Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 12/16/2015_newwizard

This commit is contained in:
Neerti
2016-06-26 20:14:29 -04:00
1107 changed files with 40450 additions and 27263 deletions

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@@ -1,28 +1,44 @@
#pretending we're C because otherwise ruby will initialize, even with "language: dm".
language: c
sudo: false
env:
BYOND_MAJOR="508"
BYOND_MINOR="1287"
BYOND_MAJOR="510"
BYOND_MINOR="1346"
MACRO_COUNT=987
before_install:
- sudo apt-get update -qq
- sudo apt-get install libc6:i386 libgcc1:i386 libstdc++6:i386 -qq
- sudo apt-get install python -qq
- sudo apt-get install python-pip -qq
- sudo pip install PyYaml -q
- sudo pip install beautifulsoup4 -q
cache:
directories:
- $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}
addons:
apt:
packages:
- libc6-i386
- libgcc1:i386
- libstdc++6:i386
before_script:
- chmod +x ./install-byond.sh
- ./install-byond.sh
install:
- curl "http://www.byond.com/download/build/${BYOND_MAJOR}/${BYOND_MAJOR}.${BYOND_MINOR}_byond_linux.zip" -o byond.zip
- unzip byond.zip
- cd byond
- sudo make install
- cd ..
- pip install --user PyYaml -q
- pip install --user beautifulsoup4 -q
script:
- shopt -s globstar
- (! grep 'step_[xy]' maps/**/*.dmm)
- (! find nano/templates/ -type f -exec md5sum {} + | sort | uniq -D -w 32 | grep nano)
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; [ $num -le 1355 ])
- (! grep -En "<\s*span\s+class\s*=\s*('[^'>]+|[^'>]+')\s*>" **/*.dm)
- awk -f tools/indentation.awk **/*.dm
- md5sum -c - <<< "88490b460c26947f5ec1ab1bb9fa9f17 *html/changelogs/example.yml"
- (num=`grep -E '\\\\(red|blue|green|black|b|i[^mc])' **/*.dm | wc -l`; echo "$num escapes (expecting ${MACRO_COUNT} or less)"; [ $num -le ${MACRO_COUNT} ])
- source $HOME/BYOND-${BYOND_MAJOR}.${BYOND_MINOR}/byond/bin/byondsetup
- python tools/TagMatcher/tag-matcher.py ../..
- echo "#define UNIT_TEST 1" > code/_unit_tests.dm
- cp config/example/* config/
- DreamMaker polaris.dme
- DreamDaemon polaris.dmb -invisible -trusted -core 2>&1 | tee log.txt
- grep "All Unit Tests Passed" log.txt

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@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 // 5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/cooler
var/heatsink_temperature = T20C // The constant temperature reservoir into which the freezer pumps heat. Probably the hull of the station or something.
var/internal_volume = 600 // L
@@ -23,8 +24,8 @@
/obj/machinery/atmospherics/unary/freezer/New()
..()
initialize_directions = dir
circuit = new circuit(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/cooler(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)

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@@ -10,6 +10,7 @@
anchored = 1
use_power = 0
idle_power_usage = 5 //5 Watts for thermostat related circuitry
circuit = /obj/item/weapon/circuitboard/unary_atmos/heater
var/max_temperature = T20C + 680
var/internal_volume = 600 //L
@@ -23,9 +24,8 @@
/obj/machinery/atmospherics/unary/heater/New()
..()
initialize_directions = dir
circuit = new circuit(src)
component_parts = list()
component_parts += new /obj/item/weapon/circuitboard/unary_atmos/heater(src)
component_parts += new /obj/item/weapon/stock_parts/matter_bin(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
component_parts += new /obj/item/weapon/stock_parts/capacitor(src)

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@@ -36,8 +36,6 @@ obj/machinery/atmospherics/mains_pipe
icon = 'icons/obj/atmospherics/mainspipe.dmi'
layer = 2.4 //under wires with their 2.5
force = 20
var/volume = 0
var/alert_pressure = 80*ONE_ATMOSPHERE

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@@ -3,7 +3,6 @@
var/datum/gas_mixture/air_temporary // used when reconstructing a pipeline that broke
var/datum/pipeline/parent
var/volume = 0
force = 20
layer = 2.4 //under wires with their 2.44
use_power = 0

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@@ -43,7 +43,7 @@ mob/check_airflow_movable(n)
return 0
return 1
mob/dead/observer/check_airflow_movable()
mob/observer/check_airflow_movable()
return 0
mob/living/silicon/check_airflow_movable()
@@ -247,6 +247,6 @@ zone/proc/movables()
. = list()
for(var/turf/T in contents)
for(var/atom/movable/A in T)
if(!A.simulated || A.anchored || istype(A, /obj/effect) || istype(A, /mob/eye))
if(!A.simulated || A.anchored || istype(A, /obj/effect) || istype(A, /mob/observer))
continue
. += A

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@@ -406,7 +406,7 @@ datum/gas_mixture/proc/check_recombustability(list/fuel_objs)
//Get heat transfer coefficients for clothing.
for(var/obj/item/clothing/C in src)
if(l_hand == C || r_hand == C)
if(item_is_in_hands(C))
continue
if( C.max_heat_protection_temperature >= last_temperature )

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@@ -348,7 +348,7 @@ var/global/vs_control/vsc = new
else if(istext(vars["[V]_RANDOM"]))
var/txt = vars["[V]_RANDOM"]
if(findtextEx(txt,"PROB"))
txt = text2list(txt,"/")
txt = splittext(txt,"/")
txt[1] = replacetext(txt[1],"PROB","")
var/p = text2num(txt[1])
var/r = txt[2]
@@ -358,7 +358,7 @@ var/global/vs_control/vsc = new
newvalue = vars[V]
else if(findtextEx(txt,"PICK"))
txt = replacetext(txt,"PICK","")
txt = text2list(txt,",")
txt = splittext(txt,",")
newvalue = pick(txt)
else
newvalue = roll(txt)

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@@ -0,0 +1,3 @@
// Consider these images/atoms as part of the UI/HUD
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA
#define APPEARANCE_UI RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR

18
code/__defines/btime.dm Normal file
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@@ -0,0 +1,18 @@
// Comment this out if the external btime library is unavailable
#define PRECISE_TIMER_AVAILABLE
#ifdef PRECISE_TIMER_AVAILABLE
var/global/__btime__libName = "btime.[world.system_type==MS_WINDOWS?"dll":"so"]"
#define TimeOfHour (__extern__timeofhour)
#define __extern__timeofhour text2num(call(__btime__libName, "gettime")())
/hook/startup/proc/checkbtime()
try
// This will always return 1 unless the btime library cannot be accessed
if(TimeOfHour || 1) return 1
catch(var/exception/e)
log_to_dd("PRECISE_TIMER_AVAILABLE is defined in btime.dm, but calling the btime library failed: [e]")
log_to_dd("This is a fatal error. The world will now shut down.")
del(world)
#else
#define TimeOfHour (world.timeofday % 36000)
#endif

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@@ -24,6 +24,7 @@
#define IS_TAJARA 5
#define IS_XENOS 6
#define IS_TESHARI 7
#define IS_SLIME 8
#define CE_STABLE "stable" // Inaprovaline
#define CE_ANTIBIOTIC "antibiotic" // Spaceacilin

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@@ -9,6 +9,7 @@
#define CUT "cut"
#define BRUISE "bruise"
#define PIERCE "pierce"
#define STUN "stun"
#define WEAKEN "weaken"
@@ -34,18 +35,20 @@
#define ORGAN_BLEEDING (1<<1)
#define ORGAN_BROKEN (1<<2)
#define ORGAN_DESTROYED (1<<3)
#define ORGAN_ROBOT (1<<4)
#define ORGAN_SPLINTED (1<<5)
#define ORGAN_DEAD (1<<6)
#define ORGAN_MUTATED (1<<7)
#define ORGAN_ASSISTED (1<<8)
#define ORGAN_SPLINTED (1<<4)
#define ORGAN_DEAD (1<<5)
#define ORGAN_MUTATED (1<<6)
#define DROPLIMB_EDGE 0
#define DROPLIMB_BLUNT 1
#define DROPLIMB_BURN 2
// Damage above this value must be repaired with surgery.
#define ROBOLIMB_SELF_REPAIR_CAP 30
#define ROBOLIMB_REPAIR_CAP 30
#define ORGAN_ASSISTED 1 // Like pacemakers, not robotic
#define ORGAN_ROBOT 2 // Fully robotic, no organic parts
#define ORGAN_LIFELIKE 3 // Robotic, made to appear organic
//Germs and infections.
#define GERM_LEVEL_AMBIENT 110 // Maximum germ level you can reach by standing still.

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@@ -18,7 +18,7 @@
#define BE_ALIEN 0x40
#define BE_AI 0x80
#define BE_CULTIST 0x100
#define BE_MONKEY 0x200
#define BE_RENEGADE 0x200
#define BE_NINJA 0x400
#define BE_RAIDER 0x800
#define BE_PLANT 0x1000
@@ -37,7 +37,7 @@ var/list/be_special_flags = list(
"Xenomorph" = BE_ALIEN,
"Positronic Brain" = BE_AI,
"Cultist" = BE_CULTIST,
"Monkey" = BE_MONKEY,
"Renegade" = BE_RENEGADE,
"Ninja" = BE_NINJA,
"Raider" = BE_RAIDER,
"Diona" = BE_PLANT,
@@ -82,6 +82,7 @@ var/list/be_special_flags = list(
#define MODE_LOYALIST "loyalist"
#define MODE_MALFUNCTION "malf"
#define MODE_TRAITOR "traitor"
#define MODE_AUTOTRAITOR "autotraitor"
#define DEFAULT_TELECRYSTAL_AMOUNT 12

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@@ -27,21 +27,21 @@ var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called
#define AI_CAMERA_LUMINOSITY 6
// Camera networks
#define NETWORK_CRESCENT "Crescent"
#define NETWORK_CAFE_DOCK "Cafe Dock"
#define NETWORK_CRESCENT "Spaceport"
// #define NETWORK_CAFE_DOCK "Cafe Dock"
#define NETWORK_CARGO "Cargo"
#define NETWORK_CIVILIAN "Civilian"
#define NETWORK_CIVILIAN_EAST "Civilian East"
#define NETWORK_CIVILIAN_WEST "Civilian West"
// #define NETWORK_CIVILIAN_EAST "Civilian East"
// #define NETWORK_CIVILIAN_WEST "Civilian West"
#define NETWORK_COMMAND "Command"
#define NETWORK_ENGINE "Engine"
#define NETWORK_ENGINEERING "Engineering"
#define NETWORK_ENGINEERING_OUTPOST "Engineering Outpost"
#define NETWORK_ERT "ZeEmergencyResponseTeam"
#define NETWORK_EXODUS "Northern Star"
#define NETWORK_EXODUS station_short
#define NETWORK_MEDICAL "Medical"
#define NETWORK_MERCENARY "MercurialNet"
#define NETWORK_MINE "MINE"
#define NETWORK_MINE "Mining Outpost"
#define NETWORK_NORTHERN_STAR "Northern Star"
#define NETWORK_RESEARCH "Research"
#define NETWORK_RESEARCH_OUTPOST "Research Outpost"
@@ -50,6 +50,7 @@ var/global/defer_powernet_rebuild = 0 // True if net rebuild will be called
#define NETWORK_SECURITY "Security"
#define NETWORK_TELECOM "Tcomsat"
#define NETWORK_THUNDER "Thunderdome"
#define NETWORK_COMMUNICATORS "Communicators"
// Those networks can only be accessed by pre-existing terminals. AIs and new terminals can't use them.
var/list/restricted_camera_networks = list(NETWORK_ERT,NETWORK_MERCENARY,"Secret")

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@@ -15,9 +15,10 @@
#define RADIATOR_EXPOSED_SURFACE_AREA_RATIO 0.04 // (3 cm + 100 cm * sin(3deg))/(2*(3+100 cm)). Unitless ratio.
#define HUMAN_EXPOSED_SURFACE_AREA 5.2 //m^2, surface area of 1.7m (H) x 0.46m (D) cylinder
#define T0C 273.15 // 0.0 degrees celcius
#define T20C 293.15 // 20.0 degrees celcius
#define TCMB 2.7 // -270.3 degrees celcius
#define T0C 273.15 // 0.0 degrees celcius
#define T20C 293.15 // 20.0 degrees celcius
#define TCMB 2.7 // -270.3 degrees celcius
#define TN60C 213.15 // -60 degrees celcius
#define CLAMP01(x) max(0, min(1, x))
#define QUANTIZE(variable) (round(variable,0.0001))

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@@ -23,27 +23,7 @@
// Some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 // Used to trigger removal from a processing list.
#define MAX_GEAR_COST 10 // Used in chargen for accessory loadout limit.
// Preference toggles.
#define SOUND_ADMINHELP 0x1
#define SOUND_MIDI 0x2
#define SOUND_AMBIENCE 0x4
#define SOUND_LOBBY 0x8
#define CHAT_OOC 0x10
#define CHAT_DEAD 0x20
#define CHAT_GHOSTEARS 0x40
#define CHAT_GHOSTSIGHT 0x80
#define CHAT_PRAYER 0x100
#define CHAT_RADIO 0x200
#define CHAT_ATTACKLOGS 0x400
#define CHAT_DEBUGLOGS 0x800
#define CHAT_LOOC 0x1000
#define CHAT_GHOSTRADIO 0x2000
#define SHOW_TYPING 0x4000
#define CHAT_NOICONS 0x8000
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC)
#define MAX_GEAR_COST 15 // Used in chargen for accessory loadout limit.
// For secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // A simple line rounding the mob's number health.
@@ -58,24 +38,37 @@
#define LIFE_HUD 10 // STATUS_HUD that only reports dead or alive
//some colors
#define COLOR_WHITE "#FFFFFF"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#00FF00"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_LUMINOL "#66FFFF"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#00FF00"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_LUMINOL "#66FFFF"
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#6A97B0"
#define COLOR_BROWN "#B19664"
#define COLOR_DARK_BROWN "#917448"
#define COLOR_DARK_ORANGE "#B95A00"
#define COLOR_GREEN_GRAY "#8DAF6A"
#define COLOR_RED_GRAY "#AA5F61"
#define COLOR_PALE_BLUE_GRAY "#8BBBD5"
#define COLOR_PALE_GREEN_GRAY "#AED18B"
#define COLOR_PALE_RED_GRAY "#CC9090"
#define COLOR_PALE_PURPLE_GRAY "#BDA2BA"
#define COLOR_PURPLE_GRAY "#A2819E"
// Shuttles.
// These define the time taken for the shuttle to get to the space station, and the time before it leaves again.
@@ -98,10 +91,10 @@
// Setting this much higher than 1024 could allow spammers to DOS the server easily.
#define MAX_MESSAGE_LEN 1024
#define MAX_PAPER_MESSAGE_LEN 3072
#define MAX_BOOK_MESSAGE_LEN 9216
#define MAX_PAPER_MESSAGE_LEN 6144
#define MAX_BOOK_MESSAGE_LEN 12288
#define MAX_LNAME_LEN 64
#define MAX_NAME_LEN 26
#define MAX_NAME_LEN 52
// Event defines.
#define EVENT_LEVEL_MUNDANE 1
@@ -163,19 +156,6 @@
#define PROJECTILE_CONTINUE -1 //if the projectile should continue flying after calling bullet_act()
#define PROJECTILE_FORCE_MISS -2 //if the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs.
// Custom colors
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#6A97B0"
#define COLOR_BROWN "#B19664"
#define COLOR_DARK_BROWN "#917448"
#define COLOR_DARK_ORANGE "#B95A00"
#define COLOR_GREEN_GRAY "#8DAF6A"
#define COLOR_RED_GRAY "#AA5F61"
#define COLOR_PALE_BLUE_GRAY "#8BBBD5"
#define COLOR_PALE_GREEN_GRAY "#AED18B"
#define COLOR_PALE_RED_GRAY "#CC9090"
#define COLOR_PALE_PURPLE_GRAY "#BDA2BA"
#define COLOR_PURPLE_GRAY "#A2819E"
// Vending stuff
#define CAT_NORMAL 1

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@@ -13,7 +13,6 @@
#define GODMODE 0x1000
#define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath.
#define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code
#define XENO_HOST 0x8000 // Tracks whether we're gonna be a baby alien's mummy.
// Grab levels.
#define GRAB_PASSIVE 1
@@ -27,11 +26,11 @@
#define BORGXRAY 0x4
#define BORGMATERIAL 8
#define HOSTILE_STANCE_IDLE 1
#define HOSTILE_STANCE_ALERT 2
#define HOSTILE_STANCE_ATTACK 3
#define HOSTILE_STANCE_ATTACKING 4
#define HOSTILE_STANCE_TIRED 5
#define STANCE_IDLE 1
#define STANCE_ALERT 2
#define STANCE_ATTACK 3
#define STANCE_ATTACKING 4
#define STANCE_TIRED 5
#define LEFT 1
#define RIGHT 2
@@ -136,9 +135,15 @@
#define INCAPACITATION_RESTRAINED 1
#define INCAPACITATION_BUCKLED_PARTIALLY 2
#define INCAPACITATION_BUCKLED_FULLY 4
#define INCAPACITATION_STUNNED 8
#define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious.
#define INCAPACITATION_KNOCKOUT 32
#define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY)
#define INCAPACITATION_ALL (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_PARTIALLY|INCAPACITATION_BUCKLED_FULLY)
#define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING)
#define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED)
#define INCAPACITATION_ALL (~INCAPACITATION_NONE)
// Bodyparts and organs.
#define O_MOUTH "mouth"
@@ -181,3 +186,8 @@
#define MOB_PULL_SMALLER 1
#define MOB_PULL_SAME 2
#define MOB_PULL_LARGER 3
//XENOBIO2 FLAGS
#define NOMUT 0
#define COLORMUT 1
#define SPECIESMUT 2

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@@ -11,7 +11,10 @@
#define PROCESS_DEFAULT_HANG_ALERT_TIME 600 // 60 seconds
#define PROCESS_DEFAULT_HANG_RESTART_TIME 900 // 90 seconds
#define PROCESS_DEFAULT_SCHEDULE_INTERVAL 50 // 50 ticks
#define PROCESS_DEFAULT_SLEEP_INTERVAL 2 // 2 ticks
#define PROCESS_DEFAULT_SLEEP_INTERVAL 8 // 2 ticks
#define PROCESS_DEFAULT_CPU_THRESHOLD 90 // 90%
//#define UPDATE_QUEUE_DEBUG
// SCHECK macros
// This references src directly to work around a weird bug with try/catch
#define SCHECK_EVERY(this_many_calls) if(++src.calls_since_last_scheck >= this_many_calls) sleepCheck()
#define SCHECK SCHECK_EVERY(50)

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@@ -12,7 +12,8 @@
#define TECH_ILLEGAL "syndicate"
#define TECH_ARCANE "arcane"
#define IMPRINTER 0x1 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 0x2 //New stuff. Uses glass/metal/chemicals
#define MECHFAB 0x4 //Mechfab
#define CHASSIS 0x8 //For protolathe, but differently
#define IMPRINTER 0x0001 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 0x0002 //New stuff. Uses glass/metal/chemicals
#define MECHFAB 0x0004 //Mechfab
#define CHASSIS 0x0008 //For protolathe, but differently
#define PROSFAB 0x0010 //For prosthetics fab

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@@ -8,9 +8,9 @@
// unused: 0x8000 - higher than this will overflow
// Species spawn flags
#define IS_WHITELISTED 0x1 // Must be whitelisted to play.
#define CAN_JOIN 0x2 // Species is selectable in chargen.
#define IS_RESTRICTED 0x4 // Is not a core/normally playable species. (castes, mutantraces)
#define SPECIES_IS_WHITELISTED 0x1 // Must be whitelisted to play.
#define SPECIES_IS_RESTRICTED 0x2 // Is not a core/normally playable species. (castes, mutantraces)
#define SPECIES_CAN_JOIN 0x4 // Species is selectable in chargen.
// Species appearance flags
#define HAS_SKIN_TONE 0x1 // Skin tone selectable in chargen. (0-255)
@@ -19,6 +19,7 @@
#define HAS_UNDERWEAR 0x8 // Underwear is drawn onto the mob icon.
#define HAS_EYE_COLOR 0x10 // Eye colour selectable in chargen. (RGB)
#define HAS_HAIR_COLOR 0x20 // Hair colour selectable in chargen. (RGB)
#define RADIATION_GLOWS 0x40 // Radiation causes this character to glow.
// Languages.
#define LANGUAGE_SOL_COMMON "Sol Common"
@@ -29,6 +30,8 @@
#define LANGUAGE_ROOTSPEAK "Rootspeak"
#define LANGUAGE_TRADEBAND "Tradeband"
#define LANGUAGE_GUTTER "Gutter"
#define LANGUAGE_SCHECHI "Schechi"
#define LANGUAGE_CULT "Cult"
// Language flags.
#define WHITELISTED 1 // Language is available if the speaker is whitelisted.

