Makes the station Z level into a list instead of a single define

This commit is contained in:
KorPhaeron
2017-09-11 12:39:52 -05:00
committed by CitadelStationBot
parent 8ee6fdb76a
commit d05fdb0eb0
86 changed files with 1322 additions and 110 deletions
+1 -1
View File
@@ -75,7 +75,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(GLOB.teleportlocs[AR.name])
continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (picked && (picked.z == ZLEVEL_STATION))
if (picked && (picked.z in GLOB.station_z_levels))
GLOB.teleportlocs[AR.name] = AR
sortTim(GLOB.teleportlocs, /proc/cmp_text_dsc)
+2 -2
View File
@@ -560,7 +560,7 @@
flags_2 |= STATIONLOVING_2
/atom/movable/proc/relocate()
var/targetturf = find_safe_turf(ZLEVEL_STATION)
var/targetturf = find_safe_turf(ZLEVEL_STATION_PRIMARY)
if(!targetturf)
if(GLOB.blobstart.len > 0)
targetturf = get_turf(pick(GLOB.blobstart))
@@ -592,7 +592,7 @@
/atom/movable/proc/in_bounds()
. = FALSE
var/turf/currentturf = get_turf(src)
if(currentturf && (currentturf.z == ZLEVEL_CENTCOM || currentturf.z == ZLEVEL_STATION || currentturf.z == ZLEVEL_TRANSIT))
if(currentturf && (currentturf.z == ZLEVEL_CENTCOM || (currentturf.z in GLOB.station_z_levels) || currentturf.z == ZLEVEL_TRANSIT))
. = TRUE
+1 -1
View File
@@ -238,7 +238,7 @@
/obj/item/antag_spawner/slaughter_demon/attack_self(mob/user)
if(user.z != ZLEVEL_STATION)
if(!(user.z in GLOB.station_z_levels))
to_chat(user, "<span class='notice'>You should probably wait until you reach the station.</span>")
return
if(used)
+2 -2
View File
@@ -19,7 +19,7 @@
var/nukecode = random_nukecode()
for(var/obj/machinery/nuclearbomb/bomb in GLOB.machines)
if(bomb && bomb.r_code)
if(bomb.z == ZLEVEL_STATION)
if(bomb.z in GLOB.station_z_levels)
bomb.r_code = nukecode
intercepttext += "<FONT size = 3><b>NanoTrasen Update</b>: Biohazard Alert.</FONT><HR>"
@@ -91,7 +91,7 @@
if(count_territories)
var/list/valid_territories = list()
for(var/area/A in world) //First, collect all area types on the station zlevel
if(A.z == ZLEVEL_STATION)
if(A.z in GLOB.station_z_levels)
if(!(A.type in valid_territories) && A.valid_territory)
valid_territories |= A.type
if(valid_territories.len)
@@ -31,7 +31,7 @@
var/mob/living/silicon/ai/AI = ai
if(AI.deployed_shell && is_servant_of_ratvar(AI.deployed_shell))
continue
if(is_servant_of_ratvar(AI) || !isturf(AI.loc) || AI.z != ZLEVEL_STATION || AI.stat == DEAD)
if(is_servant_of_ratvar(AI) || !isturf(AI.loc) || !(AI.z in GLOB.station_z_levels) || AI.stat == DEAD)
continue
.++
@@ -196,7 +196,7 @@
fabrication_values["power_cost"] = 0
var/turf/Y = get_turf(user)
if(!Y || (Y.z != ZLEVEL_STATION && Y.z != ZLEVEL_CENTCOM && Y.z != ZLEVEL_MINING && Y.z != ZLEVEL_LAVALAND))
if(!Y || (!(Y.z in GLOB.station_z_levels) && Y.z != ZLEVEL_CENTCOM && Y.z != ZLEVEL_MINING && Y.z != ZLEVEL_LAVALAND))
fabrication_values["operation_time"] *= 2
if(fabrication_values["power_cost"] > 0)
fabrication_values["power_cost"] *= 2
@@ -158,7 +158,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
/datum/clockwork_scripture/proc/check_offstation_penalty()
var/turf/T = get_turf(invoker)
if(!T || (T.z != ZLEVEL_STATION && T.z != ZLEVEL_CENTCOM && T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND))
if(!T || (!(T.z in GLOB.station_z_levels) && T.z != ZLEVEL_CENTCOM && T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND))
channel_time *= 2
for(var/i in consumed_components)
if(consumed_components[i])
@@ -175,7 +175,7 @@
to_chat(invoker, "<span class='inathneq'>\"It is too late to construct one of these, champion.\"</span>")
return FALSE
var/turf/T = get_turf(invoker)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
to_chat(invoker, "<span class='inathneq'>\"You must be on the station to construct one of these, champion.\"</span>")
return FALSE
return ..()
@@ -33,7 +33,7 @@
return FALSE
var/area/A = get_area(invoker)
var/turf/T = get_turf(invoker)
if(!T || T.z != ZLEVEL_STATION || istype(A, /area/shuttle) || !A.blob_allowed)
if(!T || !(T.z in GLOB.station_z_levels) || istype(A, /area/shuttle) || !A.blob_allowed)
to_chat(invoker, "<span class='warning'>You must be on the station to activate the Ark!</span>")
return FALSE
if(GLOB.clockwork_gateway_activated)
@@ -48,7 +48,7 @@
if(active)
return 0
var/turf/T = get_turf(src)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
to_chat(user, "<span class='warning'>[src] must be on the station to function!</span>")
return 0
if(SSshuttle.emergency.mode != SHUTTLE_CALL)
@@ -63,7 +63,7 @@
/obj/structure/destructible/clockwork/powered/prolonging_prism/process()
