mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Refactors Sun and Inactivity processes to subsystems, and a few globa lvariables to be managed
This commit is contained in:
@@ -1,7 +0,0 @@
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/datum/controller/process/sun/setup()
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name = "sun"
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schedule_interval = 20 // every second
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sun = new
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/datum/controller/process/sun/doWork()
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sun.calc_position()
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@@ -1,12 +1,19 @@
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/datum/controller/process/inactivity/setup()
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name = "inactivity"
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schedule_interval = 600 // Once every minute (approx.)
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SUBSYSTEM_DEF(inactivity)
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name = "AFK Kick"
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wait = 600
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flags = SS_BACKGROUND | SS_NO_TICK_CHECK
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/datum/controller/process/inactivity/doWork()
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/datum/controller/subsystem/inactivity/fire()
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if(config.kick_inactive)
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<<<<<<< HEAD:code/controllers/Processes/inactivity.dm
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for(last_object in clients)
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var/client/C = last_object
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if(C.is_afk(config.kick_inactive MINUTES) && !C.holder) // VOREStation Edit - Allow admins to idle
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=======
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for(var/i in clients)
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var/client/C = i
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if(C.is_afk(config.kick_inactive MINUTES))
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>>>>>>> 414cf71... Merge pull request #5726 from kevinz000/ss_refactor_3:code/controllers/subsystems/inactivity.dm
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to_chat(C,"<span class='warning'>You have been inactive for more than [config.kick_inactive] minute\s and have been disconnected.</span>")
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var/information
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@@ -33,4 +40,3 @@
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log_and_message_admins("being kicked for AFK[information][adminlinks]", C.mob)
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qdel(C)
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SCHECK
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7
code/controllers/subsystems/sun.dm
Normal file
7
code/controllers/subsystems/sun.dm
Normal file
@@ -0,0 +1,7 @@
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SUBSYSTEM_DEF(sun)
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name = "Sun"
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wait = 600
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var/static/datum/sun/sun = new
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/datum/controller/subsystem/sun/fire()
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sun.calc_position()
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@@ -85,9 +85,6 @@
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if("Jobs")
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debug_variables(job_master)
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feedback_add_details("admin_verb","DJobs")
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if("Sun")
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debug_variables(sun)
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feedback_add_details("admin_verb","DSun")
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if("Radio")
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debug_variables(radio_controller)
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feedback_add_details("admin_verb","DRadio")
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@@ -1,38 +1,21 @@
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#define SOLAR_UPDATE_TIME 600 //duration between two updates of the whole sun/solars positions
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/datum/sun
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var/angle
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var/dx
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var/dy
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var/rate
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var/list/solars // for debugging purposes, references solars_list at the constructor
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var/solar_next_update // last time the sun position was checked and adjusted
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/datum/sun/New()
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solars = solars_list
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rate = rand(50,200)/100 // 50% - 200% of standard rotation
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if(prob(50)) // same chance to rotate clockwise than counter-clockwise
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rate = -rate
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solar_next_update = world.time // init the timer
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angle = rand (0,360) // the station position to the sun is randomised at round start
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/*/hook/startup/proc/createSun() // handled in scheduler
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sun = new /datum/sun()
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return 1*/
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// calculate the sun's position given the time of day
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// at the standard rate (100%) the angle is increase/decreased by 6 degrees every minute.
