Files
Aurora.3/code/world.dm
skull132 e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00

487 lines
14 KiB
Plaintext

/*
The initialization of the game happens roughly like this:
1. All global variables are initialized (including the global_init instance).
2. The map is initialized, and map objects are created.
3. world/New() runs, creating the process scheduler (and the old master controller) and spawning their setup.
4. processScheduler/setup() runs, creating all the processes. game_controller/setup() runs, calling initialize() on all movable atoms in the world.
5. The gameticker is created.
*/
var/global/datum/global_init/init = new ()
/*
Pre-map initialization stuff should go here.
*/
/datum/global_init/New()
generate_gameid()
makeDatumRefLists()
load_configuration()
initialize_chemical_reagents()
initialize_chemical_reactions()
qdel(src) //we're done
/var/game_id = null
/proc/generate_gameid()
if(game_id != null)
return
game_id = ""
var/list/c = list("a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
var/l = c.len
var/t = world.timeofday
for(var/_ = 1 to 4)
game_id = "[c[(t % l) + 1]][game_id]"
t = round(t / l)
game_id = "-[game_id]"
t = round(world.realtime / (10 * 60 * 60 * 24))
for(var/_ = 1 to 3)
game_id = "[c[(t % l) + 1]][game_id]"
t = round(t / l)
/world
mob = /mob/new_player
turf = /turf/space
area = /area/space
view = "15x15"
cache_lifespan = 0 //stops player uploaded stuff from being kept in the rsc past the current session
#define RECOMMENDED_VERSION 510
/world/New()
//logs
diary_date_string = time2text(world.realtime, "YYYY/MM-Month/DD-Day")
href_logfile = file("data/logs/[diary_date_string] hrefs.htm")
diary = file("data/logs/[diary_date_string].log")
diary << "[log_end]\n[log_end]\nStarting up. (ID: [game_id]) [time2text(world.timeofday, "hh:mm.ss")][log_end]\n---------------------[log_end]"
changelog_hash = md5('html/changelog.html') //used for telling if the changelog has changed recently
if(config.log_runtime)
diary_runtime = file("data/logs/_runtime/[diary_date_string]-runtime.log")
if(byond_version < RECOMMENDED_VERSION)
world.log << "Your server's byond version does not meet the recommended requirements for this server. Please update BYOND to [RECOMMENDED_VERSION]."
config.post_load()
if(config && config.server_name != null && config.server_suffix && world.port > 0)
// dumb and hardcoded but I don't care~
config.server_name += " #[(world.port % 1000) / 100]"
callHook("startup")
//Emergency Fix
load_mods()
//end-emergency fix
src.update_status()
. = ..()
#ifndef UNIT_TEST
sleep_offline = 1
#else
log_unit_test("Unit Tests Enabled. This will destroy the world when testing is complete.")
load_unit_test_changes()
#endif
// Set up roundstart seed list.
plant_controller = new()
// This is kinda important. Set up details of what the hell things are made of.
populate_material_list()
if(config.generate_asteroid)
// These values determine the specific area that the map is applied to.
// If you do not use the official Baycode moonbase map, you will need to change them.
//Create the mining Z-level.
new /datum/random_map/automata/cave_system(null,1,1,5,255,255)
//new /datum/random_map/noise/volcanism(null,1,1,5,255,255) // Not done yet! Pretty, though.
// Create the mining ore distribution map.
new /datum/random_map/noise/ore(null, 1, 1, 5, 64, 64)
// Update all turfs to ensure everything looks good post-generation. Yes,
// it's brute-forcey, but frankly the alternative is a mine turf rewrite.
for(var/turf/simulated/mineral/M in world) // Ugh.
M.updateMineralOverlays()
for(var/turf/simulated/floor/asteroid/M in world) // Uuuuuugh.
M.updateMineralOverlays()
// Create autolathe recipes, as above.
populate_lathe_recipes()
// Create robolimbs for chargen.
populate_robolimb_list()
processScheduler = new
master_controller = new /datum/controller/game_controller()
spawn(1)
processScheduler.deferSetupFor(/datum/controller/process/ticker)
processScheduler.setup()
master_controller.setup()
#ifdef UNIT_TEST
initialize_unit_tests()
#endif
spawn(3000) //so we aren't adding to the round-start lag
if(config.ToRban)
ToRban_autoupdate()
#undef RECOMMENDED_VERSION
return
var/list/world_api_rate_limit = list()
/world/Topic(T, addr, master, key)
var/list/response[] = list()
var/list/queryparams[] = json_decode(T)
queryparams["addr"] = addr //Add the IP to the queryparams that are passed to the api functions
var/query = queryparams["query"]
var/auth = queryparams["auth"]
log_debug("API: Request Received - from:[addr], master:[master], key:[key]")
diary << "TOPIC: \"[T]\", from:[addr], master:[master], key:[key], auth:[auth] [log_end]"
if (!ticker) //If the game is not started most API Requests would not work because of the throtteling
response["statuscode"] = 500
response["response"] = "Game not started yet!"
