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- Integrates Volundr's btime library and associated process scheduler changes. - btime is implemented separately from the process scheduler, as precise time measurement is also useful elsewhere. - `TimeOfHour` is no longer internally throttled; throttling is instead done by `SCHECK`. - If btime's `gettime` cannot be called at world startup, an error will be output and the world will stop. - Retains the change to schedule processes according to game time, rather than real time. - Removes the (now unused) update queue files. - Removes the process scheduler testing files. - These are standalone tests for the process scheduler, completely unrelated to its use in the full codebase. We never used them. - Moves the process scheduler defines into __DEFINES. - Makes the lighting process run once before the round starts. - Renames `scheck` to `sleepCheck`, to ensure any code that tries to use `scheck` will fail to compile. - Adds `SCHECK` and `SCHECK_EVERY` macros that skip calling `sleepCheck` entirely until a specified number of `SCHECK`s (50 by default) have been called. - Makes most processes iterate using their `last_object` variable, allowing hang recovery to show the type that caused the hang. - Makes processes output an error when they filter out a type they refuse to process. - Rolls the recently-added alarm subsystem into the alarm process. - Removes the now unused subsystems code.
61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
var/global/datum/controller/process/sun/sun
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/datum/controller/process/sun
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var/angle
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var/dx
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var/dy
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var/rate
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var/list/solars = list() // for debugging purposes, references solars list at the constructor
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/datum/controller/process/sun/setup()
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name = "sun"
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schedule_interval = 600 // every 60 seconds
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sun = src
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angle = rand (0,360) // the station position to the sun is randomised at round start
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rate = rand(50,200)/100 // 50% - 200% of standard rotation
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if(prob(50)) // same chance to rotate clockwise than counter-clockwise
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rate = -rate
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/datum/controller/process/sun/doWork()
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calc_position()
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update_solar_machinery()
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// calculate the sun's position given the time of day
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// at the standard rate (100%) the angle is increase/decreased by 6 degrees every minute.
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// a full rotation thus take a game hour in that case
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/datum/controller/process/sun/proc/calc_position()
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angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
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// now calculate and cache the (dx,dy) increments for line drawing
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var/s = sin(angle)
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var/c = cos(angle)
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// Either "abs(s) < abs(c)" or "abs(s) >= abs(c)"
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// In both cases, the greater is greater than 0, so, no "if 0" check is needed for the divisions
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if(abs(s) < abs(c))
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dx = s / abs(c)
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dy = c / abs(c)
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else
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dx = s / abs(s)
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dy = c / abs(s)
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//now tell the solar control computers to update their status and linked devices
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/datum/controller/process/sun/proc/update_solar_machinery()
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for(last_object in solars)
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var/obj/machinery/power/solar_control/SC = last_object
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if(istype(SC) && isnull(SC.gcDestroyed))
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if(!SC.powernet)
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solars -= SC
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continue
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try
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SC.update()
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catch(var/exception/e)
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catchException(e, SC)
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SCHECK
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else
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catchBadType(SC)
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solars -= SC
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