mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Alarm system overhaul
This commit is contained in:
@@ -0,0 +1,6 @@
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/datum/controller/process/alarm/setup()
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name = "alarm"
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schedule_interval = 20 // every 2 seconds
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/datum/controller/process/alarm/doWork()
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alarm_manager.fire()
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@@ -1,11 +1,19 @@
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/var/global/machinery_sort_required = 0
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/datum/controller/process/machinery/setup()
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name = "machinery"
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schedule_interval = 20 // every 2 seconds
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/datum/controller/process/machinery/doWork()
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process_sort()
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process_power()
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process_machines()
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/datum/controller/process/machinery/proc/process_sort()
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if(machinery_sort_required)
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machinery_sort_required = 0
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machines = dd_sortedObjectList(machines)
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/datum/controller/process/machinery/proc/process_machines()
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for(var/obj/machinery/M in machines)
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if(M && isnull(M.gcDestroyed))
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@@ -25,7 +25,7 @@ var/global/datum/controller/failsafe/failsafe
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failsafe = src
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failsafe.process()
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//failsafe.process()
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/datum/controller/failsafe/proc/process()
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processing = 1
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@@ -36,22 +36,4 @@ var/global/datum/controller/failsafe/failsafe
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while(1) // More efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop.
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iteration++
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if(processing)
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if(master_controller.processing) // Only poke if these overrides aren't in effect
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if(masterControllerIteration == master_controller.iteration) // Master controller hasn't finished processing in the defined interval.
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switch(masterControllerAlertLevel)
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if(0 to 3)
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masterControllerAlertLevel++
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if(4)
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admins << "<font color='red' size='2'><b>Warning. The master Controller has not fired in the last [masterControllerAlertLevel * processing_interval] ticks. Automatic restart in [processing_interval] ticks.</b></font>"
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masterControllerAlertLevel = 5
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if(5)
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admins << "<font color='red' size='2'><b>Warning. The master Controller has still not fired within the last [masterControllerAlertLevel * processing_interval] ticks. Killing and restarting...</b></font>"
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new /datum/controller/game_controller() // Replace the old master controller (hence killing the old one's process).
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master_controller.process() // Start it rolling again.
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masterControllerAlertLevel = 0
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else
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masterControllerAlertLevel = 0
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masterControllerIteration = master_controller.iteration
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sleep(processing_interval)
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@@ -18,27 +18,6 @@ var/global/pipe_processing_killed = 0
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/datum/controller/proc/recover() // If we are replacing an existing controller (due to a crash) we attempt to preserve as much as we can.
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datum/controller/game_controller
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var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
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var/minimum_ticks = 20 //The minimum length of time between MC ticks
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var/air_cost = 0
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var/sun_cost = 0
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var/mobs_cost = 0
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var/diseases_cost = 0
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var/machines_cost = 0
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var/aibots_cost = 0
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var/objects_cost = 0
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var/networks_cost = 0
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var/powernets_cost = 0
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var/nano_cost = 0
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var/events_cost = 0
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var/puddles_cost
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var/ticker_cost = 0
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var/garbageCollectorCost = 0
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var/total_cost = 0
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var/last_thing_processed
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var/list/shuttle_list // For debugging and VV
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var/global/datum/garbage_collector/garbageCollector
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@@ -47,7 +26,6 @@ datum/controller/game_controller/New()
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//There can be only one master_controller. Out with the old and in with the new.
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if(master_controller != src)
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if(istype(master_controller))
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Recover()
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del(master_controller)
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master_controller = src
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@@ -59,8 +37,6 @@ datum/controller/game_controller/New()
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if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
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if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
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//if(!emergency_shuttle) emergency_shuttle = new /datum/emergency_shuttle_controller() MOVED TO SCHEDULER
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//if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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@@ -68,16 +44,6 @@ datum/controller/game_controller/proc/setup()
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spawn(20)
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createRandomZlevel()
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/* MOVED TO SCHEDULER
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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(!ticker)
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ticker = new /datum/controller/gameticker()
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*/
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setup_objects()
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setup_starlight()
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setupgenetics()
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@@ -89,14 +55,6 @@ datum/controller/game_controller/proc/setup()
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make_mining_asteroid_secret()
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populate_spawn_points()
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/* MOVED TO SCHEDULER
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spawn(0)
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if(ticker)
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ticker.pregame()
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lighting_controller.Initialize()
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*/
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datum/controller/game_controller/proc/setup_objects()
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world << "\red \b Initializing objects"
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@@ -119,9 +77,6 @@ datum/controller/game_controller/proc/setup_objects()
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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//Set up roundstart seed list.
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//populate_seed_list()
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world << "\red \b Initializations complete."
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sleep(-1)
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@@ -130,236 +85,3 @@ datum/controller/game_controller/proc/setup_starlight()
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for(var/turf/space/S in world)
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S.update_starlight()
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world << "\red \b Starlight Initilization Complete"
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datum/controller/game_controller/proc/process()
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processing = 1
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spawn(0)
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//set background = 1
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while(1) //far more efficient than recursively calling ourself
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if(!failsafe) new /datum/controller/failsafe()
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if(processing)
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var/timer
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var/start_time = world.timeofday
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controller_iteration++
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vote.process()
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// transfer_controller.process()
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shuttle_controller.process()
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process_newscaster()
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//AIR
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if(!air_processing_killed)
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timer = world.timeofday
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last_thing_processed = air_master.type
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air_master.current_cycle++
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// if(!air_master.tick()) Runtimed.
