Merge fix

This commit is contained in:
shazbot194
2018-04-01 19:17:48 -08:00
722 changed files with 14296 additions and 4873 deletions
+4 -2
View File
@@ -32,8 +32,10 @@ Pipelines + Other Objects -> Pipe network
var/global/datum/pipe_icon_manager/icon_manager
/obj/machinery/atmospherics/New()
if(!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100)
..()
atmos_machinery += src
SSair.atmos_machinery += src
if(!icon_manager)
icon_manager = new()
@@ -54,7 +56,7 @@ Pipelines + Other Objects -> Pipe network
/obj/machinery/atmospherics/Destroy()
QDEL_NULL(stored)
atmos_machinery -= src
SSair.atmos_machinery -= src
for(var/mob/living/L in src) //ventcrawling is serious business
L.remove_ventcrawl()
L.forceMove(get_turf(src))
@@ -137,7 +137,7 @@
/obj/machinery/atmospherics/binary/passive_gate/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state)
user.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_pump.tmpl", name, 385, 115, state = state)
ui.open()
@@ -174,7 +174,7 @@
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos")
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/obj/machinery/atmospherics/binary/passive_gate/attackby(obj/item/weapon/W, mob/user, params)
if(!istype(W, /obj/item/weapon/wrench))
@@ -157,7 +157,7 @@ Thus, the two variables affect pump operation are set in New():
/obj/machinery/atmospherics/binary/pump/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state)
user.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_pump.tmpl", name, 385, 115, state = state)
ui.open()
@@ -194,7 +194,7 @@ Thus, the two variables affect pump operation are set in New():
investigate_log("was set to [target_pressure] kPa by [key_name(usr)]", "atmos")
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/obj/machinery/atmospherics/binary/pump/power_change()
var/old_stat = stat
@@ -147,7 +147,7 @@ Thus, the two variables affect pump operation are set in New():
/obj/machinery/atmospherics/binary/volume_pump/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state)
user.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_pump.tmpl", name, 310, 115, state = state)
ui.open()
@@ -184,7 +184,7 @@ Thus, the two variables affect pump operation are set in New():
investigate_log("was set to [transfer_rate] L/s by [key_name(usr)]", "atmos")
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
/obj/machinery/atmospherics/binary/volume_pump/power_change()
var/old_stat = stat
@@ -112,7 +112,7 @@
/obj/machinery/atmospherics/omni/filter/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, force_open = 0)
usr.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "omni_filter.tmpl", "Omni Filter Control", 330, 330)
ui.open()
@@ -197,7 +197,7 @@
switch_filter(dir_flag(href_list["dir"]), mode_return_switch(new_filter))
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
return
/obj/machinery/atmospherics/omni/filter/proc/mode_return_switch(var/mode)
@@ -136,7 +136,7 @@
/obj/machinery/atmospherics/omni/mixer/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, force_open = 0)
usr.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "omni_mixer.tmpl", "Omni Mixer Control", 360, 330)
ui.open()
@@ -202,7 +202,7 @@
con_lock(dir_flag(href_list["dir"]))
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
return
/obj/machinery/atmospherics/omni/mixer/proc/switch_mode(var/port = NORTH, var/mode = ATM_NONE)
@@ -162,7 +162,7 @@ Filter types:
/obj/machinery/atmospherics/trinary/filter/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state)
user.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_filter.tmpl", name, 475, 155, state = state)
ui.open()
@@ -204,4 +204,4 @@ Filter types:
. = TRUE
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
@@ -125,7 +125,7 @@
/obj/machinery/atmospherics/trinary/mixer/ui_interact(mob/user, ui_key = "main", datum/nanoui/ui = null, force_open = 1, var/master_ui = null, var/datum/topic_state/state = default_state)
user.set_machine(src)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_mixer.tmpl", name, 370, 165, state = state)
ui.open()
@@ -176,4 +176,4 @@
. = TRUE
update_icon()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
@@ -37,11 +37,11 @@
if(!partner)
return 0
if(!air_master || air_master.current_cycle <= update_cycle)
if(!SSair || SSair.times_fired <= update_cycle)
return 0
update_cycle = air_master.current_cycle
partner.update_cycle = air_master.current_cycle
update_cycle = SSair.times_fired
partner.update_cycle = SSair.times_fired
var/air_heat_capacity = air_contents.heat_capacity()
var/other_air_heat_capacity = partner.air_contents.heat_capacity()
@@ -1,7 +1,6 @@
#define EXTERNAL_PRESSURE_BOUND ONE_ATMOSPHERE
#define INTERNAL_PRESSURE_BOUND 0
#define PRESSURE_CHECKS 1
#undefine
/obj/machinery/atmospherics/unary/vent_pump
icon = 'icons/atmos/vent_pump.dmi'
+2 -3
View File
@@ -1,4 +1,3 @@
var/global/list/pipe_networks = list()
var/global/list/deferred_pipenet_rebuilds = list()
/datum/pipeline
@@ -13,10 +12,10 @@ var/global/list/deferred_pipenet_rebuilds = list()
var/alert_pressure = 0
/datum/pipeline/New()
pipe_networks += src
SSair.networks += src
/datum/pipeline/Destroy()
pipe_networks -= src
SSair.networks -= src
if(air && air.volume)
temporarily_store_air()
for(var/obj/machinery/atmospherics/pipe/P in members)
+4 -4
View File
@@ -34,9 +34,9 @@
active_hotspot.temperature = exposed_temperature
active_hotspot.volume = exposed_volume
active_hotspot.just_spawned = (current_cycle < air_master.current_cycle)
active_hotspot.just_spawned = (current_cycle < SSair.times_fired)
//remove just_spawned protection if no longer processing this cell
air_master.add_to_active(src, 0)
SSair.add_to_active(src, 0)
return igniting
//This is the icon for fire on turfs, also helps for nurturing small fires until they are full tile
@@ -58,7 +58,7 @@
/obj/effect/hotspot/New()
..()
air_master.hotspots += src
SSair.hotspots += src
perform_exposure()
dir = pick(cardinal)
air_update_turf()
@@ -154,7 +154,7 @@
/obj/effect/hotspot/Destroy()
set_light(0)
air_master.hotspots -= src
SSair.hotspots -= src
DestroyTurf()
if(istype(loc, /turf/simulated))
var/turf/simulated/T = loc
+3 -3
View File
@@ -126,8 +126,8 @@ turf/CanPass(atom/movable/mover, turf/target, height=1.5)
/turf/proc/air_update_turf(var/command = 0)
if(command)
CalculateAdjacentTurfs()
if(air_master)
air_master.add_to_active(src,command)
if(SSair)
SSair.add_to_active(src,command)
/atom/movable/proc/move_update_air(var/turf/T)
if(istype(T,/turf))
@@ -184,4 +184,4 @@ var/const/SPAWN_AIR = 256
G.nitrogen += MOLES_N2STANDARD * amount
air.merge(G)
air_master.add_to_active(src, 0)
SSair.add_to_active(src, 0)
+71 -26
View File
@@ -141,9 +141,9 @@
/turf/simulated/proc/process_cell()
if(archived_cycle < air_master.current_cycle) //archive self if not already done
if(archived_cycle < SSair.times_fired) //archive self if not already done
archive()
current_cycle = air_master.current_cycle
current_cycle = SSair.times_fired
var/remove = 1 //set by non simulated turfs who are sharing with this turf
@@ -184,7 +184,7 @@
share_air(enemy_simulated) //share
else
if(!air.compare(enemy_simulated.air)) //compare if
air_master.add_to_active(enemy_simulated) //excite enemy
SSair.add_to_active(enemy_simulated) //excite enemy
if(excited_group)
excited_group.add_turf(enemy_simulated) //add enemy to group
else
@@ -227,14 +227,14 @@
update_visuals()
if(!excited_group && remove == 1)
air_master.remove_from_active(src)
SSair.remove_from_active(src)
/turf/simulated/proc/archive()
if(air) //For open space like floors
air.archive()
temperature_archived = temperature
archived_cycle = air_master.current_cycle
archived_cycle = SSair.times_fired
/turf/simulated/proc/update_visuals()
if(icy && !icyoverlay)
@@ -288,7 +288,7 @@
last_share_check()
/turf/proc/consider_pressure_difference(var/turf/simulated/T, var/difference)
air_master.high_pressure_delta |= src
SSair.high_pressure_delta |= src
if(difference > pressure_difference)
pressure_direction = get_dir(src, T)
pressure_difference = difference
@@ -309,24 +309,48 @@
/atom/movable/var/last_forced_movement = 0
/atom/movable/proc/experience_pressure_difference(pressure_difference, direction)
if(last_forced_movement >= air_master.current_cycle)
if(last_forced_movement >= SSair.times_fired)
return 0
else if(!anchored && !pulledby)
var/turf/target = get_turf(src)
var/datum/gas_mixture/target_air = target.return_air()
if(isunsimulatedturf(target) || pressure_resistance > target_air.return_pressure())
return 0
if(pressure_difference >= throw_pressure_limit)
var/general_direction = get_edge_target_turf(src, direction)
if(last_forced_movement + 10 < air_master.current_cycle && is_valid_tochat_target(src)) //the first check prevents spamming throw to_chat
if(last_forced_movement + 10 < SSair.times_fired && is_valid_tochat_target(src)) //the first check prevents spamming throw to_chat
to_chat(src, "<span class='userdanger'>The pressure sends you flying!</span>")
if(ishuman(src))
var/mob/living/carbon/human/H = src
H.Weaken(min(pressure_difference / 10, 10))
spawn()
throw_at(general_direction, pressure_difference / 10, pressure_difference / 200, null, 0, 0, null)
last_forced_movement = air_master.current_cycle
var/max_distance = 14 // reduce by one each calculation to prevent infinate loops.
var/min_observed_pressure = INFINITY
var/turf/possible_target = get_turf(src)
while(!isunsimulatedturf(target) && max_distance > 0)
max_distance--
target_air = target.return_air()
min_observed_pressure = target_air.return_pressure()
possible_target = get_step_towards(target,general_direction)
if(istype(possible_target, /turf/space))
target = possible_target
break
if(!CanAtmosPass(possible_target))
target = possible_target
max_distance = 0
break
var/datum/gas_mixture/possible_target_air = possible_target.return_air()
if(possible_target_air.return_pressure() > min_observed_pressure)
target = possible_target
break
target = possible_target
if(max_distance)
throw_at(target, get_dist(src, target), pressure_difference / 200, null, 0, 0, null)
else
throw_at(target, pressure_difference / 10, pressure_difference / 200, null, 0, 0, null)
last_forced_movement = SSair.times_fired
return 1
else if(pressure_difference > pressure_resistance)
spawn()
step(src, direction)
last_forced_movement = air_master.current_cycle
last_forced_movement = SSair.times_fired
return 1
return 0
@@ -337,8 +361,8 @@
var/breakdown_cooldown = 0
/datum/excited_group/New()
if(air_master)
air_master.excited_groups += src
if(SSair)
SSair.excited_groups += src
/datum/excited_group/proc/add_turf(var/turf/simulated/T)
turf_list += T
@@ -348,13 +372,13 @@
/datum/excited_group/proc/merge_groups(var/datum/excited_group/E)
if(turf_list.len > E.turf_list.len)
air_master.excited_groups -= E
SSair.excited_groups -= E
for(var/turf/simulated/T in E.turf_list)
T.excited_group = src
turf_list += T
reset_cooldowns()
else
air_master.excited_groups -= src
SSair.excited_groups -= src
for(var/turf/simulated/T in turf_list)
T.excited_group = E
E.turf_list += T
@@ -400,14 +424,14 @@
T.excited = 0
T.recently_active = 0
T.excited_group = null
air_master.active_turfs -= T
SSair.active_turfs -= T
garbage_collect()
/datum/excited_group/proc/garbage_collect()
for(var/turf/simulated/T in turf_list)
T.excited_group = null
turf_list.Cut()
air_master.excited_groups -= src
SSair.excited_groups -= src
@@ -424,7 +448,7 @@ turf/simulated/proc/super_conduct()
//Does not participate in air exchange, so will conduct heat across all four borders at this time
conductivity_directions = NORTH|SOUTH|EAST|WEST
if(archived_cycle < air_master.current_cycle)
if(archived_cycle < SSair.times_fired)
archive()
else
//Does particate in air exchange so only consider directions not considered during process_cell()
@@ -444,7 +468,7 @@ turf/simulated/proc/super_conduct()
if(istype(neighbor, /turf/simulated)) //anything under this subtype will share in the exchange
var/turf/simulated/T = neighbor
if(T.archived_cycle < air_master.current_cycle)
if(T.archived_cycle < SSair.times_fired)
T.archive()
if(T.air)
@@ -452,7 +476,7 @@ turf/simulated/proc/super_conduct()
air.temperature_share(T.air, WINDOW_HEAT_TRANSFER_COEFFICIENT)
else //Solid but neighbor is open
T.air.temperature_turf_share(src, T.thermal_conductivity)
air_master.add_to_active(T, 0)
SSair.add_to_active(T, 0)
else
if(air) //Open but neighbor is solid
air.temperature_turf_share(T, T.thermal_conductivity)
@@ -476,12 +500,12 @@ turf/simulated/proc/super_conduct()
//Make sure still hot enough to continue conducting heat
if(air.temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
SSair.active_super_conductivity -= src
return 0
else
if(temperature < MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION)
air_master.active_super_conductivity -= src
SSair.active_super_conductivity -= src
return 0
turf/simulated/proc/consider_superconductivity(starting)
@@ -497,7 +521,7 @@ turf/simulated/proc/consider_superconductivity(starting)
if(temperature < (starting?MINIMUM_TEMPERATURE_START_SUPERCONDUCTION:MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION))
return 0
air_master.active_super_conductivity |= src
SSair.active_super_conductivity |= src
return 1
turf/simulated/proc/radiate_to_spess() //Radiate excess tile heat to space
@@ -508,3 +532,24 @@ turf/simulated/proc/radiate_to_spess() //Radiate excess tile heat to space
var/heat = thermal_conductivity*delta_temperature* \
(heat_capacity*700000/(heat_capacity+700000)) //700000 is the heat_capacity from a space turf, hardcoded here
temperature -= heat/heat_capacity
/turf/proc/Initialize_Atmos(times_fired)
CalculateAdjacentTurfs()
/turf/simulated/Initialize_Atmos(times_fired)
..()
update_visuals()
for(var/direction in cardinal)
if(!(atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(src, direction)
if(istype(enemy_tile, /turf/simulated))
var/turf/simulated/enemy_simulated = enemy_tile
if(!air.compare(enemy_simulated.air))
excited = 1
SSair.active_turfs |= src
break
else
if(!air.check_turf_total(enemy_tile))
excited = 1
SSair.active_turfs |= src
+78
View File
@@ -0,0 +1,78 @@
#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
#define MC_SPLIT_TICK \
if(split_tick_phases > 1){\
Master.current_ticklimit = ((original_tick_limit - TICK_USAGE) / split_tick_phases) + TICK_USAGE;\
--split_tick_phases;\
} else {\
Master.current_ticklimit = original_tick_limit;\
}
// Used to smooth out costs to try and avoid oscillation.
#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
#define MC_AVG_FAST_UP_SLOW_DOWN(average, current) (average > current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
#define MC_AVG_SLOW_UP_FAST_DOWN(average, current) (average < current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) {Datum.isprocessing = TRUE;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = FALSE;Processor.processing -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//subsystem does not initialize.
#define SS_NO_INIT 1
//subsystem does not fire.
// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
// (Requires a MC restart to change)
#define SS_NO_FIRE 2
//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
// SS_BACKGROUND has its own priority bracket
#define SS_BACKGROUND 4
//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
#define SS_NO_TICK_CHECK 8
//Treat wait as a tick count, not DS, run every wait ticks.
// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
// (implies all runlevels because of how it works)
// (overrides SS_BACKGROUND)
// This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER 16
//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
#define SS_KEEP_TIMING 32
//Calculate its next fire after its fired.
// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
// This flag overrides SS_KEEP_TIMING
#define SS_POST_FIRE_TIMING 64
//SUBSYSTEM STATES
#define SS_IDLE 0 //aint doing shit.
#define SS_QUEUED 1 //queued to run
#define SS_RUNNING 2 //actively running
#define SS_PAUSED 3 //paused by mc_tick_check
#define SS_SLEEPING 4 //fire() slept.
#define SS_PAUSING 5 //in the middle of pausing
#define SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/##X);\
/datum/controller/subsystem/##X/New(){\
NEW_SS_GLOBAL(SS##X);\
PreInit();\
}\
/datum/controller/subsystem/##X
#define PROCESSING_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/processing/##X);\
/datum/controller/subsystem/processing/##X/New(){\
NEW_SS_GLOBAL(SS##X);\
PreInit();\
}\
/datum/controller/subsystem/processing/##X
+38
View File
@@ -0,0 +1,38 @@
//See controllers/globals.dm
#define GLOBAL_MANAGED(X, InitValue)\
/datum/controller/global_vars/proc/InitGlobal##X(){\
##X = ##InitValue;\
gvars_datum_init_order += #X;\
}
#define GLOBAL_UNMANAGED(X) /datum/controller/global_vars/proc/InitGlobal##X() { return; }
#ifndef TESTING
#define GLOBAL_PROTECT(X)\
/datum/controller/global_vars/InitGlobal##X(){\
..();\
gvars_datum_protected_varlist[#X] = TRUE;\
}
#else
#define GLOBAL_PROTECT(X)
#endif
#define GLOBAL_REAL_VAR(X) var/global/##X
#define GLOBAL_REAL(X, Typepath) var/global##Typepath/##X
#define GLOBAL_RAW(X) /datum/controller/global_vars/var/global##X
#define GLOBAL_VAR_INIT(X, InitValue) GLOBAL_RAW(/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR_CONST(X, InitValue) GLOBAL_RAW(/const/##X) = InitValue; GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST_INIT(X, InitValue) GLOBAL_RAW(/list/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_LIST_EMPTY(X) GLOBAL_LIST_INIT(X, list())
#define GLOBAL_DATUM_INIT(X, Typepath, InitValue) GLOBAL_RAW(Typepath/##X); GLOBAL_MANAGED(X, InitValue)
#define GLOBAL_VAR(X) GLOBAL_RAW(/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_LIST(X) GLOBAL_RAW(/list/##X); GLOBAL_UNMANAGED(X)
#define GLOBAL_DATUM(X, Typepath) GLOBAL_RAW(Typepath/##X); GLOBAL_UNMANAGED(X)
+13 -5
View File
@@ -76,9 +76,17 @@
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define WEAPON_LIGHT 0
#define WEAPON_MEDIUM 1
#define WEAPON_HEAVY 2
#define WEAPON_LIGHT 0
#define WEAPON_MEDIUM 1
#define WEAPON_HEAVY 2
#define EXPLODE_NONE 0 //Don't even ask me why we need this.
#define EXPLODE_DEVASTATE 1
#define EXPLODE_HEAVY 2
#define EXPLODE_LIGHT 3
#define EMP_HEAVY 1
#define EMP_LIGHT 2
+29
View File
@@ -18,6 +18,35 @@
#define RWALL_SUPPORT_RODS 5
#define RWALL_SHEATH 6
//airlock assembly construction states
#define AIRLOCK_ASSEMBLY_NEEDS_WIRES 0
#define AIRLOCK_ASSEMBLY_NEEDS_ELECTRONICS 1
#define AIRLOCK_ASSEMBLY_NEEDS_SCREWDRIVER 2
//plastic flaps construction states
#define PLASTIC_FLAPS_NORMAL 0
#define PLASTIC_FLAPS_DETACHED 1
//other construction-related things
//windows affected by nar-sie turn this color.
#define NARSIE_WINDOW_COLOUR "#7D1919"
//Material defines, for determining how much of a given material an item contains
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BANANIUM "$bananium"
#define MAT_TRANQUILLITE "$tranquillite"
#define MAT_TITANIUM "$titanium"
#define MAT_BIOMASS "$biomass"
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MINERAL_MATERIAL_AMOUNT 2000
//The maximum size of a stack object.
#define MAX_STACK_SIZE 50
//maximum amount of cable in a coil
#define MAXCOIL 30
+15
View File
@@ -1,3 +1,6 @@
#define ALL ~0 //For convenience.
#define NONE 0
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
@@ -66,6 +69,7 @@
//turf-only flags
#define NOJAUNT 1
#define RPD_ALLOWED_HERE 2//By default, RPD is disabled on turfs.
//ITEM INVENTORY SLOT BITMASKS
#define SLOT_OCLOTHING 1
@@ -89,3 +93,14 @@
#define AFFECT_ROBOTIC_ORGAN 1
#define AFFECT_ORGANIC_ORGAN 2
#define AFFECT_ALL_ORGANS 3
//Fire stuff, for burn_state
#define LAVA_PROOF -2
#define FIRE_PROOF -1
#define FLAMMABLE 0
#define ON_FIRE 1
//resistance_flags
#define INDESTRUCTIBLE 64 //doesn't take damage
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
+18 -12
View File
@@ -26,6 +26,11 @@
#define PLANT_PEST_HUD "21"// Pest level
#define PLANT_WEED_HUD "22"// Weed level
#define DIAG_TRACK_HUD "23"// Mech tracking beacon
#define DIAG_PATH_HUD "24"//Bot path indicators
//by default everything in the hud_list of an atom is an image
//a value in hud_list with one of these will change that behavior
#define HUD_LIST_LIST 1
//data HUD (medhud, sechud) defines
//Don't forget to update human/New() if you change these!
