mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-03 05:51:56 +00:00
* 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
174 lines
5.8 KiB
Plaintext
174 lines
5.8 KiB
Plaintext
/datum/event_meta
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var/name = ""
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var/enabled = 1 // Whether or not the event is available for random selection at all
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var/weight = 0 // The base weight of this event. A zero means it may never fire, but see get_weight()
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var/min_weight = 0 // The minimum weight that this event will have. Only used if non-zero.
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var/max_weight = 0 // The maximum weight that this event will have. Only use if non-zero.
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var/severity = 0 // The current severity of this event
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var/one_shot = 0 // If true, then the event will not be re-added to the list of available events
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var/add_to_queue= 1 // If true, add back to the queue of events upon finishing.
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var/list/role_weights = list()
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var/list/excluded_gamemodes = list() // A list of gamemodes during which this event won't fire.
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var/datum/event/event_type
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/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)
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name = event_name
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severity = event_severity
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event_type = type
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one_shot = is_one_shot
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weight = event_weight
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min_weight = min_event_weight
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max_weight = max_event_weight
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src.add_to_queue = add_to_queue
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if(job_weights)
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role_weights = job_weights
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if(excluded_roundtypes)
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excluded_gamemodes = excluded_roundtypes
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/datum/event_meta/proc/get_weight(var/list/active_with_role)
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if(!enabled)
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return 0
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if(excluded_gamemodes.len && (SSticker.mode in excluded_gamemodes))
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// There's no way it'll be run this round anyways.
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enabled = 0
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return 0
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var/job_weight = 0
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for(var/role in role_weights)
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if(role in active_with_role)
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job_weight += active_with_role[role] * role_weights[role]
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var/total_weight = weight + job_weight
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// Only min/max the weight if the values are non-zero
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if(min_weight && total_weight < min_weight) total_weight = min_weight
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if(max_weight && total_weight > max_weight) total_weight = max_weight
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return total_weight
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/datum/event //NOTE: Times are measured in master controller ticks!
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var/startWhen = 0 //When in the lifetime to call start().
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var/announceWhen = 0 //When in the lifetime to call announce().
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var/endWhen = 0 //When in the lifetime the event should end.
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var/severity = 0 //Severity. Lower means less severe, higher means more severe. Does not have to be supported. Is set on New().
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var/activeFor = 0 //How long the event has existed. You don't need to change this.
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var/isRunning = 1 //If this event is currently running. You should not change this.
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var/startedAt = 0 //When this event started.
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var/endedAt = 0 //When this event ended.
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var/datum/event_meta/event_meta = null
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var/no_fake = 0
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//If set to 1, this event will not be picked for false announcements
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//This should really only be used for events that have no announcement
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var/ic_name = null
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//A lore-suitable name that maintains the mystery, used for faking events
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var/dummy = 0
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//If 1, this event is a dummy instance used for retrieving values, it should not run or add/remove itself from any lists
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var/two_part = 0
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//used for events that run secondary announcements, like releasing maint access.
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/datum/event/nothing
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no_fake = 1
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//Called first before processing.
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//Allows you to setup your event, such as randomly
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//setting the startWhen and or announceWhen variables.
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//Only called once.
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/datum/event/proc/setup()
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return
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//Called when the tick is equal to the startWhen variable.
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//Allows you to start before announcing or vice versa.
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//Only called once.
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/datum/event/proc/start()
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return
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//Called when the tick is equal to the announceWhen variable.
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//Allows you to announce before starting or vice versa.
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//Only called once.
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/datum/event/proc/announce()
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return
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//Called on or after the tick counter is equal to startWhen.
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//You can include code related to your event or add your own
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//time stamped events.
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//Called more than once.
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/datum/event/proc/tick()
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return
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//Called on or after the tick is equal or more than endWhen
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//You can include code related to the event ending.
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//Do not place spawn() in here, instead use tick() to check for
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//the activeFor variable.
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//For example: if(activeFor == myOwnVariable + 30) doStuff()
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//Only called once.
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/datum/event/proc/end()
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return
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//Returns the latest point of event processing.
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/datum/event/proc/lastProcessAt()
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return max(startWhen, max(announceWhen, endWhen))
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//Do not override this proc, instead use the appropiate procs.
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//This proc will handle the calls to the appropiate procs.
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/datum/event/process()
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if(activeFor > startWhen && activeFor < endWhen)
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tick()
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if(activeFor == startWhen)
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isRunning = 1
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start()
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if(activeFor == announceWhen)
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announce()
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if(activeFor == endWhen)
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isRunning = 0
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end()
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// Everything is done, let's clean up.
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if(activeFor >= lastProcessAt())
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kill()
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activeFor++
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//Called when start(), announce() and end() has all been called.
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/datum/event/proc/kill()
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// If this event was forcefully killed run end() for individual cleanup
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if(!dummy && isRunning)
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end()
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isRunning = 0
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endedAt = world.time
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if(!dummy)
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event_manager.active_events -= src
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event_manager.event_complete(src)
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/datum/event/New(var/datum/event_meta/EM = null, var/is_dummy = 0)
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dummy = is_dummy
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event_meta = EM
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if (event_meta)
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severity = event_meta.severity
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if(severity < EVENT_LEVEL_MUNDANE) severity = EVENT_LEVEL_MUNDANE
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if(severity > EVENT_LEVEL_MAJOR) severity = EVENT_LEVEL_MAJOR
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else
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severity = EVENT_LEVEL_MODERATE//Fixes runtime errors with admin triggered events
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if (dummy)
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return
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// event needs to be responsible for this, as stuff like APLUs currently make their own events for curious reasons
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event_manager.active_events += src
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startedAt = world.time
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setup()
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..()
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