var/turf/own_turf = get_turf(src)
if(SSshuttle.emergency.mode != SHUTTLE_CALL || delay_remaining <= 0 || !own_turf || own_turf.z != ZLEVEL_STATION)
if(SSshuttle.emergency.mode != SHUTTLE_CALL || delay_remaining <= 0 || !own_turf || !(own_turf.z in GLOB.station_z_levels))
forced_disable(FALSE)
return
. = ..()
@@ -97,7 +97,7 @@
mean_x = Ceiling(mean_x)
else
mean_x = Floor(mean_x)
var/turf/semi_random_center_turf = locate(mean_x, mean_y, ZLEVEL_STATION)
var/turf/semi_random_center_turf = locate(mean_x, mean_y, ZLEVEL_STATION_PRIMARY)
for(var/t in getline(src, semi_random_center_turf))
prism_turfs[t] = TRUE
var/placement_style = prob(50)
+1 -1
View File
@@ -104,7 +104,7 @@
if(!GLOB.summon_spots.len)
while(GLOB.summon_spots.len < SUMMON_POSSIBILITIES)
var/area/summon = pick(GLOB.sortedAreas - GLOB.summon_spots)
if((summon.z == ZLEVEL_STATION) && summon.valid_territory)
if((summon.z in GLOB.station_z_levels) && summon.valid_territory)
GLOB.summon_spots += summon
cult_objectives += "eldergod"
+7
View File
@@ -257,8 +257,15 @@ This file contains the arcane tome files.
to_chat(user, "<span class='cult'>There is already a rune here.</span>")
return FALSE
<<<<<<< HEAD
if(T.z != ZLEVEL_STATION && T.z != ZLEVEL_MINING)
to_chat(user, "<span class='warning'>The veil is not weak enough here.")
=======
if(!(T.z in GLOB.station_z_levels) && T.z != ZLEVEL_MINING)
to_chat(user, "<span class='warning'>The veil is not weak enough here.</span>")
>>>>>>> 10a3238... Makes the station Z level into a list instead of a single define (#30297)
return FALSE
return TRUE
+1 -1
View File
@@ -465,7 +465,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/obj/effect/rune/narsie/invoke(var/list/invokers)
if(used)
return
if(z != ZLEVEL_STATION)
if(!(z in GLOB.station_z_levels))
return
if(locate(/obj/singularity/narsie) in GLOB.poi_list)
+82
View File
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/proc/power_failure()
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", 'sound/ai/poweroff.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
@@ -60,10 +61,75 @@
S.update_icon()
S.power_change()
for(var/area/A in world)
=======
/proc/power_failure()
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", 'sound/ai/poweroff.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(istype(get_area(S), /area/ai_monitored/turret_protected) || !(S.z in GLOB.station_z_levels))
continue
S.charge = 0
S.output_level = 0
S.output_attempt = 0
S.update_icon()
S.power_change()
var/list/skipped_areas = list(/area/engine/engineering, /area/engine/supermatter, /area/engine/atmospherics_engine, /area/ai_monitored/turret_protected/ai)
for(var/area/A in world)
if( !A.requires_power || A.always_unpowered )
continue
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(A.contents)
for(var/atom/AT in A.contents)
if(!(AT.z in GLOB.station_z_levels)) //Only check one, it's enough.
skip = 1
break
if(skip) continue
A.power_light = FALSE
A.power_equip = FALSE
A.power_environ = FALSE
A.power_change()
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
if(C.cell && (C.z in GLOB.station_z_levels))
var/area/A = C.area
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(skip) continue
C.cell.charge = 0
/proc/power_restore()
priority_announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/apc/C in GLOB.machines)
if(C.cell && (C.z in GLOB.station_z_levels))
C.cell.charge = C.cell.maxcharge
C.failure_timer = 0
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(!(S.z in GLOB.station_z_levels))
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
for(var/area/A in world)
>>>>>>> 10a3238... Makes the station Z level into a list instead of a single define (#30297)
if(!istype(A, /area/space) && !istype(A, /area/shuttle) && !istype(A, /area/arrival))
A.power_light = TRUE
A.power_equip = TRUE
A.power_environ = TRUE
<<<<<<< HEAD
A.power_change()
/proc/power_restore_quick()
@@ -78,3 +144,19 @@
S.update_icon()
S.power_change()
=======
A.power_change()
/proc/power_restore_quick()
priority_announce("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(!(S.z in GLOB.station_z_levels))
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
>>>>>>> 10a3238... Makes the station Z level into a list instead of a single define (#30297)
+563
View File
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/*
@@ -591,3 +592,565 @@
for(var/V in station_goals)
var/datum/station_goal/G = V
G.print_result()
=======
/*
* GAMEMODES (by Rastaf0)
*
* In the new mode system all special roles are fully supported.
