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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
283 lines
10 KiB
Plaintext
283 lines
10 KiB
Plaintext
/client/proc
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general_report()
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set category = "Debug"
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set name = "Show General Report"
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if(!master_controller)
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usr << alert("Master_controller not found.")
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var/mobs = 0
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for(var/mob/M in mob_list)
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mobs++
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var/output = {"<B>GENERAL SYSTEMS REPORT</B><HR>
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<B>General Processing Data</B><BR>
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<B># of Machines:</B> [machines.len]<BR>
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<B># of Pipe Networks:</B> [pipe_networks.len]<BR>
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<B># of Processing Items:</B> [processing_objects.len]<BR>
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<B># of Power Nets:</B> [powernets.len]<BR>
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<B># of Mobs:</B> [mobs]<BR>
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"}
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usr << browse(output,"window=generalreport")
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feedback_add_details("admin_verb","SGR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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air_report()
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set category = "Debug"
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set name = "Show Air Report"
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if(!master_controller || !air_master)
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alert(usr,"Master_controller or air_master not found.","Air Report")
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return 0
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var/active_groups = 0
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var/inactive_groups = 0
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var/active_tiles = 0
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for(var/datum/air_group/group in air_master.air_groups)
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if(group.group_processing)
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active_groups++
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else
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inactive_groups++
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active_tiles += group.members.len
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var/hotspots = 0
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for(var/obj/effect/hotspot/hotspot in world)
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hotspots++
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var/output = {"<B>AIR SYSTEMS REPORT</B><HR>
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<B>General Processing Data</B><BR>
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<B># of Groups:</B> [air_master.air_groups.len]<BR>
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---- <I>Active:</I> [active_groups]<BR>
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---- <I>Inactive:</I> [inactive_groups]<BR>
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-------- <I>Tiles:</I> [active_tiles]<BR>
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<B># of Active Singletons:</B> [air_master.active_singletons.len]<BR>
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<BR>
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<B>Special Processing Data</B><BR>
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<B>Hotspot Processing:</B> [hotspots]<BR>
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<B>High Temperature Processing:</B> [air_master.active_super_conductivity.len]<BR>
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<B>High Pressure Processing:</B> [air_master.high_pressure_delta.len] (not yet implemented)<BR>
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<BR>
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<B>Geometry Processing Data</B><BR>
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<B>Group Rebuild:</B> [air_master.groups_to_rebuild.len]<BR>
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<B>Tile Update:</B> [air_master.tiles_to_update.len]<BR>
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"}
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usr << browse(output,"window=airreport")
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feedback_add_details("admin_verb","SAR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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air_status(turf/target as turf)
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set category = "Debug"
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set name = "Display Air Status"
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if(!isturf(target))
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return
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var/datum/gas_mixture/GM = target.return_air()
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var/burning = 0
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if(istype(target, /turf/simulated))
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var/turf/simulated/T = target
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if(T.active_hotspot)
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burning = 1
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usr << "\blue @[target.x],[target.y] ([GM.group_multiplier]): O:[GM.oxygen] T:[GM.toxins] N:[GM.nitrogen] C:[GM.carbon_dioxide] w [GM.temperature] Kelvin, [GM.return_pressure()] kPa [(burning)?("\red BURNING"):(null)]"
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for(var/datum/gas/trace_gas in GM.trace_gases)
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usr << "[trace_gas.type]: [trace_gas.moles]"
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feedback_add_details("admin_verb","DAST") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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fix_next_move()
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set category = "Debug"
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set name = "Unfreeze Everyone"
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var/largest_move_time = 0
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var/largest_click_time = 0
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var/mob/largest_move_mob = null
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var/mob/largest_click_mob = null
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for(var/mob/M in world)
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if(!M.client)
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continue
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if(M.next_move >= largest_move_time)
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largest_move_mob = M
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if(M.next_move > world.time)
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largest_move_time = M.next_move - world.time
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else
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largest_move_time = 1
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if(M.lastDblClick >= largest_click_time)
