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@@ -0,0 +1,5 @@
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PROCESSING_SUBSYSTEM_DEF(chemistry)
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wait = 5
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flags = SS_KEEP_TIMING
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@@ -0,0 +1,95 @@
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PROCESSING_SUBSYSTEM_DEF(circuit)
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name = "Circuit"
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stat_tag = "CIR"
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init_order = INIT_ORDER_CIRCUIT
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flags = NONE
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var/cipherkey
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var/list/all_components = list() // Associative list of [component_name]:[component_path] pairs
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var/list/cached_components = list() // Associative list of [component_path]:[component] pairs
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var/list/all_assemblies = list() // Associative list of [assembly_name]:[assembly_path] pairs
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var/list/cached_assemblies = list() // Associative list of [assembly_path]:[assembly] pairs
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var/list/all_circuits = list() // Associative list of [circuit_name]:[circuit_path] pairs
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var/list/circuit_fabricator_recipe_list = list() // Associative list of [category_name]:[list_of_circuit_paths] pairs
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var/cost_multiplier = MINERAL_MATERIAL_AMOUNT / 10 // Each circuit cost unit is 200cm3
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/datum/controller/subsystem/processing/circuit/Initialize(start_timeofday)
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SScircuit.cipherkey = uppertext(random_string(2000+rand(0,10), GLOB.alphabet))
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circuits_init()
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return ..()
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/datum/controller/subsystem/processing/circuit/proc/circuits_init()
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//Cached lists for free performance
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for(var/path in typesof(/obj/item/integrated_circuit))
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var/obj/item/integrated_circuit/IC = path
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var/name = initial(IC.name)
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all_components[name] = path // Populating the component lists
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cached_components[IC] = new path
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if(!(initial(IC.spawn_flags) & (IC_SPAWN_DEFAULT | IC_SPAWN_RESEARCH)))
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continue
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var/category = initial(IC.category_text)
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if(!circuit_fabricator_recipe_list[category])
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circuit_fabricator_recipe_list[category] = list()
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var/list/category_list = circuit_fabricator_recipe_list[category]
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category_list += IC // Populating the fabricator categories
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for(var/path in typesof(/obj/item/electronic_assembly))
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var/obj/item/electronic_assembly/A = path
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var/name = initial(A.name)
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all_assemblies[name] = path
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cached_assemblies[A] = new path
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circuit_fabricator_recipe_list["Assemblies"] = list(
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/obj/item/electronic_assembly/default,
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/obj/item/electronic_assembly/calc,
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/obj/item/electronic_assembly/clam,
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/obj/item/electronic_assembly/simple,
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/obj/item/electronic_assembly/hook,
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/obj/item/electronic_assembly/pda,
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/obj/item/electronic_assembly/dildo,
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/obj/item/electronic_assembly/small/default,
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/obj/item/electronic_assembly/small/cylinder,
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/obj/item/electronic_assembly/small/scanner,
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/obj/item/electronic_assembly/small/hook,
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/obj/item/electronic_assembly/small/box,
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/obj/item/electronic_assembly/small/dildo,
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/obj/item/electronic_assembly/medium/default,
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/obj/item/electronic_assembly/medium/box,
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/obj/item/electronic_assembly/medium/clam,
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/obj/item/electronic_assembly/medium/medical,
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/obj/item/electronic_assembly/medium/gun,
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/obj/item/electronic_assembly/medium/radio,
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/obj/item/electronic_assembly/medium/dildo,
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/obj/item/electronic_assembly/large/default,
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/obj/item/electronic_assembly/large/scope,
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/obj/item/electronic_assembly/large/terminal,
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/obj/item/electronic_assembly/large/arm,
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/obj/item/electronic_assembly/large/tall,
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/obj/item/electronic_assembly/large/industrial,
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/obj/item/electronic_assembly/drone/default,
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/obj/item/electronic_assembly/drone/arms,
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/obj/item/electronic_assembly/drone/secbot,
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/obj/item/electronic_assembly/drone/medbot,
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/obj/item/electronic_assembly/drone/genbot,
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/obj/item/electronic_assembly/drone/android,
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/obj/item/electronic_assembly/wallmount/tiny,
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/obj/item/electronic_assembly/wallmount/light,
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/obj/item/electronic_assembly/wallmount,
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/obj/item/electronic_assembly/wallmount/heavy
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///obj/item/weapon/implant/integrated_circuit
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)
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circuit_fabricator_recipe_list["Tools"] = list(
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/obj/item/integrated_electronics/wirer,
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/obj/item/integrated_electronics/debugger,
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/obj/item/integrated_electronics/analyzer,
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/obj/item/integrated_electronics/detailer,
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/obj/item/card/data,
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/obj/item/card/data/full_color,
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/obj/item/card/data/disk
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)
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@@ -0,0 +1,6 @@
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//Fires five times every second.