* You can have proper wizards/traitors/changelings/cultists during any mode.
* Only two things really depends on gamemode:
* 1. Starting roles, equipment and preparations
* 2. Conditions of finishing the round.
*
*/
/datum/game_mode
var/name = "invalid"
var/config_tag = null
var/votable = 1
var/probability = 0
var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
var/explosion_in_progress = 0 //sit back and relax
var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
var/list/datum/mind/modePlayer = new
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
var/list/protected_jobs = list() // Jobs that can't be traitors because
var/required_players = 0
var/maximum_players = -1 // -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations
var/required_enemies = 0
var/recommended_enemies = 0
var/antag_flag = null //preferences flag such as BE_WIZARD that need to be turned on for players to be antag
var/mob/living/living_antag_player = null
var/list/datum/game_mode/replacementmode = null
var/round_converted = 0 //0: round not converted, 1: round going to convert, 2: round converted
var/reroll_friendly //During mode conversion only these are in the running
var/continuous_sanity_checked //Catches some cases where config options could be used to suggest that modes without antagonists should end when all antagonists die
var/enemy_minimum_age = 7 //How many days must players have been playing before they can play this antagonist
var/announce_span = "warning" //The gamemode's name will be in this span during announcement.
var/announce_text = "This gamemode forgot to set a descriptive text! Uh oh!" //Used to describe a gamemode when it's announced.
var/const/waittime_l = 600
var/const/waittime_h = 1800 // started at 1800
var/list/datum/station_goal/station_goals = list()
var/allow_persistence_save = TRUE
/datum/game_mode/proc/announce() //Shows the gamemode's name and a fast description.
to_chat(world, "<b>The gamemode is: <span class='[announce_span]'>[name]</span>!</b>")
to_chat(world, "<b>[announce_text]</b>")
///Checks to see if the game can be setup and ran with the current number of players or whatnot.
/datum/game_mode/proc/can_start()
var/playerC = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
if((player.client)&&(player.ready == PLAYER_READY_TO_PLAY))
playerC++
if(!GLOB.Debug2)
if(playerC < required_players || (maximum_players >= 0 && playerC > maximum_players))
return 0
antag_candidates = get_players_for_role(antag_flag)
if(!GLOB.Debug2)
if(antag_candidates.len < required_enemies)
return 0
return 1
else
message_admins("<span class='notice'>DEBUG: GAME STARTING WITHOUT PLAYER NUMBER CHECKS, THIS WILL PROBABLY BREAK SHIT.</span>")
return 1
///Attempts to select players for special roles the mode might have.
/datum/game_mode/proc/pre_setup()
return 1
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
if(!report)
report = config.intercept
addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME)
if(SSdbcore.Connect())
var/sql
if(SSticker.mode)
sql += "game_mode = '[SSticker.mode]'"
if(GLOB.revdata.originmastercommit)
if(sql)
sql += ", "
sql += "commit_hash = '[GLOB.revdata.originmastercommit]'"
if(sql)
var/datum/DBQuery/query_round_game_mode = SSdbcore.NewQuery("UPDATE [format_table_name("round")] SET [sql] WHERE id = [GLOB.round_id]")
query_round_game_mode.Execute()
if(report)
addtimer(CALLBACK(src, .proc/send_intercept, 0), rand(waittime_l, waittime_h))
generate_station_goals()
return 1
///Handles late-join antag assignments
/datum/game_mode/proc/make_antag_chance(mob/living/carbon/human/character)
if(replacementmode && round_converted == 2)
replacementmode.make_antag_chance(character)
return
///Allows rounds to basically be "rerolled" should the initial premise fall through. Also known as mulligan antags.
/datum/game_mode/proc/convert_roundtype()
set waitfor = FALSE
var/list/living_crew = list()
for(var/mob/Player in GLOB.mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
living_crew += Player
if(living_crew.len / GLOB.joined_player_list.len <= config.midround_antag_life_check) //If a lot of the player base died, we start fresh
message_admins("Convert_roundtype failed due to too many dead people. Limit is [config.midround_antag_life_check * 100]% living crew")
return null
var/list/datum/game_mode/runnable_modes = config.get_runnable_midround_modes(living_crew.len)
var/list/datum/game_mode/usable_modes = list()
for(var/datum/game_mode/G in runnable_modes)
if(G.reroll_friendly && living_crew >= G.required_players)
usable_modes += G
else
qdel(G)
if(!usable_modes)
message_admins("Convert_roundtype failed due to no valid modes to convert to. Please report this error to the Coders.")
