mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* shouldn't you be merging these by now * my oh my do we have a lot of these * a fellow pedantic shit
556 lines
19 KiB
Plaintext
556 lines
19 KiB
Plaintext
var/round_start_time = 0
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var/datum/subsystem/ticker/ticker
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/datum/subsystem/ticker
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name = "Ticker"
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init_order = 0
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priority = 200
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flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING
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var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
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var/force_ending = 0 //Round was ended by admin intervention
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var/hide_mode = 0
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var/datum/game_mode/mode = null
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var/event_time = null
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var/event = 0
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var/login_music //music played in pregame lobby
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var/round_end_sound //music/jingle played when the world reboots
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var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
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//These bible variables should be a preference
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var/Bible_icon_state //icon_state the chaplain has chosen for his bible
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var/Bible_item_state //item_state the chaplain has chosen for his bible
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var/Bible_name //name of the bible
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var/Bible_deity_name //name of chaplin's deity
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var/list/syndicate_coalition = list() //list of traitor-compatible factions
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var/list/factions = list() //list of all factions
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var/list/availablefactions = list() //list of factions with openings
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var/list/scripture_states = list(SCRIPTURE_DRIVER = TRUE, \
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SCRIPTURE_SCRIPT = FALSE, \
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SCRIPTURE_APPLICATION = FALSE, \
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SCRIPTURE_REVENANT = FALSE, \
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SCRIPTURE_JUDGEMENT = FALSE) //list of clockcult scripture states for announcements
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var/delay_end = 0 //if set true, the round will not restart on it's own
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var/triai = 0 //Global holder for Triumvirate
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var/tipped = 0 //Did we broadcast the tip of the day yet?
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var/selected_tip // What will be the tip of the day?
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var/timeLeft = 1200 //pregame timer
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var/totalPlayers = 0 //used for pregame stats on statpanel
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var/totalPlayersReady = 0 //used for pregame stats on statpanel
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var/queue_delay = 0
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var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
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var/obj/screen/cinematic = null //used for station explosion cinematic
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var/maprotatechecked = 0
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/datum/subsystem/ticker/New()
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NEW_SS_GLOBAL(ticker)
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login_music = pickweight(list('sound/ambience/title2.ogg' = 31, 'sound/ambience/title1.ogg' = 31, 'sound/ambience/title3.ogg' =31, 'sound/ambience/clown.ogg' = 7)) // choose title music!
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if(SSevent.holidays && SSevent.holidays[APRIL_FOOLS])
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login_music = 'sound/ambience/clown.ogg'
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/datum/subsystem/ticker/Initialize(timeofday)
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if(!syndicate_code_phrase)
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syndicate_code_phrase = generate_code_phrase()
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if(!syndicate_code_response)
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syndicate_code_response = generate_code_phrase()
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..()
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/datum/subsystem/ticker/fire()
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switch(current_state)
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if(GAME_STATE_STARTUP)
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timeLeft = config.lobby_countdown * 10
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world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
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world << "Please set up your character and select \"Ready\". The game will start in [config.lobby_countdown] seconds."
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current_state = GAME_STATE_PREGAME
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if(GAME_STATE_PREGAME)
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//lobby stats for statpanels
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totalPlayers = 0
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totalPlayersReady = 0
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for(var/mob/new_player/player in player_list)
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++totalPlayers
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if(player.ready)
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++totalPlayersReady
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//countdown
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if(timeLeft < 0)
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return
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timeLeft -= wait
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if(timeLeft <= 300 && !tipped)
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send_tip_of_the_round()
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tipped = TRUE
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if(timeLeft <= 0)
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current_state = GAME_STATE_SETTING_UP
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if(GAME_STATE_SETTING_UP)
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if(!setup())
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//setup failed
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current_state = GAME_STATE_STARTUP
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if(GAME_STATE_PLAYING)
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mode.process(wait * 0.1)
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check_queue()
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check_maprotate()
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scripture_states = scripture_unlock_alert(scripture_states)
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if(!mode.explosion_in_progress && mode.check_finished() || force_ending)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(1) // Turn it on
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declare_completion(force_ending)
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spawn(50)
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if(mode.station_was_nuked)
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world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
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else
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world.Reboot("Round ended.", "end_proper", "proper completion")
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/datum/subsystem/ticker/proc/setup()
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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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runnable_modes = config.get_runnable_modes()
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if(master_mode == "secret")
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hide_mode = 1
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if(secret_force_mode != "secret")
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var/datum/game_mode/smode = config.pick_mode(secret_force_mode)
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if(!smode.can_start())
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message_admins("\blue Unable to force secret [secret_force_mode]. [smode.required_players] players and [smode.required_enemies] eligible antagonists needed.")