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// a full rotation thus take a game hour in that case
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/datum/sun/proc/calc_position()
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if(world.time < solar_next_update) //if less than 60 game secondes have passed, do nothing
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return;
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angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
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solar_next_update += SOLAR_UPDATE_TIME // since we updated the angle, set the proper time for the next loop
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// now calculate and cache the (dx,dy) increments for line drawing
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var/s = sin(angle)
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@@ -51,8 +34,8 @@
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dy = c / abs(s)
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//now tell the solar control computers to update their status and linked devices
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for(var/obj/machinery/power/solar_control/SC in solars_list)
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for(var/obj/machinery/power/solar_control/SC in GLOB.solars_list)
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if(!SC.powernet)
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solars_list.Remove(SC)
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GLOB.solars_list.Remove(SC)
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continue
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SC.update()
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@@ -91,7 +91,6 @@ var/list/reverse_dir = list( // reverse_dir[dir] = reverse of dir
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)
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var/datum/configuration/config = null
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var/datum/sun/sun = null
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var/list/combatlog = list()
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var/list/IClog = list()
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@@ -13,8 +13,8 @@
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adjust_solar_output(1.5)
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/datum/event/solar_storm/proc/adjust_solar_output(var/mult = 1)
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if(isnull(base_solar_gen_rate)) base_solar_gen_rate = solar_gen_rate
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solar_gen_rate = mult * base_solar_gen_rate
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if(isnull(base_solar_gen_rate)) base_solar_gen_rate = GLOB.solar_gen_rate
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GLOB.solar_gen_rate = mult * base_solar_gen_rate
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/datum/event/solar_storm/start()
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@@ -1,7 +1,7 @@
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#define SOLAR_MAX_DIST 40
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var/solar_gen_rate = 1500
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var/list/solars_list = list()
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GLOBAL_VAR_INIT(solar_gen_rate, 1500)
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GLOBAL_LIST_EMPTY(solars_list)
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/obj/machinery/power/solar
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name = "solar panel"
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@@ -25,8 +25,8 @@ var/list/solars_list = list()
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/obj/machinery/power/solar/drain_power()
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return -1
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/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
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..(loc)
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/obj/machinery/power/solar/initialize(mapload, obj/item/solar_assembly/S)
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. = ..()
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Make(S)
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connect_to_network()
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@@ -51,7 +51,7 @@ var/list/solars_list = list()
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if(!S)
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S = new /obj/item/solar_assembly(src)
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S.glass_type = /obj/item/stack/material/glass
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S.anchored = 1
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S.anchored = TRUE
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S.loc = src
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if(S.glass_type == /obj/item/stack/material/glass/reinforced) //if the panel is in reinforced glass
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health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
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@@ -102,18 +102,18 @@ var/list/solars_list = list()
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src.set_dir(angle2dir(adir))
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return
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//calculates the fraction of the sunlight that the panel recieves
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//calculates the fraction of the SSsun.sunlight that the panel recieves
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/obj/machinery/power/solar/proc/update_solar_exposure()
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if(!sun)
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if(!SSsun.sun)
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return
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if(obscured)
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sunfrac = 0
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return
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//find the smaller angle between the direction the panel is facing and the direction of the sun (the sign is not important here)
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var/p_angle = min(abs(adir - sun.angle), 360 - abs(adir - sun.angle))
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//find the smaller angle between the direction the panel is facing and the direction of the SSsun.sun (the sign is not important here)
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var/p_angle = min(abs(adir - SSsun.sun.angle), 360 - abs(adir - SSsun.sun.angle))
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if(p_angle > 90) // if facing more than 90deg from sun, zero output
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if(p_angle > 90) // if facing more than 90deg from SSsun.sun, zero output
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sunfrac = 0
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return
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@@ -123,14 +123,14 @@ var/list/solars_list = list()
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/obj/machinery/power/solar/process()//TODO: remove/add this from machines to save on processing as needed ~Carn PRIORITY
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if(stat & BROKEN)
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return
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if(!sun || !control) //if there's no sun or the panel is not linked to a solar control computer, no need to proceed
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if(!SSsun.sun || !control) //if there's no SSsun.sun or the panel is not linked to a solar control computer, no need to proceed
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return
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if(powernet)
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if(powernet == control.powernet)//check if the panel is still connected to the computer
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if(obscured) //get no light from the sun, so don't generate power
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if(obscured) //get no light from the SSsun.sun, so don't generate power
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return
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var/sgen = solar_gen_rate * sunfrac
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var/sgen = GLOB.solar_gen_rate * sunfrac
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add_avail(sgen)
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control.gen += sgen
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else //if we're no longer on the same powernet, remove from control computer
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@@ -173,7 +173,7 @@ var/list/solars_list = list()
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. = PROCESS_KILL
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return
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//trace towards sun to see if we're in shadow
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//trace towards SSsun.sun to see if we're in shadow
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/obj/machinery/power/solar/proc/occlusion()
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var/ax = x // start at the solar panel
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@@ -181,8 +181,8 @@ var/list/solars_list = list()
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var/turf/T = null
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for(var/i = 1 to 20) // 20 steps is enough
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ax += sun.dx // do step
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ay += sun.dy
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ax += SSsun.sun.dx // do step
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ay += SSsun.sun.dy
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T = locate( round(ax,0.5),round(ay,0.5),z)
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@@ -306,12 +306,12 @@ var/list/solars_list = list()
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/obj/machinery/power/solar_control/disconnect_from_network()
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..()
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solars_list.Remove(src)
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GLOB.solars_list.Remove(src)
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/obj/machinery/power/solar_control/connect_to_network()
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var/to_return = ..()
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if(powernet) //if connected and not already in solar_list...
