Files
Aurora.3/code/controllers/master_controller.dm
Lohikar 6a1fecbd2a Shredder Movement & Law Controller (#1700)
Paper shredders can now be detached from the floor with a wrench and moved about.
Refactored the law process to not be a process - it didn't tick anyways.
2017-02-04 00:15:49 +02:00

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//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
//WIP, needs lots of work still
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/controller_iteration = 0
var/global/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
if(master_controller != src)
log_debug("Rebuilding Master Controller")
if(istype(master_controller))
qdel(master_controller)
master_controller = src
if(!job_master)
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
admin_notice("<span class='danger'>Job setup complete</span>", R_DEBUG)
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
spawn(20)
createRandomZlevel()
setup_objects()
setupgenetics()
SetupXenoarch()
transfer_controller = new
datum/controller/game_controller/proc/setup_objects()
admin_notice("<span class='danger'>Initializing objects</span>", R_DEBUG)
sleep(-1)
objects_initialized = 1
for(var/A in objects_init_list)
var/atom/movable/object = A
if(isnull(object.gcDestroyed))
object.initialize()
objects_init_list.Cut()
admin_notice("<span class='danger'>Initializing areas</span>", R_DEBUG)
sleep(-1)
for(var/A in all_areas)
var/area/area = A
area.initialize()
admin_notice("<span class='danger'>Initializing pipe networks</span>", R_DEBUG)
sleep(-1)
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
admin_notice("<span class='danger'>Initializing atmos machinery.</span>", R_DEBUG)
sleep(-1)
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
var/obj/machinery/atmospherics/unary/vent_pump/T = U
T.broadcast_status()
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
admin_notice(span("danger", "Caching space parallax."))
create_global_parallax_icons()
admin_notice(span("danger", "Done."))
admin_notice(span("danger", "Setting up lighting."))
initialize_lighting()
admin_notice(span("danger", "Lighting Setup Completed."))
//Spawn the contents of the cargo warehouse
sleep(-1)
spawn_cargo_stock()
// Set up antagonists.
populate_antag_type_list()
//Set up spawn points.
populate_spawn_points()
// Setup laws.
global.corp_regs = new
admin_notice("<span class='danger'>Initializations complete.</span>", R_DEBUG)
sleep(-1)