return null
replacementmode = pickweight(usable_modes)
switch(SSshuttle.emergency.mode) //Rounds on the verge of ending don't get new antags, they just run out
if(SHUTTLE_STRANDED, SHUTTLE_ESCAPE)
return 1
if(SHUTTLE_CALL)
if(SSshuttle.emergency.timeLeft(1) < initial(SSshuttle.emergencyCallTime)*0.5)
return 1
if(world.time >= (config.midround_antag_time_check * 600))
message_admins("Convert_roundtype failed due to round length. Limit is [config.midround_antag_time_check] minutes.")
return null
var/list/antag_candidates = list()
for(var/mob/living/carbon/human/H in living_crew)
if(H.client && H.client.prefs.allow_midround_antag)
antag_candidates += H
if(!antag_candidates)
message_admins("Convert_roundtype failed due to no antag candidates.")
return null
antag_candidates = shuffle(antag_candidates)
if(config.protect_roles_from_antagonist)
replacementmode.restricted_jobs += replacementmode.protected_jobs
if(config.protect_assistant_from_antagonist)
replacementmode.restricted_jobs += "Assistant"
message_admins("The roundtype will be converted. If you have other plans for the station or feel the station is too messed up to inhabit <A HREF='?_src_=holder;toggle_midround_antag=\ref[usr]'>stop the creation of antags</A> or <A HREF='?_src_=holder;end_round=\ref[usr]'>end the round now</A>.")
. = 1
sleep(rand(600,1800))
if(!SSticker.IsRoundInProgress())
message_admins("Roundtype conversion cancelled, the game appears to have finished!")
round_converted = 0
return
//somewhere between 1 and 3 minutes from now
if(!config.midround_antag[SSticker.mode.config_tag])
round_converted = 0
return 1
for(var/mob/living/carbon/human/H in antag_candidates)
replacementmode.make_antag_chance(H)
round_converted = 2
message_admins("-- IMPORTANT: The roundtype has been converted to [replacementmode.name], antagonists may have been created! --")
///Called by the gameSSticker
/datum/game_mode/process()
return 0
/datum/game_mode/proc/check_finished(force_ending) //to be called by SSticker
if(replacementmode && round_converted == 2)
return replacementmode.check_finished()
if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
return TRUE
if(station_was_nuked)
return TRUE
if(!round_converted && (!config.continuous[config_tag] || (config.continuous[config_tag] && config.midround_antag[config_tag]))) //Non-continuous or continous with replacement antags
if(!continuous_sanity_checked) //make sure we have antags to be checking in the first place
for(var/mob/Player in GLOB.mob_list)
if(Player.mind)
if(Player.mind.special_role)
continuous_sanity_checked = 1
return 0
if(!continuous_sanity_checked)
message_admins("The roundtype ([config_tag]) has no antagonists, continuous round has been defaulted to on and midround_antag has been defaulted to off.")
config.continuous[config_tag] = 1
config.midround_antag[config_tag] = 0
SSshuttle.clearHostileEnvironment(src)
return 0
if(living_antag_player && living_antag_player.mind && isliving(living_antag_player) && living_antag_player.stat != DEAD && !isnewplayer(living_antag_player) &&!isbrain(living_antag_player))
return 0 //A resource saver: once we find someone who has to die for all antags to be dead, we can just keep checking them, cycling over everyone only when we lose our mark.
for(var/mob/Player in GLOB.living_mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) &&!isbrain(Player) && Player.client)
if(Player.mind.special_role) //Someone's still antaging!
living_antag_player = Player
return 0
if(!config.continuous[config_tag] || force_ending)
return 1
else
round_converted = convert_roundtype()
if(!round_converted)
if(round_ends_with_antag_death)
return 1
else
config.midround_antag[config_tag] = 0
return 0
return 0
/datum/game_mode/proc/declare_completion()
var/clients = 0
var/surviving_humans = 0
var/surviving_total = 0
var/ghosts = 0
var/escaped_humans = 0
var/escaped_total = 0
for(var/mob/M in GLOB.player_list)
if(M.client)
clients++
if(ishuman(M))
if(!M.stat)
surviving_humans++
if(M.z == ZLEVEL_CENTCOM)
escaped_humans++
if(!M.stat)
surviving_total++
if(M.z == ZLEVEL_CENTCOM)
escaped_total++
if(isobserver(M))
ghosts++
if(clients > 0)
SSblackbox.set_val("round_end_clients",clients)
if(ghosts > 0)
SSblackbox.set_val("round_end_ghosts",ghosts)
if(surviving_humans > 0)
SSblackbox.set_val("survived_human",surviving_humans)
if(surviving_total > 0)
SSblackbox.set_val("survived_total",surviving_total)
if(escaped_humans > 0)
SSblackbox.set_val("escaped_human",escaped_humans)
if(escaped_total > 0)
SSblackbox.set_val("escaped_total",escaped_total)
send2irc("Server", "Round just ended.")
