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187 lines
6.7 KiB
Plaintext
187 lines
6.7 KiB
Plaintext
//this datum is used by the events controller to dictate how it selects events
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/datum/round_event_control
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var/name //The human-readable name of the event
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var/typepath //The typepath of the event datum /datum/round_event
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var/weight = 10 //The weight this event has in the random-selection process.
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//Higher weights are more likely to be picked.
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//10 is the default weight. 20 is twice more likely; 5 is half as likely as this default.
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//0 here does NOT disable the event, it just makes it extremely unlikely
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var/earliest_start = 12000 //The earliest world.time that an event can start (round-duration in deciseconds) default: 20 mins
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var/min_players = 0 //The minimum amount of alive, non-AFK human players on server required to start the event.
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var/occurrences = 0 //How many times this event has occured
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var/max_occurrences = 20 //The maximum number of times this event can occur (naturally), it can still be forced.
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//By setting this to 0 you can effectively disable an event.
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var/holidayID = "" //string which should be in the SSevents.holidays list if you wish this event to be holiday-specific
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//anything with a (non-null) holidayID which does not match holiday, cannot run.
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var/wizardevent = 0
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var/alertadmins = 1 //should we let the admins know this event is firing
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//should be disabled on events that fire a lot
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var/list/gamemode_blacklist = list() // Event won't happen in these gamemodes
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var/list/gamemode_whitelist = list() // Event will happen ONLY in these gamemodes if not empty
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var/triggering //admin cancellation
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/datum/round_event_control/New()
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..()
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if(config && !wizardevent) // Magic is unaffected by configs
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earliest_start = Ceiling(earliest_start * config.events_min_time_mul)
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min_players = Ceiling(min_players * config.events_min_players_mul)
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/datum/round_event_control/wizard
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wizardevent = 1
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// Checks if the event can be spawned. Used by event controller and "false alarm" event.
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// Admin-created events override this.
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/datum/round_event_control/proc/canSpawnEvent(var/players_amt, var/gamemode)
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if(occurrences >= max_occurrences)
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return FALSE
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if(earliest_start >= world.time)
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return FALSE
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if(wizardevent != SSevent.wizardmode)
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return FALSE
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if(players_amt < min_players)
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return FALSE
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if(gamemode_blacklist.len && (gamemode in gamemode_blacklist))
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return FALSE
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if(gamemode_whitelist.len && !(gamemode in gamemode_whitelist))
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return FALSE
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if(holidayID && (!SSevent.holidays || !SSevent.holidays[holidayID]))
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return FALSE
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return TRUE
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/datum/round_event_control/proc/preRunEvent()
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if(!ispath(typepath,/datum/round_event))
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return EVENT_CANT_RUN
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triggering = TRUE
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if (alertadmins)
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message_admins("Random Event triggering in 10 seconds: [name] ([typepath]) (<a href='?src=\ref[src];cancel=1'>CANCEL</a>)")
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sleep(100)
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if(!triggering)
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return EVENT_CANCELLED //admin cancelled
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triggering = FALSE
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return EVENT_READY
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/datum/round_event_control/Topic(href, href_list)
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..()
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if(href_list["cancel"])
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if(!triggering)
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to_chat(usr, "<span class='admin'>You are too late to cancel that event</span>")
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return
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triggering = FALSE
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message_admins("[key_name_admin(usr)] cancelled event [name].")
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log_admin_private("[key_name(usr)] cancelled event [name].")
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feedback_add_details("admin_verb","CancelEvent: [typepath]")
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/datum/round_event_control/proc/runEvent(random)
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var/datum/round_event/E = new typepath()
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E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
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E.control = src
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feedback_add_details("event_ran","[E]")
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occurrences++
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testing("[time2text(world.time, "hh:mm:ss")] [E.type]")
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if(random)
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if(alertadmins)
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deadchat_broadcast("<span class='deadsay'><b>[name]</b> has just been randomly triggered!</span>") //STOP ASSUMING IT'S BADMINS!
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log_game("Random Event triggering: [name] ([typepath])")
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return E
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/datum/round_event //NOTE: Times are measured in master controller ticks!
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var/processing = TRUE
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var/datum/round_event_control/control
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var/startWhen = 0 //When in the lifetime to call start().
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var/announceWhen = 0 //When in the lifetime to call announce(). Set an event's announceWhen to >0 if there is an announcement.
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var/endWhen = 0 //When in the lifetime the event should end.
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var/activeFor = 0 //How long the event has existed. You don't need to change this.
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var/current_players = 0 //Amount of of alive, non-AFK human players on server at the time of event start
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//Called first before processing.
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//Allows you to setup your event, such as randomly
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//setting the startWhen and or announceWhen variables.
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//Only called once.
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//EDIT: if there's anything you want to override within the new() call, it will not be overridden by the time this proc is called.
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//It will only have been overridden by the time we get to announce() start() tick() or end() (anything but setup basically).
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//This is really only for setting defaults which can be overridden later when New() finishes.
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/datum/round_event/proc/setup()
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return
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//Called when the tick is equal to the startWhen variable.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/round_event/proc/start()
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return
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//Called when the tick is equal to the announceWhen variable.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/round_event/proc/announce()
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return
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//Called on or after the tick counter is equal to startWhen.
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//You can include code related to your event or add your own
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//time stamped events.
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//Called more than once.
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/datum/round_event/proc/tick()
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return
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//Called on or after the tick is equal or more than endWhen
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//You can include code related to the event ending.
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//Do not place spawn() in here, instead use tick() to check for
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//the activeFor variable.
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//For example: if(activeFor == myOwnVariable + 30) doStuff()
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//Only called once.
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/datum/round_event/proc/end()
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return
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//Do not override this proc, instead use the appropiate procs.
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//This proc will handle the calls to the appropiate procs.
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/datum/round_event/process()
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if(!processing)
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return
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if(activeFor == startWhen)
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start()
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if(activeFor == announceWhen)
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announce()
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if(startWhen < activeFor && activeFor < endWhen)
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tick()
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if(activeFor == endWhen)
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end()
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// Everything is done, let's clean up.
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if(activeFor >= endWhen && activeFor >= announceWhen && activeFor >= startWhen)
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kill()
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activeFor++
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//Garbage collects the event by removing it from the global events list,
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//which should be the only place it's referenced.
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//Called when start(), announce() and end() has all been called.
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/datum/round_event/proc/kill()
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SSevent.running -= src
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//Sets up the event then adds the event to the the list of running events
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/datum/round_event/New(my_processing = TRUE)
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setup()
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processing = my_processing
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SSevent.running += src
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return ..()
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