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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
189 lines
6.2 KiB
Plaintext
189 lines
6.2 KiB
Plaintext
/*
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HOW IT WORKS
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SSradio is a subsystem responsible for maintaining all radio transmissions, think about it as about "ether".
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Note that walkie-talkie, intercoms and headsets handle transmission using nonstandard way.
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procs:
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add_object(obj/device as obj, var/new_frequency as num, var/filter as text|null = null)
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Adds listening object.
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parameters:
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device - device receiving signals, must have proc receive_signal (see description below).
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one device may listen several frequencies, but not same frequency twice.
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new_frequency - see possibly frequencies below;
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filter - thing for optimization. Optional, but recommended.
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All filters should be consolidated in this file, see defines later.
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Device without listening filter will receive all signals (on specified frequency).
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Device with filter will receive any signals sent without filter.
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Device with filter will not receive any signals sent with different filter.
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returns:
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Reference to frequency object.
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remove_object (obj/device, old_frequency)
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Obliviously, after calling this proc, device will not receive any signals on old_frequency.
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Other frequencies will left unaffected.
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return_frequency(var/frequency as num)
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returns:
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Reference to frequency object. Use it if you need to send and do not need to listen.
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radio_frequency is a global object maintaining list of devices that listening specific frequency.
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procs:
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post_signal(obj/source as obj|null, datum/signal/signal, var/filter as text|null = null, var/range as num|null = null)
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Sends signal to all devices that wants such signal.
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parameters:
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source - object, emitted signal. Usually, devices will not receive their own signals.
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signal - see description below.
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filter - described above.
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range - radius of regular byond's square circle on that z-level. null means everywhere, on all z-levels.
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obj/proc/receive_signal(datum/signal/signal, var/receive_method as num, var/receive_param)
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Handler from received signals. By default does nothing. Define your own for your object.
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Avoid of sending signals directly from this proc, use spawn(-1). DO NOT use sleep() here or call procs that sleep please. If you must, use spawn()
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parameters:
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signal - see description below. Extract all needed data from the signal before doing sleep(), spawn() or return!
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receive_method - may be TRANSMISSION_WIRE or TRANSMISSION_RADIO.
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TRANSMISSION_WIRE is currently unused.
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receive_param - for TRANSMISSION_RADIO here comes frequency.
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datum/signal
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vars:
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source
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an object that emitted signal. Used for debug and bearing.
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data
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list with transmitting data. Usual use pattern:
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data["msg"] = "hello world"
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encryption
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Some number symbolizing "encryption key".
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Note that game actually do not use any cryptography here.
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If receiving object don't know right key, it must ignore encrypted signal in its receive_signal.
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*/
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/*
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Frequency range: 1200 to 1600
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Radiochat range: 1441 to 1489 (most devices refuse to be tune to other frequency, even during mapmaking)
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Radio:
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1459 - standard radio chat
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1351 - Science
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1353 - Command
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1355 - Medical
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1357 - Engineering
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1359 - Security
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1341 - deathsquad
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1443 - Confession Intercom
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1347 - Cargo techs
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1349 - Service people
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Devices:
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1451 - tracking implant
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1457 - RSD default
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On the map:
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1311 for prison shuttle console (in fact, it is not used)
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1435 for status displays
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1437 for atmospherics/fire alerts
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1438 for engine components
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1439 for air pumps, air scrubbers, atmo control
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1441 for atmospherics - supply tanks
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1443 for atmospherics - distribution loop/mixed air tank
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1445 for bot nav beacons
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1447 for mulebot, secbot and ed209 control
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1449 for airlock controls, electropack, magnets
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1451 for toxin lab access
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1453 for engineering access
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1455 for AI access
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*/
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var/datum/controller/subsystem/radio/SSradio
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/datum/controller/subsystem/radio
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name = "Radio"
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flags = SS_NO_FIRE | SS_NO_INIT
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var/list/datum/radio_frequency/frequencies = list()
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/datum/controller/subsystem/radio/New()
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NEW_SS_GLOBAL(SSradio)
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/datum/controller/subsystem/radio/stat_entry()
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..("F:[frequencies.len]")
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/datum/controller/subsystem/radio/proc/add_object(obj/device, new_frequency, filter = null)
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var/f_text = num2text(new_frequency)
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var/datum/radio_frequency/frequency = frequencies[f_text]
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if(!frequency)
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frequency = new
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frequency.frequency = new_frequency
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frequencies[f_text] = frequency
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frequency.add_listener(device, filter)
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return frequency
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/datum/controller/subsystem/radio/proc/remove_object(obj/device, old_frequency)
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var/f_text = num2text(old_frequency)
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var/datum/radio_frequency/frequency = frequencies[f_text]
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if(frequency)
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frequency.remove_listener(device)
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if(frequency.devices.len == 0)
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qdel(frequency)
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frequencies -= f_text
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return 1
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/datum/controller/subsystem/radio/proc/return_frequency(new_frequency)
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var/f_text = num2text(new_frequency)
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var/datum/radio_frequency/frequency = frequencies[f_text]
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if(!frequency)
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frequency = new
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frequency.frequency = new_frequency
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frequencies[f_text] = frequency
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return frequency
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// Some misc procs not technically part of the subsystem, but are related.
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//callback used by objects to react to incoming radio signals
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/obj/proc/receive_signal(datum/signal/signal, receive_method, receive_param)
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return null
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/proc/frequency_span_class(var/frequency)
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// Antags!
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if (frequency in ANTAG_FREQS)
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return "syndradio"
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// centcomm channels (deathsquid and ert)
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if(frequency in CENT_FREQS)
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return "centradio"
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// command channel
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if(frequency == COMM_FREQ)
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return "comradio"
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// AI private channel
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if(frequency == AI_FREQ)
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return "airadio"
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// department radio formatting (poorly optimized, ugh)
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if(frequency == SEC_FREQ)
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return "secradio"
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if (frequency == ENG_FREQ)
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return "engradio"
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if(frequency == SCI_FREQ)
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return "sciradio"
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if(frequency == MED_FREQ)
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return "medradio"
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if(frequency == SUP_FREQ) // cargo
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return "supradio"
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if(frequency == SRV_FREQ) // service
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return "srvradio"
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if(frequency == ENT_FREQ) //entertainment
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return "entradio"
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if(frequency in DEPT_FREQS)
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return "deptradio"
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return "radio"
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