if(cult.len && !istype(SSticker.mode, /datum/game_mode/cult))
datum_cult_completion()
return 0
/datum/game_mode/proc/check_win() //universal trigger to be called at mob death, nuke explosion, etc. To be called from everywhere.
return 0
/datum/game_mode/proc/send_intercept()
var/intercepttext = "<b><i>Central Command Status Summary</i></b><hr>"
intercepttext += "<b>Central Command has intercepted and partially decoded a Syndicate transmission with vital information regarding their movements. The following report outlines the most \
likely threats to appear in your sector.</b>"
var/list/possible_modes = list()
possible_modes.Add("blob", "changeling", "clock_cult", "cult", "extended", "malf", "nuclear", "revolution", "traitor", "wizard")
possible_modes -= name //remove the current gamemode to prevent it from being randomly deleted, it will be readded later
for(var/i in 1 to 6) //Remove a few modes to leave four
possible_modes -= pick(possible_modes)
possible_modes |= name //Re-add the actual gamemode - the intercept will thus always have the correct mode in its list
possible_modes = shuffle(possible_modes) //Meta prevention
var/datum/intercept_text/i_text = new /datum/intercept_text
for(var/V in possible_modes)
intercepttext += i_text.build(V)
if(station_goals.len)
intercepttext += "<hr><b>Special Orders for [station_name()]:</b>"
for(var/datum/station_goal/G in station_goals)
G.on_report()
intercepttext += G.get_report()
print_command_report(intercepttext, "Central Command Status Summary", announce=FALSE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Enemy communication intercepted. Security level elevated.", 'sound/ai/intercept.ogg')
if(GLOB.security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
/datum/game_mode/proc/get_players_for_role(role)
var/list/players = list()
var/list/candidates = list()
var/list/drafted = list()
var/datum/mind/applicant = null
// Ultimate randomizing code right here
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
players += player
// Shuffling, the players list is now ping-independent!!!
// Goodbye antag dante
players = shuffle(players)
for(var/mob/dead/new_player/player in players)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(role in player.client.prefs.be_special)
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
if(age_check(player.client)) //Must be older than the minimum age
candidates += player.mind // Get a list of all the people who want to be the antagonist for this round
if(restricted_jobs)
for(var/datum/mind/player in candidates)
for(var/job in restricted_jobs) // Remove people who want to be antagonist but have a job already that precludes it
if(player.assigned_role == job)
candidates -= player
if(candidates.len < recommended_enemies)
for(var/mob/dead/new_player/player in players)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(!(role in player.client.prefs.be_special)) // We don't have enough people who want to be antagonist, make a separate list of people who don't want to be one
if(!jobban_isbanned(player, "Syndicate") && !jobban_isbanned(player, role)) //Nodrak/Carn: Antag Job-bans
drafted += player.mind
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
if(player.assigned_role == job)
drafted -= player
drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
if(drafted.len > 0)
applicant = pick(drafted)
if(applicant)
candidates += applicant
drafted.Remove(applicant)
else // Not enough scrubs, ABORT ABORT ABORT
break
if(restricted_jobs)
for(var/datum/mind/player in drafted) // Remove people who can't be an antagonist
for(var/job in restricted_jobs)
if(player.assigned_role == job)
drafted -= player
drafted = shuffle(drafted) // Will hopefully increase randomness, Donkie
while(candidates.len < recommended_enemies) // Pick randomlly just the number of people we need and add them to our list of candidates
if(drafted.len > 0)
applicant = pick(drafted)
if(applicant)
candidates += applicant
drafted.Remove(applicant)
else // Not enough scrubs, ABORT ABORT ABORT
break
return candidates // Returns: The number of people who had the antagonist role set to yes, regardless of recomended_enemies, if that number is greater than recommended_enemies
// recommended_enemies if the number of people with that role set to yes is less than recomended_enemies,
// Less if there are not enough valid players in the game entirely to make recommended_enemies.
