Tg patch branch to master (#192)

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Tg modern (#149)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* Mentor system, Tickets, and discord (#151)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* Vore code sync (#157)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* edgy code of the modernization (#164)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* Merge test onto bleeding edgy (#165)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* bleeblin edgy 1/23 (#166)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Escape and Devourable

For the normies who play here yet complain about it.

* Things that should be committed

* unneeded files

* Sizeray works now

* tweaks and bed time going

* IT WORKS mostly

Need to get multiple guts and saving working tho

* save tweaks

* item hotfix

* gut examine message

* damifino

* save system works

also ensured some mobs have vore controls, so silicons can't even
remotely do vore things.

* code nitpicking

* Midnight oil

More like 6am oil.  Still having issues with actually eating anyone.

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* missed commit

* Noms

* specific release doesn't work

* Tg modernization patch (#115)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes

* port from cactus did

* fix format error

* Update preferences.dm

unfuck

* Revert "port from cactus did"

* unfuck

* more sprite work

* vore

* disabled roundstart xenos for now

* admin QOL

needs callback porting, TBD

* Mentor system initial port

I'm sure I've missed a fuckton of shit

* test merge

* Jesus tits did this finally fix compile issues?

* Initial test compiles. hooray.

* Admin ticket fixes

* I'll give you a bad argument you piece of shit dream maker I fucking swear on my mum

* who list wip

also ahelps are broken again. fuck if I know why

* discord bot basics

* maybe tickets work now & bot framework done

* ahelp callback readd

* vore tweaks

* progress

* Small fixes for dogborgs and sprite accessories:
-Ported the hidden snippets of the dogborg code.
-Reset module now resets pixel offset and icon directory again. (broke shit when reseting from dogborg)
-Medihound belly fixed.
-Husky body marking tweaked to not overlap arms in side view.
-Added husky ears that are basically wolf ears that use secondary color instead.

* dirtier fix than a korean hooker in the 60s

* The release your hooker will always fake

* you could save that hookers number but wouldn't you rather just vore the hooker instead

* Save system is literal black magic

* great googly moogly it's all gone to shit

* We May 2015 save code now

* fiddling with digestion code now

* fuck if I know anymore. I'm going to bed

* OWN UP YOUR OWN DIGESTION

* UNREGULATED GUTS ARE NON COMPLIANT

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* BELLIES MUST COMPLY WITH USER OWNERSHIP

* Removed debug messages

* Unneeded verb additions

* file change tweaks

* WATCH YOUR SPACING, DRIVER

* Changelog and devourment for some mobs.

Because I knew people were gunna ask.

NO YOU CANNOT EAT THE FUCKING LEGION

* title screen change from Crow's PR.

* More of Crow's title screen stuff

* mode tweaks.... again

* gamemode voting in lobby via TalkingCactus
disabled ashwalkers as roundstart
Verk's species tweak
paralax starts disabled by default

* LOOC

* index sync problem (#158)

* digifix

* things

* furry races.dm

* actually deletes species_types

* maps

* tgui and stuff

* Sounds

* icon updates

* Defines and helpers

* global vars and on click

* controllers

* datums

* game folder

* fixes invisible flan mobs

* some modules

* dropbomb verb enhanced

* moar

* moar

* moar

* even more again

* and finally these for modules

* Some compile tweaks

* silly dme get updated you scrub

* compiles cleanly now

* various open PR fixes from TG

as of 0800 Texas Standard Time

* also fancy cryopods before I forget again

* headslug gold core fix

* some species and DNA tweaks

* Digest already damn you

* suddenly sound and resist works. wtf

* Minor tweaks, cryopod noise change

* Vore tested working, species working

* travis map updates

* updates

* pool's closed due to lag

* datum pools are closed too

* Initializing new pool's closed

* Pool's closed and initializing shit is done

* sprite updates

* chattering is okay to do now.

* Update .travis.yml

* Update .travis.yml

* Update .travis.yml

* Revert "Modern modern"

* Revert "Revert "Modern modern""

* fix it fix it fix it fix it

* fixes title screen - thanks crow

* Riding code reverted

* possible tgui fix?

* who the fuck even knows if this is the problem

* adds moths and sharks (no colors yet, not greyscaled)
adds LOOC back

* "fixes" missing items in some machinery.

* slight tweaks to abductor spawns
borer event enabled (max 1)

* Update .travis.yml

* fixes shuttle purchase from comms

* fixes and QoL

* Polymorphing all is dangerous too

* re-fixes ahelp ticket system again

* metagaming check proving to be spamlicious

* Fixes not being able to see devoured mob poses

* fix for vehicle buckling

* ahelp timer runtime fix (#178)

* controller and game updates 1/29

* Defines, helpers, datums 1/29

* world.dm updates

* modules/admin tweaks

* everything in modules not a mob

* modules/mob fixes and such

No more PAIs ventcrawling

* icons, maps, tools, etc.

* compiler fixes

* round type vote fixed

* hardsuit cargo pack

* reduce ion and electric storm chance

* perms access for travis

* fix helmet to the suit
removes CE from crate

* changelog

* fuck

* perms for travis... again

* Update tgstation.dme

* Update tgstation.dme

* Donation race

* redpanda

* red panda

* size play work

* Size chemical basics

Needs testing/refining

* some fixing ports before I just fucking ported it anyway

* It's been a fucking week.

* commiting moar changes because github

* admins.txt lol

* icons

* defines and such

* globalvars and onclick

* Controllers

* datums

* game folder

* oh look, HoG is back

* modules pt 1

* client things

* more modules

* everything not mob code

* some mob stuff

* more mob things

* silicon mobs

* ayylims and monkeys

* human updates

* huh

* housekeeping is fired.

