Roundstart no longer delayed by initializations

This commit is contained in:
Cyberboss
2017-02-14 23:15:00 -05:00
parent ca95cb7248
commit 17bc8038f1
5 changed files with 31 additions and 15 deletions

View File

@@ -2,7 +2,7 @@ var/datum/subsystem/mapping/SSmapping
/datum/subsystem/mapping /datum/subsystem/mapping
name = "Mapping" name = "Mapping"
init_order = 13 init_order = 12
flags = SS_NO_FIRE flags = SS_NO_FIRE
display_order = 50 display_order = 50

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@@ -6,7 +6,7 @@ var/datum/subsystem/objects/SSobj
/datum/subsystem/objects /datum/subsystem/objects
name = "Objects" name = "Objects"
init_order = 12 init_order = 11
priority = 40 priority = 40
var/initialized = INITIALIZATION_INSSOBJ var/initialized = INITIALIZATION_INSSOBJ

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@@ -4,7 +4,7 @@ var/datum/subsystem/ticker/ticker
/datum/subsystem/ticker /datum/subsystem/ticker
name = "Ticker" name = "Ticker"
init_order = 0 init_order = 13
priority = 200 priority = 200
flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING
@@ -39,7 +39,8 @@ var/datum/subsystem/ticker/ticker
var/tipped = 0 //Did we broadcast the tip of the day yet? var/tipped = 0 //Did we broadcast the tip of the day yet?
var/selected_tip // What will be the tip of the day? var/selected_tip // What will be the tip of the day?
var/timeLeft = 1200 //pregame timer var/timeLeft //pregame timer
var/start_at
var/totalPlayers = 0 //used for pregame stats on statpanel var/totalPlayers = 0 //used for pregame stats on statpanel
var/totalPlayersReady = 0 //used for pregame stats on statpanel var/totalPlayersReady = 0 //used for pregame stats on statpanel
@@ -66,19 +67,19 @@ var/datum/subsystem/ticker/ticker
if(!syndicate_code_response) if(!syndicate_code_response)
syndicate_code_response = generate_code_phrase() syndicate_code_response = generate_code_phrase()
..() ..()
start_at = world.time + (config.lobby_countdown * 10)
world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
world << "Please set up your character and select \"Ready\". The game will start in about [config.lobby_countdown] seconds."
current_state = GAME_STATE_PREGAME
for(var/client/C in clients)
window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
/datum/subsystem/ticker/fire() /datum/subsystem/ticker/fire()
switch(current_state) switch(current_state)
if(GAME_STATE_STARTUP)
timeLeft = config.lobby_countdown * 10
world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
world << "Please set up your character and select \"Ready\". The game will start in [config.lobby_countdown] seconds."
current_state = GAME_STATE_PREGAME
for(var/client/C in clients)
window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
if(GAME_STATE_PREGAME) if(GAME_STATE_PREGAME)
//lobby stats for statpanels //lobby stats for statpanels
if(isnull(timeLeft))
timeLeft = max(0,start_at - world.time)
totalPlayers = 0 totalPlayers = 0
totalPlayersReady = 0 totalPlayersReady = 0
for(var/mob/new_player/player in player_list) for(var/mob/new_player/player in player_list)
@@ -707,3 +708,15 @@ var/datum/subsystem/ticker/ticker
if(news_message) if(news_message)
send2otherserver(news_source, news_message,"News_Report") send2otherserver(news_source, news_message,"News_Report")
/datum/subsystem/ticker/proc/GetTimeLeft()
if(isnull(ticker.timeLeft))
return max(0, start_at - world.time)
return timeLeft
/datum/subsystem/ticker/proc/SetTimeLeft(newtime)
if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed
start_at = world.time + newtime
else
timeLeft = newtime

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@@ -569,11 +569,11 @@ var/global/BSACooldown = 0
set desc="Delay the game start" set desc="Delay the game start"
set name="Delay pre-game" set name="Delay pre-game"
var/newtime = input("Set a new time in seconds. Set -1 for indefinite delay.","Set Delay",round(ticker.timeLeft/10)) as num|null var/newtime = input("Set a new time in seconds. Set -1 for indefinite delay.","Set Delay",round(ticker.GetTimeLeft()/10)) as num|null
if(ticker.current_state > GAME_STATE_PREGAME) if(ticker.current_state > GAME_STATE_PREGAME)
return alert("Too late... The game has already started!") return alert("Too late... The game has already started!")
if(newtime) if(newtime)
ticker.timeLeft = newtime * 10 ticker.SetTimeLeft(newtime * 10)
if(newtime < 0) if(newtime < 0)
world << "<b>The game start has been delayed.</b>" world << "<b>The game start has been delayed.</b>"
log_admin("[key_name(usr)] delayed the round start.") log_admin("[key_name(usr)] delayed the round start.")

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@@ -75,7 +75,10 @@
stat("Map:", MAP_NAME) stat("Map:", MAP_NAME)
if(ticker.current_state == GAME_STATE_PREGAME) if(ticker.current_state == GAME_STATE_PREGAME)
stat("Time To Start:", (ticker.timeLeft >= 0) ? "[round(ticker.timeLeft / 10)]s" : "DELAYED") var/time_remaining = ticker.GetTimeLeft()
if(time_remaining >= 0)
time_remaining /= 10
stat("Time To Start:", (time_remaining >= 0) ? "[round(time_remaining)]s" : "DELAYED")
stat("Players:", "[ticker.totalPlayers]") stat("Players:", "[ticker.totalPlayers]")
if(client.holder) if(client.holder)