/datum/game_mode/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
///////////////////////////////////
//Keeps track of all living heads//
///////////////////////////////////
/datum/game_mode/proc/get_living_heads()
. = list()
for(var/mob/living/carbon/human/player in GLOB.mob_list)
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.command_positions))
. |= player.mind
////////////////////////////
//Keeps track of all heads//
////////////////////////////
/datum/game_mode/proc/get_all_heads()
. = list()
for(var/mob/player in GLOB.mob_list)
if(player.mind && (player.mind.assigned_role in GLOB.command_positions))
. |= player.mind
//////////////////////////////////////////////
//Keeps track of all living security members//
//////////////////////////////////////////////
/datum/game_mode/proc/get_living_sec()
. = list()
for(var/mob/living/carbon/human/player in GLOB.mob_list)
if(player.stat != DEAD && player.mind && (player.mind.assigned_role in GLOB.security_positions))
. |= player.mind
////////////////////////////////////////
//Keeps track of all security members//
////////////////////////////////////////
/datum/game_mode/proc/get_all_sec()
. = list()
for(var/mob/living/carbon/human/player in GLOB.mob_list)
if(player.mind && (player.mind.assigned_role in GLOB.security_positions))
. |= player.mind
//////////////////////////
//Reports player logouts//
//////////////////////////
/proc/display_roundstart_logout_report()
var/msg = "<span class='boldnotice'>Roundstart logout report\n\n</span>"
for(var/mob/living/L in GLOB.mob_list)
if(L.ckey)
var/found = 0
for(var/client/C in GLOB.clients)
if(C.ckey == L.ckey)
found = 1
break
if(!found)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Disconnected</b></font>)\n"
if(L.ckey && L.client)
if(L.client.inactivity >= (ROUNDSTART_LOGOUT_REPORT_TIME / 2)) //Connected, but inactive (alt+tabbed or something)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<font color='#ffcc00'><b>Connected, Inactive</b></font>)\n"
continue //AFK client
if(L.stat)
if(L.suiciding) //Suicider
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
continue //Disconnected client
if(L.stat == UNCONSCIOUS)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dying)\n"
continue //Unconscious
if(L.stat == DEAD)
msg += "<b>[L.name]</b> ([L.ckey]), the [L.job] (Dead)\n"
continue //Dead
continue //Happy connected client
for(var/mob/dead/observer/D in GLOB.mob_list)
if(D.mind && D.mind.current == L)
if(L.stat == DEAD)
if(L.suiciding) //Suicider
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Suicide</span>)\n"
continue //Disconnected client
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (Dead)\n"
continue //Dead mob, ghost abandoned
else
if(D.can_reenter_corpse)
continue //Adminghost, or cult/wizard ghost
else
msg += "<b>[L.name]</b> ([ckey(D.mind.key)]), the [L.job] (<span class='boldannounce'>Ghosted</span>)\n"
continue //Ghosted while alive
for(var/mob/M in GLOB.mob_list)
if(M.client && M.client.holder)
to_chat(M, msg)
/datum/game_mode/proc/printplayer(datum/mind/ply, fleecheck)
var/text = "<br><b>[ply.key]</b> was <b>[ply.name]</b> the <b>[ply.assigned_role]</b> and"
if(ply.current)
if(ply.current.stat == DEAD)
text += " <span class='boldannounce'>died</span>"
else
text += " <span class='greenannounce'>survived</span>"
if(fleecheck && (!(ply.current.z in GLOB.station_z_levels)))
text += " while <span class='boldannounce'>fleeing the station</span>"
if(ply.current.real_name != ply.name)
text += " as <b>[ply.current.real_name]</b>"
else
text += " <span class='boldannounce'>had their body destroyed</span>"
return text
/datum/game_mode/proc/printobjectives(datum/mind/ply)
var/text = ""
var/count = 1
for(var/datum/objective/objective in ply.objectives)
if(objective.check_completion())
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='greenannounce'>Success!</span>"
else
text += "<br><b>Objective #[count]</b>: [objective.explanation_text] <span class='boldannounce'>Fail.</span>"
count++
return text
//If the configuration option is set to require players to be logged as old enough to play certain jobs, then this proc checks that they are, otherwise it just returns 1
/datum/game_mode/proc/age_check(client/C)
if(get_remaining_days(C) == 0)
return 1 //Available in 0 days = available right now = player is old enough to play.
return 0
/datum/game_mode/proc/get_remaining_days(client/C)
if(!C)
return 0
if(!config.use_age_restriction_for_jobs)
return 0
if(!isnum(C.player_age))
return 0 //This is only a number if the db connection is established, otherwise it is text: "Requires database", meaning these restrictions cannot be enforced
if(!isnum(enemy_minimum_age))
return 0
return max(0, enemy_minimum_age - C.player_age)
/datum/game_mode/proc/replace_jobbaned_player(mob/living/M, role_type, pref)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [role_type]?", "[role_type]", null, pref, 50, M)
var/mob/dead/observer/theghost = null
if(candidates.len)
theghost = pick(candidates)
to_chat(M, "Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!")
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)]) to replace a jobbaned player.")
