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-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc... Lists are as follows: -mob_list : Contains all atom/mobs by ref -player_list : Like mob_list, but only contains mobs with clients attached -admin_list : Like player_list, but holds all mobs with clients attached and admin status -living_mob_list : Contains all mobs that ARE alive, regardless of client status -dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts -cable_list : A list containing every obj/structure/cable in existence Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful) These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick. Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else. If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on. Mob related in worlds before this commit: 1262 After: 4 I'm helping git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
438 lines
13 KiB
Plaintext
438 lines
13 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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// Controls the emergency shuttle
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// these define the time taken for the shuttle to get to SS13
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// and the time before it leaves again
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#define SHUTTLEARRIVETIME 600 // 10 minutes = 600 seconds
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#define SHUTTLELEAVETIME 180 // 3 minutes = 180 seconds
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#define SHUTTLETRANSITTIME 120 // 2 minutes = 120 seconds
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var/global/datum/shuttle_controller/emergency_shuttle/emergency_shuttle
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datum/shuttle_controller
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var/location = 0 //0 = somewhere far away (in spess), 1 = at SS13, 2 = returned from SS13
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var/online = 0
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var/direction = 1 //-1 = going back to central command, 1 = going to SS13, 2 = in transit to centcom (not recalled)
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var/endtime // timeofday that shuttle arrives
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var/timelimit //important when the shuttle gets called for more than shuttlearrivetime
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//timeleft = 360 //600
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var/fake_recall = 0 //Used in rounds to prevent "ON NOES, IT MUST [INSERT ROUND] BECAUSE SHUTTLE CAN'T BE CALLED"
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// call the shuttle
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// if not called before, set the endtime to T+600 seconds
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// otherwise if outgoing, switch to incoming
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proc/incall(coeff = 1)
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if(endtime)
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if(direction == -1)
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setdirection(1)
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else
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settimeleft(SHUTTLEARRIVETIME*coeff)
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online = 1
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proc/recall()
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if(direction == 1)
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var/timeleft = timeleft()
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if(timeleft >= 600)
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return
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captain_announce("The emergency shuttle has been recalled.")
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world << sound('shuttlerecalled.ogg')
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setdirection(-1)
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online = 1
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// returns the time (in seconds) before shuttle arrival
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// note if direction = -1, gives a count-up to SHUTTLEARRIVETIME
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proc/timeleft()
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if(online)
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var/timeleft = round((endtime - world.timeofday)/10 ,1)
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if(direction == 1 || direction == 2)
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return timeleft
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else
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return SHUTTLEARRIVETIME-timeleft
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else
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return SHUTTLEARRIVETIME
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// sets the time left to a given delay (in seconds)
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proc/settimeleft(var/delay)
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endtime = world.timeofday + delay * 10
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timelimit = delay
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// sets the shuttle direction
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// 1 = towards SS13, -1 = back to centcom
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proc/setdirection(var/dirn)
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if(direction == dirn)
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return
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direction = dirn
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// if changing direction, flip the timeleft by SHUTTLEARRIVETIME
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var/ticksleft = endtime - world.timeofday
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endtime = world.timeofday + (SHUTTLEARRIVETIME*10 - ticksleft)
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return
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proc/process()
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emergency_shuttle
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process()
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if(!online)
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return
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var/timeleft = timeleft()
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if(timeleft > 1e5) // midnight rollover protection
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timeleft = 0
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switch(location)
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if(0)
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/* --- Shuttle is in transit to Central Command from SS13 --- */
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if(direction == 2)
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if(timeleft>0)
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return 0
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/* --- Shuttle has arrived at Centrcal Command --- */
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else
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// turn off the star spawners
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/*
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for(var/obj/effect/starspawner/S in world)
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S.spawning = 0
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*/
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location = 2
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/transit)
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var/area/end_location = locate(/area/shuttle/escape/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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//pods
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start_location = locate(/area/shuttle/escape_pod1/transit)
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end_location = locate(/area/shuttle/escape_pod1/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod2/transit)
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end_location = locate(/area/shuttle/escape_pod2/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod3/transit)
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end_location = locate(/area/shuttle/escape_pod3/centcom)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod5/transit)
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end_location = locate(/area/shuttle/escape_pod5/centcom)
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start_location.move_contents_to(end_location, null, EAST)
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for(var/obj/machinery/door/D in world)
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if( get_area(D) == end_location )
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spawn(0)
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D.open()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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online = 0
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return 1
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/* --- Shuttle has docked centcom after being recalled --- */
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if(timeleft>timelimit)
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online = 0
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direction = 1
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endtime = null
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return 0
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else if((fake_recall != 0) && (timeleft <= fake_recall))
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recall()
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return 0
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/* --- Shuttle has docked with the station - begin countdown to transit --- */
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else if(timeleft <= 0)
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location = 1
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var/area/start_location = locate(/area/shuttle/escape/centcom)
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var/area/end_location = locate(/area/shuttle/escape/station)
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var/list/dstturfs = list()
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var/throwy = world.maxy
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for(var/turf/T in end_location)
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dstturfs += T
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if(T.y < throwy)
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throwy = T.y
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// hey you, get out of the way!
