Station traits
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@@ -246,7 +246,7 @@
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//used to initialize the subsystem AFTER the map has loaded
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/datum/controller/subsystem/Initialize(start_timeofday)
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initialized = TRUE
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// SEND_SIGNAL(src, COMSIG_SUBSYSTEM_POST_INITIALIZE, start_timeofday)
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SEND_SIGNAL(src, COMSIG_SUBSYSTEM_POST_INITIALIZE, start_timeofday)
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var/time = (REALTIMEOFDAY - start_timeofday) / 10
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var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
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to_chat(world, span_boldannounce("[msg]"))
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@@ -23,7 +23,7 @@ SUBSYSTEM_DEF(communications)
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minor_announce(html_decode(input),"[user.name] Announces:")
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silicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN_AI
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else
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priority_announce(html_decode(user.treat_message(input)), null, 'sound/misc/announce.ogg', "Captain")
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priority_announce(html_decode(user.treat_message(input)), null, 'sound/misc/announce.ogg', "Captain", has_important_message = TRUE)
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nonsilicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN
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user.log_talk(input, LOG_SAY, tag="priority announcement")
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message_admins("[ADMIN_LOOKUPFLW(user)] has made a priority announcement.")
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@@ -47,6 +47,10 @@ SUBSYSTEM_DEF(economy)
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"rainbow" = 1000)
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var/list/bank_accounts = list() //List of normal accounts (not department accounts)
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var/list/dep_cards = list()
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///The modifier multiplied to the value of bounties paid out.
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var/bounty_modifier = 1
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///The modifier multiplied to the value of cargo pack prices.
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var/pack_price_modifier = 1
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/datum/controller/subsystem/economy/Initialize(timeofday)
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var/budget_to_hand_out = round(budget_pool / department_accounts.len)
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@@ -429,20 +429,7 @@ SUBSYSTEM_DEF(job)
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//If we joined at roundstart we should be positioned at our workstation
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if(!joined_late)
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var/obj/S = null
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for(var/obj/effect/landmark/start/sloc in GLOB.start_landmarks_list)
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if(!sloc.job_spawnpoint)
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continue
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if(sloc.name != rank)
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S = sloc //so we can revert to spawning them on top of eachother if something goes wrong
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continue
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if(locate(/mob/living) in sloc.loc)
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continue
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S = sloc
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sloc.used = TRUE
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break
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if(length(GLOB.jobspawn_overrides[rank]))
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S = pick(GLOB.jobspawn_overrides[rank])
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var/atom/S = job.get_roundstart_spawn_point(H)
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if(S)
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S.JoinPlayerHere(H, FALSE)
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if(!S) //if there isn't a spawnpoint send them to latejoin, if there's no latejoin go yell at your mapper
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@@ -489,7 +476,7 @@ SUBSYSTEM_DEF(job)
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if(job && H)
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if(job.dresscodecompliant)// CIT CHANGE - dress code compliance
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equip_loadout(N, H) // CIT CHANGE - allows players to spawn with loadout items
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job.after_spawn(H, M, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not.
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job.after_spawn(H, M.client, joined_late) // note: this happens before the mob has a key! M will always have a client, H might not.
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equip_loadout(N, H, TRUE)//CIT CHANGE - makes players spawn with in-backpack loadout items properly. A little hacky but it works
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var/list/tcg_cards
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@@ -763,6 +750,35 @@ SUBSYSTEM_DEF(job)
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return FALSE
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job.current_positions = max(0, job.current_positions - 1)
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/datum/controller/subsystem/job/proc/get_last_resort_spawn_points()
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//bad mojo
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var/area/shuttle/arrival/arrivals_area = GLOB.areas_by_type[/area/shuttle/arrival]
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if(arrivals_area)
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//first check if we can find a chair
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var/obj/structure/chair/shuttle_chair = locate() in arrivals_area
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if(shuttle_chair)
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return shuttle_chair
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//last hurrah
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var/list/turf/available_turfs = list()
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for(var/turf/arrivals_turf in arrivals_area)
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if(!is_blocked_turf(arrivals_turf, TRUE))
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available_turfs += arrivals_turf
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if(length(available_turfs))
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return pick(available_turfs)
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//pick an open spot on arrivals and dump em
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var/list/arrivals_turfs = shuffle(get_area_turfs(/area/shuttle/arrival))
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if(length(arrivals_turfs))
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for(var/turf/arrivals_turf in arrivals_turfs)
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if(!is_blocked_turf(arrivals_turf, TRUE))
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return arrivals_turf
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//last chance, pick ANY spot on arrivals and dump em
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return pick(arrivals_turfs)
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stack_trace("Unable to find last resort spawn point.")