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largest_click_mob = M
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if(M.lastDblClick > world.time)
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largest_click_time = M.lastDblClick - world.time
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else
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largest_click_time = 0
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log_admin("DEBUG: [key_name(M)] next_move = [M.next_move] lastDblClick = [M.lastDblClick] world.time = [world.time]")
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M.next_move = 1
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M.lastDblClick = 0
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message_admins("[key_name_admin(largest_move_mob)] had the largest move delay with [largest_move_time] frames / [largest_move_time/10] seconds!", 1)
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message_admins("[key_name_admin(largest_click_mob)] had the largest click delay with [largest_click_time] frames / [largest_click_time/10] seconds!", 1)
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message_admins("world.time = [world.time]", 1)
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feedback_add_details("admin_verb","UFE") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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radio_report()
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set category = "Debug"
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set name = "Radio report"
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var/filters = list(
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"1" = "RADIO_TO_AIRALARM",
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"2" = "RADIO_FROM_AIRALARM",
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"3" = "RADIO_CHAT",
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"4" = "RADIO_ATMOSIA",
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"5" = "RADIO_NAVBEACONS",
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"6" = "RADIO_AIRLOCK",
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"7" = "RADIO_SECBOT",
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"8" = "RADIO_MULEBOT",
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"_default" = "NO_FILTER"
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)
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var/output = "<b>Radio Report</b><hr>"
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for (var/fq in radio_controller.frequencies)
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output += "<b>Freq: [fq]</b><br>"
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var/list/datum/radio_frequency/fqs = radio_controller.frequencies[fq]
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if (!fqs)
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output += " <b>ERROR</b><br>"
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continue
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for (var/filter in fqs.devices)
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var/list/f = fqs.devices[filter]
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if (!f)
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output += " [filters[filter]]: ERROR<br>"
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continue
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output += " [filters[filter]]: [f.len]<br>"
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for (var/device in f)
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if (isobj(device))
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output += " [device] ([device:x],[device:y],[device:z] in area [get_area(device:loc)])<br>"
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else
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output += " [device]<br>"
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usr << browse(output,"window=radioreport")
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feedback_add_details("admin_verb","RR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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reload_admins()
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set name = "Reload Admins"
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set category = "Debug"
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if(!(usr.client.holder && usr.client.holder.level >= 6)) // protect and prevent
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usr << "\red Not a good cop"
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return
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message_admins("[usr] manually reloaded admins.txt")
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usr << "You reload admins.txt"
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var/text = file2text("config/admins.txt")
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if (!text)
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diary << "Failed to reload config/admins.txt\n"
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else
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var/list/lines = dd_text2list(text, "\n")
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for(var/line in lines)
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if (!line)
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continue
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if (copytext(line, 1, 2) == ";")
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continue
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var/pos = findtext(line, " - ", 1, null)
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if (pos)
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var/m_key = copytext(line, 1, pos)
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var/a_lev = copytext(line, pos + 3, length(line) + 1)
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admins[m_key] = a_lev
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diary << ("ADMIN: [m_key] = [a_lev]")
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feedback_add_details("admin_verb","RLDA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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jump_to_dead_group()
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set name = "Jump to dead group"
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set category = "Debug"
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if(!holder)
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src << "Only administrators may use this command."
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return
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if(!air_master)
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usr << "Cannot find air_system"
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return
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var/datum/air_group/dead_groups = list()
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for(var/datum/air_group/group in air_master.air_groups)
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if (!group.group_processing)
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dead_groups += group
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var/datum/air_group/dest_group = pick(dead_groups)
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usr.loc = pick(dest_group.members)
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feedback_add_details("admin_verb","JDAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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kill_airgroup()
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set name = "Kill Local Airgroup"
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set desc = "Use this to allow manual manupliation of atmospherics."
