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* 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
140 lines
4.3 KiB
Plaintext
140 lines
4.3 KiB
Plaintext
#define SECOND *10
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#define SECONDS *10
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#define MINUTE *600
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#define MINUTES *600
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#define HOUR *36000
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#define HOURS *36000
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#define DAY *864000
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#define DAYS *864000
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#define TimeOfGame (get_game_time())
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#define TimeOfTick (TICK_USAGE*0.01*world.tick_lag)
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#define TICK *world.tick_lag
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#define TICKS *world.tick_lag
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#define DS2TICKS(DS) (DS/world.tick_lag) // Convert deciseconds to ticks
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#define TICKS2DS(T) (T TICKS) // Convert ticks to deciseconds
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/proc/get_game_time()
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var/global/time_offset = 0
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var/global/last_time = 0
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var/global/last_usage = 0
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var/wtime = world.time
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var/wusage = TICK_USAGE * 0.01
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if(last_time < wtime && last_usage > 1)
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time_offset += last_usage - 1
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last_time = wtime
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last_usage = wusage
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return wtime + (time_offset + wusage) * world.tick_lag
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var/roundstart_hour
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var/station_date = ""
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var/next_station_date_change = 1 DAY
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#define duration2stationtime(time) time2text(station_time_in_ticks + time, "hh:mm")
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#define worldtime2stationtime(time) time2text(roundstart_hour HOURS + time, "hh:mm")
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#define round_duration_in_ticks (round_start_time ? world.time - round_start_time : 0)
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#define station_time_in_ticks (roundstart_hour HOURS + round_duration_in_ticks)
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/proc/stationtime2text()
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return time2text(station_time_in_ticks, "hh:mm")
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/proc/stationdate2text()
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var/update_time = FALSE
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if(station_time_in_ticks > next_station_date_change)
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next_station_date_change += 1 DAY
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update_time = TRUE
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if(!station_date || update_time)
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var/extra_days = round(station_time_in_ticks / (1 DAY)) DAYS
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var/timeofday = world.timeofday + extra_days
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station_date = num2text((text2num(time2text(timeofday, "YYYY"))+544)) + "-" + time2text(timeofday, "MM-DD")
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return station_date
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//ISO 8601
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/proc/time_stamp()
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var/date_portion = time2text(world.timeofday, "YYYY-MM-DD")
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var/time_portion = time2text(world.timeofday, "hh:mm:ss")
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return "[date_portion]T[time_portion]"
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/* Returns 1 if it is the selected month and day */
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proc/isDay(var/month, var/day)
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if(isnum(month) && isnum(day))
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var/MM = text2num(time2text(world.timeofday, "MM")) // get the current month
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var/DD = text2num(time2text(world.timeofday, "DD")) // get the current day
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if(month == MM && day == DD)
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return 1
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// Uncomment this out when debugging!
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//else
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//return 1
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var/next_duration_update = 0
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var/last_round_duration = 0
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var/round_start_time = 0
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/hook/roundstart/proc/start_timer()
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round_start_time = world.time
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return 1
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/proc/roundduration2text()
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if(!round_start_time)
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return "00:00"
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if(last_round_duration && world.time < next_duration_update)
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return last_round_duration
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var/mills = round_duration_in_ticks // 1/10 of a second, not real milliseconds but whatever
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//var/secs = ((mills % 36000) % 600) / 10 //Not really needed, but I'll leave it here for refrence.. or something
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var/mins = round((mills % 36000) / 600)
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var/hours = round(mills / 36000)
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mins = mins < 10 ? add_zero(mins, 1) : mins
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hours = hours < 10 ? add_zero(hours, 1) : hours
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last_round_duration = "[hours]:[mins]"
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next_duration_update = world.time + 1 MINUTES
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return last_round_duration
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//Can be useful for things dependent on process timing
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/proc/process_schedule_interval(var/process_name)
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var/datum/controller/process/process = processScheduler.getProcess(process_name)
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return process.schedule_interval
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/hook/startup/proc/set_roundstart_hour()
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roundstart_hour = pick(2,7,12,17)
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return 1
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/var/midnight_rollovers = 0
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/var/rollovercheck_last_timeofday = 0
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/proc/update_midnight_rollover()
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if (world.timeofday < rollovercheck_last_timeofday) //TIME IS GOING BACKWARDS!
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return midnight_rollovers++
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return midnight_rollovers
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//Increases delay as the server gets more overloaded,
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//as sleeps aren't cheap and sleeping only to wake up and sleep again is wasteful
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#define DELTA_CALC max(((max(TICK_USAGE, world.cpu) / 100) * max(Master.sleep_delta-1,1)), 1)
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//returns the number of ticks slept
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/proc/stoplag(initial_delay)
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if (!Master || !(Master.current_runlevel & RUNLEVELS_DEFAULT))
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sleep(world.tick_lag)
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return 1
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if (!initial_delay)
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initial_delay = world.tick_lag
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. = 0
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var/i = DS2TICKS(initial_delay)
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do
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. += CEILING(i*DELTA_CALC, 1)
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sleep(i*world.tick_lag*DELTA_CALC)
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i *= 2
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while (TICK_USAGE > min(TICK_LIMIT_TO_RUN, GLOB.CURRENT_TICKLIMIT))
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#undef DELTA_CALC |