Initial Commit

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skull132
2014-03-11 09:03:52 +02:00
commit a8d9450c7e
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//TODO: Flash range does nothing currently
//NOTE: This has not yet been updated with the lighting deferal stuff. ~Carn
//Needs some work anyway.
proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
spawn(0)
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
tension_master.explosion()
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 1
if(heavy_impact_range > 1)
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
E.set_up(epicenter)
E.start()
var/x = epicenter.x
var/y = epicenter.y
var/z = epicenter.z
var/counter = 0
if(devastation_range > 0)
counter += explosion_turf(x,y,z,1)
else
devastation_range = 0
if(heavy_impact_range > 0)
counter += explosion_turf(x,y,z,2)
else
heavy_impact_range = 0
if(light_impact_range > 0)
counter += explosion_turf(x,y,z,3)
else
return
//Diamond 'splosions (looks more round than square version)
for(var/i=0, i<devastation_range, i++)
for(var/j=0, j<i, j++)
counter += explosion_turf((x-i)+j, y+j, z, 1)
counter += explosion_turf(x+j, (y+i)-j, z, 1)
counter += explosion_turf((x+i)-j, y-j, z, 1)
counter += explosion_turf(x-j, (y-i)+j, z, 1)
for(var/i=devastation_range, i<heavy_impact_range, i++)
for(var/j=0, j<i, j++)
counter += explosion_turf((x-i)+j, y+j, z, 2)
counter += explosion_turf(x+j, (y+i)-j, z, 2)
counter += explosion_turf((x+i)-j, y-j, z, 2)
counter += explosion_turf(x-j, (y-i)+j, z, 2)
for(var/i=heavy_impact_range, i<light_impact_range, i++)
for(var/j=0, j<i, j++)
counter += explosion_turf((x-i)+j, y+j, z, 3)
counter += explosion_turf(x+j, (y+i)-j, z, 3)
counter += explosion_turf((x+i)-j, y-j, z, 3)
counter += explosion_turf(x-j, (y-i)+j, z, 3)
/* //Square 'splosions
for(var/i=0, i<devastation_range, i++)
for(var/j=-i, j<i, j++)
counter += explosion_turf(x+j, y-i, z, 1)
counter += explosion_turf(x-j, y+i, z, 1)
counter += explosion_turf(x+i, y+j, z, 1)
counter += explosion_turf(x-i, y-j, z, 1)
sleep(1)
for(var/i=devastation_range, i<heavy_impact_range, i++)
for(var/j=-i, j<i, j++)
counter += explosion_turf(x+j, y-i, z, 2)
counter += explosion_turf(x-j, y+i, z, 2)
counter += explosion_turf(x+i, y+j, z, 2)
counter += explosion_turf(x-i, y-j, z, 2)
sleep(1)
for(var/i=heavy_impact_range, i<light_impact_range, i++)
for(var/j=-i, j<i, j++)
counter += explosion_turf(x+j, y-i, z, 3)
counter += explosion_turf(x-j, y+i, z, 3)
counter += explosion_turf(x+i, y+j, z, 3)
counter += explosion_turf(x-i, y-j, z, 3)
sleep(1)
*/
if(defer_powernet_rebuild != 2)
defer_powernet_rebuild = 0
world.log << "## Explosion([x],[y],[z])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [(world.timeofday-start)/10] seconds. Processed [counter] atoms."
return 1
proc/explosion_turf(var/x,var/y,var/z,var/force)
var/counter = 1
var/turf/T = locate(x,y,z)
if(T)
T.ex_act(force)
if(T)
for(var/atom/movable/AM in T.contents)
counter++
AM.ex_act(force)
// sleep(0)
return counter
proc/secondaryexplosion(turf/epicenter, range)
for(var/turf/tile in range(range, epicenter))
tile.ex_act(2)
@@ -0,0 +1,7 @@
/client/verb/find_atoms_in_null()
if(!holder) return
var/msg
for(var/atom/A)
if(A.loc == null)
msg += "\ref[A] [A.type] - [A]\n"
world.log << msg
@@ -0,0 +1,14 @@
/*
client/verb/powernets_debug()
if(!holder) return
var/ref_holder = "\ref[holder]"
for(var/i=1,i<=powernets.len,i++)
src << "<a href='?[ref_holder];adminplayervars=\ref[powernets[i]]'>[copytext("\ref[powernets[i]]",8,12)]</A>"
client/verb/powernet_overlays()
for(var/obj/structure/cable/C in cable_list)
C.maptext = "<font color='white'>[copytext("\ref[C.powernet]",8,12)]</font>"
for(var/obj/machinery/power/M in machines)
M.maptext = "<font color='white'>[copytext("\ref[M.powernet]",8,12)]</font>"
*/
@@ -0,0 +1,210 @@
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/datum/failsafe/Failsafe
var/global/controller_iteration = 0
var/global/last_tick_timeofday = world.timeofday
var/global/last_tick_duration = 0
datum/controller/game_controller
var/processing = 0
var/global/air_master_ready = 0
var/global/sun_ready = 0
var/global/mobs_ready = 0
var/global/diseases_ready = 0
var/global/machines_ready = 0
var/global/objects_ready = 0
var/global/networks_ready = 0
var/global/powernets_ready = 0
var/global/ticker_ready = 0
//Used for MC 'proc break' debugging
var/global/obj/last_obj_processed
var/global/datum/disease/last_disease_processed
var/global/obj/machinery/last_machine_processed
var/global/mob/last_mob_processed
proc/setup()
if(master_controller && (master_controller != src))
del(src)
return
//There can be only one master.
