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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
369 lines
12 KiB
Plaintext
369 lines
12 KiB
Plaintext
var/global/datum/controller/gameticker/ticker
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#define GAME_STATE_PREGAME 1
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_FINISHED 4
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/datum/controller/gameticker
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var/const/restart_timeout = 250
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var/current_state = GAME_STATE_PREGAME
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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/list/datum/mind/minds = list()//The people in the game. Used for objective tracking.
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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
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var/random_players = 0 // if set to nonzero, ALL players who latejoin or declare-ready join will have random appearances/genders
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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/pregame_timeleft = 0
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var/delay_end = 0 //if set to nonzero, the round will not restart on it's own
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var/triai = 0//Global holder for Triumvirate
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/datum/controller/gameticker/proc/pregame()
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login_music = pick('sound/ambience/title2.ogg') // choose title music!
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for(var/mob/new_player/M in mob_list)
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if(M.client) M.client.playtitlemusic()
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do
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pregame_timeleft = 90
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world << "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>"
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world << "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds"
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while(current_state == GAME_STATE_PREGAME)
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sleep(10)
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if(going)
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pregame_timeleft--
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if(pregame_timeleft <= 0)
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current_state = GAME_STATE_SETTING_UP
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while (!setup())
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/datum/controller/gameticker/proc/setup()
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//Create and announce mode
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if(master_mode=="secret")
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src.hide_mode = 1
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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 (runnable_modes.len==0)
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current_state = GAME_STATE_PREGAME
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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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if(secret_force_mode != "secret")
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var/datum/game_mode/M = config.pick_mode(secret_force_mode)
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if(M.can_start())
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src.mode = config.pick_mode(secret_force_mode)
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job_master.ResetOccupations()
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if(!src.mode)
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src.mode = pickweight(runnable_modes)
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if(src.mode)
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var/mtype = src.mode.type
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src.mode = new mtype
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else
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src.mode = config.pick_mode(master_mode)
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if (!src.mode.can_start())
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world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
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del(mode)
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current_state = GAME_STATE_PREGAME
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job_master.ResetOccupations()
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return 0
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//Configure mode and assign player to special mode stuff
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job_master.DivideOccupations() //Distribute jobs
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var/can_continue = src.mode.pre_setup()//Setup special modes
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if(!can_continue)
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del(mode)
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current_state = GAME_STATE_PREGAME
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world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
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job_master.ResetOccupations()
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return 0
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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 current game mode is - Secret!</B>"
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world << "<B>Possibilities:</B> [english_list(modes)]"
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else
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src.mode.announce()
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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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current_state = GAME_STATE_PLAYING
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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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del(S)
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world << "<FONT color='blue'><B>Enjoy the game!</B></FONT>"
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world << sound('sound/AI/welcome.ogg') // Skie
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//Holiday Round-start stuff ~Carn
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Holiday_Game_Start()
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start_events() //handles random events and space dust.
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var/admins_number = 0
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for(var/client/C)
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if(C.holder)
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admins_number++
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if(admins_number == 0)
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send2irc("Server", "Round just started with no admins online!")
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supply_shuttle.process() //Start the supply shuttle regenerating points -- TLE
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master_controller.process() //Start master_controller.process()
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lighting_controller.process() //Start processing DynamicAreaLighting updates
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if(config.sql_enabled)
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spawn(3000)
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statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
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return 1
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/datum/controller/gameticker
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//station_explosion used to be a variable for every mob's hud. Which was a waste!
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//Now we have a general cinematic centrally held within the gameticker....far more efficient!
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var/obj/screen/cinematic = null
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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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proc/station_explosion_cinematic(var/station_missed=0, var/override = null)
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if( cinematic ) return //already a cinematic in progress!
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//initialise our cinematic screen object
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cinematic = new(src)
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cinematic.icon = 'icons/effects/station_explosion.dmi'
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cinematic.icon_state = "station_intact"
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cinematic.layer = 20
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cinematic.mouse_opacity = 0
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cinematic.screen_loc = "1,0"
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var/obj/structure/stool/bed/temp_buckle = new(src)
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//Incredibly hackish. It creates a bed within the gameticker (lol) to stop mobs running around
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if(station_missed)
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for(var/mob/living/M in living_mob_list)
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M.buckled = temp_buckle //buckles the mob so it can't do anything
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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/living/M in living_mob_list)
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M.buckled = temp_buckle
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if(M.client)
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M.client.screen += cinematic
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switch(M.z)
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if(0) //inside a crate or something
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var/turf/T = get_turf(M)
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if(T && T.z==1) //we don't use M.death(0) because it calls a for(/mob) loop and
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M.health = 0
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M.stat = DEAD
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if(1) //on a z-level 1 turf.
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M.health = 0
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M.stat = DEAD
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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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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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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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for(var/mob/living/M in living_mob_list)
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if(M.loc.z == 1)
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M.death()//No mercy
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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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sleep(300)
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if(cinematic) del(cinematic) //end the cinematic
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if(temp_buckle) del(temp_buckle) //release everybody
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return
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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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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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del(player)
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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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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 != "MODE")
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job_master.EquipRank(player, player.mind.assigned_role, 0)
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if(captainless)
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world << "Captainship not forced on anyone."
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proc/process()
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if(current_state != GAME_STATE_PLAYING)
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return 0
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mode.process()
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emergency_shuttle.process()
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if(!mode.explosion_in_progress && mode.check_finished())
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current_state = GAME_STATE_FINISHED
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spawn
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declare_completion()
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spawn(50)
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if (mode.station_was_nuked)
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feedback_set_details("end_proper","nuke")
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if(!delay_end)
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world << "\blue <B>Rebooting due to destruction of station in [restart_timeout/10] seconds</B>"
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else
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feedback_set_details("end_proper","proper completion")
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if(!delay_end)
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world << "\blue <B>Restarting in [restart_timeout/10] seconds</B>"
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if(blackbox)
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blackbox.save_all_data_to_sql()
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if(!delay_end)
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sleep(restart_timeout)
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world.Reboot()
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else
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world << "\blue <B>An admin has delayed the round end</B>"
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return 1
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proc/getfactionbyname(var/name)
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for(var/datum/faction/F in factions)
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if(F.name == name)
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return F
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/datum/controller/gameticker/proc/declare_completion()
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for (var/mob/living/silicon/ai/aiPlayer in mob_list)
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if (aiPlayer.stat != 2)
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world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws at the end of the game were:</b>"
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else
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world << "<b>[aiPlayer.name] (Played by: [aiPlayer.key])'s laws when it was deactivated were:</b>"
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aiPlayer.show_laws(1)
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if (aiPlayer.connected_robots.len)
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var/robolist = "<b>The AI's loyal minions were:</b> "
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for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
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robolist += "[robo.name][robo.stat?" (Deactivated) (Played by: [robo.key]), ":" (Played by: [robo.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)
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if (robo.stat != 2)
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world << "<b>[robo.name] (Played by: [robo.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.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)()
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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])"
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//Now print them all into the log!
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log_game("Antagonists at round end were...")
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for(var/i in total_antagonists)
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log_game("[i]s[total_antagonists[i]].")
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return 1
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