* last minute fixes

* more last minute things

* human parts double check'd

* more paper

* Icons are fixed

* double check of thermal protection code. (#191)
This commit is contained in:
TalkingCactus
2017-02-03 06:56:14 -05:00
committed by Poojawa
parent 7735dec0ec
commit f7c09077d2
2489 changed files with 830965 additions and 416701 deletions
+132 -15
View File
@@ -1,4 +1,4 @@
f//Configuraton defines //TODO: Move all yes/no switches into bitflags
//Configuraton defines //TODO: Move all yes/no switches into bitflags
//Used by jobs_have_maint_access
#define ASSISTANTS_HAVE_MAINT_ACCESS 1
@@ -10,6 +10,12 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/autoadmin = 0
var/autoadmin_rank = "Game Admin"
/datum/protected_configuration/vv_get_var(var_name)
return debug_variable(var_name, "SECRET", 0, src)
/datum/protected_configuration/vv_edit_var(var_name, var_value)
return FALSE
/datum/configuration
var/name = "Configuration" // datum name
@@ -18,6 +24,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/server_suffix = 0 // generate numeric suffix based on server port
var/lobby_countdown = 120 // In between round countdown.
var/round_end_countdown = 25 // Post round murder death kill countdown
var/hub = 0
var/log_ooc = 0 // log OOC channel
var/log_access = 0 // log login/logout
@@ -33,6 +40,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/log_adminchat = 0 // log admin chat messages
var/log_pda = 0 // log pda messages
var/log_hrefs = 0 // log all links clicked in-game. Could be used for debugging and tracking down exploits
var/log_twitter = 0 // log certain expliotable parrots and other such fun things in a JSON file of twitter valid phrases.
var/log_world_topic = 0 // log all world.Topic() calls
var/sql_enabled = 0 // for sql switching
var/allow_admin_ooccolor = 0 // Allows admins with relevant permissions to have their own ooc colour
@@ -47,6 +55,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
var/fps = 20
var/allow_holidays = 0 //toggles whether holiday-specific content should be used
var/tick_limit_mc_init = TICK_LIMIT_MC_INIT_DEFAULT //SSinitialization throttling
var/hostedby = null
var/respawn = 1
@@ -69,6 +78,13 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/forbid_singulo_possession = 0
var/useircbot = 0
var/announce_watchlist = 0
var/announce_adminhelps = 0
var/check_randomizer = 0
var/allow_panic_bunker_bounce = 0 //Send new players somewhere else
var/panic_server_name = "somewhere else"
var/panic_address = "byond://" //Reconnect a player this linked server if this server isn't accepting new players
//IP Intel vars
var/ipintel_email
@@ -77,9 +93,13 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/ipintel_save_bad = 1
var/ipintel_domain = "check.getipintel.net"
var/mentors_mobname_only = 0 // Only display mob name to mentors in mentorhelps
var/mentor_legacy_system = 0 // Whether to use the legacy mentor system (flat file) instead of SQL
var/admin_legacy_system = 0 //Defines whether the server uses the legacy admin system with admins.txt or the SQL system. Config option in config.txt
var/ban_legacy_system = 0 //Defines whether the server uses the legacy banning system with the files in /data or the SQL system. Config option in config.txt
var/use_age_restriction_for_jobs = 0 //Do jobs use account age restrictions? --requires database
var/use_account_age_for_jobs = 0 //Uses the time they made the account for the job restriction stuff. New player joining alerts should be unaffected.
var/see_own_notes = 0 //Can players see their own admin notes (read-only)? Config option in config.txt
//Population cap vars
@@ -96,6 +116,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/list/modes = list() // allowed modes
var/list/votable_modes = list() // votable modes
var/list/probabilities = list() // relative probability of each mode
var/list/min_pop = list() // overrides for acceptible player counts in a mode
var/list/max_pop = list()
var/humans_need_surnames = 0
var/allow_ai = 0 // allow ai job
@@ -137,9 +159,6 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/alert_desc_red_downto = "The station's destruction has been averted. There is still however an immediate serious threat to the station. Security may have weapons unholstered at all times, random searches are allowed and advised."
var/alert_desc_delta = "Destruction of the station is imminent. All crew are instructed to obey all instructions given by heads of staff. Any violations of these orders can be punished by death. This is not a drill."
var/health_threshold_crit = 0
var/health_threshold_dead = -100
var/revival_pod_plants = 1
var/revival_cloning = 1
var/revival_brain_life = -1
@@ -167,6 +186,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/silent_ai = 0
var/silent_borg = 0
var/damage_multiplier = 1 //Modifier for damage to all mobs. Impacts healing as well.
var/allowwebclient = 0
var/webclientmembersonly = 0
@@ -174,6 +195,9 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/default_laws = 0 //Controls what laws the AI spawns with.
var/silicon_max_law_amount = 12
var/list/lawids = list()
var/list/law_weights = list()
var/assistant_cap = -1
@@ -182,6 +206,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/grey_assistants = 0
var/lavaland_budget = 60
var/space_budget = 16
var/aggressive_changelog = 0
@@ -213,10 +238,20 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/client_error_message = "Your version of byond is too old, may have issues, and is blocked from accessing this server."
var/cross_name = "Other server"
var/showircname = 0
var/list/gamemode_cache = null
// Discord crap.
var/discord_url = "hfdksjhfa.com"
var/discord_password
var/minutetopiclimit
var/secondtopiclimit
/datum/configuration/New()
var/list/L = subtypesof(/datum/game_mode)
for(var/T in L)
gamemode_cache = typecacheof(/datum/game_mode,TRUE)
for(var/T in gamemode_cache)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
var/datum/game_mode/M = new T()
@@ -260,12 +295,16 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
if(type == "config")
switch(name)
if("hub")
config.hub = 1
if("admin_legacy_system")
config.admin_legacy_system = 1
if("ban_legacy_system")
config.ban_legacy_system = 1
if("use_age_restriction_for_jobs")
config.use_age_restriction_for_jobs = 1
if("use_account_age_for_jobs")
config.use_account_age_for_jobs = 1
if("lobby_countdown")
config.lobby_countdown = text2num(value)
if("round_end_countdown")
@@ -298,6 +337,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.log_pda = 1
if("log_hrefs")
config.log_hrefs = 1
if("log_twitter")
config.log_twitter = 1
if("log_world_topic")
config.log_world_topic = 1
if("allow_admin_ooccolor")
@@ -341,7 +382,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
if("guest_ban")
guests_allowed = 0
if("usewhitelist")
config.usewhitelist = 1
config.usewhitelist = TRUE
if("allow_metadata")
config.allow_Metadata = 1
if("kick_inactive")
@@ -362,6 +403,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
var/ticklag = text2num(value)
if(ticklag > 0)
fps = 10 / ticklag
if("tick_limit_mc_init")
tick_limit_mc_init = text2num(value)
if("fps")
fps = text2num(value)
if("automute_on")
@@ -376,6 +419,18 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
global.cross_allowed = 1
if("cross_comms_name")
cross_name = value
if("panic_server_name")
panic_server_name = value
if("panic_server_address")
panic_address = value
if(value != "byond:\\address:port")
allow_panic_bunker_bounce = 1
if("medal_hub_address")
global.medal_hub = value
if("medal_hub_password")
global.medal_pass = value
if("show_irc_name")
config.showircname = 1
if("see_own_notes")
config.see_own_notes = 1
if("soft_popcap")
@@ -396,6 +451,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.notify_new_player_age = text2num(value)
if("irc_first_connection_alert")
config.irc_first_connection_alert = 1
if("check_randomizer")
config.check_randomizer = 1
if("ipintel_email")
if (value != "ch@nge.me")
config.ipintel_email = value
@@ -442,16 +499,23 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.client_error_version = text2num(value)
if("client_error_message")
config.client_error_message = value
if("announce_adminhelps")
config.announce_adminhelps = 1
if("discord_url")
config.discord_url = value
if("discord_password")
config.discord_password = value
if("minute_topic_limit")
config.minutetopiclimit = text2num(value)
if("second_topic_limit")
config.secondtopiclimit = text2num(value)
else
diary << "Unknown setting in configuration: '[name]'"
else if(type == "game_options")
switch(name)
if("health_threshold_crit")
config.health_threshold_crit = text2num(value)
if("health_threshold_dead")
config.health_threshold_dead = text2num(value)
if("damage_multiplier")
config.damage_multiplier = text2num(value)
if("revival_pod_plants")
config.revival_pod_plants = text2num(value)
if("revival_cloning")
@@ -520,6 +584,34 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.midround_antag_time_check = text2num(value)
if("midround_antag_life_check")
config.midround_antag_life_check = text2num(value)
if("min_pop")
var/pop_pos = findtext(value, " ")
var/mode_name = null
var/mode_value = null
if(pop_pos)
mode_name = lowertext(copytext(value, 1, pop_pos))
mode_value = copytext(value, pop_pos + 1)
if(mode_name in config.modes)
config.min_pop[mode_name] = text2num(mode_value)
else
diary << "Unknown minimum population configuration definition: [mode_name]."
else
diary << "Incorrect minimum population configuration definition: [mode_name] [mode_value]."
if("max_pop")
var/pop_pos = findtext(value, " ")
var/mode_name = null
var/mode_value = null
if(pop_pos)
mode_name = lowertext(copytext(value, 1, pop_pos))
mode_value = copytext(value, pop_pos + 1)
if(mode_name in config.modes)
config.max_pop[mode_name] = text2num(mode_value)
else
diary << "Unknown maximum population configuration definition: [mode_name]."
else
diary << "Incorrect maximum population configuration definition: [mode_name] [mode_value]."
if("shuttle_refuel_delay")
config.shuttle_refuel_delay = text2num(value)
if("show_game_type_odds")
@@ -589,6 +681,19 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.sandbox_autoclose = 1
if("default_laws")
config.default_laws = text2num(value)
if("random_laws")
var/law_id = lowertext(value)
lawids += law_id
if("law_weight")
// Value is in the form "LAWID,NUMBER"
var/list/L = splittext(value, ",")
if(L.len != 2)
diary << "Invalid LAW_WEIGHT: " + t
continue
var/lawid = L[1]
var/weight = text2num(L[2])
law_weights[lawid] = weight
if("silicon_max_law_amount")
config.silicon_max_law_amount = text2num(value)
if("join_with_mutant_race")
@@ -609,6 +714,8 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
config.grey_assistants = 1
if("lavaland_budget")
config.lavaland_budget = text2num(value)
if("space_budget")
config.space_budget = text2num(value)
if("no_summon_guns")
config.no_summon_guns = 1
if("no_summon_magic")
@@ -735,7 +842,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
/datum/configuration/proc/pick_mode(mode_name)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
