mirror of
https://github.com/yogstation13/Yogstation.git
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MC Runlevels
This commit is contained in:
@@ -20,8 +20,9 @@
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//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
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//deprecated, can be replaced
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//subsystem should fire during pre-game lobby.
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#define SS_FIRE_IN_LOBBY 1
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//#define SS_FIRE_IN_LOBBY 1
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//subsystem does not initialize.
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#define SS_NO_INIT 2
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@@ -40,7 +41,7 @@
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//Treat wait as a tick count, not DS, run every wait ticks.
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// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
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// (implies SS_FIRE_IN_LOBBY because of how it works)
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// (implies all runlevels because of how it works)
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// (overrides SS_BACKGROUND)
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// This is designed for basically anything that works as a mini-mc (like SStimer)
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#define SS_TICKER 32
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@@ -60,3 +60,14 @@
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#define INIT_ORDER_LIGHTING -20
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#define INIT_ORDER_SQUEAK -40
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#define INIT_ORDER_PERSISTENCE -100
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// SS runlevels
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#define RUNLEVEL_INIT 0
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#define RUNLEVEL_LOBBY 1
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#define RUNLEVEL_SETUP 2
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#define RUNLEVEL_GAME 3
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#define RUNLEVEL_POSTGAME 4
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#define RUNLEVEL_MIN_DEFAULT RUNLEVEL_SETUP
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#define RUNLEVEL_MAX_DEFAULT RUNLEVEL_POSTGAME
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@@ -47,8 +47,6 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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var/make_runtime = 0
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var/initializations_finished_with_no_players_logged_in //I wonder what this could be?
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// Has round started? (So we know what subsystems to run)
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var/local_round_started = FALSE //Don't read this var, use SSticker.HasRoundStarted() instead
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// The type of the last subsystem to be process()'d.
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var/last_type_processed
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@@ -59,6 +57,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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var/queue_priority_count_bg = 0 //Same, but for background subsystems
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var/map_loading = FALSE //Are we loading in a new map?
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var/current_runlevel //for scheduling different subsystems for different stages of the round
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/datum/controller/master/New()
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// Highlander-style: there can only be one! Kill off the old and replace it with the new.
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subsystems = list()
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@@ -176,6 +176,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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to_chat(world, "<span class='boldannounce'>[msg]</span>")
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log_world(msg)
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SetRunLevel(1)
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// Sort subsystems by display setting for easy access.
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sortTim(subsystems, /proc/cmp_subsystem_display)
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// Set world options.
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@@ -187,16 +189,9 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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// Loop.
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Master.StartProcessing(0)
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// Notify the MC that the round has started.
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/datum/controller/master/proc/RoundStart()
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local_round_started = TRUE
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var/timer = world.time
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for (var/datum/controller/subsystem/SS in subsystems)
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if (SS.flags & SS_FIRE_IN_LOBBY || SS.flags & SS_TICKER)
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continue //already firing
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// Stagger subsystems.
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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/datum/controller/master/proc/SetRunLevel(runlevel)
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testing("MC: Runlevel changed from [isnull(current_runlevel) ? "NULL" : current_runlevel] to [runlevel]")
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current_runlevel = runlevel
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// Starts the mc, and sticks around to restart it if the loop ever ends.
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/datum/controller/master/proc/StartProcessing(delay)
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@@ -221,12 +216,9 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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//Prep the loop (most of this is because we want MC restarts to reset as much state as we can, and because
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// local vars rock
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// Schedule the first run of the Subsystems.
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local_round_started = world.has_round_started()
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//all this shit is here so that flag edits can be refreshed by restarting the MC. (and for speed)
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var/list/tickersubsystems = list()
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var/list/normalsubsystems = list()
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var/list/lobbysubsystems = list()
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var/list/runlevel_sorted_subsystems = list(list()) //ensure we always have at least one runlevel
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var/timer = world.time
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for (var/thing in subsystems)
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var/datum/controller/subsystem/SS = thing
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@@ -241,25 +233,24 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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continue
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if (SS.flags & SS_FIRE_IN_LOBBY)
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lobbysubsystems += SS
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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else if (local_round_started)
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timer += world.tick_lag * rand(1, 5)
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SS.next_fire = timer
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normalsubsystems += SS
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var/ss_max_runlevel = SS.runlevel_max
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while(runlevel_sorted_subsystems.len < ss_max_runlevel)
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runlevel_sorted_subsystems += list(list())
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for(var/I in SS.runlevel_min to ss_max_runlevel)
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runlevel_sorted_subsystems[I] += SS
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queue_head = null
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queue_tail = null
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//these sort by lower priorities first to reduce the number of loops needed to add subsequent SS's to the queue
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//(higher subsystems will be sooner in the queue, adding them later in the loop means we don't have to loop thru them next queue add)
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sortTim(tickersubsystems, /proc/cmp_subsystem_priority)
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sortTim(normalsubsystems, /proc/cmp_subsystem_priority)
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sortTim(lobbysubsystems, /proc/cmp_subsystem_priority)
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for(var/I in runlevel_sorted_subsystems)
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sortTim(runlevel_sorted_subsystems, /proc/cmp_subsystem_priority)
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I += tickersubsystems
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normalsubsystems += tickersubsystems
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lobbysubsystems += tickersubsystems
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var/cached_runlevel = current_runlevel
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var/list/current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
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init_timeofday = REALTIMEOFDAY
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init_time = world.time
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@@ -296,14 +287,23 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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if (!Failsafe || (Failsafe.processing_interval > 0 && (Failsafe.lasttick+(Failsafe.processing_interval*5)) < world.time))
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new/datum/controller/failsafe() // (re)Start the failsafe.