@@ -34,20 +39,21 @@
#define DATA_HUD_MEDICAL_BASIC 3
#define DATA_HUD_MEDICAL_ADVANCED 4
#define DATA_HUD_DIAGNOSTIC 5
#define DATA_HUD_HYDROPONIC 6
#define DATA_HUD_DIAGNOSTIC_ADVANCED 6
#define DATA_HUD_HYDROPONIC 7
//NATIONS
#define GAME_HUD_NATIONS 7
#define GAME_HUD_NATIONS 8
//antag HUD defines
#define ANTAG_HUD_CULT 8
#define ANTAG_HUD_REV 9
#define ANTAG_HUD_OPS 10
#define ANTAG_HUD_WIZ 11
#define ANTAG_HUD_SHADOW 12
#define ANTAG_HUD_TRAITOR 13
#define ANTAG_HUD_NINJA 14 //For Daves Rework
#define ANTAG_HUD_CHANGELING 15
#define ANTAG_HUD_VAMPIRE 16
#define ANTAG_HUD_ABDUCTOR 17 //For Fox
#define ANTAG_HUD_CULT 9
#define ANTAG_HUD_REV 10
#define ANTAG_HUD_OPS 11
#define ANTAG_HUD_WIZ 12
#define ANTAG_HUD_SHADOW 13
#define ANTAG_HUD_TRAITOR 14
#define ANTAG_HUD_NINJA 15
#define ANTAG_HUD_CHANGELING 16
#define ANTAG_HUD_VAMPIRE 17
#define ANTAG_HUD_ABDUCTOR 18
// Notification action types
#define NOTIFY_JUMP "jump"
+7
View File
@@ -5,8 +5,15 @@
// Mobs
#define ismegafauna(A) istype(A, /mob/living/simple_animal/hostile/megafauna)
//Simple animals
#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
#define isconstruct(A) (istype(A, /mob/living/simple_animal/hostile/construct))
//Objects
#define ismecha(A) (istype(A, /obj/mecha))
#define is_cleanable(A) (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/rune)) //if something is cleanable
#define is_pen(W) (istype(W, /obj/item/weapon/pen))
+3
View File
@@ -21,14 +21,17 @@
#define LOW_OBJ_LAYER 2.5
#define BELOW_OPEN_DOOR_LAYER 2.6
#define BLASTDOOR_LAYER 2.65
#define OPEN_DOOR_LAYER 2.7
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
#define CLOSED_BLASTDOOR_LAYER 3.05
#define CLOSED_DOOR_LAYER 3.1
#define CLOSED_FIREDOOR_LAYER 3.11
#define SHUTTER_LAYER 3.12 // HERE BE DRAGONS
#define ABOVE_OBJ_LAYER 3.2
#define ABOVE_WINDOW_LAYER 3.3
#define SIGN_LAYER 3.4
+1 -1
View File
@@ -3,7 +3,7 @@
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
#define LIGHTING_LAYER 10 // drawing layer for lighting overlays
#define LIGHTING_ICON 'icons/effects/lighting_overlay.png' // icon used for lighting shading effects
#define LIGHTING_ICON 'icons/effects/lighting_overlay.dmi' // icon used for lighting shading effects
#define LIGHTING_ROUND_VALUE (1 / 128) //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
View File
-2
View File
@@ -15,8 +15,6 @@
#define FILE_DRM 16 // Some files want to not be copied/moved. This is them complaining that you tried.
#define NETWORK_FAILURE 32
#define MINERAL_MATERIAL_AMOUNT 2000 //The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define IMPRINTER 1 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 2 //New stuff. Uses glass/metal/chemicals
#define AUTOLATHE 4 //Uses glass/metal only.
+17 -1
View File
@@ -30,4 +30,20 @@
#define Lcm(a, b) (abs(a) / Gcd((a), (b)) * abs(b))
#define Root(n, x) ((x) ** (1 / (n)))
#define ToDegrees(radians) ((radians) * 57.2957795) // 180 / Pi
#define ToRadians(degrees) ((degrees) * 0.0174532925) // Pi / 180
#define ToRadians(degrees) ((degrees) * 0.0174532925) // Pi / 180
//"fancy" math for calculating time in ms from tick_usage percentage and the length of ticks
//percent_of_tick_used * (ticklag * 100(to convert to ms)) / 100(percent ratio)
//collapsed to percent_of_tick_used * tick_lag
#define TICK_DELTA_TO_MS(percent_of_tick_used) ((percent_of_tick_used) * world.tick_lag)
#define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(TICK_USAGE_REAL - starting_tickusage))
//time of day but automatically adjusts to the server going into the next day within the same round.
//for when you need a reliable time number that doesn't depend on byond time.
#define REALTIMEOFDAY (world.timeofday + (MIDNIGHT_ROLLOVER * MIDNIGHT_ROLLOVER_CHECK))
#define MIDNIGHT_ROLLOVER_CHECK ( GLOB.rollovercheck_last_timeofday != world.timeofday ? update_midnight_rollover() : GLOB.midnight_rollovers )
#define CEILING(x, y) ( -round(-(x) / (y)) * (y) )
// round() acts like floor(x, 1) by default but can't handle other values
#define FLOOR(x, y) ( round((x) / (y)) * (y) )
+4 -21
View File
@@ -162,20 +162,6 @@
#define MIN_SUPPLIED_LAW_NUMBER 15
#define MAX_SUPPLIED_LAW_NUMBER 50
//Material defines
#define MAT_METAL "$metal"
#define MAT_GLASS "$glass"
#define MAT_SILVER "$silver"
#define MAT_GOLD "$gold"
#define MAT_DIAMOND "$diamond"
#define MAT_URANIUM "$uranium"
#define MAT_PLASMA "$plasma"
#define MAT_BANANIUM "$bananium"
#define MAT_TRANQUILLITE "$tranquillite"
#define MAT_BIOMASS "$biomass"
#define MAX_STACK_SIZE 50
//check_target_facings() return defines
#define FACING_FAILED 0
#define FACING_SAME_DIR 1
@@ -308,12 +294,6 @@
#define RADIO_CONNECTION_FAIL 0
#define RADIO_CONNECTION_NON_SUBSPACE 1
//Fire stuff, for burn_state
#define LAVA_PROOF -2
#define FIRE_PROOF -1
#define FLAMMABLE 0
#define ON_FIRE 1
// Bluespace shelter deploy checks
#define SHELTER_DEPLOY_ALLOWED "allowed"
#define SHELTER_DEPLOY_BAD_TURFS "bad turfs"
@@ -361,5 +341,8 @@
#define BLOOD_STATE_XENO "xeno"
#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
//for obj explosion block calculation
#define EXPLOSION_BLOCK_PROC -1
// The SQL version required by this version of the code
#define SQL_VERSION 1
#define SQL_VERSION 2
@@ -107,6 +107,12 @@
#define AI_CHECK_WIRELESS 1
#define AI_CHECK_RADIO 2
//determines if a mob can smash through it
#define ENVIRONMENT_SMASH_NONE 0
#define ENVIRONMENT_SMASH_STRUCTURES 1 //crates, lockers, ect
#define ENVIRONMENT_SMASH_WALLS 2 //walls
#define ENVIRONMENT_SMASH_RWALLS 4 //rwalls
#define POCKET_STRIP_DELAY 40 //time taken (in deciseconds) to search somebody's pockets
#define DEFAULT_ITEM_STRIP_DELAY 40 //time taken (in deciseconds) to strip somebody
@@ -120,6 +126,7 @@
#define TINT_IMPAIR 2 //Threshold of tint level to apply weld mask overlay
#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
#define EYE_SHINE_THRESHOLD 6 //dark_view threshold past which a humanoid's eyes will 'shine' in the dark.
#define isliving(A) (istype((A), /mob/living))
#define iscarbon(A) (istype((A), /mob/living/carbon))
@@ -171,6 +178,3 @@
#define hasorgans(A) (ishuman(A))
#define is_admin(user) (check_rights(R_ADMIN, 0, (user)) != 0)
//effects
#define EFFECT_HIGHFIVE "highfiving"
+1 -1
View File
@@ -31,4 +31,4 @@
if(##VARNAME == src)\
##VARNAME = null;\
else\
message_admins("Controller '[name]' asked to release global control in spite of not having it!");}\
message_admins("Controller '[name]' asked to release global control in spite of not having it!");}
+5 -4
View File
@@ -2,14 +2,15 @@
#define CHANNEL_LOBBYMUSIC 1024
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_HEARTBEAT 1021 //sound channel for heartbeats
#define CHANNEL_BUZZ 1020
#define CHANNEL_AMBIENCE 1019
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_HEARTBEAT 1020 //sound channel for heartbeats
#define CHANNEL_BUZZ 1019
#define CHANNEL_AMBIENCE 1018
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
#define CHANNEL_HIGHEST_AVAILABLE 1018
#define CHANNEL_HIGHEST_AVAILABLE 1017
#define SOUND_MINIMUM_PRESSURE 10
+78
View File
@@ -0,0 +1,78 @@
//These are all the different status effects. Use the paths for each effect in the defines.
#define STATUS_EFFECT_MULTIPLE 0 //if it allows multiple instances of the effect
#define STATUS_EFFECT_UNIQUE 1 //if it allows only one, preventing new instances
#define STATUS_EFFECT_REPLACE 2 //if it allows only one, but new instances replace
#define BASIC_STATUS_EFFECT /datum/status_effect //Has no effect.
///////////
// BUFFS //
///////////
#define STATUS_EFFECT_SHADOW_MEND /datum/status_effect/shadow_mend //Quick, powerful heal that deals damage afterwards. Heals 15 brute/burn every second for 3 seconds.
#define STATUS_EFFECT_VOID_PRICE /datum/status_effect/void_price //The price of healing yourself with void energy. Deals 3 brute damage every 3 seconds for 30 seconds.
//#define STATUS_EFFECT_VANGUARD /datum/status_effect/vanguard_shield //Grants temporary stun absorption, but will stun the user based on how many stuns they absorbed.
//#define STATUS_EFFECT_INATHNEQS_ENDOWMENT /datum/status_effect/inathneqs_endowment //A 15-second invulnerability and stun absorption, granted by Inath-neq.
//#define STATUS_EFFECT_WRAITHSPECS /datum/status_effect/wraith_spectacles
//#define STATUS_EFFECT_POWERREGEN /datum/status_effect/cyborg_power_regen //Regenerates power on a given cyborg over time
//#define STATUS_EFFECT_HISGRACE /datum/status_effect/his_grace //His Grace.
//#define STATUS_EFFECT_WISH_GRANTERS_GIFT /datum/status_effect/wish_granters_gift //If you're currently resurrecting with the Wish Granter
//#define STATUS_EFFECT_BLOODDRUNK /datum/status_effect/blooddrunk //Stun immunity and greatly reduced damage taken
/////////////
// DEBUFFS //
/////////////
//#define STATUS_EFFECT_STUN /datum/status_effect/incapacitating/stun //the affected is stunned
//#define STATUS_EFFECT_KNOCKDOWN /datum/status_effect/incapacitating/knockdown //the affected is knocked down
//#define STATUS_EFFECT_UNCONSCIOUS /datum/status_effect/incapacitating/unconscious //the affected is unconscious
//#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
//#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
//#define STATUS_EFFECT_GEISTRACKER /datum/status_effect/geis_tracker //if you're using geis, this tracks that and keeps you from using scripture
//#define STATUS_EFFECT_MANIAMOTOR /datum/status_effect/maniamotor //disrupts, damages, and confuses the affected as long as they're in range of the motor
//#define MAX_MANIA_SEVERITY 100 //how high the mania severity can go
//#define MANIA_DAMAGE_TO_CONVERT 90 //how much damage is required before it'll convert affected targets
//#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath.
#define STATUS_EFFECT_SUMMONEDGHOST /datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
//#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
//#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
//#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
//#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured
//#define CURSE_SPAWNING 2 //spawns creatures that attack the target only
//#define CURSE_WASTING 4 //causes gradual damage
//#define CURSE_GRASPING 8 //hands reach out from the sides of the screen, doing damage and stunning if they hit the target
//#define STATUS_EFFECT_KINDLE /datum/status_effect/kindle //A knockdown reduced by 1 second for every 3 points of damage the target takes.
//#define STATUS_EFFECT_ICHORIAL_STAIN /datum/status_effect/ichorial_stain //Prevents a servant from being revived by vitality matrices for one minute.
/////////////
// NEUTRAL //
/////////////
#define STATUS_EFFECT_HIGHFIVE /datum/status_effect/high_five
//#define STATUS_EFFECT_SIGILMARK /datum/status_effect/sigil_mark
//#define STATUS_EFFECT_CRUSHERDAMAGETRACKING /datum/status_effect/crusher_damage //tracks total kinetic crusher damage on a target
//#define STATUS_EFFECT_SYPHONMARK /datum/status_effect/syphon_mark //tracks kills for the KA death syphon module
+116
View File
@@ -0,0 +1,116 @@
//Timing subsystem
//Don't run if there is an identical unique timer active
//if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, and returns the id of the existing timer
#define TIMER_UNIQUE 1
//For unique timers: Replace the old timer rather then not start this one
#define TIMER_OVERRIDE 2
//Timing should be based on how timing progresses on clients, not the sever.
// tracking this is more expensive,
// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
#define TIMER_CLIENT_TIME 4
//Timer can be stopped using deltimer()
#define TIMER_STOPPABLE 8
//To be used with TIMER_UNIQUE
//prevents distinguishing identical timers with the wait variable
#define TIMER_NO_HASH_WAIT 16
#define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
#define TIMER_ID_NULL -1
//For servers that can't do with any additional lag, set this to none in flightpacks.dm in subsystem/processing.
#define FLIGHTSUIT_PROCESSING_NONE 0
#define FLIGHTSUIT_PROCESSING_FULL 1
#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
#define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 1 //New should call Initialize(FALSE)
#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
//type and all subtypes should always call Initialize in New()
#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
..();\
if(!initialized) {\
args[1] = TRUE;\
SSatoms.InitAtom(src, args);\
}\
}
// Subsystem init_order, from highest priority to lowest priority
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_GARBAGE 19
#define INIT_ORDER_DBCORE 18
#define INIT_ORDER_BLACKBOX 17
#define INIT_ORDER_SERVER_MAINT 16
#define INIT_ORDER_INPUT 15
#define INIT_ORDER_RESEARCH 14
#define INIT_ORDER_EVENTS 13
#define INIT_ORDER_JOBS 12
#define INIT_ORDER_TRAITS 11
#define INIT_ORDER_TICKER 10
#define INIT_ORDER_MAPPING 9
#define INIT_ORDER_NETWORKS 8
#define INIT_ORDER_ATOMS 7
#define INIT_ORDER_LANGUAGE 6
#define INIT_ORDER_MACHINES 5
#define INIT_ORDER_CIRCUIT 4
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_MINIMAP -3
#define INIT_ORDER_ASSETS -4
#define INIT_ORDER_ICON_SMOOTHING -5
#define INIT_ORDER_OVERLAY -6
#define INIT_ORDER_XKEYSCORE -10
#define INIT_ORDER_STICKY_BAN -10
#define INIT_ORDER_LIGHTING -20
#define INIT_ORDER_SHUTTLE -21
#define INIT_ORDER_SQUEAK -40
#define INIT_ORDER_PATH -50
#define INIT_ORDER_PERSISTENCE -100
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_ORBIT 35
#define FIRE_PRIORITY_NETWORKS 40
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIOTITY_BURNING 40
#define FIRE_PRIORITY_INBOUNDS 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_FLIGHTPACKS 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_NANOUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
// SS runlevels
#define RUNLEVEL_INIT 0
#define RUNLEVEL_LOBBY 1
#define RUNLEVEL_SETUP 2
#define RUNLEVEL_GAME 4
#define RUNLEVEL_POSTGAME 8
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
+7 -2
View File
@@ -1,5 +1,10 @@
#define TICK_LIMIT_RUNNING 90
#define TICK_LIMIT_TO_RUN 85
#define TICK_LIMIT_RUNNING 80
#define TICK_LIMIT_TO_RUN 70
#define TICK_LIMIT_MC 70
#define TICK_LIMIT_MC_INIT_DEFAULT 98
#define TICK_USAGE world.tick_usage //for general usage
#define TICK_USAGE_REAL world.tick_usage //to be used where the result isn't checked
#define TICK_CHECK ( world.tick_usage > TICK_LIMIT_RUNNING ? stoplag() : 0 )
#define CHECK_TICK if(world.tick_usage > TICK_LIMIT_RUNNING) stoplag()
+38
View File
@@ -0,0 +1,38 @@
/proc/cmp_numeric_dsc(a,b)
return b - a
/proc/cmp_numeric_asc(a,b)
return a - b
/proc/cmp_text_asc(a,b)
return sorttext(b,a)
/proc/cmp_text_dsc(a,b)
return sorttext(a,b)
/proc/cmp_name_asc(atom/a, atom/b)
return sorttext(b.name, a.name)
/proc/cmp_name_dsc(atom/a, atom/b)
return sorttext(a.name, b.name)
/proc/cmp_ckey_asc(client/a, client/b)
return sorttext(b.ckey, a.ckey)
/proc/cmp_ckey_dsc(client/a, client/b)
return sorttext(a.ckey, b.ckey)
/proc/cmp_subsystem_init(datum/controller/subsystem/a, datum/controller/subsystem/b)
return initial(b.init_order) - initial(a.init_order) //uses initial() so it can be used on types
/proc/cmp_subsystem_display(datum/controller/subsystem/a, datum/controller/subsystem/b)
return sorttext(b.name, a.name)
/proc/cmp_subsystem_priority(datum/controller/subsystem/a, datum/controller/subsystem/b)
return a.priority - b.priority
/proc/cmp_atom_layer_asc(atom/A,atom/B)
if(A.plane != B.plane)
return A.plane - B.plane
else
return A.layer - B.layer
+9
View File
@@ -897,3 +897,12 @@ proc/rand_hex_color()
for(var/i=0;i<6;i++)
color = color+pick(colors)
return "#[color]"
//Imagine removing pixels from the main icon that are covered by pixels from the mask icon.
proc/get_icon_difference(var/icon/main, var/icon/mask)
if(istype(main) && istype(mask))
mask.Blend(rgb(255,255,255), ICON_SUBTRACT) //Make all pixels on the mask as black as possible.
mask.Opaque(rgb(255,255,255)) //Make the transparent pixels (background) white.
mask.BecomeAlphaMask() //Make all the black pixels vanish (fully transparent), leaving only the white pixels.
main.AddAlphaMask(mask) //Make the pixels in the main icon that are in the transparent zone of the mask icon also vanish (fully transparent).
return main
+81 -1
View File
@@ -678,4 +678,84 @@ proc/dd_sortedObjectList(list/incoming)
if(isnum(key))
L |= key
else
L[key] = temp[key]
L[key] = temp[key]
//Move a single element from position fromIndex within a list, to position toIndex
//All elements in the range [1,toIndex) before the move will be before the pivot afterwards
//All elements in the range [toIndex, L.len+1) before the move will be after the pivot afterwards
//In other words, it's as if the range [fromIndex,toIndex) have been rotated using a <<< operation common to other languages.
