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* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
260 lines
7.6 KiB
Plaintext
260 lines
7.6 KiB
Plaintext
/*
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Overview:
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These are what handle gas transfers between zones and into space.
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They are found in a zone's edges list and in SSair.edges.
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Each edge updates every air tick due to their role in gas transfer.
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They come in two flavors, /connection_edge/zone and /connection_edge/unsimulated.
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As the type names might suggest, they handle inter-zone and spacelike connections respectively.
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Class Vars:
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A - This always holds a zone. In unsimulated edges, it holds the only zone.
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connecting_turfs - This holds a list of connected turfs, mainly for the sake of airflow.
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coefficent - This is a marker for how many connections are on this edge. Used to determine the ratio of flow.
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connection_edge/zone
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B - This holds the second zone with which the first zone equalizes.
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direct - This counts the number of direct (i.e. with no doors) connections on this edge.
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Any value of this is sufficient to make the zones mergeable.
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connection_edge/unsimulated
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B - This holds an unsimulated turf which has the gas values this edge is mimicing.
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air - Retrieved from B on creation and used as an argument for the legacy ShareSpace() proc.
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Class Procs:
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add_connection(connection/c)
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Adds a connection to this edge. Usually increments the coefficient and adds a turf to connecting_turfs.
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remove_connection(connection/c)
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Removes a connection from this edge. This works even if c is not in the edge, so be careful.
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If the coefficient reaches zero as a result, the edge is erased.
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contains_zone(zone/Z)
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Returns true if either A or B is equal to Z. Unsimulated connections return true only on A.
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erase()
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Removes this connection from processing and zone edge lists.
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tick()
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Called every air tick on edges in the processing list. Equalizes gas.
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flow(list/movable, differential, repelled)
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Airflow proc causing all objects in movable to be checked against a pressure differential.
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If repelled is true, the objects move away from any turf in connecting_turfs, otherwise they approach.
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A check against vsc.lightest_airflow_pressure should generally be performed before calling this.
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get_connected_zone(zone/from)
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Helper proc that allows getting the other zone of an edge given one of them.
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Only on /connection_edge/zone, otherwise use A.
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*/
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/connection_edge/var/zone/A
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/connection_edge/var/list/connecting_turfs = list()
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/connection_edge/var/direct = 0
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/connection_edge/var/sleeping = 1
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/connection_edge/var/coefficient = 0
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/connection_edge/New()
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CRASH("Cannot make connection edge without specifications.")
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/connection_edge/proc/add_connection(connection/c)
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coefficient++
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if(c.direct()) direct++
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// log_debug("Connection added: [type] Coefficient: [coefficient]")
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/connection_edge/proc/remove_connection(connection/c)
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// log_debug("Connection removed: [type] Coefficient: [coefficient-1]")
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coefficient--
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if(coefficient <= 0)
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erase()
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if(c.direct()) direct--
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/connection_edge/proc/contains_zone(zone/Z)
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/connection_edge/proc/erase()
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SSair.remove_edge(src)
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// log_debug("[type] Erased.")
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/connection_edge/proc/tick()
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/connection_edge/proc/recheck()
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/connection_edge/proc/flow(list/movable, differential, repelled)
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for(var/i = 1; i <= movable.len; i++)
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var/atom/movable/M = movable[i]
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//If they're already being tossed, don't do it again.
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if(M.last_airflow > world.time - vsc.airflow_delay) continue
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if(M.airflow_speed) continue
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//Check for knocking people over
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if(ismob(M) && differential > vsc.airflow_stun_pressure)
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if(M:status_flags & GODMODE) continue
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M:airflow_stun()
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if(M.check_airflow_movable(differential))
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//Check for things that are in range of the midpoint turfs.
