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1) Fixes an exception which prevented singularity generators from spawning a singularity if they had fingerprints on them 2) Fixes an exception which was called on machineryprocess on the deleted singularity generator NOTES For some obscure reason, hidden fingerprint logging on machinery does not create a list if there is only one entry. I couldn't find why, so I wrote code to account for either a string or list for the singularity generator ONLY.
361 lines
9.8 KiB
Plaintext
361 lines
9.8 KiB
Plaintext
//simplified MC that is designed to fail when procs 'break'. When it fails it's just replaced with a new one.
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//It ensures master_controller.process() is never doubled up by killing the MC (hence terminating any of its sleeping procs)
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//WIP, needs lots of work still
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var/global/datum/controller/game_controller/master_controller //Set in world.New()
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var/global/controller_iteration = 0
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var/global/last_tick_timeofday = world.timeofday
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var/global/last_tick_duration = 0
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var/global/air_processing_killed = 0
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var/global/pipe_processing_killed = 0
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datum/controller/game_controller
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var/processing = 0
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var/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
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var/minimum_ticks = 20 //The minimum length of time between MC ticks
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var/air_cost = 0
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var/sun_cost = 0
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var/mobs_cost = 0
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var/diseases_cost = 0
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var/machines_cost = 0
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var/aibots_cost = 0
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var/objects_cost = 0
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var/networks_cost = 0
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var/powernets_cost = 0
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var/nano_cost = 0
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var/events_cost = 0
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var/puddles_cost
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var/ticker_cost = 0
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var/gc_cost = 0
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var/total_cost = 0
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var/last_thing_processed
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var/list/shuttle_list // For debugging and VV
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var/datum/ore_distribution/asteroid_ore_map // For debugging and VV.
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datum/controller/game_controller/New()
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//There can be only one master_controller. Out with the old and in with the new.
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if(master_controller != src)
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if(istype(master_controller))
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Recover()
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del(master_controller)
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master_controller = src
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if(!job_master)
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job_master = new /datum/controller/occupations()
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job_master.SetupOccupations()
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job_master.LoadJobs("config/jobs.txt")
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world << "\red \b Job setup complete"
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if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
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if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
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if(!emergency_shuttle) emergency_shuttle = new /datum/emergency_shuttle_controller()
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if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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spawn(20)
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createRandomZlevel()
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.Setup()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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if(!garbage)
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garbage = new /datum/controller/garbage_collector()
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color_windows_init()
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setup_objects()
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setupgenetics()
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setupfactions()
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setup_economy()
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SetupXenoarch()
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for(var/i=0, i<max_secret_rooms, i++)
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make_mining_asteroid_secret()
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spawn(0)
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if(ticker)
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ticker.pregame()
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lighting_controller.Initialize()
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datum/controller/game_controller/proc/setup_objects()
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world << "\red \b Initializing objects"
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sleep(-1)
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for(var/atom/movable/object in world)
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object.initialize()
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world << "\red \b Initializing pipe networks"
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sleep(-1)
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for(var/obj/machinery/atmospherics/machine in machines)
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machine.build_network()
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world << "\red \b Initializing atmos machinery."
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sleep(-1)
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for(var/obj/machinery/atmospherics/unary/U in machines)
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if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
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var/obj/machinery/atmospherics/unary/vent_pump/T = U
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T.broadcast_status()
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else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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//Create the mining ore distribution map.
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asteroid_ore_map = new /datum/ore_distribution()
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asteroid_ore_map.populate_distribution_map()
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//Set up roundstart seed list.
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populate_seed_list()
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world << "\red \b Initializations complete."
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sleep(-1)
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datum/controller/game_controller/proc/process()
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processing = 1
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spawn(0)
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//set background = 1
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while(1) //far more efficient than recursively calling ourself
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if(!Failsafe) new /datum/controller/failsafe()
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var/currenttime = world.timeofday
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last_tick_duration = (currenttime - last_tick_timeofday) / 10
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last_tick_timeofday = currenttime
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if(processing)
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var/timer
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var/start_time = world.timeofday
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controller_iteration++
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vote.process()
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// transfer_controller.process()
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shuttle_controller.process()
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process_newscaster()
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//AIR
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if(!air_processing_killed)
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timer = world.timeofday
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last_thing_processed = air_master.type
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air_master.current_cycle++
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// if(!air_master.tick()) Runtimed.
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if(!air_master.Tick())
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air_master.failed_ticks++
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if(air_master.failed_ticks > 5)
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world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
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world.log << "### ZAS SHUTDOWN"
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message_admins("ZASALERT: unable to run [air_master.tick_progress], shutting down!")
