Refactors cinematics.
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committed by
CitadelStationBot
parent
26f0af19e0
commit
fd0bc465cc
11
code/__DEFINES/cinematics.dm
Normal file
11
code/__DEFINES/cinematics.dm
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@@ -0,0 +1,11 @@
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#define CINEMATIC_DEFAULT 1
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#define CINEMATIC_SELFDESTRUCT 2
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#define CINEMATIC_SELFDESTRUCT_MISS 3
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#define CINEMATIC_NUKE_WIN 4
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#define CINEMATIC_NUKE_MISS 5
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#define CINEMATIC_ANNIHILATION 6
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#define CINEMATIC_MALF 7
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#define CINEMATIC_CULT 8
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#define CINEMATIC_NUKE_FAKE 9
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#define CINEMATIC_NUKE_NO_CORE 10
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#define CINEMATIC_NUKE_FAR 11
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@@ -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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@@ -274,6 +274,7 @@ SUBSYSTEM_DEF(ticker)
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if(epi)
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explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
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<<<<<<< HEAD
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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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@@ -411,6 +412,8 @@ SUBSYSTEM_DEF(ticker)
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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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=======
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>>>>>>> 1304e83... Refactors cinematics. (#30888)
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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 +714,11 @@ 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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223
code/datums/cinematic.dm
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223
code/datums/cinematic.dm
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@@ -0,0 +1,223 @@
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GLOBAL_LIST_EMPTY(cinematics)
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// Use to play cinematics.
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// Watcher can be world,mob, or a list of mobs
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// Blocks until sequence is done.
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/proc/Cinematic(id,watcher,datum/callback/special_callback)
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var/datum/cinematic/playing
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for(var/V in subtypesof(/datum/cinematic))
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var/datum/cinematic/C = V
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if(initial(C.id) == id)
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playing = new V()
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break
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if(!playing)
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CRASH("Cinematic type not found")
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if(special_callback)
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playing.special_callback = special_callback
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if(watcher == world)
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playing.is_global = TRUE
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watcher = GLOB.mob_list
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playing.play(watcher)
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/obj/screen/cinematic
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icon = 'icons/effects/station_explosion.dmi'
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icon_state = "station_intact"
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layer = 21
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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screen_loc = "1,1"
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/datum/cinematic
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var/id = CINEMATIC_DEFAULT
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var/list/watching = list() //List of clients watching this
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var/list/locked = list() //Who had notransform set during the cinematic
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var/is_global = FALSE //Global cinematics will override mob-specific ones
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var/obj/screen/cinematic/screen
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var/datum/callback/special_callback //For special effects synced with animation (explosions after the countdown etc)
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var/cleanup_time = 300 //How long for the final screen to remain
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/datum/cinematic/New()
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GLOB.cinematics += src
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screen = new(src)
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/datum/cinematic/Destroy()
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GLOB.cinematics -= src
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QDEL_NULL(screen)
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for(var/mob/M in locked)
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M.notransform = FALSE
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return ..()
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/datum/cinematic/proc/play(watchers)
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//Check if you can actually play it (stop mob cinematics for global ones) and create screen objects
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for(var/A in GLOB.cinematics)
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var/datum/cinematic/C = A
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if(C == src)
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continue
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if(C.is_global || !is_global)
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return //Can't play two global or local cinematics at the same time
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//Close all open windows if global
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if(is_global)
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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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for(var/mob/M in GLOB.mob_list)
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if(M in watchers)
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M.notransform = TRUE //Should this be done for non-global cinematics or even at all ?