return json_encode(response)
if (isnull(query))
log_debug("API - Bad Request - No query specified")
response["statuscode"] = 400
response["response"] = "Bad Request - No query specified"
return json_encode(response)
var/datum/topic_command/command = topic_commands[query]
//Check if that command exists
if (isnull(command))
log_debug("API: Unknown command called: [query]")
response["statuscode"] = 501
response["response"] = "Not Implemented"
return json_encode(response)
var/unauthed = api_do_auth_check(addr,auth,command)
if (unauthed)
if (unauthed == 3)
log_debug("API: Request denied - Auth Service Unavailable")
response["statuscode"] = 503
response["response"] = "Auth Service Unavailable"
return json_encode(response)
else if (unauthed == 2)
log_debug("API: Request denied - Throttled")
response["statuscode"] = 429
response["response"] = "Throttled"
return json_encode(response)
else
log_debug("API: Request denied - Bad Auth")
response["statuscode"] = 401
response["response"] = "Bad Auth"
return json_encode(response)
log_debug("API: Auth valid")
if(command.check_params_missing(queryparams))
log_debug("API: Mising Params - Status: [command.statuscode] - Response: [command.response]")
response["statuscode"] = command.statuscode
response["response"] = command.response
response["data"] = command.data
return json_encode(response)
else
command.run_command(queryparams)
log_debug("API: Command called: [query] - Status: [command.statuscode] - Response: [command.response]")
response["statuscode"] = command.statuscode
response["response"] = command.response
response["data"] = command.data
return json_encode(response)
/world/Reboot(var/reason)
/*spawn(0)
world << sound(pick('sound/AI/newroundsexy.ogg','sound/misc/apcdestroyed.ogg','sound/misc/bangindonk.ogg')) // random end sounds!! - LastyBatsy
*/
processScheduler.stop()
for(var/client/C in clients)
if(config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
// Handle runtime condensing here
if (config.log_runtime)
var/input_file = "data/logs/_runtime/[diary_date_string]-runtime.log"
var/output_file = "data/logs/_runtime/[diary_date_string]-runtime-condensed.log"
var/command = "tools/Runtime Condenser/RuntimeCondenser.exe -q -s [input_file] -d [output_file]"
if (src.system_type == MS_WINDOWS)
command = replacetext(command, "/", "\\")
var/exit_code = shell(command)
if (exit_code)
log_debug("RuntimeCondenser.exe exited with error code [exit_code].")
..(reason)
var/inerror = 0
/world/Error(var/exception/e)
//runtime while processing runtimes
if (inerror)
inerror = 0
return ..(e)
inerror = 1
e.time_stamp()
log_exception(e)
inerror = 0
return ..(e)
// We need this elsewhere!
/exception/var/time_stamped = 0
/exception/proc/time_stamp()
if (time_stamped)
return
//newline at start is because of the "runtime error" byond prints that can't be timestamped.
name = "\n\[[time2text(world.timeofday,"hh:mm:ss")]\][name]"
//this is done this way rather then replace text to pave the way for processing the runtime reports more thoroughly
// (and because runtimes end with a newline, and we don't want to basically print an empty time stamp)
var/list/split = splittext(desc, "\n")
for (var/i in 1 to split.len)
if (split[i] != "")
split[i] = "\[[time2text(world.timeofday,"hh:mm:ss")]\][split[i]]"
desc = jointext(split, "\n")
time_stamped = 1
/hook/startup/proc/loadMode()
world.load_mode()
return 1
/world/proc/load_mode()
var/list/Lines = file2list("data/mode.txt")
if(Lines.len)
if(Lines[1])
master_mode = Lines[1]
log_misc("Saved mode is '[master_mode]'")
/world/proc/save_mode(var/the_mode)
var/F = file("data/mode.txt")
fdel(F)
F << the_mode
/hook/startup/proc/initialize_greeting()
world.initialize_greeting()
return 1
/world/proc/initialize_greeting()
server_greeting = new()
/proc/load_configuration()
config = new /datum/configuration()
config.load("config/config.txt")
config.load("config/game_options.txt","game_options")
if (config.use_age_restriction_for_jobs)
config.load("config/age_restrictions.txt", "age_restrictions")
/hook/startup/proc/loadMods()
world.load_mods()
world.load_mentors() // no need to write another hook.