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if(!air_master.process())
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air_master.failed_ticks++
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if(air_master.failed_ticks > 5)
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world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
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world.log << "### LINDA SHUTDOWN"
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message_admins("LINDAALERT: unable to run [air_master.tick_progress], shutting down!")
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log_admin("LINDAALERT: unable run zone/process() -- [air_master.tick_progress]")
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air_processing_killed = 1
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air_master.failed_ticks = 0
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air_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//SUN
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timer = world.timeofday
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last_thing_processed = sun.type
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sun.calc_position()
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sun_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MOBS
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timer = world.timeofday
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processMobs()
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mobs_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MACHINES
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timer = world.timeofday
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processMachines()
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machines_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//BOTS
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timer = world.timeofday
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process_bots()
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aibots_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//OBJECTS
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timer = world.timeofday
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processObjects()
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objects_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//PIPENETS
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if(!pipe_processing_killed)
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timer = world.timeofday
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processPipenets()
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networks_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//POWERNETS
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timer = world.timeofday
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processPowernets()
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powernets_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//NANO UIS
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timer = world.timeofday
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processNano()
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nano_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//EVENTS
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timer = world.timeofday
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processEvents()
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events_cost = (world.timeofday - timer) / 10
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/*
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//PUDDLES
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timer = world.timeofday
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processPuddles()
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puddles_cost = (world.timeofday - timer) / 10
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*/
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//TICKER
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timer = world.timeofday
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last_thing_processed = ticker.type
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ticker.process()
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ticker_cost = (world.timeofday - timer) / 10
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// GC
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timer = world.timeofday
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last_thing_processed = garbageCollector.type
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garbageCollector.process()
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garbageCollectorCost = (world.timeofday - timer) / 10
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//TIMING
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + aibots_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + puddles_cost + ticker_cost + garbageCollectorCost
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var/end_time = world.timeofday
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if(end_time < start_time) //why not just use world.time instead?
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start_time -= 864000 //deciseconds in a day
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sleep( round(minimum_ticks - (end_time - start_time),1) )
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else
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sleep(10)
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/datum/controller/game_controller/proc/processMobs()
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for (var/mob/Mob in mob_list)
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if (Mob)
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last_thing_processed = Mob.type
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Mob.Life()
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continue
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mob_list = mob_list - Mob
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/datum/controller/game_controller/proc/processMachines()
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for (var/obj/machinery/Machinery in machines)
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if (Machinery && Machinery.loc)
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last_thing_processed = Machinery.type
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if(Machinery.process() != PROCESS_KILL)
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if (Machinery) // Why another check?
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if (Machinery.use_power)
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Machinery.auto_use_power()
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continue
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if(Machinery) Machinery.removeAtProcessing()
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/datum/controller/game_controller/proc/process_bots()
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for(var/obj/machinery/bot/Bot in aibots)
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if(Bot && isnull(Bot.gcDestroyed))
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last_thing_processed = Bot.type
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spawn(0)
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Bot.bot_process()
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continue
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else
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aibots -= Bot
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/datum/controller/game_controller/proc/processObjects()
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for (var/obj/Object in processing_objects)
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if (Object && Object.loc)
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last_thing_processed = Object.type
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Object.process()
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continue
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processing_objects -= Object
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/datum/controller/game_controller/proc/processPipenets()
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last_thing_processed = /datum/pipe_network
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for (var/datum/pipe_network/Pipe_Network in pipe_networks)
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if(Pipe_Network)
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Pipe_Network.process()
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continue
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pipe_networks -= Pipe_Network
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/datum/controller/game_controller/proc/processPowernets()
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last_thing_processed = /datum/powernet
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for (var/datum/powernet/Powernet in powernets)
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if (Powernet)
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Powernet.reset()
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continue
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powernets -= Powernet
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/datum/controller/game_controller/proc/processNano()
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last_thing_processed = /datum/nanoui
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for (var/datum/nanoui/Nanoui in nanomanager.processing_uis)
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if (Nanoui)
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Nanoui.process()
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continue
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nanomanager.processing_uis -= Nanoui
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/datum/controller/game_controller/proc/processEvents()
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last_thing_processed = /datum/event
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event_manager.process()
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/*
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/datum/controller/game_controller/proc/processPuddles()
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last_thing_processed = /datum/puddle
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for (var/datum/puddle/Puddle in puddles)
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if (Puddle)
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Puddle.process()
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continue
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*/
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datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
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var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
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for(var/varname in master_controller.vars)
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switch(varname)
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if("tag","bestF","type","parent_type","vars") continue
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else
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var/varval = master_controller.vars[varname]
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if(istype(varval,/datum))
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var/datum/D = varval
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msg += "\t [varname] = [D.type]\n"
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else
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msg += "\t [varname] = [varval]\n"
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world.log << msg
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@@ -0,0 +1,30 @@
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// We manually initialize the alarm handlers instead of looping over all existing types
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// to make it possible to write: camera.triggerAlarm() rather than alarm_manager.managers[datum/alarm_handler/camera].triggerAlarm() or a variant thereof.