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locked += M
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//Close watcher ui's
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SStgui.close_user_uis(M)
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if(M.client)
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watching += M.client
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M.client.screen += screen
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else
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if(is_global)
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M.notransform = TRUE
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locked += M
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//Actually play it
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content()
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//Cleanup
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sleep(cleanup_time)
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qdel(src)
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//Sound helper
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/datum/cinematic/proc/cinematic_sound(s)
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if(is_global)
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SEND_SOUND(world,s)
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else
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for(var/C in watching)
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SEND_SOUND(C,s)
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//Fire up special callback for actual effects synchronized with animation (eg real nuke explosion happens midway)
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/datum/cinematic/proc/special()
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if(special_callback)
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special_callback.Invoke()
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//Actual cinematic goes in here
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/datum/cinematic/proc/content()
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sleep(50)
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/datum/cinematic/nuke_win
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id = CINEMATIC_NUKE_WIN
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/datum/cinematic/nuke_win/content()
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flick("intro_nuke",screen)
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sleep(35)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_nukewin"
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/datum/cinematic/nuke_miss
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id = CINEMATIC_NUKE_MISS
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/datum/cinematic/nuke_miss/content()
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flick("intro_nuke",screen)
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sleep(35)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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flick("station_intact_fade_red",screen)
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screen.icon_state = "summary_nukefail"
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//Also used for blob
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/datum/cinematic/nuke_selfdestruct
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id = CINEMATIC_SELFDESTRUCT
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/datum/cinematic/nuke_selfdestruct/content()
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flick("intro_nuke",screen)
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sleep(35)
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flick("station_explode_fade_red", screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_selfdes"
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/datum/cinematic/nuke_selfdestruct_miss
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id = CINEMATIC_SELFDESTRUCT_MISS
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/datum/cinematic/nuke_selfdestruct_miss/content()
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flick("intro_nuke",screen)
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sleep(35)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "station_intact"
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/datum/cinematic/malf
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id = CINEMATIC_MALF
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/datum/cinematic/malf/content()
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flick("intro_malf",screen)
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sleep(76)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_malf"
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/datum/cinematic/cult
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id = CINEMATIC_CULT
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/datum/cinematic/cult/content()
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screen.icon_state = null
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flick("intro_cult",screen)
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sleep(25)
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cinematic_sound(sound('sound/magic/enter_blood.ogg'))
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sleep(28)
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cinematic_sound(sound('sound/machines/terminal_off.ogg'))
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sleep(20)
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flick("station_corrupted",screen)
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cinematic_sound(sound('sound/effects/ghost.ogg'))
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sleep(70)
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special()
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/datum/cinematic/nuke_annihilation
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id = CINEMATIC_ANNIHILATION
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/datum/cinematic/nuke_annihilation/content()
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flick("intro_nuke",screen)
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sleep(35)
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flick("station_explode_fade_red",screen)
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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screen.icon_state = "summary_totala"
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/datum/cinematic/fake
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id = CINEMATIC_NUKE_FAKE
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cleanup_time = 100
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/datum/cinematic/fake/content()
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flick("intro_nuke",screen)
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sleep(35)
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cinematic_sound(sound('sound/items/bikehorn.ogg'))
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flick("summary_selfdes",screen) //???
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special()
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/datum/cinematic/no_core
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id = CINEMATIC_NUKE_NO_CORE
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cleanup_time = 100
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/datum/cinematic/no_core/content()
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flick("intro_nuke",screen)
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sleep(35)
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flick("station_intact",screen)
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cinematic_sound(sound('sound/ambience/signal.ogg'))
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sleep(100)
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/datum/cinematic/nuke_far
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id = CINEMATIC_NUKE_FAR
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cleanup_time = 0
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/datum/cinematic/nuke_far/content()
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cinematic_sound(sound('sound/effects/explosion_distant.ogg'))
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special()
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/* Intended usage.
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Nuke.Explosion()
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-> Cinematic(NUKE_BOOM,world)
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-> ActualExplosion()
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-> Mode.OnExplosion()
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Narsie()
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-> Cinematic(CULT,world)
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*/
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@@ -19,7 +19,6 @@
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var/probability = 0
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var/false_report_weight = 0 //How often will this show up incorrectly in a centcom report?
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var/station_was_nuked = 0 //see nuclearbomb.dm and malfunction.dm
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var/explosion_in_progress = 0 //sit back and relax
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var/round_ends_with_antag_death = 0 //flags the "one verse the station" antags as such
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var/list/datum/mind/modePlayer = new
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var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
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@@ -562,3 +561,8 @@
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/datum/game_mode/proc/generate_report() //Generates a small text blurb for the gamemode in centcom report
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return "Gamemode report for [name] not set. Contact a coder."
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//By default nuke just ends the round
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/datum/game_mode/proc/OnNukeExplosion(off_station)
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if(off_station < 2)
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station_was_nuked = TRUE //Will end the round on next check.