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solars_list |= src //... add it
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GLOB.solars_list |= src //... add it
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return to_return
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//search for unconnected panels and trackers in the computer powernet and connect them
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@@ -330,7 +330,7 @@ var/list/solars_list = list()
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connected_tracker = T
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T.set_control(src)
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//called by the sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
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//called by the SSsun.sun controller, update the facing angle (either manually or via tracking) and rotates the panels accordingly
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/obj/machinery/power/solar_control/proc/update()
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if(stat & (NOPOWER | BROKEN))
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return
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@@ -341,7 +341,7 @@ var/list/solars_list = list()
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cdir = targetdir //...the current direction is the targetted one (and rotates panels to it)
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if(2) // auto-tracking
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if(connected_tracker)
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connected_tracker.set_angle(sun.angle)
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connected_tracker.set_angle(SSsun.sun.angle)
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set_panels(cdir)
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updateDialog()
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@@ -375,7 +375,7 @@ var/list/solars_list = list()
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/obj/machinery/power/solar_control/interact(mob/user)
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var/t = "<B><span class='highlight'>Generated power</span></B> : [round(lastgen)] W<BR>"
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t += "<B><span class='highlight'>Star Orientation</span></B>: [sun.angle]° ([angle2text(sun.angle)])<BR>"
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t += "<B><span class='highlight'>Star Orientation</span></B>: [SSsun.sun.angle]° ([angle2text(SSsun.sun.angle)])<BR>"
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t += "<B><span class='highlight'>Array Orientation</span></B>: [rate_control(src,"cdir","[cdir]°",1,15)] ([angle2text(cdir)])<BR>"
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t += "<B><span class='highlight'>Tracking:</span></B><div class='statusDisplay'>"
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switch(track)
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@@ -477,7 +477,7 @@ var/list/solars_list = list()
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track = text2num(href_list["track"])
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if(track == 2)
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if(connected_tracker)
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connected_tracker.set_angle(sun.angle)
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connected_tracker.set_angle(SSsun.sun.angle)
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set_panels(cdir)
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else if (track == 1) //begin manual tracking
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src.targetdir = src.cdir
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@@ -487,7 +487,7 @@ var/list/solars_list = list()
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if(href_list["search_connected"])
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src.search_for_connected()
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if(connected_tracker && track == 2)
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connected_tracker.set_angle(sun.angle)
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connected_tracker.set_angle(SSsun.sun.angle)
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src.set_panels(cdir)
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interact(usr)
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@@ -537,7 +537,7 @@ var/list/solars_list = list()
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spawn(150) // Wait 15 seconds to ensure everything was set up properly (such as, powernets, solar panels, etc.