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@@ -0,0 +1,4 @@
#define ASCII_ESC ascii2text(27)
#define ASCII_RED "[ASCII_ESC]\[31m"
#define ASCII_GREEN "[ASCII_ESC]\[32m"
#define ASCII_RESET "[ASCII_ESC]\[0m"

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@@ -1,3 +1,5 @@
#if DM_VERSION < 510
json_token
var
value
@@ -203,3 +205,5 @@ json_reader
die(json_token/T)
if(!T) T = get_token()
CRASH("Unexpected token: [T.value].")
#endif

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@@ -1,3 +1,5 @@
#if DM_VERSION < 510
json_writer
var
use_cache = 0
@@ -56,3 +58,5 @@ json_writer
// if the key is a list that means it's actually an array of lists (stupid Byond...)
if(!isnum(key) && !isnull(L[key]) && !istype(key, /list))
return TRUE
#endif

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@@ -1,17 +1,14 @@
#if DM_VERSION < 510
/*
n_Json v11.3.21
*/
proc
json2list(json)
json_decode(json)
var/static/json_reader/_jsonr = new()
return _jsonr.ReadObject(_jsonr.ScanJson(json))
list2json(list/L)
json_encode(list/L)
var/static/json_writer/_jsonw = new()
return _jsonw.write(L)
list2json_usecache(list/L)
var/static/json_writer/_jsonw = new()
_jsonw.use_cache = 1
return _jsonw.write(L)
#endif

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@@ -0,0 +1,6 @@
#if DM_VERSION < 510
/proc/replacetext(text, find, replacement)
return jointext(splittext(text, find), replacement)
#endif

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@@ -0,0 +1,102 @@
#if DM_VERSION < 510
// Concatenates a list of strings into a single string. A seperator may optionally be provided.
/proc/jointext(list/ls, sep)
if (ls.len <= 1) // Early-out code for empty or singleton lists.
return ls.len ? ls[1] : ""
var/l = ls.len // Made local for sanic speed.
var/i = 0 // Incremented every time a list index is accessed.
if (sep <> null)
// Macros expand to long argument lists like so: sep, ls[++i], sep, ls[++i], sep, ls[++i], etc...
#define S1 sep, ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
// Having the small concatenations come before the large ones boosted speed by an average of at least 5%.
if (l-1 & 0x01) // 'i' will always be 1 here.
. = text("[][][]", ., S1) // Append 1 element if the remaining elements are not a multiple of 2.
if (l-i & 0x02)
. = text("[][][][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if (l-i & 0x04)
. = text("[][][][][][][][][]", ., S4) // And so on....
if (l-i & 0x08)
. = text("[][][][][][][][][][][][][][][][][]", ., S4, S4)
if (l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16)
if (l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if (l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while (l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
else
// Macros expand to long argument lists like so: ls[++i], ls[++i], ls[++i], etc...
#define S1 ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
if (l-1 & 0x01) // 'i' will always be 1 here.
. += S1 // Append 1 element if the remaining elements are not a multiple of 2.
if (l-i & 0x02)
. = text("[][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if (l-i & 0x04)
. = text("[][][][][]", ., S4) // And so on...
if (l-i & 0x08)
. = text("[][][][][][][][][]", ., S4, S4)
if (l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][]", ., S16)
if (l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if (l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while (l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
// Converts a string into a list by splitting the string at each delimiter found. (discarding the seperator)
/proc/splittext(text, delimiter="\n")
var/delim_len = length(delimiter)
if (delim_len < 1)
return list(text)
. = list()
var/last_found = 1
var/found
do
found = findtext(text, delimiter, last_found, 0)
. += copytext(text, last_found, found)
last_found = found + delim_len
while (found)
#endif

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@@ -0,0 +1 @@
var/datum/gear_tweak/color/gear_tweak_free_color_choice = new()

View File

@@ -74,7 +74,6 @@ var/global/list/GlobalPool = list()
D.Destroy()
D.ResetVars()
D.disposed = 1 //Set to stop processing while pooled
/proc/IsPooled(var/datum/D)
if(isnull(GlobalPool[D.type]))
@@ -86,7 +85,6 @@ var/global/list/GlobalPool = list()
New(arglist(args))
else
New(args)
disposed = null
/atom/movable/Prepare(args)
var/list/args_list = args

View File

@@ -244,10 +244,50 @@
var/turf/ear = get_turf(M)
if(ear)
// Ghostship is magic: Ghosts can hear radio chatter from anywhere
if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
if(speaker_coverage[ear] || (istype(M, /mob/observer/dead) && M.is_preference_enabled(/datum/client_preference/ghost_radio)))
. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
return .
//Uses dview to quickly return mobs and objects in view,
// then adds additional mobs or objects if they are in range 'smartly',
// based on their presence in lists of players or registered objects
// Type: 1-audio, 2-visual, 0-neither
/proc/get_mobs_and_objs_in_view_fast(var/turf/T, var/range, var/type = 1)
var/list/mobs = list()
var/list/objs = list()
var/list/hear = dview(range,T,INVISIBILITY_MAXIMUM)
var/list/hearturfs = list()
for(var/atom/movable/AM in hear)
if(ismob(AM))
mobs += AM
hearturfs += AM.locs[1]
else if(isobj(AM))
objs += AM
hearturfs += AM.locs[1]
//A list of every mob with a client
for(var/mob/M in player_list)
if(M.loc && M.locs[1] in hearturfs)
mobs |= M
else if(M.stat == DEAD)
switch(type)
if(1) //Audio messages use ghost_ears
if(M.is_preference_enabled(/datum/client_preference/ghost_ears))
mobs |= M
if(2) //Visual messages use ghost_sight
if(M.is_preference_enabled(/datum/client_preference/ghost_sight))
mobs |= M
//For objects below the top level who still want to hear
for(var/obj/O in listening_objects)
if(O.loc && O.locs[1] in hearturfs)
objs |= O
return list("mobs" = mobs, "objs" = objs)
#define SIGN(X) ((X<0)?-1:1)
proc
@@ -323,7 +363,7 @@ proc/isInSight(var/atom/A, var/atom/B)
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/dead/observer/G in player_list)
for(var/mob/observer/dead/G in player_list)
if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
candidates += G.key
@@ -337,7 +377,7 @@ proc/isInSight(var/atom/A, var/atom/B)
var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
var/i = 0
while(candidates.len <= 0 && i < 5)
for(var/mob/dead/observer/G in player_list)
for(var/mob/observer/dead/G in player_list)
if(G.client.prefs.be_special & BE_ALIEN)
if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))

View File

@@ -11,6 +11,7 @@ var/global/list/human_mob_list = list() //List of all human mobs and sub-type
var/global/list/silicon_mob_list = list() //List of all silicon mobs, including clientless
var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/new_player
var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/new_player
var/global/list/listening_objects = list() //List of all objects which care about receiving messages (communicators, radios, etc)
var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
@@ -23,6 +24,9 @@ var/global/list/joblist = list() //list of all jobstypes, minus borg and AI
var/global/list/turfs = list() //list of all turfs
#define all_genders_define_list list(MALE,FEMALE,PLURAL,NEUTER)
#define all_genders_text_list list("Male","Female","Plural","Neuter")
//Languages/species/whitelist.
var/global/list/all_species[0]
var/global/list/all_languages[0]
@@ -30,6 +34,8 @@ var/global/list/language_keys[0] // Table of say codes for all languages
var/global/list/whitelisted_species = list("Human") // Species that require a whitelist check.
var/global/list/playable_species = list("Human") // A list of ALL playable species, whitelisted, latejoin or otherwise.
var/list/mannequins_
// Posters
var/global/list/poster_designs = list()
@@ -46,39 +52,7 @@ var/global/list/facial_hair_styles_male_list = list()
var/global/list/facial_hair_styles_female_list = list()
var/global/list/skin_styles_female_list = list() //unused
//Underwear
var/global/list/underwear_top_t = list(
"Bra, Red" = "t1", "Bra, White" = "t2", "Bra, Yellow" = "t3", "Bra, Blue" = "t4", "Bra, Black" = "t5", "Lacy Bra" = "t6", "Sports Bra, Black" = "t7", "Sports Bra, White" = "t8",
"Sports Bra Alt, Black" = "t9", "Sporta Bra Alt, White" = "t10", "Bra, Baby-Blue" = "t11", "Bra, Green" = "t12", "Bra, Pink" = "t13", "Bra, Violet" = "t14",
"Lacy Bra Alt" = "t15", "Lacy Bra Alt, Violet" = "t16", "Halterneck Bra, Black" = "t17", "Halterneck Bra, Blue" = "t18", "Halterneck Bra, Green" = "t19", "Halterneck Bra, Purple" = "t20",
"Halterneck Bra, Red" = "t21", "Halterneck Bra, Teal" = "t22", "Halterneck Bra, Violet" = "t23", "Halterneck Bra, White" = "t24", "None")
var/global/list/underwear_bottom_t = list(
"Briefs, White" = "b1", "Briefs, Grey" = "b2", "Briefs, Green" = "b3", "Briefs, Blue" = "b4", "Briefs, Black" = "b5", "Boxers, Loveheart" = "b7", "Boxers, Black" = "b8",
"Boxers, Grey" = "b9", "Boxers, Green & Blue Striped" = "b10", "Panties, Red" = "b11", "Panties, White" = "b12", "Panties, Yellow" = "b13", "Panties, Blue" = "b14",
"Panties, Light-Black" = "b15", "Thong" = "b16", "Panties, Black" = "b17", "Panties Alt, White" = "b18", "Compression Shorts, Black" = "b19", "Compression Shorts, White" = "b20",
"Compression Shorts, Baby-Blue" = "b21", "Panties, Green" = "b22", "Compression Shorts, Pink" = "b23", "Thong, Violet" = "b24", "Thong Alt" = "b25", "Thong Alt, Violet" = "b26",
"Alt Thong, Black" = "b27", "Alt Thong, Blue" = "b28", "Alt Thong, Green" = "b29", "Alt Thong, Purple" = "b30", "Alt Thong, Red" = "b31", "Alt Thong, Teal" = "b32",
"Alt Thong, Violet" = "b33", "Alt Thong, White" = "b34", "None")
//undershirt
var/global/list/undershirt_t = list(
"White tank top" = "u1", "Black tank top" = "u2", "Black shirt" = "u3",
"White shirt" = "u4", "White shirt 2" = "shirt_white_s", "White tank top 2" = "tank_white_s",
"Black shirt 2" = "shirt_black_s", "Grey shirt" = "shirt_grey_s", "Heart shirt" = "lover_s",
"I love NT shirt" = "ilovent_s", "White shortsleeve shirt" = "whiteshortsleeve_s", "Purple shortsleeve shirt" = "purpleshortsleeve_s",
"Blue shortsleeve shirt" = "blueshortsleeve_s", "Green shortsleeve shirt" = "greenshortsleeve_s", "Black shortsleeve shirt" = "blackshortsleeve_s",
"Blue shirt" = "blueshirt_s", "Red shirt" = "redshirt_s", "Yellow shirt" = "yellowshirt_s", "Green shirt" = "greenshirt_s",
"Blue polo shirt" = "bluepolo_s", "Red polo shirt" = "redpolo_s", "White polo shirt" = "whitepolo_s",
"Grey-yellow polo shirt" = "grayyellowpolo_s", "Fire tank top" = "tank_fire_s", "NT shirt" = "shirt_nano_s",
"Blue shirt 2" = "shirt_blue_s", "Red shirt 2" = "shirt_red_s", "Red tank top" = "tank_red_s", "Green shirt 2" = "shirt_green_s",
"Tiedye shirt" = "shirt_tiedye_s", "Green sport shirt" = "greenshirtsport_s", "Red sport shirt" = "redshirtsport_s",
"Blue striped shirt" = "shirt_stripes_s", "Blue sport shirt" = "blueshirtsport_s", "None")
//Socks
var/global/list/socks_t = list(
"White normal" = "white_norm", "White short" = "white_short", "White knee" = "white_knee",
"White thigh" = "white_thigh", "Black normal" = "black_norm", "Black short" = "black_short",
"Black knee" = "black_knee", "Black thigh" = "black_thigh", "Thin knee" = "thin_knee",
"Thin thigh" = "thin_thigh", "Pantyhose" = "pantyhose", "Striped thigh" = "striped_thigh",
"Striped knee" = "striped_knee", "Rainbow knee" = "rainbow_knee", "Rainbow thigh" = "rainbow_thigh",
"Fishnets" = "fishnet", "Thin white thigh" = "thinwhite_thigh", "Thin white knee" = "thinwhite_knee", "None")
var/datum/category_collection/underwear/global_underwear = new()
//Backpacks
var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Alt")
@@ -128,6 +102,14 @@ var/global/list/string_slot_flags = list(
"holster" = SLOT_HOLSTER
)
/proc/get_mannequin(var/ckey)
if(!mannequins_)
mannequins_ = new()
. = mannequins_[ckey]
if(!.)
. = new/mob/living/carbon/human/dummy/mannequin()
mannequins_[ckey] = .
//////////////////////////
/////Initial Building/////
//////////////////////////
@@ -185,16 +167,22 @@ var/global/list/string_slot_flags = list(
language_keys[lowertext(L.key)] = L
var/rkey = 0
paths = typesof(/datum/species)-/datum/species
paths = typesof(/datum/species)
for(var/T in paths)
rkey++
var/datum/species/S = new T
var/datum/species/S = T
if(!initial(S.name))
continue
S = new T
S.race_key = rkey //Used in mob icon caching.
all_species[S.name] = S
if(!(S.spawn_flags & IS_RESTRICTED))
if(!(S.spawn_flags & SPECIES_IS_RESTRICTED))
playable_species += S.name
if(S.spawn_flags & IS_WHITELISTED)
if(S.spawn_flags & SPECIES_IS_WHITELISTED)
whitelisted_species += S.name
//Posters
@@ -216,3 +204,5 @@ var/global/list/string_slot_flags = list(
. += " has: [t]\n"
world << .
*/
//Hexidecimal numbers
var/global/list/hexNums = list("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F")

View File

@@ -30,13 +30,6 @@
return "[output][and_text][input[index]]"
/proc/ConvertReqString2List(var/list/source_list)
var/list/temp_list = params2list(source_list)
for(var/O in temp_list)
temp_list[O] = text2num(temp_list[O])
return temp_list
//Returns list element or null. Should prevent "index out of bounds" error.
proc/listgetindex(var/list/list,index)
if(istype(list) && list.len)
@@ -48,9 +41,7 @@ proc/listgetindex(var/list/list,index)
return
proc/islist(list/list)
if(istype(list))
return 1
return 0
return(istype(list))
//Return either pick(list) or null if list is not of type /list or is empty
proc/safepick(list/list)
@@ -611,13 +602,13 @@ proc/dd_sortedTextList(list/incoming)
/datum/alarm/dd_SortValue()
return "[sanitize_old(last_name)]"
/proc/subtypes(prototype)
/proc/subtypesof(prototype)
return (typesof(prototype) - prototype)
//creates every subtype of prototype (excluding prototype) and adds it to list L.
//if no list/L is provided, one is created.
/proc/init_subtypes(prototype, list/L)
if(!istype(L)) L = list()
for(var/path in subtypes(prototype))
for(var/path in subtypesof(prototype))
L += new path()
return L

View File

@@ -25,16 +25,14 @@
if (config.log_admin)
diary << "\[[time_stamp()]]ADMIN: [text][log_end]"
/proc/log_debug(text)
if (config.log_debug)
diary << "\[[time_stamp()]]DEBUG: [text][log_end]"
for(var/client/C in admins)
if(C.prefs.toggles & CHAT_DEBUGLOGS)
if(C.is_preference_enabled(/datum/client_preference/debug/show_debug_logs))
C << "DEBUG: [text]"
/proc/log_game(text)
if (config.log_game)
diary << "\[[time_stamp()]]GAME: [text][log_end]"
@@ -79,9 +77,17 @@
if (config.log_pda)
diary << "\[[time_stamp()]]PDA: [text][log_end]"
/proc/log_to_dd(text)
world.log << text //this comes before the config check because it can't possibly runtime
if(config.log_world_output)
diary << "\[[time_stamp()]]DD_OUTPUT: [text][log_end]"
/proc/log_misc(text)
diary << "\[[time_stamp()]]MISC: [text][log_end]"
/proc/log_unit_test(text)
world.log << "## UNIT_TEST: [text]"
//pretty print a direction bitflag, can be useful for debugging.
/proc/print_dir(var/dir)
var/list/comps = list()

View File

@@ -30,13 +30,10 @@ proc/random_hair_style(gender, species = "Human")
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender != NEUTER && gender != PLURAL)
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
@@ -52,13 +49,10 @@ proc/random_facial_hair_style(gender, species = "Human")
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender != NEUTER && gender != PLURAL)
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
@@ -171,3 +165,88 @@ Proc for attack log creation, because really why not
return 0
var/mob/living/silicon/robot/R = thing.loc
return (thing in R.module.modules)
/proc/get_exposed_defense_zone(var/atom/movable/target)
var/obj/item/weapon/grab/G = locate() in target
if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people.
return pick("head", "l_hand", "r_hand", "l_foot", "r_foot", "l_arm", "r_arm", "l_leg", "r_leg")
else
return pick("chest", "groin")
/proc/do_mob(mob/user , mob/target, time = 30, uninterruptible = 0, progress = 1)
if(!user || !target)
return 0
var/user_loc = user.loc
var/target_loc = target.loc
var/holding = user.get_active_hand()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while (world.time < endtime)
sleep(1)
if (progress)
progbar.update(world.time - starttime)
if(!user || !target)
. = 0
break
if(uninterruptible)
continue
if(!user || user.incapacitated() || user.loc != user_loc)
. = 0
break
if(target.loc != target_loc)
. = 0
break
if(user.get_active_hand() != holding)
. = 0
break
if (progbar)
qdel(progbar)
/proc/do_after(mob/user, delay, atom/target = null, needhand = 1, progress = 1, var/incapacitation_flags = INCAPACITATION_DEFAULT)
if(!user)
return 0
var/atom/target_loc = null
if(target)
target_loc = target.loc
var/atom/original_loc = user.loc
var/holding = user.get_active_hand()
var/datum/progressbar/progbar
if (progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
while (world.time < endtime)
sleep(1)
if (progress)
progbar.update(world.time - starttime)
if(!user || user.incapacitated(incapacitation_flags) || user.loc != original_loc)
. = 0
break
if(target_loc && (!target || target_loc != target.loc))
. = 0
break
if(needhand)
if(user.get_active_hand() != holding)
. = 0
break
if (progbar)
qdel(progbar)

View File

@@ -44,7 +44,7 @@ var/religion_name = null
return capitalize(name)
/proc/system_name()
return "Vir"
return starsys_name
/proc/station_name()
if (station_name)
@@ -161,7 +161,7 @@ var/syndicate_code_response//Code response for traitors.
Obviously, some people will be better at this than others but in theory, everyone should be able to do it and it only enhances roleplay.
Can probably be done through "{ }" but I don't really see the practical benefit.
One example of an earlier system is commented below.
/N
-N
*/
/proc/generate_code_phrase()//Proc is used for phrase and response in master_controller.dm

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@@ -175,13 +175,6 @@
/*
* Text modification
*/
/proc/replacetext(text, find, replacement)
return list2text(text2list(text, find), replacement)
/proc/replacetextEx(text, find, replacement)
return list2text(text2listEx(text, find), replacement)
/proc/replace_characters(var/t,var/list/repl_chars)
for(var/char in repl_chars)
t = replacetext(t, char, repl_chars[char])
@@ -311,7 +304,7 @@ proc/TextPreview(var/string,var/len=40)
// to always create it and then throw it out.
/var/icon/text_tag_icons = new('./icons/chattags.dmi')
/proc/create_text_tag(var/tagname, var/tagdesc = tagname, var/client/C = null)
if(C && (C.prefs.toggles & CHAT_NOICONS))
if(!(C && C.is_preference_enabled(/datum/client_preference/chat_tags)))
return tagdesc
return "<IMG src='\ref[text_tag_icons.icon]' class='text_tag' iconstate='[tagname]'" + (tagdesc ? " alt='[tagdesc]'" : "") + ">"
@@ -330,3 +323,12 @@ proc/TextPreview(var/string,var/len=40)
if(48 to 57) //Numbers
return 1
return 0
/**
* Strip out the special beyond characters for \proper and \improper
* from text that will be sent to the browser.
*/
/proc/strip_improper(var/text)
return replacetext(replacetext(text, "\proper", ""), "\improper", "")
#define gender2text(gender) capitalize(gender)

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@@ -30,11 +30,21 @@ proc/isDay(var/month, var/day)
var/next_duration_update = 0
var/last_round_duration = 0
proc/round_duration()
var/round_start_time = 0
/hook/roundstart/proc/start_timer()
round_start_time = world.time
return 1
#define round_duration_in_ticks (round_start_time ? world.time - round_start_time : 0)
/proc/round_duration_as_text()
if(!round_start_time)
return "00:00"
if(last_round_duration && world.time < next_duration_update)
return last_round_duration
var/mills = world.time // 1/10 of a second, not real milliseconds but whatever
var/mills = round_duration_in_ticks // 1/10 of a second, not real milliseconds but whatever
//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
var/mins = round((mills % 36000) / 600)
var/hours = round(mills / 36000)

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@@ -50,141 +50,15 @@
while (left-- > 0)
. = "0[.]"
// Concatenates a list of strings into a single string. A seperator may optionally be provided.
/proc/list2text(list/ls, sep)
if (ls.len <= 1) // Early-out code for empty or singleton lists.
return ls.len ? ls[1] : ""
var/l = ls.len // Made local for sanic speed.
var/i = 0 // Incremented every time a list index is accessed.
if (sep <> null)
// Macros expand to long argument lists like so: sep, ls[++i], sep, ls[++i], sep, ls[++i], etc...
#define S1 sep, ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
// Having the small concatenations come before the large ones boosted speed by an average of at least 5%.
if (l-1 & 0x01) // 'i' will always be 1 here.
. = text("[][][]", ., S1) // Append 1 element if the remaining elements are not a multiple of 2.
if (l-i & 0x02)
. = text("[][][][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if (l-i & 0x04)
. = text("[][][][][][][][][]", ., S4) // And so on....
if (l-i & 0x08)
. = text("[][][][][][][][][][][][][][][][][]", ., S4, S4)
if (l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16)
if (l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if (l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while (l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
else
// Macros expand to long argument lists like so: ls[++i], ls[++i], ls[++i], etc...
#define S1 ls[++i]
#define S4 S1, S1, S1, S1
#define S16 S4, S4, S4, S4
#define S64 S16, S16, S16, S16
. = "[ls[++i]]" // Make sure the initial element is converted to text.
if (l-1 & 0x01) // 'i' will always be 1 here.
. += S1 // Append 1 element if the remaining elements are not a multiple of 2.
if (l-i & 0x02)
. = text("[][][]", ., S1, S1) // Append 2 elements if the remaining elements are not a multiple of 4.
if (l-i & 0x04)
. = text("[][][][][]", ., S4) // And so on...
if (l-i & 0x08)
. = text("[][][][][][][][][]", ., S4, S4)
if (l-i & 0x10)
. = text("[][][][][][][][][][][][][][][][][]", ., S16)
if (l-i & 0x20)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S16, S16)
if (l-i & 0x40)
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64)
while (l > i) // Chomp through the rest of the list, 128 elements at a time.
. = text("[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]\
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]", ., S64, S64)
#undef S64
#undef S16
#undef S4
#undef S1
// Slower then list2text, but correctly processes associative lists.
proc/tg_list2text(list/list, glue=",")
if (!istype(list) || !list.len)
return
var/output
for(var/i=1 to list.len)
output += (i!=1? glue : null)+(!isnull(list["[list[i]]"])?"[list["[list[i]]"]]":"[list[i]]")
return output
// Converts a string into a list by splitting the string at each delimiter found. (discarding the seperator)
/proc/text2list(text, delimiter="\n")
var/delim_len = length(delimiter)
if (delim_len < 1)
return list(text)
. = list()
var/last_found = 1
var/found
do
found = findtext(text, delimiter, last_found, 0)
. += copytext(text, last_found, found)
last_found = found + delim_len
while (found)
// Case sensitive version of /proc/text2list().
/proc/text2listEx(text, delimiter="\n")
var/delim_len = length(delimiter)
if (delim_len < 1)
return list(text)
. = list()
var/last_found = 1
var/found
do
found = findtextEx(text, delimiter, last_found, 0)
. += copytext(text, last_found, found)
last_found = found + delim_len
while (found)
/proc/text2numlist(text, delimiter="\n")
var/list/num_list = list()
for(var/x in text2list(text, delimiter))
for(var/x in splittext(text, delimiter))
num_list += text2num(x)
return num_list
// Splits the text of a file at seperator and returns them in a list.
/proc/file2list(filename, seperator="\n")
return text2list(return_file_text(filename),seperator)
return splittext(return_file_text(filename),seperator)
// Turns a direction into text
/proc/num2dir(direction)
@@ -275,6 +149,26 @@ proc/tg_list2text(list/list, glue=",")
if (rights & R_MENTOR) . += "[seperator]+MENTOR"
return .
// Converts a hexadecimal color (e.g. #FF0050) to a list of numbers for red, green, and blue (e.g. list(255,0,80) ).
/proc/hex2rgb(hex)
// Strips the starting #, in case this is ever supplied without one, so everything doesn't break.
if(findtext(hex,"#",1,2))
hex = copytext(hex, 2)
return list(hex2rgb_r(hex), hex2rgb_g(hex), hex2rgb_b(hex))
// The three procs below require that the '#' part of the hex be stripped, which hex2rgb() does automatically.
/proc/hex2rgb_r(hex)
var/hex_to_work_on = copytext(hex,1,3)
return hex2num(hex_to_work_on)
/proc/hex2rgb_g(hex)
var/hex_to_work_on = copytext(hex,3,5)
return hex2num(hex_to_work_on)
/proc/hex2rgb_b(hex)
var/hex_to_work_on = copytext(hex,5,7)
return hex2num(hex_to_work_on)
// heat2color functions. Adapted from: http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
/proc/heat2color(temp)
return rgb(heat2color_r(temp), heat2color_g(temp), heat2color_b(temp))

