Merge pull request #2941 from Citadel-Station-13/upstream-merge-30888
[MIRROR] Refactors cinematics.
This commit is contained in:
@@ -51,14 +51,14 @@ SUBSYSTEM_DEF(ticker)
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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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var/news_report
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var/late_join_disabled
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var/roundend_check_paused = FALSE
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var/round_start_time = 0
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var/list/round_start_events
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var/mode_result = "undefined"
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@@ -137,7 +137,7 @@ SUBSYSTEM_DEF(ticker)
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scripture_states = scripture_unlock_alert(scripture_states)
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SSshuttle.autoEnd()
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if(!mode.explosion_in_progress && mode.check_finished(force_ending) || force_ending)
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if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(TRUE) // Turn it on
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toggle_dooc(TRUE)
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@@ -273,144 +273,7 @@ SUBSYSTEM_DEF(ticker)
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qdel(bomb)
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if(epi)
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explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
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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/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null, atom/bomb = 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 GLOB.html_interfaces)
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hi.closeAll()
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SStgui.close_all_uis()
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//Turn off the shuttles, there's no escape now
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if(!station_missed && bomb)
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SSshuttle.registerHostileEnvironment(src)
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SSshuttle.lockdown = TRUE
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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 = MOUSE_OPACITY_TRANSPARENT;screen_loc="1,0";}(src)
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for(var/mob/M in GLOB.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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var/actually_blew_up = TRUE
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//Now animate the cinematic
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switch(station_missed)
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if(NUKE_NEAR_MISS) //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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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flick("station_intact_fade_red",cinematic)
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cinematic.icon_state = "summary_nukefail"
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if("cult")
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cinematic.icon_state = null
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flick("intro_cult",cinematic)
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sleep(25)
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SEND_SOUND(world, sound('sound/magic/enter_blood.ogg'))
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sleep(28)
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SEND_SOUND(world, sound('sound/machines/terminal_off.ogg'))
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sleep(20)
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flick("station_corrupted",cinematic)
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SEND_SOUND(world, sound('sound/effects/ghost.ogg'))
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actually_blew_up = FALSE
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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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SEND_SOUND(world, sound('sound/items/bikehorn.ogg'))
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flick("summary_selfdes",cinematic)
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actually_blew_up = FALSE
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else
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flick("intro_nuke",cinematic)
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sleep(35)
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation
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sleep(50)
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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station
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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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb
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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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: no idea what this case could be
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cinematic.icon_state = "summary_selfdes"
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if("cult") //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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb) //TODO: no idea what this case could be
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cinematic.icon_state = "summary_cult"
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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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SEND_SOUND(world, sound('sound/ambience/signal.ogg'))
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addtimer(CALLBACK(src, .proc/finish_cinematic, null, FALSE), 100)
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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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SEND_SOUND(world, sound('sound/effects/explosion_distant.ogg'))
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station_explosion_detonation(bomb)
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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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var/bombloc = null
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if(actually_blew_up)
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if(bomb && bomb.loc)
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bombloc = bomb.z
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else if(!station_missed)
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bombloc = ZLEVEL_STATION_PRIMARY
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if(mode)
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mode.explosion_in_progress = 0
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to_chat(world, "<B>The station was destoyed by the nuclear blast!</B>")
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mode.station_was_nuked = (station_missed<2) //station_missed==1 is a draw. the station becomes irradiated and needs to be evacuated.
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addtimer(CALLBACK(src, .proc/finish_cinematic, bombloc, actually_blew_up), 300)
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/datum/controller/subsystem/ticker/proc/finish_cinematic(killz, actually_blew_up)
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if(cinematic)
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qdel(cinematic) //end the cinematic
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cinematic = null
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for(var/mob/M in GLOB.mob_list)
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M.notransform = FALSE
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if(actually_blew_up && !isnull(killz) && M.stat != DEAD && M.z == killz)
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M.gib()
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/datum/controller/subsystem/ticker/proc/create_characters()
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for(var/mob/dead/new_player/player in GLOB.player_list)
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if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
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@@ -711,13 +574,11 @@ SUBSYSTEM_DEF(ticker)
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queue_delay = SSticker.queue_delay
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queued_players = SSticker.queued_players
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cinematic = SSticker.cinematic
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maprotatechecked = SSticker.maprotatechecked
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round_start_time = SSticker.round_start_time
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queue_delay = SSticker.queue_delay
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queued_players = SSticker.queued_players
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cinematic = SSticker.cinematic
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maprotatechecked = SSticker.maprotatechecked
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modevoted = SSticker.modevoted
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