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@@ -161,6 +161,12 @@
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synd_mob.equipOutfit(/datum/outfit/syndicate/no_crystals)
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return 1
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/datum/game_mode/nuclear/OnNukeExplosion(off_station)
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..()
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nukes_left--
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var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
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syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
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nuke_off_station = off_station
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/datum/game_mode/nuclear/check_win()
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if (nukes_left == 0)
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@@ -81,6 +81,20 @@
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/obj/machinery/nuclearbomb/syndicate
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//ui_style = "syndicate" // actually the nuke op bomb is a stole nt bomb
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/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
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var/datum/game_mode/nuclear/NM = SSticker.mode
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switch(off_station)
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if(0)
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if(istype(NM) && NM.syndies_didnt_escape)
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return CINEMATIC_ANNIHILATION
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else
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return CINEMATIC_NUKE_WIN
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if(1)
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return CINEMATIC_NUKE_MISS
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if(2)
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return CINEMATIC_NUKE_FAR
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return CINEMATIC_NUKE_FAR
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/obj/machinery/nuclearbomb/syndicate/Initialize()
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. = ..()
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var/obj/machinery/nuclearbomb/existing = locate("syndienuke") in GLOB.nuke_list
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@@ -422,12 +436,12 @@
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update_icon()
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sound_to_playing_players('sound/machines/alarm.ogg')
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if(SSticker && SSticker.mode)
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SSticker.mode.explosion_in_progress = 1
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SSticker.roundend_check_paused = TRUE
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sleep(100)
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if(!core)
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SSticker.station_explosion_cinematic(3,"no_core",src)
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SSticker.mode.explosion_in_progress = 0
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Cinematic(CINEMATIC_NUKE_NO_CORE,world)
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SSticker.roundend_check_paused = FALSE
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return
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GLOB.enter_allowed = 0
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@@ -437,28 +451,37 @@
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var/area/A = get_area(bomb_location)
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if(bomb_location && (bomb_location.z in GLOB.station_z_levels))
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if(istype(A, /area/space))
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off_station = NUKE_MISS_STATION
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off_station = NUKE_NEAR_MISS
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if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
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off_station = NUKE_MISS_STATION
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off_station = NUKE_NEAR_MISS
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else if((istype(A, /area/syndicate_mothership) || (istype(A, /area/shuttle/syndicate)) && bomb_location.z == ZLEVEL_CENTCOM))
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off_station = NUKE_SYNDICATE_BASE
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else
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off_station = NUKE_NEAR_MISS
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off_station = NUKE_MISS_STATION
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if(istype(SSticker.mode, /datum/game_mode/nuclear))
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var/obj/docking_port/mobile/Shuttle = SSshuttle.getShuttle("syndicate")
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var/datum/game_mode/nuclear/NM = SSticker.mode
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NM.syndies_didnt_escape = (Shuttle && (Shuttle.z == ZLEVEL_CENTCOM || Shuttle.z == ZLEVEL_TRANSIT)) ? 0 : 1
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NM.nuke_off_station = off_station
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if(off_station < 2)
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SSshuttle.registerHostileEnvironment(src)
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SSshuttle.lockdown = TRUE
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SSticker.station_explosion_cinematic(off_station,null,src)
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if(SSticker.mode)
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if(istype(SSticker.mode, /datum/game_mode/nuclear))
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var/datum/game_mode/nuclear/NM = SSticker.mode
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NM.nukes_left --
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if(!SSticker.mode.check_finished())//If the mode does not deal with the nuke going off so just reboot because everyone is stuck as is
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SSticker.Reboot("Station destroyed by Nuclear Device.", "nuke - unhandled ending")
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//Cinematic
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SSticker.mode.OnNukeExplosion(off_station)
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var/bombz = z
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Cinematic(get_cinematic_type(off_station),world,CALLBACK(SSticker,/datum/controller/subsystem/ticker/proc/station_explosion_detonation,src))
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INVOKE_ASYNC(GLOBAL_PROC,.proc/KillEveryoneOnZLevel,bombz)
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SSticker.roundend_check_paused = FALSE
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/obj/machinery/nuclearbomb/proc/get_cinematic_type(off_station)
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if(off_station < 2)
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return CINEMATIC_SELFDESTRUCT
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else
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return CINEMATIC_SELFDESTRUCT_MISS
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/proc/KillEveryoneOnZLevel(z)
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if(!z)
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return
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for(var/mob/M in GLOB.mob_list)
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if(M.stat != DEAD && M.z == z)
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M.gib()
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/*
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This is here to make the tiles around the station mininuke change when it's armed.