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else
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mode = smode
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if(!mode)
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if(!runnable_modes.len)
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world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby."
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return 0
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mode = pickweight(runnable_modes)
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else
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mode = config.pick_mode(master_mode)
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if(!mode.can_start())
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world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players and [mode.required_enemies] eligible antagonists needed. Reverting to pre-game lobby."
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qdel(mode)
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mode = null
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SSjob.ResetOccupations()
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return 0
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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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SSjob.DivideOccupations() //Distribute jobs
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if(!Debug2)
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if(!can_continue)
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qdel(mode)
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mode = null
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world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
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SSjob.ResetOccupations()
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return 0
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else
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message_admins("<span class='notice'>DEBUG: Bypassing prestart checks...</span>")
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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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modes += M.name
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modes = sortList(modes)
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world << "<b>The gamemode is: secret!\n\
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Possibilities:</B> [english_list(modes)]"
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else
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mode.announce()
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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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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 and transfer them
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collect_minds()
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equip_characters()
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data_core.manifest()
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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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if(SSevent.holidays)
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world << "<font color='blue'>and...</font>"
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for(var/holidayname in SSevent.holidays)
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var/datum/holiday/holiday = SSevent.holidays[holidayname]
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world << "<h4>[holiday.greet()]</h4>"
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spawn(0)//Forking here so we dont have to wait for this to finish
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mode.post_setup()
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//Cleanup some stuff
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for(var/obj/effect/landmark/start/S in landmarks_list)
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//Deleting Startpoints but we need the ai point to AI-ize people later
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if(S.name != "AI")
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qdel(S)
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var/list/adm = get_admin_counts()
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if(!adm["present"])
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send2irc("Server", "Round just started with no active admins online!")
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return 1
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//Plus it provides an easy way to make cinematics for other events. Just use this as a template
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/datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null)
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if( cinematic )
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return //already a cinematic in progress!
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for (var/datum/html_interface/hi in html_interfaces)
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hi.closeAll()
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//initialise our cinematic screen object
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cinematic = new /obj/screen{icon='icons/effects/station_explosion.dmi';icon_state="station_intact";layer=21;mouse_opacity=0;screen_loc="1,0";}(src)
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if(station_missed)
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for(var/mob/M in mob_list)
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M.notransform = TRUE //stop everything moving
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if(M.client)
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M.client.screen += cinematic //show every client the cinematic
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else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
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for(var/mob/M in mob_list)
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if(M.client)
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M.client.screen += cinematic
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if(M.stat != DEAD)
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var/turf/T = get_turf(M)
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if(T && T.z==1)
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M.death(0) //no mercy
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else
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M.notransform=TRUE //no moving for you
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//Now animate the cinematic
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switch(station_missed)
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if(1) //nuke was nearby but (mostly) missed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency") //Nuke wasn't on station when it blew up
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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if("gang war") //Gang Domination (just show the override screen)
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cinematic.icon_state = "intro_malf_still"
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flick("intro_malf",cinematic)
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sleep(70)
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if("fake") //The round isn't over, we're just freaking people out for fun
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/items/bikehorn.ogg')
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flick("summary_selfdes",cinematic)
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else
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flick("intro_nuke",cinematic)
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sleep(35)
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world << sound('sound/effects/explosionfar.ogg')
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//flick("end",cinematic)
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if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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world << sound('sound/effects/explosionfar.ogg')
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else //station was destroyed
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if( mode && !override )
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override = mode.name
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switch( override )
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if("nuclear emergency") //Nuke Ops successfully bombed the station
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_nukewin"
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if("AI malfunction") //Malf (screen,explosion,summary)
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flick("intro_malf",cinematic)
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sleep(76)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_malf"
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if("blob") //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red",cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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if("no_core") //Nuke failed to detonate as it had no core
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_intact",cinematic)
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world << sound('sound/ambience/signal.ogg')
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sleep(100)
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if(cinematic)
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qdel(cinematic)
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cinematic = null
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for(var/mob/M in mob_list)
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M.notransform = FALSE
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return //Faster exit, since nothing happened
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else //Station nuked (nuke,explosion,summary)
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flick("intro_nuke",cinematic)
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sleep(35)
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flick("station_explode_fade_red", cinematic)
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world << sound('sound/effects/explosionfar.ogg')
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cinematic.icon_state = "summary_selfdes"
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//If its actually the end of the round, wait for it to end.
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//Otherwise if its a verb it will continue on afterwards.