for(var/T in subtypesof(/datum/game_mode))
for(var/T in gamemode_cache)
var/datum/game_mode/M = new T()
if(M.config_tag && M.config_tag == mode_name)
return M
@@ -744,7 +851,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
/datum/configuration/proc/get_runnable_modes()
var/list/datum/game_mode/runnable_modes = new
for(var/T in subtypesof(/datum/game_mode))
for(var/T in gamemode_cache)
var/datum/game_mode/M = new T()
//world << "DEBUG: [T], tag=[M.config_tag], prob=[probabilities[M.config_tag]]"
if(!(M.config_tag in modes))
@@ -753,6 +860,10 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.can_start())
runnable_modes[M] = probabilities[M.config_tag]
//world << "DEBUG: runnable_mode\[[runnable_modes.len]\] = [M.config_tag]"
@@ -760,7 +871,7 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
/datum/configuration/proc/get_runnable_midround_modes(crew)
var/list/datum/game_mode/runnable_modes = new
for(var/T in (subtypesof(/datum/game_mode) - ticker.mode.type))
for(var/T in (gamemode_cache - ticker.mode.type))
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
qdel(M)
@@ -768,7 +879,13 @@ f//Configuraton defines //TODO: Move all yes/no switches into bitflags
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.required_players <= crew)
if(M.maximum_players >= 0 && M.maximum_players < crew)
continue
runnable_modes[M] = probabilities[M.config_tag]
return runnable_modes
+6 -3
View File
@@ -27,9 +27,12 @@ var/datum/controller/failsafe/Failsafe
if(istype(Failsafe))
qdel(Failsafe)
Failsafe = src
spawn()
Failsafe.Loop()
qdel(Failsafe) //when Loop() returns, we delete ourselves and let the mc recreate us
LaunchLoop()
/datum/controller/failsafe/proc/LaunchLoop()
set waitfor = 0
Failsafe.Loop()
qdel(Failsafe) //when Loop() returns, we delete ourselves and let the mc recreate us
/datum/controller/failsafe/Destroy()
..()
+45 -39
View File
@@ -35,6 +35,8 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
var/init_time
var/tickdrift = 0
var/sleep_delta
var/make_runtime = 0
// Has round started? (So we know what subsystems to run)
@@ -50,7 +52,6 @@ var/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.
check_for_cleanbot_bug()
subsystems = list()
if (Master != src)
if (istype(Master))
@@ -65,6 +66,11 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
// Tell qdel() to Del() this object.
return QDEL_HINT_HARDDEL_NOW
/datum/controller/master/proc/Shutdown()
processing = FALSE
for(var/datum/subsystem/ss in subsystems)
ss.Shutdown()
// Returns 1 if we created a new mc, 0 if we couldn't due to a recent restart,
// -1 if we encountered a runtime trying to recreate it
/proc/Recreate_MC()
@@ -101,26 +107,30 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
world.log << msg
if (istype(Master.subsystems))
subsystems = Master.subsystems
spawn (10)
StartProcessing()
StartProcessing(10)
else
world << "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>"
spawn (20)
init_subtypes(/datum/subsystem, subsystems)
Setup()
Setup(20, TRUE)
// Please don't stuff random bullshit here,
// Make a subsystem, give it the SS_NO_FIRE flag, and do your work in it's Initialize()
/datum/controller/master/proc/Setup()
check_for_cleanbot_bug()
/datum/controller/master/proc/Setup(delay, init_sss)
set waitfor = 0
if(delay)
sleep(delay)
if(init_sss)
init_subtypes(/datum/subsystem, subsystems)
world << "<span class='boldannounce'>Initializing subsystems...</span>"
// Sort subsystems by init_order, so they initialize in the correct order.
sortTim(subsystems, /proc/cmp_subsystem_init)
// Initialize subsystems.
CURRENT_TICKLIMIT = TICK_LIMIT_MC_INIT
CURRENT_TICKLIMIT = config.tick_limit_mc_init
for (var/datum/subsystem/SS in subsystems)
if (SS.flags & SS_NO_INIT)
continue
@@ -133,15 +143,12 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
// Sort subsystems by display setting for easy access.
sortTim(subsystems, /proc/cmp_subsystem_display)
check_for_cleanbot_bug()
// Set world options.
world.sleep_offline = 1
world.fps = config.fps
check_for_cleanbot_bug()
sleep(1)
check_for_cleanbot_bug()
// Loop.
Master.StartProcessing()
Master.StartProcessing(0)
// Notify the MC that the round has started.
/datum/controller/master/proc/RoundStart()
@@ -155,8 +162,10 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
SS.next_fire = timer
// Starts the mc, and sticks around to restart it if the loop ever ends.
/datum/controller/master/proc/StartProcessing()
/datum/controller/master/proc/StartProcessing(delay)
set waitfor = 0
if(delay)
sleep(delay)
var/rtn = Loop()
if (rtn > 0 || processing < 0)
return //this was suppose to happen.
@@ -165,8 +174,8 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
message_admins("MC crashed or runtimed, restarting")
var/rtn2 = Recreate_MC()
if (rtn2 <= 0)
log_game("Failed to recreate MC (Error code: [rtn2]), its up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), its up to the failsafe now")
log_game("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
message_admins("Failed to recreate MC (Error code: [rtn2]), it's up to the failsafe now")
Failsafe.defcon = 2
// Main loop.
@@ -189,6 +198,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
SS.queued_time = 0
SS.queue_next = null
SS.queue_prev = null
SS.state = SS_IDLE
if (SS.flags & SS_TICKER)
tickersubsystems += SS
timer += world.tick_lag * rand(1, 5)
@@ -225,6 +235,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
while (1)
tickdrift = max(0, MC_AVERAGE_FAST(tickdrift, (((world.timeofday - init_timeofday) - (world.time - init_time)) / world.tick_lag)))
if (processing <= 0)
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -232,6 +243,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
// because sleeps are processed in the order received, so longer sleeps are more likely to run first
if (world.tick_usage > TICK_LIMIT_MC)
sleep_delta += 2
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING - (TICK_LIMIT_RUNNING * 0.5)
sleep(world.tick_lag * (processing + sleep_delta))
continue
@@ -260,6 +272,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
if (!error_level)
iteration++
error_level++
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
@@ -271,6 +284,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
if (!error_level)
iteration++
error_level++
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
sleep(10)
continue
error_level--
@@ -280,6 +294,8 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
iteration++
last_run = world.time
src.sleep_delta = MC_AVERAGE_FAST(src.sleep_delta, sleep_delta)
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING - (TICK_LIMIT_RUNNING * 0.25) //reserve the tail 1/4 of the next tick for the mc.
sleep(world.tick_lag * (processing + sleep_delta))
@@ -288,6 +304,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
// This is what decides if something should run.
/datum/controller/master/proc/CheckQueue(list/subsystemstocheck)
. = 0 //so the mc knows if we runtimed
//we create our variables outside of the loops to save on overhead
var/datum/subsystem/SS
var/SS_flags
@@ -296,7 +313,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
if (!thing)
subsystemstocheck -= thing
SS = thing
if (SS.queued_time) //already in the queue
if (SS.state != SS_IDLE)
continue
if (SS.can_fire <= 0)
continue
@@ -307,10 +324,6 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
subsystemstocheck -= SS
if (!(SS_flags & SS_TICKER) && (SS_flags & SS_KEEP_TIMING) && SS.last_fire + (SS.wait * 0.75) > world.time)
continue
//Queue it to run.
// (we loop thru a linked list until we get to the end or find the right point)
// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
SS.enqueue()
. = 1
@@ -341,9 +354,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
while (queue_node)
if (ran && world.tick_usage > TICK_LIMIT_RUNNING)
break
if (!istype(queue_node))
world.log << "[__FILE__]:[__LINE__] queue_node bad, now equals: [queue_node](\ref[queue_node])"
return
queue_node_flags = queue_node.flags
queue_node_priority = queue_node.queued_priority
@@ -358,9 +369,6 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
queue_priority_count -= queue_node_priority
queue_priority_count += queue_node.queued_priority
current_tick_budget -= queue_node_priority
if (!istype(queue_node))
world.log << "[__FILE__]:[__LINE__] queue_node bad, now equals: [queue_node](\ref[queue_node])"
return
queue_node = queue_node.queue_next
continue
@@ -381,24 +389,25 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
ran_non_ticker = TRUE
ran = TRUE
tick_usage = world.tick_usage
queue_node_paused = queue_node.paused
queue_node.paused = FALSE
queue_node_paused = (queue_node.state == SS_PAUSED || queue_node.state == SS_PAUSING)
last_type_processed = queue_node
queue_node.fire(queue_node_paused)
queue_node.state = SS_RUNNING
var/state = queue_node.ignite(queue_node_paused)
if (state == SS_RUNNING)
state = SS_IDLE
current_tick_budget -= queue_node_priority
tick_usage = world.tick_usage - tick_usage
if (tick_usage < 0)
tick_usage = 0
if (queue_node.paused)
queue_node.state = state
if (state == SS_PAUSED)
queue_node.paused_ticks++
queue_node.paused_tick_usage += tick_usage
if (!istype(queue_node))
world.log << "[__FILE__]:[__LINE__] queue_node bad, now equals: [queue_node](\ref[queue_node])"
return
queue_node = queue_node.queue_next
continue
@@ -432,12 +441,9 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
//remove from queue
queue_node.dequeue()
if (!istype(queue_node))
world.log << "[__FILE__]:[__LINE__] queue_node bad, now equals: [queue_node](\ref[queue_node])"
return
queue_node = queue_node.queue_next
CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
. = 1
//resets the queue, and all subsystems, while filtering out the subsystem lists
@@ -468,7 +474,7 @@ var/CURRENT_TICKLIMIT = TICK_LIMIT_RUNNING
SS.queue_prev = null
SS.queued_priority = 0
SS.queued_time = 0
SS.paused = 0
SS.state = SS_IDLE
if (queue_head && !istype(queue_head))
world.log << "MC: SoftReset: Found bad data in subsystem queue, queue_head = '[queue_head]'"
queue_head = null
+64 -15
View File
@@ -19,13 +19,13 @@
var/next_fire = 0 //scheduled world.time for next fire()
var/cost = 0 //average time to execute
var/tick_usage = 0 //average tick usage
var/paused = 0 //was this subsystem paused mid fire.
var/state = SS_IDLE //tracks the current state of the ss, running, paused, etc.
var/paused_ticks = 0 //ticks this ss is taking to run right now.
var/paused_tick_usage //total tick_usage of all of our runs while pausing this run
var/ticks = 1 //how many ticks does this ss take to run on avg.
var/times_fired = 0 //number of times we have called fire()
var/queued_time = 0 //time we entered the queue, (for timing and priority reasons)
var/queued_priority //we keep a running total to make the math easier, if it changes mid-fire that would break our running total, so we store it here
var/queued_priority //we keep a running total to make the math easier, if priority changes mid-fire that would break our running total, so we store it here
//linked list stuff for the queue
