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Largely a port of https://github.com/Baystation12/Baystation12/pull/8038 (Credit to Zuhayr for his hard work on botany) Breakdown of the port: - Plant traits have been expanded drastically - You want a bio-luminescent tomato that explodes into a cloud of acid when thrown or stepped on? Or maybe a corn vine that entangles people and injects them with mannitol and it's harvests that can be used as a battery? Totally possible. - Adds new random seeds! Replaces the egg-plant seed in the exotic seeds crate from cargo with 2 of these. - Literally random, they have randomly generated stats, chemicals, and traits. Great for researching, and/or wasting cargo's supply points. - Plant analyzers can now print off the last scan they recorded, meaning you can distribute copies of the report to validate your claims of having the dankest weed on station. - Potatoes, carrots, watermelons, soybeans, and pumpkins can all be sliced/diced/carved with ANY sharp object, such as knives, hatchets, glass shards, and e-swords. - This should give the chef a bit more room to make it look like he actually is doing the work by slicing up fries by hand. The processor still also works. - New reagent: Wood Pulp - Currently has no use in recipes, but any plant with this reagent in it can be chopped into planks with a hatchet. Did someone order some Ambrosia Deus planks? - Also, vines with woodpulp are dense. You have been warned. Now onto the stuff I did in addition to the stuff from Bay. - Fixed typos where plasma was mistakenly called "phoron" in the port. (Sorry bay) - Replaced bay's botany mutation chances with our tiered mutation system. - Re-re-added tobacco, space tobacco, tea aspera, tea astra, coffee arabica, and coffee robusta. - Re-enabled the rolling of joints - Made it possible to hand-roll cigarettes from tobacco / space tobacco. (A requested / promised addition) - Just like with joints, it will inherit any chems in the tobacco, has the same reagent capacity as a joint, but looks and smokes like a cig (lasts as long as the cigarettes) with a different name/description to differentiate it from pre-made cigs. - Corn can now be juiced in the grinder, in addition to grinding it. Grinding corn will result in it's contained reagents (like corn starch), while juicing corn will result in corn oil. - Re-added the additional plant analyzer information when scanning trays (displays age, weed level, etc) Also cleaned up the recipes_microwave.dm file, removing the commented out recipes that were distributed to the other machines during the Kitchen Overhaul. Shortens the file a bit and makes it more readable. I probably forgot stuff, so I will add things as I remember them / they get pointed out.
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_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/breather_ticks = 2 //a somewhat crude attempt to iron over the 'bumps' caused by high-cpu use by letting the MC have a breather for this many ticks after every loop
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var/minimum_ticks = 20 //The minimum length of time between MC ticks
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var/air_cost = 0
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var/sun_cost = 0
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var/mobs_cost = 0
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var/diseases_cost = 0
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var/machines_cost = 0
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var/aibots_cost = 0
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var/objects_cost = 0
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var/networks_cost = 0
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var/powernets_cost = 0
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var/nano_cost = 0
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var/events_cost = 0
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var/puddles_cost
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var/ticker_cost = 0
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var/garbageCollectorCost = 0
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var/total_cost = 0
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var/last_thing_processed
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var/list/shuttle_list // For debugging and VV
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var/datum/ore_distribution/asteroid_ore_map // For debugging and VV.
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var/global/datum/garbage_collector/garbageCollector
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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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qdel(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() MOVED TO SCHEDULER
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//if(!shuttle_controller) shuttle_controller = new /datum/shuttle_controller()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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spawn(20)
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createRandomZlevel()
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/* MOVED TO SCHEDULER
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.Setup()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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*/
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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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populate_spawn_points()
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/* MOVED TO SCHEDULER
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spawn(0)
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if(ticker)
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ticker.pregame()
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lighting_controller.Initialize()
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*/
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datum/controller/game_controller/proc/setup_objects()
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world << "\red \b Initializing objects"
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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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if(processing)
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var/timer
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var/start_time = world.timeofday
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controller_iteration++
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vote.process()
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// transfer_controller.process()
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shuttle_controller.process()
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process_newscaster()
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//AIR
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if(!air_processing_killed)
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timer = world.timeofday
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last_thing_processed = air_master.type
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air_master.current_cycle++
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// if(!air_master.tick()) Runtimed.
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if(!air_master.process())
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air_master.failed_ticks++
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if(air_master.failed_ticks > 5)
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world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
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world.log << "### LINDA SHUTDOWN"
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message_admins("LINDAALERT: unable to run [air_master.tick_progress], shutting down!")
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log_admin("LINDAALERT: unable run zone/process() -- [air_master.tick_progress]")
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air_processing_killed = 1
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air_master.failed_ticks = 0
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air_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//SUN
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timer = world.timeofday
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last_thing_processed = sun.type
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sun.calc_position()
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sun_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MOBS
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timer = world.timeofday
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processMobs()
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mobs_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//MACHINES
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timer = world.timeofday
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processMachines()
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machines_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//BOTS
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timer = world.timeofday
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process_bots()
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aibots_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//OBJECTS
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timer = world.timeofday
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processObjects()
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objects_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//PIPENETS
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if(!pipe_processing_killed)
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timer = world.timeofday
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processPipenets()
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networks_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//POWERNETS
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timer = world.timeofday
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processPowernets()
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powernets_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//NANO UIS
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timer = world.timeofday
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processNano()
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nano_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//EVENTS
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timer = world.timeofday
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processEvents()
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events_cost = (world.timeofday - timer) / 10
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/*
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//PUDDLES
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timer = world.timeofday
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processPuddles()
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puddles_cost = (world.timeofday - timer) / 10
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*/
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//TICKER
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timer = world.timeofday
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last_thing_processed = ticker.type
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ticker.process()
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ticker_cost = (world.timeofday - timer) / 10
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// GC
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timer = world.timeofday
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last_thing_processed = garbageCollector.type
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garbageCollector.process()
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garbageCollectorCost = (world.timeofday - timer) / 10
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//TIMING
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + aibots_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + puddles_cost + ticker_cost + garbageCollectorCost
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var/end_time = world.timeofday
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if(end_time < start_time) //why not just use world.time instead?
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start_time -= 864000 //deciseconds in a day
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sleep( round(minimum_ticks - (end_time - start_time),1) )
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else
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sleep(10)
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/datum/controller/game_controller/proc/processMobs()
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for (var/mob/Mob in mob_list)
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if (Mob)
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last_thing_processed = Mob.type
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Mob.Life()
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continue
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mob_list = mob_list - Mob
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/datum/controller/game_controller/proc/processMachines()
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for (var/obj/machinery/Machinery in machines)
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if (Machinery && Machinery.loc)
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last_thing_processed = Machinery.type
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if(Machinery.process() != PROCESS_KILL)
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if (Machinery) // Why another check?
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if (Machinery.use_power)
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Machinery.auto_use_power()
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continue
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if(Machinery) Machinery.removeAtProcessing()
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/datum/controller/game_controller/proc/process_bots()
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for(var/obj/machinery/bot/Bot in aibots)
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if(!Bot.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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