mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 11:13:16 +00:00
Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/jobs/job_controller.dm code/game/machinery/alarm.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/bots/medbot.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/message.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/constructable_frame.dm code/game/machinery/doors/door.dm code/game/machinery/doors/firedoor.dm code/game/machinery/newscaster.dm code/game/machinery/recharger.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/mecha/mech_fabricator.dm code/game/mecha/working/ripley.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/flashlight.dm code/game/objects/items/devices/radio/encryptionkey.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/medical.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/secstorage/secstorage.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/storage/firstaid.dm code/game/objects/items/weapons/storage/kit.dm code/game/objects/items/weapons/storage/storage.dm code/game/objects/items/weapons/storage/toolbox.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/tools.dm code/game/objects/structures/crates_lockers/closets/secure/cargo.dm code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm code/game/objects/structures/crates_lockers/closets/secure/scientist.dm code/game/objects/structures/crates_lockers/closets/secure/security.dm code/game/objects/structures/electricchair.dm code/game/objects/structures/extinguisher.dm code/game/objects/structures/watercloset.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/game/vehicles/airtight/airtight.dm code/game/vehicles/vehicle.dm code/global.dm code/modules/DetectiveWork/evidence.dm code/modules/admin/IsBanned.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/diagnostics.dm code/modules/admin/verbs/getlogs.dm code/modules/client/preferences.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/rig.dm code/modules/clothing/suits/miscellaneous.dm code/modules/critters/critter_defenses.dm code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
286 lines
8.2 KiB
Plaintext
286 lines
8.2 KiB
Plaintext
//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
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//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
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//WIP, needs lots of work still
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var/global/datum/controller/game_controller/master_controller //Set in world.New()
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var/global/controller_iteration = 0
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var/global/last_tick_timeofday = world.timeofday
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var/global/last_tick_duration = 0
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datum/controller/game_controller
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var/processing = 0
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var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
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var/minimum_ticks = 20 //The minimum length of time between MC ticks
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var/air_cost = 0
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var/sun_cost = 0
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var/mobs_cost = 0
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var/diseases_cost = 0
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var/machines_cost = 0
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var/objects_cost = 0
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var/networks_cost = 0
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var/powernets_cost = 0
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var/events_cost = 0
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var/ticker_cost = 0
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var/total_cost = 0
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var/last_thing_processed
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datum/controller/game_controller/New()
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//There can be only one master_controller. Out with the old and in with the new.
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if(master_controller != src)
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if(istype(master_controller))
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Recover()
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del(master_controller)
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master_controller = src
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createRandomZlevel()
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.setup()
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if(!job_master)
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job_master = new /datum/controller/occupations()
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job_master.SetupOccupations()
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job_master.LoadJobs("config/jobs.txt")
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world << "\red \b Job setup complete"
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if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
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if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
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if(!ticker) ticker = new /datum/controller/gameticker()
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if(!emergency_shuttle) emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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setup_objects()
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setupgenetics()
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setupfactions()
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for(var/i=0, i<max_secret_rooms, i++)
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make_mining_asteroid_secret()
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spawn(0)
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if(ticker)
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ticker.pregame()
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datum/controller/game_controller/proc/setup_objects()
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world << "\red \b Initializing objects"
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sleep(-1)
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for(var/atom/movable/object in world)
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object.initialize()
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world << "\red \b Initializing pipe networks"
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sleep(-1)
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for(var/obj/machinery/atmospherics/machine in world)
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machine.build_network()
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world << "\red \b Initializing atmos machinery."
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sleep(-1)
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for(var/obj/machinery/atmospherics/unary/U in world)
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if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
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var/obj/machinery/atmospherics/unary/vent_pump/T = U
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T.broadcast_status()
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else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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world << "\red \b Initializations complete."
