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Remove a whole bunch of in world loops and rework machinery global lists (#3053)
Removes a whole bunch of in world loops. Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller. I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines. Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
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@@ -312,7 +312,7 @@ field_generator power level display
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/singularity/O in machines)
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for(var/obj/singularity/O in SSmachinery.processing_machines)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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@@ -39,7 +39,7 @@
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..()
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START_PROCESSING(SScalamity, src)
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for(var/obj/machinery/power/singularity_beacon/singubeacon in machines)
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for(var/obj/machinery/power/singularity_beacon/singubeacon in SSmachinery.processing_machines)
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if(singubeacon.active)
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target = singubeacon
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break
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@@ -516,4 +516,4 @@
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/obj/singularity/proc/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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forceMove(destination)
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