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for(var/turf/T in dstturfs)
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// find the turf to move things to
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var/turf/D = locate(T.x, throwy - 1, 1)
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//var/turf/E = get_step(D, SOUTH)
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for(var/atom/movable/AM as mob|obj in T)
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AM.Move(D)
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// NOTE: Commenting this out to avoid recreating mass driver glitch
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/*
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spawn(0)
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AM.throw_at(E, 1, 1)
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return
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*/
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if(istype(T, /turf/simulated))
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del(T)
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for(var/mob/living/carbon/bug in end_location) // If someone somehow is still in the shuttle's docking area...
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bug.gib()
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start_location.move_contents_to(end_location)
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settimeleft(SHUTTLELEAVETIME)
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send2irc("Server", "The Emergency Shuttle has docked with the station.")
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captain_announce("The Emergency Shuttle has docked with the station. You have [round(timeleft()/60,1)] minutes to board the Emergency Shuttle.")
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world << sound('shuttledock.ogg')
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return 1
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if(1)
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if(timeleft>0)
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return 0
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/* --- Shuttle leaves the station, enters transit --- */
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else
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// Turn on the star effects
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/* // kinda buggy atm, i'll fix this later
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for(var/obj/effect/starspawner/S in world)
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if(!S.spawning)
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spawn() S.startspawn()
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*/
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location = 0 // in deep space
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direction = 2 // heading to centcom
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//main shuttle
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var/area/start_location = locate(/area/shuttle/escape/station)
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var/area/end_location = locate(/area/shuttle/escape/transit)
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settimeleft(SHUTTLETRANSITTIME)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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// Some aesthetic turbulance shaking
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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//pods
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start_location = locate(/area/shuttle/escape_pod1/station)
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end_location = locate(/area/shuttle/escape_pod1/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod2/station)
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end_location = locate(/area/shuttle/escape_pod2/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod3/station)
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end_location = locate(/area/shuttle/escape_pod3/transit)
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start_location.move_contents_to(end_location, null, NORTH)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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start_location = locate(/area/shuttle/escape_pod5/station)
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end_location = locate(/area/shuttle/escape_pod5/transit)
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start_location.move_contents_to(end_location, null, EAST)
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for(var/obj/machinery/door/D in end_location)
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spawn(0)
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D.close()
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for(var/mob/M in end_location)
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if(M.client)
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spawn(0)
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if(M.buckled)
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shake_camera(M, 4, 1) // buckled, not a lot of shaking
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else
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shake_camera(M, 10, 2) // unbuckled, HOLY SHIT SHAKE THE ROOM
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if(istype(M, /mob/living/carbon))
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if(!M.buckled)
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M.Weaken(5)
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captain_announce("The Emergency Shuttle has left the station. Estimate [round(timeleft()/60,1)] minutes until the shuttle docks at Central Command.")
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return 1
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else
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return 1
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/*
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Some slapped-together star effects for maximum spess immershuns. Basically consists of a
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spawner, an ender, and bgstar. Spawners create bgstars, bgstars shoot off into a direction
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until they reach a starender.
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*/
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/obj/effect/bgstar
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name = "star"
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var/speed = 10
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var/direction = SOUTH
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layer = 2 // TURF_LAYER
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New()
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..()
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pixel_x += rand(-2,30)
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pixel_y += rand(-2,30)
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var/starnum = pick("1", "1", "1", "2", "3", "4")
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icon_state = "star"+starnum
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speed = rand(2, 5)
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proc/startmove()
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while(src)
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sleep(speed)
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step(src, direction)
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for(var/obj/effect/starender/E in loc)
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del(src)
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/obj/effect/starender
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invisibility = 101
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/obj/effect/starspawner
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invisibility = 101
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var/spawndir = SOUTH
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var/spawning = 0
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West
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spawndir = WEST
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proc/startspawn()
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spawning = 1
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while(spawning)
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sleep(rand(2, 30))
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var/obj/effect/bgstar/S = new/obj/effect/bgstar(locate(x,y,z))
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S.direction = spawndir
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spawn()
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S.startmove()
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