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src.search_for_connected()
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if(connected_tracker && track == 2)
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connected_tracker.set_angle(sun.angle)
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connected_tracker.set_angle(SSsun.sun.angle)
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src.set_panels(cdir)
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//
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@@ -546,7 +546,7 @@ var/list/solars_list = list()
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/obj/item/weapon/paper/solar
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name = "paper- 'Going green! Setup your own solar array instructions.'"
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info = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or phoron! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.</p><p>You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the sun's movements and to send commands to the solar panels to change direction with the sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</p>"
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info = "<h1>Welcome</h1><p>At greencorps we love the environment, and space. With this package you are able to help mother nature and produce energy without any usage of fossil fuel or phoron! Singularity energy is dangerous while solar energy is safe, which is why it's better. Now here is how you setup your own solar array.</p><p>You can make a solar panel by wrenching the solar assembly onto a cable node. Adding a glass panel, reinforced or regular glass will do, will finish the construction of your solar panel. It is that easy!</p><p>Now after setting up 19 more of these solar panels you will want to create a solar tracker to keep track of our mother nature's gift, the SSsun.sun. These are the same steps as before except you insert the tracker equipment circuit into the assembly before performing the final step of adding the glass. You now have a tracker! Now the last step is to add a computer to calculate the SSsun.sun's movements and to send commands to the solar panels to change direction with the SSsun.sun. Setting up the solar computer is the same as setting up any computer, so you should have no trouble in doing that. You do need to put a wire node under the computer, and the wire needs to be connected to the tracker.</p><p>Congratulations, you should have a working solar array. If you are having trouble, here are some tips. Make sure all solar equipment are on a cable node, even the computer. You can always deconstruct your creations if you make a mistake.</p><p>That's all to it, be safe, be green!</p>"
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/proc/rate_control(var/S, var/V, var/C, var/Min=1, var/Max=5, var/Limit=null) //How not to name vars
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var/href = "<A href='?src=\ref[S];rate control=1;[V]"
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@@ -204,12 +204,15 @@
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#include "code\controllers\Processes\emergencyShuttle.dm"
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#include "code\controllers\Processes\event.dm"
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#include "code\controllers\Processes\game_master.dm"
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<<<<<<< HEAD:vorestation.dme
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#include "code\controllers\Processes\inactivity.dm"
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=======
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#include "code\controllers\Processes\mob.dm"
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>>>>>>> 414cf71... Merge pull request #5726 from kevinz000/ss_refactor_3:polaris.dme
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#include "code\controllers\Processes\nanoui.dm"
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#include "code\controllers\Processes\obj.dm"
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#include "code\controllers\Processes\radiation.dm"
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#include "code\controllers\Processes\scheduler.dm"
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#include "code\controllers\Processes\sun.dm"
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#include "code\controllers\Processes\supply.dm"
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#include "code\controllers\Processes\ticker.dm"
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#include "code\controllers\Processes\turf.dm"
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@@ -222,6 +225,7 @@
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#include "code\controllers\subsystems\circuits.dm"
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#include "code\controllers\subsystems\garbage.dm"
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#include "code\controllers\subsystems\holomaps.dm"
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#include "code\controllers\subsystems\inactivity.dm"
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#include "code\controllers\subsystems\lighting.dm"
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#include "code\controllers\subsystems\machines.dm"
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#include "code\controllers\subsystems\mapping_vr.dm"
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@@ -231,7 +235,11 @@
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#include "code\controllers\subsystems\persist_vr.dm"
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#include "code\controllers\subsystems\planets.dm"
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#include "code\controllers\subsystems\shuttles.dm"
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<<<<<<< HEAD:vorestation.dme
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#include "code\controllers\subsystems\transcore_vr.dm"
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=======
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#include "code\controllers\subsystems\sun.dm"
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>>>>>>> 414cf71... Merge pull request #5726 from kevinz000/ss_refactor_3:polaris.dme
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#include "code\controllers\subsystems\vote.dm"
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#include "code\controllers\subsystems\xenoarch.dm"
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#include "code\datums\ai_law_sets.dm"
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