//fromIndex and toIndex must be in the range [1,L.len+1]
//This will preserve associations ~Carnie
/proc/moveElement(list/L, fromIndex, toIndex)
if(fromIndex == toIndex || fromIndex + 1 == toIndex) //no need to move
return
if(fromIndex > toIndex)
++fromIndex //since a null will be inserted before fromIndex, the index needs to be nudged right by one
L.Insert(toIndex, null)
L.Swap(fromIndex, toIndex)
L.Cut(fromIndex, fromIndex + 1)
//Move elements [fromIndex,fromIndex+len) to [toIndex-len, toIndex)
//Same as moveElement but for ranges of elements
//This will preserve associations ~Carnie
/proc/moveRange(list/L, fromIndex, toIndex, len = 1)
var/distance = abs(toIndex - fromIndex)
if(len >= distance) //there are more elements to be moved than the distance to be moved. Therefore the same result can be achieved (with fewer operations) by moving elements between where we are and where we are going. The result being, our range we are moving is shifted left or right by dist elements
if(fromIndex <= toIndex)
return //no need to move
fromIndex += len //we want to shift left instead of right
for(var/i = 0, i < distance, ++i)
L.Insert(fromIndex, null)
L.Swap(fromIndex, toIndex)
L.Cut(toIndex, toIndex + 1)
else
if(fromIndex > toIndex)
fromIndex += len
for(var/i = 0, i < len, ++i)
L.Insert(toIndex, null)
L.Swap(fromIndex, toIndex)
L.Cut(fromIndex, fromIndex + 1)
//Move elements from [fromIndex, fromIndex+len) to [toIndex, toIndex+len)
//Move any elements being overwritten by the move to the now-empty elements, preserving order
//Note: if the two ranges overlap, only the destination order will be preserved fully, since some elements will be within both ranges ~Carnie
/proc/swapRange(list/L, fromIndex, toIndex, len = 1)
var/distance = abs(toIndex - fromIndex)
if(len > distance) //there is an overlap, therefore swapping each element will require more swaps than inserting new elements
if(fromIndex < toIndex)
toIndex += len
else
fromIndex += len
for(var/i = 0, i < distance, ++i)
L.Insert(fromIndex, null)
L.Swap(fromIndex, toIndex)
L.Cut(toIndex, toIndex + 1)
else
if(toIndex > fromIndex)
var/a = toIndex
toIndex = fromIndex
fromIndex = a
for(var/i = 0, i < len, ++i)
L.Swap(fromIndex++, toIndex++)
//replaces reverseList ~Carnie
/proc/reverseRange(list/L, start = 1, end = 0)
if(L.len)
start = start % L.len
end = end % (L.len + 1)
if(start <= 0)
start += L.len
if(end <= 0)
end += L.len + 1
--end
while(start < end)
L.Swap(start++, end--)
return L
+5
View File
@@ -116,3 +116,8 @@ var/gaussian_next
if(num < 0)
return 0
return sqrt(num)
/proc/round_down(num)
if(round(num) != num)
return round(num--)
else return num
+17 -4
View File
@@ -268,7 +268,7 @@ proc/add_logs(mob/user, mob/target, what_done, var/object=null, var/addition=nul
return
msg_admin_attack("[key_name_admin(user)] [what_done] [key_name_admin(target)][object ? " with [object]" : " "][addition]")
/proc/do_mob(var/mob/user, var/mob/target, var/time = 30, var/uninterruptible = 0, progress = 1)
/proc/do_mob(var/mob/user, var/mob/target, var/time = 30, var/uninterruptible = 0, progress = 1, datum/callback/extra_checks = null)
if(!user || !target)
return 0
var/user_loc = user.loc
@@ -301,13 +301,13 @@ proc/add_logs(mob/user, mob/target, what_done, var/object=null, var/addition=nul
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || user.get_active_hand() != holding || user.incapacitated() || user.lying )
if((!drifting && user.loc != user_loc) || target.loc != target_loc || user.get_active_hand() != holding || user.incapacitated() || user.lying || (extra_checks && !extra_checks.Invoke()))
. = 0
break
if(progress)
qdel(progbar)
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1)
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
if(!user)
return 0
var/atom/Tloc = null
@@ -342,7 +342,7 @@ proc/add_logs(mob/user, mob/target, what_done, var/object=null, var/addition=nul
drifting = 0
Uloc = user.loc
if(!user || user.stat || user.weakened || user.stunned || (!drifting && user.loc != Uloc))
if(!user || user.stat || user.weakened || user.stunned || (!drifting && user.loc != Uloc)|| (extra_checks && !extra_checks.Invoke()))
. = 0
break
@@ -370,6 +370,19 @@ proc/add_logs(mob/user, mob/target, what_done, var/object=null, var/addition=nul
if(H.get_species() == species_name)
. = TRUE
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
var/turf/T = get_turf(target)
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
var/list/new_args = list(T)
if(extra_args)
new_args += extra_args
for(var/j in 1 to amount)
var/atom/X = new spawn_type(arglist(new_args))
X.admin_spawned = admin_spawn
/proc/admin_mob_info(mob/M, mob/user = usr)
if(!ismob(M))
to_chat(user, "This can only be used on instances of type /mob")
+3 -37
View File
@@ -17,19 +17,7 @@ var/church_name = null
var/command_name = null
/proc/command_name()
if(command_name)
return command_name
var/name = "Central Command"
command_name = name
return name
/proc/change_command_name(var/name)
command_name = name
return name
return using_map.dock_name
var/religion_name = null
/proc/religion_name()
@@ -44,20 +32,10 @@ var/religion_name = null
return capitalize(name)
/proc/system_name()
return "Nyx"
return using_map.starsys_name
/proc/station_name()
if(station_name)
return station_name
var/name = ""
if(config && config.server_name)
world.name = "[config.server_name]: [name]"
else
world.name = station_name
return station_name
return using_map.station_name
/proc/new_station_name()
var/random = rand(1,5)
@@ -102,18 +80,6 @@ var/religion_name = null
new_station_name += pick("13","XIII","Thirteen")
return new_station_name
/proc/world_name(var/name)
station_name = name
if(config && config.server_name)
world.name = "[config.server_name]: [name]"
else
world.name = name
return name
var/syndicate_name = null
/proc/syndicate_name()
if(syndicate_name)
+19
View File
@@ -0,0 +1,19 @@
//simple insertion sort - generally faster than merge for runs of 7 or smaller
/proc/sortInsert(list/L, cmp = /proc/cmp_numeric_asc, associative, fromIndex = 1, toIndex = 0)
if(L && L.len >= 2)
fromIndex = fromIndex % L.len
toIndex = toIndex % (L.len + 1)
if(fromIndex <= 0)
fromIndex += L.len
if(toIndex <= 0)
toIndex += L.len + 1
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
SI.L = L
SI.cmp = cmp
SI.associative = associative
SI.binarySort(fromIndex, toIndex, fromIndex)
return L
+19
View File
@@ -0,0 +1,19 @@
//merge-sort - gernerally faster than insert sort, for runs of 7 or larger
/proc/sortMerge(list/L, cmp = /proc/cmp_numeric_asc, associative, fromIndex = 1, toIndex)
if(L && L.len >= 2)
fromIndex = fromIndex % L.len
toIndex = toIndex % (L.len + 1)
if(fromIndex <= 0)
fromIndex += L.len
if(toIndex <= 0)
toIndex += L.len + 1
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
SI.L = L
SI.cmp = cmp
SI.associative = associative
SI.mergeSort(fromIndex, toIndex)
return L
+20
View File
@@ -0,0 +1,20 @@
//TimSort interface
/proc/sortTim(list/L, cmp = /proc/cmp_numeric_asc, associative, fromIndex = 1, toIndex = 0)
if(L && L.len >= 2)
fromIndex = fromIndex % L.len
toIndex = toIndex % (L.len + 1)
if(fromIndex <= 0)
fromIndex += L.len
if(toIndex <= 0)
toIndex += L.len + 1
var/datum/sortInstance/SI = GLOB.sortInstance
if(!SI)
SI = new
SI.L = L
SI.cmp = cmp
SI.associative = associative
SI.timSort(fromIndex, toIndex)
return L
+647
View File
@@ -0,0 +1,647 @@
//These are macros used to reduce on proc calls
#define fetchElement(L, i) (associative) ? L[L[i]] : L[i]
//Minimum sized sequence that will be merged. Anything smaller than this will use binary-insertion sort.
//Should be a power of 2
#define MIN_MERGE 32
//When we get into galloping mode, we stay there until both runs win less often than MIN_GALLOP consecutive times.
#define MIN_GALLOP 7
//This is a global instance to allow much of this code to be reused. The interfaces are kept separately
GLOBAL_DATUM_INIT(sortInstance, /datum/sortInstance, new())
/datum/sortInstance
//The array being sorted.
var/list/L
//The comparator proc-reference
var/cmp = /proc/cmp_numeric_asc
//whether we are sorting list keys (0: L[i]) or associated values (1: L[L[i]])
var/associative = 0
//This controls when we get *into* galloping mode. It is initialized to MIN_GALLOP.
//The mergeLo and mergeHi methods nudge it higher for random data, and lower for highly structured data.
var/minGallop = MIN_GALLOP
//Stores information regarding runs yet to be merged.
//Run i starts at runBase[i] and extends for runLen[i] elements.
//runBase[i] + runLen[i] == runBase[i+1]
var/list/runBases = list()
var/list/runLens = list()
/datum/sortInstance/proc/timSort(start, end)
runBases.Cut()
runLens.Cut()
var/remaining = end - start
//If array is small, do a 'mini-TimSort' with no merges
if(remaining < MIN_MERGE)
var/initRunLen = countRunAndMakeAscending(start, end)
binarySort(start, end, start + initRunLen)
return
//March over the array finding natural runs
//Extend any short natural runs to runs of length minRun
var/minRun = minRunLength(remaining)
do
//identify next run
var/runLen = countRunAndMakeAscending(start, end)
//if run is short, extend to min(minRun, remaining)
if(runLen < minRun)
var/force = (remaining <= minRun) ? remaining : minRun
binarySort(start, start + force, start+runLen)
runLen = force
//add data about run to queue
runBases.Add(start)
runLens.Add(runLen)
//maybe merge
mergeCollapse()
//Advance to find next run
start += runLen
remaining -= runLen
while(remaining > 0)
//Merge all remaining runs to complete sort
//ASSERT(start == end)
mergeForceCollapse();
//ASSERT(runBases.len == 1)
//reset minGallop, for successive calls
minGallop = MIN_GALLOP
return L
/*
Sorts the specified portion of the specified array using a binary
insertion sort. This is the best method for sorting small numbers
of elements. It requires O(n log n) compares, but O(n^2) data
movement (worst case).
If the initial part of the specified range is already sorted,
this method can take advantage of it: the method assumes that the
elements in range [lo,start) are already sorted
lo the index of the first element in the range to be sorted
hi the index after the last element in the range to be sorted
start the index of the first element in the range that is not already known to be sorted
*/
/datum/sortInstance/proc/binarySort(lo, hi, start)
//ASSERT(lo <= start && start <= hi)
if(start <= lo)
start = lo + 1
for(,start < hi, ++start)
var/pivot = fetchElement(L,start)
//set left and right to the index where pivot belongs
var/left = lo
var/right = start
//ASSERT(left <= right)
//[lo, left) elements <= pivot < [right, start) elements
//in other words, find where the pivot element should go using bisection search
while(left < right)
var/mid = (left + right) >> 1 //round((left+right)/2)
if(call(cmp)(fetchElement(L, mid), pivot) > 0)
right = mid
else
left = mid + 1
//ASSERT(left == right)
moveElement(L, start, left) //move pivot element to correct location in the sorted range
/*
Returns the length of the run beginning at the specified position and reverses the run if it is back-to-front
A run is the longest ascending sequence with:
a[lo] <= a[lo + 1] <= a[lo + 2] <= ...
or the longest descending sequence with:
a[lo] > a[lo + 1] > a[lo + 2] > ...
For its intended use in a stable mergesort, the strictness of the
definition of "descending" is needed so that the call can safely
reverse a descending sequence without violating stability.
*/
/datum/sortInstance/proc/countRunAndMakeAscending(lo, hi)
//ASSERT(lo < hi)
var/runHi = lo + 1
if(runHi >= hi)
return 1
var/last = fetchElement(L, lo)
var/current = fetchElement(L, runHi++)
if(call(cmp)(current, last) < 0)
while(runHi < hi)
last = current
current = fetchElement(L,runHi)
if(call(cmp)(current, last) >= 0)
break
++runHi
reverseRange(L, lo, runHi)
else
while(runHi < hi)
last = current
current = fetchElement(L,runHi)
if(call(cmp)(current, last) < 0)
break
++runHi
return runHi - lo
//Returns the minimum acceptable run length for an array of the specified length.
//Natural runs shorter than this will be extended with binarySort
/datum/sortInstance/proc/minRunLength(n)
//ASSERT(n >= 0)
var/r = 0 //becomes 1 if any bits are shifted off
while(n >= MIN_MERGE)
r |= (n & 1)
n >>= 1
return n + r
//Examines the stack of runs waiting to be merged and merges adjacent runs until the stack invariants are reestablished:
// runLen[i-3] > runLen[i-2] + runLen[i-1]
// runLen[i-2] > runLen[i-1]
//This method is called each time a new run is pushed onto the stack.
//So the invariants are guaranteed to hold for i<stackSize upon entry to the method
/datum/sortInstance/proc/mergeCollapse()
while(runBases.len >= 2)
var/n = runBases.len - 1
if(n > 1 && runLens[n - 1] <= runLens[n] + runLens[n + 1])
if(runLens[n - 1] < runLens[n + 1])
--n
mergeAt(n)
else if(runLens[n] <= runLens[n + 1])
mergeAt(n)
else
break //Invariant is established
//Merges all runs on the stack until only one remains.
//Called only once, to finalise the sort
/datum/sortInstance/proc/mergeForceCollapse()
while(runBases.len >= 2)
var/n = runBases.len - 1
if(n > 1 && runLens[n - 1] < runLens[n + 1])
--n
mergeAt(n)
//Merges the two consecutive runs at stack indices i and i+1
//Run i must be the penultimate or antepenultimate run on the stack
//In other words, i must be equal to stackSize-2 or stackSize-3
/datum/sortInstance/proc/mergeAt(i)
//ASSERT(runBases.len >= 2)
//ASSERT(i >= 1)
//ASSERT(i == runBases.len - 1 || i == runBases.len - 2)
var/base1 = runBases[i]
var/base2 = runBases[i + 1]
var/len1 = runLens[i]
var/len2 = runLens[i + 1]
//ASSERT(len1 > 0 && len2 > 0)
//ASSERT(base1 + len1 == base2)
//Record the legth of the combined runs. If i is the 3rd last run now, also slide over the last run
//(which isn't involved in this merge). The current run (i+1) goes away in any case.
runLens[i] += runLens[i + 1]
runLens.Cut(i + 1, i + 2)
runBases.Cut(i + 1, i + 2)
//Find where the first element of run2 goes in run1.
//Prior elements in run1 can be ignored (because they're already in place)
var/k = gallopRight(fetchElement(L, base2), base1, len1, 0)
//ASSERT(k >= 0)
base1 += k
len1 -= k
if(len1 == 0)
return
//Find where the last element of run1 goes in run2.
//Subsequent elements in run2 can be ignored (because they're already in place)
len2 = gallopLeft(fetchElement(L, base1 + len1 - 1), base2, len2, len2 - 1)
//ASSERT(len2 >= 0)
if(len2 == 0)
return
//Merge remaining runs, using tmp array with min(len1, len2) elements
if(len1 <= len2)
mergeLo(base1, len1, base2, len2)
else
mergeHi(base1, len1, base2, len2)
/*
Locates the position to insert key within the specified sorted range
If the range contains elements equal to key, this will return the index of the LEFTMOST of those elements
key the element to be inserted into the sorted range
base the index of the first element of the sorted range
len the length of the sorted range, must be greater than 0
hint the offset from base at which to begin the search, such that 0 <= hint < len; i.e. base <= hint < base+hint
Returns the index at which to insert element 'key'
*/
/datum/sortInstance/proc/gallopLeft(key, base, len, hint)
//ASSERT(len > 0 && hint >= 0 && hint < len)
var/lastOffset = 0
var/offset = 1
if(call(cmp)(key, fetchElement(L,base + hint)) > 0)
var/maxOffset = len - hint
while(offset < maxOffset && call(cmp)(key, fetchElement(L, base + hint + offset)) > 0)
lastOffset = offset
offset = (offset << 1) + 1
if(offset > maxOffset)
offset = maxOffset
lastOffset += hint
offset += hint
else
var/maxOffset = hint + 1
while(offset < maxOffset && call(cmp)(key, fetchElement(L, base + hint - offset)) <= 0)
lastOffset = offset
offset = (offset << 1) + 1
if(offset > maxOffset)
offset = maxOffset
var/temp = lastOffset
lastOffset = hint - offset
offset = hint - temp
//ASSERT(-1 <= lastOffset && lastOffset < offset && offset <= len)
//Now L[base+lastOffset] < key <= L[base+offset], so key belongs somewhere to the right of lastOffset but no farther than
//offset. Do a binary search with invariant L[base+lastOffset-1] < key <= L[base+offset]
++lastOffset
while(lastOffset < offset)
var/m = lastOffset + ((offset - lastOffset) >> 1)
if(call(cmp)(key, fetchElement(L,base + m)) > 0)
lastOffset = m + 1
else
offset = m
//ASSERT(lastOffset == offset)
return offset
/**
* Like gallopLeft, except that if the range contains an element equal to
* key, gallopRight returns the index after the rightmost equal element.
*
* @param key the key whose insertion point to search for
* @param a the array in which to search
* @param base the index of the first element in the range
* @param len the length of the range; must be > 0
* @param hint the index at which to begin the search, 0 <= hint < n.
* The closer hint is to the result, the faster this method will run.
* @param c the comparator used to order the range, and to search
* @return the int k, 0 <= k <= n such that a[b + k - 1] <= key < a[b + k]
*/
/datum/sortInstance/proc/gallopRight(key, base, len, hint)
//ASSERT(len > 0 && hint >= 0 && hint < len)
var/offset = 1
var/lastOffset = 0
if(call(cmp)(key, fetchElement(L, base + hint)) < 0) //key <= L[base+hint]
var/maxOffset = hint + 1 //therefore we want to insert somewhere in the range [base,base+hint] = [base+,base+(hint+1))
while(offset < maxOffset && call(cmp)(key, fetchElement(L, base + hint - offset)) < 0) //we are iterating backwards
lastOffset = offset
offset = (offset << 1) + 1 //1 3 7 15
if(offset > maxOffset)
offset = maxOffset
var/temp = lastOffset
lastOffset = hint - offset
offset = hint - temp
else //key > L[base+hint]
var/maxOffset = len - hint //therefore we want to insert somewhere in the range (base+hint,base+len) = [base+hint+1, base+hint+(len-hint))
while(offset < maxOffset && call(cmp)(key, fetchElement(L, base + hint + offset)) >= 0)
lastOffset = offset
offset = (offset << 1) + 1
if(offset > maxOffset)
offset = maxOffset
lastOffset += hint
offset += hint
//ASSERT(-1 <= lastOffset && lastOffset < offset && offset <= len)
++lastOffset
while(lastOffset < offset)
var/m = lastOffset + ((offset - lastOffset) >> 1)
if(call(cmp)(key, fetchElement(L, base + m)) < 0) //key <= L[base+m]
offset = m
else //key > L[base+m]
lastOffset = m + 1
//ASSERT(lastOffset == offset)
return offset
//Merges two adjacent runs in-place in a stable fashion.
//For performance this method should only be called when len1 <= len2!
/datum/sortInstance/proc/mergeLo(base1, len1, base2, len2)
//ASSERT(len1 > 0 && len2 > 0 && base1 + len1 == base2)
var/cursor1 = base1
var/cursor2 = base2
//degenerate cases
if(len2 == 1)
moveElement(L, cursor2, cursor1)
return
if(len1 == 1)
moveElement(L, cursor1, cursor2 + len2)
return
//Move first element of second run
moveElement(L, cursor2++, cursor1++)
--len2
outer:
while(1)
var/count1 = 0 //# of times in a row that first run won
var/count2 = 0 // " " " " " " second run won
//do the straightfoward thin until one run starts winning consistently
do
//ASSERT(len1 > 1 && len2 > 0)
if(call(cmp)(fetchElement(L, cursor2), fetchElement(L, cursor1)) < 0)
moveElement(L, cursor2++, cursor1++)
--len2
++count2
count1 = 0
if(len2 == 0)
break outer
else
++cursor1
++count1
count2 = 0
if(--len1 == 1)
break outer
while((count1 | count2) < minGallop)
//one run is winning consistently so galloping may provide huge benifits
//so try galloping, until such time as the run is no longer consistently winning
do
//ASSERT(len1 > 1 && len2 > 0)
count1 = gallopRight(fetchElement(L, cursor2), cursor1, len1, 0)
if(count1)
cursor1 += count1
len1 -= count1
if(len1 <= 1)
break outer
moveElement(L, cursor2, cursor1)
++cursor2
++cursor1
if(--len2 == 0)
break outer
count2 = gallopLeft(fetchElement(L, cursor1), cursor2, len2, 0)
if(count2)
moveRange(L, cursor2, cursor1, count2)
cursor2 += count2
cursor1 += count2
len2 -= count2
if(len2 == 0)
break outer
++cursor1
if(--len1 == 1)
break outer
--minGallop
while((count1|count2) > MIN_GALLOP)
if(minGallop < 0)
minGallop = 0
minGallop += 2; // Penalize for leaving gallop mode
if(len1 == 1)
//ASSERT(len2 > 0)
moveElement(L, cursor1, cursor2 + len2)
//else
//ASSERT(len2 == 0)
//ASSERT(len1 > 1)
/datum/sortInstance/proc/mergeHi(base1, len1, base2, len2)
//ASSERT(len1 > 0 && len2 > 0 && base1 + len1 == base2)
var/cursor1 = base1 + len1 - 1 //start at end of sublists
var/cursor2 = base2 + len2 - 1
//degenerate cases
if(len2 == 1)
moveElement(L, base2, base1)
return
if(len1 == 1)
moveElement(L, base1, cursor2 + 1)
return
moveElement(L, cursor1--, cursor2-- + 1)
--len1
outer:
while(1)
var/count1 = 0 //# of times in a row that first run won
var/count2 = 0 // " " " " " " second run won
//do the straightfoward thing until one run starts winning consistently
do
//ASSERT(len1 > 0 && len2 > 1)
if(call(cmp)(fetchElement(L, cursor2), fetchElement(L, cursor1)) < 0)
moveElement(L, cursor1--, cursor2-- + 1)
--len1
++count1
count2 = 0
if(len1 == 0)
break outer
else
--cursor2
--len2
++count2
count1 = 0
if(len2 == 1)
break outer
while((count1 | count2) < minGallop)
//one run is winning consistently so galloping may provide huge benifits
//so try galloping, until such time as the run is no longer consistently winning
do
//ASSERT(len1 > 0 && len2 > 1)
count1 = len1 - gallopRight(fetchElement(L, cursor2), base1, len1, len1 - 1) //should cursor1 be base1?
if(count1)
cursor1 -= count1
moveRange(L, cursor1 + 1, cursor2 + 1, count1) //cursor1+1 == cursor2 by definition
cursor2 -= count1
len1 -= count1
if(len1 == 0)
break outer
--cursor2
if(--len2 == 1)
break outer
count2 = len2 - gallopLeft(fetchElement(L, cursor1), cursor1 + 1, len2, len2 - 1)
if(count2)
cursor2 -= count2
len2 -= count2
if(len2 <= 1)
break outer
moveElement(L, cursor1--, cursor2-- + 1)
--len1
if(len1 == 0)
break outer
--minGallop
while((count1|count2) > MIN_GALLOP)
if(minGallop < 0)
minGallop = 0
minGallop += 2 // Penalize for leaving gallop mode
if(len2 == 1)
//ASSERT(len1 > 0)
cursor1 -= len1
moveRange(L, cursor1 + 1, cursor2 + 1, len1)
//else
//ASSERT(len1 == 0)
//ASSERT(len2 > 0)
/datum/sortInstance/proc/mergeSort(start, end)
var/remaining = end - start
//If array is small, do an insertion sort
if(remaining < MIN_MERGE)
binarySort(start, end, start/*+initRunLen*/)
return
var/minRun = minRunLength(remaining)
do
var/runLen = (remaining <= minRun) ? remaining : minRun
binarySort(start, start + runLen, start)
//add data about run to queue
runBases.Add(start)
runLens.Add(runLen)
//Advance to find next run
start += runLen
remaining -= runLen
while(remaining > 0)
while(runBases.len >= 2)
var/n = runBases.len - 1
if(n > 1 && runLens[n - 1] <= runLens[n] + runLens[n + 1])
if(runLens[n - 1] < runLens[n + 1])
--n
mergeAt2(n)
else if(runLens[n] <= runLens[n + 1])
mergeAt2(n)
else
break //Invariant is established
while(runBases.len >= 2)
var/n = runBases.len - 1
if(n > 1 && runLens[n - 1] < runLens[n + 1])
--n
mergeAt2(n)
return L
/datum/sortInstance/proc/mergeAt2(i)
var/cursor1 = runBases[i]
var/cursor2 = runBases[i + 1]
var/end1 = cursor1+runLens[i]
var/end2 = cursor2+runLens[i + 1]
var/val1 = fetchElement(L, cursor1)
var/val2 = fetchElement(L, cursor2)
while(1)
if(call(cmp)(val1, val2) <= 0)
if(++cursor1 >= end1)
break
val1 = fetchElement(L, cursor1)
else
moveElement(L, cursor2, cursor1)
if(++cursor2 >= end2)
break
++end1
++cursor1
val2 = fetchElement(L, cursor2)
//Record the legth of the combined runs. If i is the 3rd last run now, also slide over the last run
//(which isn't involved in this merge). The current run (i+1) goes away in any case.
runLens[i] += runLens[i + 1]
runLens.Cut(i + 1, i + 2)
runBases.Cut(i + 1, i + 2)
#undef MIN_GALLOP
#undef MIN_MERGE
#undef fetchElement
+1
View File
@@ -505,6 +505,7 @@ proc/checkhtml(var/t)
text = replacetext(text, "\[row\]", "</td><tr>")
text = replacetext(text, "\[cell\]", "<td>")
text = replacetext(text, "\[logo\]", "<img src = ntlogo.png>")
text = replacetext(text, "\[time\]", "[gameTimestamp()]") // TO DO
if(P)
text = "<font face=\"[deffont]\" color=[P ? P.colour : "black"]>[text]</font>"
else
+104 -1
View File
@@ -69,4 +69,107 @@ proc/isDay(var/month, var/day)
/proc/seconds_to_time(var/seconds as num)
var/numSeconds = seconds % 60
var/numMinutes = (seconds - numSeconds) / 60
return "[numMinutes] [numMinutes > 1 ? "minutes" : "minute"] and [numSeconds] seconds."
return "[numMinutes] [numMinutes > 1 ? "minutes" : "minute"] and [numSeconds] seconds."
