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https://github.com/Aurorastation/Aurora.3.git
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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
158 lines
3.8 KiB
Plaintext
158 lines
3.8 KiB
Plaintext
/var/datum/controller/subsystem/processing/airflow/SSairflow
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#define CLEAR_OBJECT(TARGET) \
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processing -= TARGET; \
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TARGET.airflow_dest = null; \
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TARGET.airflow_speed = 0; \
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TARGET.airflow_time = 0; \
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TARGET.airflow_skip_speedcheck = FALSE; \
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if (TARGET.airflow_od) { \
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TARGET.density = 0; \
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}
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/datum/controller/subsystem/processing/airflow
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name = "Airflow"
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wait = 1
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flags = SS_NO_INIT
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priority = SS_PRIORITY_AIRFLOW
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/datum/controller/subsystem/processing/airflow/New()
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NEW_SS_GLOBAL(SSairflow)
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/datum/controller/subsystem/processing/airflow/fire(resumed = FALSE)
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if (!resumed)
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currentrun = processing.Copy() // Defined in parent.
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var/list/curr = currentrun // Defined in parent.
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while (curr.len)
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var/atom/movable/target = curr[curr.len]
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curr.len--
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if (target.airflow_speed <= 0)
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CLEAR_OBJECT(target)
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if (MC_TICK_CHECK)
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return
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continue
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if (target.airflow_process_delay > 0)
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target.airflow_process_delay -= 1
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if (MC_TICK_CHECK)
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return
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continue
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else if (target.airflow_process_delay)
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target.airflow_process_delay = 0
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target.airflow_speed = min(target.airflow_speed, 15)
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target.airflow_speed -= vsc.airflow_speed_decay
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if (!target.airflow_skip_speedcheck)
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if (target.airflow_speed > 7)
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if (target.airflow_time++ >= target.airflow_speed - 7)
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if (target.airflow_od)
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target.density = 0
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target.airflow_skip_speedcheck = TRUE
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if (MC_TICK_CHECK)
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return
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continue
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else
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if (target.airflow_od)
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target.density = 0
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target.airflow_process_delay = max(1, 10 - (target.airflow_speed + 3))
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target.airflow_skip_speedcheck = TRUE
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if (MC_TICK_CHECK)
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return
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continue
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target.airflow_skip_speedcheck = FALSE
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if (target.airflow_od)
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target.density = 1
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if (!target.airflow_dest || target.loc == target.airflow_dest)
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target.airflow_dest = locate(min(max(target.x + target.airflow_xo, 1), world.maxx), min(max(target.y + target.airflow_yo, 1), world.maxy), target.z)
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if ((target.x == 1) || (target.x == world.maxx) || (target.y == 1) || (target.y == world.maxy))
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CLEAR_OBJECT(target)
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if (MC_TICK_CHECK)
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return
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continue
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if (!isturf(target.loc))
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CLEAR_OBJECT(target)
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if (MC_TICK_CHECK)
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return
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continue
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step_towards(target, target.airflow_dest)
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if (ismob(target) && target:client)
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target:setMoveCooldown(vsc.airflow_mob_slowdown)
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if (MC_TICK_CHECK)
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return
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#undef CLEAR_OBJECT
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/atom/movable
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var/tmp/airflow_xo
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var/tmp/airflow_yo
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var/tmp/airflow_od
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var/tmp/airflow_process_delay
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var/tmp/airflow_skip_speedcheck
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/atom/movable/proc/prepare_airflow(n)
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if (!airflow_dest || airflow_speed < 0 || last_airflow > world.time - vsc.airflow_delay)
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return FALSE
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if (airflow_speed)
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airflow_speed = n / max(get_dist(src, airflow_dest), 1)
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return FALSE
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if (airflow_dest == loc)
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step_away(src, loc)
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if (!src.AirflowCanMove(n))
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return FALSE
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if (ismob(src))
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src << span("danger", "You are pushed away by airflow!")
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last_airflow = world.time
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var/airflow_falloff = 9 - sqrt((x - airflow_dest.x) ** 2 + (y - airflow_dest.y) ** 2)
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if (airflow_falloff < 1)
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airflow_dest = null
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return FALSE
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airflow_speed = min(max(n * (9 / airflow_falloff), 1), 9)
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airflow_od = 0
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if (!density)
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density = 1
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airflow_od = 1
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return TRUE
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/atom/movable/proc/GotoAirflowDest(n)
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if (!prepare_airflow(n))
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return
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airflow_xo = airflow_dest.x - src.x
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airflow_yo = airflow_dest.y - src.y
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airflow_dest = null
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SSairflow.processing += src
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/atom/movable/proc/RepelAirflowDest(n)
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if (!prepare_airflow(n))
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return
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airflow_xo = -(airflow_dest.x - src.x)
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airflow_yo = -(airflow_dest.y - src.y)
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airflow_dest = null
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SSairflow.processing += src
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