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PROCESSING_SUBSYSTEM_DEF(fastprocess)
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name = "Fast Processing"
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wait = 2
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stat_tag = "FP"
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@@ -0,0 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(fields)
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name = "Fields"
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wait = 2
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priority = FIRE_PRIORITY_FIELDS
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flags = SS_KEEP_TIMING | SS_NO_INIT
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -0,0 +1,25 @@
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PROCESSING_SUBSYSTEM_DEF(flightpacks)
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name = "Flightpack Movement"
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priority = FIRE_PRIORITY_FLIGHTPACKS
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wait = 2
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stat_tag = "FM"
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flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
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var/flightsuit_processing = FLIGHTSUIT_PROCESSING_FULL
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/datum/controller/subsystem/processing/flightpacks/Initialize()
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sync_flightsuit_processing()
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/datum/controller/subsystem/processing/flightpacks/vv_edit_var(var_name, var_value)
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..()
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switch(var_name)
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if("flightsuit_processing")
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sync_flightsuit_processing()
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/datum/controller/subsystem/processing/flightpacks/proc/sync_flightsuit_processing()
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for(var/obj/item/flightpack/FP in processing)
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FP.sync_processing(src)
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if(flightsuit_processing == FLIGHTSUIT_PROCESSING_NONE) //Don't even bother firing.
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can_fire = FALSE
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else
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can_fire = TRUE
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@@ -0,0 +1,21 @@
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PROCESSING_SUBSYSTEM_DEF(nanites)
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name = "Nanites"
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 10
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var/list/datum/nanite_cloud_backup/cloud_backups = list()
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var/list/mob/living/nanite_monitored_mobs = list()
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var/list/datum/nanite_program/relay/nanite_relays = list()
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/datum/controller/subsystem/processing/nanites/proc/check_hardware(datum/nanite_cloud_backup/backup)
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if(QDELETED(backup.storage) || (backup.storage.stat & (NOPOWER|BROKEN)))
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return FALSE
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return TRUE
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/datum/controller/subsystem/processing/nanites/proc/get_cloud_backup(cloud_id, force = FALSE)
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for(var/I in cloud_backups)
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var/datum/nanite_cloud_backup/backup = I
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if(!force && !check_hardware(backup))
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return
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if(backup.cloud_id == cloud_id)
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return backup
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@@ -0,0 +1,51 @@
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PROCESSING_SUBSYSTEM_DEF(networks)
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name = "Networks"
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priority = FIRE_PRIORITY_NETWORKS
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wait = 1
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stat_tag = "NET"
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flags = SS_KEEP_TIMING
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init_order = INIT_ORDER_NETWORKS
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var/datum/ntnet/station/station_network
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var/assignment_hardware_id = HID_RESTRICTED_END
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var/list/networks_by_id = list() //id = network
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var/list/interfaces_by_id = list() //hardware id = component interface
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var/resolve_collisions = TRUE
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/datum/controller/subsystem/processing/networks/Initialize()
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station_network = new
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station_network.register_map_supremecy()
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. = ..()
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/datum/controller/subsystem/processing/networks/proc/register_network(datum/ntnet/network)
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if(!networks_by_id[network.network_id])
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networks_by_id[network.network_id] = network
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return TRUE
