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* Port /tg/ move manager, drift and jetpack components. * don't add go through newtonian movement if not moved to a turf * various cleans for blood drifts and mob speed * fix slow meteors * why on fuck's earth aren't speedbikes vehicles * style lint * also wtf * okay i'm an idiot * fix meaty ore speed and blood decal double stepping * fix not unbuckling pulled object occupants * don't bother dealing with immovable rods just yet * exclude bubblegum and vetus from move manager for now * fix issues related to null weightless blood icons * reset blood icon state properly * fuck it, we'll deal with mobs when basic mobs happen * break infinite loop in decal splat
107 lines
5.0 KiB
Plaintext
107 lines
5.0 KiB
Plaintext
#define MC_TICK_CHECK ( ( TICK_USAGE > Master.current_ticklimit || src.state != SS_RUNNING ) ? pause() : 0 )
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#define MC_SPLIT_TICK_INIT(phase_count) var/original_tick_limit = Master.current_ticklimit; var/split_tick_phases = ##phase_count
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#define MC_SPLIT_TICK \
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if(split_tick_phases > 1){\
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Master.current_ticklimit = ((original_tick_limit - TICK_USAGE) / split_tick_phases) + TICK_USAGE;\
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--split_tick_phases;\
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} else {\
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Master.current_ticklimit = original_tick_limit;\
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}
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// Used to smooth out costs to try and avoid oscillation.
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#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
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#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
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#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
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#define MC_AVG_FAST_UP_SLOW_DOWN(average, current) (average > current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
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#define MC_AVG_SLOW_UP_FAST_DOWN(average, current) (average < current ? MC_AVERAGE_SLOW(average, current) : MC_AVERAGE_FAST(average, current))
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///creates a running average of "things elapsed" per time period when you need to count via a smaller time period.
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///eg you want an average number of things happening per second but you measure the event every tick (50 milliseconds).
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///make sure both time intervals are in the same units. doesnt work if current_duration > total_duration or if total_duration == 0
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#define MC_AVG_OVER_TIME(average, current, total_duration, current_duration) (((total_duration - current_duration) / (total_duration)) * (average) + (current))
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#define MC_AVG_MINUTES(average, current, current_duration) (MC_AVG_OVER_TIME(average, current, 1 MINUTES, current_duration))
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#define MC_AVG_SECONDS(average, current, current_duration) (MC_AVG_OVER_TIME(average, current, 1 SECONDS, current_duration))
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#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
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#define START_PROCESSING(Processor, Datum) if(!Datum.isprocessing) {Datum.isprocessing = TRUE;Processor.processing += Datum}
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#define STOP_PROCESSING(Processor, Datum) Datum.isprocessing = FALSE;Processor.processing -= Datum
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//subsystem does not initialize.
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#define SS_NO_INIT (1<<0)
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//subsystem does not fire.
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// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
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// (Requires a MC restart to change)
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#define SS_NO_FIRE (1<<1)
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/** Subsystem only runs on spare cpu (after all non-background subsystems have ran that tick) */
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/// SS_BACKGROUND has its own priority bracket, this overrides SS_TICKER's priority bump
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#define SS_BACKGROUND (1<<2)
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//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
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#define SS_NO_TICK_CHECK (1<<3)
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//Treat wait as a tick count, not DS, run every wait ticks.
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/// (also forces it to run first in the tick (unless SS_BACKGROUND))
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// (implies all runlevels because of how it works)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER (1<<4)
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//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
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// 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.
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#define SS_KEEP_TIMING (1<<5)
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//Calculate its next fire after its fired.
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// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
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// This flag overrides SS_KEEP_TIMING
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#define SS_POST_FIRE_TIMING (1<<6)
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//SUBSYSTEM STATES
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#define SS_IDLE 0 //aint doing shit.
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#define SS_QUEUED 1 //queued to run
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#define SS_RUNNING 2 //actively running
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#define SS_PAUSED 3 //paused by mc_tick_check
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#define SS_SLEEPING 4 //fire() slept.
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#define SS_PAUSING 5 //in the middle of pausing
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#define SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/##X);\
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/datum/controller/subsystem/##X/New(){\
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NEW_SS_GLOBAL(SS##X);\
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PreInit();\
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ss_id=#X;\
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}\
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/datum/controller/subsystem/##X
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#define PROCESSING_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/processing/##X);\
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/datum/controller/subsystem/processing/##X/New(){\
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NEW_SS_GLOBAL(SS##X);\
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PreInit();\
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ss_id="processing_[#X]";\
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}\
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/datum/controller/subsystem/processing/##X
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#define TIMER_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/timer/##X);\
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/datum/controller/subsystem/timer/##X/New(){\
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NEW_SS_GLOBAL(SS##X);\
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PreInit();\
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ss_id="timer_[#X]";\
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}\
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/datum/controller/subsystem/timer/##X/fire() {..() /*just so it shows up on the profiler*/} \
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/datum/controller/subsystem/timer/##X
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#define MOVEMENT_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/movement/##X);\
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/datum/controller/subsystem/movement/##X/New(){\
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NEW_SS_GLOBAL(SS##X);\
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PreInit();\
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ss_id="movement_[#X]";\
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}\
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/datum/controller/subsystem/movement/##X/fire() {..() /*just so it shows up on the profiler*/} \
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/datum/controller/subsystem/movement/##X
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