Still more simple_mob conversions (#5523)

* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Converts more simple_animal mobs to simple_mob

* Submap correction
This commit is contained in:
Anewbe
2018-08-28 11:25:33 -07:00
committed by Atermonera
parent 6a40982a48
commit 0c0246e3fa
289 changed files with 4825 additions and 2220 deletions
+3 -3
View File
@@ -4,10 +4,10 @@
/datum/controller/process/nanoui/statProcess()
..()
stat(null, "[nanomanager.processing_uis.len] UIs")
stat(null, "[GLOB.nanomanager.processing_uis.len] UIs")
/datum/controller/process/nanoui/doWork()
for(last_object in nanomanager.processing_uis)
for(last_object in GLOB.nanomanager.processing_uis)
var/datum/nanoui/NUI = last_object
if(istype(NUI) && !QDELETED(NUI))
try
@@ -16,4 +16,4 @@
catchException(e, NUI)
else
catchBadType(NUI)
nanomanager.processing_uis -= NUI
GLOB.nanomanager.processing_uis -= NUI
+59
View File
@@ -0,0 +1,59 @@
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")
log_world("[vars.len - gvars_datum_in_built_vars.len] global variables")
Initialize(exclude_these)
/datum/controller/global_vars/Destroy(force)
crash_with("There was an attempt to qdel the global vars 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(null, "Initializing...", src)
stat("Globals:", statclick.update("Edit"))
/datum/controller/global_vars/VV_hidden()
return ..() + gvars_datum_protected_varlist
/datum/controller/global_vars/Initialize(var/exclude_these)
gvars_datum_init_order = list()
gvars_datum_protected_varlist = list("gvars_datum_protected_varlist")
//See https://github.com/tgstation/tgstation/issues/26954
for(var/I in typesof(/datum/controller/global_vars/proc))
var/CLEANBOT_RETURNS = "[I]"
pass(CLEANBOT_RETURNS)
for(var/I in (vars - gvars_datum_in_built_vars))
var/start_tick = world.time
call(src, "InitGlobal[I]")()
var/end_tick = world.time
if(end_tick - start_tick)
warning("Global [I] slept during initialization!")
QDEL_NULL(exclude_these)
+34 -20
View File
@@ -6,7 +6,21 @@
* Odds are, there is a reason
*
**/
var/datum/controller/master/Master = new()
//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?
GLOBAL_VAR_INIT(MC_restart_clear, 0)
GLOBAL_VAR_INIT(MC_restart_timeout, 0)
GLOBAL_VAR_INIT(MC_restart_count, 0)
//current tick limit, assigned by the queue controller before running a subsystem.
//used by check_tick as well so that the procs subsystems call can obey that SS's tick limits
GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
/datum/controller/master
name = "Master"
@@ -48,10 +62,6 @@ var/datum/controller/master/Master = new()
var/static/restart_timeout = 0
var/static/restart_count = 0
//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()
// Highlander-style: there can only be one! Kill off the old and replace it with the new.
var/list/_subsystems = list()
@@ -67,6 +77,9 @@ var/datum/controller/master/Master = new()
_subsystems += new I
Master = src
if(!GLOB)
new /datum/controller/global_vars
/datum/controller/master/Destroy()
..()
// Tell qdel() to Del() this object.
@@ -85,14 +98,14 @@ var/datum/controller/master/Master = new()
// -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)
if (world.time < GLOB.MC_restart_timeout)
return 0
if (world.time < Master.restart_clear)
Master.restart_count *= 0.5
if (world.time < GLOB.MC_restart_clear)
GLOB.MC_restart_count *= 0.5
var/delay = 50 * ++Master.restart_count
Master.restart_timeout = world.time + delay
Master.restart_clear = world.time + (delay * 2)
var/delay = 50 * ++GLOB.MC_restart_count
GLOB.MC_restart_timeout = world.time + delay
GLOB.MC_restart_clear = world.time + (delay * 2)
Master.processing = FALSE //stop ticking this one
try
new/datum/controller/master()
@@ -136,6 +149,7 @@ var/datum/controller/master/Master = new()
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)
@@ -162,13 +176,13 @@ var/datum/controller/master/Master = new()
var/start_timeofday = REALTIMEOFDAY
// Initialize subsystems.
current_ticklimit = config.tick_limit_mc_init
GLOB.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
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
var/time = (REALTIMEOFDAY - start_timeofday) / 10
var/msg = "Initializations complete within [time] second[time == 1 ? "" : "s"]!"
@@ -277,7 +291,7 @@ var/datum/controller/master/Master = new()
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
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -286,7 +300,7 @@ var/datum/controller/master/Master = new()
// (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
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING * 0.5
sleep(world.tick_lag * (processing * sleep_delta))
continue
@@ -332,7 +346,7 @@ var/datum/controller/master/Master = new()
if (!error_level)
iteration++
error_level++
current_ticklimit = TICK_LIMIT_RUNNING
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -344,7 +358,7 @@ var/datum/controller/master/Master = new()
if (!error_level)
iteration++
error_level++
current_ticklimit = TICK_LIMIT_RUNNING
GLOB.CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
error_level--
@@ -355,9 +369,9 @@ var/datum/controller/master/Master = new()
iteration++
last_run = world.time
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
current_ticklimit = TICK_LIMIT_RUNNING
GLOB.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
GLOB.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))
@@ -449,7 +463,7 @@ var/datum/controller/master/Master = new()
// Reduce tick allocation for subsystems that overran on their last tick.
tick_precentage = max(tick_precentage*0.5, tick_precentage-queue_node.tick_overrun)
current_ticklimit = round(TICK_USAGE + tick_precentage)
GLOB.CURRENT_TICKLIMIT = round(TICK_USAGE + tick_precentage)
if (!(queue_node_flags & SS_TICKER))
ran_non_ticker = TRUE
+1 -1
View File
@@ -53,4 +53,4 @@ datum/controller/game_controller/proc/setup_objects()
populate_antag_type_list()
//Set up spawn points.
populate_spawn_points()
populate_spawn_points()
+1 -1
View File
@@ -125,7 +125,7 @@
debug_variables(alarm_manager)
feedback_add_details("admin_verb", "DAlarm")
if("Nano")
debug_variables(nanomanager)
debug_variables(GLOB.nanomanager)
feedback_add_details("admin_verb", "DNano")
if("Chemistry")
debug_variables(chemistryProcess)