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return GET_ERROR_ROOM
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///////////////////////////////////
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//Keeps track of all living heads//
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///////////////////////////////////
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@@ -81,7 +81,6 @@ SUBSYSTEM_DEF(mapping)
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to_chat(world, "<span class='boldannounce'>Unable to load next or default map config, defaulting to Box Station</span>")
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config = old_config
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GLOB.year_integer += config.year_offset
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GLOB.announcertype = (config.announcertype == "standard" ? (prob(1) ? "medibot" : "classic") : config.announcertype)
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initialize_biomes()
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loadWorld()
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repopulate_sorted_areas()
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@@ -0,0 +1,83 @@
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PROCESSING_SUBSYSTEM_DEF(station)
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name = "Station"
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init_order = INIT_ORDER_STATION
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 5 SECONDS
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///A list of currently active station traits
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var/list/station_traits = list()
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///Assoc list of trait type || assoc list of traits with weighted value. Used for picking traits from a specific category.
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var/list/selectable_traits_by_types = list(STATION_TRAIT_POSITIVE = list(), STATION_TRAIT_NEUTRAL = list(), STATION_TRAIT_NEGATIVE = list())
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///Currently active announcer. Starts as a type but gets initialized after traits are selected
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var/datum/centcom_announcer/announcer = /datum/centcom_announcer/default
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/datum/controller/subsystem/processing/station/Initialize(timeofday)
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//If doing unit tests we don't do none of that trait shit ya know?
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#ifndef UNIT_TESTS
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SetupTraits()
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#endif
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announcer = new announcer() //Initialize the station's announcer datum
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return ..()
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///Rolls for the amount of traits and adds them to the traits list
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/datum/controller/subsystem/processing/station/proc/SetupTraits()
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if (fexists(FUTURE_STATION_TRAITS_FILE))
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var/forced_traits_contents = file2text(FUTURE_STATION_TRAITS_FILE)
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fdel(FUTURE_STATION_TRAITS_FILE)
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var/list/forced_traits_text_paths = json_decode(forced_traits_contents)
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forced_traits_text_paths = SANITIZE_LIST(forced_traits_text_paths)
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for (var/trait_text_path in forced_traits_text_paths)
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var/station_trait_path = text2path(trait_text_path)
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if (!ispath(station_trait_path, /datum/station_trait) || station_trait_path == /datum/station_trait)
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var/message = "Invalid station trait path [station_trait_path] was requested in the future station traits!"
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log_game(message)
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message_admins(message)
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continue
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setup_trait(station_trait_path)
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return
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for(var/i in subtypesof(/datum/station_trait))
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var/datum/station_trait/trait_typepath = i
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// If forced, (probably debugging), just set it up now, keep it out of the pool.
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if(initial(trait_typepath.force))
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setup_trait(trait_typepath)
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continue
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if(initial(trait_typepath.trait_flags) & STATION_TRAIT_ABSTRACT)
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continue //Dont add abstract ones to it
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selectable_traits_by_types[initial(trait_typepath.trait_type)][trait_typepath] = initial(trait_typepath.weight)
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var/positive_trait_count = pick(20;0, 5;1, 1;2)
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var/neutral_trait_count = pick(10;0, 10;1, 3;2)
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var/negative_trait_count = pick(20;0, 5;1, 1;2)
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pick_traits(STATION_TRAIT_POSITIVE, positive_trait_count)
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pick_traits(STATION_TRAIT_NEUTRAL, neutral_trait_count)
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pick_traits(STATION_TRAIT_NEGATIVE, negative_trait_count)
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///Picks traits of a specific category (e.g. bad or good) and a specified amount, then initializes them and adds them to the list of traits.
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/datum/controller/subsystem/processing/station/proc/pick_traits(trait_sign, amount)
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if(!amount)
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return
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for(var/iterator in 1 to amount)
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var/datum/station_trait/trait_type = pickweight(selectable_traits_by_types[trait_sign]) //Rolls from the table for the specific trait type
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setup_trait(trait_type)
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///Creates a given trait of a specific type, while also removing any blacklisted ones from the future pool.
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/datum/controller/subsystem/processing/station/proc/setup_trait(datum/station_trait/trait_type)
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var/datum/station_trait/trait_instance = new trait_type()
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station_traits += trait_instance
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if(!trait_instance.blacklist)
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return
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for(var/i in trait_instance.blacklist)
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var/datum/station_trait/trait_to_remove = i
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selectable_traits_by_types[initial(trait_to_remove.trait_type)] -= trait_to_remove
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@@ -299,7 +299,7 @@ SUBSYSTEM_DEF(ticker)
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SSdbcore.SetRoundStart()
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to_chat(world, "<span class='notice'><B>Welcome to [station_name()], enjoy your stay!</B></span>")
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SEND_SOUND(world, sound(get_announcer_sound("welcome")))
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SEND_SOUND(world, sound(SSstation.announcer.get_rand_welcome_sound()))
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current_state = GAME_STATE_PLAYING
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Master.SetRunLevel(RUNLEVEL_GAME)
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