var/datum/subsystem/queue_next
var/datum/subsystem/queue_prev
@@ -37,13 +37,28 @@
// Used to initialize the subsystem BEFORE the map has loaded
/datum/subsystem/New()
//cleanup actions
/datum/subsystem/proc/Shutdown()
return
//This is used so the mc knows when the subsystem sleeps. do not override.
/datum/subsystem/proc/ignite(resumed = 0)
set waitfor = 0
. = SS_SLEEPING
fire(resumed)
. = state
if (state == SS_SLEEPING)
state = SS_IDLE
if (state == SS_PAUSING)
var/QT = queued_time
enqueue()
state = SS_PAUSED
queued_time = QT
//previously, this would have been named 'process()' but that name is used everywhere for different things!
//fire() seems more suitable. This is the procedure that gets called every 'wait' deciseconds.
//fire(), and the procs it calls, SHOULD NOT HAVE ANY SLEEP OPERATIONS in them!
//YE BE WARNED!
//Sleeping in here prevents future fires until returned.
/datum/subsystem/proc/fire(resumed = 0)
set waitfor = 0 //this should not be depended upon, this is just to solve issues with sleeps messing up tick tracking
can_fire = 0
flags |= SS_NO_FIRE
throw EXCEPTION("Subsystem [src]([type]) does not fire() but did not set the SS_NO_FIRE flag. Please add the SS_NO_FIRE flag to any subsystem that doesn't fire so it doesn't get added to the processing list and waste cpu.")
@@ -53,6 +68,10 @@
flags |= SS_NO_FIRE
Master.subsystems -= src
//Queue it to run.
// (we loop thru a linked list until we get to the end or find the right point)
// (this lets us sort our run order correctly without having to re-sort the entire already sorted list)
/datum/subsystem/proc/enqueue()
var/SS_priority = priority
var/SS_flags = flags
@@ -86,6 +105,7 @@
queued_time = world.time
queued_priority = SS_priority
state = SS_QUEUED
if (SS_flags & SS_BACKGROUND) //update our running total
Master.queue_priority_count_bg += SS_priority
else
@@ -120,12 +140,17 @@
if (src == Master.queue_head)
Master.queue_head = queue_next
queued_time = 0
if (state == SS_QUEUED)
state = SS_IDLE
/datum/subsystem/proc/pause()
. = 1
paused = TRUE
paused_ticks++
if (state == SS_RUNNING)
state = SS_PAUSED
else if (state == SS_SLEEPING)
state = SS_PAUSING
//used to initialize the subsystem AFTER the map has loaded
/datum/subsystem/proc/Initialize(start_timeofday)
@@ -139,12 +164,31 @@
if(!statclick)
statclick = new/obj/effect/statclick/debug("Initializing...", src)
if(can_fire)
msg = "[round(cost*ticks,1)]ms|[round(tick_usage,1)]%|[round(ticks,0.1)]\t[msg]"
msg = "[round(cost,1)]ms|[round(tick_usage,1)]%|[round(ticks,0.1)]\t[msg]"
else
msg = "OFFLINE\t[msg]"
stat(name, statclick.update(msg))
var/title = name
if (can_fire)
title = "\[[state_letter()]][title]"
stat(title, statclick.update(msg))
/datum/subsystem/proc/state_letter()
switch (state)
if (SS_RUNNING)
. = "R"
if (SS_QUEUED)
. = "Q"
if (SS_PAUSED, SS_PAUSING)
. = "P"
if (SS_SLEEPING)
. = "S"
if (SS_IDLE)
. = " "
//could be used to postpone a costly subsystem for (default one) var/cycles, cycles
//for instance, during cpu intensive operations like explosions
@@ -156,8 +200,13 @@
//should attempt to salvage what it can from the old instance of subsystem
/datum/subsystem/proc/Recover()
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
/datum/subsystem/on_varedit(edited_var)
if (edited_var == "can_fire" && can_fire)
next_fire = world.time + wait
..()
/datum/subsystem/vv_edit_var(var_name, var_value)
switch (var_name)
if ("can_fire")
//this is so the subsystem doesn't rapid fire to make up missed ticks causing more lag
if (var_value)
next_fire = world.time + wait
if ("queued_priority") //editing this breaks things.
return 0
. = ..()
+42
View File
@@ -0,0 +1,42 @@
var/datum/subsystem/acid/SSacid
/datum/subsystem/acid
name = "Acid"
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
var/list/currentrun = list()
var/list/processing = list()
/datum/subsystem/acid/New()
NEW_SS_GLOBAL(SSacid)
/datum/subsystem/acid/stat_entry()
..("P:[processing.len]")
/datum/subsystem/acid/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while (currentrun.len)
var/obj/O = currentrun[currentrun.len]
currentrun.len--
if (!O || qdeleted(O))
processing -= O
if (MC_TICK_CHECK)
return
continue
if(O.acid_level && O.acid_processing())
else
O.overlays -= acid_overlay
O.priority_overlays -= acid_overlay
processing -= O
if (MC_TICK_CHECK)
return
+15 -7
View File
@@ -30,6 +30,7 @@ var/datum/subsystem/air/SSair
var/list/obj/machinery/atmos_machinery = list()
//Special functions lists
var/list/turf/active_super_conductivity = list()
var/list/turf/open/high_pressure_delta = list()
@@ -72,7 +73,7 @@ var/datum/subsystem/air/SSair
if(currentpart == SSAIR_PIPENETS || !resumed)
process_pipenets(resumed)
cost_pipenets = MC_AVERAGE(cost_pipenets, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_ATMOSMACHINERY
@@ -81,7 +82,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_atmos_machinery(resumed)
cost_atmos_machinery = MC_AVERAGE(cost_atmos_machinery, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_ACTIVETURFS
@@ -90,7 +91,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_active_turfs(resumed)
cost_turfs = MC_AVERAGE(cost_turfs, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_EXCITEDGROUPS
@@ -99,7 +100,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_excited_groups(resumed)
cost_groups = MC_AVERAGE(cost_groups, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_HIGHPRESSURE
@@ -108,7 +109,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_high_pressure_delta(resumed)
cost_highpressure = MC_AVERAGE(cost_highpressure, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_HOTSPOTS
@@ -117,7 +118,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_hotspots(resumed)
cost_hotspots = MC_AVERAGE(cost_hotspots, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_SUPERCONDUCTIVITY
@@ -126,7 +127,7 @@ var/datum/subsystem/air/SSair
timer = world.tick_usage
process_super_conductivity(resumed)
cost_superconductivity = MC_AVERAGE(cost_superconductivity, TICK_DELTA_TO_MS(world.tick_usage - timer))
if(paused)
if(state != SS_RUNNING)
return
resumed = 0
currentpart = SSAIR_PIPENETS
@@ -236,6 +237,8 @@ var/datum/subsystem/air/SSair
/datum/subsystem/air/proc/remove_from_active(turf/open/T)
active_turfs -= T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun -= T
if(istype(T))
T.excited = 0
if(T.excited_group)
@@ -246,6 +249,8 @@ var/datum/subsystem/air/SSair
if(istype(T) && T.air)
T.excited = 1
active_turfs |= T
if(currentpart == SSAIR_ACTIVETURFS)
currentrun |= T
if(blockchanges && T.excited_group)
T.excited_group.garbage_collect()
else
@@ -264,6 +269,7 @@ var/datum/subsystem/air/SSair
if (T.blocks_air)
continue
T.Initalize_Atmos(times_fired)
CHECK_TICK
if(active_turfs.len)
var/starting_ats = active_turfs.len
@@ -279,6 +285,7 @@ var/datum/subsystem/air/SSair
var/list/new_turfs_to_check = list()
for(var/turf/open/T in turfs_to_check)
new_turfs_to_check += T.resolve_active_graph()
CHECK_TICK
active_turfs += new_turfs_to_check
turfs_to_check = new_turfs_to_check
@@ -289,6 +296,7 @@ var/datum/subsystem/air/SSair
var/datum/excited_group/EG = thing
EG.self_breakdown(space_is_all_consuming = 1)
EG.dismantle()
CHECK_TICK
var/msg = "HEY! LISTEN! [(world.timeofday - timer)/10] Seconds were wasted processing [starting_ats] turf(s) (connected to [ending_ats] other turfs) with atmos differences at round start."
world << "<span class='boldannounce'>[msg]</span>"
+2 -4
View File
@@ -15,7 +15,5 @@ var/datum/subsystem/assets/SSasset
A.register()
for(var/client/C in clients)
// Doing this to a client too soon after they've connected can cause issues, also the proc we call sleeps.
spawn(10)
getFilesSlow(C, cache, FALSE)
..()
addtimer(CALLBACK(GLOBAL_PROC, .proc/getFilesSlow, C, cache, FALSE), 10)
..()
+84
View File
@@ -0,0 +1,84 @@
var/datum/subsystem/augury/SSaugury
/datum/subsystem/augury
name = "Augury"
flags = SS_NO_INIT
var/list/watchers = list()
var/list/doombringers = list()
var/list/observers_given_action = list()
/datum/subsystem/augury/New()
NEW_SS_GLOBAL(SSaugury)
/datum/subsystem/augury/stat_entry(msg)
..("W:[watchers.len]|D:[doombringers.len]")
/datum/subsystem/augury/proc/register_doom(atom/A, severity)
doombringers[A] = severity
/datum/subsystem/augury/fire()
var/biggest_doom = null
var/biggest_threat = null
for(var/d in doombringers)
if(!d || qdeleted(d))
doombringers -= d
continue
var/threat = doombringers[d]
if((biggest_threat == null) || (biggest_threat < threat))
biggest_doom = d
biggest_threat = threat
if(doombringers.len)
for(var/i in player_list)
if(isobserver(i) && (!(observers_given_action[i])))
var/datum/action/innate/augury/A = new
A.Grant(i)
observers_given_action[i] = TRUE
else
for(var/i in observers_given_action)
if(observers_given_action[i] && isobserver(i))
var/mob/dead/observer/O = i
for(var/datum/action/innate/augury/A in O.actions)
qdel(A)
observers_given_action -= i
for(var/w in watchers)
if(!w)
watchers -= w
continue
var/mob/dead/observer/O = w
if(biggest_doom && (!O.orbiting || O.orbiting.orbiting != biggest_doom))
O.ManualFollow(biggest_doom)
/datum/action/innate/augury
name = "Auto Follow Debris"
icon_icon = 'icons/obj/meteor.dmi'
button_icon_state = "flaming"
background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/datum/action/innate/augury/Destroy()
if(owner)
SSaugury.watchers -= owner
return ..()
/datum/action/innate/augury/Activate()
SSaugury.watchers += owner
owner << "<span class='notice'>You are now auto-following debris.</span>"
active = TRUE
UpdateButtonIcon()
/datum/action/innate/augury/Deactivate()
SSaugury.watchers -= owner
owner << "<span class='notice'>You are no longer auto-following debris.</span>"
active = FALSE
UpdateButtonIcon()
/datum/action/innate/augury/UpdateButtonIcon(status_only = FALSE)
..()
if(active)
button.icon_state = "template_active"
else
button.icon_state = "template"
@@ -0,0 +1,37 @@
#define COMMUNICATION_COOLDOWN 600
#define COMMUNICATION_COOLDOWN_AI 600
var/datum/subsystem/communications/SScommunications
/datum/subsystem/communications
name = "Communications"
flags = SS_NO_INIT | SS_NO_FIRE
var/silicon_message_cooldown
var/nonsilicon_message_cooldown
/datum/subsystem/communications/New()
NEW_SS_GLOBAL(SScommunications)
/datum/subsystem/communications/proc/can_announce(mob/living/user, is_silicon)
if(is_silicon && silicon_message_cooldown > world.time)
. = FALSE
else if(!is_silicon && nonsilicon_message_cooldown > world.time)
. = FALSE
else
. = TRUE
/datum/subsystem/communications/proc/make_announcement(mob/living/user, is_silicon, input)
if(!can_announce(user, is_silicon))
return FALSE
if(is_silicon)
minor_announce(html_decode(input),"[user.name] Announces:")
silicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN_AI
else
priority_announce(html_decode(input), null, 'sound/misc/announce.ogg', "Captain")
nonsilicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN
log_say("[key_name(user)] has made a priority announcement: [input]")
message_admins("[key_name_admin(user)] has made a priority announcement.")
#undef COMMUNICATION_COOLDOWN
