ticker
Vars | |
current_state | state of current round (used by process()) Use the defines GAME_STATE_* ! |
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emergency_reason | Why an emergency shuttle was called |
force_ending | Boolean to track if round should be forcibly ended next ticker tick. Set by admin intervention (ADMIN_FORCE_END_ROUND) or a "round-ending" event, like summoning Nar'Sie, a blob victory, the nuke going off, etc. (FORCE_END_ROUND) |
hearts | People who have been commended and will receive a heart |
news_report | What is going to be reported to other stations at end of round? |
setup_done | Boolean to track and check if our subsystem setup is done. |
start_immediately | If TRUE, there is no lobby phase, the game starts immediately. |
totalPlayers | Num of players, used for pregame stats on statpanel |
totalPlayersReady | Num of ready players, used for pregame stats on statpanel (only viewable by admins) |
total_admins_ready | Num of ready admins, used for pregame stats on statpanel (only viewable by admins) |
Procs | |
HandleRandomHardcoreScore | Handles random hardcore point rewarding if it applies. |
award_service | Awards the service department an achievement and updates the chef and bartender's highscore for tourists served. |
check_finished | Checks if the round should be ending, called every ticker tick |
handle_hearts | Once the round is actually over, cycle through the ckeys in the hearts list and give them the hearted status |
hardcore_random_report | Generate a report for all players who made it out alive with a hardcore random character and prints their final score |
log_roundend_report | Log the round-end report as an HTML file |
market_report | Generate a report for how much money is on station, as well as the richest crewmember on the station. |
poll_hearts | Called when the shuttle starts launching back to centcom, polls a few random players who joined the round for commendations |
Var Details
current_state
state of current round (used by process()) Use the defines GAME_STATE_* !
emergency_reason
Why an emergency shuttle was called
force_ending
Boolean to track if round should be forcibly ended next ticker tick. Set by admin intervention (ADMIN_FORCE_END_ROUND) or a "round-ending" event, like summoning Nar'Sie, a blob victory, the nuke going off, etc. (FORCE_END_ROUND)
hearts
People who have been commended and will receive a heart
news_report
What is going to be reported to other stations at end of round?
setup_done
Boolean to track and check if our subsystem setup is done.
start_immediately
If TRUE, there is no lobby phase, the game starts immediately.
totalPlayers
Num of players, used for pregame stats on statpanel
totalPlayersReady
Num of ready players, used for pregame stats on statpanel (only viewable by admins)
total_admins_ready
Num of ready admins, used for pregame stats on statpanel (only viewable by admins)
Proc Details
HandleRandomHardcoreScore
Handles random hardcore point rewarding if it applies.
award_service
Awards the service department an achievement and updates the chef and bartender's highscore for tourists served.
Arguments:
- award: Achievement to give service department
check_finished
Checks if the round should be ending, called every ticker tick
handle_hearts
Once the round is actually over, cycle through the ckeys in the hearts list and give them the hearted status
hardcore_random_report
Generate a report for all players who made it out alive with a hardcore random character and prints their final score
log_roundend_report
Log the round-end report as an HTML file
Composits the roundend report, and saves it in two locations. The report is first saved along with the round's logs Then, the report is copied to a fixed directory specifically for housing the server's last roundend report. In this location, the file will be overwritten at the end of each shift.
market_report
Generate a report for how much money is on station, as well as the richest crewmember on the station.
poll_hearts
Called when the shuttle starts launching back to centcom, polls a few random players who joined the round for commendations