mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
Added NanoUI from bay, hit string limit, ran string combiner again.
God have mercy on our souls.
This commit is contained in:
@@ -24,6 +24,7 @@ datum/controller/game_controller
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var/objects_cost = 0
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var/networks_cost = 0
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var/powernets_cost = 0
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var/nano_cost = 0
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var/events_cost = 0
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var/ticker_cost = 0
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var/total_cost = 0
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@@ -73,7 +74,7 @@ datum/controller/game_controller/proc/setup()
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for(var/i=0, i<max_secret_rooms, i++)
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make_mining_asteroid_secret()
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if(config.socket_talk) spawn keepalive()
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//if(config.socket_talk) spawn keepalive()
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spawn(0)
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if(ticker)
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@@ -107,20 +108,6 @@ datum/controller/game_controller/proc/setup_objects()
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sleep(-1)
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datum/controller/game_controller/proc/set_ticker_state(var/state)
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if(socket_talk)
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socket_talk.set_ticker_state("AIR")
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else
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if(config.socket_talk)
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socket_talk = new /datum/socket_talk()
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datum/controller/game_controller/proc/keepalive()
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spawn while(1)
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sleep(10)
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// Notify the other process that we're still there
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socket_talk.send_keepalive()
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datum/controller/game_controller/proc/process()
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processing = 1
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spawn(0)
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@@ -143,11 +130,10 @@ datum/controller/game_controller/proc/process()
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//AIR
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if(!air_processing_killed)
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set_ticker_state("AIR")
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timer = world.timeofday
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last_thing_processed = air_master.type
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air_master.tick()
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air_cost = (world.timeofday - timer) / 10 // this might make atmos slower
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//air_master.tick()
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//air_cost = (world.timeofday - timer) / 10 // this might make atmos slower
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// 1. atmos won't process if the game is generally lagged out(no deadlocks)
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// 2. if the server frequently crashes during atmos processing we will knowif(!kill_air)
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//src.set_debug_state("Air Master")
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@@ -167,7 +153,6 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//SUN
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set_ticker_state("SUN")
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timer = world.timeofday
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last_thing_processed = sun.type
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sun.calc_position()
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@@ -176,7 +161,6 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//MOBS
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set_ticker_state("MOBS")
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timer = world.timeofday
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process_mobs()
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mobs_cost = (world.timeofday - timer) / 10
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@@ -184,7 +168,6 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//DISEASES
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set_ticker_state("DISEASES")
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timer = world.timeofday
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process_diseases()
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diseases_cost = (world.timeofday - timer) / 10
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@@ -192,7 +175,6 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//MACHINES
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set_ticker_state("MACHINES")
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timer = world.timeofday
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process_machines()
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machines_cost = (world.timeofday - timer) / 10
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@@ -200,7 +182,6 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//OBJECTS
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set_ticker_state("OBJECTS")
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timer = world.timeofday
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process_objects()
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objects_cost = (world.timeofday - timer) / 10
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@@ -209,7 +190,6 @@ datum/controller/game_controller/proc/process()
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//PIPENETS
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if(!pipe_processing_killed)
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set_ticker_state("PIPENETS")
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timer = world.timeofday
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process_pipenets()
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networks_cost = (world.timeofday - timer) / 10
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@@ -217,28 +197,32 @@ datum/controller/game_controller/proc/process()
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sleep(breather_ticks)
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//POWERNETS
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set_ticker_state("POWERNETS")
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timer = world.timeofday
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process_powernets()
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powernets_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//NANO UIS
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timer = world.timeofday
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process_nano()
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nano_cost = (world.timeofday - timer) / 10
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sleep(breather_ticks)
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//EVENTS
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set_ticker_state("EVENTS")
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timer = world.timeofday
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process_events()
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events_cost = (world.timeofday - timer) / 10
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//TICKER
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set_ticker_state("TIMING")
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timer = world.timeofday
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last_thing_processed = ticker.type
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ticker.process()
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ticker_cost = (world.timeofday - timer) / 10
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//TIMING
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + events_cost + ticker_cost
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total_cost = air_cost + sun_cost + mobs_cost + diseases_cost + machines_cost + objects_cost + networks_cost + powernets_cost + nano_cost + events_cost + ticker_cost
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var/end_time = world.timeofday
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if(end_time < start_time)
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@@ -316,6 +300,16 @@ datum/controller/game_controller/proc/process_powernets()
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continue
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powernets.Cut(i,i+1)
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datum/controller/game_controller/proc/process_nano()
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var/i = 1
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while(i<=nanomanager.processing_uis.len)
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var/datum/nanoui/ui = nanomanager.processing_uis[i]
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if(ui && ui.src_object && ui.user)
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ui.process()
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i++
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continue
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nanomanager.processing_uis.Cut(i,i+1)
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datum/controller/game_controller/proc/process_events()
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last_thing_processed = /datum/event
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var/i = 1
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