#undef COMMUNICATION_COOLDOWN_AI
+3 -10
View File
@@ -59,14 +59,6 @@ var/datum/subsystem/events/SSevent
/datum/subsystem/events/proc/reschedule()
scheduled = world.time + rand(frequency_lower, max(frequency_lower,frequency_upper))
if(world.time > 108000) //3 hours
frequency_lower=1000
frequency_upper=1500
if(SSshuttle.emergency.mode < SHUTTLE_CALL)
SSshuttle.emergency.request(null, 1.5)
log_game("Round time limit reached. Shuttle has been auto-called.")
message_admins("Round time limit reached. Shuttle called.")
//selects a random event based on whether it can occur and it's 'weight'(probability)
/datum/subsystem/events/proc/spawnEvent()
if(!config.allow_random_events)
@@ -105,13 +97,14 @@ var/datum/subsystem/events/SSevent
continue
if (E.alertadmins)
message_admins("Random Event triggering: [E.name] ([E.typepath])")
deadchat_broadcast("[E.name] has just been randomly triggered!") //STOP ASSUMING IT'S BADMINS!
log_game("Random Event triggering: [E.name] ([E.typepath])")
return
/datum/round_event/proc/findEventArea() //Here's a nice proc to use to find an area for your event to land in!
var/list/safe_areas = list(
/area/turret_protected/ai,
/area/turret_protected/ai_upload,
/area/ai_monitored/turret_protected/ai,
/area/ai_monitored/turret_protected/ai_upload,
/area/engine,
/area/solar,
/area/holodeck,
-33
View File
@@ -1,33 +0,0 @@
var/datum/subsystem/fastprocess/SSfastprocess
/datum/subsystem/fastprocess
name = "Fast Process"
priority = 25
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 2
var/list/processing = list()
var/list/currentrun = list()
/datum/subsystem/fastprocess/New()
NEW_SS_GLOBAL(SSfastprocess)
/datum/subsystem/fastprocess/stat_entry()
..("FP:[processing.len]")
/datum/subsystem/fastprocess/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process(wait)
else
SSfastprocess.processing -= thing
if (MC_TICK_CHECK)
return
@@ -0,0 +1,42 @@
var/datum/subsystem/fire_burning/SSfire_burning
/datum/subsystem/fire_burning
name = "Fire Burning"
priority = 40
flags = SS_NO_INIT|SS_BACKGROUND
var/list/currentrun = list()
var/list/processing = list()
/datum/subsystem/fire_burning/New()
NEW_SS_GLOBAL(SSfire_burning)
/datum/subsystem/fire_burning/stat_entry()
..("P:[processing.len]")
/datum/subsystem/fire_burning/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/obj/O = currentrun[currentrun.len]
currentrun.len--
if (!O || qdeleted(O))
processing -= O
if (MC_TICK_CHECK)
return
continue
if(O.resistance_flags & ON_FIRE)
O.take_damage(20, BURN, "fire", 0)
else
processing -= O
if (MC_TICK_CHECK)
return
+39 -22
View File
@@ -54,7 +54,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
/datum/subsystem/garbage_collector/fire()
HandleToBeQueued()
if (!paused)
if(state == SS_RUNNING)
HandleQueue()
//If you see this proc high on the profile, what you are really seeing is the garbage collection/soft delete overhead in byond.
@@ -70,7 +70,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
Queue(ref)
tobequeued.Cut(1, 2)
/datum/subsystem/garbage_collector/proc/HandleQueue(time_to_stop)
/datum/subsystem/garbage_collector/proc/HandleQueue()
delslasttick = 0
gcedlasttick = 0
var/time_to_kill = world.time - collection_timeout // Anything qdel() but not GC'd BEFORE this time needs to be manually del()
@@ -121,7 +121,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
++totalgcs
/datum/subsystem/garbage_collector/proc/QueueForQueuing(datum/A)
if (istype(A) && isnull(A.gc_destroyed))
if (istype(A) && A.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
tobequeued += A
A.gc_destroyed = GC_QUEUED_FOR_QUEUING
@@ -142,7 +142,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
queue[refid] = gctime
/datum/subsystem/garbage_collector/proc/HardQueue(datum/A)
if (istype(A) && isnull(A.gc_destroyed))
if (istype(A) && A.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
tobequeued += A
A.gc_destroyed = GC_QUEUED_FOR_HARD_DEL
@@ -158,19 +158,23 @@ var/datum/subsystem/garbage_collector/SSgarbage
if(!D)
return
#ifdef TESTING
SSgarbage.qdel_list += "[A.type]"
SSgarbage.qdel_list += "[D.type]"
#endif
if(!istype(D))
del(D)
else if(isnull(D.gc_destroyed))
D.gc_destroyed = GC_CURRENTLY_BEING_QDELETED
var/hint = D.Destroy(force) // Let our friend know they're about to get fucked up.
if(!D)
return
switch(hint)
if (QDEL_HINT_QUEUE) //qdel should queue the object for deletion.
SSgarbage.QueueForQueuing(D)
if (QDEL_HINT_LETMELIVE, QDEL_HINT_IWILLGC) //qdel should let the object live after calling destory.
if (QDEL_HINT_IWILLGC)
return
if (QDEL_HINT_LETMELIVE) //qdel should let the object live after calling destory.
if(!force)
D.gc_destroyed = null //clear the gc variable (important!)
return
// Returning LETMELIVE after being told to force destroy
// indicates the objects Destroy() does not respect force
@@ -186,18 +190,18 @@ var/datum/subsystem/garbage_collector/SSgarbage
SSgarbage.HardQueue(D)
if (QDEL_HINT_HARDDEL_NOW) //qdel should assume this object won't gc, and hard del it post haste.
del(D)
if (QDEL_HINT_PUTINPOOL) //qdel will put this object in the pool.
PlaceInPool(D, 0)
if (QDEL_HINT_FINDREFERENCE)//qdel will, if TESTING is enabled, display all references to this object, then queue the object for deletion.
SSgarbage.QueueForQueuing(D)
#ifdef TESTING
A.find_references()
D.find_references()
#endif
else
if(!SSgarbage.noqdelhint["[D.type]"])
SSgarbage.noqdelhint["[D.type]"] = "[D.type]"
testing("WARNING: [D.type] is not returning a qdel hint. It is being placed in the queue. Further instances of this type will also be queued.")
SSgarbage.QueueForQueuing(D)
else if(D.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
CRASH("[D.type] destroy proc was called multiple times, likely due to a qdel loop in the Destroy logic")
// Returns 1 if the object has been queued for deletion.
/proc/qdeleted(datum/D)
@@ -207,25 +211,42 @@ var/datum/subsystem/garbage_collector/SSgarbage
return TRUE
return FALSE
// Returns true if the object's destroy has been called (set just before it is called)
/proc/qdestroying(datum/D)
if(!istype(D))
return FALSE
if(D.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
return TRUE
return FALSE
// Default implementation of clean-up code.
// This should be overridden to remove all references pointing to the object being destroyed.
// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
/datum/proc/Destroy(force=FALSE)
tag = null
var/list/timers = active_timers
active_timers = null
for(var/thing in timers)
var/datum/timedevent/timer = thing
if (timer.spent)
continue
qdel(timer)
return QDEL_HINT_QUEUE
/datum/var/gc_destroyed //Time when this object was destroyed.
#ifdef TESTING
/client/var/running_find_references
/datum/var/running_find_references
/datum/verb/find_references()
/datum/verb/find_refs()
set category = "Debug"
set name = "Find References"
set background = 1
set src in world
find_references(FALSE)
/datum/proc/find_references(skip_alert)
running_find_references = type
if(usr && usr.client)
if(usr.client.running_find_references)
@@ -237,9 +258,10 @@ var/datum/subsystem/garbage_collector/SSgarbage
SSgarbage.next_fire = world.time + world.tick_lag
return
if(alert("Running this will create a lot of lag until it finishes. You can cancel it by running it again. Would you like to begin the search?", "Find References", "Yes", "No") == "No")
running_find_references = null
return
if(!skip_alert)
if(alert("Running this will lock everything up for about 5 minutes. Would you like to begin the search?", "Find References", "Yes", "No") == "No")
running_find_references = null
return
//this keeps the garbage collector from failing to collect objects being searched for in here
SSgarbage.can_fire = 0
@@ -248,13 +270,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
usr.client.running_find_references = type
testing("Beginning search for references to a [type].")
var/list/things = list()
for(var/client/thing)
things |= thing
for(var/datum/thing)
things |= thing
testing("Collected list of things in search for references to a [type]. ([things.len] Thing\s)")
for(var/datum/thing in things)
for(var/datum/thing in world)
if(usr && usr.client && !usr.client.running_find_references) return
for(var/varname in thing.vars)
var/variable = thing.vars[varname]
@@ -263,6 +279,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
else if(islist(variable))
if(src in variable)
testing("Found [src.type] \ref[src] in [thing.type]'s [varname] list var.")
CHECK_TICK
testing("Completed search for references to a [type].")
if(usr && usr.client)
usr.client.running_find_references = null
@@ -290,7 +307,7 @@ var/datum/subsystem/garbage_collector/SSgarbage
qdel(src)
if(!running_find_references)
find_references()
find_references(TRUE)
/client/verb/show_qdeleted()
set category = "Debug"
+9 -4
View File
@@ -16,7 +16,7 @@ var/datum/subsystem/icon_smooth/SSicon_smooth
while(smooth_queue.len)
var/atom/A = smooth_queue[smooth_queue.len]
smooth_queue.len--
ss_smooth_icon(A)
smooth_icon(A)
if (MC_TICK_CHECK)
return
if (!smooth_queue.len)
@@ -25,8 +25,13 @@ var/datum/subsystem/icon_smooth/SSicon_smooth
/datum/subsystem/icon_smooth/Initialize()
smooth_zlevel(1,TRUE)
smooth_zlevel(2,TRUE)
for(var/V in smooth_queue)
var/queue = smooth_queue
smooth_queue = list()
for(var/V in queue)
var/atom/A = V
if(A.z == 1 || A.z == 2)
smooth_queue -= A
if(!A || A.z <= 2)
continue
smooth_icon(A)
CHECK_TICK
..()
+33 -16
View File
@@ -6,6 +6,8 @@ var/datum/subsystem/job/SSjob
flags = SS_NO_FIRE
var/list/occupations = list() //List of all jobs
var/list/name_occupations = list() //Dict of all jobs, keys are titles
var/list/type_occupations = list() //Dict of all jobs, keys are types
var/list/unassigned = list() //Players who need jobs
var/list/job_debug = list() //Debug info
var/initial_players_to_assign = 0 //used for checking against population caps
@@ -15,7 +17,8 @@ var/datum/subsystem/job/SSjob
/datum/subsystem/job/Initialize(timeofday)
SetupOccupations()
if(!occupations.len)
SetupOccupations()
if(config.load_jobs_from_txt)
LoadJobs()
..()
@@ -37,6 +40,8 @@ var/datum/subsystem/job/SSjob
if(!job.config_check())
continue
occupations += job
name_occupations[job.title] = job
type_occupations[J] = job
return 1
@@ -49,14 +54,15 @@ var/datum/subsystem/job/SSjob
/datum/subsystem/job/proc/GetJob(rank)
if(!rank)
return null
for(var/datum/job/J in occupations)
if(!J)
continue
if(J.title == rank)
return J
return null
if(!occupations.len)
SetupOccupations()
return name_occupations[rank]
/datum/subsystem/job/proc/GetJobType(jobtype)
if(!occupations.len)
SetupOccupations()
return type_occupations[jobtype]
/datum/subsystem/job/proc/AssignRole(mob/new_player/player, rank, latejoin=0)
Debug("Running AR, Player: [player], Rank: [rank], LJ: [latejoin]")
@@ -328,7 +334,7 @@ var/datum/subsystem/job/SSjob
for(var/mob/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
else if(player.client.prefs.userandomjob)
else if(player.client.prefs.joblessrole == BERANDOMJOB)
GiveRandomJob(player)
Debug("DO, Standard Check end")
@@ -339,8 +345,15 @@ var/datum/subsystem/job/SSjob