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return FALSE
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/datum/controller/subsystem/processing/networks/proc/unregister_network(datum/ntnet/network)
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networks_by_id -= network.network_id
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return TRUE
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/datum/controller/subsystem/processing/networks/proc/register_interface(datum/component/ntnet_interface/D)
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if(!interfaces_by_id[D.hardware_id])
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interfaces_by_id[D.hardware_id] = D
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return TRUE
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return FALSE
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/datum/controller/subsystem/processing/networks/proc/unregister_interface(datum/component/ntnet_interface/D)
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interfaces_by_id -= D.hardware_id
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return TRUE
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/datum/controller/subsystem/processing/networks/proc/get_next_HID()
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var/string = "[num2text(assignment_hardware_id++, 12)]"
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return make_address(string)
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/datum/controller/subsystem/processing/networks/proc/make_address(string)
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if(!string)
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return resolve_collisions? make_address("[num2text(rand(HID_RESTRICTED_END, 999999999), 12)]"):null
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var/hex = md5(string)
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if(!hex)
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return //errored
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. = "[copytext(hex, 1, 9)]" //16 ^ 8 possibilities I think.
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if(interfaces_by_id[.])
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return resolve_collisions? make_address("[num2text(rand(HID_RESTRICTED_END, 999999999), 12)]"):null
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@@ -0,0 +1,5 @@
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PROCESSING_SUBSYSTEM_DEF(obj)
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name = "Objects"
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priority = FIRE_PRIORITY_OBJ
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flags = SS_NO_INIT
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wait = 20
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@@ -0,0 +1,35 @@
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//Used to process objects. Fires once every second.
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SUBSYSTEM_DEF(processing)
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name = "Processing"
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priority = FIRE_PRIORITY_PROCESS
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 10
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var/stat_tag = "P" //Used for logging
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var/list/processing = list()
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var/list/currentrun = list()
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/datum/controller/subsystem/processing/stat_entry()
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..("[stat_tag]:[processing.len]")
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/datum/controller/subsystem/processing/fire(resumed = 0)
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if (!resumed)
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currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/current_run = currentrun
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while(current_run.len)
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var/datum/thing = current_run[current_run.len]
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current_run.len--
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if(QDELETED(thing))
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processing -= thing
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else if(thing.process(wait) == PROCESS_KILL)
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// fully stop so that a future START_PROCESSING will work
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STOP_PROCESSING(src, thing)
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if (MC_TICK_CHECK)
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return
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/datum/proc/process()
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set waitfor = 0
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return PROCESS_KILL
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@@ -0,0 +1,23 @@
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PROCESSING_SUBSYSTEM_DEF(projectiles)
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name = "Projectiles"
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wait = 1
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stat_tag = "PP"
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flags = SS_NO_INIT|SS_TICKER
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var/global_max_tick_moves = 10
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var/global_pixel_speed = 2
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var/global_iterations_per_move = 16
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/datum/controller/subsystem/processing/projectiles/proc/set_pixel_speed(new_speed)
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global_pixel_speed = new_speed
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for(var/i in processing)
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var/obj/item/projectile/P = i
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if(istype(P)) //there's non projectiles on this too.
