Files
Aurora.3/code/modules/events/event.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

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/datum/event_meta
var/name = ""
var/enabled = 1 // Whether or not the event is available for random selection at all
var/weight = 0 // The base weight of this event. A zero means it may never fire, but see get_weight()
var/min_weight = 0 // The minimum weight that this event will have. Only used if non-zero.
var/max_weight = 0 // The maximum weight that this event will have. Only use if non-zero.
var/severity = 0 // The current severity of this event
var/one_shot = 0 // If true, then the event will not be re-added to the list of available events
var/add_to_queue= 1 // If true, add back to the queue of events upon finishing.
var/list/role_weights = list()
var/list/excluded_gamemodes = list() // A list of gamemodes during which this event won't fire.
var/datum/event/event_type
/datum/event_meta/New(var/event_severity, var/event_name, var/datum/event/type, var/event_weight, var/list/job_weights, var/is_one_shot = 0, var/min_event_weight = 0, var/max_event_weight = 0, var/list/excluded_roundtypes)
name = event_name
severity = event_severity
event_type = type
one_shot = is_one_shot
weight = event_weight
min_weight = min_event_weight
max_weight = max_event_weight
src.add_to_queue = add_to_queue
if(job_weights)
role_weights = job_weights
if(excluded_roundtypes)
excluded_gamemodes = excluded_roundtypes
/datum/event_meta/proc/get_weight(var/list/active_with_role)
if(!enabled)
return 0
if(excluded_gamemodes.len && (SSticker.mode in excluded_gamemodes))
// There's no way it'll be run this round anyways.
enabled = 0
return 0
var/job_weight = 0
for(var/role in role_weights)
if(role in active_with_role)
job_weight += active_with_role[role] * role_weights[role]
var/total_weight = weight + job_weight
// Only min/max the weight if the values are non-zero
if(min_weight && total_weight < min_weight) total_weight = min_weight
if(max_weight && total_weight > max_weight) total_weight = max_weight
return total_weight
/datum/event //NOTE: Times are measured in master controller ticks!
var/startWhen = 0 //When in the lifetime to call start().
var/announceWhen = 0 //When in the lifetime to call announce().
var/endWhen = 0 //When in the lifetime the event should end.
var/severity = 0 //Severity. Lower means less severe, higher means more severe. Does not have to be supported. Is set on New().
var/activeFor = 0 //How long the event has existed. You don't need to change this.
var/isRunning = 1 //If this event is currently running. You should not change this.
var/startedAt = 0 //When this event started.
var/endedAt = 0 //When this event ended.
var/datum/event_meta/event_meta = null
var/no_fake = 0
//If set to 1, this event will not be picked for false announcements
//This should really only be used for events that have no announcement
var/ic_name = null
//A lore-suitable name that maintains the mystery, used for faking events
var/dummy = 0
//If 1, this event is a dummy instance used for retrieving values, it should not run or add/remove itself from any lists
var/two_part = 0
//used for events that run secondary announcements, like releasing maint access.
/datum/event/nothing
no_fake = 1
//Called first before processing.
//Allows you to setup your event, such as randomly
//setting the startWhen and or announceWhen variables.
//Only called once.
/datum/event/proc/setup()
return
//Called when the tick is equal to the startWhen variable.
//Allows you to start before announcing or vice versa.
//Only called once.
/datum/event/proc/start()
return
//Called when the tick is equal to the announceWhen variable.
//Allows you to announce before starting or vice versa.
//Only called once.
/datum/event/proc/announce()
return
//Called on or after the tick counter is equal to startWhen.
//You can include code related to your event or add your own
//time stamped events.
//Called more than once.
/datum/event/proc/tick()
return
//Called on or after the tick is equal or more than endWhen
//You can include code related to the event ending.
//Do not place spawn() in here, instead use tick() to check for
//the activeFor variable.
//For example: if(activeFor == myOwnVariable + 30) doStuff()
//Only called once.
/datum/event/proc/end()
return
//Returns the latest point of event processing.
/datum/event/proc/lastProcessAt()
return max(startWhen, max(announceWhen, endWhen))
//Do not override this proc, instead use the appropiate procs.
//This proc will handle the calls to the appropiate procs.
/datum/event/process()
if(activeFor > startWhen && activeFor < endWhen)
tick()
if(activeFor == startWhen)
isRunning = 1
start()
if(activeFor == announceWhen)
announce()
if(activeFor == endWhen)
isRunning = 0
end()
// Everything is done, let's clean up.
if(activeFor >= lastProcessAt())
kill()
activeFor++
//Called when start(), announce() and end() has all been called.
/datum/event/proc/kill()
// If this event was forcefully killed run end() for individual cleanup
if(!dummy && isRunning)
end()
isRunning = 0
endedAt = world.time
if(!dummy)
event_manager.active_events -= src
event_manager.event_complete(src)
/datum/event/New(var/datum/event_meta/EM = null, var/is_dummy = 0)
dummy = is_dummy
event_meta = EM
if (event_meta)
severity = event_meta.severity
if(severity < EVENT_LEVEL_MUNDANE) severity = EVENT_LEVEL_MUNDANE
if(severity > EVENT_LEVEL_MAJOR) severity = EVENT_LEVEL_MAJOR
else
severity = EVENT_LEVEL_MODERATE//Fixes runtime errors with admin triggered events
if (dummy)
return
// event needs to be responsible for this, as stuff like APLUs currently make their own events for curious reasons
event_manager.active_events += src
startedAt = world.time
setup()
..()