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@@ -137,7 +137,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
//Now to find a box from center location and make that our destination.
for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
if(density&&T.density) continue//If density was specified.
if(density&&(T.density||T.contains_dense_objects())) continue//If density was specified.
if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
if(T.y>world.maxy || T.y<1) continue
destination_list += T
@@ -146,7 +146,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
else return
else//Same deal here.
if(density&&destination.density) return
if(density&&(destination.density||destination.contains_dense_objects())) return
if(destination.x>world.maxx || destination.x<1) return
if(destination.y>world.maxy || destination.y<1) return
else return
@@ -462,7 +462,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
if (M.real_name && M.real_name != M.name)
name += " \[[M.real_name]\]"
if (M.stat == 2)
if(istype(M, /mob/dead/observer/))
if(istype(M, /mob/observer/dead/))
name += " \[ghost\]"
else
name += " \[dead\]"
@@ -474,7 +474,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
/proc/sortmobs()
var/list/moblist = list()
var/list/sortmob = sortAtom(mob_list)
for(var/mob/eye/M in sortmob)
for(var/mob/observer/eye/M in sortmob)
moblist.Add(M)
for(var/mob/living/silicon/ai/M in sortmob)
moblist.Add(M)
@@ -488,7 +488,7 @@ Turf and target are seperate in case you want to teleport some distance from a t
moblist.Add(M)
for(var/mob/living/carbon/alien/M in sortmob)
moblist.Add(M)
for(var/mob/dead/observer/M in sortmob)
for(var/mob/observer/dead/M in sortmob)
moblist.Add(M)
for(var/mob/new_player/M in sortmob)
moblist.Add(M)
@@ -646,47 +646,6 @@ proc/GaussRandRound(var/sigma,var/roundto)
else return get_step(ref, base_dir)
/proc/do_mob(var/mob/user, var/mob/target, var/delay = 30, var/numticks = 5, var/needhand = 1) //This is quite an ugly solution but i refuse to use the old request system.
if(!user || !target) return 0
if(numticks == 0) return 0
var/delayfraction = round(delay/numticks)
var/original_user_loc = user.loc
var/original_target_loc = target.loc
var/holding = user.get_active_hand()
for(var/i = 0, i<numticks, i++)
sleep(delayfraction)
if(!user || user.stat || user.weakened || user.stunned || user.loc != original_user_loc)
return 0
if(!target || target.loc != original_target_loc)
return 0
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
return 0
return 1
/proc/do_after(var/mob/user as mob, delay as num, var/numticks = 5, var/needhand = 1)
if(!user || isnull(user))
return 0
if(numticks == 0)
return 0
var/delayfraction = round(delay/numticks)
var/original_loc = user.loc
var/holding = user.get_active_hand()
for(var/i = 0, i<numticks, i++)
sleep(delayfraction)
if(!user || user.stat || user.weakened || user.stunned || user.loc != original_loc)
return 0
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
return 0
return 1
//Takes: Anything that could possibly have variables and a varname to check.
//Returns: 1 if found, 0 if not.
/proc/hasvar(var/datum/A, var/varname)
@@ -861,7 +820,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
if(!istype(O,/obj)) continue
O.loc = X
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
M.loc = X
// var/area/AR = X.loc
@@ -995,7 +954,7 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
mobs += M
for(var/mob/M in mobs)
@@ -1080,10 +1039,9 @@ proc/get_mob_with_client_list()
//gets the turf the atom is located in (or itself, if it is a turf).
//returns null if the atom is not in a turf.
/proc/get_turf(atom/A)
if(!istype(A)) return
for(A, A && !isturf(A), A=A.loc);
return A
/proc/get_turf(atom/movable/A)
if(isturf(A)) return A
if(A && A.locs.len) return A.locs[1]
/proc/get(atom/loc, type)
while(loc)
@@ -1299,7 +1257,7 @@ var/list/WALLITEMS = list(
arglist = list2params(arglist)
return "<a href='?src=\ref[D];[arglist]'>[content]</a>"
/proc/get_random_colour(var/simple, var/lower, var/upper)
/proc/get_random_colour(var/simple, var/lower=0, var/upper=255)
var/colour
if(simple)
colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))
@@ -1351,3 +1309,15 @@ var/mob/dview/dview_mob = new
// call to generate a stack trace and print to runtime logs
/proc/crash_with(msg)
CRASH(msg)
/proc/screen_loc2turf(scr_loc, turf/origin)
var/tX = splittext(scr_loc, ",")
var/tY = splittext(tX[2], ":")
var/tZ = origin.z
tY = tY[1]
tX = splittext(tX[1], ":")
tX = tX[1]
tX = max(1, min(world.maxx, origin.x + (text2num(tX) - (world.view + 1))))
tY = max(1, min(world.maxy, origin.y + (text2num(tY) - (world.view + 1))))
return locate(tX, tY, tZ)

View File

@@ -7,13 +7,15 @@
#define isanimal(A) istype(A, /mob/living/simple_animal)
#define isairlock(A) istype(A, /obj/machinery/door/airlock)
#define isbrain(A) istype(A, /mob/living/carbon/brain)
#define iscarbon(A) istype(A, /mob/living/carbon)
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
#define isEye(A) istype(A, /mob/eye)
#define isEye(A) istype(A, /mob/observer/eye)
#define ishuman(A) istype(A, /mob/living/carbon/human)
@@ -23,7 +25,7 @@
#define isnewplayer(A) istype(A, /mob/new_player)
#define isobserver(A) istype(A, /mob/dead/observer)
#define isobserver(A) istype(A, /mob/observer/dead)
#define isorgan(A) istype(A, /obj/item/organ/external)
@@ -34,3 +36,7 @@
#define issilicon(A) istype(A, /mob/living/silicon)
#define isslime(A) istype(A, /mob/living/carbon/slime)
#define isxeno(A) istype(A, /mob/living/simple_animal/xeno)
#define RANDOM_BLOOD_TYPE pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")

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@@ -0,0 +1 @@
#define CLICKCATCHER_PLANE -99

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@@ -121,9 +121,9 @@
/obj/machinery/door/airlock/AIShiftClick() // Opens and closes doors!
if(density)
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "1"), 1) // 1 meaning no window (consistency!)
Topic(src, list("command"="open", "activate" = "1"))
else
Topic(src, list("src"= "\ref[src]", "command"="open", "activate" = "0"), 1)
Topic(src, list("command"="open", "activate" = "0"))
return 1
/atom/proc/AICtrlClick()
@@ -131,17 +131,17 @@
/obj/machinery/door/airlock/AICtrlClick() // Bolts doors
if(locked)
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "0"), 1)// 1 meaning no window (consistency!)
Topic(src, list("command"="bolts", "activate" = "0"))
else
Topic(src, list("src"= "\ref[src]", "command"="bolts", "activate" = "1"), 1)
Topic(src, list("command"="bolts", "activate" = "1"))
return 1
/obj/machinery/power/apc/AICtrlClick() // turns off/on APCs.
Topic(src, list("src"= "\ref[src]", "breaker"="1"), 1) // 1 meaning no window (consistency!)
Topic(src, list("breaker"="1"))
return 1
/obj/machinery/turretid/AICtrlClick() //turns off/on Turrets
Topic(src, list("src"= "\ref[src]", "command"="enable", "value"="[!enabled]"), 1) // 1 meaning no window (consistency!)
Topic(src, list("command"="enable", "value"="[!enabled]"))
return 1
/atom/proc/AIAltClick(var/atom/A)
@@ -150,14 +150,14 @@
/obj/machinery/door/airlock/AIAltClick() // Electrifies doors.
if(!electrified_until)
// permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "1"), 1) // 1 meaning no window (consistency!)
Topic(src, list("command"="electrify_permanently", "activate" = "1"))
else
// disable/6 is not in Topic; disable/5 disables both temporary and permanent shock
Topic(src, list("src"= "\ref[src]", "command"="electrify_permanently", "activate" = "0"), 1)
Topic(src, list("command"="electrify_permanently", "activate" = "0"))
return 1
/obj/machinery/turretid/AIAltClick() //toggles lethal on turrets
Topic(src, list("src"= "\ref[src]", "command"="lethal", "value"="[!lethal]"), 1) // 1 meaning no window (consistency!)
Topic(src, list("command"="lethal", "value"="[!lethal]"))
return 1
/atom/proc/AIMiddleClick(var/mob/living/silicon/user)
@@ -169,9 +169,9 @@
return
if(!src.lights)
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "1"), 1) // 1 meaning no window (consistency!)
Topic(src, list("command"="lights", "activate" = "1"))
else
Topic(src, list("src"= "\ref[src]", "command"="lights", "activate" = "0"), 1)
Topic(src, list("command"="lights", "activate" = "0"))
return 1
//

View File

@@ -87,6 +87,7 @@
if(in_throw_mode)
if(isturf(A) || isturf(A.loc))
throw_item(A)
trigger_aiming(TARGET_CAN_CLICK)
return 1
throw_mode_off()
@@ -94,20 +95,14 @@
if(W == A) // Handle attack_self
W.attack_self(src)
if(hand)
update_inv_l_hand(0)
else
update_inv_r_hand(0)
trigger_aiming(TARGET_CAN_CLICK)
update_inv_active_hand(0)
return 1
//Atoms on your person
// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
var/sdepth = A.storage_depth(src)
if((!isturf(A) && A == loc) || (sdepth != -1 && sdepth <= 1))
// faster access to objects already on you
if(A.loc != src)
setMoveCooldown(10) //getting something out of a backpack
if(W)
var/resolved = W.resolve_attackby(A, src)
if(!resolved && A && W)
@@ -116,6 +111,8 @@
if(ismob(A)) // No instant mob attacking
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return 1
if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
@@ -126,8 +123,6 @@
sdepth = A.storage_depth_turf()
if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
if(A.Adjacent(src)) // see adjacent.dm
setMoveCooldown(5)
if(W)
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = W.resolve_attackby(A,src)
@@ -137,12 +132,15 @@
if(ismob(A)) // No instant mob attacking
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
trigger_aiming(TARGET_CAN_CLICK)
return
else // non-adjacent click
if(W)
W.afterattack(A, src, 0, params) // 0: not Adjacent
else
RangedAttack(A, params)
trigger_aiming(TARGET_CAN_CLICK)
return 1
/mob/proc/setClickCooldown(var/timeout)
@@ -194,15 +192,8 @@
if((LASER in mutations) && a_intent == I_HURT)
LaserEyes(A) // moved into a proc below
else if(TK in mutations)
switch(get_dist(src,A))
if(1 to 5) // not adjacent may mean blocked by window
setMoveCooldown(2)
if(5 to 7)
setMoveCooldown(5)
if(8 to tk_maxrange)
setMoveCooldown(10)
else
return
if(get_dist(src, A) > tk_maxrange)
return
A.attack_tk(src)
/*
Restrained ClickOn
@@ -328,3 +319,28 @@
else direction = WEST
if(direction != dir)
facedir(direction)
/obj/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "click_catcher"
plane = CLICKCATCHER_PLANE
mouse_opacity = 2
screen_loc = "CENTER-7,CENTER-7"
/obj/screen/click_catcher/proc/MakeGreed()
. = list()
for(var/i = 0, i<15, i++)
for(var/j = 0, j<15, j++)
var/obj/screen/click_catcher/CC = new()
CC.screen_loc = "NORTH-[i],EAST-[j]"
. += CC
/obj/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
if(modifiers["middle"] && istype(usr, /mob/living/carbon))
var/mob/living/carbon/C = usr
C.swap_hand()
else
var/turf/T = screen_loc2turf("screen-loc", get_turf(usr))
T.Click(location, control, params)
. = 1

View File

@@ -68,15 +68,15 @@
update_icon()
/obj/screen/movable/ability_master/proc/open_ability_master()
var/list/screen_loc_xy = text2list(screen_loc,",")
var/list/screen_loc_xy = splittext(screen_loc,",")
//Create list of X offsets
var/list/screen_loc_X = text2list(screen_loc_xy[1],":")
var/list/screen_loc_X = splittext(screen_loc_xy[1],":")
var/x_position = decode_screen_X(screen_loc_X[1])
var/x_pix = screen_loc_X[2]
//Create list of Y offsets
var/list/screen_loc_Y = text2list(screen_loc_xy[2],":")
var/list/screen_loc_Y = splittext(screen_loc_xy[2],":")
var/y_position = decode_screen_Y(screen_loc_Y[1])
var/y_pix = screen_loc_Y[2]

View File

@@ -40,9 +40,9 @@
using.layer = SCREEN_LAYER
adding += using
//Crew Monitorting
//Crew Monitoring
using = new /obj/screen()
using.name = "Crew Monitorting"
using.name = "Crew Monitoring"
using.icon = 'icons/mob/screen_ai.dmi'
using.icon_state = "crew_monitor"
using.screen_loc = ui_ai_crew_monitor
@@ -130,6 +130,8 @@
using.layer = SCREEN_LAYER
adding += using
mymob.client.screen = list()
mymob.client.screen += adding + other
mymob.client.screen += mymob.client.void
return

View File

@@ -21,26 +21,13 @@
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_alien_health
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen1_alien.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = ui_entire_screen
mymob.flash.layer = 17
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen1_alien.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.client.screen = null
mymob.client.screen += list( mymob.healths, mymob.blind, mymob.flash, mymob.fire) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen = list()
mymob.client.screen += list( mymob.healths, mymob.fire) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
mymob.client.screen += mymob.client.void

View File

@@ -0,0 +1,118 @@
#define FULLSCREEN_LAYER 18
#define DAMAGE_LAYER FULLSCREEN_LAYER + 0.1
#define BLIND_LAYER DAMAGE_LAYER + 0.1
#define CRIT_LAYER BLIND_LAYER + 0.1
/mob
var/list/screens = list()
/mob/proc/set_fullscreen(condition, screen_name, screen_type, arg)
condition ? overlay_fullscreen(screen_name, screen_type, arg) : clear_fullscreen(screen_name)
/mob/proc/overlay_fullscreen(category, type, severity)
var/obj/screen/fullscreen/screen = screens[category]
if(screen)
if(screen.type != type)
clear_fullscreen(category, FALSE)
screen = null
else if(!severity || severity == screen.severity)
return null
if(!screen)
screen = PoolOrNew(type)
screen.icon_state = "[initial(screen.icon_state)][severity]"
screen.severity = severity
screens[category] = screen
if(client && stat != DEAD)
client.screen += screen
return screen
/mob/proc/clear_fullscreen(category, animated = 10)
var/obj/screen/fullscreen/screen = screens[category]
if(!screen)
return
screens -= category
if(animated)
spawn(0)
animate(screen, alpha = 0, time = animated)
sleep(animated)
if(client)
client.screen -= screen
qdel(screen)
else
if(client)
client.screen -= screen
qdel(screen)
/mob/proc/clear_fullscreens()
for(var/category in screens)
clear_fullscreen(category)
/mob/proc/hide_fullscreens()
if(client)
for(var/category in screens)
client.screen -= screens[category]
/mob/proc/reload_fullscreen()
if(client && stat != DEAD) //dead mob do not see any of the fullscreen overlays that he has.
for(var/category in screens)
client.screen |= screens[category]
/obj/screen/fullscreen
icon = 'icons/mob/screen_full.dmi'
icon_state = "default"
screen_loc = "CENTER-7,CENTER-7"
layer = FULLSCREEN_LAYER
mouse_opacity = 0
var/severity = 0
/obj/screen/fullscreen/Destroy()
severity = 0
return ..()
/obj/screen/fullscreen/brute
icon_state = "brutedamageoverlay"
layer = DAMAGE_LAYER
/obj/screen/fullscreen/oxy
icon_state = "oxydamageoverlay"
layer = DAMAGE_LAYER
/obj/screen/fullscreen/crit
icon_state = "passage"
layer = CRIT_LAYER
/obj/screen/fullscreen/blind
icon_state = "blackimageoverlay"
layer = BLIND_LAYER
/obj/screen/fullscreen/impaired
icon_state = "impairedoverlay"
/obj/screen/fullscreen/blurry
icon = 'icons/mob/screen1.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "blurry"
/obj/screen/fullscreen/flash
icon = 'icons/mob/screen1.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "flash"
/obj/screen/fullscreen/flash/noise
icon_state = "noise"
/obj/screen/fullscreen/high
icon = 'icons/mob/screen1.dmi'
screen_loc = "WEST,SOUTH to EAST,NORTH"
icon_state = "druggy"
#undef FULLSCREEN_LAYER
#undef BLIND_LAYER
#undef DAMAGE_LAYER
#undef CRIT_LAYER

View File

@@ -6,12 +6,14 @@ var/datum/global_hud/global_hud = new()
var/list/global_huds = list(
global_hud.druggy,
global_hud.blurry,
global_hud.whitense,
global_hud.vimpaired,
global_hud.darkMask,
global_hud.nvg,
global_hud.thermal,
global_hud.meson,
global_hud.science)
global_hud.science
)
/datum/hud/var/obj/screen/grab_intent
/datum/hud/var/obj/screen/hurt_intent
@@ -21,6 +23,7 @@ var/list/global_huds = list(
/datum/global_hud
var/obj/screen/druggy
var/obj/screen/blurry
var/obj/screen/whitense
var/list/vimpaired
var/list/darkMask
var/obj/screen/nvg
@@ -53,6 +56,14 @@ var/list/global_huds = list(
blurry.layer = 17
blurry.mouse_opacity = 0
//static overlay effect for cameras and the like
whitense = new /obj/screen()
whitense.screen_loc = ui_entire_screen
whitense.icon = 'icons/effects/static.dmi'
whitense.icon_state = "1 light"
whitense.layer = 17
whitense.mouse_opacity = 0
nvg = setup_overlay("nvg_hud")
thermal = setup_overlay("thermal_hud")
meson = setup_overlay("meson_hud")
@@ -260,9 +271,9 @@ datum/hud/New(mob/owner)
if(ishuman(mymob))
human_hud(ui_style, ui_color, ui_alpha, mymob) // Pass the player the UI style chosen in preferences
else if(isrobot(mymob))
robot_hud()
robot_hud(ui_style, ui_color, ui_alpha, mymob)
else if(isbrain(mymob))
brain_hud(ui_style)
mymob.instantiate_hud(src)
else if(isalien(mymob))
larva_hud()
else if(isslime(mymob))
@@ -375,3 +386,9 @@ datum/hud/New(mob/owner)
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
update_action_buttons()
/mob/proc/add_click_catcher()
client.screen += client.void
/mob/new_player/add_click_catcher()
return

View File

@@ -162,7 +162,7 @@
inv_box.name = "r_hand"
inv_box.icon = ui_style
inv_box.icon_state = "r_hand_inactive"
if(mymob && !mymob.hand) //This being 0 or null means the right hand is in use
if(!target.hand) //This being 0 or null means the right hand is in use
inv_box.icon_state = "r_hand_active"
inv_box.screen_loc = ui_rhand
inv_box.slot_id = slot_r_hand
@@ -177,7 +177,7 @@
inv_box.name = "l_hand"
inv_box.icon = ui_style
inv_box.icon_state = "l_hand_inactive"
if(mymob && mymob.hand) //This being 1 means the left hand is in use
if(target.hand) //This being 1 means the left hand is in use
inv_box.icon_state = "l_hand_active"
inv_box.screen_loc = ui_lhand
inv_box.slot_id = slot_l_hand
@@ -313,31 +313,6 @@
mymob.wiz_energy_display.icon_state = "wiz_energy"
hud_elements |= mymob.wiz_energy_display
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.mouse_opacity = 0
mymob.blind.layer = 0
hud_elements |= mymob.blind
mymob.damageoverlay = new /obj/screen()
mymob.damageoverlay.icon = 'icons/mob/screen1_full.dmi'
mymob.damageoverlay.icon_state = "oxydamageoverlay0"
mymob.damageoverlay.name = "dmg"
mymob.damageoverlay.screen_loc = "1,1"
mymob.damageoverlay.mouse_opacity = 0
mymob.damageoverlay.layer = 18.1 //The black screen overlay sets layer to 18 to display it, this one has to be just on top.
hud_elements |= mymob.damageoverlay
mymob.flash = new /obj/screen()
mymob.flash.icon = ui_style
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = ui_entire_screen
mymob.flash.layer = 17
hud_elements |= mymob.flash
mymob.pain = new /obj/screen( null )
@@ -371,11 +346,12 @@
mymob.radio_use_icon.color = ui_color
mymob.radio_use_icon.alpha = ui_alpha
mymob.client.screen = null
mymob.client.screen = list()
mymob.client.screen += hud_elements
mymob.client.screen += src.adding + src.hotkeybuttons
inventory_shown = 0;
mymob.client.screen += mymob.client.void
inventory_shown = 0
return
@@ -397,10 +373,7 @@
f_style = "Shaved"
if(dna.species == "Human") //no more xenos losing ears/tentacles
h_style = pick("Bedhead", "Bedhead 2", "Bedhead 3")
undershirt = null
underwear_top = null
underwear_bottom = null
socks = null
all_underwear.Cut()
regenerate_icons()
/obj/screen/ling
@@ -416,7 +389,6 @@
/obj/screen/wizard/instability
name = "instability"
icon_state = "instability-1"
invisibility = 0
/obj/screen/wizard/energy
name = "energy"

View File

@@ -27,13 +27,13 @@
return
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = text2list(PM["screen-loc"], ",")
var/list/screen_loc_params = splittext(PM["screen-loc"], ",")
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = text2list(screen_loc_params[1],":")
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
screen_loc_X[1] = encode_screen_X(text2num(screen_loc_X[1]))
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = text2list(screen_loc_params[2],":")
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
screen_loc_Y[1] = encode_screen_Y(text2num(screen_loc_Y[1]))
if(snap2grid) //Discard Pixel Values

View File

@@ -5,14 +5,6 @@
/datum/hud/proc/ghost_hud()
return
/datum/hud/proc/brain_hud(ui_style = 'icons/mob/screen1_Midnight.dmi')
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.layer = 0
/datum/hud/proc/blob_hud(ui_style = 'icons/mob/screen1_Midnight.dmi')
blobpwrdisplay = new /obj/screen()
@@ -27,9 +19,10 @@
blobhealthdisplay.screen_loc = ui_internal
blobhealthdisplay.layer = 20
mymob.client.screen = null
mymob.client.screen = list()
mymob.client.screen += list(blobpwrdisplay, blobhealthdisplay)
mymob.client.screen += mymob.client.void
/datum/hud/proc/slime_hud(ui_style = 'icons/mob/screen1_Midnight.dmi')
@@ -94,8 +87,9 @@
src.adding += using
hurt_intent = using
mymob.client.screen = null
mymob.client.screen = list()
mymob.client.screen += src.adding
mymob.client.screen += mymob.client.void
return
@@ -114,13 +108,6 @@
else if(istype(mymob,/mob/living/simple_animal/construct/harvester))
constructtype = "harvester"
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen1.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = ui_entire_screen
mymob.flash.layer = 17
if(constructtype)
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen1_construct.dmi'
@@ -151,6 +138,7 @@
mymob.purged.name = "purged"
mymob.purged.screen_loc = ui_construct_purge
mymob.client.screen = null
mymob.client.screen = list()
mymob.client.screen += list(mymob.fire, mymob.healths, mymob.pullin, mymob.zone_sel, mymob.purged, mymob.flash)
mymob.client.screen += list(mymob.fire, mymob.healths, mymob.pullin, mymob.zone_sel, mymob.purged)
mymob.client.screen += mymob.client.void