for(var/mob/new_player/player in unassigned)
if(PopcapReached())
RejectPlayer(player)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
if(player.client.prefs.joblessrole == BEASSISTANT)
Debug("AC2 Assistant located, Player: [player]")
AssignRole(player, "Assistant")
else // For those who don't want to play if their preference were filled, back you go.
RejectPlayer(player)
for(var/mob/new_player/player in unassigned) //Players that wanted to back out but couldn't because they're antags (can you feel the edge case?)
GiveRandomJob(player)
return 1
//Gives the player the stuff he should have with his rank
@@ -375,7 +388,7 @@ var/datum/subsystem/job/SSjob
if(clear)
S = T
continue
if(istype(S, /obj/effect/landmark) && istype(S.loc, /turf))
if(istype(S, /obj/effect/landmark) && isturf(S.loc))
H.loc = S.loc
if(H.mind)
@@ -385,7 +398,6 @@ var/datum/subsystem/job/SSjob
var/new_mob = job.equip(H)
if(ismob(new_mob))
H = new_mob
job.apply_fingerprints(H)
H << "<b>You are the [rank].</b>"
H << "<b>As the [rank] you answer directly to [job.supervisors]. Special circumstances may change this.</b>"
@@ -394,7 +406,11 @@ var/datum/subsystem/job/SSjob
H << "<b>You are playing a job that is important for Game Progression. If you have to disconnect, please notify the admins via adminhelp.</b>"
if(config.minimal_access_threshold)
H << "<FONT color='blue'><B>As this station was initially staffed with a [config.jobs_have_minimal_access ? "full crew, only your job's necessities" : "skeleton crew, additional access may"] have been added to your ID card.</B></font>"
return 1
if(job && H)
job.after_spawn(H)
return H
/datum/subsystem/job/proc/setup_officer_positions()
@@ -470,7 +486,8 @@ var/datum/subsystem/job/SSjob
/datum/subsystem/job/proc/RejectPlayer(mob/new_player/player)
if(player.mind && player.mind.special_role)
return
Debug("Popcap overflow Check observer located, Player: [player]")
if(PopcapReached())
Debug("Popcap overflow Check observer located, Player: [player]")
player << "<b>You have failed to qualify for any job you desired.</b>"
unassigned -= player
player.ready = 0
+97 -45
View File
@@ -1,67 +1,119 @@
// Needed for changeTurf() so it doesn't screw up before lighting overlays have been made.
var/lighting_overlays_initialized = FALSE
var/datum/subsystem/lighting/SSlighting
/var/list/lighting_update_lights = list() // List of lighting sources queued for update.
/var/list/lighting_update_corners = list() // List of lighting corners queued for update.
/var/list/lighting_update_overlays = list() // List of lighting overlays queued for update.
/var/list/lighting_update_lights_old = list() // List of lighting sources currently being updated.
/var/list/lighting_update_corners_old = list() // List of lighting corners currently being updated.
/var/list/lighting_update_overlays_old = list() // List of lighting overlays currently being updated.
#define SSLIGHTING_LIGHTS 1
#define SSLIGHTING_TURFS 2
/datum/subsystem/lighting
name = "lighting"
name = "Lighting"
init_order = 1
wait = 2
wait = 1
flags = SS_TICKER
priority = 25
display_order = 5
priority = 40
flags = SS_POST_FIRE_TIMING
var/list/changed_lights = list() //list of all datum/light_source that need updating
var/changed_lights_workload = 0 //stats on the largest number of lights (max changed_lights.len)
var/list/changed_turfs = list() //list of all turfs which may have a different light level
var/changed_turfs_workload = 0 //stats on the largest number of turfs changed (max changed_turfs.len)
/datum/subsystem/lighting/New()
NEW_SS_GLOBAL(SSlighting)
return ..()
/datum/subsystem/lighting/Initialize()
/datum/subsystem/lighting/stat_entry()
..("L:[round(changed_lights_workload,1)]|T:[round(changed_turfs_workload,1)]")
//Workhorse of lighting. It cycles through each light that needs updating. It updates their
//effects and then processes every turf in the queue, updating their lighting object's appearance
//Any light that returns 1 in check() deletes itself
//By using queues we are ensuring we don't perform more updates than are necessary
/datum/subsystem/lighting/fire(resumed = 0)
var/ticklimit = CURRENT_TICKLIMIT
//split our tick allotment in half so we don't spend it all on lightshift checks
CURRENT_TICKLIMIT = world.tick_usage + ((ticklimit-world.tick_usage)/2)
var/list/changed_lights = src.changed_lights
if (!resumed)
changed_lights_workload = MC_AVERAGE(changed_lights_workload, changed_lights.len)
var/i = 1
while (i <= changed_lights.len)
var/datum/light_source/LS = changed_lights[i++]
LS.check()
if (MC_TICK_CHECK)
break
if (i > 1)
changed_lights.Cut(1,i)
CURRENT_TICKLIMIT = ticklimit
var/list/changed_turfs = src.changed_turfs
if (!resumed)
changed_turfs_workload = MC_AVERAGE(changed_turfs_workload, changed_turfs.len)
i = 1
while (i <= changed_turfs.len)
var/turf/T = changed_turfs[i++]
if(T.lighting_changed)
T.redraw_lighting()
if (MC_TICK_CHECK)
break
if (i > 1)
changed_turfs.Cut(1,i)
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
/datum/subsystem/lighting/Initialize(timeofday)
var/list/turfs_to_init = block(locate(1, 1, 1), locate(world.maxx, world.maxy, world.maxz))
if (config.starlight)
for(var/area/A in world)
if (A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
if (A.lighting_use_dynamic == DYNAMIC_LIGHTING_IFSTARLIGHT)
A.luminosity = 0
create_all_lighting_overlays()
global.lighting_overlays_initialized = TRUE
CHECK_TICK
for(var/thing in changed_lights)
var/datum/light_source/LS = thing
LS.check()
CHECK_TICK
changed_lights.Cut()
/datum/subsystem/lighting/fire()
for(var/thing in turfs_to_init)
var/turf/T = thing
T.init_lighting()
CHECK_TICK
changed_turfs.Cut()
lighting_update_lights_old = lighting_update_lights //We use a different list so any additions to the update lists during a delay from scheck() don't cause things to be cut from the list without being updated.
lighting_update_lights = list()
for(var/datum/light_source/L in lighting_update_lights_old)
..()
if(L.check() || L.destroyed || L.force_update)
L.remove_lum()
if(!L.destroyed)
L.apply_lum()
//Used to strip valid information from an existing instance and transfer it to the replacement. i.e. when a crash occurs
//It works by using spawn(-1) to transfer the data, if there is a runtime the data does not get transfered but the loop
//does not crash
/datum/subsystem/lighting/Recover()
if(!istype(SSlighting.changed_turfs))
SSlighting.changed_turfs = list()
if(!istype(SSlighting.changed_lights))
SSlighting.changed_lights = list()
else if(L.vis_update) //We smartly update only tiles that became (in) visible to use.
L.smart_vis_update()
for(var/thing in SSlighting.changed_lights)
var/datum/light_source/LS = thing
spawn(-1) //so we don't crash the loop (inefficient)
LS.check()
L.vis_update = FALSE
L.force_update = FALSE
L.needs_update = FALSE
for(var/thing in changed_turfs)
var/turf/T = thing
if(T.lighting_changed)
spawn(-1)
T.redraw_lighting()
lighting_update_corners_old = lighting_update_corners //Same as above.
lighting_update_corners = list()
for(var/A in lighting_update_corners_old)
var/datum/lighting_corner/C = A
C.update_overlays()
C.needs_update = FALSE
lighting_update_overlays_old = lighting_update_overlays //Same as above.
lighting_update_overlays = list()
for(var/atom/movable/lighting_overlay/O in lighting_update_overlays_old)
O.update_overlay()
O.needs_update = 0
var/msg = "## DEBUG: [time2text(world.timeofday)] [name] subsystem restarted. Reports:\n"
for(var/varname in SSlighting.vars)
switch(varname)
if("tag","bestF","type","parent_type","vars")
continue
else
var/varval1 = SSlighting.vars[varname]
var/varval2 = vars[varname]
if(istype(varval1,/list))
varval1 = "/list([length(varval1)])"
varval2 = "/list([length(varval2)])"
msg += "\t [varname] = [varval1] -> [varval2]\n"
world.log << msg
+27 -1
View File
@@ -6,6 +6,9 @@ var/datum/subsystem/mapping/SSmapping
flags = SS_NO_FIRE
display_order = 50
var/list/nuke_tiles = list()
var/list/nuke_threats = list()
/datum/subsystem/mapping/New()
NEW_SS_GLOBAL(SSmapping)
@@ -34,11 +37,34 @@ var/datum/subsystem/mapping/SSmapping
else
space_zlevels += i
seedRuins(space_zlevels, rand(8,16), /area/space, space_ruins_templates)
seedRuins(space_zlevels, config.space_budget, /area/space, space_ruins_templates)
// Set up Z-level transistions.
setup_map_transitions()
..()
/* Nuke threats, for making the blue tiles on the station go RED
Used by the AI doomsday and the self destruct nuke.
*/
/datum/subsystem/mapping/proc/add_nuke_threat(datum/nuke)
nuke_threats[nuke] = TRUE
check_nuke_threats()
/datum/subsystem/mapping/proc/remove_nuke_threat(datum/nuke)
nuke_threats -= nuke
check_nuke_threats()
/datum/subsystem/mapping/proc/check_nuke_threats()
for(var/datum/d in nuke_threats)
if(!istype(d) || qdeleted(d))
nuke_threats -= d
var/threats = nuke_threats.len
for(var/N in nuke_tiles)
var/turf/open/floor/T = N
T.icon_state = (threats ? "rcircuitanim" : T.icon_regular_floor)
/datum/subsystem/mapping/Recover()
flags |= SS_NO_INIT
+1 -1
View File
@@ -87,7 +87,7 @@ var/datum/subsystem/minimap/SSminimap
var/obj/obj
var/list/obj_icons
// Don't use icons for space, just add objects in space if they exist.
if(istype(tile, /turf/open/space))
if(isspaceturf(tile))
obj = locate(/obj/structure/lattice/catwalk) in tile
if(obj)
tile_icon = new /icon('icons/obj/smooth_structures/catwalk.dmi', "catwalk", SOUTH)
-77
View File
@@ -1,77 +0,0 @@
var/datum/subsystem/objects/SSobj
/datum/var/isprocessing = 0
/datum/proc/process()
set waitfor = 0
STOP_PROCESSING(SSobj, src)
return 0
/datum/subsystem/objects
name = "Objects"
init_order = 12
priority = 40
var/list/atom_spawners = list()
var/list/processing = list()
var/list/currentrun = list()
var/list/burning = list()
/datum/subsystem/objects/New()
NEW_SS_GLOBAL(SSobj)
/datum/subsystem/objects/Initialize(timeofdayl)
trigger_atom_spawners()
setupGenetics()
for(var/thing in world)
var/atom/A = thing
A.initialize()
CHECK_TICK
. = ..()
/datum/subsystem/objects/proc/trigger_atom_spawners(zlevel, ignore_z=FALSE)
for(var/V in atom_spawners)
var/atom/A = V
if (!ignore_z && (zlevel && A.z != zlevel))
continue
A.spawn_atom_to_world()
/datum/subsystem/objects/stat_entry()
..("P:[processing.len]")
/datum/subsystem/objects/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process(wait)
else
SSobj.processing -= thing
if (MC_TICK_CHECK)
return
for(var/obj/burningobj in SSobj.burning)
if(burningobj && (burningobj.burn_state == ON_FIRE))
if(burningobj.burn_world_time < world.time)
burningobj.burn()
else
SSobj.burning.Remove(burningobj)
/datum/subsystem/objects/proc/setup_template_objects(list/objects)
trigger_atom_spawners(0, ignore_z=TRUE)
for(var/A in objects)
var/atom/B = A
B.initialize()
/datum/subsystem/objects/Recover()
if (istype(SSobj.atom_spawners))
atom_spawners = SSobj.atom_spawners
if (istype(SSobj.processing))
processing = SSobj.processing
if (istype(SSobj.burning))
burning = SSobj.burning
+50
View File
@@ -0,0 +1,50 @@
var/datum/subsystem/orbit/SSorbit
/datum/subsystem/orbit
name = "Orbits"
priority = 35
wait = 2
flags = SS_NO_INIT|SS_TICKER
