Files
vgstation13/code/game/gamemodes/gameticker.dm
elly1989@rocketmail.com 2e68af07c1 Merged listen_ooc, seeprayers, STFU_ghosts, STFU_radio, deadchat, sound_adminhelp, ghostears, ghostsight, canplaysound, midis, no_ambi and lobby_music into client.prefs.toggles as bitflags.
Toggling these preferences in-game will update your savefile. Meaning that your preferences will persist between rounds.

Added some savefile_version updating stuff. It's pretty crude. If you're changing any of the savefile stuff just ask and I can change it/help.

Removed some unused client vars

Ghosts no longer hear ambience. Simplified ambience code.

Simplified lobby music code. It will no longer cause a massive queue of events (which would eventually balloon in memory use)

Moved ooccolor and sound_adminhelp back to prefs. It's easier and allowed me to remove the setupclient() stuff completely.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5143 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-21 05:58:04 +00:00

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var/global/datum/controller/gameticker/ticker
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
/datum/controller/gameticker
var/const/restart_timeout = 250
var/current_state = GAME_STATE_PREGAME
var/hide_mode = 0
var/datum/game_mode/mode = null
var/event_time = null
var/event = 0
var/login_music // music played in pregame lobby
var/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
var/Bible_icon_state // icon_state the chaplain has chosen for his bible
var/Bible_item_state // item_state the chaplain has chosen for his bible
var/Bible_name // name of the bible
var/Bible_deity_name
var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
var/list/syndicate_coalition = list() // list of traitor-compatible factions
var/list/factions = list() // list of all factions
var/list/availablefactions = list() // list of factions with openings
var/pregame_timeleft = 0
var/delay_end = 0 //if set to nonzero, the round will not restart on it's own
var/triai = 0//Global holder for Triumvirate
/datum/controller/gameticker/proc/pregame()
login_music = pick('sound/ambience/title2.ogg') // choose title music!
for(var/mob/new_player/M in mob_list)
if(M.client) M.client.playtitlemusic()
do
pregame_timeleft = 90
world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds"
while(current_state == GAME_STATE_PREGAME)
sleep(10)
if(going)
pregame_timeleft--
if(pregame_timeleft <= 0)
current_state = GAME_STATE_SETTING_UP
while (!setup())
/datum/controller/gameticker/proc/setup()
//Create and announce mode
if(master_mode=="secret")
src.hide_mode = 1
var/list/datum/game_mode/runnable_modes
if((master_mode=="random") || (master_mode=="secret"))
runnable_modes = config.get_runnable_modes()
if (runnable_modes.len==0)
current_state = GAME_STATE_PREGAME
world << "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby."
return 0
if(secret_force_mode != "secret")
var/datum/game_mode/M = config.pick_mode(secret_force_mode)
if(M.can_start())
src.mode = config.pick_mode(secret_force_mode)
job_master.ResetOccupations()
if(!src.mode)
src.mode = pickweight(runnable_modes)
if(src.mode)
var/mtype = src.mode.type
src.mode = new mtype
else
src.mode = config.pick_mode(master_mode)
if (!src.mode.can_start())
world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
del(mode)
current_state = GAME_STATE_PREGAME
job_master.ResetOccupations()
return 0
//Configure mode and assign player to special mode stuff
job_master.DivideOccupations() //Distribute jobs
var/can_continue = src.mode.pre_setup()//Setup special modes
if(!can_continue)
del(mode)
current_state = GAME_STATE_PREGAME
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
job_master.ResetOccupations()
return 0
if(hide_mode)
var/list/modes = new
for (var/datum/game_mode/M in runnable_modes)
modes+=M.name
modes = sortList(modes)
world << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [english_list(modes)]"
else
src.mode.announce()
create_characters() //Create player characters and transfer them
collect_minds()
equip_characters()
data_core.manifest()
current_state = GAME_STATE_PLAYING
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()
//Cleanup some stuff
for(var/obj/effect/landmark/start/S in landmarks_list)
//Deleting Startpoints but we need the ai point to AI-ize people later
if (S.name != "AI")
del(S)
world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
world << sound('sound/AI/welcome.ogg') // Skie
//Holiday Round-start stuff ~Carn
Holiday_Game_Start()
start_events() //handles random events and space dust.
var/admins_number = 0
for(var/client/C)
if(C.holder)
admins_number++
if(admins_number == 0)
send2irc("Server", "Round just started with no admins online!")
supply_shuttle.process() //Start the supply shuttle regenerating points -- TLE
master_controller.process() //Start master_controller.process()
lighting_controller.process() //Start processing DynamicAreaLighting updates
if(config.sql_enabled)
spawn(3000)
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
return 1
/datum/controller/gameticker
//station_explosion used to be a variable for every mob's hud. Which was a waste!
//Now we have a general cinematic centrally held within the gameticker....far more efficient!
var/obj/screen/cinematic = null
//Plus it provides an easy way to make cinematics for other events. Just use this as a template :)
proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
if( cinematic ) return //already a cinematic in progress!
//initialise our cinematic screen object
