mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 19:22:56 +00:00
As a result, cyborg death squads were also removed. This also fixes meteors and space dust so that they properly take into account the borders of the map. Please do not hardcode numbers when we have defines in place. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4374 316c924e-a436-60f5-8080-3fe189b3f50e
219 lines
6.1 KiB
Plaintext
219 lines
6.1 KiB
Plaintext
var/global/datum/controller/game_controller/master_controller //Set in world.New()
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var/global/datum/failsafe/Failsafe
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var/global/controllernum = "no"
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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 = 1
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var/global/air_master_ready = 0
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var/global/sun_ready = 0
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var/global/mobs_ready = 0
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var/global/diseases_ready = 0
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var/global/machines_ready = 0
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var/global/objects_ready = 0
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var/global/networks_ready = 0
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var/global/powernets_ready = 0
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var/global/ticker_ready = 0
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//Used for MC 'proc break' debugging
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var/global/obj/last_obj_processed
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var/global/datum/disease/last_disease_processed
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var/global/obj/machinery/last_machine_processed
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var/global/mob/last_mob_processed
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proc/setup()
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if(master_controller && (master_controller != src))
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del(src)
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return
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//There can be only one master.
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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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if(job_master.SetupOccupations())
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world << "\red \b Job setup complete"
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job_master.LoadJobs("config/jobs.txt")
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world.tick_lag = config.Ticklag
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createRandomZlevel()
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setup_objects()
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setupgenetics()
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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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syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
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syndicate_code_response = generate_code_phrase()
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emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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setupfactions()
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spawn
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ticker.pregame()
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proc/setup_objects()
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world << "\red \b Initializing objects"
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sleep(-1)
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for(var/obj/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/vent_pump/T in world)
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T.broadcast_status()
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
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T.broadcast_status()
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world << "\red \b Initializations complete."
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proc/process()
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var/currenttime = world.timeofday
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var/diff = (currenttime - last_tick_timeofday) / 10
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last_tick_timeofday = currenttime
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last_tick_duration = diff
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if(!processing)
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return 0
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controllernum = "yes"
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spawn (100)
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controllernum = "no"
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controller_iteration++
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var/start_time = world.timeofday
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air_master_ready = 0
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sun_ready = 0
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mobs_ready = 0
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diseases_ready = 0
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machines_ready = 0
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objects_ready = 0
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networks_ready = 0
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powernets_ready = 0
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ticker_ready = 0
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spawn(0)
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air_master.process()
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air_master_ready = 1
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sleep(1)
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spawn(0)
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sun.calc_position()
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sun_ready = 1
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sleep(-1)
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spawn(0)
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for(var/mob/M in world)
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last_mob_processed = M
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M.Life()
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mobs_ready = 1
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sleep(-1)
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spawn(0)
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for(var/datum/disease/D in active_diseases)
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last_disease_processed = D
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D.process()
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diseases_ready = 1
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spawn(0)
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for(var/obj/machinery/machine in machines)
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if(machine)
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last_machine_processed = machine
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machine.process()
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if(machine && machine.use_power)
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machine.auto_use_power()
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machines_ready = 1
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sleep(-1)
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sleep(1)
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spawn(0)
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for(var/obj/object in processing_objects)
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last_obj_processed = object
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object.process()
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objects_ready = 1
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spawn(0)
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for(var/datum/pipe_network/network in pipe_networks)
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network.process()
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networks_ready = 1
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spawn(0)
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for(var/datum/powernet/P in powernets)
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P.reset()
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powernets_ready = 1
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sleep(-1)
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spawn(0)
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ticker.process()
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ticker_ready = 1
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sleep(world.timeofday+12-start_time)
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var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
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while(!air_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
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IL_check++
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if(IL_check > 600)
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var/MC_report = "air_master_ready = [air_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
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message_admins("<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.</b>")
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message_admins("<b>The master controller reports: [MC_report]</b>")
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if(!diseases_ready)
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if(last_disease_processed)
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message_admins("<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A>", 0, 1)
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else
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message_admins("<b>DISEASE PROCESSING stuck on </b>unknown")
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if(!machines_ready)
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if(last_machine_processed)
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message_admins("<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A>", 0, 1)
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else
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message_admins("<b>MACHINE PROCESSING stuck on </b>unknown")
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if(!objects_ready)
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if(last_obj_processed)
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message_admins("<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A>", 0, 1)
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else
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message_admins("<b>OBJ PROCESSING stuck on </b>unknown")
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log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
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message_admins("<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font>")
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break;
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sleep(1)
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spawn
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process()
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return 1 |