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
if(job_master.SetupOccupations())
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
world.tick_lag = config.Ticklag
createRandomZlevel()
setup_objects()
setupgenetics()
for(var/i = 0, i < max_secret_rooms, i++)
make_mining_asteroid_secret()
syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
syndicate_code_response = generate_code_phrase()
emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(!ticker)
ticker = new /datum/controller/gameticker()
setupfactions()
spawn
ticker.pregame()
proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in world)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
T.broadcast_status()
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
T.broadcast_status()
world << "\red \b Initializations complete."
proc/process()
processing = 1
spawn(0)
set background = 1
while(1)
var/currenttime = world.timeofday
var/diff = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
last_tick_duration = diff
if(processing)
controller_iteration++
var/start_time = world.timeofday
air_master_ready = 0
sun_ready = 0
mobs_ready = 0
diseases_ready = 0
machines_ready = 0
objects_ready = 0
networks_ready = 0
powernets_ready = 0
ticker_ready = 0
spawn(0)
air_master.process()
air_master_ready = 1
sleep(1)
spawn(0)
sun.calc_position()
sun_ready = 1
sleep(-1)
spawn(0)
for(var/mob/M in world)
last_mob_processed = M
M.Life()
mobs_ready = 1
sleep(-1)
spawn(0)
for(var/datum/disease/D in active_diseases)
last_disease_processed = D
D.process()
diseases_ready = 1
spawn(0)
for(var/obj/machinery/machine in machines)
if(machine)
last_machine_processed = machine
machine.process()
if(machine && machine.use_power)
machine.auto_use_power()
machines_ready = 1
sleep(1)
spawn(-1)
for(var/obj/object in processing_objects)
last_obj_processed = object
object.process()
objects_ready = 1
sleep(-1)
spawn(-1)
for(var/datum/pipe_network/network in pipe_networks)
network.process()
networks_ready = 1
spawn(-1)
for(var/datum/powernet/P in powernets)
P.reset()
powernets_ready = 1
sleep(-1)
spawn(-1)
ticker.process()
ticker_ready = 1
var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
while(!air_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
IL_check++
if(IL_check > 600)
var/MC_report = "air_master_ready = [air_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
message_admins("<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.</b>")
message_admins("<b>The master controller reports: [MC_report]</b>")
if(!diseases_ready)
if(last_disease_processed)
message_admins("<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A>", 0, 1)
else
message_admins("<b>DISEASE PROCESSING stuck on </b>unknown")
if(!machines_ready)
if(last_machine_processed)
message_admins("<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A>", 0, 1)
else
message_admins("<b>MACHINE PROCESSING stuck on </b>unknown")
if(!objects_ready)
if(last_obj_processed)
message_admins("<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A>", 0, 1)
else
message_admins("<b>OBJ PROCESSING stuck on </b>unknown")
log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
message_admins("<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font>")
break;
sleep(1)
sleep(world.timeofday+12-start_time)
else
sleep(10)
@@ -0,0 +1,258 @@
//Nothing spectacular, just a slightly more configurable MC.
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/datum/failsafe/Failsafe
var/global/controller_iteration = 0
var/global/last_tick_timeofday = world.timeofday
var/global/last_tick_duration = 0
var/global/obj/machinery/last_obj_processed //Used for MC 'proc break' debugging
var/global/datum/disease/last_disease_processed //Used for MC 'proc break' debugging
var/global/obj/machinery/last_machine_processed //Used for MC 'proc break' debugging
datum/controller/game_controller
var/processing = 0
var/breather_ticks = 1 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every step
var/minimum_ticks = 10 //The minimum length of time between MC ticks
var/global/air_master_ready = 0
var/global/tension_master_ready = 0
var/global/sun_ready = 0
var/global/mobs_ready = 0
var/global/diseases_ready = 0
var/global/machines_ready = 0
var/global/objects_ready = 0
var/global/networks_ready = 0
var/global/powernets_ready = 0
var/global/ticker_ready = 0
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller)
if(master_controller != src)
del(master_controller)
master_controller = src
if(!air_master)
air_master = new /datum/controller/air_system()
air_master.setup()
if(!job_master)
job_master = new /datum/controller/occupations()
if(job_master.SetupOccupations())
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
if(!tension_master) tension_master = new /datum/tension()
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
if(!ticker) ticker = new /datum/controller/gameticker()
if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
if(artifact_spawn) artifact_spawning_turfs = artifact_spawn
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
createRandomZlevel()
setup_objects()
setupgenetics()
setupfactions()
for(var/i = 0, i < max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
datum/controller/game_controller/proc/setup_objects()
world << "\red \b Initializing objects"
sleep(-1)
for(var/obj/object in world)
object.initialize()
world << "\red \b Initializing pipe networks"
sleep(-1)
for(var/obj/machinery/atmospherics/machine in world)
machine.build_network()
world << "\red \b Initializing atmos machinery."
