//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one. //It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs) //WIP, needs lots of work still var/global/datum/controller/game_controller/master_controller //Set in world.New() var/global/controller_iteration = 0 var/global/last_tick_duration = 0 var/global/air_processing_killed = 0 var/global/pipe_processing_killed = 0 datum/controller/game_controller var/list/shuttle_list // For debugging and VV var/datum/random_map/ore/asteroid_ore_map // For debugging and VV. datum/controller/game_controller/New() //There can be only one master_controller. Out with the old and in with the new. if(master_controller != src) log_debug("Rebuilding Master Controller") if(istype(master_controller)) del(master_controller) master_controller = src if(!job_master) job_master = new /datum/controller/occupations() job_master.SetupOccupations() job_master.LoadJobs("config/jobs.txt") world << "\red \b Job setup complete" if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase() if(!syndicate_code_response) syndicate_code_response = generate_code_phrase() datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag //Create the asteroid Z-level. new /datum/random_map(null,13,32,5,217,223) spawn(20) createRandomZlevel() setup_objects() setupgenetics() setupfactions() setup_economy() SetupXenoarch() transfer_controller = new datum/controller/game_controller/proc/setup_objects() world << "\red \b Initializing objects" sleep(-1) for(var/atom/movable/object in world) object.initialize() world << "\red \b Initializing pipe networks" sleep(-1) for(var/obj/machinery/atmospherics/machine in machines) machine.build_network() world << "\red \b Initializing atmos machinery." sleep(-1) for(var/obj/machinery/atmospherics/unary/U in machines) if(istype(U, /obj/machinery/atmospherics/unary/vent_pump)) var/obj/machinery/atmospherics/unary/vent_pump/T = U T.broadcast_status() else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber)) var/obj/machinery/atmospherics/unary/vent_scrubber/T = U T.broadcast_status() // Create the mining ore distribution map. // These values determine the specific area that the map is applied to. // If you do not use the official Baycode asteroid map, you will need to change them. asteroid_ore_map = new /datum/random_map/ore(null,13,32,5,217,223) //Shitty hack to fix mining turf overlays, for some reason New() is not being called. //for(var/turf/simulated/floor/plating/airless/asteroid/T in world) // T.updateMineralOverlays() // T.name = "asteroid" //Set up spawn points. populate_spawn_points() world << "\red \b Initializations complete." sleep(-1)