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P.set_pixel_speed(new_speed)
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/datum/controller/subsystem/processing/projectiles/vv_edit_var(var_name, var_value)
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switch(var_name)
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if(NAMEOF(src, global_pixel_speed))
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set_pixel_speed(var_value)
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return TRUE
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else
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return ..()
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@@ -0,0 +1,92 @@
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//Used to process and handle roundstart quirks
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// - Quirk strings are used for faster checking in code
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// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
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PROCESSING_SUBSYSTEM_DEF(quirks)
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name = "Quirks"
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init_order = INIT_ORDER_QUIRKS
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flags = SS_BACKGROUND
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wait = 10
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runlevels = RUNLEVEL_GAME
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var/list/quirks = list() //Assoc. list of all roundstart quirk datum types; "name" = /path/
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var/list/quirk_names_by_path = list()
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var/list/quirk_points = list() //Assoc. list of quirk names and their "point cost"; positive numbers are good traits, and negative ones are bad
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var/list/quirk_objects = list() //A list of all quirk objects in the game, since some may process
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/datum/controller/subsystem/processing/quirks/Initialize(timeofday)
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if(!quirks.len)
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SetupQuirks()
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return ..()
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/datum/controller/subsystem/processing/quirks/proc/SetupQuirks()
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for(var/V in subtypesof(/datum/quirk))
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var/datum/quirk/T = V
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quirks[initial(T.name)] = T
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quirk_points[initial(T.name)] = initial(T.value)
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quirk_names_by_path[T] = initial(T.name)
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/datum/controller/subsystem/processing/quirks/proc/AssignQuirks(mob/living/user, client/cli, spawn_effects, roundstart = FALSE, datum/job/job, silent = FALSE, mob/to_chat_target)
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GenerateQuirks(cli)
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var/list/quirks = cli.prefs.character_quirks.Copy()
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var/list/cut
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if(job && job.blacklisted_quirks)
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cut = filter_quirks(quirks, job)
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for(var/V in quirks)
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user.add_quirk(V, spawn_effects)
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if(!silent && LAZYLEN(cut))
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to_chat(to_chat_target || user, "<span class='boldwarning'>All of your non-neutral character quirks have been cut due to these quirks conflicting with your job assignment: [english_list(cut)].</span>")
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/datum/controller/subsystem/processing/quirks/proc/quirk_path_by_name(name)
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return quirks[name]
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/datum/controller/subsystem/processing/quirks/proc/quirk_points_by_name(name)
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return quirk_points[name]
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/datum/controller/subsystem/processing/quirks/proc/quirk_name_by_path(path)
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return quirk_names_by_path[path]
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/datum/controller/subsystem/processing/quirks/proc/total_points(list/quirk_names)
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. = 0
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for(var/i in quirk_names)
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. += quirk_points_by_name(i)
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/datum/controller/subsystem/processing/quirks/proc/filter_quirks(list/quirks, datum/job/job)
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var/list/cut = list()
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var/list/banned_names = list()
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for(var/i in job.blacklisted_quirks)
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var/name = quirk_name_by_path(i)
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if(name)
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banned_names += name
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var/list/blacklisted = quirks & banned_names
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if(length(blacklisted))
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for(var/i in blacklisted)
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quirks -= i
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cut += i
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/* //Code to automatically reduce positive quirks until balance is even.
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var/points_used = total_points(quirks)
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if(points_used > 0)
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//they owe us points, let's collect.
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for(var/i in quirks)
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var/points = quirk_points_by_name(i)
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if(points > 0)
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cut += i
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quirks -= i
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points_used -= points
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if(points_used <= 0)
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break
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*/
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//Nah, let's null all non-neutrals out.
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if(cut.len)
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for(var/i in quirks)
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if(quirk_points_by_name(i) != 0)
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//cut += i -- Commented out: Only show the ones that triggered the quirk purge.
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quirks -= i
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return cut
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/datum/controller/subsystem/processing/quirks/proc/GenerateQuirks(client/user)
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if(user.prefs.character_quirks.len)
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return
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user.prefs.character_quirks = user.prefs.all_quirks
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@@ -0,0 +1,7 @@
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PROCESSING_SUBSYSTEM_DEF(wet_floors)
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name = "Wet floors"
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priority = FIRE_PRIORITY_WET_FLOORS
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wait = 10
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stat_tag = "WFP" //Used for logging
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var/temperature_coeff = 2
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var/time_ratio = 1.5 SECONDS
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