//Takes a value of time in deciseconds.
//Returns a text value of that number in hours, minutes, or seconds.
/proc/DisplayTimeText(time_value)
var/second = time_value * 0.1
var/second_adjusted = null
var/second_rounded = FALSE
var/minute = null
var/hour = null
var/day = null
if(!second)
return "0 seconds"
if(second >= 60)
minute = round_down(second / 60)
second = round(second - (minute * 60), 0.1)
second_rounded = TRUE
if(second) //check if we still have seconds remaining to format, or if everything went into minute.
second_adjusted = round(second) //used to prevent '1 seconds' being shown
if(day || hour || minute)
if(second_adjusted == 1 && second >= 1)
second = " and 1 second"
else if(second > 1)
second = " and [second_adjusted] seconds"
else //shows a fraction if seconds is < 1
if(second_rounded) //no sense rounding again if it's already done
second = " and [second] seconds"
else
second = " and [round(second, 0.1)] seconds"
else
if(second_adjusted == 1 && second >= 1)
second = "1 second"
else if(second > 1)
second = "[second_adjusted] seconds"
else
if(second_rounded)
second = "[second] seconds"
else
second = "[round(second, 0.1)] seconds"
else
second = null
if(!minute)
return "[second]"
if(minute >= 60)
hour = round_down(minute / 60,1)
minute = (minute - (hour * 60))
if(minute) //alot simpler from here since you don't have to worry about fractions
if(minute != 1)
if((day || hour) && second)
minute = ", [minute] minutes"
else if((day || hour) && !second)
minute = " and [minute] minutes"
else
minute = "[minute] minutes"
else
if((day || hour) && second)
minute = ", 1 minute"
else if((day || hour) && !second)
minute = " and 1 minute"
else
minute = "1 minute"
else
minute = null
if(!hour)
return "[minute][second]"
if(hour >= 24)
day = round_down(hour / 24,1)
hour = (hour - (day * 24))
if(hour)
if(hour != 1)
if(day && (minute || second))
hour = ", [hour] hours"
else if(day && (!minute || !second))
hour = " and [hour] hours"
else
hour = "[hour] hours"
else
if(day && (minute || second))
hour = ", 1 hour"
else if(day && (!minute || !second))
hour = " and 1 hour"
else
hour = "1 hour"
else
hour = null
if(!day)
return "[hour][minute][second]"
if(day > 1)
day = "[day] days"
else
day = "1 day"
return "[day][hour][minute][second]"
GLOBAL_VAR_INIT(midnight_rollovers, 0)
GLOBAL_VAR_INIT(rollovercheck_last_timeofday, 0)
/proc/update_midnight_rollover()
if(world.timeofday < GLOB.rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS!
return GLOB.midnight_rollovers++
return GLOB.midnight_rollovers
+21 -6
View File
@@ -526,6 +526,14 @@ proc/GaussRandRound(var/sigma,var/roundto)
return toReturn
//Searches contents of the atom and returns the sum of all w_class of obj/item within
/atom/proc/GetTotalContentsWeight(searchDepth = 5)
var/weight = 0
var/list/content = GetAllContents(searchDepth)
for(var/obj/item/I in content)
weight += I.w_class
return weight
//Step-towards method of determining whether one atom can see another. Similar to viewers()
/proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
var/turf/current = get_turf(source)
@@ -777,15 +785,15 @@ proc/GaussRandRound(var/sigma,var/roundto)
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
air_master.remove_from_active(T1)
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
air_master.add_to_active(T1,1)
SSair.add_to_active(T1,1)
if(fromupdate.len)
for(var/turf/simulated/T2 in fromupdate)
air_master.remove_from_active(T2)
SSair.remove_from_active(T2)
T2.CalculateAdjacentTurfs()
air_master.add_to_active(T2,1)
SSair.add_to_active(T2,1)
@@ -941,7 +949,7 @@ proc/GaussRandRound(var/sigma,var/roundto)
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
T1.CalculateAdjacentTurfs()
air_master.add_to_active(T1,1)
SSair.add_to_active(T1,1)
return copiedobjs
@@ -1337,7 +1345,7 @@ Standard way to write links -Sayu
if(covered_locations & HEAD)
return 0
if("eyes")
if(covered_locations & HEAD || face_covered & HIDEEYES || eyesmouth_covered & GLASSESCOVERSEYES)
if(face_covered & HIDEEYES || eyesmouth_covered & GLASSESCOVERSEYES || eyesmouth_covered & HEADCOVERSEYES)
return 0
if("mouth")
if(covered_locations & HEAD || face_covered & HIDEFACE || eyesmouth_covered & MASKCOVERSMOUTH)
@@ -1914,3 +1922,10 @@ var/mob/dview/dview_mob = new
for(var/atom/thing in here)
if(istype(thing, type) && (check_shift && thing.pixel_x == shift_x && thing.pixel_y == shift_y))
. += thing
//gives us the stack trace from CRASH() without ending the current proc.
/proc/stack_trace(msg)
CRASH(msg)
/datum/proc/stack_trace(msg)
CRASH(msg)
-1
View File
@@ -2,7 +2,6 @@ var/datum/configuration/config = null
var/host = null
var/join_motd = null
var/station_name = "NSS Cyberiad"
var/game_version = "Custom ParaCode"
var/changelog_hash = md5('html/changelog.html') //used to check if the CL changed
var/game_year = (text2num(time2text(world.realtime, "YYYY")) + 544)
+1
View File
@@ -25,6 +25,7 @@ var/global/list/respawnable_list = list() //List of all mobs, dead or in mindl
var/global/list/non_respawnable_keys = list() //List of ckeys that are excluded from respawning for remainder of round.
var/global/list/simple_animal_list = list() //List of all simple animals, including clientless
var/global/list/snpc_list = list() //List of all snpc's, including clientless
var/global/list/bots_list = list() //List of all bots(beepsky, medibots,etc)
var/global/list/med_hud_users = list()
var/global/list/sec_hud_users = list()
+2
View File
@@ -13,6 +13,8 @@ var/list/diona_names = file2list ("config/names/diona.txt")
var/list/verbs = file2list("config/names/verbs.txt")
var/list/adjectives = file2list("config/names/adjectives.txt")
var/list/dream_strings = file2list("config/names/dreams.txt")
var/list/nightmare_strings = file2list("config/names/nightmares.txt")
//loaded on startup because of "
//would include in rsc if ' was used
-1
View File
@@ -19,7 +19,6 @@ var/global/list/all_areas = list()
var/global/list/machines = list()
var/global/list/machine_processing = list()
var/global/list/fast_processing = list()
var/global/list/atmos_machinery = list()
var/global/list/processing_power_items = list() //items that ask to be called every cycle
var/global/list/rcd_list = list() //list of Rapid Construction Devices.
-2
View File
@@ -2,8 +2,6 @@ var/global/obj/effect/overlay/plmaster = null
var/global/obj/effect/overlay/slmaster = null
var/global/obj/effect/overlay/icemaster = null
// nanomanager, the manager for Nano UIs
var/datum/nanomanager/nanomanager = new()
// Event Manager, the manager for events.
var/datum/event_manager/event_manager = new()
// Announcer intercom, because too much stuff creates an intercom for one message then hard del()s it.
+2 -7
View File
@@ -127,9 +127,7 @@
if(A == loc || (A in loc) || (sdepth != -1 && sdepth <= 2))
// No adjacency needed
if(W)
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1 indicates adjacency
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
@@ -145,10 +143,7 @@
if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
if(A.Adjacent(src)) // see adjacent.dm
if(W)
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example, params)
var/resolved = A.attackby(W,src,params)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1: clicking something Adjacent
W.melee_attack_chain(src, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
+2 -7
View File
@@ -81,10 +81,7 @@
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc in contents)
if(A == loc || (A in loc) || (A in contents))
// No adjacency checks
var/resolved = A.attackby(W,src,params, params)
if(!resolved && A && W)
W.afterattack(A,src,1,params)
W.melee_attack_chain(src, A, params)
return
if(!isturf(loc))
@@ -93,9 +90,7 @@
// cyborgs are prohibited from using storage items so we can I think safely remove (A.loc && isturf(A.loc.loc))
if(isturf(A) || isturf(A.loc))
if(A.Adjacent(src)) // see adjacent.dm
var/resolved = A.attackby(W, src, params, params)
if(!resolved && A && W)
W.afterattack(A, src, 1, params)
W.melee_attack_chain(src, A, params)
return
else
W.afterattack(A, src, 0, params)
+3
View File
@@ -16,6 +16,9 @@
var/datum/hud/hud = null
appearance_flags = NO_CLIENT_COLOR
/obj/screen/take_damage()
return
/obj/screen/Destroy()
master = null
return ..()
+96 -148
View File
@@ -1,36 +1,33 @@
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(pre_attackby(target, user, params))
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = target.attackby(src, user, params)
if(!resolved && target && !qdeleted(src))
afterattack(target, user, 1, params) // 1: clicking something Adjacent
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
/obj/item/proc/pre_attackby(atom/A, mob/living/user, params) //do stuff before attackby!
return TRUE //return FALSE to avoid calling attackby after this proc does stuff
// No comment
/atom/proc/attackby(obj/item/W, mob/living/user, params)
/atom/proc/attackby(obj/item/W, mob/user, params)
return
/atom/movable/attackby(obj/item/W, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(!(W.flags&NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/obj/attackby(obj/item/I, mob/living/user, params)
return I.attack_obj(src, user)
/mob/living/attackby(obj/item/I, mob/user, params)
/mob/living/attackby(obj/item/I, mob/living/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(attempt_harvest(I, user))
return
I.attack(src, user)
return 1
return I.attack(src, user)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if(!istype(M)) // not sure if this is the right thing...
/obj/item/proc/attack(mob/living/M, mob/living/user, def_zone)
if(flags & (NOBLUDGEON))
return 0
var/messagesource = M
if(can_operate(M)) //Checks if mob is lying down on table for surgery
if(istype(src,/obj/item/robot_parts))//popup override for direct attach
@@ -46,7 +43,7 @@
else
return 1
if(istype(src,/obj/item/weapon/screwdriver) && M.get_species() == "Machine")
if(isscrewdriver(src) && M.get_species() == "Machine")
if(!attempt_initiate_surgery(src, M, user))
return 0
else
@@ -57,136 +54,87 @@
else
return 1
if(istype(M,/mob/living/carbon/brain))
var/mob/living/carbon/brain/B = M
messagesource = B.container
if(hitsound && force > 0)
playsound(loc, hitsound, 50, 1, -1)
/////////////////////////
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
else if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
user.lastattacked = M
M.lastattacker = user
add_logs(user, M, "attacked", name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])", print_attack_log = (force > 0))//print it if stuff deals damage
if(!iscarbon(user))
M.LAssailant = null
else
M.LAssailant = user
if(user != M)
user.do_attack_animation(M)
M.attacked_by(src, user, def_zone)
/////////////////////////
if(isanimal(M))
var/mob/living/simple_animal/S = M
S.attacked_by(src, user)
return 0 // No sanic-speed double-attacks for you - simple mobs will handle being attacked on their own
var/power = force
if(!istype(M, /mob/living/carbon/human))
if(istype(M, /mob/living/carbon/slime))
var/mob/living/carbon/slime/slime = M
if(prob(25))
to_chat(user, "<span class='warning'>[src] passes right through [M]!</span>")
return
if(power > 0)
slime.attacked += 10
if(slime.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
slime.Discipline = 0
if(power >= 3)
if(slime.is_adult)
if(prob(5 + round(power/2)))
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
slime.Victim = null
slime.anchored = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
spawn(0)
if(slime)
slime.canmove = 0
step_away(slime, user)
if(prob(25 + power))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
else
if(prob(10 + power*2))
if(slime)
if(slime.Victim)
if(prob(80) && !slime.client)
slime.Discipline++
if(slime.Discipline == 1)
slime.attacked = 0
spawn()
if(slime)
slime.SStun = 1
sleep(rand(5,20))
if(slime)
slime.SStun = 0
slime.Victim = null
slime.anchored = 0
spawn(0)
if(slime && user)
step_away(slime, user)
slime.canmove = 0
if(prob(25 + power*4))
sleep(2)
if(slime && user)
step_away(slime, user)
slime.canmove = 1
var/showname = "."
if(user)
showname = " by [user]."
user.do_attack_animation(src)
if(!(user in viewers(M, null)))
showname = "."
for(var/mob/O in viewers(messagesource, null))
if(attack_verb.len)
O.show_message("<span class='combat danger'>[M] has been [pick(attack_verb)] with [src][showname] </span>", 1)
else
O.show_message("<span class='combat danger'>[M] has been attacked with [src][showname] </span>", 1)
if(!showname && user)
if(user.client)
to_chat(user, "<span class='combat danger'>You attack [M] with [src]. </span>")
if(istype(M, /mob/living/carbon/human))
return M:attacked_by(src, user, def_zone) //make sure to return whether we have hit or miss
else
switch(damtype)
if("brute")
if(istype(src, /mob/living/carbon/slime))
M.adjustBrainLoss(power)
else
M.take_organ_damage(power)
if(prob(33)) // Added blood for whacking non-humans too
M.add_splatter_floor()
if("fire")
M.take_organ_damage(0, power)
to_chat(M, "Aargh it burns!")
M.updatehealth()
add_logs(user, M, "attacked", name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])", print_attack_log = (force > 0))//print it if stuff deals damage
add_fingerprint(user)
//the equivalent of the standard version of attack() but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
if(flags & (NOBLUDGEON))
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
O.attacked_by(src, user)
/atom/movable/proc/attacked_by()
return
/obj/attacked_by(obj/item/I, mob/living/user)
if(I.force)
user.visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", "<span class='danger'>You hit [src] with [I]!</span>")
take_damage(I.force, I.damtype, "melee", 1)
/mob/living/attacked_by(obj/item/I, mob/living/user, def_zone)
send_item_attack_message(I, user)
if(I.force)
apply_damage(I.force, I.damtype, def_zone)
if(I.damtype == BRUTE)
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
if(!I.force)
user.visible_message("<span class='warning'>[user] gently taps [src] with [I].</span>",\
"<span class='warning'>This weapon is ineffective, it does no damage!</span>")
else if(I.force < force_threshold || I.damtype == STAMINA)
visible_message("<span class='warning'>[I] bounces harmlessly off of [src].</span>",\
"<span class='warning'>[I] bounces harmlessly off of [src]!</span>")
else
return ..()
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
/obj/item/proc/get_clamped_volume()
if(w_class)
if(force)
return Clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else
return Clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
if(I.discrete)
return
var/message_verb = "attacked"
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]."
if(user in viewers(src, null))
attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!"
visible_message("<span class='combat danger'>[attack_message]</span>",\
"<span class='combat userdanger'>[attack_message]</span>")
return 1
@@ -34,8 +34,6 @@
/**
* Config vars
*/
// Process name
var/name
// Process schedule interval
// This controls how often the process would run under ideal conditions.
@@ -364,7 +362,7 @@
var/highestRunTime = round(highest_run_time, 0.001)
var/deferTime = round(cpu_defer_count / 10 * world.tick_lag, 0.01)
if(!statclick)
statclick = new (src)
statclick = new /obj/effect/statclick/debug(src)
stat("[name]", statclick.update("T#[getTicks()] | AR [averageRunTime] | LR [lastRunTime] | HR [highestRunTime] | D [deferTime]"))
/datum/controller/process/proc/catchException(var/exception/e, var/thrower)
@@ -232,7 +232,7 @@ var/global/datum/controller/processScheduler/processScheduler
stat("Processes", "Scheduler not running")
return
if(!statclick)
statclick = new (src)
statclick = new /obj/effect/statclick/debug(src)
stat("Processes", statclick.update("[processes.len] (R [running.len] / Q [queued.len] / I [idle.len])"))
for(var/datum/controller/process/p in processes)
p.statProcess()
-197
View File
@@ -1,197 +0,0 @@
var/kill_air = 0
var/global/datum/controller/process/air_system/air_master
/datum/controller/process/air_system
var/list/excited_groups = list()
var/list/active_turfs = list()
var/list/hotspots = list()
//Special functions lists
var/list/turf/simulated/active_super_conductivity = list()
var/list/turf/simulated/high_pressure_delta = list()
var/current_cycle = 0
var/failed_ticks = 0
var/tick_progress = 0
// Stats
var/last_active = 0
var/last_excited = 0
var/last_hpd = 0
var/last_hotspots = 0
var/last_asc = 0
/datum/controller/process/air_system/setup()
name = "air"
schedule_interval = 4
start_delay = 4
var/watch = start_watch()
log_startup_progress("Processing geometry...")
setup_overlays() // Assign icons and such for gas-turf-overlays
setup_allturfs() // Get all currently active tiles that need processing each atmos tick.
log_startup_progress(" Geometry processed in [stop_watch(watch)]s.")
/datum/controller/process/air_system/doWork()
if(kill_air)
return 1
current_cycle++
process_pipenets()
process_atmos_machinery()
process_active_turfs()
process_excited_groups()
process_high_pressure_delta()
process_hotspots()
process_super_conductivity()
return 1
/datum/controller/process/air_system/statProcess()
..()
stat(null, "[last_active] active")
stat(null, "[last_excited] EG | [last_hpd] HPD | [last_asc] ASC | [last_hotspots] Hot")
stat(null, "[pipe_networks.len] pipe nets, [deferred_pipenet_rebuilds.len] deferred")
stat(null, "[atmos_machinery.len] atmos machines")
DECLARE_GLOBAL_CONTROLLER(air_system, air_master)
/datum/controller/process/air_system/proc/process_hotspots()
last_hotspots = hotspots.len
for(var/obj/effect/hotspot/H in hotspots)
H.process()
SCHECK
/datum/controller/process/air_system/proc/process_super_conductivity()
last_asc = active_super_conductivity.len
for(var/turf/simulated/T in active_super_conductivity)
T.super_conduct()
SCHECK
/datum/controller/process/air_system/proc/process_high_pressure_delta()
last_hpd = high_pressure_delta.len
for(var/turf/T in high_pressure_delta)
T.high_pressure_movements()
T.pressure_difference = 0
SCHECK
high_pressure_delta.Cut()
/datum/controller/process/air_system/proc/process_active_turfs()
last_active = active_turfs.len
for(var/turf/simulated/T in active_turfs)
T.process_cell()
SCHECK
/datum/controller/process/air_system/proc/process_pipenets()
for(last_object in deferred_pipenet_rebuilds)
var/obj/machinery/atmospherics/M = last_object
if(istype(M) && isnull(M.gcDestroyed))
try
M.build_network()
catch(var/exception/e)
catchException(e, M)
SCHECK
else
catchBadType(M)
deferred_pipenet_rebuilds -= M
for(last_object in pipe_networks)
var/datum/pipeline/pipeNetwork = last_object
if(istype(pipeNetwork) && isnull(pipeNetwork.gcDestroyed))
try
pipeNetwork.process()
catch(var/exception/e)
catchException(e, pipeNetwork)
SCHECK
else
catchBadType(pipeNetwork)
pipe_networks -= pipeNetwork
/datum/controller/process/air_system/proc/process_atmos_machinery()
for(last_object in atmos_machinery)
var/obj/machinery/M = last_object
if(istype(M) && isnull(M.gcDestroyed))
try
if(M.process_atmos() == PROCESS_KILL)
atmos_machinery.Remove(M)
continue
catch(var/exception/e)
catchException(e, M)
else
catchBadType(M)
atmos_machinery -= M
SCHECK
/datum/controller/process/air_system/proc/remove_from_active(var/turf/simulated/T)
if(istype(T))
T.excited = 0
active_turfs -= T
if(T.excited_group)
T.excited_group.garbage_collect()
/datum/controller/process/air_system/proc/add_to_active(var/turf/simulated/T, var/blockchanges = 1)
if(istype(T) && T.air)
T.excited = 1
active_turfs |= T
if(blockchanges && T.excited_group)
T.excited_group.garbage_collect()
else
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/S = get_step(T, direction)
if(istype(S))
add_to_active(S)
/datum/controller/process/air_system/proc/setup_allturfs(var/turfs_in = world)
for(var/turf/simulated/T in turfs_in)
T.CalculateAdjacentTurfs()
if(!T.blocks_air)
T.update_visuals()
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/enemy_tile = get_step(T, direction)
if(istype(enemy_tile,/turf/simulated/))
var/turf/simulated/enemy_simulated = enemy_tile
if(!T.air.compare(enemy_simulated.air))
T.excited = 1
active_turfs |= T
break
else
if(!T.air.check_turf_total(enemy_tile))
T.excited = 1
active_turfs |= T
/datum/controller/process/air_system/proc/process_excited_groups()
last_excited = excited_groups.len
for(var/datum/excited_group/EG in excited_groups)
EG.breakdown_cooldown++
if(EG.breakdown_cooldown == 10)
EG.self_breakdown()
SCHECK
return
if(EG.breakdown_cooldown > 20)
EG.dismantle()
SCHECK
/datum/controller/process/air_system/proc/setup_overlays()
plmaster = new /obj/effect/overlay()
plmaster.icon = 'icons/effects/tile_effects.dmi'
plmaster.icon_state = "plasma"
plmaster.layer = FLY_LAYER
plmaster.mouse_opacity = 0
slmaster = new /obj/effect/overlay()
slmaster.icon = 'icons/effects/tile_effects.dmi'
slmaster.icon_state = "sleeping_agent"
slmaster.layer = FLY_LAYER
slmaster.mouse_opacity = 0
icemaster = new /obj/effect/overlay()
icemaster.icon = 'icons/turf/overlays.dmi'
icemaster.icon_state = "snowfloor"
icemaster.layer = TURF_LAYER+0.1
icemaster.mouse_opacity = 0
-24
View File
@@ -1,24 +0,0 @@
var/global/datum/controller/process/fire/fire_master
/datum/controller/process/fire
var/list/burning = list()
/datum/controller/process/fire/setup()
name = "fire"
schedule_interval = 20 //every 2 seconds
log_startup_progress("Fire process starting up.")