var/list/currentrun = list()
var/list/processing = list()
/datum/subsystem/orbit/New()
NEW_SS_GLOBAL(SSorbit)
/datum/subsystem/orbit/stat_entry()
..("P:[processing.len]")
/datum/subsystem/orbit/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while (currentrun.len)
var/datum/orbit/O = currentrun[currentrun.len]
currentrun.len--
if (!O)
processing -= O
if (MC_TICK_CHECK)
return
continue
if (!O.orbiter)
qdel(O)
if (MC_TICK_CHECK)
return
continue
if (O.lastprocess >= world.time) //we already checked recently
if (MC_TICK_CHECK)
return
continue
var/targetloc = get_turf(O.orbiting)
if (targetloc != O.lastloc || O.orbiter.loc != targetloc)
O.Check(targetloc)
if (MC_TICK_CHECK)
return
+31 -46
View File
@@ -1,14 +1,14 @@
var/datum/subsystem/pai/SSpai
var/list/obj/item/device/paicard/pai_card_list = list()
/datum/subsystem/pai
name = "pAI"
init_order = 20
flags = SS_NO_FIRE|SS_NO_INIT
var/askDelay = 600
var/const/NEVER_FOR_THIS_ROUND = -1
flags = SS_NO_INIT|SS_NO_FIRE
var/list/candidates = list()
var/list/asked = list()
var/ghost_spam = FALSE
var/spam_delay = 100
/datum/subsystem/pai/New()
NEW_SS_GLOBAL(SSpai)
@@ -20,6 +20,8 @@ var/datum/subsystem/pai/SSpai
if(card.pai)
return
if(istype(card,/obj/item/device/paicard) && istype(candidate,/datum/paiCandidate))
if(check_ready(candidate) != candidate)
return FALSE
var/mob/living/silicon/pai/pai = new(card)
if(!candidate.name)
pai.name = pick(ninja_names)
@@ -29,7 +31,6 @@ var/datum/subsystem/pai/SSpai
pai.key = candidate.key
card.setPersonality(pai)
card.looking_for_personality = 0
ticker.mode.update_cult_icons_removed(card.pai.mind)
ticker.mode.update_rev_icons_removed(card.pai.mind)
@@ -76,8 +77,8 @@ var/datum/subsystem/pai/SSpai
if("submit")
if(candidate)
candidate.ready = 1
for(var/obj/item/device/paicard/p in world)
if(p.looking_for_personality == 1)
for(var/obj/item/device/paicard/p in pai_card_list)
if(!p.pai)
p.alertUpdate()
usr << browse(null, "window=paiRecruit")
return
@@ -134,17 +135,31 @@ var/datum/subsystem/pai/SSpai
M << browse(dat, "window=paiRecruit")
/datum/subsystem/pai/proc/spam_again()
ghost_spam = FALSE
/datum/subsystem/pai/proc/check_ready(var/datum/paiCandidate/C)
if(!C.ready)
return FALSE
for(var/mob/dead/observer/O in player_list)
if(O.key == C.key)
return C
return FALSE
/datum/subsystem/pai/proc/findPAI(obj/item/device/paicard/p, mob/user)
requestRecruits()
if(!ghost_spam)
ghost_spam = TRUE
for(var/mob/dead/observer/G in player_list)
if(!G.key || !G.client)
continue
if(!(ROLE_PAI in G.client.prefs.be_special))
continue
//G << 'sound/misc/server-ready.ogg' //Alerting them to their consideration
G << "<span class='ghostalert'>Someone is requesting a pAI personality! Use the pAI button to submit yourself as one.</span>"
addtimer(CALLBACK(src, .proc/spam_again), spam_delay)
var/list/available = list()
for(var/datum/paiCandidate/c in SSpai.candidates)
if(c.ready)
var/found = 0
for(var/mob/dead/observer/o in player_list)
if(o.key == c.key)
found = 1
if(found)
available.Add(c)
available.Add(check_ready(c))
var/dat = ""
dat += {"
@@ -180,36 +195,6 @@ var/datum/subsystem/pai/SSpai
user << browse(dat, "window=findPai")
/datum/subsystem/pai/proc/requestRecruits()
for(var/mob/dead/observer/O in player_list)
if(jobban_isbanned(O, ROLE_PAI))
continue
if(asked[O.ckey])
if(world.time < asked[O.ckey] + askDelay || asked[O.ckey] == NEVER_FOR_THIS_ROUND)
continue
else
asked.Remove(O.ckey)
if(O.client)
var/hasSubmitted = 0
for(var/datum/paiCandidate/c in SSpai.candidates)
if(c.key == O.key)
hasSubmitted = 1
if(!hasSubmitted && (ROLE_PAI in O.client.prefs.be_special))
question(O.client)
/datum/subsystem/pai/proc/question(client/C)
set waitfor = 0
if(!C)
return
asked[C.ckey] = world.time
var/response = tgalert(C, "Someone is requesting a pAI personality. Would you like to play as a personal AI?", "pAI Request", "Yes", "No", "Never for this round", StealFocus=0, Timeout=askDelay)
if(!C)
return //handle logouts that happen whilst the alert is waiting for a response.
if(response == "Yes")
recruitWindow(C.mob)
else if (response == "Never for this round")
asked[C.ckey] = NEVER_FOR_THIS_ROUND
/datum/paiCandidate
var/name
var/key
+36 -6
View File
@@ -1,12 +1,42 @@
var/datum/subsystem/parallax/SSparallax
/datum/subsystem/parallax
name = "Space Parallax"
init_order = 18
flags = SS_NO_FIRE
name = "parallax"
wait = 2
flags = SS_POST_FIRE_TIMING | SS_FIRE_IN_LOBBY | SS_BACKGROUND | SS_NO_INIT
priority = 65
var/list/currentrun
/datum/subsystem/parallax/New()
NEW_SS_GLOBAL(SSparallax)
NEW_SS_GLOBAL(SSparallax)
return ..()
/datum/subsystem/parallax/Initialize()
create_global_parallax_icons()
/datum/subsystem/parallax/fire(resumed = 0)
if (!resumed)
src.currentrun = clients.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(length(currentrun))
var/client/C = currentrun[currentrun.len]
currentrun.len--
if (!C || !C.eye)
if (MC_TICK_CHECK)
return
continue
var/atom/movable/A = C.eye
if(!A)
return
for (A; isloc(A.loc) && !isturf(A.loc); A = A.loc);
if(A != C.movingmob)
if(C.movingmob != null)
C.movingmob.client_mobs_in_contents -= C.mob
UNSETEMPTY(C.movingmob.client_mobs_in_contents)
LAZYINITLIST(A.client_mobs_in_contents)
A.client_mobs_in_contents += C.mob
C.movingmob = A
if (MC_TICK_CHECK)
return
currentrun = null
+130
View File
@@ -0,0 +1,130 @@
var/datum/subsystem/persistence/SSpersistence
/datum/subsystem/persistence
name = "Persistence"
init_order = -100
flags = SS_NO_FIRE
var/savefile/secret_satchels
var/list/satchel_blacklist = list() //this is a typecache
var/list/new_secret_satchels = list() //these are objects
var/old_secret_satchels = ""
var/list/obj/structure/chisel_message/chisel_messages = list()
var/list/saved_messages = list()
var/savefile/chisel_messages_sav
/datum/subsystem/persistence/New()
NEW_SS_GLOBAL(SSpersistence)
/datum/subsystem/persistence/Initialize()
LoadSatchels()
LoadPoly()
LoadChiselMessages()
..()
/datum/subsystem/persistence/proc/LoadSatchels()
secret_satchels = new /savefile("data/npc_saves/SecretSatchels.sav")
satchel_blacklist = typecacheof(list(/obj/item/stack/tile/plasteel, /obj/item/weapon/crowbar))
secret_satchels[MAP_NAME] >> old_secret_satchels
var/list/expanded_old_satchels = list()
var/placed_satchels = 0
if(!isnull(old_secret_satchels))
expanded_old_satchels = splittext(old_secret_satchels,"#")
if(PlaceSecretSatchel(expanded_old_satchels))
placed_satchels++
else
expanded_old_satchels.len = 0
var/list/free_satchels = list()
for(var/turf/T in shuffle(block(locate(TRANSITIONEDGE,TRANSITIONEDGE,ZLEVEL_STATION), locate(world.maxx-TRANSITIONEDGE,world.maxy-TRANSITIONEDGE,ZLEVEL_STATION)))) //Nontrivially expensive but it's roundstart only
if(isfloorturf(T) && !istype(T,/turf/open/floor/plating/))
free_satchels += new /obj/item/weapon/storage/backpack/satchel/flat/secret(T)
if(!isemptylist(free_satchels) && ((free_satchels.len + placed_satchels) >= (50 - expanded_old_satchels.len) * 0.1)) //up to six tiles, more than enough to kill anything that moves
break
/datum/subsystem/persistence/proc/PlaceSecretSatchel(list/expanded_old_satchels)
var/satchel_string
if(expanded_old_satchels.len >= 20) //guards against low drop pools assuring that one player cannot reliably find his own gear.
satchel_string = pick_n_take(expanded_old_satchels)
old_secret_satchels = jointext(expanded_old_satchels,"#")
secret_satchels[MAP_NAME] << old_secret_satchels
var/list/chosen_satchel = splittext(satchel_string,"|")
if(!chosen_satchel || isemptylist(chosen_satchel) || chosen_satchel.len != 3) //Malformed
return 0
var/path = text2path(chosen_satchel[3]) //If the item no longer exist, this returns null
if(!path)
return 0
var/obj/item/weapon/storage/backpack/satchel/flat/F = new()
F.x = text2num(chosen_satchel[1])
F.y = text2num(chosen_satchel[2])
F.z = ZLEVEL_STATION
if(isfloorturf(F.loc) && !istype(F.loc,/turf/open/floor/plating/))
F.hide(1)
new path(F)
return 1
/datum/subsystem/persistence/proc/LoadPoly()
for(var/mob/living/simple_animal/parrot/Poly/P in living_mob_list)
twitterize(P.speech_buffer, "polytalk")
break //Who's been duping the bird?!
/datum/subsystem/persistence/proc/LoadChiselMessages()
chisel_messages_sav = new /savefile("data/npc_saves/ChiselMessages.sav")
var/saved_json
chisel_messages_sav[MAP_NAME] >> saved_json
if(!saved_json)
return
var/saved_messages = json_decode(saved_json)
for(var/item in saved_messages)
var/turf/T = locate(item["x"], item["y"], ZLEVEL_STATION)
if(!isturf(T))
continue
if(locate(/obj/structure/chisel_message) in T)
continue
var/obj/structure/chisel_message/M = new(T)
M.unpack(item)
if(!M.loc)
M.persists = FALSE
qdel(M)
/datum/subsystem/persistence/proc/CollectData()
CollectChiselMessages()
CollectSecretSatchels()
/datum/subsystem/persistence/proc/CollectSecretSatchels()
for(var/A in new_secret_satchels)
var/obj/item/weapon/storage/backpack/satchel/flat/F = A
if(qdeleted(F) || F.z != ZLEVEL_STATION || F.invisibility != INVISIBILITY_MAXIMUM)
continue
var/list/savable_obj = list()
for(var/obj/O in F)
if(is_type_in_typecache(O, satchel_blacklist) || O.admin_spawned)
continue
if(O.persistence_replacement)
savable_obj += O.persistence_replacement
else
savable_obj += O.type
if(isemptylist(savable_obj))
continue
old_secret_satchels += "[F.x]|[F.y]|[pick(savable_obj)]#"
secret_satchels[MAP_NAME] << old_secret_satchels
/datum/subsystem/persistence/proc/CollectChiselMessages()
for(var/obj/structure/chisel_message/M in chisel_messages)
saved_messages += list(M.pack())
chisel_messages_sav[MAP_NAME] << json_encode(saved_messages)
/datum/subsystem/persistence/proc/SaveChiselMessage(obj/structure/chisel_message/M)
saved_messages += list(M.pack()) // dm eats one list.
+33
View File
@@ -0,0 +1,33 @@
#define PING_BUFFER_TIME 25
var/datum/subsystem/ping/SSping
/datum/subsystem/ping
name = "Ping"
wait = 6
flags = SS_NO_INIT|SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY
priority = 10
var/list/currentrun
/datum/subsystem/ping/New()
NEW_SS_GLOBAL(SSping)
/datum/subsystem/ping/fire(resumed = FALSE)
if (!resumed)
src.currentrun = clients.Copy()
var/list/currentrun = src.currentrun
while (length(currentrun))
var/client/C = currentrun[currentrun.len]
currentrun.len--
if (!C || world.time - C.connection_time < PING_BUFFER_TIME || C.inactivity >= (wait-1))
if (MC_TICK_CHECK)
return
continue
winset(C, null, "command=.update_ping+[world.time+world.tick_lag*world.tick_usage/100]")
if (MC_TICK_CHECK) //one day, when ss13 has 1000 people per server, you guys are gonna be glad I added this tick check
return
currentrun = null
#undef PING_BUFFER_TIME
@@ -0,0 +1,10 @@
//Fires five times every second.
var/datum/subsystem/processing/fastprocess/SSfastprocess
/datum/subsystem/processing/fastprocess
name = "Fast Processing"
wait = 2
stat_tag = "FP"
/datum/subsystem/processing/fastprocess/New()
NEW_SS_GLOBAL(SSfastprocess)
@@ -0,0 +1,11 @@
var/datum/subsystem/processing/flightpacks/SSflightpacks
/datum/subsystem/processing/flightpacks
name = "Flightpack Movement"
priority = 30
wait = 2
stat_tag = "FM"
flags = SS_NO_INIT|SS_TICKER|SS_KEEP_TIMING