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spawn(300)
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if(cinematic)
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qdel(cinematic) //end the cinematic
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for(var/mob/M in mob_list)
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M.notransform = FALSE //gratz you survived
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return
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/datum/subsystem/ticker/proc/create_characters()
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for(var/mob/new_player/player in player_list)
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if(player.ready && player.mind)
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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()
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else
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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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/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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/datum/subsystem/ticker/proc/equip_characters()
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var/captainless=1
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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(player, player.mind.assigned_role, 0)
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if(captainless)
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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/declare_completion()
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var/station_evacuated = EMERGENCY_ESCAPED_OR_ENDGAMED
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var/num_survivors = 0
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var/num_escapees = 0
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world << "<BR><BR><BR><FONT size=3><B>The round has ended.</B></FONT>"
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//Player status report
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for(var/mob/Player in mob_list)
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if(Player.mind && !isnewplayer(Player))
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if(Player.stat != DEAD && !isbrain(Player))
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num_survivors++
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if(station_evacuated) //If the shuttle has already left the station
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if(!Player.onCentcom() && !Player.onSyndieBase())
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Player << "<font color='blue'><b>You managed to survive, but were marooned on [station_name()]...</b></FONT>"
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else
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num_escapees++
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Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></FONT>"
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else
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Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></FONT>"
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else
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Player << "<font color='red'><b>You did not survive the events on [station_name()]...</b></FONT>"
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//Round statistics report
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var/datum/station_state/end_state = new /datum/station_state()
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end_state.count()
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var/station_integrity = min(round( 100 * start_state.score(end_state), 0.1), 100)
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world << "<BR>[TAB]Shift Duration: <B>[round(world.time / 36000)]:[add_zero("[world.time / 600 % 60]", 2)]:[world.time / 100 % 6][world.time / 100 % 10]</B>"
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world << "<BR>[TAB]Station Integrity: <B>[mode.station_was_nuked ? "<font color='red'>Destroyed</font>" : "[station_integrity]%"]</B>"
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if(joined_player_list.len)
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world << "<BR>[TAB]Total Population: <B>[joined_player_list.len]</B>"
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if(station_evacuated)
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world << "<BR>[TAB]Evacuation Rate: <B>[num_escapees] ([round((num_escapees/joined_player_list.len)*100, 0.1)]%)</B>"
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world << "<BR>[TAB]Survival Rate: <B>[num_survivors] ([round((num_survivors/joined_player_list.len)*100, 0.1)]%)</B>"
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world << "<BR>"
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//Silicon laws report
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for (var/mob/living/silicon/ai/aiPlayer in mob_list)
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if (aiPlayer.stat != 2 && aiPlayer.mind)
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world << "<b>[aiPlayer.name] (Played by: [aiPlayer.mind.key])'s laws at the end of the round were:</b>"
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aiPlayer.show_laws(1)
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else if (aiPlayer.mind) //if the dead ai has a mind, use its key instead
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world << "<b>[aiPlayer.name] (Played by: [aiPlayer.mind.key])'s laws when it was deactivated were:</b>"
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aiPlayer.show_laws(1)
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world << "<b>Total law changes: [aiPlayer.law_change_counter]</b>"
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if (aiPlayer.connected_robots.len)
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var/robolist = "<b>[aiPlayer.real_name]'s minions were:</b> "
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for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
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if(robo.mind)
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robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.mind.key]), ":" (Played by: [robo.mind.key]), "]"
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world << "[robolist]"
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for (var/mob/living/silicon/robot/robo in mob_list)
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if (!robo.connected_ai && robo.mind)
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if (robo.stat != 2)
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world << "<b>[robo.name] (Played by: [robo.mind.key]) survived as an AI-less borg! Its laws were:</b>"
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else
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world << "<b>[robo.name] (Played by: [robo.mind.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
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if(robo) //How the hell do we lose robo between here and the world messages directly above this?
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robo.laws.show_laws(world)
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mode.declare_completion()//To declare normal completion.
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//calls auto_declare_completion_* for all modes
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for(var/handler in typesof(/datum/game_mode/proc))
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if (findtext("[handler]","auto_declare_completion_"))
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call(mode, handler)(force_ending)
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//Print a list of antagonists to the server log
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var/list/total_antagonists = list()
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//Look into all mobs in world, dead or alive
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for(var/datum/mind/Mind in minds)
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var/temprole = Mind.special_role
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if(temprole) //if they are an antagonist of some sort.