/datum/controller/process/fire/statProcess()
..()
stat(null, "[burning.len] burning objects")
/datum/controller/process/fire/doWork()
for(var/obj/burningobj in burning)
if(burningobj.burn_state == ON_FIRE)
if(burningobj.burn_world_time < world.time)
burningobj.burn()
SCHECK
else
burning.Remove(burningobj)
DECLARE_GLOBAL_CONTROLLER(fire, fire_master)
-16
View File
@@ -1,16 +0,0 @@
/*/datum/controller/process/inactivity/setup()
name = "inactivity"
schedule_interval = INACTIVITY_KICK
/datum/controller/process/inactivity/doWork()
if(config.kick_inactive)
for(var/client/C in clients)
if(C.is_afk(INACTIVITY_KICK))
if(!istype(C.mob, /mob/dead))
log_access("AFK: [key_name(C)]")
to_chat(C, "<SPAN CLASS='warning'>You have been inactive for more than 10 minutes and have been disconnected.</SPAN>")
del(C)
SCHECK
#undef INACTIVITY_KICK*/
-53
View File
@@ -1,53 +0,0 @@
var/global/datum/controller/process/spacedrift/drift_master
/datum/controller/process/spacedrift
var/list/processing_list = list()
/datum/controller/process/spacedrift/setup()
name = "spacedrift"
schedule_interval = 5
start_delay = 20
log_startup_progress("Spacedrift starting up.")
/datum/controller/process/spacedrift/statProcess()
..()
stat(null, "P:[processing_list.len]")
/datum/controller/process/spacedrift/doWork()
var/list/currentrun = processing_list.Copy()
while(currentrun.len)
var/atom/movable/AM = currentrun[currentrun.len]
currentrun.len--
if(!AM)
processing_list -= AM
SCHECK
continue
if(AM.inertia_next_move > world.time)
SCHECK
continue
if(!AM.loc || AM.loc != AM.inertia_last_loc || AM.Process_Spacemove(0))
AM.inertia_dir = 0
if(!AM.inertia_dir)
AM.inertia_last_loc = null
processing_list -= AM
SCHECK
continue
var/old_dir = AM.dir
var/old_loc = AM.loc
AM.inertia_moving = TRUE
step(AM, AM.inertia_dir)
AM.inertia_moving = FALSE
AM.inertia_next_move = world.time + AM.inertia_move_delay
if(AM.loc == old_loc)
AM.inertia_dir = 0
AM.setDir(old_dir)
AM.inertia_last_loc = AM.loc
SCHECK
DECLARE_GLOBAL_CONTROLLER(spacedrift, drift_master)
-61
View File
@@ -1,61 +0,0 @@
var/global/datum/controller/process/sun/sun
/datum/controller/process/sun
var/angle
var/dx
var/dy
var/rate
var/list/solars = list() // for debugging purposes, references solars list at the constructor
/datum/controller/process/sun/setup()
name = "sun"
schedule_interval = 600 // every 60 seconds
log_startup_progress("Sun ticker starting up.")
angle = rand (0,360) // the station position to the sun is randomised at round start
rate = rand(50,200)/100 // 50% - 200% of standard rotation
if(prob(50)) // same chance to rotate clockwise than counter-clockwise
rate = -rate
/datum/controller/process/sun/doWork()
calc_position()
update_solar_machinery()
DECLARE_GLOBAL_CONTROLLER(sun, sun)
// calculate the sun's position given the time of day
// at the standard rate (100%) the angle is increase/decreased by 6 degrees every minute.
// a full rotation thus take a game hour in that case
/datum/controller/process/sun/proc/calc_position()
angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
// now calculate and cache the (dx,dy) increments for line drawing
var/s = sin(angle)
var/c = cos(angle)
// Either "abs(s) < abs(c)" or "abs(s) >= abs(c)"
// In both cases, the greater is greater than 0, so, no "if 0" check is needed for the divisions
if(abs(s) < abs(c))
dx = s / abs(c)
dy = c / abs(c)
else
dx = s / abs(s)
dy = c / abs(s)
//now tell the solar control computers to update their status and linked devices
/datum/controller/process/sun/proc/update_solar_machinery()
for(last_object in solars)
var/obj/machinery/power/solar_control/SC = last_object
if(istype(SC) && isnull(SC.gcDestroyed))
if(!SC.powernet)
solars -= SC
continue
try
SC.update()
catch(var/exception/e)
catchException(e, SC)
SCHECK
else
catchBadType(SC)
solars -= SC
-138
View File
@@ -1,138 +0,0 @@
#define MAX_THROWING_DIST 512 // 2 z-levels on default width
#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
var/global/datum/controller/process/throwing/throw_master
/datum/controller/process/throwing
var/list/processing_list
/datum/controller/process/throwing/setup()
name = "throwing"
schedule_interval = 1
start_delay = 20
log_startup_progress("Throw ticker starting up.")
/datum/controller/process/throwing/statProcess()
..()
stat(null, "P:[processing_list.len]")
/datum/controller/process/throwing/started()
..()
if(!processing_list)
processing_list = list()
/datum/controller/process/throwing/doWork()
for(last_object in processing_list)
var/atom/movable/AM = last_object
if(istype(AM) && isnull(AM.gcDestroyed))
var/datum/thrownthing/TT = processing_list[AM]
if(istype(TT) && isnull(TT.gcDestroyed))
TT.tick()
SCHECK
else
catchBadType(TT)
processing_list -= AM
AM.throwing = null
else
catchBadType(AM)
processing_list -= AM
SCHECK
DECLARE_GLOBAL_CONTROLLER(throwing, throw_master)
/datum/thrownthing
var/atom/movable/thrownthing
var/atom/target
var/turf/target_turf
var/init_dir
var/maxrange
var/speed
var/mob/thrower
var/diagonals_first
var/dist_travelled = 0
var/start_time
var/dist_x
var/dist_y
var/dx
var/dy
var/pure_diagonal
var/diagonal_error
var/datum/callback/callback
/datum/thrownthing/proc/tick()
var/atom/movable/AM = thrownthing
if(!isturf(AM.loc) || !AM.throwing)
finalize()
return
if(dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
finalize()
return
var/atom/step
// calculate how many tiles to move, making up for any missed ticks.
if((dist_travelled >= maxrange || AM.loc == target_turf) && has_gravity(AM, AM.loc))
finalize()
return
if(dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
step = get_step(AM, get_dir(AM, target_turf))
else
step = get_step(AM, init_dir)
if(!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
if(diagonal_error >= 0 && max(dist_x, dist_y) - dist_travelled != 1) // we do a step forward unless we're right before the target
step = get_step(AM, dx)
diagonal_error += (diagonal_error < 0) ? dist_x / 2 : -dist_y
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
finalize()
return
AM.Move(step, get_dir(AM, step))
if(!AM.throwing) // we hit something during our move
finalize(hit = TRUE)
return
dist_travelled++
if(dist_travelled > MAX_THROWING_DIST)
finalize()
return
/datum/thrownthing/proc/finalize(hit = FALSE)
set waitfor = 0
throw_master.processing_list -= thrownthing
// done throwning, either because it hit something or it finished moving
thrownthing.throwing = null
if(!hit)
for(var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
var/atom/A = thing
if(A == target)
hit = 1
thrownthing.throw_impact(A, src)
break
if(!hit)
thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
thrownthing.newtonian_move(init_dir)
else
thrownthing.newtonian_move(init_dir)
if(callback)
callback.Invoke()
/datum/thrownthing/proc/hit_atom(atom/A)
thrownthing.throw_impact(A, src)
thrownthing.newtonian_move(init_dir)
finalize(TRUE)
/datum/thrownthing/proc/hitcheck()
for(var/thing in get_turf(thrownthing))
var/atom/movable/AM = thing
if(AM == thrownthing)
continue
if(AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
thrownthing.throwing = null
thrownthing.throw_impact(AM, src)
return TRUE
+21
View File
@@ -189,6 +189,16 @@
var/disable_karma = 0 // Disable all karma functions and unlock karma jobs by default
// StonedMC
var/tick_limit_mc_init = TICK_LIMIT_MC_INIT_DEFAULT //SSinitialization throttling
// Highpop tickrates
var/base_mc_tick_rate = 1
var/high_pop_mc_tick_rate = 1.1
var/high_pop_mc_mode_amount = 65
var/disable_high_pop_mc_mode_amount = 60
/datum/configuration/New()
var/list/L = subtypesof(/datum/game_mode)
for(var/T in L)
@@ -597,6 +607,17 @@
if("disable_karma")
disable_karma = 1
if("tick_limit_mc_init")
tick_limit_mc_init = text2num(value)
if("base_mc_tick_rate")
base_mc_tick_rate = text2num(value)
if("high_pop_mc_tick_rate")
high_pop_mc_tick_rate = text2num(value)
if("high_pop_mc_mode_amount")
high_pop_mc_mode_amount = text2num(value)
if("disable_high_pop_mc_mode_amount")
disable_high_pop_mc_mode_amount = text2num(value)
else
diary << "Unknown setting in configuration: '[name]'"
+19
View File
@@ -0,0 +1,19 @@
/datum/controller
var/name
// The object used for the clickable stat() button.
var/obj/effect/statclick/statclick
/datum/controller/proc/Initialize()
//cleanup actions
/datum/controller/proc/Shutdown()
//when we enter dmm_suite.load_map
/datum/controller/proc/StartLoadingMap()
//when we exit dmm_suite.load_map
/datum/controller/proc/StopLoadingMap()
/datum/controller/proc/Recover()
/datum/controller/proc/stat_entry()
+85 -27
View File
@@ -1,39 +1,97 @@
var/global/datum/controller/failsafe/failsafe
GLOBAL_REAL(Failsafe, /datum/controller/failsafe)
/datum/controller/failsafe // This thing pretty much just keeps poking the controllers.
processing_interval = 100 // Poke the controllers every 10 seconds.
/*
* Controller alert level.
* For every poke that fails this is raised by 1.
* When it reaches 5 the MC is replaced with a new one
* (effectively killing any controller process() and starting a new one).
*/
/datum/controller/failsafe // This thing pretty much just keeps poking the master controller
name = "Failsafe"
// master
var/masterControllerIteration = 0
var/masterControllerAlertLevel = 0
// The length of time to check on the MC (in deciseconds).
// Set to 0 to disable.
var/processing_interval = 20
// The alert level. For every failed poke, we drop a DEFCON level. Once we hit DEFCON 1, restart the MC.
var/defcon = 5
//the world.time of the last check, so the mc can restart US if we hang.
// (Real friends look out for *eachother*)
var/lasttick = 0
// Track the MC iteration to make sure its still on track.
var/master_iteration = 0
var/running = TRUE
/datum/controller/failsafe/New()
. = ..()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(Failsafe != src)
if(istype(Failsafe))
qdel(Failsafe)
Failsafe = src
Initialize()
// There can be only one failsafe. Out with the old in with the new (that way we can restart the Failsafe by spawning a new one).
if(failsafe != src)
if(istype(failsafe))
recover()
qdel(failsafe)
/datum/controller/failsafe/Initialize()
set waitfor = 0
Failsafe.Loop()
if(!qdeleted(src))
qdel(src) //when Loop() returns, we delete ourselves and let the mc recreate us
failsafe = src
/datum/controller/failsafe/Destroy()
running = FALSE
..()
return QDEL_HINT_HARDDEL_NOW
//failsafe.process()
/datum/controller/failsafe/proc/Loop()
while(running)
lasttick = world.time
if(!Master)
// Replace the missing Master! This should never, ever happen.
new /datum/controller/master()
// Only poke it if overrides are not in effect.
if(processing_interval > 0)
if(Master.processing && Master.iteration)
// Check if processing is done yet.
if(Master.iteration == master_iteration)
switch(defcon)
if(4,5)
--defcon
if(3)
message_admins("<span class='adminnotice'>Notice: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5 - defcon) * processing_interval] ticks.</span>")
--defcon
if(2)
to_chat(admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has not fired in the last [(5 - defcon) * processing_interval] ticks. Automatic restart in [processing_interval] ticks.</span>")
--defcon
if(1)
/datum/controller/failsafe/proc/process()
processing = 1
to_chat(admins, "<span class='boldannounce'>Warning: DEFCON [defcon_pretty()]. The Master Controller has still not fired within the last [(5 - defcon) * processing_interval] ticks. Killing and restarting...</span>")
--defcon
var/rtn = Recreate_MC()
if(rtn > 0)
defcon = 4
master_iteration = 0
to_chat(admins, "<span class='adminnotice'>MC restarted successfully</span>")
else if(rtn < 0)
log_game("FailSafe: Could not restart MC, runtime encountered. Entering defcon 0")
to_chat(admins, "<span class='boldannounce'>ERROR: DEFCON [defcon_pretty()]. Could not restart MC, runtime encountered. I will silently keep retrying.</span>")
//if the return number was 0, it just means the mc was restarted too recently, and it just needs some time before we try again
//no need to handle that specially when defcon 0 can handle it
if(0) //DEFCON 0! (mc failed to restart)
var/rtn = Recreate_MC()
if(rtn > 0)
defcon = 4
master_iteration = 0
to_chat(admins, "<span class='adminnotice'>MC restarted successfully</span>")
else
defcon = min(defcon + 1,5)
master_iteration = Master.iteration
if(defcon <= 1)
sleep(processing_interval * 2)
else
sleep(processing_interval)
else
defcon = 5
sleep(initial(processing_interval))
spawn(0)
set background = BACKGROUND_ENABLED
/datum/controller/failsafe/proc/defcon_pretty()
return defcon
while(1) // More efficient than recursivly calling ourself over and over. background = 1 ensures we do not trigger an infinite loop.
iteration++
/datum/controller/failsafe/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(src, "Initializing...")
sleep(processing_interval)
stat("Failsafe Controller:", statclick.update("Defcon: [defcon_pretty()] (Interval: [Failsafe.processing_interval] | Iteration: [Failsafe.master_iteration])"))
+69
View File
@@ -0,0 +1,69 @@
GLOBAL_REAL(GLOB, /datum/controller/global_vars)
/datum/controller/global_vars
name = "Global Variables"
var/list/gvars_datum_protected_varlist
var/list/gvars_datum_in_built_vars
var/list/gvars_datum_init_order
/datum/controller/global_vars/New()
if(GLOB)
CRASH("Multiple instances of global variable controller created")
GLOB = src
var/datum/controller/exclude_these = new
gvars_datum_in_built_vars = exclude_these.vars + list("gvars_datum_protected_varlist", "gvars_datum_in_built_vars", "gvars_datum_init_order")
qdel(exclude_these)
log_to_dd("[vars.len - gvars_datum_in_built_vars.len] global variables")
Initialize()
/datum/controller/global_vars/Destroy(force)
stack_trace("Some fucker qdel'd the global holder!")
if(!force)
return QDEL_HINT_LETMELIVE
QDEL_NULL(statclick)
gvars_datum_protected_varlist.Cut()
gvars_datum_in_built_vars.Cut()
GLOB = null
return ..()
/datum/controller/global_vars/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(src, "Initializing...")
stat("Globals:", statclick.update("Edit"))
/datum/controller/global_vars/can_vv_get(var_name)
if(gvars_datum_protected_varlist[var_name])
return FALSE
return ..()
/datum/controller/global_vars/vv_edit_var(var_name, var_value)
if(gvars_datum_protected_varlist[var_name])
return FALSE
return ..()
/datum/controller/global_vars/Initialize()
gvars_datum_init_order = list()
gvars_datum_protected_varlist = list("gvars_datum_protected_varlist" = TRUE)
var/list/global_procs = typesof(/datum/controller/global_vars/proc)
var/expected_len = vars.len - gvars_datum_in_built_vars.len
if(global_procs.len != expected_len)
warning("Unable to detect all global initialization procs! Expected [expected_len] got [global_procs.len]!")
if(global_procs.len)
var/list/expected_global_procs = vars - gvars_datum_in_built_vars
for(var/I in global_procs)
expected_global_procs -= replacetext("[I]", "InitGlobal", "")
log_to_dd("Missing procs: [expected_global_procs.Join(", ")]")
for(var/I in global_procs)
var/start_tick = world.time
call(src, I)()
var/end_tick = world.time
if(end_tick - start_tick)
warning("Global [replacetext("[I]", "InitGlobal", "")] slept during initialization!")
+612
View File
@@ -0,0 +1,612 @@
/**
* StonedMC
*
* Designed to properly split up a given tick among subsystems
* Note: if you read parts of this code and think "why is it doing it that way"
* Odds are, there is a reason
*
**/
//This is the ABSOLUTE ONLY THING that should init globally like this
GLOBAL_REAL(Master, /datum/controller/master) = new
//THIS IS THE INIT ORDER
//Master -> SSPreInit -> GLOB -> world -> config -> SSInit -> Failsafe
//GOT IT MEMORIZED?
/datum/controller/master
name = "Master"
// Are we processing (higher values increase the processing delay by n ticks)
var/processing = TRUE
// How many times have we ran
var/iteration = 0
// world.time of last fire, for tracking lag outside of the mc
var/last_run
// List of subsystems to process().
var/list/subsystems
// Vars for keeping track of tick drift.
var/init_timeofday
var/init_time
var/tickdrift = 0
var/sleep_delta = 1
var/make_runtime = 0
var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
// The type of the last subsystem to be process()'d.
var/last_type_processed
var/datum/controller/subsystem/queue_head //Start of queue linked list
var/datum/controller/subsystem/queue_tail //End of queue linked list (used for appending to the list)
var/queue_priority_count = 0 //Running total so that we don't have to loop thru the queue each run to split up the tick
var/queue_priority_count_bg = 0 //Same, but for background subsystems
var/map_loading = FALSE //Are we loading in a new map?
var/current_runlevel //for scheduling different subsystems for different stages of the round
var/sleep_offline_after_initializations = TRUE
var/static/restart_clear = 0
var/static/restart_timeout = 0
var/static/restart_count = 0
var/static/random_seed
//current tick limit, assigned before running a subsystem.
//used by CHECK_TICK as well so that the procs subsystems call can obey that SS's tick limits
var/static/current_ticklimit = TICK_LIMIT_RUNNING
/datum/controller/master/New()
makeDatumRefLists()
load_configuration()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
if(!random_seed)
random_seed = rand(1, 1e9)
rand_seed(random_seed)
var/list/_subsystems = list()
subsystems = _subsystems
if(Master != src)
if(istype(Master))
Recover()
qdel(Master)
else
var/list/subsytem_types = subtypesof(/datum/controller/subsystem)
sortTim(subsytem_types, /proc/cmp_subsystem_init)
for(var/I in subsytem_types)
_subsystems += new I
Master = src
if(!GLOB)
new /datum/controller/global_vars
/datum/controller/master/Destroy()
..()
// Tell qdel() to Del() this object.
return QDEL_HINT_HARDDEL_NOW
/datum/controller/master/Shutdown()
processing = FALSE
sortTim(subsystems, /proc/cmp_subsystem_init)
reverseRange(subsystems)
for(var/datum/controller/subsystem/ss in subsystems)
log_to_dd("Shutting down [ss.name] subsystem...")
ss.Shutdown()
log_to_dd("Shutdown complete")
// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
// -1 if we encountered a runtime trying to recreate it
/proc/Recreate_MC()
. = -1 //so if we runtime, things know we failed
if(world.time < Master.restart_timeout)
return 0
if(world.time < Master.restart_clear)
Master.restart_count *= 0.5
var/delay = 50 * ++Master.restart_count
Master.restart_timeout = world.time + delay
Master.restart_clear = world.time + (delay * 2)
Master.processing = FALSE //stop ticking this one
try
new/datum/controller/master()
catch
return -1
return 1
/datum/controller/master/Recover()
var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
for(var/varname in Master.vars)
switch (varname)
if("name", "tag", "bestF", "type", "parent_type", "vars", "statclick") // Built-in junk.
continue
else
var/varval = Master.vars[varname]
if(istype(varval, /datum)) // Check if it has a type var.
var/datum/D = varval
msg += "\t [varname] = [D]([D.type])\n"
else
msg += "\t [varname] = [varval]\n"
log_to_dd(msg)
var/datum/controller/subsystem/BadBoy = Master.last_type_processed
var/FireHim = FALSE
if(istype(BadBoy))
msg = null
LAZYINITLIST(BadBoy.failure_strikes)
switch(++BadBoy.failure_strikes[BadBoy.type])
if(2)
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
if(3)
msg = "The [BadBoy.name] subsystem seems to be destabilizing the MC and will be offlined."