M.ghostize(0)
M.key = theghost.key
/datum/game_mode/proc/remove_antag_for_borging(datum/mind/newborgie)
SSticker.mode.remove_cultist(newborgie, 0, 0)
SSticker.mode.remove_revolutionary(newborgie, 0)
/datum/game_mode/proc/generate_station_goals()
var/list/possible = list()
for(var/T in subtypesof(/datum/station_goal))
var/datum/station_goal/G = T
if(config_tag in initial(G.gamemode_blacklist))
continue
possible += T
var/goal_weights = 0
while(possible.len && goal_weights < STATION_GOAL_BUDGET)
var/datum/station_goal/picked = pick_n_take(possible)
goal_weights += initial(picked.weight)
station_goals += new picked
/datum/game_mode/proc/declare_station_goal_completion()
for(var/V in station_goals)
var/datum/station_goal/G = V
G.print_result()
>>>>>>> 10a3238... Makes the station Z level into a list instead of a single define (#30297)
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/nuke_station/Activate()
var/turf/T = get_turf(owner)
if(!istype(T) || T.z != ZLEVEL_STATION)
if(!istype(T) || !(T.z in GLOB.station_z_levels))
to_chat(owner, "<span class='warning'>You cannot activate the doomsday device while off-station!</span>")
return
if(alert(owner, "Send arming signal? (true = arm, false = cancel)", "purge_all_life()", "confirm = TRUE;", "confirm = FALSE;") != "confirm = TRUE;")
@@ -356,7 +356,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/obj/machinery/doomsday_device/process()
var/turf/T = get_turf(src)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
minor_announce("DOOMSDAY DEVICE OUT OF STATION RANGE, ABORTING", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
SSshuttle.clearHostileEnvironment(src)
qdel(src)
@@ -374,7 +374,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
milestones[key] = TRUE
minor_announce("[key] SECONDS UNTIL DOOMSDAY DEVICE ACTIVATION!", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
/obj/machinery/doomsday_device/proc/detonate(z_level = ZLEVEL_STATION)
/obj/machinery/doomsday_device/proc/detonate(z_level = ZLEVEL_STATION_PRIMARY)
sound_to_playing_players('sound/machines/alarm.ogg')
sleep(100)
for(var/mob/living/L in GLOB.mob_list)
@@ -426,7 +426,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/lockdown/Activate()
for(var/obj/machinery/door/D in GLOB.airlocks)
if(D.z != ZLEVEL_STATION)
if(!(D.z in GLOB.station_z_levels))
continue
INVOKE_ASYNC(D, /obj/machinery/door.proc/hostile_lockdown, src)
addtimer(CALLBACK(D, /obj/machinery/door.proc/disable_lockdown), 900)
@@ -504,7 +504,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/break_fire_alarms/Activate()
for(var/obj/machinery/firealarm/F in GLOB.machines)
if(F.z != ZLEVEL_STATION)
if(!(F.z in GLOB.station_z_levels))
continue
F.emagged = TRUE
to_chat(owner, "<span class='notice'>All thermal sensors on the station have been disabled. Fire alerts will no longer be recognized.</span>")
@@ -531,7 +531,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/break_air_alarms/Activate()
for(var/obj/machinery/airalarm/AA in GLOB.machines)
if(AA.z != ZLEVEL_STATION)
if(!(AA.z in GLOB.station_z_levels))
continue
AA.emagged = TRUE
to_chat(owner, "<span class='notice'>All air alarm safeties on the station have been overriden. Air alarms may now use the Flood environmental mode.")
+4 -4
View File
@@ -31,15 +31,15 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/max_i = 10//number of tries to spawn meteor.
while(!isspaceturf(pickedstart))
var/startSide = pick(GLOB.cardinals)
pickedstart = spaceDebrisStartLoc(startSide, ZLEVEL_STATION)
pickedgoal = spaceDebrisFinishLoc(startSide, ZLEVEL_STATION)
pickedstart = spaceDebrisStartLoc(startSide, ZLEVEL_STATION_PRIMARY)
pickedgoal = spaceDebrisFinishLoc(startSide, ZLEVEL_STATION_PRIMARY)
max_i--
if(max_i<=0)
return
var/Me = pickweight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart)
M.dest = pickedgoal
M.z_original = ZLEVEL_STATION
M.z_original = ZLEVEL_STATION_PRIMARY
spawn(0)
walk_towards(M, M.dest, 1)
@@ -96,7 +96,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
pass_flags = PASSTABLE
var/heavy = 0
var/meteorsound = 'sound/effects/meteorimpact.ogg'
var/z_original = ZLEVEL_STATION
var/z_original = ZLEVEL_STATION_PRIMARY
var/threat = 0 // used for determining which meteors are most interesting
var/lifetime = DEFAULT_METEOR_LIFETIME
@@ -9,7 +9,7 @@
var/datum/action/innate/vest_disguise_swap/vest_disguise_action = new
var/datum/action/innate/set_droppoint/set_droppoint_action = new
var/obj/machinery/abductor/console/console
z_lock = ZLEVEL_STATION
z_lock = ZLEVEL_STATION_PRIMARY
icon = 'icons/obj/abductor.dmi'
icon_state = "camera"
@@ -462,7 +462,7 @@
if(target == src)
return