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if(temprole in total_antagonists) //If the role exists already, add the name to it
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total_antagonists[temprole] += ", [Mind.name]([Mind.key])"
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else
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total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob
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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]].")
|
|
|
|
mode.declare_station_goal_completion()
|
|
|
|
//Adds the del() log to world.log in a format condensable by the runtime condenser found in tools
|
|
if(SSgarbage.didntgc.len)
|
|
var/dellog = ""
|
|
for(var/path in SSgarbage.didntgc)
|
|
dellog += "Path : [path] \n"
|
|
dellog += "Failures : [SSgarbage.didntgc[path]] \n"
|
|
world.log << dellog
|
|
|
|
//Collects persistence features
|
|
SSpersistence.CollectData()
|
|
return 1
|
|
|
|
/datum/subsystem/ticker/proc/send_tip_of_the_round()
|
|
var/m
|
|
if(selected_tip)
|
|
m = selected_tip
|
|
else
|
|
var/list/randomtips = file2list("config/tips.txt")
|
|
var/list/memetips = file2list("config/sillytips.txt")
|
|
if(randomtips.len && prob(95))
|
|
m = pick(randomtips)
|
|
else if(memetips.len)
|
|
m = pick(memetips)
|
|
|
|
if(m)
|
|
world << "<font color='purple'><b>Tip of the round: \
|
|
</b>[html_encode(m)]</font>"
|
|
|
|
/datum/subsystem/ticker/proc/check_queue()
|
|
if(!queued_players.len || !config.hard_popcap)
|
|
return
|
|
|
|
queue_delay++
|
|
var/mob/new_player/next_in_line = queued_players[1]
|
|
|
|
switch(queue_delay)
|
|
if(5) //every 5 ticks check if there is a slot available
|
|
if(living_player_count() < config.hard_popcap)
|
|
if(next_in_line && next_in_line.client)
|
|
next_in_line << "<span class='userdanger'>A slot has opened! You have approximately 20 seconds to join. <a href='?src=\ref[next_in_line];late_join=override'>\>\>Join Game\<\<</a></span>"
|
|
next_in_line << sound('sound/misc/notice1.ogg')
|
|
next_in_line.LateChoices()
|
|
return
|
|
queued_players -= next_in_line //Client disconnected, remove he
|
|
queue_delay = 0 //No vacancy: restart timer
|
|
if(25 to INFINITY) //No response from the next in line when a vacancy exists, remove he
|
|
next_in_line << "<span class='danger'>No response recieved. You have been removed from the line.</span>"
|
|
queued_players -= next_in_line
|
|
queue_delay = 0
|
|
|
|
/datum/subsystem/ticker/proc/check_maprotate()
|
|
if (!config.maprotation || !SERVERTOOLS)
|
|
return
|
|
if (SSshuttle.emergency.mode != SHUTTLE_ESCAPE || SSshuttle.canRecall())
|
|
return
|
|
if (maprotatechecked)
|
|
return
|
|
|
|
maprotatechecked = 1
|
|
|
|
//map rotate chance defaults to 75% of the length of the round (in minutes)
|
|
if (!prob((world.time/600)*config.maprotatechancedelta))
|
|
return
|
|
spawn(0) //compiling a map can lock up the mc for 30 to 60 seconds if we don't spawn
|
|
maprotate()
|
|
|
|
|
|
/world/proc/has_round_started()
|
|
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/datum/subsystem/ticker/Recover()
|
|
current_state = ticker.current_state
|
|
force_ending = ticker.force_ending
|
|
hide_mode = ticker.hide_mode
|
|
mode = ticker.mode
|
|
event_time = ticker.event_time
|
|
event = ticker.event
|
|
|
|
login_music = ticker.login_music
|
|
round_end_sound = ticker.round_end_sound
|
|
|
|
minds = ticker.minds
|
|
|
|
Bible_icon_state = ticker.Bible_icon_state
|
|
Bible_item_state = ticker.Bible_item_state
|
|
Bible_name = ticker.Bible_name
|
|
Bible_deity_name = ticker.Bible_deity_name
|
|
|
|
syndicate_coalition = ticker.syndicate_coalition
|
|
factions = ticker.factions
|
|
availablefactions = ticker.availablefactions
|
|
|
|
delay_end = ticker.delay_end
|
|
|
|
triai = ticker.triai
|
|
tipped = ticker.tipped
|
|
selected_tip = ticker.selected_tip
|
|
|
|
timeLeft = ticker.timeLeft
|
|
|
|
totalPlayers = ticker.totalPlayers
|
|
totalPlayersReady = ticker.totalPlayersReady
|
|
|
|
queue_delay = ticker.queue_delay
|
|
queued_players = ticker.queued_players
|
|
cinematic = ticker.cinematic
|
|
maprotatechecked = ticker.maprotatechecked
|