sleep(-1)
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
T.broadcast_status()
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
T.broadcast_status()
world << "\red \b Initializations complete."
sleep(-1)
datum/controller/game_controller/proc/process()
set background = 1
processing = 1
while(1) //far more efficient than recursively calling ourself
if(!Failsafe) new /datum/failsafe()
var/currenttime = world.timeofday
last_tick_duration = (currenttime - last_tick_timeofday) / 10
last_tick_timeofday = currenttime
if(processing)
var/start_time = world.timeofday
controller_iteration++
air_master_ready = 0
tension_master_ready = 0
sun_ready = 0
mobs_ready = 0
diseases_ready = 0
machines_ready = 0
objects_ready = 0
networks_ready = 0
powernets_ready = 0
ticker_ready = 0
spawn(0)
air_master.process()
air_master_ready = 1
sleep(breather_ticks)
spawn(0)
tension_master.process()
tension_master_ready = 1
sleep(breather_ticks)
spawn(0)
sun.calc_position()
sun_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/mob/living/M in world) //only living mobs have life processes
M.Life()
mobs_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/datum/disease/D in active_diseases)
last_disease_processed = D
D.process()
diseases_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/obj/machinery/machine in machines)
if(machine)
last_machine_processed = machine
machine.process()
if(machine && machine.use_power)
machine.auto_use_power()
machines_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/obj/object in processing_objects)
last_obj_processed = object
object.process()
objects_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/datum/pipe_network/network in pipe_networks)
network.process()
networks_ready = 1
sleep(breather_ticks)
spawn(0)
for(var/datum/powernet/P in powernets)
P.reset()
powernets_ready = 1
sleep(breather_ticks)
spawn(0)
ticker.process()
ticker_ready = 1
sleep( minimum_ticks - max(world.timeofday-start_time,0) ) //to prevent long delays happening at midnight
var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
while(!air_master_ready || !tension_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
IL_check++
if(IL_check > 200)
var/MC_report = "air_master_ready = [air_master_ready]; tension_master_ready = [tension_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
var/MC_admin_report = "<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.<br>The master controller reports: [MC_report]</b><br>"
if(!diseases_ready)
if(last_disease_processed)
MC_admin_report += "<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A><br>"
else
MC_admin_report += "<b>DISEASE PROCESSING stuck on </b>unknown<br>"
if(!machines_ready)
if(last_machine_processed)
MC_admin_report += "<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A><br>"
else
MC_admin_report += "<b>MACHINE PROCESSING stuck on </b>unknown<br>"
if(!objects_ready)
if(last_obj_processed)
MC_admin_report += "<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A><br>"
else
MC_admin_report += "<b>OBJ PROCESSING stuck on </b>unknown<br>"
MC_admin_report += "<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font><br>"
message_admins(MC_admin_report)
log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
break
sleep(3)
else
sleep(10)
/datum/failsafe // This thing pretty much just keeps poking the master controller
var/spinning = 1
var/current_iteration = 0
var/ticks_per_spin = 200 //poke the MC every 20 seconds
var/defcon = 0 //alert level. For every poke that fails this is raised by 1. When it reaches 5 the MC is replaced with a new one. (effectively killing any master_controller.process() and starting a new one)
/datum/failsafe/New()
//There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one)
if(Failsafe && (Failsafe != src))
del(Failsafe)
Failsafe = src
current_iteration = controller_iteration
spawn(0)
Failsafe.spin()
/datum/failsafe/proc/spin()
set background = 1
while(1) //more efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop
if(master_controller)
if(spinning && master_controller.processing) //only poke if these overrides aren't in effect
if(current_iteration == controller_iteration) //master_controller hasn't finished processing in the defined interval
switch(defcon)
if(0 to 3)
defcon++
if(4)
defcon = 5
for(var/client/C)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has not fired in the last [4*ticks_per_spin] ticks. Automatic restart in [ticks_per_spin] ticks.</b></font>"
if(5)
for(var/client/C)
if(C.holder)
C << "<font color='red' size='2'><b>Warning. The Master Controller has still not fired within the last [5*ticks_per_spin] ticks. Killing and restarting...</b></font>"
spawn(0)
new /datum/controller/game_controller() //replace the old master_controller (hence killing the old one's process)
master_controller.process() //Start it rolling again
defcon = 0
else
defcon = 0
current_iteration = controller_iteration
else
defcon = 0
else
new /datum/controller/game_controller() //replace the missing master_controller! This should never happen.
sleep(ticks_per_spin)