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/var/global/datum/alarm_handler/atmosphere/atmosphere_alarm = new()
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/var/global/datum/alarm_handler/camera/camera_alarm = new()
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/var/global/datum/alarm_handler/fire/fire_alarm = new()
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/var/global/datum/alarm_handler/motion/motion_alarm = new()
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/var/global/datum/alarm_handler/power/power_alarm = new()
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/datum/subsystem/alarm
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name = "Alarm"
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var/list/datum/alarm/all_handlers
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/datum/subsystem/alarm/New()
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all_handlers = list(atmosphere_alarm, camera_alarm, fire_alarm, motion_alarm, power_alarm)
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/datum/subsystem/alarm/fire()
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for(var/datum/alarm_handler/AH in all_handlers)
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AH.process()
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/datum/subsystem/alarm/proc/active_alarms()
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var/list/all_alarms = new
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for(var/datum/alarm_handler/AH in all_handlers)
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var/list/alarms = AH.alarms
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all_alarms += alarms
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return all_alarms
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/datum/subsystem/alarm/proc/number_of_active_alarms()
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var/list/alarms = active_alarms()
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return alarms.len
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@@ -0,0 +1,46 @@
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#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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/datum/subsystem
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//things you will want to define
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var/name //name of the subsystem
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var/priority = 0 //priority affects order of initialization. Higher priorities are initialized first, lower priorities later. Can be decimal and negative values.
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var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
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//things you will probably want to leave alone
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var/can_fire = 0 //prevent fire() calls
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var/last_fire = 0 //last world.time we called fire()
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var/next_fire = 0 //scheduled world.time for next fire()
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var/cpu = 0 //cpu-usage stats (somewhat vague)
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var/cost = 0 //average time to execute
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var/times_fired = 0 //number of times we have called fire()
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//used to initialize the subsystem BEFORE the map has loaded
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/datum/subsystem/New()
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//previously, this would have been named 'process()' but that name is used everywhere for different things!
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//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
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//fire(), and the procs it calls, SHOULD NOT HAVE ANY SLEEP OPERATIONS in them!
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//YE BE WARNED!
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/datum/subsystem/proc/fire()
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can_fire = 0
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//used to initialize the subsystem AFTER the map has loaded
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/datum/subsystem/proc/Initialize(start_timeofday)
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var/time = (world.timeofday - start_timeofday) / 10
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var/msg = "Initialized [name] SubSystem within [time] seconds"
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world << "<span class='userdanger'>[msg]</span>"
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world.log << msg
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||||
//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
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/datum/subsystem/proc/stat_entry()
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stat(name, "[round(cost,0.001)]ds\t(CPU:[round(cpu,1)]%)")
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||||
|
||||
//could be used to postpone a costly subsystem for one cycle
|
||||
//for instance, during cpu intensive operations like explosions
|
||||
/datum/subsystem/proc/postpone()
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if(next_fire - world.time < wait)
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||||
next_fire += wait
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||||
|
||||
//usually called via datum/subsystem/New() when replacing a subsystem (i.e. due to a recurring crash)
|
||||
//should attempt to salvage what it can from the old instance of subsystem
|
||||
/datum/subsystem/proc/Recover()
|
||||
@@ -11,10 +11,6 @@
|
||||
usr = null
|
||||
src = null
|
||||
switch(controller)
|
||||
if("Master")
|
||||
new /datum/controller/game_controller()
|
||||
master_controller.process()
|
||||
feedback_add_details("admin_verb","RMC")
|
||||
if("Failsafe")
|
||||
new /datum/controller/failsafe()
|
||||
feedback_add_details("admin_verb","RFailsafe")
|
||||
@@ -25,7 +21,7 @@
|
||||
return
|
||||
|
||||
|
||||
/client/proc/debug_controller(controller in list("Master","failsafe","Ticker","Air","Lighting","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras","Garbage", "Transfer Controller","Event","Scheduler"))
|
||||
/client/proc/debug_controller(controller in list("Master","failsafe","Ticker","Air","Lighting","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras","Garbage", "Transfer Controller","Event","Alarm","Scheduler"))
|
||||
set category = "Debug"
|
||||
set name = "Debug Controller"
|
||||
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
|
||||
@@ -77,6 +73,9 @@
|
||||
if("Event")
|
||||
debug_variables(event_manager)
|
||||
feedback_add_details("admin_verb","DEvent")
|
||||
if("Alarm")
|
||||
debug_variables(alarm_manager)
|
||||
feedback_add_details("admin_verb", "DAlarm")
|
||||
if("Garbage")
|
||||
debug_variables(garbageCollector)
|
||||
feedback_add_details("admin_verb","DGarbage")
|
||||
|
||||
Reference in New Issue
Block a user