BadBoy.flags |= SS_NO_FIRE
if(msg)
to_chat(admins, "<span class='boldannounce'>[msg]</span>")
log_to_dd(msg)
if(istype(Master.subsystems))
if(FireHim)
Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
subsystems = Master.subsystems
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
Initialize(20, TRUE)
// Please don't stuff random bullshit here,
// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
/datum/controller/master/Initialize(delay, init_sss)
set waitfor = 0
if(delay)
sleep(delay)
if(init_sss)
init_subtypes(/datum/controller/subsystem, subsystems)
to_chat(world, "<span class='boldannounce'>Initializing subsystems...</span>")
// Sort subsystems by init_order, so they initialize in the correct order.
sortTim(subsystems, /proc/cmp_subsystem_init)
var/start_timeofday = REALTIMEOFDAY
// Initialize subsystems.
current_ticklimit = config.tick_limit_mc_init
for(var/datum/controller/subsystem/SS in subsystems)
if(SS.flags & SS_NO_INIT)
continue
SS.Initialize(REALTIMEOFDAY)
CHECK_TICK
current_ticklimit = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
to_chat(world, "<span class='boldannounce'>[msg]</span>")
log_to_dd(msg)
if(!current_runlevel)
SetRunLevel(1)
// Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display)
// Set world options.
if(sleep_offline_after_initializations)
world.sleep_offline = TRUE
// world.fps = CONFIG_GET(number/fps) // TIGER TODO
world.tick_lag = config.Ticklag
var/initialized_tod = REALTIMEOFDAY
sleep(1)
initializations_finished_with_no_players_logged_in = initialized_tod < REALTIMEOFDAY - 10
// Loop.
Master.StartProcessing(0)
/datum/controller/master/proc/SetRunLevel(new_runlevel)
var/old_runlevel = current_runlevel
if(isnull(old_runlevel))
old_runlevel = "NULL"
testing("MC: Runlevel changed from [old_runlevel] to [new_runlevel]")
current_runlevel = log(2, new_runlevel) + 1
if(current_runlevel < 1)
CRASH("Attempted to set invalid runlevel: [new_runlevel]")
// Starts the mc, and sticks around to restart it if the loop ever ends.
/datum/controller/master/proc/StartProcessing(delay)
set waitfor = 0
if(delay)
sleep(delay)
testing("Master starting processing")
var/rtn = Loop()
if(rtn > 0 || processing < 0)
return //this was suppose to happen.
//loop ended, restart the mc
log_game("MC crashed or runtimed, restarting")
message_admins("MC crashed or runtimed, restarting")
var/rtn2 = Recreate_MC()
if(rtn2 <= 0)
log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
Failsafe.defcon = 2
// Main loop.
/datum/controller/master/proc/Loop()
. = -1
//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
// local vars rock
//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
var/list/tickersubsystems = list()
var/list/runlevel_sorted_subsystems = list(list(), list(), list(), list(), list(), list(), list(), list()) //ensure we always have as many runlevels as we need to operate with no subsystems (8 currently)
var/timer = world.time
for(var/thing in subsystems)
var/datum/controller/subsystem/SS = thing
if(SS.flags & SS_NO_FIRE)
continue
SS.queued_time = 0
SS.queue_next = null
SS.queue_prev = null
SS.state = SS_IDLE
if(SS.flags & SS_TICKER)
tickersubsystems += SS
timer += world.tick_lag * rand(1, 5)
SS.next_fire = timer
continue
var/ss_runlevels = SS.runlevels
var/added_to_any = FALSE
for(var/I in 1 to GLOB.bitflags.len)
if(ss_runlevels & GLOB.bitflags[I])
while(runlevel_sorted_subsystems.len < I)
runlevel_sorted_subsystems += list(list())
runlevel_sorted_subsystems[I] += SS
added_to_any = TRUE
if(!added_to_any)
WARNING("[SS.name] subsystem is not SS_NO_FIRE but also does not have any runlevels set!")
queue_head = null
queue_tail = null
//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
sortTim(tickersubsystems, /proc/cmp_subsystem_priority)
for(var/I in runlevel_sorted_subsystems)
sortTim(runlevel_sorted_subsystems, /proc/cmp_subsystem_priority)
I += tickersubsystems
var/cached_runlevel = current_runlevel
var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
init_timeofday = REALTIMEOFDAY
init_time = world.time
iteration = 1
var/error_level = 0
var/sleep_delta = 1
var/list/subsystems_to_check
//the actual loop.
while(1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((REALTIMEOFDAY - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
var/starting_tick_usage = TICK_USAGE
if(processing <= 0)
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
//Anti-tick-contention heuristics:
//if there are mutiple sleeping procs running before us hogging the cpu, we have to run later.
// (because sleeps are processed in the order received, longer sleeps are more likely to run first)
if(starting_tick_usage > TICK_LIMIT_MC) //if there isn't enough time to bother doing anything this tick, sleep a bit.
sleep_delta *= 2
current_ticklimit = TICK_LIMIT_RUNNING * 0.5
sleep(world.tick_lag * (processing * sleep_delta))
continue
//Byond resumed us late. assume it might have to do the same next tick
if(last_run + CEILING(world.tick_lag * (processing * sleep_delta), world.tick_lag) < world.time)
sleep_delta += 1
sleep_delta = MC_AVERAGE_FAST(sleep_delta, 1) //decay sleep_delta
if(starting_tick_usage > (TICK_LIMIT_MC * 0.75)) //we ran 3/4 of the way into the tick
sleep_delta += 1
//debug
if(make_runtime)
var/datum/controller/subsystem/SS
SS.can_fire = 0
if(!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick + (Failsafe.processing_interval * 5)) < world.time))
new/datum/controller/failsafe() // (re)Start the failsafe.
//now do the actual stuff
if(!queue_head || !(iteration % 3))
var/checking_runlevel = current_runlevel
if(cached_runlevel != checking_runlevel)
//resechedule subsystems
cached_runlevel = checking_runlevel
current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
var/stagger = world.time
for(var/I in current_runlevel_subsystems)
var/datum/controller/subsystem/SS = I
if(SS.next_fire <= world.time)
stagger += world.tick_lag * rand(1, 5)
SS.next_fire = stagger
subsystems_to_check = current_runlevel_subsystems
else
subsystems_to_check = tickersubsystems
if(CheckQueue(subsystems_to_check) <= 0)
if(!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_to_dd("MC: SoftReset() failed, crashing")
return
if(!error_level)
iteration++
error_level++
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
if(queue_head)
if(RunQueue() <= 0)
if(!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
log_to_dd("MC: SoftReset() failed, crashing")
return
if(!error_level)
iteration++
error_level++
current_ticklimit = TICK_LIMIT_RUNNING
sleep(10)
continue
error_level--
if(!queue_head) //reset the counts if the queue is empty, in the off chance they get out of sync
queue_priority_count = 0
queue_priority_count_bg = 0
iteration++
last_run = world.time
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
current_ticklimit = TICK_LIMIT_RUNNING
if(processing * sleep_delta <= world.tick_lag)
current_ticklimit -= (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc if we plan on running next tick
sleep(world.tick_lag * (processing * sleep_delta))
// This is what decides if something should run.
/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
. = 0 //so the mc knows if we runtimed
//we create our variables outside of the loops to save on overhead
var/datum/controller/subsystem/SS
var/SS_flags
for(var/thing in subsystemstocheck)
if(!thing)
subsystemstocheck -= thing
SS = thing
if(SS.state != SS_IDLE)
continue
if(SS.can_fire <= 0)
continue
if(SS.next_fire > world.time)
continue
SS_flags = SS.flags
if(SS_flags & SS_NO_FIRE)
subsystemstocheck -= SS
continue
if((SS_flags & (SS_TICKER|SS_KEEP_TIMING)) == SS_KEEP_TIMING && SS.last_fire + (SS.wait * 0.75) > world.time)
continue
SS.enqueue()
. = 1
// Run thru the queue of subsystems to run, running them while balancing out their allocated tick precentage
/datum/controller/master/proc/RunQueue()
. = 0
var/datum/controller/subsystem/queue_node
var/queue_node_flags
var/queue_node_priority
var/queue_node_paused
var/current_tick_budget
var/tick_precentage
var/tick_remaining
var/ran = TRUE //this is right
var/ran_non_ticker = FALSE
var/bg_calc //have we swtiched current_tick_budget to background mode yet?
var/tick_usage
//keep running while we have stuff to run and we haven't gone over a tick
// this is so subsystems paused eariler can use tick time that later subsystems never used
while(ran && queue_head && TICK_USAGE < TICK_LIMIT_MC)
ran = FALSE
bg_calc = FALSE
current_tick_budget = queue_priority_count
queue_node = queue_head
while(queue_node)
if(ran && TICK_USAGE > TICK_LIMIT_RUNNING)
break
queue_node_flags = queue_node.flags
queue_node_priority = queue_node.queued_priority
//super special case, subsystems where we can't make them pause mid way through
//if we can't run them this tick (without going over a tick)
//we bump up their priority and attempt to run them next tick
//(unless we haven't even ran anything this tick, since its unlikely they will ever be able run
// in those cases, so we just let them run)
if(queue_node_flags & SS_NO_TICK_CHECK)
if(queue_node.tick_usage > TICK_LIMIT_RUNNING - TICK_USAGE && ran_non_ticker)
queue_node.queued_priority += queue_priority_count * 0.1
queue_priority_count -= queue_node_priority
queue_priority_count += queue_node.queued_priority
current_tick_budget -= queue_node_priority
queue_node = queue_node.queue_next
continue
if((queue_node_flags & SS_BACKGROUND) && !bg_calc)
current_tick_budget = queue_priority_count_bg
bg_calc = TRUE
tick_remaining = TICK_LIMIT_RUNNING - TICK_USAGE
if(current_tick_budget > 0 && queue_node_priority > 0)
tick_precentage = tick_remaining / (current_tick_budget / queue_node_priority)
else
tick_precentage = tick_remaining
tick_precentage = max(tick_precentage*0.5, tick_precentage - queue_node.tick_overrun)
current_ticklimit = round(TICK_USAGE + tick_precentage)
if(!(queue_node_flags & SS_TICKER))
ran_non_ticker = TRUE
ran = TRUE
queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
last_type_processed = queue_node
queue_node.state = SS_RUNNING
tick_usage = TICK_USAGE
var/state = queue_node.ignite(queue_node_paused)
tick_usage = TICK_USAGE - tick_usage
if(state == SS_RUNNING)
state = SS_IDLE
current_tick_budget -= queue_node_priority
if(tick_usage < 0)
tick_usage = 0
queue_node.tick_overrun = max(0, MC_AVG_FAST_UP_SLOW_DOWN(queue_node.tick_overrun, tick_usage - tick_precentage))
queue_node.state = state
if(state == SS_PAUSED)
queue_node.paused_ticks++
queue_node.paused_tick_usage += tick_usage
queue_node = queue_node.queue_next
continue
queue_node.ticks = MC_AVERAGE(queue_node.ticks, queue_node.paused_ticks)
tick_usage += queue_node.paused_tick_usage
queue_node.tick_usage = MC_AVERAGE_FAST(queue_node.tick_usage, tick_usage)
queue_node.cost = MC_AVERAGE_FAST(queue_node.cost, TICK_DELTA_TO_MS(tick_usage))
queue_node.paused_ticks = 0
queue_node.paused_tick_usage = 0
if(queue_node_flags & SS_BACKGROUND) //update our running total
queue_priority_count_bg -= queue_node_priority
else
queue_priority_count -= queue_node_priority
queue_node.last_fire = world.time
queue_node.times_fired++
if(queue_node_flags & SS_TICKER)
queue_node.next_fire = world.time + (world.tick_lag * queue_node.wait)
else if(queue_node_flags & SS_POST_FIRE_TIMING)
queue_node.next_fire = world.time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun / 100))
else if(queue_node_flags & SS_KEEP_TIMING)
queue_node.next_fire += queue_node.wait
else
queue_node.next_fire = queue_node.queued_time + queue_node.wait + (world.tick_lag * (queue_node.tick_overrun / 100))
queue_node.queued_time = 0
//remove from queue
queue_node.dequeue()
queue_node = queue_node.queue_next
. = 1
//resets the queue, and all subsystems, while filtering out the subsystem lists
// called if any mc's queue procs runtime or exit improperly.
/datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
. = 0
log_to_dd("MC: SoftReset called, resetting MC queue state.")
if(!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
log_to_dd("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]'")
return
var/subsystemstocheck = subsystems + ticker_SS
for(var/I in runlevel_SS)
subsystemstocheck |= I
for(var/thing in subsystemstocheck)
var/datum/controller/subsystem/SS = thing
if(!SS || !istype(SS))
//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
subsystems -= list(SS)
ticker_SS -= list(SS)
for(var/I in runlevel_SS)
I -= list(SS)
log_to_dd("MC: SoftReset: Found bad entry in subsystem list, '[SS]'")
continue
if(SS.queue_next && !istype(SS.queue_next))
log_to_dd("MC: SoftReset: Found bad data in subsystem queue, queue_next = '[SS.queue_next]'")
SS.queue_next = null
if(SS.queue_prev && !istype(SS.queue_prev))
log_to_dd("MC: SoftReset: Found bad data in subsystem queue, queue_prev = '[SS.queue_prev]'")
SS.queue_prev = null
SS.queued_priority = 0
SS.queued_time = 0
SS.state = SS_IDLE
if(queue_head && !istype(queue_head))
log_to_dd("MC: SoftReset: Found bad data in subsystem queue, queue_head = '[queue_head]'")
queue_head = null
if(queue_tail && !istype(queue_tail))
log_to_dd("MC: SoftReset: Found bad data in subsystem queue, queue_tail = '[queue_tail]'")
queue_tail = null
queue_priority_count = 0
queue_priority_count_bg = 0
log_to_dd("MC: SoftReset: Finished.")
. = 1
/datum/controller/master/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(src, "Initializing...")
stat("Byond", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%))")
stat("Master Controller", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration])"))
// Currently unimplemented
/datum/controller/master/StartLoadingMap()
//disallow more than one map to load at once, multithreading it will just cause race conditions
while(map_loading)
stoplag()
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StartLoadingMap()
map_loading = TRUE
/datum/controller/master/StopLoadingMap(bounds = null)
map_loading = FALSE
for(var/S in subsystems)
var/datum/controller/subsystem/SS = S
SS.StopLoadingMap()
/datum/controller/master/proc/UpdateTickRate()
if(!processing)
return
var/client_count = length(clients)
if(client_count < config.disable_high_pop_mc_mode_amount)
processing = config.base_mc_tick_rate
else if(client_count > config.high_pop_mc_mode_amount)
processing = config.high_pop_mc_tick_rate
+3 -37
View File
@@ -1,6 +1,6 @@
//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
//WIP, needs lots of work still
// old deprecated rusted piece of shit MC
// All this does now is misc. world init stuff because too lazy to put it somewhere else
// It used to run all of the repeating processes controlling the game but now the SMC and Process Scheduler do that
var/global/datum/controller/game_controller/master_controller //Set in world.New()
@@ -10,16 +10,6 @@ var/global/last_tick_duration = 0
var/global/air_processing_killed = 0
var/global/pipe_processing_killed = 0
/datum/controller
var/processing = 0
var/iteration = 0
var/processing_interval = 0
// Dummy object to let us click it to debug while in the stat panel
var/obj/effect/statclick/debug/statclick
/datum/controller/proc/recover() // If we are replacing an existing controller (due to a crash) we attempt to preserve as much as we can.
/datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
@@ -46,8 +36,6 @@ var/global/pipe_processing_killed = 0
return QDEL_HINT_HARDDEL_NOW
/datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
preloadTemplates()
if(!config.disable_away_missions)
createRandomZlevel()
@@ -94,26 +82,4 @@ var/global/pipe_processing_killed = 0
count++
log_startup_progress(" Initialized [count] objects in [stop_watch(watch)]s.")
watch = start_watch()
count = 0
log_startup_progress("Initializing atmospherics machinery...")
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
var/obj/machinery/atmospherics/unary/vent_pump/T = U
T.broadcast_status()
count++
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
count++
log_startup_progress(" Initialized [count] atmospherics machines in [stop_watch(watch)]s.")
watch = start_watch()
count = 0
log_startup_progress("Initializing pipe networks...")
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
count++
log_startup_progress(" Initialized [count] pipes in [stop_watch(watch)]s.")
log_startup_progress("Finished object initializations in [stop_watch(overwatch)]s.")
+215
View File
@@ -0,0 +1,215 @@
/datum/controller/subsystem
// Metadata; you should define these.
name = "fire coderbus" //name of the subsystem
var/init_order = INIT_ORDER_DEFAULT //order of initialization. Higher numbers are initialized first, lower numbers later. Use defines in __DEFINES/subsystems.dm for easy understanding of order.
var/wait = 20 //time to wait (in deciseconds) between each call to fire(). Must be a positive integer.
var/priority = FIRE_PRIORITY_DEFAULT //When mutiple subsystems need to run in the same tick, higher priority subsystems will run first and be given a higher share of the tick before MC_TICK_CHECK triggers a sleep
var/flags = 0 //see MC.dm in __DEFINES Most flags must be set on world start to take full effect. (You can also restart the mc to force them to process again)
var/initialized = FALSE //set to TRUE after it has been initialized, will obviously never be set if the subsystem doesn't initialize
//set to 0 to prevent fire() calls, mostly for admin use or subsystems that may be resumed later
// use the SS_NO_FIRE flag instead for systems that never fire to keep it from even being added to the list
var/can_fire = TRUE
// Bookkeeping variables; probably shouldn't mess with these.
var/last_fire = 0 //last world.time we called fire()
var/next_fire = 0 //scheduled world.time for next fire()
var/cost = 0 //average time to execute
var/tick_usage = 0 //average tick usage
var/tick_overrun = 0 //average tick overrun
var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
var/paused_ticks = 0 //ticks this ss is taking to run right now.
var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
var/ticks = 1 //how many ticks does this ss take to run on avg.
var/times_fired = 0 //number of times we have called fire()
var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
//linked list stuff for the queue
var/datum/controller/subsystem/queue_next
var/datum/controller/subsystem/queue_prev
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
//Do not override
///datum/controller/subsystem/New()
// Used to initialize the subsystem BEFORE the map has loaded
// Called AFTER Recover if that is called
// Prefer to use Initialize if possible
/datum/controller/subsystem/proc/PreInit()
return
//This is used so the mc knows when the subsystem sleeps. do not override.
/datum/controller/subsystem/proc/ignite(resumed = 0)
set waitfor = 0
. = SS_SLEEPING
fire(resumed)
. = state
if(state == SS_SLEEPING)
state = SS_IDLE
if(state == SS_PAUSING)
var/QT = queued_time
enqueue()
state = SS_PAUSED
queued_time = QT
//previously, this would have been named 'process()' but that name is used everywhere for different things!
//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
//Sleeping in here prevents future fires until returned.
/datum/controller/subsystem/proc/fire(resumed = 0)
flags |= SS_NO_FIRE
throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
/datum/controller/subsystem/Destroy()
dequeue()
can_fire = 0
flags |= SS_NO_FIRE
Master.subsystems -= src
return ..()
//Queue it to run.
// (we loop thru a linked list until we get to the end or find the right point)
// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
/datum/controller/subsystem/proc/enqueue()
var/SS_priority = priority
var/SS_flags = flags
var/datum/controller/subsystem/queue_node
var/queue_node_priority
var/queue_node_flags
for(queue_node = Master.queue_head; queue_node; queue_node = queue_node.queue_next)
queue_node_priority = queue_node.queued_priority
queue_node_flags = queue_node.flags
if(queue_node_flags & SS_TICKER)
if(!(SS_flags & SS_TICKER))
continue
if(queue_node_priority < SS_priority)
break
else if(queue_node_flags & SS_BACKGROUND)
if(!(SS_flags & SS_BACKGROUND))
break
if(queue_node_priority < SS_priority)
break
else
if(SS_flags & SS_BACKGROUND)
continue
if(SS_flags & SS_TICKER)
break
if(queue_node_priority < SS_priority)
break
queued_time = world.time
queued_priority = SS_priority
state = SS_QUEUED
if(SS_flags & SS_BACKGROUND) //update our running total
Master.queue_priority_count_bg += SS_priority
else
Master.queue_priority_count += SS_priority
queue_next = queue_node
if(!queue_node)//we stopped at the end, add to tail
queue_prev = Master.queue_tail
if(Master.queue_tail)
Master.queue_tail.queue_next = src
else //empty queue, we also need to set the head
Master.queue_head = src
Master.queue_tail = src
else if(queue_node == Master.queue_head)//insert at start of list
Master.queue_head.queue_prev = src
Master.queue_head = src
queue_prev = null
else
queue_node.queue_prev.queue_next = src
queue_prev = queue_node.queue_prev
queue_node.queue_prev = src
/datum/controller/subsystem/proc/dequeue()
if(queue_next)
queue_next.queue_prev = queue_prev
if(queue_prev)
queue_prev.queue_next = queue_next
if(src == Master.queue_tail)
Master.queue_tail = queue_prev
if(src == Master.queue_head)
Master.queue_head = queue_next
queued_time = 0
if(state == SS_QUEUED)
state = SS_IDLE
/datum/controller/subsystem/proc/pause()
. = 1
switch(state)
if(SS_RUNNING)
state = SS_PAUSED
if(SS_SLEEPING)
state = SS_PAUSING
//used to initialize the subsystem AFTER the map has loaded
/datum/controller/subsystem/Initialize(start_timeofday)
initialized = TRUE
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initialized [name] subsystem within [time] second[time == 1 ? "" : "s"]!"
to_chat(world, "<span class='boldannounce'>[msg]</span>")
log_to_dd(msg)
return time
//hook for printing stats to the "MC" statuspanel for admins to see performance and related stats etc.