View File

@@ -1,7 +1,20 @@
var/obj/screen/robot_inventory
/*
/mob/living/silicon/robot/instantiate_hud(var/datum/hud/HUD, var/ui_style, var/ui_color, var/ui_alpha)
HUD.robot_hud(ui_style, ui_color, ui_alpha, src)*/
/datum/hud/proc/robot_hud(ui_style='icons/mob/screen1_robot.dmi', var/ui_color = "#ffffff", var/ui_alpha = 255, var/mob/living/silicon/robot/target)
/* var/datum/hud_data/hud_data
if(!istype(target))
hud_data = new()
/datum/hud/proc/robot_hud()
if(hud_data.icon)
ui_style = hud_data.icon*/
if(ui_style == 'icons/mob/screen/minimalist.dmi')
ui_style = 'icons/mob/screen1_robot_minimalist.dmi'
else
ui_style = 'icons/mob/screen1_robot.dmi'
src.adding = list()
src.other = list()
@@ -12,7 +25,9 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "radio"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "radio"
using.screen_loc = ui_movi
using.layer = 20
@@ -23,7 +38,9 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module1"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
@@ -33,7 +50,9 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module2"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
@@ -43,7 +62,9 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "module3"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
@@ -56,7 +77,8 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "act_intent"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.alpha = ui_alpha
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = 20
@@ -65,47 +87,60 @@ var/obj/screen/robot_inventory
//Cell
mymob:cells = new /obj/screen()
mymob:cells.icon = 'icons/mob/screen1_robot.dmi'
mymob:cells.icon = ui_style
mymob:cells.icon_state = "charge-empty"
mymob:cells.alpha = ui_alpha
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
src.other += mymob:cells
//Health
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen1_robot.dmi'
mymob.healths.icon = ui_style
mymob.healths.icon_state = "health0"
mymob.healths.alpha = ui_alpha
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_borg_health
src.other += mymob.healths
//Installed Module
mymob.hands = new /obj/screen()
mymob.hands.icon = 'icons/mob/screen1_robot.dmi'
mymob.hands.icon = ui_style
mymob.hands.icon_state = "nomod"
mymob.hands.alpha = ui_alpha
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_borg_module
src.other += mymob.hands
//Module Panel
using = new /obj/screen()
using.name = "panel"
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon = ui_style
using.icon_state = "panel"
using.alpha = ui_alpha
using.screen_loc = ui_borg_panel
using.layer = 19
src.adding += using
//Store
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen1_robot.dmi'
mymob.throw_icon.icon = ui_style
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.alpha = ui_alpha
mymob.throw_icon.color = ui_color
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
src.other += mymob.throw_icon
//Inventory
robot_inventory = new /obj/screen()
robot_inventory.name = "inventory"
robot_inventory.icon = 'icons/mob/screen1_robot.dmi'
robot_inventory.icon = ui_style
robot_inventory.icon_state = "inventory"
robot_inventory.alpha = ui_alpha
robot_inventory.color = ui_color
robot_inventory.screen_loc = ui_borg_inventory
src.other += robot_inventory
//Temp
mymob.bodytemp = new /obj/screen()
@@ -113,54 +148,56 @@ var/obj/screen/robot_inventory
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen1_robot.dmi'
mymob.oxygen.icon = ui_style
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.alpha = ui_alpha
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
src.other += mymob.oxygen
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen1_robot.dmi'
mymob.fire.icon = ui_style
mymob.fire.icon_state = "fire0"
mymob.fire.alpha = ui_alpha
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
src.other += mymob.fire
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen1_robot.dmi'
mymob.pullin.icon = ui_style
mymob.pullin.icon_state = "pull0"
mymob.pullin.alpha = ui_alpha
mymob.pullin.color = ui_color
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_borg_pull
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen1_robot.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = ui_entire_screen
mymob.flash.layer = 17
src.other += mymob.pullin
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = 'icons/mob/screen1_robot.dmi'
mymob.zone_sel.icon = ui_style
mymob.zone_sel.alpha = ui_alpha
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
mymob.gun_setting_icon.icon = ui_style
mymob.gun_setting_icon.alpha = ui_alpha
mymob.item_use_icon = new /obj/screen/gun/item(null)
mymob.item_use_icon.icon = ui_style
mymob.item_use_icon.alpha = ui_alpha
mymob.gun_move_icon = new /obj/screen/gun/move(null)
mymob.gun_move_icon.icon = ui_style
mymob.gun_move_icon.alpha = ui_alpha
mymob.radio_use_icon = new /obj/screen/gun/radio(null)
mymob.radio_use_icon.icon = ui_style
mymob.radio_use_icon.alpha = ui_alpha
mymob.client.screen = null
mymob.client.screen = list()
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, robot_inventory, mymob.gun_setting_icon)
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, robot_inventory, mymob.gun_setting_icon)
mymob.client.screen += src.adding + src.other
mymob.client.screen += mymob.client.void
return

View File

@@ -420,7 +420,7 @@
var/mob/living/silicon/ai/AI = usr
AI.toggle_camera_light()
if("Crew Monitorting")
if("Crew Monitoring")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.subsystem_crew_monitor()

View File

@@ -57,15 +57,15 @@
overlays.Add(open_state)
/obj/screen/movable/spell_master/proc/open_spellmaster()
var/list/screen_loc_xy = text2list(screen_loc,",")
var/list/screen_loc_xy = splittext(screen_loc,",")
//Create list of X offsets
var/list/screen_loc_X = text2list(screen_loc_xy[1],":")
var/list/screen_loc_X = splittext(screen_loc_xy[1],":")
var/x_position = decode_screen_X(screen_loc_X[1])
var/x_pix = screen_loc_X[2]
//Create list of Y offsets
var/list/screen_loc_Y = text2list(screen_loc_xy[2],":")
var/list/screen_loc_Y = splittext(screen_loc_xy[2],":")
var/y_position = decode_screen_Y(screen_loc_Y[1])
var/y_pix = screen_loc_Y[2]

View File

@@ -1,40 +1,59 @@
/*
=== Item Click Call Sequences ===
These are the default click code call sequences used when clicking on stuff with an item.
Atoms:
mob/ClickOn() calls the item's resolve_attackby() proc.
item/resolve_attackby() calls the target atom's attackby() proc.
Mobs:
mob/living/attackby() after checking for surgery, calls the item's attack() proc.
item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
Item Hit Effects:
item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
*/
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
/obj/item/proc/resolve_attackby(atom/A, mob/user)
add_fingerprint(user)
return A.attackby(src, user)
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(!(W.flags&NOBLUDGEON))
if(!(W.flags & NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(I) && ismob(user))
I.attack(src, user)
if(!ismob(user))
return 0
if(can_operate(src) && I.do_surgery(src,user)) //Surgery
return 1
return I.attack(src, user, user.zone_sel.selecting)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
//TODO: refactor mob attack code.
/*
Busy writing something else that I don't want to get mixed up in a general attack code, and I don't want to forget this so leaving a note here.
leave attackby() as handling the general case of "using an item on a mob"
attackby() will decide to call attacked_by() or not.
attacked_by() will be made a living level proc and handle the specific case of "attacking with an item to cause harm"
attacked_by() will then call attack() so that stunbatons and other weapons that have special attack effects can do their thing.
attacked_by() will handle hitting/missing/logging as it does now, and will call attack() to apply the attack effects (damage) instead of the other way around (as it is now).
*/
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if(!istype(M) || (can_operate(M) && do_surgery(M,user,src))) return 0
//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone)
if(!force || (flags & NOBLUDGEON))
return 0
if(M == user && user.a_intent != I_HURT)
return 0
/////////////////////////
user.lastattacked = M
@@ -46,50 +65,22 @@ attacked_by() will handle hitting/missing/logging as it does now, and will call
msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])" )
/////////////////////////
// Attacking someone with a weapon while they are neck-grabbed
if(user.a_intent == I_HURT)
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if(G.assailant == user && G.state >= GRAB_NECK)
M.attack_throat(src, G, user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
var/hit_zone = M.resolve_item_attack(src, user, target_zone)
if(hit_zone)
apply_hit_effect(M, user, hit_zone)
return 1
//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(hitsound)
playsound(loc, hitsound, 50, 1, -1)
var/power = force
if(HULK in user.mutations)
power *= 2
return target.hit_with_weapon(src, user, power, hit_zone)
// TODO: needs to be refactored into a mob/living level attacked_by() proc. ~Z
user.do_attack_animation(M)
user.break_cloak()
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
// Handle striking to cripple.
var/dislocation_str
if(user.a_intent == I_DISARM)
dislocation_str = H.attack_joint(src, user, def_zone)
if(H.attacked_by(src, user, def_zone) && hitsound)
playsound(loc, hitsound, 50, 1, -1)
spawn(1) //ugh I hate this but I don't want to root through human attack procs to print it after this call resolves.
if(dislocation_str) user.visible_message("<span class='danger'>[dislocation_str]</span>")
return 1
return 0
else
if(attack_verb.len)
user.visible_message("<span class='danger'>[M] has been [pick(attack_verb)] with [src] by [user]!</span>")
else
user.visible_message("<span class='danger'>[M] has been attacked with [src] by [user]!</span>")
if (hitsound)
playsound(loc, hitsound, 50, 1, -1)
switch(damtype)
if("brute")
M.take_organ_damage(power)
if(prob(33)) // Added blood for whacking non-humans too
var/turf/simulated/location = get_turf(M)
if(istype(location)) location.add_blood_floor(M)
if("fire")
if (!(COLD_RESISTANCE in M.mutations))
M.take_organ_damage(0, power)
M << "Aargh it burns!"
M.updatehealth()
add_fingerprint(user)
return 1

View File

@@ -1,5 +1,5 @@
/client/var/inquisitive_ghost = 1
/mob/dead/observer/verb/toggle_inquisition() // warning: unexpected inquisition
/mob/observer/dead/verb/toggle_inquisition() // warning: unexpected inquisition
set name = "Toggle Inquisitiveness"
set desc = "Sets whether your ghost examines everything on click by default"
set category = "Ghost"
@@ -10,25 +10,24 @@
else
src << "<span class='notice'>You will no longer examine things you click on.</span>"
/mob/dead/observer/DblClickOn(var/atom/A, var/params)
/mob/observer/dead/DblClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
if(can_reenter_corpse && mind && mind.current)
if(A == mind.current || (mind.current in A)) // double click your corpse or whatever holds it
reenter_corpse() // (cloning scanner, body bag, closet, mech, etc)
return // seems legit.
return
// Things you might plausibly want to follow
if((ismob(A) && A != src) || istype(A,/obj/singularity))
if(istype(A,/atom/movable))
ManualFollow(A)
// Otherwise jump
else
following = null
forceMove(get_turf(A))
/mob/dead/observer/ClickOn(var/atom/A, var/params)
/mob/observer/dead/ClickOn(var/atom/A, var/params)
if(client.buildmode)
build_click(src, client.buildmode, params, A)
return
@@ -39,7 +38,7 @@
A.attack_ghost(src)
// Oh by the way this didn't work with old click code which is why clicking shit didn't spam you
/atom/proc/attack_ghost(mob/dead/observer/user as mob)
/atom/proc/attack_ghost(mob/observer/dead/user as mob)
if(user.client && user.client.inquisitive_ghost)
user.examinate(src)
return

View File

@@ -55,6 +55,7 @@
if(!..())
return 0
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
A.attack_generic(src,rand(5,6),"bitten")
/*
@@ -76,6 +77,9 @@
Feedstop()
return
//should have already been set if we are attacking a mob, but it doesn't hurt and will cover attacking non-mobs too
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/mob/living/M = A
if (istype(M))
@@ -88,7 +92,7 @@
if (powerlevel > 0 && !istype(A, /mob/living/carbon/slime))
if(ishuman(M))
var/mob/living/carbon/human/H = M
stunprob *= H.species.siemens_coefficient
stunprob *= max(H.species.siemens_coefficient,0)
switch(power * 10)
@@ -144,6 +148,7 @@
custom_emote(1,"[friendly] [A]!")
return
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/damage = rand(melee_damage_lower, melee_damage_upper)
if(A.attack_generic(src,damage,attacktext,environment_smash) && loc && attack_sound)
playsound(loc, attack_sound, 50, 1, 1)

View File

@@ -107,20 +107,11 @@ var/const/tk_maxrange = 15
return
var/d = get_dist(user, target)
if(focus) d = max(d,get_dist(user,focus)) // whichever is further
switch(d)
if(0)
;
if(1 to 5) // not adjacent may mean blocked by window
if(!proximity)
user.setMoveCooldown(2)
if(5 to 7)
user.setMoveCooldown(5)
if(8 to tk_maxrange)
user.setMoveCooldown(10)
else
user << "<span class='notice'>Your mind won't reach that far.</span>"
return
if(focus)
d = max(d, get_dist(user, focus)) // whichever is further
if(d > tk_maxrange)
user << "<span class='notice'>Your mind won't reach that far.</span>"
return
if(!focus)
focus_object(target, user)

10
code/_unit_tests.dm Normal file
View File

@@ -0,0 +1,10 @@
/*
*
* This file is used by Travis to indicate that Unit Tests are to be ran.
* Do not add anything but the UNIT_TEST definition here as it will be overwritten by Travis when running tests.
*
*
* Should you wish to edit set UNIT_TEST to 1 like so:
* #define UNIT_TEST 1
*/
#define UNIT_TEST 0

View File

@@ -1,32 +0,0 @@
// DM Environment file for ProcessScheduler.dme.
// All manual changes should be made outside the BEGIN_ and END_ blocks.
// New source code should be placed in .dm files: choose File/New --> Code File.
// BEGIN_INTERNALS
// END_INTERNALS
// BEGIN_FILE_DIR
#define FILE_DIR .
// END_FILE_DIR
// BEGIN_PREFERENCES
// END_PREFERENCES
// BEGIN_INCLUDE
#include "core\_define.dm"
#include "core\_stubs.dm"
#include "core\process.dm"
#include "core\processScheduler.dm"
#include "core\updateQueue.dm"
#include "core\updateQueueWorker.dm"
#include "test\processSchedulerView.dm"
#include "test\testDyingUpdateQueueProcess.dm"
#include "test\testHarness.dm"
#include "test\testHungProcess.dm"
#include "test\testNiceProcess.dm"
#include "test\testSlowProcess.dm"
#include "test\testUpdateQueue.dm"
#include "test\testUpdateQueueProcess.dm"
#include "test\testZombieProcess.dm"
// END_INCLUDE

View File

@@ -4,15 +4,7 @@
* This file contains constructs that the process scheduler expects to exist
* in a standard ss13 fork.
*/
/*
/**
* message_admins
*
* sends a message to admins
*/
/proc/message_admins(msg)
world << msg
*/
/**
* logTheThing
*
@@ -22,17 +14,6 @@
*/
/proc/logTheThing(type, source, target, text, diaryType)
if(diaryType)
world << "Diary: \[[diaryType]:[type]] [text]"
log_debug("Diary: \[[diaryType]:[type]] [text]")
else
world << "Log: \[[type]] [text]"
/**
* var/disposed
*
* In goonstation, disposed is set to 1 after an object enters the delete queue
* or the object is placed in an object pool (effectively out-of-play so to speak)
*/
/datum/var/disposed
// Garbage collection (controller).
/datum/var/gcDestroyed
/datum/var/timeDestroyed
log_debug("Log: \[[type]] [text]")

View File

@@ -48,7 +48,7 @@
// This controls how often the process will yield (call sleep(0)) while it is running.
// Every concurrent process should sleep periodically while running in order to allow other
// processes to execute concurrently.
var/tmp/sleep_interval = PROCESS_DEFAULT_SLEEP_INTERVAL
var/tmp/sleep_interval
// hang_warning_time - this is the time (in 1/10 seconds) after which the server will begin to show "maybe hung" in the context window
var/tmp/hang_warning_time = PROCESS_DEFAULT_HANG_WARNING_TIME
@@ -59,20 +59,20 @@
// hang_restart_time - After this much time(in 1/10 seconds), the server will automatically kill and restart the process.
var/tmp/hang_restart_time = PROCESS_DEFAULT_HANG_RESTART_TIME
// cpu_threshold - if world.cpu >= cpu_threshold, scheck() will call sleep(1) to defer further work until the next tick. This keeps a process from driving a tick into overtime (causing perceptible lag)
var/tmp/cpu_threshold = PROCESS_DEFAULT_CPU_THRESHOLD
// How many times in the current run has the process deferred work till the next tick?
var/tmp/cpu_defer_count = 0
// How many SCHECKs have been skipped (to limit btime calls)
var/tmp/calls_since_last_scheck = 0
/**
* recordkeeping vars
*/
// Records the time (server ticks) at which the process last finished sleeping
// Records the time (1/10s timeofday) at which the process last finished sleeping
var/tmp/last_slept = 0
// Records the time (s-ticks) at which the process last began running
// Records the time (1/10s timeofday) at which the process last began running
var/tmp/run_start = 0
// Records the number of times this process has been killed and restarted
@@ -85,26 +85,33 @@
var/tmp/last_object
datum/controller/process/New(var/datum/controller/processScheduler/scheduler)
// Counts the number of times an exception has occurred; gets reset after 10
var/tmp/list/exceptions = list()
// Number of deciseconds to delay before starting the process
var/start_delay = 0
/datum/controller/process/New(var/datum/controller/processScheduler/scheduler)
..()
main = scheduler
previousStatus = "idle"
idle()
name = "process"
schedule_interval = 50
sleep_interval = 2
sleep_interval = world.tick_lag / PROCESS_DEFAULT_SLEEP_INTERVAL
last_slept = 0
run_start = 0
ticks = 0
last_task = 0
last_object = null
datum/controller/process/proc/started()
/datum/controller/process/proc/started()
var/timeofhour = TimeOfHour
// Initialize last_slept so we can know when to sleep
last_slept = world.timeofday
last_slept = timeofhour
// Initialize run_start so we can detect hung processes.
run_start = world.timeofday
run_start = timeofhour
// Initialize defer count
cpu_defer_count = 0
@@ -114,65 +121,65 @@ datum/controller/process/proc/started()
onStart()
datum/controller/process/proc/finished()
/datum/controller/process/proc/finished()
ticks++
idle()
main.processFinished(src)
onFinish()
datum/controller/process/proc/doWork()
/datum/controller/process/proc/doWork()
datum/controller/process/proc/setup()
/datum/controller/process/proc/setup()
datum/controller/process/proc/process()
/datum/controller/process/proc/process()
started()
doWork()
finished()
datum/controller/process/proc/running()
/datum/controller/process/proc/running()
idle = 0
queued = 0
running = 1
hung = 0
setStatus(PROCESS_STATUS_RUNNING)
datum/controller/process/proc/idle()
/datum/controller/process/proc/idle()
queued = 0
running = 0
idle = 1
hung = 0
setStatus(PROCESS_STATUS_IDLE)
datum/controller/process/proc/queued()
/datum/controller/process/proc/queued()
idle = 0
running = 0
queued = 1
hung = 0
setStatus(PROCESS_STATUS_QUEUED)
datum/controller/process/proc/hung()
/datum/controller/process/proc/hung()
hung = 1
setStatus(PROCESS_STATUS_HUNG)
datum/controller/process/proc/handleHung()
/datum/controller/process/proc/handleHung()
var/timeofhour = TimeOfHour
var/datum/lastObj = last_object
var/lastObjType = "null"
if(istype(lastObj))
lastObjType = lastObj.type
// If world.timeofday has rolled over, then we need to adjust.
if (world.timeofday < run_start)
run_start -= 864000
var/msg = "[name] process hung at tick #[ticks]. Process was unresponsive for [(world.timeofday - run_start) / 10] seconds and was restarted. Last task: [last_task]. Last Object Type: [lastObjType]"
// If timeofhour has rolled over, then we need to adjust.
if (timeofhour < run_start)
run_start -= 36000
var/msg = "[name] process hung at tick #[ticks]. Process was unresponsive for [(timeofhour - run_start) / 10] seconds and was restarted. Last task: [last_task]. Last Object Type: [lastObjType]"
logTheThing("debug", null, null, msg)
logTheThing("diary", null, null, msg, "debug")
message_admins(msg)
main.restartProcess(src.name)
datum/controller/process/proc/kill()
/datum/controller/process/proc/kill()
if (!killed)
var/msg = "[name] process was killed at tick #[ticks]."
logTheThing("debug", null, null, msg)
@@ -182,59 +189,68 @@ datum/controller/process/proc/kill()
// Allow inheritors to clean up if needed
onKill()
killed = TRUE
// This should del
del(src)
del(src) // This should del
datum/controller/process/proc/scheck(var/tickId = 0)
// Do not call this directly - use SHECK or SCHECK_EVERY
/datum/controller/process/proc/sleepCheck(var/tickId = 0)
calls_since_last_scheck = 0
if (killed)
// The kill proc is the only place where killed is set.
// The kill proc should have deleted this datum, and all sleeping procs that are
// owned by it.
CRASH("A killed process is still running somehow...")
if (hung)
// This will only really help if the doWork proc ends up in an infinite loop.
handleHung()
CRASH("Process [name] hung and was restarted.")
// For each tick the process defers, it increments the cpu_defer_count so we don't
// defer indefinitely
if (world.cpu >= cpu_threshold + cpu_defer_count * 10)
sleep(1)
if (main.getCurrentTickElapsedTime() > main.timeAllowance)
sleep(world.tick_lag)
cpu_defer_count++
last_slept = world.timeofday
last_slept = TimeOfHour
else
// If world.timeofday has rolled over, then we need to adjust.
if (world.timeofday < last_slept)
last_slept -= 864000
var/timeofhour = TimeOfHour
// If timeofhour has rolled over, then we need to adjust.
if (timeofhour < last_slept)
last_slept -= 36000
if (world.timeofday > last_slept + sleep_interval)
// If we haven't slept in sleep_interval ticks, sleep to allow other work to proceed.
if (timeofhour > last_slept + sleep_interval)
// If we haven't slept in sleep_interval deciseconds, sleep to allow other work to proceed.
sleep(0)
last_slept = world.timeofday
last_slept = TimeOfHour
datum/controller/process/proc/update()
/datum/controller/process/proc/update()
// Clear delta
if(previousStatus != status)
setStatus(status)
var/elapsedTime = getElapsedTime()
if (elapsedTime > hang_restart_time)
if (hung)
handleHung()
return
else if (elapsedTime > hang_restart_time)
hung()
else if (elapsedTime > hang_alert_time)
setStatus(PROCESS_STATUS_PROBABLY_HUNG)
else if (elapsedTime > hang_warning_time)
setStatus(PROCESS_STATUS_MAYBE_HUNG)
datum/controller/process/proc/getElapsedTime()
if (world.timeofday < run_start)
return world.timeofday - (run_start - 864000)
return world.timeofday - run_start
datum/controller/process/proc/tickDetail()
/datum/controller/process/proc/getElapsedTime()
var/timeofhour = TimeOfHour
if (timeofhour < run_start)
return timeofhour - (run_start - 36000)
return timeofhour - run_start
/datum/controller/process/proc/tickDetail()
return
datum/controller/process/proc/getContext()
/datum/controller/process/proc/getContext()
return "<tr><td>[name]</td><td>[main.averageRunTime(src)]</td><td>[main.last_run_time[src]]</td><td>[main.highest_run_time[src]]</td><td>[ticks]</td></tr>\n"
datum/controller/process/proc/getContextData()
/datum/controller/process/proc/getContextData()
return list(
"name" = name,
"averageRunTime" = main.averageRunTime(src),
@@ -246,10 +262,10 @@ datum/controller/process/proc/getContextData()
"disabled" = disabled
)
datum/controller/process/proc/getStatus()
/datum/controller/process/proc/getStatus()
return status
datum/controller/process/proc/getStatusText(var/s = 0)
/datum/controller/process/proc/getStatusText(var/s = 0)
if(!s)
s = status
switch(s)
@@ -268,21 +284,21 @@ datum/controller/process/proc/getStatusText(var/s = 0)
else
return "UNKNOWN"
datum/controller/process/proc/getPreviousStatus()
/datum/controller/process/proc/getPreviousStatus()
return previousStatus
datum/controller/process/proc/getPreviousStatusText()
/datum/controller/process/proc/getPreviousStatusText()
return getStatusText(previousStatus)
datum/controller/process/proc/setStatus(var/newStatus)
/datum/controller/process/proc/setStatus(var/newStatus)
previousStatus = status
status = newStatus
datum/controller/process/proc/setLastTask(var/task, var/object)
/datum/controller/process/proc/setLastTask(var/task, var/object)
last_task = task
last_object = object
datum/controller/process/proc/_copyStateFrom(var/datum/controller/process/target)
/datum/controller/process/proc/_copyStateFrom(var/datum/controller/process/target)
main = target.main
name = target.name
schedule_interval = target.schedule_interval
@@ -295,28 +311,62 @@ datum/controller/process/proc/_copyStateFrom(var/datum/controller/process/target
last_object = target.last_object
copyStateFrom(target)
datum/controller/process/proc/copyStateFrom(var/datum/controller/process/target)
/datum/controller/process/proc/copyStateFrom(var/datum/controller/process/target)
datum/controller/process/proc/onKill()
/datum/controller/process/proc/onKill()
datum/controller/process/proc/onStart()
/datum/controller/process/proc/onStart()
datum/controller/process/proc/onFinish()
/datum/controller/process/proc/onFinish()
datum/controller/process/proc/disable()
/datum/controller/process/proc/disable()
disabled = 1
datum/controller/process/proc/enable()
/datum/controller/process/proc/enable()
disabled = 0
/datum/controller/process/proc/getAverageRunTime()
return main.averageRunTime(src)
/datum/controller/process/proc/getLastRunTime()
return main.getProcessLastRunTime(src)
/datum/controller/process/proc/getHighestRunTime()
return main.getProcessHighestRunTime(src)
/datum/controller/process/proc/getTicks()
return ticks
/datum/controller/process/proc/getStatName()
return name
/datum/controller/process/proc/statProcess()
var/averageRunTime = round(getAverageRunTime(), 0.1)/10
var/lastRunTime = round(getLastRunTime(), 0.1)/10
var/highestRunTime = round(getHighestRunTime(), 0.1)/10
stat("[name]", "T#[getTicks()] | AR [averageRunTime] | LR [lastRunTime] | HR [highestRunTime] | D [cpu_defer_count]")
/datum/controller/process/proc/getTickTime()
return "#[getTicks()]\t- [getLastRunTime()]"
/datum/controller/process/proc/catchException(var/exception/e, var/thrower)
var/etext = "[e]"
var/eid = "[e]" // Exception ID, for tracking repeated exceptions
var/ptext = "" // "processing..." text, for what was being processed (if known)
if(istype(e))
etext += " in [e.file], line [e.line]"
eid = "[e.file]:[e.line]"
if(eid in exceptions)
if(exceptions[eid]++ >= 10)
return
else
exceptions[eid] = 1
if(istype(thrower, /datum))
var/datum/D = thrower
ptext = " processing [D.type]"
if(istype(thrower, /atom))
var/atom/A = thrower
ptext += " ([A]) ([A.x],[A.y],[A.z])"
log_to_dd("\[[time_stamp()]\] Process [name] caught exception[ptext]: [etext]")
if(exceptions[eid] >= 10)
log_to_dd("This exception will now be ignored for ten minutes.")
spawn(6000)
exceptions[eid] = 0
/datum/controller/process/proc/catchBadType(var/datum/caught)
if(isnull(caught) || !istype(caught) || !isnull(caught.gcDestroyed))
return // Only bother with types we can identify and that don't belong
catchException("Type [caught.type] does not belong in process' queue")

