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https://github.com/Bubberstation/Bubberstation.git
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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
111 lines
2.4 KiB
Lua
111 lines
2.4 KiB
Lua
local state = require("state")
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local Timer = {}
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local SSlua = dm.global_vars.SSlua
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__Timer_timers = __Timer_timers or {}
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__Timer_callbacks = __Timer_callbacks or {}
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function __add_internal_timer(func, time, loop)
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local timer = {
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loop = loop,
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executeTime = time + dm.world.time,
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}
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__Timer_callbacks[tostring(func)] = function()
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timer.executing = false
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if loop and timer.terminate ~= true then
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timer.executeTime = dm.world.time + time
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else
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__stop_internal_timer(tostring(func))
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end
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func()
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end
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__Timer_timers[tostring(func)] = timer
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return tostring(func)
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end
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function __stop_internal_timer(func)
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local timer = __Timer_timers[func]
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if timer then
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if not timer.executing then
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__Timer_timers[func] = nil
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__Timer_callbacks[func] = nil
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else
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timer.terminate = true
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end
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end
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end
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__Timer_timer_processing = __Timer_timer_processing or false
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state.state.timer_enabled = 1
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__Timer_timer_process = function(seconds_per_tick)
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if __Timer_timer_processing then
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return 0
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end
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__Timer_timer_processing = true
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for func, timeData in __Timer_timers do
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if timeData.executing == true then
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continue
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end
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if _exec.time / (dm.world.tick_lag * 100) > 0.85 then
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sleep()
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end
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if dm.world.time >= timeData.executeTime then
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list.add(state.state.functions_to_execute, func)
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timeData.executing = true
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end
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end
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__Timer_timer_processing = false
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return 1
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end
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function Timer.wait(time)
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local yieldIndex = _exec.next_yield_index
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__add_internal_timer(function()
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SSlua:queue_resume(state.state, yieldIndex)
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end, time * 10, false)
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coroutine.yield()
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end
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function Timer.set_timeout(time, func)
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Timer.start_loop(time, 1, func)
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end
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function Timer.start_loop(time, amount, func)
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if not amount or amount == 0 then
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return
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end
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if amount == -1 then
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return __add_internal_timer(func, time * 10, true)
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end
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if amount == 1 then
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return __add_internal_timer(func, time * 10, false)
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end
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-- Lua counts from 1 so let's keep consistent with that
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local doneAmount = 1
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local funcId
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local newFunc = function()
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func(doneAmount)
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doneAmount += 1
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if doneAmount > amount then
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Timer.end_loop(funcId)
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end
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end
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funcId = __add_internal_timer(newFunc, time * 10, true)
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return funcId
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end
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function Timer.end_loop(id)
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__stop_internal_timer(id)
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end
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function Timer.stop_all_loops()
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for id, data in __Timer_timers do
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if data.loop then
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Timer.end_loop(id)
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end
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end
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end
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return Timer
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