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[MIRROR] Finishes the allocation refactor (#2646)
* Finishes the allocation refactor (#55965) #53841 continuation I recall that the reason for infinite stuns and such was that the priority wasn't being cleared properly when something hitched and I fixed it and I don't remember where exactly but it works now (TM) A variation of this is TMed on TGMC and it works fine * Finishes the allocation refactor Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
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@@ -1,6 +1,5 @@
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SUBSYSTEM_DEF(adjacent_air)
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name = "Atmos Adjacency"
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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wait = 10
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priority = FIRE_PRIORITY_ATMOS_ADJACENCY
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@@ -3,7 +3,6 @@ SUBSYSTEM_DEF(air)
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init_order = INIT_ORDER_AIR
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priority = FIRE_PRIORITY_AIR
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wait = 0.5 SECONDS
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flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/cached_cost = 0
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(augury)
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name = "Augury"
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flags = SS_NO_INIT
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flags = SS_NO_INIT|SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/watchers = list()
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@@ -23,12 +23,12 @@ PROCESSING_SUBSYSTEM_DEF(dcs)
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return
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. = elements_by_type[element_id] = new eletype
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/****
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* Generates an id for bespoke elements when given the argument list
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* Generating the id here is a bit complex because we need to support named arguments
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* Named arguments can appear in any order and we need them to appear after ordered arguments
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* We assume that no one will pass in a named argument with a value of null
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**/
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/**
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* Generates an id for bespoke elements when given the argument list
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* Generating the id here is a bit complex because we need to support named arguments
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* Named arguments can appear in any order and we need them to appear after ordered arguments
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* We assume that no one will pass in a named argument with a value of null
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**/
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/datum/controller/subsystem/processing/dcs/proc/GetIdFromArguments(list/arguments)
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var/datum/element/eletype = arguments[1]
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var/list/fullid = list("[eletype]")
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@@ -1,6 +1,6 @@
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SUBSYSTEM_DEF(disease)
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name = "Disease"
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flags = SS_NO_FIRE
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flags = SS_NO_FIRE | SS_BACKGROUND
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var/list/active_diseases = list() //List of Active disease in all mobs; purely for quick referencing.
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var/list/diseases
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@@ -1,7 +1,7 @@
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SUBSYSTEM_DEF(fire_burning)
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name = "Fire Burning"
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priority = FIRE_PRIOTITY_BURNING
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flags = SS_NO_INIT|SS_BACKGROUND
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flags = SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/currentrun = list()
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@@ -1,7 +1,7 @@
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SUBSYSTEM_DEF(pai)
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name = "pAI"
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flags = SS_NO_INIT|SS_NO_FIRE
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flags = SS_NO_INIT|SS_NO_FIRE|SS_BACKGROUND
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var/list/candidates = list()
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var/ghost_spam = FALSE
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@@ -2,5 +2,5 @@ PROCESSING_SUBSYSTEM_DEF(fields)
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name = "Fields"
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wait = 2
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priority = FIRE_PRIORITY_FIELDS
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flags = SS_KEEP_TIMING | SS_NO_INIT
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flags = SS_KEEP_TIMING | SS_NO_INIT | SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -3,7 +3,7 @@
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SUBSYSTEM_DEF(processing)
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name = "Processing"
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priority = FIRE_PRIORITY_PROCESS
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 1 SECONDS
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var/stat_tag = "P" //Used for logging
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@@ -3,5 +3,6 @@ PROCESSING_SUBSYSTEM_DEF(wet_floors)
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priority = FIRE_PRIORITY_WET_FLOORS
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wait = 10
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stat_tag = "WFP" //Used for logging
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flags = SS_BACKGROUND
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var/temperature_coeff = 2
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var/time_ratio = 1.5 SECONDS
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