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if (!queue_head || !(iteration % 3))
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if (local_round_started)
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subsystems_to_check = normalsubsystems
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else
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subsystems_to_check = lobbysubsystems
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var/checking_runlevel = current_runlevel
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if(cached_runlevel != checking_runlevel)
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//resechedule subsystems
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cached_runlevel = checking_runlevel
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current_runlevel_subsystems = runlevel_sorted_subsystems[cached_runlevel]
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var/stagger = world.time
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for(var/I in current_runlevel_subsystems)
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var/datum/controller/subsystem/SS = I
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if(SS.next_fire <= world.time)
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stagger += world.tick_lag * rand(1, 5)
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SS.next_fire = stagger
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subsystems_to_check = current_runlevel_subsystems
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else
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subsystems_to_check = tickersubsystems
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if (CheckQueue(subsystems_to_check) <= 0)
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if (!SoftReset(tickersubsystems, normalsubsystems, lobbysubsystems))
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if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
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log_world("MC: SoftReset() failed, crashing")
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return
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if (!error_level)
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@@ -315,7 +315,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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if (queue_head)
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if (RunQueue() <= 0)
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if (!SoftReset(tickersubsystems, normalsubsystems, lobbysubsystems))
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if (!SoftReset(tickersubsystems, runlevel_sorted_subsystems))
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log_world("MC: SoftReset() failed, crashing")
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return
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if (!error_level)
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@@ -486,13 +486,15 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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//resets the queue, and all subsystems, while filtering out the subsystem lists
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// called if any mc's queue procs runtime or exit improperly.
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/datum/controller/master/proc/SoftReset(list/ticker_SS, list/normal_SS, list/lobby_SS)
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/datum/controller/master/proc/SoftReset(list/ticker_SS, list/runlevel_SS)
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. = 0
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log_world("MC: SoftReset called, resetting MC queue state.")
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if (!istype(subsystems) || !istype(ticker_SS) || !istype(normal_SS) || !istype(lobby_SS))
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log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[normal_SS]' '[lobby_SS]' Crashing!")
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if (!istype(subsystems) || !istype(ticker_SS) || !istype(runlevel_SS))
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log_world("MC: SoftReset: Bad list contents: '[subsystems]' '[ticker_SS]' '[runlevel_SS]'")
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return
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var/subsystemstocheck = subsystems + ticker_SS + normal_SS + lobby_SS
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var/subsystemstocheck = subsystems + ticker_SS
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for(var/I in runlevel_SS)
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subsystemstocheck |= I
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for (var/thing in subsystemstocheck)
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var/datum/controller/subsystem/SS = thing
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@@ -500,8 +502,8 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
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//list(SS) is so if a list makes it in the subsystem list, we remove the list, not the contents
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subsystems -= list(SS)
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ticker_SS -= list(SS)
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normal_SS -= list(SS)
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lobby_SS -= list(SS)
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for(var/I in runlevel_SS)
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I -= list(SS)
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log_world("MC: SoftReset: Found bad entry in subsystem list, '[SS]'")
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continue
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if (SS.queue_next && !istype(SS.queue_next))
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@@ -28,6 +28,9 @@
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var/datum/controller/subsystem/queue_next
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var/datum/controller/subsystem/queue_prev
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var/runlevel_min = RUNLEVEL_MIN_DEFAULT //the minimum runlevel at which this subsystem will fire
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var/runlevel_max = RUNLEVEL_MAX_DEFAULT //the maximum runlevel at which this subsystem will fire
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var/static/failure_strikes = 0 //How many times we suspect this subsystem has crashed the MC, 3 strikes and you're out!