/datum/controller/subsystem/stat_entry(msg)
if(!statclick)
statclick = new/obj/effect/statclick/debug(src, "Initializing...")
if(can_fire && !(SS_NO_FIRE & flags))
msg = "[round(cost, 1)]ms|[round(tick_usage, 1)]%([round(tick_overrun, 1)]%)|[round(ticks, 0.1)]\t[msg]"
else
msg = "OFFLINE\t[msg]"
var/title = name
if(can_fire)
title = "\[[state_letter()]][title]"
stat(title, statclick.update(msg))
/datum/controller/subsystem/proc/state_letter()
switch(state)
if(SS_RUNNING)
. = "R"
if(SS_QUEUED)
. = "Q"
if(SS_PAUSED, SS_PAUSING)
. = "P"
if(SS_SLEEPING)
. = "S"
if(SS_IDLE)
. = " "
//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
//for instance, during cpu intensive operations like explosions
/datum/controller/subsystem/proc/postpone(cycles = 1)
if(next_fire - world.time < wait)
next_fire += (wait*cycles)
//usually called via datum/controller/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/controller/subsystem/Recover()
/datum/controller/subsystem/vv_edit_var(var_name, var_value)
switch(var_name)
if("can_fire")
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
if(var_value)
next_fire = world.time + wait
if("queued_priority") //editing this breaks things.
return 0
. = ..()
+370
View File
@@ -0,0 +1,370 @@
#define SSAIR_DEFERREDPIPENETS 1
#define SSAIR_PIPENETS 2
#define SSAIR_ATMOSMACHINERY 3
#define SSAIR_ACTIVETURFS 4
#define SSAIR_EXCITEDGROUPS 5
#define SSAIR_HIGHPRESSURE 6
#define SSAIR_HOTSPOTS 7
#define SSAIR_SUPERCONDUCTIVITY 8
SUBSYSTEM_DEF(air)
name = "Atmospherics"
init_order = INIT_ORDER_AIR
priority = FIRE_PRIORITY_AIR
wait = 5
flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_turfs = 0
var/cost_groups = 0
var/cost_highpressure = 0
var/cost_hotspots = 0
var/cost_superconductivity = 0
var/cost_pipenets = 0
var/cost_deferred_pipenets = 0
var/cost_atmos_machinery = 0
var/list/excited_groups = list()
var/list/active_turfs = list()
var/list/hotspots = list()
var/list/networks = list()
var/list/atmos_machinery = list()
var/list/pipe_init_dirs_cache = list()
//Special functions lists
var/list/active_super_conductivity = list()
var/list/high_pressure_delta = list()
var/list/currentrun = list()
var/currentpart = SSAIR_PIPENETS
/datum/controller/subsystem/air/stat_entry(msg)
msg += "C:{"
msg += "AT:[round(cost_turfs,1)]|"
msg += "EG:[round(cost_groups,1)]|"
msg += "HP:[round(cost_highpressure,1)]|"
msg += "HS:[round(cost_hotspots,1)]|"
msg += "SC:[round(cost_superconductivity,1)]|"
msg += "PN:[round(cost_pipenets,1)]|"
msg += "DPN:[round(cost_deferred_pipenets,1)]|"
msg += "AM:[round(cost_atmos_machinery,1)]"
msg += "} "
msg += "AT:[active_turfs.len]|"
msg += "EG:[excited_groups.len]|"
msg += "HS:[hotspots.len]|"
msg += "PN:[networks.len]|"
msg += "HP:[high_pressure_delta.len]|"
msg += "AS:[active_super_conductivity.len]|"
msg += "AT/MS:[round((cost ? active_turfs.len/cost : 0),0.1)]"
..(msg)
/datum/controller/subsystem/air/Initialize(timeofday)
setup_overlays() // Assign icons and such for gas-turf-overlays
setup_allturfs()
setup_atmos_machinery()
setup_pipenets()
..()
/datum/controller/subsystem/air/fire(resumed = 0)
var/timer = TICK_USAGE_REAL
if(currentpart == SSAIR_DEFERREDPIPENETS || !resumed)
process_deferred_pipenets(resumed)
cost_deferred_pipenets = MC_AVERAGE(cost_deferred_pipenets, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_PIPENETS
if(currentpart == SSAIR_PIPENETS || !resumed)
process_pipenets(resumed)
cost_pipenets = MC_AVERAGE(cost_pipenets, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_ATMOSMACHINERY
if(currentpart == SSAIR_ATMOSMACHINERY)
timer = TICK_USAGE_REAL
process_atmos_machinery(resumed)
cost_atmos_machinery = MC_AVERAGE(cost_atmos_machinery, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_ACTIVETURFS
if(currentpart == SSAIR_ACTIVETURFS)
timer = TICK_USAGE_REAL
process_active_turfs(resumed)
cost_turfs = MC_AVERAGE(cost_turfs, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_EXCITEDGROUPS
if(currentpart == SSAIR_EXCITEDGROUPS)
timer = TICK_USAGE_REAL
process_excited_groups(resumed)
cost_groups = MC_AVERAGE(cost_groups, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_HIGHPRESSURE
if(currentpart == SSAIR_HIGHPRESSURE)
timer = TICK_USAGE_REAL
process_high_pressure_delta(resumed)
cost_highpressure = MC_AVERAGE(cost_highpressure, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_HOTSPOTS
if(currentpart == SSAIR_HOTSPOTS)
timer = TICK_USAGE_REAL
process_hotspots(resumed)
cost_hotspots = MC_AVERAGE(cost_hotspots, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_SUPERCONDUCTIVITY
if(currentpart == SSAIR_SUPERCONDUCTIVITY)
timer = TICK_USAGE_REAL
process_super_conductivity(resumed)
cost_superconductivity = MC_AVERAGE(cost_superconductivity, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_PIPENETS
/datum/controller/subsystem/air/proc/process_deferred_pipenets(resumed = 0)
if(!resumed)
src.currentrun = deferred_pipenet_rebuilds.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/machinery/atmospherics/A = currentrun[currentrun.len]
currentrun.len--
if(A)
A.build_network()
else
deferred_pipenet_rebuilds.Remove(A)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_pipenets(resumed = 0)
if(!resumed)
src.currentrun = networks.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/pipeline/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process()
else
networks.Remove(thing)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_atmos_machinery(resumed = 0)
var/seconds = wait * 0.1
if(!resumed)
src.currentrun = atmos_machinery.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/machinery/M = currentrun[currentrun.len]
currentrun.len--
if(!M || (M.process_atmos(seconds) == PROCESS_KILL))
atmos_machinery.Remove(M)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_super_conductivity(resumed = 0)
if(!resumed)
src.currentrun = active_super_conductivity.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/turf/simulated/T = currentrun[currentrun.len]
currentrun.len--
T.super_conduct()
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_hotspots(resumed = 0)
if(!resumed)
src.currentrun = hotspots.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/effect/hotspot/H = currentrun[currentrun.len]
currentrun.len--
if(H)
H.process()
else
hotspots -= H
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_high_pressure_delta(resumed = 0)
while(high_pressure_delta.len)
var/turf/simulated/T = high_pressure_delta[high_pressure_delta.len]
high_pressure_delta.len--
T.high_pressure_movements()
T.pressure_difference = 0
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_active_turfs(resumed = 0)
//cache for sanic speed
var/fire_count = times_fired
if(!resumed)
src.currentrun = active_turfs.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/turf/simulated/T = currentrun[currentrun.len]
currentrun.len--
if(T)
T.process_cell(fire_count)
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/process_excited_groups(resumed = 0)
if(!resumed)
src.currentrun = excited_groups.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/excited_group/EG = currentrun[currentrun.len]
currentrun.len--
EG.breakdown_cooldown++
if(EG.breakdown_cooldown == 10)
EG.self_breakdown()
else if(EG.breakdown_cooldown >= 20)
EG.dismantle()
if(MC_TICK_CHECK)
return
/datum/controller/subsystem/air/proc/remove_from_active(turf/simulated/T)
active_turfs -= T
active_super_conductivity -= T // bug: if a turf is hit by ex_act 1 while processing, it can end up in super conductivity as /turf/space and cause runtimes
if(currentpart == SSAIR_ACTIVETURFS || currentpart == SSAIR_SUPERCONDUCTIVITY)
currentrun -= T
if(istype(T))
T.excited = 0
if(T.excited_group)
T.excited_group.garbage_collect()
/datum/controller/subsystem/air/proc/add_to_active(turf/simulated/T, blockchanges = 1)
if(istype(T) && T.air)
T.excited = 1
active_turfs |= T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun |= T
if(blockchanges && T.excited_group)
T.excited_group.garbage_collect()
else
for(var/direction in cardinal)
if(!(T.atmos_adjacent_turfs & direction))
continue
var/turf/simulated/S = get_step(T, direction)
if(istype(S))
add_to_active(S)
/datum/controller/subsystem/air/proc/setup_allturfs(var/list/turfs_to_init = block(locate(1, 1, 1), locate(world.maxx, world.maxy, world.maxz)))
var/list/active_turfs = src.active_turfs
for(var/thing in turfs_to_init)
var/turf/T = thing
active_turfs -= T
if(T.blocks_air)
continue
T.Initialize_Atmos(times_fired)
CHECK_TICK
/turf/simulated/proc/resolve_active_graph()
. = list()
var/datum/excited_group/EG = excited_group
if(blocks_air || !air)
return
if(!EG)
EG = new
EG.add_turf(src)
for(var/turf/simulated/ET in atmos_adjacent_turfs)
if(ET.blocks_air || !ET.air)
continue
var/ET_EG = ET.excited_group
if(ET_EG)
if(ET_EG != EG)
EG.merge_groups(ET_EG)
EG = excited_group //merge_groups() may decide to replace our current EG
else
EG.add_turf(ET)
if(!ET.excited)
ET.excited = 1
. += ET
/datum/controller/subsystem/air/proc/setup_atmos_machinery()
var/watch = start_watch()
var/count = 0
log_startup_progress("Initializing atmospherics machinery...")
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
var/obj/machinery/atmospherics/unary/vent_pump/T = U
T.broadcast_status()
count++
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
count++
log_startup_progress(" Initialized [count] atmospherics machines in [stop_watch(watch)]s.")
//this can't be done with setup_atmos_machinery() because
// all atmos machinery has to initalize before the first
// pipenet can be built.
/datum/controller/subsystem/air/proc/setup_pipenets()
var/watch = start_watch()
var/count = 0
log_startup_progress("Initializing pipe networks...")
for(var/obj/machinery/atmospherics/machine in machines)
machine.build_network()
count++
log_startup_progress(" Initialized [count] pipes in [stop_watch(watch)]s.")
/datum/controller/subsystem/air/proc/setup_overlays()
plmaster = new /obj/effect/overlay()
plmaster.icon = 'icons/effects/tile_effects.dmi'
plmaster.icon_state = "plasma"
plmaster.layer = FLY_LAYER
plmaster.mouse_opacity = 0
slmaster = new /obj/effect/overlay()
slmaster.icon = 'icons/effects/tile_effects.dmi'
slmaster.icon_state = "sleeping_agent"
slmaster.layer = FLY_LAYER
slmaster.mouse_opacity = 0
icemaster = new /obj/effect/overlay()
icemaster.icon = 'icons/turf/overlays.dmi'
icemaster.icon_state = "snowfloor"
icemaster.layer = TURF_LAYER + 0.1
icemaster.mouse_opacity = 0
#undef SSAIR_PIPENETS
#undef SSAIR_ATMOSMACHINERY
#undef SSAIR_ACTIVETURFS
#undef SSAIR_EXCITEDGROUPS
#undef SSAIR_HIGHPRESSURE
#undef SSAIR_HOTSPOT
#undef SSAIR_SUPERCONDUCTIVITY
+37
View File
@@ -0,0 +1,37 @@
SUBSYSTEM_DEF(fires)
name = "Fires"
priority = FIRE_PRIOTITY_BURNING
flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
var/list/processing = list()
/datum/controller/subsystem/fires/stat_entry()
..("P:[processing.len]")
/datum/controller/subsystem/fires/fire(resumed = 0)
if(!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/O = currentrun[currentrun.len]
currentrun.len--
if(!O || qdeleted(O))
processing -= O
if(MC_TICK_CHECK)
return
continue
if(O.burn_state == ON_FIRE)
if(O.burn_world_time < world.time)
O.burn()
else
processing -= O
if(MC_TICK_CHECK)
return
+33
View File
@@ -0,0 +1,33 @@
SUBSYSTEM_DEF(nanoui)
name = "Nanoui"
wait = 9
flags = SS_NO_INIT
priority = FIRE_PRIORITY_NANOUI
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun = list()
var/list/open_uis = list() // A list of open UIs, grouped by src_object and ui_key.
var/list/processing_uis = list() // A list of processing UIs, ungrouped.
/datum/controller/subsystem/nanoui/Shutdown()
close_all_uis()
/datum/controller/subsystem/nanoui/stat_entry()
..("P:[processing_uis.len]")
/datum/controller/subsystem/nanoui/fire(resumed = 0)
if(!resumed)
src.currentrun = processing_uis.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/nanoui/ui = currentrun[currentrun.len]
currentrun.len--
if(ui && ui.user && ui.src_object)
ui.process()
else
processing_uis.Remove(ui)
if(MC_TICK_CHECK)
return
+59
View File
@@ -0,0 +1,59 @@
SUBSYSTEM_DEF(spacedrift)
name = "Space Drift"
priority = FIRE_PRIORITY_SPACEDRIFT
wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
var/list/processing = list()
/datum/controller/subsystem/spacedrift/stat_entry()
..("P:[processing.len]")
/datum/controller/subsystem/spacedrift/fire(resumed = 0)
if(!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/atom/movable/AM = currentrun[currentrun.len]
currentrun.len--
if(!AM)
processing -= AM
if (MC_TICK_CHECK)
return
continue
if(AM.inertia_next_move > world.time)
if (MC_TICK_CHECK)
return
continue
if(!AM.loc || AM.loc != AM.inertia_last_loc || AM.Process_Spacemove(0))
AM.inertia_dir = 0
if(!AM.inertia_dir)
AM.inertia_last_loc = null
processing -= AM
if (MC_TICK_CHECK)
return
continue
var/old_dir = AM.dir
var/old_loc = AM.loc
AM.inertia_moving = TRUE
step(AM, AM.inertia_dir)
AM.inertia_moving = FALSE
AM.inertia_next_move = world.time + AM.inertia_move_delay
if(AM.loc == old_loc)
AM.inertia_dir = 0
AM.setDir(old_dir)
AM.inertia_last_loc = AM.loc
if(MC_TICK_CHECK)
return
+42
View File
@@ -0,0 +1,42 @@
SUBSYSTEM_DEF(sun)
name = "Sun"
wait = 600
flags = SS_NO_TICK_CHECK|SS_NO_INIT
var/angle
var/dx
var/dy
var/rate
var/list/solars = list()
/datum/controller/subsystem/sun/PreInit()
angle = rand (0,360) // the station position to the sun is randomised at round start
rate = rand(50,200)/100 // 50% - 200% of standard rotation
if(prob(50)) // same chance to rotate clockwise than counter-clockwise
rate = -rate
/datum/controller/subsystem/sun/stat_entry(msg)
..("P:[solars.len]")
/datum/controller/subsystem/sun/fire()
angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
// now calculate and cache the (dx,dy) increments for line drawing
var/s = sin(angle)
var/c = cos(angle)
// Either "abs(s) < abs(c)" or "abs(s) >= abs(c)"
// In both cases, the greater is greater than 0, so, no "if 0" check is needed for the divisions
if(abs(s) < abs(c))
dx = s / abs(c)
dy = c / abs(c)
else
dx = s / abs(s)
dy = c / abs(s)
//now tell the solar control computers to update their status and linked devices
for(var/obj/machinery/power/solar_control/SC in solars)
if(!SC.powernet)
solars.Remove(SC)
continue
SC.update()
+148
View File
@@ -0,0 +1,148 @@
#define MAX_THROWING_DIST 512 // 2 z-levels on default width
#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
SUBSYSTEM_DEF(throwing)
name = "Throwing"
priority = FIRE_PRIORITY_THROWING
wait = 1
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun
var/list/processing = list()
/datum/controller/subsystem/throwing/stat_entry()
..("P:[processing.len]")
/datum/controller/subsystem/throwing/fire(resumed = 0)
if(!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(length(currentrun))
var/atom/movable/AM = currentrun[currentrun.len]
var/datum/thrownthing/TT = currentrun[AM]
currentrun.len--
if(!AM || !TT)
processing -= AM
if(MC_TICK_CHECK)
return
continue
TT.tick()
if(MC_TICK_CHECK)
return
currentrun = null
/datum/thrownthing
var/atom/movable/thrownthing
var/atom/target
var/turf/target_turf
var/init_dir
var/maxrange
var/speed
var/mob/thrower
var/diagonals_first
var/dist_travelled = 0
var/start_time
var/dist_x
var/dist_y
var/dx
var/dy
var/pure_diagonal
var/diagonal_error
var/datum/callback/callback
var/paused = FALSE
var/delayed_time = 0
var/last_move = 0
/datum/thrownthing/proc/tick()
var/atom/movable/AM = thrownthing
if(!isturf(AM.loc) || !AM.throwing)
finalize()
return
if(paused)
delayed_time += world.time - last_move
return
if(dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
finalize()
return
var/atom/step
last_move = world.time
//calculate how many tiles to move, making up for any missed ticks.
var/tilestomove = CEILING(min(((((world.time + world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed * MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait), 1)
while(tilestomove-- > 0)
if((dist_travelled >= maxrange || AM.loc == target_turf) && has_gravity(AM, AM.loc))
finalize()
return
if(dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
step = get_step(AM, get_dir(AM, target_turf))
else
step = get_step(AM, init_dir)
if(!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
if (diagonal_error >= 0 && max(dist_x, dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
step = get_step(AM, dx)
diagonal_error += (diagonal_error < 0) ? dist_x / 2 : -dist_y
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
finalize()
return
AM.Move(step, get_dir(AM, step))
if(!AM.throwing) // we hit something during our move
finalize(hit = TRUE)
return
dist_travelled++
if(dist_travelled > MAX_THROWING_DIST)
finalize()
return
/datum/thrownthing/proc/finalize(hit = FALSE, target = null)
set waitfor = 0
SSthrowing.processing -= thrownthing
//done throwing, either because it hit something or it finished moving
thrownthing.throwing = null
if(!hit)
for(var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
var/atom/A = thing
if(A == target)
hit = 1
thrownthing.throw_impact(A, src)
break
if(!hit)
thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
thrownthing.newtonian_move(init_dir)
else
thrownthing.newtonian_move(init_dir)
if(target)
thrownthing.throw_impact(target, src)
if(callback)
callback.Invoke()
/datum/thrownthing/proc/hit_atom(atom/A)
finalize(hit = TRUE, target = A)
/datum/thrownthing/proc/hitcheck()
for(var/thing in get_turf(thrownthing))
var/atom/movable/AM = thing
if(AM == thrownthing)
continue
if(AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
finalize(hit = TRUE, target = AM)
return TRUE
+15 -9
View File
@@ -17,7 +17,10 @@
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.")
return
/client/proc/debug_controller(controller in list("Master","failsafe","Ticker","Air","Jobs","Sun","Radio","Configuration","pAI", "Cameras","Garbage", "Transfer Controller","Event","Alarm","Scheduler","Nano","Vote","Diseases","Fires","Mob","NPC AI","Shuttle","Timer","Weather","Space","Mob Hunt Server"))
/client/proc/debug_controller(controller in list("Master",
"failsafe","Scheduler","StonedMaster","Ticker","Air","Jobs","Sun","Radio","Configuration","pAI",
"Cameras","Garbage", "Transfer Controller","Event","Alarm","Nano","Vote","Fires",
"Mob","NPC AI","Shuttle","Timer","Weather","Space","Mob Hunt Server"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
@@ -28,19 +31,25 @@
debug_variables(master_controller)
feedback_add_details("admin_verb","DMC")
if("failsafe")
debug_variables(failsafe)
debug_variables(Failsafe)
feedback_add_details("admin_verb", "dfailsafe")
if("Scheduler")
debug_variables(processScheduler)
feedback_add_details("admin_verb","DprocessScheduler")
if("StonedMaster")
debug_variables(Master)
feedback_add_details("admin_verb","Dsmc")
if("Ticker")
debug_variables(ticker)
feedback_add_details("admin_verb","DTicker")
if("Air")
debug_variables(air_master)
debug_variables(SSair)
feedback_add_details("admin_verb","DAir")
if("Jobs")
debug_variables(job_master)
feedback_add_details("admin_verb","DJobs")
if("Sun")
debug_variables(sun)
debug_variables(SSsun)
feedback_add_details("admin_verb","DSun")
if("Radio")
debug_variables(radio_controller)
@@ -63,17 +72,14 @@
if("Garbage")
debug_variables(garbageCollector)
feedback_add_details("admin_verb","DGarbage")
if("Scheduler")
debug_variables(processScheduler)
feedback_add_details("admin_verb","DprocessScheduler")
if("Nano")
debug_variables(nanomanager)
debug_variables(SSnanoui)
feedback_add_details("admin_verb","DNano")
if("Vote")
debug_variables(vote)
feedback_add_details("admin_verb","DVote")
if("Fires")
debug_variables(fire_master)
debug_variables(SSfires)
feedback_add_details("admin_verb","DFires")
if("Mob")
debug_variables(mob_master)
+14 -12
View File
@@ -101,7 +101,7 @@
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
var/use_itemicon = TRUE
/datum/action/item_action/New(Target)
..()
var/obj/item/I = target
@@ -121,17 +121,19 @@
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.overlays.Cut()
if(target)
var/obj/item/I = target
var/old_layer = I.layer
var/old_plane = I.plane
I.layer = 21
I.plane = HUD_PLANE
current_button.overlays += I
I.layer = old_layer
I.plane = old_plane
if(use_itemicon)
current_button.overlays.Cut()
if(target)
var/obj/item/I = target
var/old_layer = I.layer
var/old_plane = I.plane
I.layer = 21
I.plane = HUD_PLANE
current_button.overlays += I
I.layer = old_layer
I.plane = old_plane
else
..()
/datum/action/item_action/toggle_light
name = "Toggle Light"
-2
View File
@@ -1,4 +1,3 @@
#define MAXCOIL 30
/datum/cargoprofile
var/name = "All Items"
var/id = "all" // unique ID for the UI
@@ -787,4 +786,3 @@
var/punches = punch(M,remaining / PUNCH_WORK)
if(punches>1)master.sleep++
return punches * PUNCH_WORK
#undef MAXCOIL
+15 -1
View File
@@ -1,4 +1,5 @@
/* HUD DATUMS */
var/global/list/all_huds = list()
///GLOBAL HUD LIST
var/datum/atom_hud/huds = list( \
@@ -7,6 +8,7 @@ var/datum/atom_hud/huds = list( \
DATA_HUD_MEDICAL_BASIC = new/datum/atom_hud/data/human/medical/basic(), \
DATA_HUD_MEDICAL_ADVANCED = new/datum/atom_hud/data/human/medical/advanced(), \
DATA_HUD_DIAGNOSTIC = new/datum/atom_hud/data/diagnostic(), \
DATA_HUD_DIAGNOSTIC_ADVANCED = new/datum/atom_hud/data/diagnostic/advanced(), \
DATA_HUD_HYDROPONIC = new/datum/atom_hud/data/hydroponic(), \
GAME_HUD_NATIONS = new/datum/atom_hud/antag(), \
ANTAG_HUD_CULT = new/datum/atom_hud/antag(), \
@@ -26,6 +28,18 @@ var/datum/atom_hud/huds = list( \
var/list/mob/hudusers = list() //list with all mobs who can see the hud
var/list/hud_icons = list() //these will be the indexes for the atom's hud_list
/datum/atom_hud/New()
all_huds += src
/datum/atom_hud/Destroy()
for(var/v in hudusers)
remove_hud_from(v)
for(var/v in hudatoms)
remove_from_hud(v)
all_huds -= src
return ..()
/datum/atom_hud/proc/remove_hud_from(mob/M)
if(!M)
return
@@ -82,7 +96,7 @@ var/datum/atom_hud/huds = list( \
serv_huds += serv.thrallhud
for(var/datum/atom_hud/hud in (huds|serv_huds))//|gang_huds))
for(var/datum/atom_hud/hud in (all_huds|serv_huds))//|gang_huds))
if(src in hud.hudusers)
hud.add_hud_to(src)
+9
View File
@@ -40,6 +40,8 @@
materials[MAT_BANANIUM] = new /datum/material/bananium()
if(mat_list[MAT_TRANQUILLITE])
materials[MAT_TRANQUILLITE] = new /datum/material/tranquillite()
if(mat_list[MAT_TITANIUM])
materials[MAT_TITANIUM] = new /datum/material/titanium()
/datum/material_container/Destroy()
QDEL_LIST_ASSOC_VAL(materials)
@@ -276,6 +278,13 @@
material_type = MAT_TRANQUILLITE
sheet_type = /obj/item/stack/sheet/mineral/tranquillite
/datum/material/titanium
/datum/material/titanium/New()
..()
material_type = MAT_TITANIUM
sheet_type = /obj/item/stack/sheet/mineral/titanium
/datum/material/biomass
/datum/material/biomass/New()
+1 -1
View File
@@ -89,7 +89,7 @@
current.mind = null
leave_all_huds() //leave all the huds in the old body, so it won't get huds if somebody else enters it
nanomanager.user_transferred(current, new_character)
SSnanoui.user_transferred(current, new_character)
if(new_character.mind) //remove any mind currently in our new body's mind variable
new_character.mind.current = null
+13
View File
@@ -0,0 +1,13 @@
// Mutable appearances are an inbuilt byond datastructure. Read the documentation on them by hitting F1 in DM.
