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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
116 lines
4.0 KiB
Plaintext
116 lines
4.0 KiB
Plaintext
SUBSYSTEM_DEF(machines)
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name = "Machines"
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init_order = INIT_ORDER_MACHINES
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flags = SS_KEEP_TIMING
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wait = 2 SECONDS
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/// Assosciative list of all machines that exist.
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VAR_PRIVATE/list/machines_by_type = list()
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/// All machines, not just those that are processing.
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VAR_PRIVATE/list/all_machines = list()
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var/list/processing = list()
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var/list/currentrun = list()
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///List of all powernets on the server.
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var/list/powernets = list()
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/datum/controller/subsystem/machines/Initialize()
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makepowernets()
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fire()
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return SS_INIT_SUCCESS
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/// Registers a machine with the machine subsystem; should only be called by the machine itself during its creation.
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/datum/controller/subsystem/machines/proc/register_machine(obj/machinery/machine)
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LAZYADD(machines_by_type[machine.type], machine)
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all_machines |= machine
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/// Removes a machine from the machine subsystem; should only be called by the machine itself inside Destroy.
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/datum/controller/subsystem/machines/proc/unregister_machine(obj/machinery/machine)
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var/list/existing = machines_by_type[machine.type]
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existing -= machine
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if(!length(existing))
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machines_by_type -= machine.type
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all_machines -= machine
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/// Gets a list of all machines that are either the passed type or a subtype.
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/datum/controller/subsystem/machines/proc/get_machines_by_type_and_subtypes(obj/machinery/machine_type)
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if(!ispath(machine_type))
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machine_type = machine_type.type
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if(!ispath(machine_type, /obj/machinery))
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CRASH("called get_machines_by_type_and_subtypes with a non-machine type [machine_type]")
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var/list/machines = list()
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for(var/next_type in typesof(machine_type))
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var/list/found_machines = machines_by_type[next_type]
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if(found_machines)
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machines += found_machines
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return machines
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/// Gets a list of all machines that are the exact passed type.
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/datum/controller/subsystem/machines/proc/get_machines_by_type(obj/machinery/machine_type)
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if(!ispath(machine_type))
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machine_type = machine_type.type
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if(!ispath(machine_type, /obj/machinery))
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CRASH("called get_machines_by_type with a non-machine type [machine_type]")
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var/list/machines = machines_by_type[machine_type]
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return machines?.Copy() || list()
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/datum/controller/subsystem/machines/proc/get_all_machines()
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return all_machines.Copy()
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/datum/controller/subsystem/machines/proc/makepowernets()
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for(var/datum/powernet/power_network as anything in powernets)
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qdel(power_network)
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powernets.Cut()
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for(var/obj/structure/cable/power_cable as anything in GLOB.cable_list)
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if(!power_cable.powernet)
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var/datum/powernet/new_powernet = new()
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new_powernet.add_cable(power_cable)
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propagate_network(power_cable, power_cable.powernet)
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/datum/controller/subsystem/machines/stat_entry(msg)
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msg = "M:[length(processing)]|PN:[length(powernets)]"
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return ..()
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/datum/controller/subsystem/machines/get_metrics()
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. = ..()
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.["machines"] = length(processing)
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.["powernets"] = length(powernets)
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/datum/controller/subsystem/machines/fire(resumed = FALSE)
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if (!resumed)
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for(var/datum/powernet/powernet as anything in powernets)
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powernet.reset() //reset the power state.
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src.currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(currentrun.len)
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var/obj/machinery/thing = currentrun[currentrun.len]
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currentrun.len--
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if(QDELETED(thing) || thing.process(wait * 0.1) == PROCESS_KILL)
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processing -= thing
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thing.datum_flags &= ~DF_ISPROCESSING
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if (MC_TICK_CHECK)
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return
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/datum/controller/subsystem/machines/proc/setup_template_powernets(list/cables)
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for(var/A in cables)
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var/obj/structure/cable/PC = A
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if(!PC.powernet)
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var/datum/powernet/NewPN = new(PC.loc.z)
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NewPN.add_cable(PC)
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propagate_network(PC,PC.powernet)
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/datum/controller/subsystem/machines/Recover()
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if(islist(SSmachines.processing))
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processing = SSmachines.processing
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if(islist(SSmachines.powernets))
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powernets = SSmachines.powernets
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if(islist(SSmachines.all_machines))
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all_machines = SSmachines.all_machines
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if(islist(SSmachines.machines_by_type))
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machines_by_type = SSmachines.machines_by_type
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