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set category = "Debug"
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if(!holder)
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src << "Only administrators may use this command."
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return
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if(!air_master)
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usr << "Cannot find air_system"
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return
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var/turf/T = get_turf(usr)
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if(istype(T, /turf/simulated))
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var/datum/air_group/AG = T:parent
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AG.next_check = 30
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AG.group_processing = 0
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else
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usr << "Local airgroup is unsimulated!"
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feedback_add_details("admin_verb","KLAG") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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tension_report()
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set category = "Debug"
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set name = "Show Tension Report"
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if(!master_controller || !tension_master)
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alert(usr,"Master_controller or tension_master not found.","Tension Report")
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return 0
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if (!tension_master.get_num_players())
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alert(usr,"No players found. How the fuck are you calling this?","Tension Report")
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return 0
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var/numghosts = 0
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for(var/mob/dead/observer/theghost in world)
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numghosts ++
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var/output = {"<B>TENSION REPORT</B><HR>
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<B>General Statistics</B><BR>
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<B>Deaths:</B> [tension_master.deaths]<BR>
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---- <I>Humans:</I> [tension_master.human_deaths]<BR>
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<B>Explosions:</B> [tension_master.explosions]<BR>
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<B>Air alarms:</B> [tension_master.air_alarms]<BR>
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<B>Adminhelps:</B> [tension_master.adminhelps]<BR>
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<B>Ghosts:</B> [numghosts]<BR>
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<BR>
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<B>Current Status</B><BR>
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<B>Tension:</B> [tension_master.score]<BR>
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<a href='?src=\ref[tension_master];addScore=1'>Increase Tension by 50000</a><br>
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<B>Tension per player:</B> [tension_master.score/tension_master.get_num_players()]<BR>
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<B>Tensioner Debug Data:</B> R1:[tension_master.round1] R2:[tension_master.round2] R3:[tension_master.round3] R4:[tension_master.round4] ES: [tension_master.eversupressed] CD: [tension_master.cooldown]<br>
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<B>Current Tensioner Status:</B> [config.Tensioner_Active]. <a href='?src=\ref[tension_master];ToggleStatus=1'>Toggle?</a><br>
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<B>Recommendations:</B> All the modes. All of them. Press all of them.<BR>
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<BR>
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<a href='?src=\ref[tension_master];makeTratior=1'>Make Tratiors</a><br>
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<a href='?src=\ref[tension_master];makeChanglings=1'>Make Changlings</a><br>
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<a href='?src=\ref[tension_master];makeRevs=1'>Make Revs</a><br>
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<a href='?src=\ref[tension_master];makeWizard=1'>Make Wizard (Requires Ghosts)</a><br>
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<a href='?src=\ref[tension_master];makeCult=1'>Make Cult</a><br>
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<a href='?src=\ref[tension_master];makeNukeTeam=1'>Make Nuke Team (Requires Ghosts)</a><br>
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<a href='?src=\ref[tension_master];makeMalf=1'>Make Malf AI</a><br>
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<a href='?src=\ref[tension_master];makeSpaceNinja=1'>Make Space Ninja (Requires Ghosts)</a><br>
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<a href='?src=\ref[tension_master];makeAliens=1'>Make Aliens (Requires Ghosts)</a><br>
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<a href='?src=\ref[tension_master];makeDeathsquad=1'>Make Deathsquad (Syndicate) (Requires Ghosts)</a><br>
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<a href='?src=\ref[tension_master];makeBorgDeathsquad=1'>Make Deathsquad (Borg) (Requires Ghosts)</a><br>
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<br>
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"}
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for(var/game in tension_master.antagonistmodes)
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output += "<font size = 2>Points required/Probability for [game]: [tension_master.antagonistmodes[game]]<br></font>"
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usr << browse(output,"window=tensionreport;size=480x480")
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feedback_add_details("admin_verb","STR") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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