Fixes more errors
This commit is contained in:
@@ -21,6 +21,10 @@
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#define COMSIG_GLOB_PLAY_CINEMATIC "!play_cinematic"
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#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
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#define COMSIG_GLOB_PRE_RANDOM_EVENT "!pre_random_event"
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/// Do not allow this random event to continue.
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#define CANCEL_PRE_RANDOM_EVENT (1<<0)
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// signals from globally accessible objects
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/// from SSsun when the sun changes position : (primary_sun, suns)
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#define COMSIG_SUN_MOVED "sun_moved"
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@@ -26,6 +26,7 @@
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#define reverseList(L) reverseRange(L.Copy())
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#define LAZYADDASSOC(L, K, V) if(!L) { L = list(); } L[K] += list(V);
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#define LAZYREMOVEASSOC(L, K, V) if(L) { if(L[K]) { L[K] -= V; if(!length(L[K])) L -= K; } if(!length(L)) L = null; }
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#define LAZYACCESSASSOC(L, I, K) L ? L[I] ? L[I][K] ? L[I][K] : null : null : null
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/// Passed into BINARY_INSERT to compare keys
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#define COMPARE_KEY __BIN_LIST[__BIN_MID]
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@@ -294,6 +295,22 @@
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if (total <= 0)
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return item
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/proc/pickweightAllowZero(list/L) //The original pickweight proc will sometimes pick entries with zero weight. I'm not sure if changing the original will break anything, so I left it be.
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var/total = 0
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var/item
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for (item in L)
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if (!L[item])
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L[item] = 0
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total += L[item]
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total = rand(0, total)
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for (item in L)
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total -=L [item]
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if (total <= 0 && L[item])
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return item
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return null
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//Picks a number of elements from a list based on weight.
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//This is highly optimised and good for things like grabbing 200 items from a list of 40,000
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//Much more efficient than many pickweight calls
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27
code/game/gamemodes/dynamic/dynamic_hijacking.dm
Normal file
27
code/game/gamemodes/dynamic/dynamic_hijacking.dm
Normal file
@@ -0,0 +1,27 @@
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/datum/game_mode/dynamic/proc/setup_hijacking()
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RegisterSignal(SSdcs, COMSIG_GLOB_PRE_RANDOM_EVENT, .proc/on_pre_random_event)
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/datum/game_mode/dynamic/proc/on_pre_random_event(datum/source, datum/round_event_control/round_event_control)
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SIGNAL_HANDLER
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if (!round_event_control.dynamic_should_hijack)
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return
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if (random_event_hijacked != HIJACKED_NOTHING)
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dynamic_log("Random event [round_event_control.name] tried to roll, but Dynamic vetoed it (random event has already ran).")
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SSevents.spawnEvent()
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SSevents.reschedule()
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return CANCEL_PRE_RANDOM_EVENT
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var/time_range = rand(random_event_hijack_minimum, random_event_hijack_maximum)
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if (world.time - last_midround_injection_attempt < time_range)
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random_event_hijacked = HIJACKED_TOO_RECENT
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dynamic_log("Random event [round_event_control.name] tried to roll, but the last midround injection \
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was too recent. Injection chance has been raised to [get_midround_injection_chance(dry_run = TRUE)]%.")
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return CANCEL_PRE_RANDOM_EVENT
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if (midround_injection_cooldown - world.time < time_range)
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random_event_hijacked = HIJACKED_TOO_SOON
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dynamic_log("Random event [round_event_control.name] tried to roll, but the next midround injection \
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is too soon. Injection chance has been raised to [get_midround_injection_chance(dry_run = TRUE)]%.")
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return CANCEL_PRE_RANDOM_EVENT
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@@ -1,3 +1,5 @@
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#define RANDOM_EVENT_ADMIN_INTERVENTION_TIME 10
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//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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