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//Do not override
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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(acid)
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name = "Acid"
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priority = 40
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flags = SS_NO_INIT|SS_BACKGROUND
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runlevel_min = RUNLEVEL_GAME
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var/list/currentrun = list()
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var/list/processing = list()
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@@ -12,6 +12,7 @@ SUBSYSTEM_DEF(air)
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priority = 20
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wait = 5
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flags = SS_BACKGROUND
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runlevel_min = RUNLEVEL_GAME
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var/cost_turfs = 0
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var/cost_groups = 0
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@@ -1,6 +1,7 @@
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SUBSYSTEM_DEF(augury)
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name = "Augury"
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flags = SS_NO_INIT
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runlevel_min = RUNLEVEL_GAME
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var/list/watchers = list()
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var/list/doombringers = list()
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@@ -1,6 +1,7 @@
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SUBSYSTEM_DEF(disease)
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name = "Disease"
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flags = SS_KEEP_TIMING|SS_NO_INIT
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runlevel_min = RUNLEVEL_GAME
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var/list/currentrun = list()
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var/list/processing = list()
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@@ -1,6 +1,8 @@
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SUBSYSTEM_DEF(events)
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name = "Events"
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init_order = INIT_ORDER_EVENTS
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runlevel_min = RUNLEVEL_GAME
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runlevel_max = RUNLEVEL_GAME
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var/list/control = list() //list of all datum/round_event_control. Used for selecting events based on weight and occurrences.
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var/list/running = list() //list of all existing /datum/round_event
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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(fire_burning)
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name = "Fire Burning"
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priority = 40
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flags = SS_NO_INIT|SS_BACKGROUND
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runlevel_min = RUNLEVEL_GAME
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var/list/currentrun = list()
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var/list/processing = list()
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@@ -2,7 +2,8 @@ SUBSYSTEM_DEF(garbage)
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name = "Garbage"
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priority = 15
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wait = 5
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flags = SS_FIRE_IN_LOBBY|SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
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runlevel_min = RUNLEVEL_LOBBY
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var/collection_timeout = 3000// deciseconds to wait to let running procs finish before we just say fuck it and force del() the object
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var/delslasttick = 0 // number of del()'s we've done this tick
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@@ -2,6 +2,8 @@ SUBSYSTEM_DEF(inbounds)
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name = "Inbounds"
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priority = 40
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flags = SS_NO_INIT
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runlevel_min = RUNLEVEL_GAME
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runlevel_max = RUNLEVEL_GAME
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var/list/processing = list()
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var/list/currentrun = list()
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@@ -2,6 +2,7 @@ SUBSYSTEM_DEF(mobs)
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name = "Mobs"
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priority = 100
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flags = SS_KEEP_TIMING|SS_NO_INIT
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runlevel_min = RUNLEVEL_GAME
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var/list/currentrun = list()
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@@ -7,6 +7,7 @@ SUBSYSTEM_DEF(npcpool)
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name = "NPC Pool"
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flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
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priority = 20
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runlevel_min = RUNLEVEL_GAME
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var/list/canBeUsed = list()
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var/list/needsDelegate = list()
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@@ -1,8 +1,9 @@
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SUBSYSTEM_DEF(parallax)
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name = "Parallax"
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wait = 2
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flags = SS_POST_FIRE_TIMING | SS_FIRE_IN_LOBBY | SS_BACKGROUND | SS_NO_INIT
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flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
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priority = 65
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runlevel_min = RUNLEVEL_LOBBY
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var/list/currentrun
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/datum/controller/subsystem/parallax/fire(resumed = 0)
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@@ -1,9 +1,10 @@
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PROCESSING_SUBSYSTEM_DEF(overlays)
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name = "Overlay"
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flags = SS_TICKER|SS_FIRE_IN_LOBBY
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flags = SS_TICKER
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wait = 1
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priority = 500
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init_order = INIT_ORDER_OVERLAY
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runlevel_min = RUNLEVEL_LOBBY
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stat_tag = "Ov"
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currentrun = null
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@@ -3,8 +3,9 @@
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SUBSYSTEM_DEF(server_maint)
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name = "Server Tasks"
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wait = 6
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flags = SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY
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flags = SS_POST_FIRE_TIMING
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priority = 10
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runlevel_min = RUNLEVEL_LOBBY
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var/list/currentrun
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/datum/controller/subsystem/server_maint/Initialize(timeofday)
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@@ -5,6 +5,7 @@ SUBSYSTEM_DEF(shuttle)
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wait = 10
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init_order = INIT_ORDER_SHUTTLE
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flags = SS_KEEP_TIMING|SS_NO_TICK_CHECK
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runlevel_max = RUNLEVEL_GAME
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var/list/mobile = list()
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var/list/stationary = list()
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@@ -3,6 +3,7 @@ SUBSYSTEM_DEF(spacedrift)
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priority = 30
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wait = 5
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flags = SS_NO_INIT|SS_KEEP_TIMING
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runlevel_min = RUNLEVEL_GAME
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var/list/currentrun = list()
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var/list/processing = list()
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@@ -1,8 +1,9 @@
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SUBSYSTEM_DEF(tgui)
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name = "tgui"
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wait = 9
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flags = SS_NO_INIT|SS_FIRE_IN_LOBBY
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flags = SS_NO_INIT
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priority = 110
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runlevel_min = RUNLEVEL_LOBBY
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var/list/currentrun = list()
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var/list/open_uis = list() // A list of open UIs, grouped by src_object and ui_key.