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/client/proc/cinematic(cinematic as anything in list("explosion",null))
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set name = "cinematic"
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set category = "Fun"
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@@ -15,4 +16,17 @@
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if(0)
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override = input(src,"mode = ?","Enter Parameter",null) as anything in list("blob","nuclear emergency","AI malfunction","no override")
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SSticker.station_explosion_cinematic(parameter,override)
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return
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return
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=======
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/client/proc/cinematic()
|
||||
set name = "cinematic"
|
||||
set category = "Fun"
|
||||
set desc = "Shows a cinematic." // Intended for testing but I thought it might be nice for events on the rare occasion Feel free to comment it out if it's not wanted.
|
||||
set hidden = 1
|
||||
if(!SSticker)
|
||||
return
|
||||
|
||||
var/datum/cinematic/choice = input(src,"Cinematic","Choose",null) as anything in subtypesof(/datum/cinematic)
|
||||
if(choice)
|
||||
Cinematic(initial(choice.id),world,null)
|
||||
>>>>>>> 1304e83... Refactors cinematics. (#30888)
|
||||
|
||||
@@ -7,4 +7,5 @@
|
||||
|
||||
/datum/round_event/wizard/fake_explosion/start()
|
||||
sound_to_playing_players('sound/machines/alarm.ogg')
|
||||
addtimer(CALLBACK(SSticker, /datum/controller/subsystem/ticker/.proc/station_explosion_cinematic, 1, "fake"), 100) //:o)
|
||||
sleep(100)
|
||||
Cinematic(CINEMATIC_NUKE_FAKE,world)
|
||||
@@ -27,7 +27,7 @@
|
||||
del_on_death = 1
|
||||
|
||||
/mob/living/simple_animal/cockroach/death(gibbed)
|
||||
if(SSticker.cinematic) //If the nuke is going off, then cockroaches are invincible. Keeps the nuke from killing them, cause cockroaches are immune to nukes.
|
||||
if(SSticker.mode && SSticker.mode.station_was_nuked) //If the nuke is going off, then cockroaches are invincible. Keeps the nuke from killing them, cause cockroaches are immune to nukes.
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
@@ -73,7 +73,6 @@
|
||||
resolved = TRUE
|
||||
sound_to_playing_players('sound/machines/alarm.ogg')
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper), 120)
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/ending_helper), 220)
|
||||
|
||||
/obj/singularity/narsie/large/cult/Destroy()
|
||||
GLOB.cult_narsie = null
|
||||
@@ -83,7 +82,7 @@
|
||||
SSticker.force_ending = 1
|
||||
|
||||
/proc/cult_ending_helper(var/no_explosion = 0)
|
||||
SSticker.station_explosion_cinematic(no_explosion, "cult", null)
|
||||
Cinematic(CINEMATIC_CULT,world,CALLBACK(GLOBAL_PROC,.ending_helper))
|
||||
|
||||
|
||||
/obj/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
|
||||
|
||||
@@ -28,7 +28,11 @@
|
||||
#include "code\__DEFINES\atmospherics.dm"
|
||||
#include "code\__DEFINES\atom_hud.dm"
|
||||
#include "code\__DEFINES\callbacks.dm"
|
||||
<<<<<<< HEAD
|
||||
#include "code\__DEFINES\citadel_defines.dm"
|
||||
=======
|
||||
#include "code\__DEFINES\cinematics.dm"
|
||||
>>>>>>> 1304e83... Refactors cinematics. (#30888)
|
||||
#include "code\__DEFINES\clockcult.dm"
|
||||
#include "code\__DEFINES\combat.dm"
|
||||
#include "code\__DEFINES\components.dm"
|
||||
@@ -251,6 +255,7 @@
|
||||
#include "code\datums\beam.dm"
|
||||
#include "code\datums\browser.dm"
|
||||
#include "code\datums\callback.dm"
|
||||
#include "code\datums\cinematic.dm"
|
||||
#include "code\datums\datacore.dm"
|
||||
#include "code\datums\datum.dm"
|
||||
#include "code\datums\datumvars.dm"
|
||||
|
||||
Reference in New Issue
Block a user