View File

@@ -17,7 +17,10 @@ var/global/datum/controller/processScheduler/processScheduler
// Process name -> process object map
var/tmp/datum/controller/process/list/nameToProcessMap = new
// Process last start times
// Process last queued times (world time)
var/tmp/datum/controller/process/list/last_queued = new
// Process last start times (real time)
var/tmp/datum/controller/process/list/last_start = new
// Process last run durations
@@ -29,8 +32,8 @@ var/global/datum/controller/processScheduler/processScheduler
// Process highest run time
var/tmp/datum/controller/process/list/highest_run_time = new
// Sleep 1 tick -- This may be too aggressive.
var/tmp/scheduler_sleep_interval = 1
// How long to sleep between runs (set to tick_lag in New)
var/tmp/scheduler_sleep_interval
// Controls whether the scheduler is running or not
var/tmp/isRunning = 0
@@ -38,6 +41,25 @@ var/global/datum/controller/processScheduler/processScheduler
// Setup for these processes will be deferred until all the other processes are set up.
var/tmp/list/deferredSetupList = new
var/tmp/currentTick = 0
var/tmp/currentTickStart = 0
var/tmp/timeAllowance = 0
var/tmp/cpuAverage = 0
var/tmp/timeAllowanceMax = 0
/datum/controller/processScheduler/New()
..()
// When the process scheduler is first new'd, tick_lag may be wrong, so these
// get re-initialized when the process scheduler is started.
// (These are kept here for any processes that decide to process before round start)
scheduler_sleep_interval = world.tick_lag
timeAllowance = world.tick_lag * 0.5
timeAllowanceMax = world.tick_lag
/**
* deferSetupFor
* @param path processPath
@@ -57,7 +79,7 @@ var/global/datum/controller/processScheduler/processScheduler
var/process
// Add all the processes we can find, except for the ticker
for (process in typesof(/datum/controller/process) - /datum/controller/process)
for (process in subtypesof(/datum/controller/process))
if (!(process in deferredSetupList))
addProcess(new process(src))
@@ -66,11 +88,22 @@ var/global/datum/controller/processScheduler/processScheduler
/datum/controller/processScheduler/proc/start()
isRunning = 1
// tick_lag will have been set by now, so re-initialize these
scheduler_sleep_interval = world.tick_lag
timeAllowance = world.tick_lag * 0.5
timeAllowanceMax = world.tick_lag
updateStartDelays()
spawn(0)
process()
/datum/controller/processScheduler/proc/process()
updateCurrentTickData()
for(var/i=world.tick_lag,i<world.tick_lag*50,i+=world.tick_lag)
spawn(i) updateCurrentTickData()
while(isRunning)
// Hopefully spawning this for 50 ticks in the future will make it the first thing in the queue.
spawn(world.tick_lag*50) updateCurrentTickData()
checkRunningProcesses()
queueProcesses()
runQueuedProcesses()
@@ -92,15 +125,11 @@ var/global/datum/controller/processScheduler/processScheduler
// Check status changes
if(status != previousStatus)
//Status changed.
switch(status)
if(PROCESS_STATUS_MAYBE_HUNG)
message_admins("Process '[p.name]' is [p.getStatusText(status)].")
if(PROCESS_STATUS_PROBABLY_HUNG)
message_admins("Process '[p.name]' is [p.getStatusText(status)].")
message_admins("Process '[p.name]' may be hung.")
if(PROCESS_STATUS_HUNG)
message_admins("Process '[p.name]' is [p.getStatusText(status)].")
p.handleHung()
message_admins("Process '[p.name]' is hung and will be restarted.")
/datum/controller/processScheduler/proc/queueProcesses()
for(var/datum/controller/process/p in processes)
@@ -108,12 +137,8 @@ var/global/datum/controller/processScheduler/processScheduler
if (p.disabled || p.running || p.queued || !p.idle)
continue
// If world.timeofday has rolled over, then we need to adjust.
if (world.timeofday < last_start[p])
last_start[p] -= 864000
// If the process should be running by now, go ahead and queue it
if (world.timeofday > last_start[p] + p.schedule_interval)
if (world.time >= last_queued[p] + p.schedule_interval)
setQueuedProcessState(p)
/datum/controller/processScheduler/proc/runQueuedProcesses()
@@ -176,6 +201,10 @@ var/global/datum/controller/processScheduler/processScheduler
nameToProcessMap[newProcess.name] = newProcess
/datum/controller/processScheduler/proc/updateStartDelays()
for(var/datum/controller/process/p in processes)
if(p.start_delay)
last_queued[p] = world.time - p.start_delay
/datum/controller/processScheduler/proc/runProcess(var/datum/controller/process/process)
spawn(0)
@@ -197,8 +226,6 @@ var/global/datum/controller/processScheduler/processScheduler
if (!(process in idle))
idle += process
process.idle()
/datum/controller/processScheduler/proc/setQueuedProcessState(var/datum/controller/process/process)
if (process in running)
running -= process
@@ -218,21 +245,22 @@ var/global/datum/controller/processScheduler/processScheduler
if (!(process in running))
running += process
process.running()
/datum/controller/processScheduler/proc/recordStart(var/datum/controller/process/process, var/time = null)
if (isnull(time))
time = world.timeofday
last_start[process] = time
time = TimeOfHour
last_queued[process] = world.time
last_start[process] = time
else
last_queued[process] = (time == 0 ? 0 : world.time)
last_start[process] = time
/datum/controller/processScheduler/proc/recordEnd(var/datum/controller/process/process, var/time = null)
if (isnull(time))
time = world.timeofday
time = TimeOfHour
// If world.timeofday has rolled over, then we need to adjust.
if (time < last_start[process])
last_start[process] -= 864000
last_start[process] -= 36000
var/lastRunTime = time - last_start[process]
@@ -273,6 +301,12 @@ var/global/datum/controller/processScheduler/processScheduler
return t / c
return c
/datum/controller/processScheduler/proc/getProcessLastRunTime(var/datum/controller/process/process)
return last_run_time[process]
/datum/controller/processScheduler/proc/getProcessHighestRunTime(var/datum/controller/process/process)
return highest_run_time[process]
/datum/controller/processScheduler/proc/getStatusData()
var/list/data = new
@@ -310,11 +344,39 @@ var/global/datum/controller/processScheduler/processScheduler
var/datum/controller/process/process = nameToProcessMap[processName]
process.disable()
/datum/controller/processScheduler/proc/getProcess(var/name)
return nameToProcessMap[name]
/datum/controller/processScheduler/proc/getCurrentTickElapsedTime()
if (world.time > currentTick)
updateCurrentTickData()
return 0
else
return TimeOfHour - currentTickStart
/datum/controller/processScheduler/proc/getProcessLastRunTime(var/datum/controller/process/process)
return last_run_time[process]
/datum/controller/processScheduler/proc/updateCurrentTickData()
if (world.time > currentTick)
// New tick!
currentTick = world.time
currentTickStart = TimeOfHour
updateTimeAllowance()
cpuAverage = (world.cpu + cpuAverage + cpuAverage) / 3
/datum/controller/processScheduler/proc/getIsRunning()
return isRunning
/datum/controller/processScheduler/proc/updateTimeAllowance()
// Time allowance goes down linearly with world.cpu.
var/tmp/error = cpuAverage - 100
var/tmp/timeAllowanceDelta = sign(error) * -0.5 * world.tick_lag * max(0, 0.001 * abs(error))
//timeAllowance = world.tick_lag * min(1, 0.5 * ((200/max(1,cpuAverage)) - 1))
timeAllowance = min(timeAllowanceMax, max(0, timeAllowance + timeAllowanceDelta))
/datum/controller/processScheduler/proc/sign(var/x)
if (x == 0)
return 1
return x / abs(x)
/datum/controller/processScheduler/proc/statProcesses()
if(!isRunning)
stat("Processes", "Scheduler not running")
return
stat("Processes", "[processes.len] (R [running.len] / Q [queued.len] / I [idle.len])")
stat(null, "[round(cpuAverage, 0.1)] CPU, [round(timeAllowance, 0.1)/10] TA")
for(var/datum/controller/process/p in processes)
p.statProcess()

View File

@@ -1,127 +0,0 @@
/**
* updateQueue.dm
*/
#ifdef UPDATE_QUEUE_DEBUG
#define uq_dbg(text) world << text
#else
#define uq_dbg(text)
#endif
/datum/updateQueue
var/tmp/list/objects
var/tmp/previousStart
var/tmp/procName
var/tmp/list/arguments
var/tmp/datum/updateQueueWorker/currentWorker
var/tmp/workerTimeout
var/tmp/adjustedWorkerTimeout
var/tmp/currentKillCount
var/tmp/totalKillCount
/datum/updateQueue/New(list/objects = list(), procName = "update", list/arguments = list(), workerTimeout = 2, inplace = 0)
..()
uq_dbg("Update queue created.")
// Init proc allows for recycling the worker.
init(objects = objects, procName = procName, arguments = arguments, workerTimeout = workerTimeout, inplace = inplace)
/**
* init
* @param list objects objects to update
* @param text procName the proc to call on each item in the object list
* @param list arguments optional arguments to pass to the update proc
* @param number workerTimeout number of ticks to wait for an update to
finish before forking a new update worker
* @param bool inplace whether the updateQueue should make a copy of objects.
the internal list will be modified, so it is usually
a good idea to leave this alone. Default behavior is to
copy.
*/
/datum/updateQueue/proc/init(list/objects = list(), procName = "update", list/arguments = list(), workerTimeout = 2, inplace = 0)
uq_dbg("Update queue initialization started.")
if (!inplace)
// Make an internal copy of the list so we're not modifying the original.
initList(objects)
else
src.objects = objects
// Init vars
src.procName = procName
src.arguments = arguments
src.workerTimeout = workerTimeout
adjustedWorkerTimeout = workerTimeout
currentKillCount = 0
totalKillCount = 0
uq_dbg("Update queue initialization finished. procName = '[procName]'")
/datum/updateQueue/proc/initList(list/toCopy)
/**
* We will copy the list in reverse order, as our doWork proc
* will access them by popping an element off the end of the list.
* This ends up being quite a lot faster than taking elements off
* the head of the list.
*/
objects = new
uq_dbg("Copying [toCopy.len] items for processing.")
for(var/i=toCopy.len,i>0,)
objects.len++
objects[objects.len] = toCopy[i--]
/datum/updateQueue/proc/Run()
uq_dbg("Starting run...")
startWorker()
while (istype(currentWorker) && !currentWorker.finished)
sleep(2)
checkWorker()
uq_dbg("UpdateQueue completed run.")
/datum/updateQueue/proc/checkWorker()
if(istype(currentWorker))
// If world.timeofday has rolled over, then we need to adjust.
if(world.timeofday < currentWorker.lastStart)
currentWorker.lastStart -= 864000
if(world.timeofday - currentWorker.lastStart > adjustedWorkerTimeout)
// This worker is a bit slow, let's spawn a new one and kill the old one.
uq_dbg("Current worker is lagging... starting a new one.")
killWorker()
startWorker()
else // No worker!
uq_dbg("update queue ended up without a worker... starting a new one...")
startWorker()
/datum/updateQueue/proc/startWorker()
// only run the worker if we have objects to work on
if(objects.len)
uq_dbg("Starting worker process.")
// No need to create a fresh worker if we already have one...
if (istype(currentWorker))
currentWorker.init(objects, procName, arguments)
else
currentWorker = new(objects, procName, arguments)
currentWorker.start()
else
uq_dbg("Queue is empty. No worker was started.")
currentWorker = null
/datum/updateQueue/proc/killWorker()
// Kill the worker
currentWorker.kill()
currentWorker = null
// After we kill a worker, yield so that if the worker's been tying up the cpu, other stuff can immediately resume
sleep(-1)
currentKillCount++
totalKillCount++
if (currentKillCount >= 3)
uq_dbg("[currentKillCount] workers have been killed with a timeout of [adjustedWorkerTimeout]. Increasing worker timeout to compensate.")
adjustedWorkerTimeout++
currentKillCount = 0

View File

@@ -1,83 +0,0 @@
datum/updateQueueWorker
var/tmp/list/objects
var/tmp/killed
var/tmp/finished
var/tmp/procName
var/tmp/list/arguments
var/tmp/lastStart
var/tmp/cpuThreshold
datum/updateQueueWorker/New(var/list/objects, var/procName, var/list/arguments, var/cpuThreshold = 90)
..()
uq_dbg("updateQueueWorker created.")
init(objects, procName, arguments, cpuThreshold)
datum/updateQueueWorker/proc/init(var/list/objects, var/procName, var/list/arguments, var/cpuThreshold = 90)
src.objects = objects
src.procName = procName
src.arguments = arguments
src.cpuThreshold = cpuThreshold
killed = 0
finished = 0
datum/updateQueueWorker/proc/doWork()
// If there's nothing left to execute or we were killed, mark finished and return.
if (!objects || !objects.len) return finished()
lastStart = world.timeofday // Absolute number of ticks since the world started up
var/datum/object = objects[objects.len] // Pull out the object
objects.len-- // Remove the object from the list
if (istype(object) && !isturf(object) && !object.disposed && isnull(object.gcDestroyed)) // We only work with real objects
call(object, procName)(arglist(arguments))
// If there's nothing left to execute
// or we were killed while running the above code, mark finished and return.
if (!objects || !objects.len) return finished()
if (world.cpu > cpuThreshold)
// We don't want to force a tick into overtime!
// If the tick is about to go overtime, spawn the next update to go
// in the next tick.
uq_dbg("tick went into overtime with world.cpu = [world.cpu], deferred next update to next tick [1+(world.time / world.tick_lag)]")
spawn(1)
doWork()
else
spawn(0) // Execute anonymous function immediately as if we were in a while loop...
doWork()
datum/updateQueueWorker/proc/finished()
uq_dbg("updateQueueWorker finished.")
/**
* If the worker was killed while it was working on something, it
* should delete itself when it finally finishes working on it.
* Meanwhile, the updateQueue will have proceeded on with the rest of
* the queue. This will also terminate the spawned function that was
* created in the kill() proc.
*/
if(killed)
del(src)
finished = 1
datum/updateQueueWorker/proc/kill()
uq_dbg("updateQueueWorker killed.")
killed = 1
objects = null
/**
* If the worker is not done in 30 seconds after it's killed,
* we'll forcibly delete it, causing the anonymous function it was
* running to be terminated. Hasta la vista, baby.
*/
spawn(300)
del(src)
datum/updateQueueWorker/proc/start()
uq_dbg("updateQueueWorker started.")
spawn(0)
doWork()

View File

@@ -1,94 +0,0 @@
/datum/processSchedulerView
/datum/processSchedulerView/Topic(href, href_list)
if (!href_list["action"])
return
switch (href_list["action"])
if ("kill")
var/toKill = href_list["name"]
processScheduler.killProcess(toKill)
refreshProcessTable()
if ("enable")
var/toEnable = href_list["name"]
processScheduler.enableProcess(toEnable)
refreshProcessTable()
if ("disable")
var/toDisable = href_list["name"]
processScheduler.disableProcess(toDisable)
refreshProcessTable()
if ("refresh")
refreshProcessTable()
/datum/processSchedulerView/proc/refreshProcessTable()
windowCall("handleRefresh", getProcessTable())
/datum/processSchedulerView/proc/windowCall(var/function, var/data = null)
usr << output(data, "processSchedulerContext.browser:[function]")
/datum/processSchedulerView/proc/getProcessTable()
var/text = "<table class=\"table table-striped\"><thead><tr><td>Name</td><td>Avg(s)</td><td>Last(s)</td><td>Highest(s)</td><td>Tickcount</td><td>Tickrate</td><td>State</td><td>Action</td></tr></thead><tbody>"
// and the context of each
for (var/list/data in processScheduler.getStatusData())
text += "<tr>"
text += "<td>[data["name"]]</td>"
text += "<td>[num2text(data["averageRunTime"]/10,3)]</td>"
text += "<td>[num2text(data["lastRunTime"]/10,3)]</td>"
text += "<td>[num2text(data["highestRunTime"]/10,3)]</td>"
text += "<td>[num2text(data["ticks"],4)]</td>"
text += "<td>[data["schedule"]]</td>"
text += "<td>[data["status"]]</td>"
text += "<td><button class=\"btn kill-btn\" data-process-name=\"[data["name"]]\" id=\"kill-[data["name"]]\">Kill</button>"
if (data["disabled"])
text += "<button class=\"btn enable-btn\" data-process-name=\"[data["name"]]\" id=\"enable-[data["name"]]\">Enable</button>"
else
text += "<button class=\"btn disable-btn\" data-process-name=\"[data["name"]]\" id=\"disable-[data["name"]]\">Disable</button>"
text += "</td>"
text += "</tr>"
text += "</tbody></table>"
return text
/**
* getContext
* Outputs an interface showing stats for all processes.
*/
/datum/processSchedulerView/proc/getContext()
bootstrap_browse()
usr << browse('processScheduler.js', "file=processScheduler.js;display=0")
var/text = {"<html><head>
<title>Process Scheduler Detail</title>
<script type="text/javascript">var ref = '\ref[src]';</script>
[bootstrap_includes()]
<script type="text/javascript" src="processScheduler.js"></script>
</head>
<body>
<h2>Process Scheduler</h2>
<div class="btn-group">
<button id="btn-refresh" class="btn">Refresh</button>
</div>
<h3>The process scheduler controls [processScheduler.getProcessCount()] loops.<h3>"}
text += "<div id=\"processTable\">"
text += getProcessTable()
text += "</div></body></html>"
usr << browse(text, "window=processSchedulerContext;size=800x600")
/datum/processSchedulerView/proc/bootstrap_browse()
usr << browse('bower_components/jquery/dist/jquery.min.js', "file=jquery.min.js;display=0")
usr << browse('bower_components/bootstrap2.3.2/bootstrap/js/bootstrap.min.js', "file=bootstrap.min.js;display=0")
usr << browse('bower_components/bootstrap2.3.2/bootstrap/css/bootstrap.min.css', "file=bootstrap.min.css;display=0")
usr << browse('bower_components/bootstrap2.3.2/bootstrap/img/glyphicons-halflings-white.png', "file=glyphicons-halflings-white.png;display=0")
usr << browse('bower_components/bootstrap2.3.2/bootstrap/img/glyphicons-halflings.png', "file=glyphicons-halflings.png;display=0")
usr << browse('bower_components/json2/json2.js', "file=json2.js;display=0")
/datum/processSchedulerView/proc/bootstrap_includes()
return {"
<link rel="stylesheet" href="bootstrap.min.css" />
<script type="text/javascript" src="json2.js"></script>
<script type="text/javascript" src="jquery.min.js"></script>
<script type="text/javascript" src="bootstrap.js"></script>
"}