cinematic = new(src)
cinematic.icon = 'icons/effects/station_explosion.dmi'
cinematic.icon_state = "station_intact"
cinematic.layer = 20
cinematic.mouse_opacity = 0
cinematic.screen_loc = "1,0"
var/obj/structure/stool/bed/temp_buckle = new(src)
//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
if(station_missed)
for(var/mob/living/M in living_mob_list)
M.buckled = temp_buckle //buckles the mob so it can't do anything
if(M.client)
M.client.screen += cinematic //show every client the cinematic
else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
for(var/mob/living/M in living_mob_list)
M.buckled = temp_buckle
if(M.client)
M.client.screen += cinematic
switch(M.z)
if(0) //inside a crate or something
var/turf/T = get_turf(M)
if(T && T.z==1) //we don't use M.death(0) because it calls a for(/mob) loop and
M.health = 0
M.stat = DEAD
if(1) //on a z-level 1 turf.
M.health = 0
M.stat = DEAD
//Now animate the cinematic
switch(station_missed)
if(1) //nuke was nearby but (mostly) missed
if( mode && !override )
override = mode.name
switch( override )
if("nuclear emergency") //Nuke wasn't on station when it blew up
flick("intro_nuke",cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
else
flick("intro_nuke",cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
//flick("end",cinematic)
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
world << sound('sound/effects/explosionfar.ogg')
else //station was destroyed
if( mode && !override )
override = mode.name
switch( override )
if("nuclear emergency") //Nuke Ops successfully bombed the station
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
cinematic.icon_state = "summary_nukewin"
if("AI malfunction") //Malf (screen,explosion,summary)
flick("intro_malf",cinematic)
sleep(76)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
cinematic.icon_state = "summary_malf"
if("blob") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
cinematic.icon_state = "summary_selfdes"
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
world << sound('sound/effects/explosionfar.ogg')
cinematic.icon_state = "summary_selfdes"
for(var/mob/living/M in living_mob_list)
if(M.loc.z == 1)
M.death()//No mercy
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.
sleep(300)
if(cinematic) del(cinematic) //end the cinematic
if(temp_buckle) del(temp_buckle) //release everybody
return
proc/create_characters()
for(var/mob/new_player/player in player_list)
if(player.ready && player.mind)
if(player.mind.assigned_role=="AI")
player.close_spawn_windows()
player.AIize()
else
player.create_character()
del(player)
proc/collect_minds()
for(var/mob/living/player in player_list)
if(player.mind)
ticker.minds += player.mind
proc/equip_characters()
var/captainless=1
for(var/mob/living/carbon/human/player in player_list)
if(player && player.mind && player.mind.assigned_role)
if(player.mind.assigned_role == "Captain")
captainless=0
if(player.mind.assigned_role != "MODE")
job_master.EquipRank(player, player.mind.assigned_role, 0)
if(captainless)
world << "Captainship not forced on anyone."
proc/process()
if(current_state != GAME_STATE_PLAYING)
return 0
mode.process()
emergency_shuttle.process()
if(!mode.explosion_in_progress && mode.check_finished())
current_state = GAME_STATE_FINISHED
spawn
declare_completion()
spawn(50)
if (mode.station_was_nuked)
feedback_set_details("end_proper","nuke")
if(!delay_end)
world << "\blue <B>Rebooting due to destruction of station in [restart_timeout/10] seconds</B>"
else
feedback_set_details("end_proper","proper completion")
if(!delay_end)
world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
if(blackbox)
blackbox.save_all_data_to_sql()
if(!delay_end)
sleep(restart_timeout)
world.Reboot()
else
world << "\blue <B>An admin has delayed the round end</B>"
return 1
proc/getfactionbyname(var/name)
for(var/datum/faction/F in factions)
if(F.name == name)
return F
/datum/controller/gameticker/proc/declare_completion()
for (var/mob/living/silicon/ai/aiPlayer in mob_list)
if (aiPlayer.stat != 2)
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:</b>"
else
world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b>"
aiPlayer.show_laws(1)
if (aiPlayer.connected_robots.len)
var/robolist = "<b>The AI's loyal minions were:</b> "
for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.key]), "]"
world << "[robolist]"
for (var/mob/living/silicon/robot/robo in mob_list)
if (!robo.connected_ai)
if (robo.stat != 2)
world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less borg! Its laws were:</b>"
else
world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a cyborg without an AI. Its laws were:</b>"
if(robo) //How the hell do we lose robo between here and the world messages directly above this?
robo.laws.show_laws(world)
mode.declare_completion()//To declare normal completion.
//calls auto_declare_completion_* for all modes
for(var/handler in typesof(/datum/game_mode/proc))
if (findtext("[handler]","auto_declare_completion_"))
call(mode, handler)()
//Print a list of antagonists to the server log
var/list/total_antagonists = list()
//Look into all mobs in world, dead or alive
for(var/datum/mind/Mind in minds)
var/temprole = Mind.special_role
if(temprole) //if they are an antagonist of some sort.
if(temprole in total_antagonists) //If the role exists already, add the name to it
total_antagonists[temprole] += ", [Mind.name]([Mind.key])"
else
total_antagonists.Add(temprole) //If the role doesnt exist in the list, create it and add the mob
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]].")
return 1