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var/list/close_turfs = list()
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for(var/turf/U in connecting_turfs)
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if(get_dist(M,U) < world.view) close_turfs += U
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if(!close_turfs.len) continue
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M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
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if(repelled) spawn if(M) M.RepelAirflowDest(differential/5)
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else spawn if(M) M.GotoAirflowDest(differential/10)
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/connection_edge/zone/var/zone/B
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/connection_edge/zone/New(zone/A, zone/B)
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src.A = A
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src.B = B
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A.edges.Add(src)
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B.edges.Add(src)
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//id = edge_id(A,B)
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// log_debug("New edge between [A] and [B]")
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/connection_edge/zone/add_connection(connection/c)
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. = ..()
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connecting_turfs.Add(c.A)
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/connection_edge/zone/remove_connection(connection/c)
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connecting_turfs.Remove(c.A)
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. = ..()
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/connection_edge/zone/contains_zone(zone/Z)
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return A == Z || B == Z
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/connection_edge/zone/erase()
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A.edges.Remove(src)
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B.edges.Remove(src)
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. = ..()
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/connection_edge/zone/tick()
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if(A.invalid || B.invalid)
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erase()
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return
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var/equiv = A.air.share_ratio(B.air, coefficient)
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var/differential = A.air.return_pressure() - B.air.return_pressure()
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if(abs(differential) >= vsc.airflow_lightest_pressure)
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var/list/attracted
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var/list/repelled
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if(differential > 0)
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attracted = A.movables()
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repelled = B.movables()
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else
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attracted = B.movables()
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repelled = A.movables()
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flow(attracted, abs(differential), 0)
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flow(repelled, abs(differential), 1)
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if(equiv)
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if(direct)
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erase()
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SSair.merge(A, B)
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return
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else
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A.air.equalize(B.air)
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SSair.mark_edge_sleeping(src)
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SSair.mark_zone_update(A)
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SSair.mark_zone_update(B)
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/connection_edge/zone/recheck()
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// Edges with only one side being vacuum need processing no matter how close.
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if(!A.air.compare(B.air, vacuum_exception = 1))
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SSair.mark_edge_active(src)
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//Helper proc to get connections for a zone.
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/connection_edge/zone/proc/get_connected_zone(zone/from)
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if(A == from) return B
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else return A
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/connection_edge/unsimulated/var/turf/B
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/connection_edge/unsimulated/var/datum/gas_mixture/air
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/connection_edge/unsimulated/New(zone/A, turf/B)
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src.A = A
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src.B = B
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A.edges.Add(src)
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air = B.return_air()
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//id = 52*A.id
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// log_debug("New edge from [A] to [B].")
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/connection_edge/unsimulated/add_connection(connection/c)
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. = ..()
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connecting_turfs.Add(c.B)
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air.group_multiplier = coefficient
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/connection_edge/unsimulated/remove_connection(connection/c)
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connecting_turfs.Remove(c.B)
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air.group_multiplier = coefficient
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. = ..()
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/connection_edge/unsimulated/erase()
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A.edges.Remove(src)
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. = ..()
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/connection_edge/unsimulated/contains_zone(zone/Z)
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return A == Z
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/connection_edge/unsimulated/tick()
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if(A.invalid)
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erase()
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return
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var/equiv = A.air.share_space(air)
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var/differential = A.air.return_pressure() - air.return_pressure()
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if(abs(differential) >= vsc.airflow_lightest_pressure)
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var/list/attracted = A.movables()
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flow(attracted, abs(differential), differential < 0)
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if(equiv)
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A.air.copy_from(air)
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SSair.mark_edge_sleeping(src)
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SSair.mark_zone_update(A)
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/connection_edge/unsimulated/recheck()
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// Edges with only one side being vacuum need processing no matter how close.
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// Note: This handles the glaring flaw of a room holding pressure while exposed to space, but
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// does not specially handle the less common case of a simulated room exposed to an unsimulated pressurized turf.
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if(!A.air.compare(air, vacuum_exception = 1))
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SSair.mark_edge_active(src)
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proc/ShareHeat(datum/gas_mixture/A, datum/gas_mixture/B, connecting_tiles)
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//This implements a simplistic version of the Stefan-Boltzmann law.
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var/energy_delta = ((A.temperature - B.temperature) ** 4) * STEFAN_BOLTZMANN_CONSTANT * connecting_tiles * 2.5
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var/maximum_energy_delta = max(0, min(A.temperature * A.heat_capacity() * A.group_multiplier, B.temperature * B.heat_capacity() * B.group_multiplier))
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if(maximum_energy_delta > abs(energy_delta))
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if(energy_delta < 0)
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maximum_energy_delta *= -1
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energy_delta = maximum_energy_delta
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A.temperature -= energy_delta / (A.heat_capacity() * A.group_multiplier)
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B.temperature += energy_delta / (B.heat_capacity() * B.group_multiplier)
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