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log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
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air_processing_killed = 1
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air_master.failed_ticks = 0
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air_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//SUN
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timer = world.timeofday
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last_thing_processed = sun.type
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sun.calc_position()
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sun_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MOBS
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timer = world.timeofday
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processMobs()
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mobs_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MACHINES
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timer = world.timeofday
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processMachines()
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machines_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//BOTS
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timer = world.timeofday
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process_bots()
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aibots_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//OBJECTS
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timer = world.timeofday
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processObjects()
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objects_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//PIPENETS
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if(!pipe_processing_killed)
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timer = world.timeofday
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processPipenets()
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networks_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//POWERNETS
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timer = world.timeofday
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processPowernets()
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powernets_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//NANO UIS
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timer = world.timeofday
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processNano()
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nano_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//EVENTS
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timer = world.timeofday
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processEvents()
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events_cost = (world.timeofday - timer) / 10
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/*
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//PUDDLES
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timer = world.timeofday
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processPuddles()
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puddles_cost = (world.timeofday - timer) / 10
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*/
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//TICKER
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timer = world.timeofday
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last_thing_processed = ticker.type
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ticker.process()
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ticker_cost = (world.timeofday - timer) / 10
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// GC
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timer = world.timeofday
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last_thing_processed = garbage.type
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garbage.process()
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gc_cost = (world.timeofday - timer) / 10
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//TIMING
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + aibots_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + puddles_cost + ticker_cost + gc_cost
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var/end_time = world.timeofday
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if(end_time < start_time) //why not just use world.time instead?
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start_time -= 864000 //deciseconds in a day
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sleep( round(minimum_ticks - (end_time - start_time),1) )
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else
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sleep(10)
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/datum/controller/game_controller/proc/processMobs()
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for (var/mob/Mob in mob_list)
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if (Mob)
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last_thing_processed = Mob.type
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Mob.Life()
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continue
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mob_list = mob_list - Mob
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/datum/controller/game_controller/proc/processMachines()
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for (var/obj/machinery/Machinery in machines)
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if (Machinery && Machinery.loc)
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last_thing_processed = Machinery.type
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if(Machinery.process() != PROCESS_KILL)
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if (Machinery) // Why another check?
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if (Machinery.use_power)
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Machinery.auto_use_power()
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continue
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if(Machinery) Machinery.removeAtProcessing()
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/datum/controller/game_controller/proc/process_bots()
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for(var/obj/machinery/bot/Bot in aibots)
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if(!Bot.gc_destroyed)
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last_thing_processed = Bot.type
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spawn(0)
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Bot.bot_process()
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continue
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aibots -= Bot
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/datum/controller/game_controller/proc/processObjects()
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for (var/obj/Object in processing_objects)
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if (Object && Object.loc)
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last_thing_processed = Object.type
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Object.process()
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continue
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processing_objects -= Object
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/datum/controller/game_controller/proc/processPipenets()
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last_thing_processed = /datum/pipe_network
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for (var/datum/pipe_network/Pipe_Network in pipe_networks)
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if(Pipe_Network)
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Pipe_Network.process()
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continue
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pipe_networks -= Pipe_Network
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/datum/controller/game_controller/proc/processPowernets()
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last_thing_processed = /datum/powernet
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for (var/datum/powernet/Powernet in powernets)
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if (Powernet)
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Powernet.reset()
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continue
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powernets -= Powernet
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/datum/controller/game_controller/proc/processNano()
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last_thing_processed = /datum/nanoui
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for (var/datum/nanoui/Nanoui in nanomanager.processing_uis)
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if (Nanoui)
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Nanoui.process()
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continue
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nanomanager.processing_uis -= Nanoui
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/datum/controller/game_controller/proc/processEvents()
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last_thing_processed = /datum/event
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event_manager.process()
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/*
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/datum/controller/game_controller/proc/processPuddles()
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last_thing_processed = /datum/puddle
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for (var/datum/puddle/Puddle in puddles)
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if (Puddle)
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Puddle.process()
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continue
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*/
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datum/controller/game_controller/proc/Recover() //Mostly a placeholder for now.
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var/msg = "## DEBUG: [time2text(world.timeofday)] MC restarted. Reports:\n"
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for(var/varname in master_controller.vars)
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switch(varname)
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if("tag","bestF","type","parent_type","vars") continue
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else
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var/varval = master_controller.vars[varname]
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if(istype(varval,/datum))
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var/datum/D = varval
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msg += "\t [varname] = [D.type]\n"
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else
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msg += "\t [varname] = [varval]\n"
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world.log << msg
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