// Basically use them instead of images for overlays/underlays and when changing an object's appearance if you're doing so with any regularity.
// Unless you need the overlay/underlay to have a different direction than the base object. Then you have to use an image due to a bug.
// Mutable appearances are children of images, just so you know.
// Helper similar to image()
/proc/mutable_appearance(icon, icon_state = "", layer = FLOAT_LAYER)
var/mutable_appearance/MA = new()
MA.icon = icon
MA.icon_state = icon_state
MA.layer = layer
return MA
+5 -8
View File
@@ -20,15 +20,8 @@ Make sure spells that are removed from spell_list are actually removed and delet
Also, you never added distance checking after target is selected. I've went ahead and did that.
*/
/obj/effect/proc_holder/spell/targeted/mind_transfer/cast(list/targets, mob/user = usr, distanceoverride)
if(!targets.len)
to_chat(user, "No mind found.")
return
if(targets.len > 1)
to_chat(user, "Too many minds! You're not a hive damnit!")//Whaa...aat?
return
var/mob/living/target = targets[1]
var/mob/living/target = targets[range]
if(!(target in oview(range)) && !distanceoverride)//If they are not in overview after selection. Do note that !() is necessary for in to work because ! takes precedence over it.
to_chat(user, "They are too far away!")
@@ -50,6 +43,10 @@ Also, you never added distance checking after target is selected. I've went ahea
to_chat(user, "Their mind is resisting your spell.")
return
if(istype(target, /mob/living/silicon))
to_chat(user, "You feel this enslaved being is just as dead as its cold, hard exoskeleton.")
return
var/mob/living/victim = target//The target of the spell whos body will be transferred to.
var/mob/caster = user//The wizard/whomever doing the body transferring.
+16 -19
View File
@@ -5,8 +5,8 @@
var/target
/obj/effect/statclick/New(ntarget, text)
name = text
target = ntarget
name = text
/obj/effect/statclick/proc/update(text)
name = text
@@ -15,25 +15,22 @@
/obj/effect/statclick/debug
var/class
/obj/effect/statclick/debug/New(ntarget)
name = "Initializing..."
target = ntarget
if(istype(target, /datum/controller/process))
class = "process"
else if(istype(target, /datum/controller/processScheduler))
class = "scheduler"
else if(istype(target, /datum/controller))
class = "controller"
else if(istype(target, /datum))
class = "datum"
else
class = "unknown"
// This bit is called when clicked in the stat panel
/obj/effect/statclick/debug/Click()
if(!is_admin(usr))
if(!is_admin(usr) || !target)
return
if(!class)
if(istype(target, /datum/controller/process))
class = "process"
else if(istype(target, /datum/controller/processScheduler))
class = "scheduler"
if(istype(target, /datum/controller/subsystem))
class = "subsystem"
else if(istype(target, /datum/controller))
class = "controller"
else if(istype(target, /datum))
class = "datum"
else
class = "unknown"
usr.client.debug_variables(target)
message_admins("Admin [key_name_admin(usr)] is debugging the [target] [class].")
message_admins("Admin [key_name_admin(usr)] is debugging the [target] [class].")
+41
View File
@@ -0,0 +1,41 @@
//Largely beneficial effects go here, even if they have drawbacks. An example is provided in Shadow Mend.
/datum/status_effect/shadow_mend
id = "shadow_mend"
duration = 30
alert_type = /obj/screen/alert/status_effect/shadow_mend
/obj/screen/alert/status_effect/shadow_mend
name = "Shadow Mend"
desc = "Shadowy energies wrap around your wounds, sealing them at a price. After healing, you will slowly lose health every three seconds for thirty seconds."
icon_state = "shadow_mend"
/datum/status_effect/shadow_mend/on_apply()
owner.visible_message("<span class='notice'>Violet light wraps around [owner]'s body!</span>", "<span class='notice'>Violet light wraps around your body!</span>")
playsound(owner, 'sound/magic/teleport_app.ogg', 50, 1)
return ..()
/datum/status_effect/shadow_mend/tick()
owner.adjustBruteLoss(-15)
owner.adjustFireLoss(-15)
/datum/status_effect/shadow_mend/on_remove()
owner.visible_message("<span class='warning'>The violet light around [owner] glows black!</span>", "<span class='warning'>The tendrils around you cinch tightly and reap their toll...</span>")
playsound(owner, 'sound/magic/teleport_diss.ogg', 50, 1)
owner.apply_status_effect(STATUS_EFFECT_VOID_PRICE)
/datum/status_effect/void_price
id = "void_price"
duration = 300
tick_interval = 30
alert_type = /obj/screen/alert/status_effect/void_price
/obj/screen/alert/status_effect/void_price
name = "Void Price"
desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
icon_state = "shadow_mend"
/datum/status_effect/void_price/tick()
playsound(owner, 'sound/weapons/bite.ogg', 50, 1)
owner.adjustBruteLoss(3)
+10
View File
@@ -0,0 +1,10 @@
//OTHER DEBUFFS
/datum/status_effect/cultghost //is a cult ghost and can't use manifest runes
id = "cult_ghost"
duration = -1
alert_type = null
/datum/status_effect/cultghost/tick()
if(owner.reagents)
owner.reagents.del_reagent("holywater") //can't be deconverted
+9
View File
@@ -0,0 +1,9 @@
//entirely neutral or internal status effects go here
/datum/status_effect/high_five
id = "high_five"
duration = 25
alert_type = null
/datum/status_effect/high_five/on_timeout()
owner.visible_message("[owner] was left hanging....")
+120
View File
@@ -0,0 +1,120 @@
//Status effects are used to apply temporary or permanent effects to mobs. Mobs are aware of their status effects at all times.
//This file contains their code, plus code for applying and removing them.
//When making a new status effect, add a define to status_effects.dm in __DEFINES for ease of use!
/datum/status_effect
var/id = "effect" //Used for screen alerts.
var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
var/mob/living/owner //The mob affected by the status effect.
var/status_type = STATUS_EFFECT_UNIQUE //How many of the effect can be on one mob, and what happens when you try to add another
var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
/datum/status_effect/New(list/arguments)
on_creation(arglist(arguments))
/datum/status_effect/proc/on_creation(mob/living/new_owner, ...)
if(new_owner)
owner = new_owner
if(owner)
LAZYADD(owner.status_effects, src)
if(!owner || !on_apply())
qdel(src)
return
if(duration != -1)
duration = world.time + duration
tick_interval = world.time + tick_interval
if(alert_type)
var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
A.attached_effect = src //so the alert can reference us, if it needs to
linked_alert = A //so we can reference the alert, if we need to
fast_processing.Add(src)
return TRUE
/datum/status_effect/Destroy()
fast_processing.Remove(src)
if(owner)
owner.clear_alert(id)
LAZYREMOVE(owner.status_effects, src)
on_remove()
owner = null
return ..()
/datum/status_effect/proc/process()
if(!owner)
qdel(src)
return
if(tick_interval < world.time)
tick()
tick_interval = world.time + initial(tick_interval)
if(duration != -1 && duration < world.time)
on_timeout()
qdel(src)
/datum/status_effect/proc/on_apply() //Called whenever the buff is applied; returning FALSE will cause it to autoremove itself.
return TRUE
/datum/status_effect/proc/tick() //Called every tick.
/datum/status_effect/proc/on_timeout()//called when a buff times out
/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
/datum/status_effect/proc/be_replaced() //Called instead of on_remove when a status effect is replaced by itself or when a status effect with on_remove_on_mob_delete = FALSE has its mob deleted
owner.clear_alert(id)
LAZYREMOVE(owner.status_effects, src)
owner = null
qdel(src)
////////////////
// ALERT HOOK //
////////////////
/obj/screen/alert/status_effect
name = "Curse of Mundanity"
desc = "You don't feel any different..."
var/datum/status_effect/attached_effect
//////////////////
// HELPER PROCS //
//////////////////
/mob/living/proc/apply_status_effect(effect, ...) //applies a given status effect to this mob, returning the effect if it was successful
. = FALSE
var/datum/status_effect/S1 = effect
LAZYINITLIST(status_effects)
for(var/datum/status_effect/S in status_effects)
if(S.id == initial(S1.id) && S.status_type)
if(S.status_type == STATUS_EFFECT_REPLACE)
S.be_replaced()
else
return
var/list/arguments = args.Copy()
arguments[1] = src
S1 = new effect(arguments)
. = S1
/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
. = FALSE
if(status_effects)
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
qdel(S)
. = TRUE
/mob/living/proc/has_status_effect(effect) //returns the effect if the mob calling the proc owns the given status effect
. = FALSE
if(status_effects)
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
return S
/mob/living/proc/has_status_effect_list(effect) //returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of
. = list()
if(status_effects)
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
. += S
+7
View File
@@ -963,6 +963,13 @@ var/list/uplink_items = list()
item = /obj/item/weapon/storage/backpack/duffel/syndie/surgery
cost = 4
/datum/uplink_item/device_tools/bonerepair
name = "Prototype Bone Repair Kit"
desc = "Stolen prototype bone repair nanites. Contains one nanocalcium autoinjector and guide."
reference = "NCAI"
item = /obj/item/weapon/storage/box/syndie_kit/bonerepair
cost = 6
/datum/uplink_item/device_tools/military_belt
name = "Military Belt"
desc = "A robust seven-slot red belt made for carrying a broad variety of weapons, ammunition and explosives"
+5 -4
View File
@@ -58,7 +58,7 @@ var/const/AIRLOCK_WIRE_LIGHT = 512
if(A.isElectrified())
if(A.shock(L, 100))
return 0
if(A.p_open)
if(A.panel_open)
return 1
return 0
@@ -164,9 +164,10 @@ var/const/AIRLOCK_WIRE_LIGHT = 512
//one wire for door bolts. Sending a pulse through this drops door bolts if they're not down (whether power's on or not),
//raises them if they are down (only if power's on)
if(!A.locked)
A.lock()
else
A.unlock()
if(A.lock())
A.audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
else if(A.unlock())
A.audible_message("<span class='italics'>You hear a click from the bottom of the door.</span>", null, 1)
if(AIRLOCK_WIRE_BACKUP_POWER1)
//two wires for backup power. Sending a pulse through either one causes a breaker to trip, but this does not disable it unless main power is down too (in which case it is disabled for 1 minute or however long it takes main power to come back, whichever is shorter).
+4 -4
View File
@@ -10,10 +10,10 @@ var/const/AUTOLATHE_DISABLE_WIRE = 4
switch(index)
if(AUTOLATHE_HACK_WIRE)
return "Hack"
if(AUTOLATHE_SHOCK_WIRE)
return "Shock"
if(AUTOLATHE_DISABLE_WIRE)
return "Disable"
@@ -69,6 +69,6 @@ var/const/AUTOLATHE_DISABLE_WIRE = 4
updateUIs()
/datum/wires/autolathe/proc/updateUIs()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
if(holder)
nanomanager.update_uis(holder)
SSnanoui.update_uis(holder)
+5 -5
View File
@@ -11,12 +11,12 @@ var/const/NUCLEARBOMB_WIRE_SAFETY = 4
switch(index)
if(NUCLEARBOMB_WIRE_LIGHT)
return "Bomb Light"
if(NUCLEARBOMB_WIRE_TIMING)
return "Bomb Timing"
if(NUCLEARBOMB_WIRE_SAFETY)
return "Bomb Safety"
return "Bomb Safety"
/datum/wires/nuclearbomb/CanUse(mob/living/L)
var/obj/machinery/nuclearbomb/N = holder
@@ -77,6 +77,6 @@ var/const/NUCLEARBOMB_WIRE_SAFETY = 4
N.lighthack = !N.lighthack
/datum/wires/nuclearbomb/proc/updateUIs()
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
if(holder)
nanomanager.update_uis(holder)
SSnanoui.update_uis(holder)
+4 -4
View File
@@ -76,7 +76,7 @@ var/list/wireColours = list("red", "blue", "green", "black", "orange", "brown",
ui_interact(user)
/datum/wires/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "wires.tmpl", holder.name, window_x, window_y)
ui.open()
@@ -174,7 +174,7 @@ var/list/wireColours = list("red", "blue", "green", "black", "orange", "brown",
else
to_chat(L, "<span class='error'>You need a remote signaller!</span>")
nanomanager.update_uis(src)
SSnanoui.update_uis(src)
return 1
//
@@ -184,12 +184,12 @@ var/list/wireColours = list("red", "blue", "green", "black", "orange", "brown",
// Called when wires cut/mended.
/datum/wires/proc/UpdateCut(index, mended)
if(holder)
nanomanager.update_uis(holder)
SSnanoui.update_uis(holder)
// Called when wire pulsed. Add code here.
/datum/wires/proc/UpdatePulsed(index)
if(holder)
nanomanager.update_uis(holder)
SSnanoui.update_uis(holder)
/datum/wires/proc/CanUse(mob/L)
return 1
+2
View File
@@ -61,6 +61,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
var/no_teleportlocs = 0
var/outdoors = 0 //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
@@ -1868,6 +1869,7 @@ area/security/podbay
/area/toxins/xenobiology
name = "\improper Xenobiology Lab"
icon_state = "toxmix"
xenobiology_compatible = TRUE
/area/toxins/xenobiology/xenoflora_storage
name = "\improper Xenoflora Storage"
+1 -1
View File
@@ -87,7 +87,7 @@
if(!D.welded)
D.activate_alarm()
if(D.operating)
D.nextstate = CLOSED
D.nextstate = FD_CLOSED
else if(!D.density)
spawn(0)
D.close()
+6 -3
View File
@@ -153,9 +153,8 @@
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(var/obj/item/projectile/Proj, def_zone)
Proj.on_hit(src, 0, def_zone)
return 0
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
. = P.on_hit(src, 0, def_zone)
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
@@ -613,6 +612,10 @@ var/list/blood_splatter_icons = list()
/atom/proc/ratvar_act()
return
//This proc is called on the location of an atom when the atom is Destroy()'d
/atom/proc/handle_atom_del(atom/A)
return
/atom/proc/atom_say(message)
if(!message)
return
+6 -3
View File
@@ -36,6 +36,8 @@
attempt_init()
/atom/movable/Destroy()
if(loc)
loc.handle_atom_del(src)
for(var/atom/movable/AM in contents)
qdel(AM)
var/turf/un_opaque
@@ -215,14 +217,15 @@
return 1
inertia_last_loc = loc
drift_master.processing_list[src] = src
SSspacedrift.processing[src] = src
return 1
//called when src is thrown into hit_atom
/atom/movable/proc/throw_impact(atom/hit_atom, throwingdatum)
set waitfor = 0
return hit_atom.hitby(src)
if(exists(hit_atom))
return hit_atom.hitby(src)
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = 1, blocked)
if(!anchored && hitpush)
@@ -299,7 +302,7 @@
if(spin && !no_spin && !no_spin_thrown)
SpinAnimation(5, 1)
throw_master.processing_list[src] = TT
SSthrowing.processing[src] = TT
TT.tick()
+31 -14
View File
@@ -46,6 +46,12 @@
/datum/atom_hud/data/diagnostic
hud_icons = list (DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD)
/datum/atom_hud/data/diagnostic/advanced
hud_icons = list (DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD, DIAG_PATH_HUD)
/datum/atom_hud/data/bot_path
hud_icons = list(DIAG_PATH_HUD)
/datum/atom_hud/data/hydroponic
hud_icons = list (PLANT_NUTRIENT_HUD, PLANT_WATER_HUD, PLANT_STATUS_HUD, PLANT_HEALTH_HUD, PLANT_TOXIN_HUD, PLANT_PEST_HUD, PLANT_WEED_HUD)
@@ -70,8 +76,15 @@
return 0
//helper for getting the appropriate health status UPDATED BY PUCKABOO2 TO INCLUDE NEGATIVES.
/proc/RoundHealth(health)
switch(health)
/proc/RoundHealth(mob/living/M)
if(M.stat == DEAD || (M.status_flags & FAKEDEATH))
return "health-100" //what's our health? it doesn't matter, we're dead, or faking
var/maxi_health = M.maxHealth
if(iscarbon(M) && M.health < 0)
maxi_health = 100 //so crit shows up right for aliens and other high-health carbon mobs; noncarbons don't have crit.
var/resulthealth = (M.health / maxi_health) * 100
switch(resulthealth)
if(100 to INFINITY)
return "health100"
if(95 to 100)
@@ -120,6 +133,7 @@
return "health-100" //doc u had 1 job
return "0"
///HOOKS
//called when a human changes suit sensors
@@ -128,22 +142,26 @@
B.update_suit_sensors(src)
//called when a carbon changes health
/mob/living/carbon/proc/med_hud_set_health()
//called when a living mob changes health
/mob/living/proc/med_hud_set_health()
var/image/holder = hud_list[HEALTH_HUD]
if(stat == 2)
holder.icon_state = "hudhealth-100"
else
holder.icon_state = "hud[RoundHealth(health)]"
holder.icon_state = "hud[RoundHealth(src)]"
//called when a carbon changes stat, virus or XENO_HOST
/mob/living/carbon/proc/med_hud_set_status()
/mob/living/proc/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
//var/image/holder2 = hud_list[STATUS_HUD_OOC]
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(stat == 2)
if(stat == DEAD)
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
//called when a carbon changes stat, virus or XENO_HOST
/mob/living/carbon/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(stat == DEAD)
holder.icon_state = "huddead"
//holder2.icon_state = "huddead"
else if(status_flags & XENO_HOST)
holder.icon_state = "hudxeno"
else if(check_virus())
@@ -152,7 +170,6 @@
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
//holder2.icon_state = "hudhealthy"
+6 -6
View File
@@ -371,7 +371,7 @@
I.forceMove(src)
src.disk = I
to_chat(user, "You insert [I].")
nanomanager.update_uis(src) // update all UIs attached to src()
SSnanoui.update_uis(src) // update all UIs attached to src()
return
else
..()
@@ -469,7 +469,7 @@
return
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, force_open)
ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
@@ -580,7 +580,7 @@
irradiating = src.radiation_duration
var/lock_state = src.connected.locked
src.connected.locked = 1//lock it
nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
sleep(10*src.radiation_duration) // sleep for radiation_duration seconds
@@ -685,7 +685,7 @@
irradiating = src.radiation_duration
var/lock_state = src.connected.locked
src.connected.locked = 1//lock it
nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
sleep(10*src.radiation_duration) // sleep for radiation_duration seconds
@@ -753,7 +753,7 @@
irradiating = src.radiation_duration
var/lock_state = src.connected.locked
src.connected.locked = 1 //lock it
nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
sleep(10*src.radiation_duration) // sleep for radiation_duration seconds
@@ -888,7 +888,7 @@
irradiating = 2
var/lock_state = src.connected.locked
src.connected.locked = 1//lock it
nanomanager.update_uis(src) // update all UIs attached to src
SSnanoui.update_uis(src) // update all UIs attached to src
sleep(2 SECONDS)

Some files were not shown because too many files have changed in this diff Show More