View File

@@ -1,27 +0,0 @@
/**
* testDyingUpdateQueueProcess
* This process is an example of a process using an updateQueue.
* The datums updated by this process behave badly and block the update loop
* by sleeping. If you #define UPDATE_QUEUE_DEBUG, you will see the updateQueue
* killing off its worker processes and spawning new ones to work around slow
* updates. This means that if you have a code path that sleeps for a long time
* in mob.Life once in a blue moon, the mob update loop will not hang.
*/
/datum/slowTestDatum/proc/wackyUpdateProcessName()
sleep(rand(0,20)) // Randomly REALLY slow :|
/datum/controller/process/testDyingUpdateQueueProcess
var/tmp/datum/updateQueue/updateQueueInstance
var/tmp/list/testDatums = list()
/datum/controller/process/testDyingUpdateQueueProcess/setup()
name = "Dying UpdateQueue Process"
schedule_interval = 30 // every 3 seconds
updateQueueInstance = new
for(var/i = 1, i < 30, i++)
testDatums.Add(new /datum/slowTestDatum)
/datum/controller/process/testDyingUpdateQueueProcess/doWork()
updateQueueInstance.init(testDatums, "wackyUpdateProcessName")
updateQueueInstance.Run()

View File

@@ -1,35 +0,0 @@
/*
These are simple defaults for your project.
*/
#define DEBUG
var/global/datum/processSchedulerView/processSchedulerView
world
loop_checks = 0
New()
..()
processScheduler = new
processSchedulerView = new
mob
step_size = 8
New()
..()
verb
startProcessScheduler()
set name = "Start Process Scheduler"
processScheduler.setup()
processScheduler.start()
getProcessSchedulerContext()
set name = "Get Process Scheduler Status Panel"
processSchedulerView.getContext()
runUpdateQueueTests()
set name = "Run Update Queue Testsuite"
var/datum/updateQueueTests/t = new
t.runTests()

View File

@@ -1,15 +0,0 @@
/**
* testHungProcess
* This process is an example of a simple update loop process that hangs.
*/
/datum/controller/process/testHungProcess/setup()
name = "Hung Process"
schedule_interval = 30 // every 3 seconds
/datum/controller/process/testHungProcess/doWork()
sleep(1000) // FUCK
// scheck is also responsible for handling hung processes. If a process
// hangs, and later resumes, but has already been killed by the scheduler,
// scheck will force the process to bail out.
scheck()

View File

@@ -1,13 +0,0 @@
/**
* testNiceProcess
* This process is an example of a simple update loop process that is
* relatively fast.
*/
/datum/controller/process/testNiceProcess/setup()
name = "Nice Process"
schedule_interval = 10 // every second
/datum/controller/process/testNiceProcess/doWork()
sleep(rand(1,5)) // Just to pretend we're doing something

View File

@@ -1,28 +0,0 @@
/**
* testSlowProcess
* This process is an example of a simple update loop process that is slow.
* The update loop here sleeps inside to provide an example, but if you had
* a computationally intensive loop process that is simply slow, you can use
* scheck() inside the loop to force it to yield periodically according to
* the sleep_interval var. By default, scheck will cause a loop to sleep every
* 2 ticks.
*/
/datum/controller/process/testSlowProcess/setup()
name = "Slow Process"
schedule_interval = 30 // every 3 seconds
/datum/controller/process/testSlowProcess/doWork()
// set background = 1 will cause loop constructs to sleep periodically,
// whenever the BYOND scheduler deems it productive to do so.
// This behavior is not always sufficient, nor is it always consistent.
// Rather than leaving it up to the BYOND scheduler, we can control it
// ourselves and leave nothing to the black box.
set background = 1
for(var/i=1,i<30,i++)
// Just to pretend we're doing something here
sleep(rand(3, 5))
// Forces this loop to yield(sleep) periodically.
scheck()

View File

@@ -1,209 +0,0 @@
var/global/list/updateQueueTestCount = list()
/datum/updateQueueTests
var/start
proc
runTests()
world << "<b>Running 9 tests...</b>"
testUpdateQueuePerformance()
sleep(1)
testInplace()
sleep(1)
testInplaceUpdateQueuePerformance()
sleep(1)
testUpdateQueueReinit()
sleep(1)
testCrashingQueue()
sleep(1)
testEmptyQueue()
sleep(1)
testManySlowItemsInQueue()
sleep(1)
testVariableWorkerTimeout()
sleep(1)
testReallySlowItemInQueue()
sleep(1)
world << "<b>Finished!</b>"
beginTiming()
start = world.time
endTiming(text)
var/time = (world.time - start) / world.tick_lag
world << {"<b><font color="blue">Performance - [text] - <font color="green">[time]</font> ticks</font></b>"}
getCount()
return updateQueueTestCount[updateQueueTestCount.len]
incrementTestCount()
updateQueueTestCount.len++
updateQueueTestCount[updateQueueTestCount.len] = 0
assertCountEquals(count, text)
assertThat(getCount() == count, text)
assertCountLessThan(count, text)
assertThat(getCount() < count, text)
assertCountGreaterThan(count, text)
assertThat(getCount() > count, text)
assertThat(condition, text)
if (condition)
world << {"<font color="green"><b>PASS</b></font>: [text]"}
else
world << {"<b><font color="red">FAIL</font>: [text]</b>"}
testUpdateQueuePerformance()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=100000,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
beginTiming()
uq.Run()
endTiming("updating 100000 simple objects")
assertCountEquals(100000, "test that update queue updates all objects expected")
del(objs)
del(uq)
testUpdateQueueReinit()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=100,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
uq.Run()
objs = new
for(var/i=1,i<=100,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
uq.init(objs)
uq.Run()
assertCountEquals(200, "test that update queue reinitializes properly and updates all objects as expected.")
del(objs)
del(uq)
testInplace()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=100,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objects = objs, inplace = 1)
uq.Run()
assertThat(objs.len == 0, "test that update queue inplace option really works inplace")
assertCountEquals(100, "test that inplace update queue updates the right number of objects")
del(objs)
del(uq)
testInplaceUpdateQueuePerformance()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=100000,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
beginTiming()
uq.Run()
endTiming("updating 100000 simple objects in place")
del(objs)
del(uq)
testCrashingQueue()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=10,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
objs.Add(new /datum/uqTestDatum/crasher(updateQueueTestCount.len))
for(var/i=1,i<=10,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
uq.Run()
assertCountEquals(20, "test that update queue handles crashed update procs OK")
del(objs)
del(uq)
testEmptyQueue()
incrementTestCount()
var/list/objs = new
var/datum/updateQueue/uq = new(objs)
uq.Run()
assertCountEquals(0, "test that update queue doesn't barf on empty lists")
del(objs)
del(uq)
testManySlowItemsInQueue()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=30,i++)
objs.Add(new /datum/uqTestDatum/slow(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
uq.Run()
assertCountEquals(30, "test that update queue slows down execution if too many objects are slow to update")
del(objs)
del(uq)
testVariableWorkerTimeout()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=20,i++)
objs.Add(new /datum/uqTestDatum/slow(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs, workerTimeout=6)
uq.Run()
assertCountEquals(20, "test that variable worker timeout works properly")
del(objs)
del(uq)
testReallySlowItemInQueue()
incrementTestCount()
var/list/objs = new
for(var/i=1,i<=10,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
objs.Add(new /datum/uqTestDatum/reallySlow(updateQueueTestCount.len))
for(var/i=1,i<=10,i++)
objs.Add(new /datum/uqTestDatum/fast(updateQueueTestCount.len))
var/datum/updateQueue/uq = new(objs)
uq.Run()
assertCountEquals(20, "test that update queue skips objects that are too slow to update")
del(objs)
del(uq)
datum/uqTestDatum
var/testNum
New(testNum)
..()
src.testNum = testNum
proc/update()
updateQueueTestCount[testNum]++
proc/lag(cycles)
set background = 1
for(var/i=0,i<cycles,)
i++
datum/uqTestDatum/fast
datum/uqTestDatum/slow
update()
set background = 1
var/start = world.timeofday
while(world.timeofday - start < 5) // lag 4 deciseconds
..()
datum/uqTestDatum/reallySlow
update()
set background = 1
var/start = world.timeofday
while(world.timeofday - start < 300) // lag 30 seconds
..()
datum/uqTestDatum/crasher
update()
CRASH("I crashed! (I am supposed to crash XD)")
..() // This should do nothing lol

View File

@@ -1,24 +0,0 @@
/**
* testUpdateQueueProcess
* This process is an example of a process using an updateQueue.
* The datums updated by this process behave nicely and do not block.
*/
/datum/fastTestDatum/proc/wackyUpdateProcessName()
sleep(prob(10)) // Pretty quick, usually instant
/datum/controller/process/testUpdateQueueProcess
var/tmp/datum/updateQueue/updateQueueInstance
var/tmp/list/testDatums = list()
/datum/controller/process/testUpdateQueueProcess/setup()
name = "UpdateQueue Process"
schedule_interval = 20 // every 2 seconds
updateQueueInstance = new
for(var/i = 1, i < 30, i++)
testDatums.Add(new /datum/fastTestDatum)
/datum/controller/process/testUpdateQueueProcess/doWork()
updateQueueInstance.init(testDatums, "wackyUpdateProcessName")
updateQueueInstance.Run()

View File

@@ -1,13 +0,0 @@
/**
* testBadZombieProcess
* This process is an example of a simple update loop process that hangs.
*/
/datum/controller/process/testZombieProcess/setup()
name = "Zombie Process"
schedule_interval = 30 // every 3 seconds
/datum/controller/process/testZombieProcess/doWork()
for (var/i = 0, i < 1000, i++)
sleep(1)
scheck()

View File

@@ -1,6 +1,7 @@
/datum/controller/process/air/setup()
name = "air"
schedule_interval = 20 // every 2 seconds
start_delay = 4
if(!air_master)
air_master = new

View File

@@ -1,10 +1,42 @@
// We manually initialize the alarm handlers instead of looping over all existing types
// to make it possible to write: camera.triggerAlarm() rather than alarm_manager.managers[datum/alarm_handler/camera].triggerAlarm() or a variant thereof.
/var/global/datum/alarm_handler/atmosphere/atmosphere_alarm = new()
/var/global/datum/alarm_handler/camera/camera_alarm = new()
/var/global/datum/alarm_handler/fire/fire_alarm = new()
/var/global/datum/alarm_handler/motion/motion_alarm = new()
/var/global/datum/alarm_handler/power/power_alarm = new()
// Alarm Manager, the manager for alarms.
var/datum/controller/process/alarm/alarm_manager
/datum/controller/process/alarm
var/list/datum/alarm/all_handlers
/datum/controller/process/alarm/setup()
name = "alarm"
schedule_interval = 20 // every 2 seconds
all_handlers = list(atmosphere_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
alarm_manager = src
/datum/controller/process/alarm/doWork()
alarm_manager.fire()
for(last_object in all_handlers)
var/datum/alarm_handler/AH = last_object
AH.process()
SCHECK
/datum/controller/process/alarm/getStatName()
var/list/alarms = alarm_manager.active_alarms()
return ..()+"([alarms.len])"
/datum/controller/process/alarm/proc/active_alarms()
var/list/all_alarms = new
for(var/datum/alarm_handler/AH in all_handlers)
var/list/alarms = AH.alarms
all_alarms += alarms
return all_alarms
/datum/controller/process/alarm/proc/number_of_active_alarms()
var/list/alarms = active_alarms()
return alarms.len
/datum/controller/process/alarm/statProcess()
..()
stat(null, "[number_of_active_alarms()] alarm\s")

View File

@@ -1,7 +1,6 @@
var/datum/controller/process/chemistry/chemistryProcess
/datum/controller/process/chemistry
var/tmp/datum/updateQueue/updateQueueInstance
var/list/active_holders
var/list/chemical_reactions
var/list/chemical_reagents
@@ -9,20 +8,21 @@ var/datum/controller/process/chemistry/chemistryProcess
/datum/controller/process/chemistry/setup()
name = "chemistry"
schedule_interval = 20 // every 2 seconds
updateQueueInstance = new
chemistryProcess = src
active_holders = list()
chemical_reactions = chemical_reactions_list
chemical_reagents = chemical_reagents_list
/datum/controller/process/chemistry/getStatName()
return ..()+"([active_holders.len])"
/datum/controller/process/chemistry/statProcess()
..()
stat(null, "[active_holders.len] reagent holder\s")
/datum/controller/process/chemistry/doWork()
for(var/datum/reagents/holder in active_holders)
for(last_object in active_holders)
var/datum/reagents/holder = last_object
if(!holder.process_reactions())
active_holders -= holder
scheck()
SCHECK
/datum/controller/process/chemistry/proc/mark_for_update(var/datum/reagents/holder)
if(holder in active_holders)

View File

@@ -1,14 +0,0 @@
/datum/controller/process/disease
var/tmp/datum/updateQueue/updateQueueInstance
/datum/controller/process/disease/setup()
name = "disease"
schedule_interval = 20 // every 2 seconds
updateQueueInstance = new
/datum/controller/process/disease/doWork()
updateQueueInstance.init(active_diseases, "process")
updateQueueInstance.Run()
/datum/controller/process/disease/getStatName()
return ..()+"([active_diseases.len])"

View File

@@ -1,13 +1,18 @@
// The time a datum was destroyed by the GC, or null if it hasn't been
/datum/var/gcDestroyed
#define GC_COLLECTIONS_PER_RUN 300
#define GC_COLLECTION_TIMEOUT (30 SECONDS)
#define GC_FORCE_DEL_PER_RUN 30
var/datum/controller/process/garbage_collector/garbage_collector
var/list/delayed_garbage = list()
/datum/controller/process/garbage_collector
var/garbage_collect = 1 // Whether or not to actually do work
var/collection_timeout = 300 //deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
var/max_checks_multiplier = 5 //multiplier (per-decisecond) for calculating max number of tests per tick. These tests check if our GC'd objects are actually GC'd
var/max_forcedel_multiplier = 1 //multiplier (per-decisecond) for calculating max number of force del() calls per tick.
var/dels = 0 // number of del()'s we've done this tick
var/total_dels = 0 // number of total del()'s
var/tick_dels = 0 // number of del()'s we've done this tick
var/soft_dels = 0
var/hard_dels = 0 // number of hard dels in total
var/list/destroyed = list() // list of refID's of things that should be garbage collected
// refID's are associated with the time at which they time out and need to be manually del()
@@ -18,7 +23,8 @@ var/list/delayed_garbage = list()
/datum/controller/process/garbage_collector/setup()
name = "garbage"
schedule_interval = 2 SECONDS
schedule_interval = 5 SECONDS
start_delay = 3
if(!garbage_collector)
garbage_collector = src
@@ -36,38 +42,14 @@ world/loop_checks = 0
if(!garbage_collect)
return
dels = 0
var/time_to_kill = world.time - collection_timeout // Anything qdel() but not GC'd BEFORE this time needs to be manually del()
var/checkRemain = max_checks_multiplier * schedule_interval
var/maxDels = max_forcedel_multiplier * schedule_interval
tick_dels = 0
var/time_to_kill = world.time - GC_COLLECTION_TIMEOUT
var/checkRemain = GC_COLLECTIONS_PER_RUN
var/remaining_force_dels = GC_FORCE_DEL_PER_RUN
#ifdef GC_FINDREF
var/list/searching = list()
for(var/refID in destroyed) // Reference search - before all deletions and for all at once
var/GCd_at_time = destroyed[refID]
if(GCd_at_time > time_to_kill)
break
var/atom/A = locate(refID)
if(A && A.gcDestroyed == GCd_at_time)
searching += A
if(searching.len >= checkRemain)
break
for(var/atom/A in searching)
testing("GC: Searching references for [A] | [A.type]")
if(A.loc != null)
testing("GC: [A] | [A.type] is located in [A.loc] instead of null")
if(A.contents.len)
testing("GC: [A] | [A.type] has contents: [list2text(A.contents)]")
if(searching.len)
for(var/atom/D in world)
LookForRefs(D, searching)
for(var/datum/D)
LookForRefs(D, searching)
#endif
while(destroyed.len && --checkRemain >= 0)
if(dels >= maxDels)
if(remaining_force_dels <= 0)
#ifdef GC_DEBUG
testing("GC: Reached max force dels per tick [dels] vs [maxDels]")
#endif
@@ -88,13 +70,22 @@ world/loop_checks = 0
testing("GC: -- \ref[A] | [A.type] was unable to be GC'd and was deleted --")
logging["[A.type]"]++
del(A)
++dels
++hard_dels
#ifdef GC_DEBUG
hard_dels++
remaining_force_dels--
else
#ifdef GC_DEBUG
testing("GC: [refID] properly GC'd at [world.time] with timeout [GCd_at_time]")
#endif
#endif
soft_dels++
tick_dels++
total_dels++
destroyed.Cut(1, 2)
SCHECK
#undef GC_FORCE_DEL_PER_TICK
#undef GC_COLLECTION_TIMEOUT
#undef GC_COLLECTIONS_PER_TICK
#ifdef GC_FINDREF
/datum/controller/process/garbage_collector/proc/LookForRefs(var/datum/D, var/list/targ)
@@ -132,8 +123,11 @@ world/loop_checks = 0
destroyed -= "\ref[A]" // Removing any previous references that were GC'd so that the current object will be at the end of the list.
destroyed["\ref[A]"] = world.time
/datum/controller/process/garbage_collector/getStatName()
return ..()+"([garbage_collector.destroyed.len]/[garbage_collector.dels]/[garbage_collector.hard_dels])"
/datum/controller/process/garbage_collector/statProcess()
..()
stat(null, "[garbage_collect ? "On" : "Off"], [destroyed.len] queued")
stat(null, "Dels: [total_dels], [soft_dels] soft, [hard_dels] hard, [tick_dels] last run")
// Tests if an atom has been deleted.
/proc/deleted(atom/A)
@@ -149,7 +143,7 @@ world/loop_checks = 0
crash_with("qdel() passed object of type [A.type]. qdel() can only handle /datum types.")
del(A)
if(garbage_collector)
garbage_collector.dels++
garbage_collector.total_dels++
garbage_collector.hard_dels++
else if(isnull(A.gcDestroyed))
// Let our friend know they're about to get collected

View File

@@ -4,10 +4,11 @@
/datum/controller/process/inactivity/doWork()
if(config.kick_inactive)
for(var/client/C in clients)
for(last_object in clients)
var/client/C = last_object
if(!C.holder && C.is_afk(config.kick_inactive MINUTES))
if(!istype(C.mob, /mob/dead))
if(!istype(C.mob, /mob/observer/dead))
log_access("AFK: [key_name(C)]")
C << "<SPAN CLASS='warning'>You have been inactive for more than [config.kick_inactive] minute\s and have been disconnected.</SPAN>"
del(C) // Don't qdel, cannot override finalize_qdel behaviour for clients.
scheck()
SCHECK

View File

@@ -3,6 +3,7 @@
/datum/controller/process/machinery/setup()
name = "machinery"
schedule_interval = 20 // every 2 seconds
start_delay = 12
/datum/controller/process/machinery/doWork()
internal_sort()
@@ -17,12 +18,9 @@
machines = dd_sortedObjectList(machines)
/datum/controller/process/machinery/proc/internal_process_machinery()
for(var/obj/machinery/M in machines)
for(last_object in machines)
var/obj/machinery/M = last_object
if(M && !M.gcDestroyed)
#ifdef PROFILE_MACHINES
var/time_start = world.timeofday
#endif
if(M.process() == PROCESS_KILL)
//M.inMachineList = 0 We don't use this debugging function
machines.Remove(M)
@@ -31,41 +29,39 @@
if(M && M.use_power)
M.auto_use_power()
#ifdef PROFILE_MACHINES
var/time_end = world.timeofday
if(!(M.type in machine_profiling))
machine_profiling[M.type] = 0
machine_profiling[M.type] += (time_end - time_start)
#endif
scheck()
SCHECK
/datum/controller/process/machinery/proc/internal_process_power()
for(var/datum/powernet/powerNetwork in powernets)
if(istype(powerNetwork) && !powerNetwork.disposed)
for(last_object in powernets)
var/datum/powernet/powerNetwork = last_object
if(istype(powerNetwork) && isnull(powerNetwork.gcDestroyed))
powerNetwork.reset()
scheck()
SCHECK
continue
powernets.Remove(powerNetwork)
/datum/controller/process/machinery/proc/internal_process_power_drain()
// Currently only used by powersinks. These items get priority processed before machinery
for(var/obj/item/I in processing_power_items)
for(last_object in processing_power_items)
var/obj/item/I = last_object
if(!I.pwr_drain()) // 0 = Process Kill, remove from processing list.
processing_power_items.Remove(I)
scheck()
SCHECK
/datum/controller/process/machinery/proc/internal_process_pipenets()
for(var/datum/pipe_network/pipeNetwork in pipe_networks)
if(istype(pipeNetwork) && !pipeNetwork.disposed)
for(last_object in pipe_networks)
var/datum/pipe_network/pipeNetwork = last_object
if(istype(pipeNetwork) && isnull(pipeNetwork.gcDestroyed))
pipeNetwork.process()
scheck()
SCHECK
continue
pipe_networks.Remove(pipeNetwork)
/datum/controller/process/machinery/getStatName()
return ..()+"(MCH:[machines.len] PWR:[powernets.len] PIP:[pipe_networks.len])"
/datum/controller/process/machinery/statProcess()
..()
stat(null, "[machines.len] machines")
stat(null, "[powernets.len] powernets")
stat(null, "[pipe_networks.len] pipenets")
stat(null, "[processing_power_items.len] power item\s")

View File

@@ -4,20 +4,26 @@
/datum/controller/process/mob/setup()
name = "mob"
schedule_interval = 20 // every 2 seconds
updateQueueInstance = new
start_delay = 16
/datum/controller/process/mob/started()
..()
if(!updateQueueInstance)
if(!mob_list)
mob_list = list()
else if(mob_list.len)
updateQueueInstance = new
if(!mob_list)
mob_list = list()
/datum/controller/process/mob/doWork()
if(updateQueueInstance)
updateQueueInstance.init(mob_list, "Life")
updateQueueInstance.Run()
for(last_object in mob_list)
var/mob/M = last_object
if(isnull(M.gcDestroyed))
try
M.Life()
catch(var/exception/e)
catchException(e, M)
SCHECK
else
catchBadType(M)
mob_list -= M
/datum/controller/process/mob/getStatName()
return ..()+"([mob_list.len])"
/datum/controller/process/mob/statProcess()
..()
stat(null, "[mob_list.len] mobs")

View File

@@ -1,14 +1,19 @@
/datum/controller/process/nanoui
var/tmp/datum/updateQueue/updateQueueInstance
/datum/controller/process/nanoui/setup()
name = "nanoui"
schedule_interval = 10 // every 1 second
updateQueueInstance = new
schedule_interval = 20 // every 2 seconds
/datum/controller/process/nanoui/statProcess()
..()
stat(null, "[nanomanager.processing_uis.len] UIs")
/datum/controller/process/nanoui/doWork()
updateQueueInstance.init(nanomanager.processing_uis, "process")
updateQueueInstance.Run()
/datum/controller/process/nanoui/getStatName()
return ..()+"([nanomanager.processing_uis.len])"
for(last_object in nanomanager.processing_uis)
var/datum/nanoui/NUI = last_object
if(istype(NUI) && isnull(NUI.gcDestroyed))
try
NUI.process()
catch(var/exception/e)
catchException(e, NUI)
else
catchBadType(NUI)
nanomanager.processing_uis -= NUI