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@@ -5,7 +5,9 @@ SUBSYSTEM_DEF(ticker)
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init_order = INIT_ORDER_TICKER
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priority = 200
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flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING
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flags = SS_KEEP_TIMING
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runlevel_min = RUNLEVEL_LOBBY
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runlevel_max = RUNLEVEL_GAME
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var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
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var/force_ending = 0 //Round was ended by admin intervention
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@@ -105,6 +107,7 @@ SUBSYSTEM_DEF(ticker)
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if(timeLeft <= 0)
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current_state = GAME_STATE_SETTING_UP
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Master.SetRunLevel(RUNLEVEL_SETUP)
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if(start_immediately)
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fire()
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@@ -112,6 +115,7 @@ SUBSYSTEM_DEF(ticker)
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if(!setup())
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//setup failed
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current_state = GAME_STATE_STARTUP
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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if(GAME_STATE_PLAYING)
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mode.process(wait * 0.1)
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@@ -123,6 +127,7 @@ SUBSYSTEM_DEF(ticker)
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current_state = GAME_STATE_FINISHED
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toggle_ooc(1) // Turn it on
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declare_completion(force_ending)
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Master.SetRunLevel(RUNLEVEL_POSTGAME)
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/datum/controller/subsystem/ticker/proc/setup()
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to_chat(world, "<span class='boldannounce'>Starting game...</span>")
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@@ -199,8 +204,6 @@ SUBSYSTEM_DEF(ticker)
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transfer_characters() //transfer keys to the new mobs
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Master.RoundStart() //let the party begin...
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for(var/I in round_start_events)
|
||||
var/datum/callback/cb = I
|
||||
cb.InvokeAsync()
|
||||
@@ -213,6 +216,7 @@ SUBSYSTEM_DEF(ticker)
|
||||
world << sound('sound/AI/welcome.ogg')
|
||||
|
||||
current_state = GAME_STATE_PLAYING
|
||||
Master.SetRunLevel(RUNLEVEL_GAME)
|
||||
|
||||
if(SSevents.holidays)
|
||||
to_chat(world, "<font color='blue'>and...</font>")
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
SUBSYSTEM_DEF(time_track)
|
||||
name = "Time Tracking"
|
||||
wait = 600
|
||||
flags = SS_NO_INIT|SS_FIRE_IN_LOBBY|SS_NO_TICK_CHECK
|
||||
flags = SS_NO_INIT|SS_NO_TICK_CHECK
|
||||
runlevel_min = RUNLEVEL_LOBBY
|
||||
|
||||
var/time_dilation_current = 0
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(timer)
|
||||
wait = 1 //SS_TICKER subsystem, so wait is in ticks
|
||||
init_order = INIT_ORDER_TIMER
|
||||
|
||||
flags = SS_FIRE_IN_LOBBY|SS_TICKER|SS_NO_INIT
|
||||
flags = SS_TICKER|SS_NO_INIT
|
||||
|
||||
var/list/datum/timedevent/processing = list()
|
||||
var/list/hashes = list()
|
||||
|
||||
@@ -2,7 +2,9 @@ SUBSYSTEM_DEF(vote)
|
||||
name = "Vote"
|
||||
wait = 10
|
||||
|
||||
flags = SS_FIRE_IN_LOBBY|SS_KEEP_TIMING|SS_NO_INIT
|
||||
flags = SS_KEEP_TIMING|SS_NO_INIT
|
||||
|
||||
runlevel_min = RUNLEVEL_LOBBY
|
||||
|
||||
var/initiator = null
|
||||
var/started_time = null
|
||||
|
||||
@@ -3,6 +3,8 @@ SUBSYSTEM_DEF(weather)
|
||||
name = "Weather"
|
||||
flags = SS_BACKGROUND
|
||||
wait = 10
|
||||
runlevel_min = RUNLEVEL_GAME
|
||||
runlevel_max = RUNLEVEL_GAME
|
||||
var/list/processing = list()
|
||||
var/list/existing_weather = list()
|
||||
var/list/eligible_zlevels = list(ZLEVEL_LAVALAND)
|
||||
|
||||
@@ -341,7 +341,3 @@
|
||||
s += ": [jointext(features, ", ")]"
|
||||
|
||||
status = s
|
||||
|
||||
|
||||
/world/proc/has_round_started()
|
||||
return SSticker.HasRoundStarted()
|
||||
|
||||
Reference in New Issue
Block a user