if(z != ZLEVEL_STATION && z != ZLEVEL_LAVALAND)
if(!(z in GLOB.station_z_levels) && z != ZLEVEL_LAVALAND)
to_chat(src, "<span class='warning'>Our bluespace transceiver cannot locate a viable bluespace link, our teleportation abilities are useless in this area.</span>")
return
@@ -473,8 +473,8 @@
var/turf/open/floor/F
switch(z) //Only the station/lavaland
if(ZLEVEL_STATION)
F =find_safe_turf(zlevels = ZLEVEL_STATION, extended_safety_checks = TRUE)
if(ZLEVEL_STATION_PRIMARY)
F =find_safe_turf(zlevels = ZLEVEL_STATION_PRIMARY, extended_safety_checks = TRUE)
if(ZLEVEL_LAVALAND)
F = find_safe_turf(zlevels = ZLEVEL_LAVALAND, extended_safety_checks = TRUE)
if(!F)
+1 -1
View File
@@ -435,7 +435,7 @@
var/off_station = 0
var/turf/bomb_location = get_turf(src)
var/area/A = get_area(bomb_location)
if(bomb_location && (bomb_location.z == ZLEVEL_STATION))
if(bomb_location && (bomb_location.z in GLOB.station_z_levels))
if(istype(A, /area/space))
off_station = NUKE_MISS_STATION
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
+1 -1
View File
@@ -126,7 +126,7 @@
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey)
return 1
var/turf/T = get_turf(target.current)
if(T && (T.z > ZLEVEL_STATION) || (target.current.client && target.current.client.is_afk())) //If they leave the station or go afk they count as dead for this
if(T && (!(T.z in GLOB.station_z_levels)) || (target.current.client && target.current.client.is_afk())) //If they leave the station or go afk they count as dead for this
return 2
return 0
return 1
+1 -1
View File
@@ -335,7 +335,7 @@
/datum/game_mode/revolution/proc/check_heads_victory()
for(var/datum/mind/rev_mind in head_revolutionaries)
var/turf/T = get_turf(rev_mind.current)
if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != DEAD) && T && (T.z == ZLEVEL_STATION))
if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != DEAD) && T && (T.z in GLOB.station_z_levels))
if(ishuman(rev_mind.current))
return 0
return 1
+1 -1
View File
@@ -47,7 +47,7 @@
GLOB.cameranet.addCamera(src)
proximity_monitor = new(src, 1)
if(mapload && z == ZLEVEL_STATION && prob(3) && !start_active)
if(mapload && (z in GLOB.station_z_levels) && prob(3) && !start_active)
toggle_cam()
/obj/machinery/camera/Destroy()
@@ -54,7 +54,7 @@
/obj/machinery/computer/communications/Topic(href, href_list)
if(..())
return
if (z != ZLEVEL_STATION && z != ZLEVEL_CENTCOM) //Can only use on centcom and SS13
if(!(z in GLOB.station_z_levels) && z != ZLEVEL_CENTCOM) //Can only use on centcom and SS13
to_chat(usr, "<span class='boldannounce'>Unable to establish a connection</span>: \black You're too far away from the station!")
return
usr.set_machine(src)
+1 -1
View File
@@ -56,7 +56,7 @@
var/loc_display = "Unknown"
var/mob/living/M = T.imp_in
if(Tr.z == ZLEVEL_STATION && !isspaceturf(M.loc))
if((Tr.z in GLOB.station_z_levels) && !isspaceturf(M.loc))
var/turf/mob_loc = get_turf(M)
loc_display = mob_loc.loc
+2 -2
View File
@@ -61,7 +61,7 @@
if(stat & NOPOWER)
return
if(src.z == ZLEVEL_STATION)
if(src.z in GLOB.station_z_levels)
add_overlay("overlay_[GLOB.security_level]")
else
//var/green = SEC_LEVEL_GREEN
@@ -121,7 +121,7 @@
var/list/data = list()
data["emagged"] = emagged
if(src.z == ZLEVEL_STATION)
if(src.z in GLOB.station_z_levels)
data["seclevel"] = get_security_level()
else
data["seclevel"] = "green"
+1 -1
View File
@@ -107,7 +107,7 @@
var/line1
var/line2
if(SSshuttle.supply.mode == SHUTTLE_IDLE)
if(SSshuttle.supply.z == ZLEVEL_STATION)
if(SSshuttle.supply.z in GLOB.station_z_levels)
line1 = "CARGO"
line2 = "Docked"
else
@@ -106,7 +106,7 @@
// Off-Site Relays
//
// You are able to send/receive signals from the station's z level (changeable in the ZLEVEL_STATION #define) if
// You are able to send/receive signals from the station's z level (changeable in the ZLEVEL_STATION_PRIMARY #define) if
/obj/machinery/telecomms/relay/proc/toggle_level()
@@ -114,7 +114,7 @@
var/turf/position = get_turf(src)
// Toggle on/off getting signals from the station or the current Z level
if(listening_level == ZLEVEL_STATION) // equals the station
if(listening_level in GLOB.station_z_levels) // equals the station
listening_level = position.z
return TRUE
return FALSE
+2 -2
View File
@@ -437,14 +437,14 @@ Code:
switch(SSshuttle.supply.mode)
if(SHUTTLE_CALL)
menu += "Moving to "
if(SSshuttle.supply.z != ZLEVEL_STATION)
if(!(SSshuttle.supply.z in GLOB.station_z_levels))
menu += "station"
else
menu += "centcom"
menu += " ([SSshuttle.supply.timeLeft(600)] Mins)"
else
menu += "At "
if(SSshuttle.supply.z != ZLEVEL_STATION)
if(!(SSshuttle.supply.z in GLOB.station_z_levels))
menu += "centcom"
else
menu += "station"