View File

@@ -1,24 +1,26 @@
var/global/list/object_profiling = list()
/datum/controller/process/obj
var/tmp/datum/updateQueue/updateQueueInstance
/datum/controller/process/obj/setup()
name = "obj"
schedule_interval = 20 // every 2 seconds
updateQueueInstance = new
start_delay = 8
/datum/controller/process/obj/started()
..()
if(!updateQueueInstance)
if(!processing_objects)
processing_objects = list()
else if(processing_objects.len)
updateQueueInstance = new
if(!processing_objects)
processing_objects = list()
/datum/controller/process/obj/doWork()
if(updateQueueInstance)
updateQueueInstance.init(processing_objects, "process")
updateQueueInstance.Run()
for(last_object in processing_objects)
var/datum/O = last_object
if(isnull(O.gcDestroyed))
try
O:process()
catch(var/exception/e)
catchException(e, O)
SCHECK
else
catchBadType(O)
processing_objects -= O
/datum/controller/process/obj/getStatName()
return ..()+"([processing_objects.len])"
/datum/controller/process/obj/statProcess()
..()
stat(null, "[processing_objects.len] objects")

View File

@@ -0,0 +1,133 @@
/var/datum/controller/process/scheduler/scheduler
/************
* Scheduler *
************/
/datum/controller/process/scheduler
var/list/scheduled_tasks
/datum/controller/process/scheduler/setup()
name = "scheduler"
schedule_interval = 3 SECONDS
scheduled_tasks = list()
scheduler = src
/datum/controller/process/scheduler/doWork()
for(last_object in scheduled_tasks)
var/datum/scheduled_task/scheduled_task = last_object
try
if(world.time > scheduled_task.trigger_time)
unschedule(scheduled_task)
scheduled_task.pre_process()
scheduled_task.process()
scheduled_task.post_process()
catch(var/exception/e)
catchException(e, last_object)
SCHECK
/datum/controller/process/scheduler/statProcess()
..()
stat(null, "[scheduled_tasks.len] task\s")
/datum/controller/process/scheduler/proc/schedule(var/datum/scheduled_task/st)
scheduled_tasks += st
destroyed_event.register(st, src, /datum/controller/process/scheduler/proc/unschedule)
/datum/controller/process/scheduler/proc/unschedule(var/datum/scheduled_task/st)
if(st in scheduled_tasks)
scheduled_tasks -= st
destroyed_event.unregister(st, src)
/**********
* Helpers *
**********/
/proc/schedule_task_in(var/in_time, var/procedure, var/list/arguments = list())
return schedule_task(world.time + in_time, procedure, arguments)
/proc/schedule_task_with_source_in(var/in_time, var/source, var/procedure, var/list/arguments = list())
return schedule_task_with_source(world.time + in_time, source, procedure, arguments)
/proc/schedule_task(var/trigger_time, var/procedure, var/list/arguments)
var/datum/scheduled_task/st = new/datum/scheduled_task(trigger_time, procedure, arguments, /proc/destroy_scheduled_task, list())
scheduler.schedule(st)
return st
/proc/schedule_task_with_source(var/trigger_time, var/source, var/procedure, var/list/arguments)
var/datum/scheduled_task/st = new/datum/scheduled_task/source(trigger_time, source, procedure, arguments, /proc/destroy_scheduled_task, list())
scheduler.schedule(st)
return st
/proc/schedule_repeating_task(var/trigger_time, var/repeat_interval, var/procedure, var/list/arguments)
var/datum/scheduled_task/st = new/datum/scheduled_task(trigger_time, procedure, arguments, /proc/repeat_scheduled_task, list(repeat_interval))
scheduler.schedule(st)
return st
/proc/schedule_repeating_task_with_source(var/trigger_time, var/repeat_interval, var/source, var/procedure, var/list/arguments)
var/datum/scheduled_task/st = new/datum/scheduled_task/source(trigger_time, source, procedure, arguments, /proc/repeat_scheduled_task, list(repeat_interval))
scheduler.schedule(st)
return st
/*************
* Task Datum *
*************/
/datum/scheduled_task
var/trigger_time
var/procedure
var/list/arguments
var/task_after_process
var/list/task_after_process_args
/datum/scheduled_task/New(var/trigger_time, var/procedure, var/list/arguments, var/proc/task_after_process, var/list/task_after_process_args)
..()
src.trigger_time = trigger_time
src.procedure = procedure
src.arguments = arguments ? arguments : list()
src.task_after_process = task_after_process ? task_after_process : /proc/destroy_scheduled_task
src.task_after_process_args = istype(task_after_process_args) ? task_after_process_args : list()
task_after_process_args += src
/datum/scheduled_task/Destroy()
procedure = null
arguments.Cut()
task_after_process = null
task_after_process_args.Cut()
return ..()
/datum/scheduled_task/proc/pre_process()
task_triggered_event.raise_event(list(src))
/datum/scheduled_task/proc/process()
if(procedure)
call(procedure)(arglist(arguments))
/datum/scheduled_task/proc/post_process()
call(task_after_process)(arglist(task_after_process_args))
// Resets the trigger time, has no effect if the task has already triggered
/datum/scheduled_task/proc/trigger_task_in(var/trigger_in)
src.trigger_time = world.time + trigger_in
/datum/scheduled_task/source
var/datum/source
/datum/scheduled_task/source/New(var/trigger_time, var/datum/source, var/procedure, var/list/arguments, var/proc/task_after_process, var/list/task_after_process_args)
src.source = source
destroyed_event.register(src.source, src, /datum/scheduled_task/source/proc/source_destroyed)
..(trigger_time, procedure, arguments, task_after_process, task_after_process_args)
/datum/scheduled_task/source/Destroy()
source = null
return ..()
/datum/scheduled_task/source/process()
call(source, procedure)(arglist(arguments))
/datum/scheduled_task/source/proc/source_destroyed()
qdel(src)
/proc/destroy_scheduled_task(var/datum/scheduled_task/st)
qdel(st)
/proc/repeat_scheduled_task(var/trigger_delay, var/datum/scheduled_task/st)
st.trigger_time = world.time + trigger_delay
scheduler.schedule(st)

View File

@@ -5,10 +5,12 @@ var/global/list/turf/processing_turfs = list()
schedule_interval = 20 // every 2 seconds
/datum/controller/process/turf/doWork()
for(var/turf/T in processing_turfs)
for(last_object in processing_turfs)
var/turf/T = last_object
if(T.process() == PROCESS_KILL)
processing_turfs.Remove(T)
scheck()
SCHECK
/datum/controller/process/turf/getStatName()
return ..()+"([processing_turfs.len])"
/datum/controller/process/turf/statProcess()
..()
stat(null, "[processing_turfs.len] turf\s")

View File

@@ -12,6 +12,6 @@ datum/controller/transfer_controller/Destroy()
datum/controller/transfer_controller/proc/process()
currenttick = currenttick + 1
if (world.time >= timerbuffer - 600)
if (round_duration_in_ticks >= timerbuffer - 1 MINUTE)
vote.autotransfer()
timerbuffer = timerbuffer + config.vote_autotransfer_interval

View File

@@ -21,7 +21,8 @@ var/list/gamemode_cache = list()
var/log_pda = 0 // log pda messages
var/log_hrefs = 0 // logs all links clicked in-game. Could be used for debugging and tracking down exploits
var/log_runtime = 0 // logs world.log to a file
var/sql_enabled = 1 // for sql switching
var/log_world_output = 0 // log world.log << messages
var/sql_enabled = 0 // for sql switching
var/allow_admin_ooccolor = 0 // Allows admins with relevant permissions to have their own ooc colour
var/allow_vote_restart = 0 // allow votes to restart
var/ert_admin_call_only = 0
@@ -265,7 +266,7 @@ var/list/gamemode_cache = list()
if(type == "config")
switch (name)
if ("resource_urls")
config.resource_urls = text2list(value, " ")
config.resource_urls = splittext(value, " ")
if ("admin_legacy_system")
config.admin_legacy_system = 1
@@ -289,7 +290,7 @@ var/list/gamemode_cache = list()
config.log_access = 1
if ("sql_enabled")
config.sql_enabled = text2num(value)
config.sql_enabled = 1
if ("log_say")
config.log_say = 1
@@ -327,6 +328,9 @@ var/list/gamemode_cache = list()
if ("log_pda")
config.log_pda = 1
if ("log_world_output")
config.log_world_output = 1
if ("log_hrefs")
config.log_hrefs = 1
@@ -337,7 +341,7 @@ var/list/gamemode_cache = list()
config.generate_asteroid = 1
if ("asteroid_z_levels")
config.asteroid_z_levels = text2list(value, ";")
config.asteroid_z_levels = splittext(value, ";")
//Numbers get stored as strings, so we'll fix that right now.
for(var/z_level in config.asteroid_z_levels)
z_level = text2num(z_level)
@@ -696,7 +700,7 @@ var/list/gamemode_cache = list()
config.starlight = value >= 0 ? value : 0
if("ert_species")
config.ert_species = text2list(value, ";")
config.ert_species = splittext(value, ";")
if(!config.ert_species.len)
config.ert_species += "Human"
@@ -707,7 +711,7 @@ var/list/gamemode_cache = list()
config.aggressive_changelog = 1
if("default_language_prefixes")
var/list/values = text2list(value, " ")
var/list/values = splittext(value, " ")
if(values.len > 0)
language_prefixes = values

View File

@@ -9,11 +9,11 @@
*
* To add some code to be called by the hook, define a proc under the type, as so:
* @code
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
* @endcode
* All hooks must return nonzero on success, as runtimes will force return null.
*/

View File

@@ -47,7 +47,8 @@ datum/controller/game_controller/proc/setup_objects()
admin_notice("<span class='danger'>Initializing objects</span>", R_DEBUG)
sleep(-1)
for(var/atom/movable/object in world)
object.initialize()
if(isnull(object.gcDestroyed))
object.initialize()
admin_notice("<span class='danger'>Initializing areas</span>", R_DEBUG)
sleep(-1)

View File

@@ -0,0 +1,31 @@
#define OBSERVER_EVENT_DESTROY "OnDestroy"
/atom
var/list/observer_events
/atom/Destroy()
var/list/destroy_listeners = get_listener_list_from_event(OBSERVER_EVENT_DESTROY)
if(destroy_listeners)
for(var/destroy_listener in destroy_listeners)
call(destroy_listener, destroy_listeners[destroy_listener])(src)
for(var/list/listeners in observer_events)
listeners.Cut()
return ..()
/atom/proc/register(var/event, var/procOwner, var/proc_call)
var/list/listeners = get_listener_list_from_event(event)
listeners[procOwner] = proc_call
/atom/proc/unregister(var/event, var/procOwner)
var/list/listeners = get_listener_list_from_event(event)
listeners -= procOwner
/atom/proc/get_listener_list_from_event(var/observer_event)
if(!observer_events) observer_events = list()
var/list/listeners = observer_events[observer_event]
if(!listeners)
listeners = list()
observer_events[observer_event] = listeners
return listeners

View File

@@ -264,7 +264,7 @@ var/global/datum/shuttle_controller/shuttle_controller
var/datum/shuttle/ferry/multidock/specops/ERT = new()
ERT.location = 0
ERT.warmup_time = 10
ERT.area_offsite = locate(/area/shuttle/specops/station) //centcom is the home station, the Northern Star is offsite
ERT.area_offsite = locate(/area/shuttle/specops/station) //centcom is the home station, the player station is offsite
ERT.area_station = locate(/area/shuttle/specops/centcom)
ERT.docking_controller_tag = "specops_shuttle_port"
ERT.docking_controller_tag_station = "specops_shuttle_port"
@@ -317,9 +317,9 @@ var/global/datum/shuttle_controller/shuttle_controller
"Arrivals dock" = "nuke_shuttle_dock_airlock",
)
MS.announcer = "NDV Icarus"
MS.arrival_message = "Attention, [station_short], you have a large signature approaching the station - looks unarmed to surface scans. We're too far out to intercept - brace for visitors."
MS.departure_message = "Your visitors are on their way out of the system, [station_short], burning delta-v like it's nothing. Good riddance."
MS.announcer = "Automated Traffic Control"
MS.arrival_message = "Attention. A vessel is approaching the colony."
MS.departure_message = "Attention. A vessel is now leaving from the colony."
MS.interim = locate(/area/syndicate_station/transit)
MS.warmup_time = 0

View File

@@ -1,30 +0,0 @@
// We manually initialize the alarm handlers instead of looping over all existing types
// to make it possible to write: camera.triggerAlarm() rather than alarm_manager.managers[datum/alarm_handler/camera].triggerAlarm() or a variant thereof.
/var/global/datum/alarm_handler/atmosphere/atmosphere_alarm = new()
/var/global/datum/alarm_handler/camera/camera_alarm = new()
/var/global/datum/alarm_handler/fire/fire_alarm = new()
/var/global/datum/alarm_handler/motion/motion_alarm = new()
/var/global/datum/alarm_handler/power/power_alarm = new()
/datum/subsystem/alarm
name = "Alarm"
var/list/datum/alarm/all_handlers
/datum/subsystem/alarm/New()
all_handlers = list(atmosphere_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
/datum/subsystem/alarm/fire()
for(var/datum/alarm_handler/AH in all_handlers)
AH.process()
/datum/subsystem/alarm/proc/active_alarms()
var/list/all_alarms = new
for(var/datum/alarm_handler/AH in all_handlers)
var/list/alarms = AH.alarms
all_alarms += alarms
return all_alarms
/datum/subsystem/alarm/proc/number_of_active_alarms()
var/list/alarms = active_alarms()
return alarms.len

View File

@@ -25,7 +25,7 @@
usr.client.debug_variables(antag)
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano","Chemistry"))
/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano","Chemistry","Vote","Xenobio"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
@@ -92,5 +92,11 @@
if("Chemistry")
debug_variables(chemistryProcess)
feedback_add_details("admin_verb", "DChem")
if("Vote")
debug_variables(vote)
feedback_add_details("admin_verb", "DVote")
if("Xenobio")
debug_variables(xenobio_controller)
feedback_add_details("admin_verb", "DXenobio")
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
return