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sleep(-1)
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datum/controller/game_controller/proc/process()
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processing = 1
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spawn(0)
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set background = 1
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while(1) //far more efficient than recursively calling ourself
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if(!Failsafe) new /datum/controller/failsafe()
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var/currenttime = world.timeofday
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last_tick_duration = (currenttime - last_tick_timeofday) / 10
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last_tick_timeofday = currenttime
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if(processing)
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var/timer
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var/start_time = world.timeofday
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controller_iteration++
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vote.process()
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//AIR
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/*timer = world.timeofday
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last_thing_processed = air_master.type
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air_master.process()
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air_cost = (world.timeofday - timer) / 10*/
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// this might make atmos slower
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// 1. atmos won't process if the game is generally lagged out(no deadlocks)
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// 2. if the server frequently crashes during atmos processing we will know
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if(!kill_air)
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//src.set_debug_state("Air Master")
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air_master.current_cycle++
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var/success = air_master.tick() //Changed so that a runtime does not crash the ticker.
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if(!success) //Runtimed.
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log_adminwarn("ZASALERT: air_system/tick() failed: [air_master.tick_progress]")
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air_master.failed_ticks++
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if(air_master.failed_ticks > 5)
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world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
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kill_air = 1
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air_master.failed_ticks = 0
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/*else if (air_master.failed_ticks > 10)
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air_master.failed_ticks = 0*/
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//air_master_ready = 1
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sleep(breather_ticks)
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//SUN
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timer = world.timeofday
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last_thing_processed = sun.type
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sun.calc_position()
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sun_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MOBS
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timer = world.timeofday
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var/i = 1
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while(i<=mob_list.len)
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var/mob/M = mob_list[i]
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if(M)
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last_thing_processed = M.type
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M.Life()
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i++
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continue
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mob_list.Cut(i,i+1)
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mobs_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//DISEASES
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timer = world.timeofday
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i = 1
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while(i<=active_diseases.len)
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var/datum/disease/Disease = active_diseases[i]
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if(Disease)
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last_thing_processed = Disease.type
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Disease.process()
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i++
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continue
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active_diseases.Cut(i,i+1)
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diseases_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MACHINES
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timer = world.timeofday
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i = 1
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while(i<=machines.len)
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var/obj/machinery/Machine = machines[i]
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if(Machine)
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last_thing_processed = Machine.type
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if(Machine.process() != PROCESS_KILL)
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if(Machine)
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if(Machine.use_power)
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Machine.auto_use_power()
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i++
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continue
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machines.Cut(i,i+1)
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machines_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//OBJECTS
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timer = world.timeofday
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i = 1
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while(i<=processing_objects.len)
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var/obj/Object = processing_objects[i]
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if(Object)
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last_thing_processed = Object.type
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Object.process()
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i++
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continue
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processing_objects.Cut(i,i+1)
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objects_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//PIPENETS
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timer = world.timeofday
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last_thing_processed = /datum/pipe_network
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i = 1
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while(i<=pipe_networks.len)
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var/datum/pipe_network/Network = pipe_networks[i]
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if(Network)
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Network.process()
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i++
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continue
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pipe_networks.Cut(i,i+1)
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networks_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//POWERNETS
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timer = world.timeofday
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last_thing_processed = /datum/powernet
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i = 1
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while(i<=powernets.len)
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var/datum/powernet/Powernet = powernets[i]
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if(Powernet)
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Powernet.reset()
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i++
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continue
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powernets.Cut(i,i+1)
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powernets_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//EVENTS
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timer = world.timeofday
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last_thing_processed = /datum/event
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i = 1
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while(i<=events.len)
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var/datum/event/Event = events[i]
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if(Event)
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Event.process()
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i++
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continue
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events.Cut(i,i+1)
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checkEvent()
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events_cost = (world.timeofday - timer) / 10
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//TICKER
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timer = world.timeofday
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last_thing_processed = ticker.type
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ticker.process()
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ticker_cost = (world.timeofday - timer) / 10
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//TIMING
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + events_cost + ticker_cost
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var/end_time = world.timeofday
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if(end_time < start_time)
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start_time -= 864000 //deciseconds in a day
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sleep( round(minimum_ticks - (end_time - start_time),1) )
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else
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sleep(10)
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datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
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var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
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for(var/varname in master_controller.vars)
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switch(varname)
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if("tag","bestF","type","parent_type","vars") continue
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else
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var/varval = master_controller.vars[varname]
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if(istype(varval,/datum))
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var/datum/D = varval
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msg += "\t [varname] = [D.type]\n"
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else
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msg += "\t [varname] = [varval]\n"
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world.log << msg
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