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CHOMPStation2/code/controllers/master_controller.dm
2025-04-18 01:06:35 +02:00

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//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
//
// TODO - This will be completely replaced by master.dm in time.
//
var/global/datum/controller/game_controller/master_controller //Set in world.New()
var/global/last_tick_duration = 0
/datum/controller/game_controller
var/list/shuttle_list // 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))
qdel(master_controller)
master_controller = src
if(!job_master)
job_master = new /datum/controller/occupations()
job_master.SetupOccupations()
job_master.LoadJobs("config/jobs.txt")
admin_notice(span_danger("Job setup complete"), R_DEBUG)
if(!GLOB.syndicate_code_phrase)
GLOB.syndicate_code_phrase = generate_code_phrase()
if(!GLOB.syndicate_code_response)
GLOB.syndicate_code_response = generate_code_phrase()
/datum/controller/game_controller/proc/setup()
setup_objects()
// setupgenetics() Moved to SSatoms
// SetupXenoarch() - Moved to SSxenoarch
transfer_controller = new
admin_notice(span_danger("Initializations complete."), R_DEBUG)
// #if UNIT_TEST
// # define CHECK_SLEEP_MASTER // For unit tests we don't care about a smooth lobby screen experience. We care about speed.
// #else
// # define CHECK_SLEEP_MASTER if(++initialized_objects > 500) { initialized_objects=0;sleep(world.tick_lag); }
// #endif
/datum/controller/game_controller/proc/setup_objects()
// Set up antagonists.
populate_antag_type_list()
//Set up spawn points.
populate_spawn_points()