship not forced on anyone."
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/datum/subsystem/ticker/proc/transfer_characters()
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for(var/mob/new_player/player in player_list)
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if(player.transfer_character())
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qdel(player)
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/datum/subsystem/ticker/proc/declare_completion()
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set waitfor = FALSE
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@@ -68,7 +68,6 @@
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/datum/datacore/proc/manifest()
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for(var/mob/living/carbon/human/H in player_list)
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manifest_inject(H)
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CHECK_TICK
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/datum/datacore/proc/manifest_modify(name, assignment)
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var/datum/data/record/foundrecord = find_record("name", name, data_core.general)
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@@ -44,8 +44,7 @@
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var/outfit = null
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//Only override this proc
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/datum/job/proc/after_spawn(mob/living/carbon/human/H, mob/M)
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//do actions on H but send messages to M as the key may not have been transferred_yet
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/datum/job/proc/after_spawn(mob/living/carbon/human/H)
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/datum/job/proc/announce(mob/living/carbon/human/H)
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@@ -183,7 +183,7 @@ Security Officer
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var/list/available_depts = list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY)
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/datum/job/officer/after_spawn(mob/living/carbon/human/H, mob/M)
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/datum/job/officer/after_spawn(mob/living/carbon/human/H)
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// Assign department security
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var/department
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if(H && H.client && H.client.prefs)
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@@ -255,9 +255,9 @@ var/list/available_depts = list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT
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else
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break
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if(department)
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M << "<b>You have been assigned to [department]!</b>"
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H << "<b>You have been assigned to [department]!</b>"
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else
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M << "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>"
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H << "<b>You have not been assigned to any department. Patrol the halls and help where needed.</b>"
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@@ -13,7 +13,6 @@
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canmove = 0
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anchored = 1 // don't get pushed around
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var/mob/living/new_character //for instant transfer once the round is set up
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/mob/new_player/New()
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tag = "mob_[next_mob_id++]"
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@@ -302,7 +301,7 @@
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SSjob.AssignRole(src, rank, 1)
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var/mob/living/character = create_character(TRUE) //creates the human and transfers vars and mind
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var/mob/living/character = create_character() //creates the human and transfers vars and mind
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var/equip = SSjob.EquipRank(character, rank, 1)
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if(iscyborg(equip)) //Borgs get borged in the equip, so we need to make sure we handle the new mob.
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character = equip
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@@ -423,33 +422,27 @@
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popup.open(0) // 0 is passed to open so that it doesn't use the onclose() proc
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/mob/new_player/proc/create_character(transfer_after)
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/mob/new_player/proc/create_character()
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spawning = 1
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close_spawn_windows()
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var/mob/living/carbon/human/H = new(loc)
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var/mob/living/carbon/human/new_character = new(loc)
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if(config.force_random_names || jobban_isbanned(src, "appearance"))
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client.prefs.random_character()
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client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
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client.prefs.copy_to(H)
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H.dna.update_dna_identity()
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client.prefs.copy_to(new_character)
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new_character.dna.update_dna_identity()
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if(mind)
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mind.active = 0 //we wish to transfer the key manually
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mind.transfer_to(H) //won't transfer key since the mind is not active
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mind.transfer_to(new_character) //won't transfer key since the mind is not active
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H.name = real_name
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new_character.name = real_name
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. = H
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new_character = .
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if(transfer_after)
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transfer_character()
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new_character.key = key //Manually transfer the key to log them in
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new_character.stopLobbySound()
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/mob/new_player/proc/transfer_character()
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. = new_character
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if(.)
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new_character.key = key //Manually transfer the key to log them in
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new_character.stopLobbySound()
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return new_character
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/mob/new_player/proc/ViewManifest()
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var/dat = "<html><body>"
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@@ -287,12 +287,9 @@
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qdel(src)
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/mob/new_player/AIize(transfer_after)
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/mob/new_player/AIize()
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spawning = 1
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. = ..()
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new_character = .
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if(!transfer_after) //name can't be set in AI/New without the client
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new_character.rename_self("ai", client)
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return ..()
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/mob/living/carbon/human/AIize()
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if (notransform)
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@@ -314,7 +311,7 @@
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invisibility = INVISIBILITY_MAXIMUM
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return ..()
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/mob/proc/AIize(transfer_after = TRUE)
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/mob/proc/AIize()
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if(client)
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stopLobbySound()
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@@ -337,13 +334,10 @@
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if (sloc.name == "AI")
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loc_landmark = sloc.loc
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if(!transfer_after)
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mind.active = FALSE
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. = new /mob/living/silicon/ai(loc_landmark, null, src)
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qdel(src)
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return
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if(transfer_after)
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qdel(src)
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//human -> robot
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/mob/living/carbon/human/proc/Robotize(delete_items = 0)
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