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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
169 lines
3.9 KiB
Plaintext
169 lines
3.9 KiB
Plaintext
#define CONNECTION_DIRECT 2
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#define CONNECTION_SPACE 4
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#define CONNECTION_INVALID 8
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/*
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Overview:
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Connections are made between turfs by SSair.connect(). They represent a single point where two zones converge.
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Class Vars:
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A - Always a simulated turf.
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B - A simulated or unsimulated turf.
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zoneA - The archived zone of A. Used to check that the zone hasn't changed.
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zoneB - The archived zone of B. May be null in case of unsimulated connections.
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edge - Stores the edge this connection is in. Can reference an edge that is no longer processed
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after this connection is removed, so make sure to check edge.coefficient > 0 before re-adding it.
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Class Procs:
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mark_direct()
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Marks this connection as direct. Does not update the edge.
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Called when the connection is made and there are no doors between A and B.
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Also called by update() as a correction.
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mark_indirect()
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Unmarks this connection as direct. Does not update the edge.
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Called by update() as a correction.
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mark_space()
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Marks this connection as unsimulated. Updating the connection will check the validity of this.
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Called when the connection is made.
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This will not be called as a correction, any connections failing a check against this mark are erased and rebuilt.
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direct()
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Returns 1 if no doors are in between A and B.
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valid()
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Returns 1 if the connection has not been erased.
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erase()
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Called by update() and connection_manager/erase_all().
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Marks the connection as erased and removes it from its edge.
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update()
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Called by connection_manager/update_all().
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Makes numerous checks to decide whether the connection is still valid. Erases it automatically if not.
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*/
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/connection/var/turf/simulated/A
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/connection/var/turf/simulated/B
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/connection/var/zone/zoneA
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/connection/var/zone/zoneB
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/connection/var/connection_edge/edge
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/connection/var/state = 0
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/connection/New(turf/simulated/A, turf/simulated/B)
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#ifdef ZASDBG
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ASSERT(SSair.has_valid_zone(A))
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//ASSERT(SSair.has_valid_zone(B))
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#endif
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src.A = A
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src.B = B
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zoneA = A.zone
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if(!istype(B))
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mark_space()
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edge = SSair.get_edge(A.zone,B)
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edge.add_connection(src)
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else
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zoneB = B.zone
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edge = SSair.get_edge(A.zone,B.zone)
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edge.add_connection(src)
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/connection/proc/mark_direct()
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if(!direct())
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state |= CONNECTION_DIRECT
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edge.direct++
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//world << "Marked direct."
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/connection/proc/mark_indirect()
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if(direct())
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state &= ~CONNECTION_DIRECT
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edge.direct--
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//world << "Marked indirect."
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/connection/proc/mark_space()
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state |= CONNECTION_SPACE
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/connection/proc/direct()
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return (state & CONNECTION_DIRECT)
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/connection/proc/valid()
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return !(state & CONNECTION_INVALID)
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/connection/proc/erase()
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edge.remove_connection(src)
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state |= CONNECTION_INVALID
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//world << "Connection Erased: [state]"
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/connection/proc/update()
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//world << "Updated, \..."
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if(!istype(A,/turf/simulated))
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//world << "Invalid A."
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erase()
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return
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var/block_status = SSair.air_blocked(A,B)
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if(block_status & AIR_BLOCKED)
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//world << "Blocked connection."
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erase()
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return
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else if(block_status & ZONE_BLOCKED)
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mark_indirect()
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else
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mark_direct()
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var/b_is_space = !istype(B,/turf/simulated)
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if(state & CONNECTION_SPACE)
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if(!b_is_space)
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//world << "Invalid B."
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erase()
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return
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if(A.zone != zoneA)
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//world << "Zone changed, \..."
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if(!A.zone)
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erase()
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//world << "erased."
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return
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else
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edge.remove_connection(src)
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edge = SSair.get_edge(A.zone, B)
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edge.add_connection(src)
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zoneA = A.zone
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//world << "valid."
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return
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else if(b_is_space)
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//world << "Invalid B."
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erase()
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return
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if(A.zone == B.zone)
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//world << "A == B"
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erase()
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return
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if(A.zone != zoneA || (zoneB && (B.zone != zoneB)))
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//world << "Zones changed, \..."
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if(A.zone && B.zone)
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edge.remove_connection(src)
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edge = SSair.get_edge(A.zone, B.zone)
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edge.add_connection(src)
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zoneA = A.zone
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zoneB = B.zone
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else
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//world << "erased."
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erase()
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return
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//world << "valid."
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