return 1
/world/proc/load_mods()
if(config.admin_legacy_system)
var/text = file2text("config/moderators.txt")
if (!text)
error("Failed to load config/mods.txt")
else
var/list/lines = text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
if (copytext(line, 1, 2) == ";")
continue
var/title = "Moderator"
var/rights = admin_ranks[title]
var/ckey = copytext(line, 1, length(line)+1)
var/datum/admins/D = new /datum/admins(title, rights, ckey)
D.associate(directory[ckey])
/world/proc/load_mentors()
if(config.admin_legacy_system)
var/text = file2text("config/mentors.txt")
if (!text)
error("Failed to load config/mentors.txt")
else
var/list/lines = text2list(text, "\n")
for(var/line in lines)
if (!line)
continue
if (copytext(line, 1, 2) == ";")
continue
var/title = "Mentor"
var/rights = admin_ranks[title]
var/ckey = copytext(line, 1, length(line)+1)
var/datum/admins/D = new /datum/admins(title, rights, ckey)
D.associate(directory[ckey])
/world/proc/update_status()
var/s = ""
if (config && config.server_name)
s += "<b>[config.server_name]</b> &#8212; "
s += "<b>[station_name()]</b>";
s += " ("
s += "<a href=\"[config.forumurl]\">" //Change this to wherever you want the hub to link to.
// s += "[game_version]"
s += "Forums" //Replace this with something else. Or ever better, delete it and uncomment the game version.
s += "</a>"
s += ")"
var/list/features = list()
if(ticker)
if(master_mode)
features += master_mode
else
features += "<b>STARTING</b>"
if (!config.enter_allowed)
features += "closed"
features += config.abandon_allowed ? "respawn" : "no respawn"
if (config && config.allow_vote_mode)
features += "vote"
if (config && config.allow_ai)
features += "AI allowed"
var/n = 0
for (var/mob/M in player_list)
if (M.client)
n++
if (n > 1)
features += "~[n] players"
else if (n > 0)
features += "~[n] player"
if (config && config.hostedby)
features += "hosted by <b>[config.hostedby]</b>"
if (features)
s += ": [list2text(features, ", ")]"
/* does this help? I do not know */
if (src.status != s)
src.status = s
#define FAILED_DB_CONNECTION_CUTOFF 5
/hook/startup/proc/load_databases()
//Construct the database object from an init file.
dbcon = initialize_database_object("config/dbconfig.txt")
if (!setup_database_connection(dbcon))
world.log << "Your server failed to establish a connection with the feedback database."
else
world.log << "Feedback database connection established."
return 1
/proc/initialize_database_object(var/filename)
if (!filename)
// The code is written in a manner that is spasses out whenever dbcon = null, so we just make a dummy DB object.
return new/DBConnection()
var/list/data = list("address", "port", "database", "login", "password")
var/list/Lines = file2list(filename)
if (!Lines)
// Return dummy object for safety.
return new/DBConnection()
for (var/t in Lines)
if (!t)
continue
t = trim(t)
if (length(t) == 0)
continue
else if (copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/name = null
var/value = null
name = lowertext(copytext(t, 1, pos))
value = copytext(t, pos + 1)
if (!name)
continue
if (name in data)
data[name] = value
else
log_misc("Unknown setting while setting up database connection. Filename: '[filename]', value: '[value]'.")
return new/DBConnection(data["address"], data["port"], data["database"], data["login"], data["password"])
/proc/setup_database_connection(var/DBConnection/con)
if (!con)
error("No DBConnection object passed to setup_database_connection().")
return 0
if (con.failed_connections > FAILED_DB_CONNECTION_CUTOFF) //If it failed to establish a connection more than 5 times in a row, don't bother attempting to conenct anymore.
return 0
con.Connect()
. = con.IsConnected()
if ( . )
con.failed_connections = 0 //If this connection succeeded, reset the failed connections counter.
else
con.failed_connections++ //If it failed, increase the failed connections counter.
world.log << con.ErrorMsg()
return .
//This proc ensures that the connection to the feedback database (global variable dbcon) is established
/proc/establish_db_connection(var/DBConnection/con)
if (!con)
error("No DBConnection object passed to establish_db_connection() proc.")
return 0
if (con.failed_connections > FAILED_DB_CONNECTION_CUTOFF)
return 0
if (!con.IsConnected())
return setup_database_connection(con)
else
return 1
#undef FAILED_DB_CONNECTION_CUTOFF