View File

@@ -1,9 +1,15 @@
var/datum/controller/vote/vote = new()
var/global/list/round_voters = list() //Keeps track of the individuals voting for a given round, for use in forcedrafting.
var/global/list/round_voters = list() // Keeps track of the individuals voting for a given round, for use in forcedrafting.
datum/controller/vote
var/initiator = null
#define VOTE_RESTART "restart"
#define VOTE_GAMEMODE "gamemode"
#define VOTE_CREW_TRANSFER "crew_transfer"
#define VOTE_ADD_ANTAGONIST "add_antagonist"
#define VOTE_CUSTOM "custom"
/datum/controller/vote
var/initiator = null // Key of the one who started the vote or "the server"
var/started_time = null
var/time_remaining = 0
var/mode = null
@@ -11,385 +17,366 @@ datum/controller/vote
var/list/choices = list()
var/list/gamemode_names = list()
var/list/voted = list()
var/list/voting = list()
var/list/current_votes = list()
var/list/additional_text = list()
var/auto_muted = 0
New()
if(vote != src)
if(istype(vote))
del(vote)
vote = src
/datum/controller/vote/New()
if(vote != src)
if(istype(vote))
del(vote)
vote = src
proc/process() //called by master_controller
if(mode)
// No more change mode votes after the game has started.
// 3 is GAME_STATE_PLAYING, but that #define is undefined for some reason
if(mode == "gamemode" && ticker.current_state >= 2)
world << "<b>Voting aborted due to game start.</b>"
src.reset()
return
/datum/controller/vote/proc/process() //called by master_controller
if(mode)
// No more change mode votes after the game has started.
if(mode == VOTE_GAMEMODE && ticker.current_state >= GAME_STATE_SETTING_UP)
world << "<b>Voting aborted due to game start.</b>"
src.reset()
return
// Calculate how much time is remaining by comparing current time, to time of vote start,
// plus vote duration
time_remaining = round((started_time + config.vote_period - world.time)/10)
if(time_remaining < 0)
result()
for(var/client/C in voting)
if(C)
C << browse(null,"window=vote")
reset()
else
for(var/client/C in voting)
if(C)
C << browse(vote.interface(C),"window=vote")
voting.Cut()
proc/autotransfer()
initiate_vote("crew_transfer","the server", 1)
log_debug("The server has called a crew transfer vote")
proc/autogamemode()
initiate_vote("gamemode","the server", 1)
log_debug("The server has called a gamemode vote")
proc/reset()
initiator = null
time_remaining = 0
mode = null
question = null
choices.Cut()
voted.Cut()
voting.Cut()
current_votes.Cut()
additional_text.Cut()
proc/get_result()
//get the highest number of votes
var/greatest_votes = 0
var/total_votes = 0
for(var/option in choices)
var/votes = choices[option]
total_votes += votes
if(votes > greatest_votes)
greatest_votes = votes
//default-vote for everyone who didn't vote
if(!config.vote_no_default && choices.len)
var/non_voters = (clients.len - total_votes)
if(non_voters > 0)
if(mode == "restart")
choices["Continue Playing"] += non_voters
if(choices["Continue Playing"] >= greatest_votes)
greatest_votes = choices["Continue Playing"]
else if(mode == "gamemode")
if(master_mode in choices)
choices[master_mode] += non_voters
if(choices[master_mode] >= greatest_votes)
greatest_votes = choices[master_mode]
else if(mode == "crew_transfer")
var/factor = 0.5
switch(world.time / (10 * 60)) // minutes
if(0 to 60)
factor = 0.5
if(61 to 120)
factor = 0.8
if(121 to 240)
factor = 1
if(241 to 300)
factor = 1.2
else
factor = 1.4
choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] * factor)
world << "<font color='purple'>Crew Transfer Factor: [factor]</font>"
greatest_votes = max(choices["Initiate Crew Transfer"], choices["Continue The Round"])
//get all options with that many votes and return them in a list
. = list()
if(greatest_votes)
for(var/option in choices)
if(choices[option] == greatest_votes)
. += option
return .
proc/announce_result()
var/list/winners = get_result()
var/text
if(winners.len > 0)
if(winners.len > 1)
if(mode != "gamemode" || ticker.hide_mode == 0) // Here we are making sure we don't announce potential game modes
text = "<b>Vote Tied Between:</b>\n"
for(var/option in winners)
text += "\t[option]\n"
. = pick(winners)
for(var/key in current_votes)
if(choices[current_votes[key]] == .)
round_voters += key // Keep track of who voted for the winning round.
if((mode == "gamemode" && . == "Extended") || ticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
text += "<b>Vote Result: [.]</b>"
else
if(mode != "gamemode")
text += "<b>Vote Result: [.]</b>"
else
text += "<b>The vote has ended.</b>" // What will be shown if it is a gamemode vote that isn't extended
else
text += "<b>Vote Result: Inconclusive - No Votes!</b>"
if(mode == "add_antagonist")
antag_add_failed = 1
log_vote(text)
world << "<font color='purple'>[text]</font>"
return .
proc/result()
. = announce_result()
var/restart = 0
if(.)
switch(mode)
if("restart")
if(. == "Restart Round")
restart = 1
if("gamemode")
if(master_mode != .)
world.save_mode(.)
if(ticker && ticker.mode)
restart = 1
else
master_mode = .
if("crew_transfer")
if(. == "Initiate Crew Transfer")
init_shift_change(null, 1)
if("add_antagonist")
if(isnull(.) || . == "None")
antag_add_failed = 1
else
additional_antag_types |= antag_names_to_ids[.]
if(mode == "gamemode") //fire this even if the vote fails.
if(!round_progressing)
round_progressing = 1
world << "<font color='red'><b>The round will start soon.</b></font>"
if(restart)
world << "World restarting due to vote..."
feedback_set_details("end_error","restart vote")
if(blackbox) blackbox.save_all_data_to_sql()
sleep(50)
log_game("Rebooting due to restart vote")
world.Reboot()
return .
proc/submit_vote(var/ckey, var/vote)
if(mode)
if(config.vote_no_dead && usr.stat == DEAD && !usr.client.holder)
return 0
if(vote && vote >= 1 && vote <= choices.len)
if(current_votes[ckey])
choices[choices[current_votes[ckey]]]--
voted += usr.ckey
choices[choices[vote]]++ //check this
current_votes[ckey] = vote
return vote
return 0
proc/initiate_vote(var/vote_type, var/initiator_key, var/automatic = 0)
if(!mode)
if(started_time != null && !(check_rights(R_ADMIN) || automatic))
var/next_allowed_time = (started_time + config.vote_delay)
if(next_allowed_time > world.time)
return 0
// Calculate how much time is remaining by comparing current time, to time of vote start,
// plus vote duration
time_remaining = round((started_time + config.vote_period - world.time)/10)
if(time_remaining < 0)
result()
reset()
switch(vote_type)
if("restart")
choices.Add("Restart Round","Continue Playing")
if("gamemode")
if(ticker.current_state >= 2)
return 0
choices.Add(config.votable_modes)
for (var/F in choices)
var/datum/game_mode/M = gamemode_cache[F]
if(!M)
continue
gamemode_names[M.config_tag] = capitalize(M.name) //It's ugly to put this here but it works
additional_text.Add("<td align = 'center'>[M.required_players]</td>")
gamemode_names["secret"] = "Secret"
if("crew_transfer")
if(check_rights(R_ADMIN|R_MOD, 0))
question = "End the shift?"
choices.Add("Initiate Crew Transfer", "Continue The Round")
/datum/controller/vote/proc/autotransfer()
initiate_vote(VOTE_CREW_TRANSFER, "the server", 1)
log_debug("The server has called a crew transfer vote")
/datum/controller/vote/proc/autogamemode()
initiate_vote(VOTE_GAMEMODE, "the server", 1)
log_debug("The server has called a gamemode vote")
/datum/controller/vote/proc/reset()
initiator = null
time_remaining = 0
mode = null
question = null
choices.Cut()
voted.Cut()
current_votes.Cut()
additional_text.Cut()
/datum/controller/vote/proc/get_result() // Get the highest number of votes
var/greatest_votes = 0
var/total_votes = 0
for(var/option in choices)
var/votes = choices[option]
total_votes += votes
if(votes > greatest_votes)
greatest_votes = votes
if(!config.vote_no_default && choices.len) // Default-vote for everyone who didn't vote
var/non_voters = (clients.len - total_votes)
if(non_voters > 0)
if(mode == VOTE_RESTART)
choices["Continue Playing"] += non_voters
if(choices["Continue Playing"] >= greatest_votes)
greatest_votes = choices["Continue Playing"]
else if(mode == VOTE_GAMEMODE)
if(master_mode in choices)
choices[master_mode] += non_voters
if(choices[master_mode] >= greatest_votes)
greatest_votes = choices[master_mode]
else if(mode == VOTE_CREW_TRANSFER)
var/factor = 0.5
switch(world.time / (10 * 60)) // minutes
if(0 to 60)
factor = 0.5
if(61 to 120)
factor = 0.8
if(121 to 240)
factor = 1
if(241 to 300)
factor = 1.2
else
if (get_security_level() == "red" || get_security_level() == "delta")
initiator_key << "The current alert status is too high to call for a crew transfer!"
return 0
if(ticker.current_state <= 2)
return 0
initiator_key << "The crew transfer button has been disabled!"
question = "End the shift?"
choices.Add("Initiate Crew Transfer", "Continue The Round")
if("add_antagonist")
if(!config.allow_extra_antags || ticker.current_state >= 2)
return 0
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(!(antag.id in additional_antag_types) && antag.is_votable())
choices.Add(antag.role_text)
choices.Add("None")
if("custom")
question = sanitizeSafe(input(usr,"What is the vote for?") as text|null)
if(!question) return 0
for(var/i=1,i<=10,i++)
var/option = capitalize(sanitize(input(usr,"Please enter an option or hit cancel to finish") as text|null))
if(!option || mode || !usr.client) break
choices.Add(option)
else
return 0
mode = vote_type
initiator = initiator_key
started_time = world.time
var/text = "[capitalize(mode)] vote started by [initiator]."
if(mode == "custom")
text += "\n[question]"
factor = 1.4
choices["Initiate Crew Transfer"] = round(choices["Initiate Crew Transfer"] * factor)
world << "<font color='purple'>Crew Transfer Factor: [factor]</font>"
greatest_votes = max(choices["Initiate Crew Transfer"], choices["Continue The Round"])
log_vote(text)
world << "<font color='purple'><b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period/10] seconds to vote.</font>"
switch(vote_type)
if("crew_transfer")
world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("gamemode")
world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if("custom")
world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if(mode == "gamemode" && round_progressing)
round_progressing = 0
world << "<font color='red'><b>Round start has been delayed.</b></font>"
. = list() // Get all options with that many votes and return them in a list
if(greatest_votes)
for(var/option in choices)
if(choices[option] == greatest_votes)
. += option
time_remaining = round(config.vote_period/10)
return 1
return 0
/datum/controller/vote/proc/announce_result()
var/list/winners = get_result()
var/text
if(winners.len > 0)
if(winners.len > 1)
if(mode != VOTE_GAMEMODE || ticker.hide_mode == 0) // Here we are making sure we don't announce potential game modes
text = "<b>Vote Tied Between:</b>\n"
for(var/option in winners)
text += "\t[option]\n"
. = pick(winners)
proc/interface(var/client/C)
if(!C) return
var/admin = 0
var/trialmin = 0
if(C.holder)
if(C.holder.rights & R_ADMIN)
admin = 1
trialmin = 1 // don't know why we use both of these it's really weird, but I'm 2 lasy to refactor this all to use just admin.
voting |= C
. = "<html><head><title>Voting Panel</title></head><body>"
if(mode)
if(question) . += "<h2>Vote: '[question]'</h2>"
else . += "<h2>Vote: [capitalize(mode)]</h2>"
. += "Time Left: [time_remaining] s<hr>"
. += "<table width = '100%'><tr><td align = 'center'><b>Choices</b></td><td align = 'center'><b>Votes</b></td>"
if(capitalize(mode) == "Gamemode") .+= "<td align = 'center'><b>Minimum Players</b></td></tr>"
for(var/i = 1, i <= choices.len, i++)
var/votes = choices[choices[i]]
if(!votes) votes = 0
. += "<tr>"
if(mode == "gamemode")
if(current_votes[C.ckey] == i)
. += "<td><b><a href='?src=\ref[src];vote=[i]'>[gamemode_names[choices[i]]]</a></b></td><td align = 'center'>[votes]</td>"
else
. += "<td><a href='?src=\ref[src];vote=[i]'>[gamemode_names[choices[i]]]</a></td><td align = 'center'>[votes]</td>"
else
if(current_votes[C.ckey] == i)
. += "<td><b><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></b></td><td align = 'center'>[votes]</td>"
else
. += "<td><a href='?src=\ref[src];vote=[i]'>[choices[i]]</a></td><td align = 'center'>[votes]</td>"
if (additional_text.len >= i)
. += additional_text[i]
. += "</tr>"
. += "</table><hr>"
if(admin)
. += "(<a href='?src=\ref[src];vote=cancel'>Cancel Vote</a>) "
for(var/key in current_votes)
if(choices[current_votes[key]] == .)
round_voters += key // Keep track of who voted for the winning round.
if(mode != VOTE_GAMEMODE || . == "Extended" || ticker.hide_mode == 0) // Announce Extended gamemode, but not other gamemodes
text += "<b>Vote Result: [.]</b>"
else
. += "<h2>Start a vote:</h2><hr><ul><li>"
//restart
if(trialmin || config.allow_vote_restart)
. += "<a href='?src=\ref[src];vote=restart'>Restart</a>"
else
. += "<font color='grey'>Restart (Disallowed)</font>"
. += "</li><li>"
if(trialmin || config.allow_vote_restart)
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer</a>"
else
. += "<font color='grey'>Crew Transfer (Disallowed)</font>"
if(trialmin)
. += "\t(<a href='?src=\ref[src];vote=toggle_restart'>[config.allow_vote_restart?"Allowed":"Disallowed"]</a>)"
. += "</li><li>"
//gamemode
if(trialmin || config.allow_vote_mode)
. += "<a href='?src=\ref[src];vote=gamemode'>GameMode</a>"
else
. += "<font color='grey'>GameMode (Disallowed)</font>"
if(trialmin)
. += "\t(<a href='?src=\ref[src];vote=toggle_gamemode'>[config.allow_vote_mode?"Allowed":"Disallowed"]</a>)"
. += "</li><li>"
//extra antagonists
if(!antag_add_failed && config.allow_extra_antags)
. += "<a href='?src=\ref[src];vote=add_antagonist'>Add Antagonist Type</a>"
else
. += "<font color='grey'>Restart (Disallowed)</font>"
. += "</li>"
//custom
if(trialmin)
. += "<li><a href='?src=\ref[src];vote=custom'>Custom</a></li>"
. += "</ul><hr>"
. += "<a href='?src=\ref[src];vote=close' style='position:absolute;right:50px'>Close</a></body></html>"
return .
text += "<b>The vote has ended.</b>"
else
text += "<b>Vote Result: Inconclusive - No Votes!</b>"
if(mode == VOTE_ADD_ANTAGONIST)
antag_add_failed = 1
log_vote(text)
world << "<font color='purple'>[text]</font>"
Topic(href,href_list[],hsrc)
if(!usr || !usr.client) return //not necessary but meh...just in-case somebody does something stupid
switch(href_list["vote"])
if("close")
voting -= usr.client
usr << browse(null, "window=vote")
return
if("cancel")
if(usr.client.holder)
reset()
if("toggle_restart")
if(usr.client.holder)
config.allow_vote_restart = !config.allow_vote_restart
if("toggle_gamemode")
if(usr.client.holder)
config.allow_vote_mode = !config.allow_vote_mode
if("restart")
if(config.allow_vote_restart || usr.client.holder)
initiate_vote("restart",usr.key)
if("gamemode")
if(config.allow_vote_mode || usr.client.holder)
initiate_vote("gamemode",usr.key)
if("crew_transfer")
if(config.allow_vote_restart || usr.client.holder)
initiate_vote("crew_transfer",usr.key)
if("add_antagonist")
if(config.allow_extra_antags)
initiate_vote("add_antagonist",usr.key)
if("custom")
if(usr.client.holder)
initiate_vote("custom",usr.key)
/datum/controller/vote/proc/result()
. = announce_result()
var/restart = 0
if(.)
switch(mode)
if(VOTE_RESTART)
if(. == "Restart Round")
restart = 1
if(VOTE_GAMEMODE)
if(master_mode != .)
world.save_mode(.)
if(ticker && ticker.mode)
restart = 1
else
master_mode = .
if(VOTE_CREW_TRANSFER)
if(. == "Initiate Crew Transfer")
init_shift_change(null, 1)
if(VOTE_ADD_ANTAGONIST)
if(isnull(.) || . == "None")
antag_add_failed = 1
else
additional_antag_types |= antag_names_to_ids[.]
if(mode == VOTE_GAMEMODE) //fire this even if the vote fails.
if(!round_progressing)
round_progressing = 1
world << "<font color='red'><b>The round will start soon.</b></font>"
if(restart)
world << "World restarting due to vote..."
feedback_set_details("end_error", "restart vote")
if(blackbox)
blackbox.save_all_data_to_sql()
sleep(50)
log_game("Rebooting due to restart vote")
world.Reboot()
/datum/controller/vote/proc/submit_vote(var/ckey, var/newVote)
if(mode)
if(config.vote_no_dead && usr.stat == DEAD && !usr.client.holder)
return
if(current_votes[ckey])
choices[choices[current_votes[ckey]]]--
if(newVote && newVote >= 1 && newVote <= choices.len)
choices[choices[newVote]]++
current_votes[ckey] = newVote
else
current_votes[ckey] = null
/datum/controller/vote/proc/initiate_vote(var/vote_type, var/initiator_key, var/automatic = 0)
if(!mode)
if(started_time != null && !(check_rights(R_ADMIN) || automatic))
var/next_allowed_time = (started_time + config.vote_delay)
if(next_allowed_time > world.time)
return 0
reset()
switch(vote_type)
if(VOTE_RESTART)
choices.Add("Restart Round", "Continue Playing")
if(VOTE_GAMEMODE)
if(ticker.current_state >= GAME_STATE_SETTING_UP)
return 0
choices.Add(config.votable_modes)
for(var/F in choices)
var/datum/game_mode/M = gamemode_cache[F]
if(!M)
continue
gamemode_names[M.config_tag] = capitalize(M.name) //It's ugly to put this here but it works
additional_text.Add("<td align = 'center'>[M.required_players]</td>")
gamemode_names["secret"] = "Secret"
if(VOTE_CREW_TRANSFER)
if(!check_rights(R_ADMIN|R_MOD, 0)) // The gods care not for the affairs of the mortals
if(get_security_level() == "red" || get_security_level() == "delta")
initiator_key << "The current alert status is too high to call for a crew transfer!"
return 0
if(ticker.current_state <= GAME_STATE_SETTING_UP)
initiator_key << "The crew transfer button has been disabled!"
return 0
question = "End the shift?"
choices.Add("Initiate Crew Transfer", "Continue The Round")
if(VOTE_ADD_ANTAGONIST)
if(!config.allow_extra_antags || ticker.current_state >= GAME_STATE_SETTING_UP)
return 0
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
if(!(antag.id in additional_antag_types) && antag.is_votable())
choices.Add(antag.role_text)
choices.Add("None")
if(VOTE_CUSTOM)
question = sanitizeSafe(input(usr, "What is the vote for?") as text|null)
if(!question)
return 0
for(var/i = 1 to 10)
var/option = capitalize(sanitize(input(usr, "Please enter an option or hit cancel to finish") as text|null))
if(!option || mode || !usr.client)
break
choices.Add(option)
else
var/t = round(text2num(href_list["vote"]))
if(t) // It starts from 1, so there's no problem
submit_vote(usr.ckey, t)
usr.vote()
return 0
mode = vote_type
initiator = initiator_key
started_time = world.time
var/text = "[capitalize(mode)] vote started by [initiator]."
if(mode == VOTE_CUSTOM)
text += "\n[question]"
/mob/verb/vote()
log_vote(text)
world << "<font color='purple'><b>[text]</b>\nType <b>vote</b> or click <a href='?src=\ref[src]'>here</a> to place your votes.\nYou have [config.vote_period / 10] seconds to vote.</font>"
if(vote_type == VOTE_CREW_TRANSFER || vote_type == VOTE_GAMEMODE || vote_type == VOTE_CUSTOM)
world << sound('sound/ambience/alarm4.ogg', repeat = 0, wait = 0, volume = 50, channel = 3)
if(mode == VOTE_GAMEMODE && round_progressing)
round_progressing = 0
world << "<font color='red'><b>Round start has been delayed.</b></font>"
time_remaining = round(config.vote_period / 10)
return 1
return 0
/datum/controller/vote/proc/interface(var/client/C)
if(!istype(C))
return
var/admin = 0
if(C.holder)
if(C.holder.rights & R_ADMIN)
admin = 1
. = "<html><head><title>Voting Panel</title></head><body>"
if(mode)
if(question)
. += "<h2>Vote: '[question]'</h2>"
else
. += "<h2>Vote: [capitalize(mode)]</h2>"
. += "Time Left: [time_remaining] s<hr>"
. += "<table width = '100%'><tr><td align = 'center'><b>Choices</b></td><td align = 'center'><b>Votes</b></td>"
if(mode == VOTE_GAMEMODE)
.+= "<td align = 'center'><b>Minimum Players</b></td></tr>"
for(var/i = 1 to choices.len)
var/votes = choices[choices[i]]
if(!votes)
votes = 0
. += "<tr>"
var/thisVote = (current_votes[C.ckey] == i)
if(mode == VOTE_GAMEMODE)
. += "<td>[thisVote ? "<b>" : ""]<a href='?src=\ref[src];vote=[i]'>[gamemode_names[choices[i]]]</a>[thisVote ? "</b>" : ""]</td><td align = 'center'>[votes]</td>"
else
. += "<td>[thisVote ? "<b>" : ""]<a href='?src=\ref[src];vote=[i]'>[choices[i]]</a>[thisVote ? "</b>" : ""]</td><td align = 'center'>[votes]</td>"
if (additional_text.len >= i)
. += additional_text[i]
. += "</tr>"
. += "<tr><td><a href='?src=\ref[src];vote=unvote'>Unvote</a></td></tr>"
. += "</table><hr>"
if(admin)
. += "(<a href='?src=\ref[src];vote=cancel'>Cancel Vote</a>) "
else
. += "<h2>Start a vote:</h2><hr><ul><li>"
if(admin || config.allow_vote_restart)
. += "<a href='?src=\ref[src];vote=restart'>Restart</a>"
else
. += "<font color='grey'>Restart (Disallowed)</font>"
. += "</li><li>"
if(admin || config.allow_vote_restart)
. += "<a href='?src=\ref[src];vote=crew_transfer'>Crew Transfer</a>"
else
. += "<font color='grey'>Crew Transfer (Disallowed)</font>"
if(admin)
. += "\t(<a href='?src=\ref[src];vote=toggle_restart'>[config.allow_vote_restart ? "Allowed" : "Disallowed"]</a>)"
. += "</li><li>"
if(admin || config.allow_vote_mode)
. += "<a href='?src=\ref[src];vote=gamemode'>GameMode</a>"
else
. += "<font color='grey'>GameMode (Disallowed)</font>"
if(admin)
. += "\t(<a href='?src=\ref[src];vote=toggle_gamemode'>[config.allow_vote_mode ? "Allowed" : "Disallowed"]</a>)"
. += "</li><li>"
if(!antag_add_failed && config.allow_extra_antags)
. += "<a href='?src=\ref[src];vote=add_antagonist'>Add Antagonist Type</a>"
else
. += "<font color='grey'>Add Antagonist (Disallowed)</font>"
. += "</li>"
if(admin)
. += "<li><a href='?src=\ref[src];vote=custom'>Custom</a></li>"
. += "</ul><hr>"
. += "<a href='?src=\ref[src];vote=close' style='position:absolute;right:50px'>Close</a></body></html>"
/datum/controller/vote/Topic(href, href_list[])
if(!usr || !usr.client)
return
switch(href_list["vote"])
if("close")
usr << browse(null, "window=vote")
return
if("cancel")
if(usr.client.holder)
reset()
if("toggle_restart")
if(usr.client.holder)
config.allow_vote_restart = !config.allow_vote_restart
if("toggle_gamemode")
if(usr.client.holder)
config.allow_vote_mode = !config.allow_vote_mode
if(VOTE_RESTART)
if(config.allow_vote_restart || usr.client.holder)
initiate_vote(VOTE_RESTART, usr.key)
if(VOTE_GAMEMODE)
if(config.allow_vote_mode || usr.client.holder)
initiate_vote(VOTE_GAMEMODE, usr.key)
if(VOTE_CREW_TRANSFER)
if(config.allow_vote_restart || usr.client.holder)
initiate_vote(VOTE_CREW_TRANSFER, usr.key)
if(VOTE_ADD_ANTAGONIST)
if(config.allow_extra_antags || usr.client.holder)
initiate_vote(VOTE_ADD_ANTAGONIST, usr.key)
if(VOTE_CUSTOM)
if(usr.client.holder)
initiate_vote(VOTE_CUSTOM, usr.key)
if("unvote")
submit_vote(usr.ckey, null)
else
var/t = round(text2num(href_list["vote"]))
if(t) // It starts from 1, so there's no problem
submit_vote(usr.ckey, t)
usr.client.vote()
/client/verb/vote()
set category = "OOC"
set name = "Vote"
if(vote)
src << browse(vote.interface(client),"window=vote")
src << browse(vote.interface(src), "window=vote;size=500x[300 + vote.choices.len * 25]")

View File

@@ -103,25 +103,26 @@ var/global/list/all_exonet_connections = list()
return null
// Proc: send_message()
// Parameters: 2 (target_address - the desired address to send the message to, message - the message to send)
// Parameters: 3 (target_address - the desired address to send the message to, message - the message to send, text - the message text if message is of type "text")
// Description: Sends the message to target_address, by calling receive_message() on the desired datum.
/datum/exonet_protocol/proc/send_message(var/target_address, var/message)
/datum/exonet_protocol/proc/send_message(var/target_address, var/message, var/text)
if(!address)
return 0
for(var/datum/exonet_protocol/exonet in all_exonet_connections)
if(exonet.address == target_address)
exonet.receive_message(holder, address, message)
exonet.receive_message(holder, address, message, text)
break
// Proc: receive_message()
// Parameters: 3 (origin_atom - the origin datum's holder, origin_address - the address the message originated from, message - the message that was sent)
// Parameters: 4 (origin_atom - the origin datum's holder, origin_address - the address the message originated from, message - the message that was sent,
// text - the message text if message is of type "text")
// Description: Called when send_message() successfully reaches the intended datum. By default, calls receive_exonet_message() on the holder atom.
/datum/exonet_protocol/proc/receive_message(var/atom/origin_atom, var/origin_address, var/message)
holder.receive_exonet_message(origin_atom, origin_address, message)
/datum/exonet_protocol/proc/receive_message(var/atom/origin_atom, var/origin_address, var/message, var/text)
holder.receive_exonet_message(origin_atom, origin_address, message, text)
return
// Proc: receive_exonet_message()
// Parameters: 3 (origin_atom - the origin datum's holder, origin_address - the address the message originated from, message - the message that was sent)
// Description: Override this to make your atom do something when a message is received.
/atom/proc/receive_exonet_message(var/atom/origin_atom, var/origin_address, var/message)
/atom/proc/receive_exonet_message(var/atom/origin_atom, var/origin_address, var/message, var/text)
return

View File

@@ -28,6 +28,9 @@
height = nheight
if (nref)
ref = nref
// If a client exists, but they have disabled fancy windowing, disable it!
if(user && user.client && !user.client.is_preference_enabled(/datum/client_preference/browser_style))
return
add_stylesheet("common", 'html/browser/common.css') // this CSS sheet is common to all UIs
/datum/browser/proc/set_title(ntitle)
@@ -74,10 +77,11 @@
if (title_image)
title_attributes = "class='uiTitle icon' style='background-image: url([title_image]);'"
return {"<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
return {"<!DOCTYPE html>
<html>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<meta charset=ISO-8859-1">
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
[head_content]
</head>
<body scroll=auto>

View File

@@ -2,17 +2,20 @@
* Category Collection *
**********************/
/datum/category_collection
var/category_group_type // The type of categories to initialize
var/list/datum/category_group/categories // The list of initialized categories
var/category_group_type // Type of categories to initialize
var/list/datum/category_group/categories // List of initialized categories
var/list/datum/category_group/categories_by_name // Associative list of initialized categories, keyed by name
/datum/category_collection/New()
..()
categories = new()
categories_by_name = new()
for(var/category_type in typesof(category_group_type))
var/datum/category_group/category = category_type
if(initial(category.name))
category = new category(src)
categories += category
categories_by_name[category.name] = category
categories = dd_sortedObjectList(categories)
/datum/category_collection/Destroy()
@@ -26,20 +29,23 @@
******************/
/datum/category_group
var/name = ""
var/category_item_type // The type of items to initialize
var/list/datum/category_item/items // The list of initialized items
var/datum/category_collection/collection // The collection this group belongs to
var/category_item_type // Type of items to initialize
var/list/datum/category_item/items // List of initialized items
var/list/datum/category_item/items_by_name // Associative list of initialized items, by name
var/datum/category_collection/collection // The collection this group belongs to
/datum/category_group/New(var/datum/category_collection/cc)
..()
collection = cc
items = new()
items_by_name = new()
for(var/item_type in typesof(category_item_type))
var/datum/category_item/item = item_type
if(initial(item.name))
item = new item(src)
items += item
items_by_name[item.name] = item
// For whatever reason dd_insertObjectList(items, item) doesn't insert in the correct order
// If you change this, confirm that character setup doesn't become completely unordered.

View File

@@ -1,3 +1,4 @@
/hook/startup/proc/createDatacore()
data_core = new /datum/datacore()
return 1
@@ -25,11 +26,11 @@
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
.manifest td, th {border:1px solid [monochrome?"black":"[OOC?"black; background-color:#272727; color:white":"#DEF; background-color:white; color:black"]"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: [OOC?"#40628A":"#48C"]; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: [OOC?"#013D3B;":"#488;"]"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: [OOC?"#373737; color:white":"#DEF"]"]}
</style></head>
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
@@ -74,11 +75,21 @@
if(real_rank in civilian_positions)
civ[name] = rank
department = 1
if(real_rank in nonhuman_positions)
bot[name] = rank
department = 1
if(!department && !(name in heads))
misc[name] = rank
// Synthetics don't have actual records, so we will pull them from here.
for(var/mob/living/silicon/ai/ai in mob_list)
bot[ai.name] = "Artificial Intelligence"
for(var/mob/living/silicon/robot/robot in mob_list)
// No combat/syndicate cyborgs, no drones.
if(robot.module && robot.module.hide_on_manifest)
continue
bot[robot.name] = "[robot.modtype] [robot.braintype]"
if(heads.len > 0)
dat += "<tr><th colspan=3>Heads</th></tr>"
for(name in heads)
@@ -176,7 +187,7 @@
G.fields["fingerprint"] = md5(H.dna.uni_identity)
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
G.fields["sex"] = H.gender
G.fields["sex"] = gender2text(H.gender)
G.fields["species"] = H.get_species()
G.fields["home_system"] = H.home_system
G.fields["citizenship"] = H.citizenship
@@ -189,6 +200,7 @@
var/datum/data/record/M = CreateMedicalRecord(H.real_name, id)
M.fields["b_type"] = H.b_type
M.fields["b_dna"] = H.dna.unique_enzymes
M.fields["id_gender"] = gender2text(H.identifying_gender)
if(H.med_record && !jobban_isbanned(H, "Records"))
M.fields["notes"] = H.med_record
@@ -204,7 +216,8 @@
L.fields["rank"] = H.mind.assigned_role
L.fields["age"] = H.age
L.fields["fingerprint"] = md5(H.dna.uni_identity)
L.fields["sex"] = H.gender
L.fields["sex"] = gender2text(H.gender)
L.fields["id_gender"] = gender2text(H.identifying_gender)
L.fields["b_type"] = H.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.SE // Used in respawning
@@ -245,8 +258,9 @@
preview_icon.Blend(E.get_icon(), ICON_OVERLAY)
//Tail
if(H.species.tail)
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[H.species.tail]_s")
var/use_species_tail = H.species.get_tail(H)
if(use_species_tail)
temp = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[use_species_tail]_s")
preview_icon.Blend(temp, ICON_OVERLAY)
// Skin tone
@@ -408,7 +422,7 @@
G.fields["id"] = id
G.fields["rank"] = "Unassigned"
G.fields["real_rank"] = "Unassigned"
G.fields["sex"] = "Male"
G.fields["sex"] = "Unknown"
G.fields["age"] = "Unknown"
G.fields["fingerprint"] = "Unknown"
G.fields["p_stat"] = "Active"
@@ -450,6 +464,7 @@
M.fields["name"] = name
M.fields["b_type"] = "AB+"
M.fields["b_dna"] = md5(name)
M.fields["id_gender"] = "Unknown"
M.fields["mi_dis"] = "None"
M.fields["mi_dis_d"] = "No minor disabilities have been declared."
M.fields["ma_dis"] = "None"

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