/datum/subsystem/processing/flightpacks/New()
NEW_SS_GLOBAL(SSflightpacks)
@@ -0,0 +1,86 @@
var/datum/subsystem/objects/SSobj
#define INITIALIZATION_INSSOBJ 0 //New should not call Initialize
#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
/datum/var/isprocessing = 0
/datum/proc/process()
set waitfor = 0
STOP_PROCESSING(SSobj, src)
return 0
/datum/subsystem/objects
name = "Objects"
init_order = 12
priority = 40
var/initialized = INITIALIZATION_INSSOBJ
var/old_initialized
var/list/processing = list()
var/list/currentrun = list()
/datum/subsystem/objects/New()
NEW_SS_GLOBAL(SSobj)
/datum/subsystem/objects/Initialize(timeofdayl)
fire_overlay.appearance_flags = RESET_COLOR
setupGenetics() //to set the mutations' place in structural enzymes, so monkey.initialize() knows where to put the monkey mutation.
initialized = INITIALIZATION_INNEW_MAPLOAD
InitializeAtoms()
. = ..()
/datum/subsystem/objects/proc/InitializeAtoms(list/objects = null)
if(initialized == INITIALIZATION_INSSOBJ)
return
initialized = INITIALIZATION_INNEW_MAPLOAD
if(objects)
for(var/thing in objects)
var/atom/A = thing
A.Initialize(TRUE)
CHECK_TICK
else
for(var/atom/A in world)
if(!A.initialized) //this check is to make sure we don't call it twice on an object that was created in a previous Initialize call
var/start_tick = world.time
A.Initialize(TRUE)
if(start_tick != world.time)
WARNING("[A]: [A.type] slept during it's Initialize!")
CHECK_TICK
initialized = INITIALIZATION_INNEW_REGULAR
/datum/subsystem/objects/proc/map_loader_begin()
old_initialized = initialized
initialized = INITIALIZATION_INSSOBJ
/datum/subsystem/objects/proc/map_loader_stop()
initialized = old_initialized
/datum/subsystem/objects/stat_entry()
..("P:[processing.len]")
/datum/subsystem/objects/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(currentrun.len)
var/datum/thing = currentrun[currentrun.len]
currentrun.len--
if(thing)
thing.process(wait)
else
SSobj.processing -= thing
if (MC_TICK_CHECK)
return
/datum/subsystem/objects/Recover()
initialized = SSobj.initialized
if(initialized == INITIALIZATION_INNEW_MAPLOAD)
InitializeAtoms()
old_initialized = SSobj.old_initialized
if (istype(SSobj.processing))
processing = SSobj.processing
@@ -0,0 +1,34 @@
//Used to process objects. Fires once every second.
var/datum/subsystem/processing/SSprocessing
/datum/subsystem/processing
name = "Processing"
priority = 25
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 10
var/stat_tag = "P" //Used for logging
var/list/processing = list()
var/list/currentrun = list()
/datum/subsystem/processing/New()
NEW_SS_GLOBAL(SSprocessing)
/datum/subsystem/processing/stat_entry()
..("[stat_tag]:[processing.len]")
/datum/subsystem/processing/fire(resumed = 0)
if (!resumed)
currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/current_run = currentrun
while(current_run.len)
var/datum/thing = current_run[current_run.len]
current_run.len--
if(thing)
thing.process(wait)
else
processing -= thing
if (MC_TICK_CHECK)
return
+17
View File
@@ -0,0 +1,17 @@
var/datum/subsystem/religion/SSreligion
/datum/subsystem/religion
name = "Religion"
init_order = 19
flags = SS_NO_FIRE|SS_NO_INIT
var/bible_deity_name
var/Bible_icon_state
var/Bible_item_state
var/Bible_name
var/Bible_deity_name
var/holy_weapon
/datum/subsystem/religion/New()
NEW_SS_GLOBAL(SSreligion)
@@ -3,12 +3,16 @@ var/datum/subsystem/server_maint/SSserver
/datum/subsystem/server_maint
name = "Server Tasks"
wait = 6000
init_order = 19
flags = SS_NO_TICK_CHECK|SS_NO_INIT
flags = SS_NO_TICK_CHECK
/datum/subsystem/server_maint/New()
NEW_SS_GLOBAL(SSserver)
/datum/subsystem/server_maint/Initialize(timeofday)
if (config.hub)
world.visibility = 1
..()
/datum/subsystem/server_maint/fire()
//handle kicking inactive players
if(config.kick_inactive > 0)
@@ -17,7 +21,7 @@ var/datum/subsystem/server_maint/SSserver
if(!istype(C.mob, /mob/dead))
log_access("AFK: [key_name(C)]")
C << "<span class='danger'>You have been inactive for more than 10 minutes and have been disconnected.</span>"
del(C)
qdel(C)
if(config.sql_enabled)
sql_poll_players()
+281 -20
View File
@@ -1,3 +1,5 @@
#define HIGHLIGHT_DYNAMIC_TRANSIT 1
var/datum/subsystem/shuttle/SSshuttle
/datum/subsystem/shuttle
@@ -10,6 +12,10 @@ var/datum/subsystem/shuttle/SSshuttle
var/list/stationary = list()
var/list/transit = list()
var/list/turf/transit_turfs = list()
var/list/transit_requesters = list()
var/clear_transit = FALSE
//emergency shuttle stuff
var/obj/docking_port/mobile/emergency/emergency
var/obj/docking_port/mobile/emergency/backup/backup_shuttle
@@ -18,6 +24,7 @@ var/datum/subsystem/shuttle/SSshuttle
var/emergencyEscapeTime = 1200 //time taken for emergency shuttle to reach a safe distance after leaving station (in deciseconds)
var/area/emergencyLastCallLoc
var/emergencyNoEscape
var/list/hostileEnvironments = list()
//supply shuttle stuff
var/obj/docking_port/mobile/supply/supply
@@ -33,6 +40,11 @@ var/datum/subsystem/shuttle/SSshuttle
var/datum/round_event/shuttle_loan/shuttle_loan
var/shuttle_purchased = FALSE //If the station has purchased a replacement escape shuttle this round
var/list/shuttle_purchase_requirements_met = list() //For keeping track of ingame events that would unlock new shuttles, such as defeating a boss or discovering a secret item
var/lockdown = FALSE //disallow transit after nuke goes off
/datum/subsystem/shuttle/New()
NEW_SS_GLOBAL(SSshuttle)
@@ -53,16 +65,87 @@ var/datum/subsystem/shuttle/SSshuttle
supply_packs[P.type] = P
initial_move()
..()
setup_transit_zone()
#ifdef HIGHLIGHT_DYNAMIC_TRANSIT
color_space()
#endif
/datum/subsystem/shuttle/proc/setup_transit_zone()
if(transit_markers.len == 0)
WARNING("No /obj/effect/landmark/transit placed on the map!")
return
// transit zone
var/turf/A = get_turf(transit_markers[1])
var/turf/B = get_turf(transit_markers[2])
for(var/i in block(A, B))
var/turf/T = i
T.ChangeTurf(/turf/open/space)
transit_turfs += T
T.flags |= UNUSED_TRANSIT_TURF
#ifdef HIGHLIGHT_DYNAMIC_TRANSIT
/datum/subsystem/shuttle/proc/color_space()
if(transit_markers.len == 0)
WARNING("No /obj/effect/landmark/transit placed on the map!")
return
var/turf/A = get_turf(transit_markers[1])
var/turf/B = get_turf(transit_markers[2])
for(var/i in block(A, B))
var/turf/T = i
// Only dying the "pure" space, not the transit tiles
if(istype(T, /turf/open/space/transit) || !isspaceturf(T))
continue
if((T.x == A.x) || (T.x == B.x) || (T.y == A.y) || (T.y == B.y))
T.color = "#ffff00"
else
T.color = "#00ffff"
#endif
//world.log << "[transit_turfs.len] transit turfs registered"
/datum/subsystem/shuttle/fire()
for(var/thing in mobile)
if(thing)
var/obj/docking_port/mobile/P = thing
P.check()
if(!thing)
mobile.Remove(thing)
continue
mobile.Remove(thing)
var/obj/docking_port/mobile/P = thing
P.check()
var/changed_transit = FALSE
for(var/thing in transit)
var/obj/docking_port/stationary/transit/T = thing
if(!T.owner)
qdel(T, force=TRUE)
changed_transit = TRUE
// This next one removes transit docks/zones that aren't
// immediately being used. This will mean that the zone creation
// code will be running a lot.
var/obj/docking_port/mobile/owner = T.owner
if(owner)
var/idle = owner.mode == SHUTTLE_IDLE
var/not_centcom_evac = owner.launch_status == NOLAUNCH
var/not_in_use = (!T.get_docked())
if(idle && not_centcom_evac && not_in_use)
qdel(T, force=TRUE)
changed_transit = TRUE
if(clear_transit)
transit_requesters.Cut()
for(var/i in transit)
qdel(i, force=TRUE)
setup_transit_zone()
clear_transit = FALSE
changed_transit = TRUE
#ifdef HIGHLIGHT_DYNAMIC_TRANSIT
if(changed_transit)
color_space()
#endif
while(transit_requesters.len)
var/requester = popleft(transit_requesters)
var/success = generate_transit_dock(requester)
if(!success) // BACK OF THE QUEUE
transit_requesters += requester
if(MC_TICK_CHECK)
return
/datum/subsystem/shuttle/proc/getShuttle(id)
for(var/obj/docking_port/mobile/M in mobile)
@@ -105,6 +188,9 @@ var/datum/subsystem/shuttle/SSshuttle
if(SHUTTLE_DOCKED)
user << "The emergency shuttle is already here."
return
if(SHUTTLE_IGNITING)
user << "The emergency shuttle is firing its engines to leave."
return
if(SHUTTLE_ESCAPE)
user << "The emergency shuttle is moving away to a safe distance."
return
@@ -114,22 +200,24 @@ var/datum/subsystem/shuttle/SSshuttle
call_reason = trim(html_encode(call_reason))
if(length(call_reason) < CALL_SHUTTLE_REASON_LENGTH)
if(length(call_reason) < CALL_SHUTTLE_REASON_LENGTH && seclevel2num(get_security_level()) > SEC_LEVEL_GREEN)
user << "You must provide a reason."
return
var/area/signal_origin = get_area(user)
var/emergency_reason = "\nNature of emergency:\n\n[call_reason]"
if(seclevel2num(get_security_level()) == SEC_LEVEL_RED) // There is a serious threat we gotta move no time to give them five minutes.
emergency.request(null, 0.5, signal_origin, html_decode(emergency_reason), 1)
else
emergency.request(null, 1, signal_origin, html_decode(emergency_reason), 0)
var/security_num = seclevel2num(get_security_level())
switch(security_num)
if(SEC_LEVEL_GREEN)
emergency.request(null, 2, signal_origin, html_decode(emergency_reason), 0)
if(SEC_LEVEL_BLUE)
emergency.request(null, 1, signal_origin, html_decode(emergency_reason), 0)
else
emergency.request(null, 0.5, signal_origin, html_decode(emergency_reason), 1) // There is a serious threat we gotta move no time to give them five minutes.
log_game("[key_name(user)] has called the shuttle.")
message_admins("[key_name_admin(user)] has called the shuttle.")
return
// Called when an emergency shuttle mobile docking port is
// destroyed, which will only happen with admin intervention
/datum/subsystem/shuttle/proc/emergencyDeregister()
@@ -149,19 +237,24 @@ var/datum/subsystem/shuttle/SSshuttle
return
if(ticker.mode.name == "meteor")
return
if(seclevel2num(get_security_level()) == SEC_LEVEL_RED)
if(emergency.timeLeft(1) < emergencyCallTime * 0.25)
return
else
if(emergency.timeLeft(1) < emergencyCallTime * 0.5)
return
var/security_num = seclevel2num(get_security_level())
switch(security_num)
if(SEC_LEVEL_GREEN)
if(emergency.timeLeft(1) < emergencyCallTime)
return
if(SEC_LEVEL_BLUE)
if(emergency.timeLeft(1) < emergencyCallTime * 0.5)
return
else
if(emergency.timeLeft(1) < emergencyCallTime * 0.25)
return
return 1
/datum/subsystem/shuttle/proc/autoEvac()
var/callShuttle = 1
for(var/thing in shuttle_caller_list)
if(istype(thing, /mob/living/silicon/ai))
if(isAI(thing))
var/mob/living/silicon/ai/AI = thing
if(AI.stat || !AI.client)
continue
@@ -181,6 +274,34 @@ var/datum/subsystem/shuttle/SSshuttle
log_game("There is no means of calling the shuttle anymore. Shuttle automatically called.")
message_admins("All the communications consoles were destroyed and all AIs are inactive. Shuttle called.")
/datum/subsystem/shuttle/proc/registerHostileEnvironment(datum/bad)
hostileEnvironments[bad] = TRUE
checkHostileEnvironment()
/datum/subsystem/shuttle/proc/clearHostileEnvironment(datum/bad)
hostileEnvironments -= bad
checkHostileEnvironment()
/datum/subsystem/shuttle/proc/checkHostileEnvironment()
for(var/datum/d in hostileEnvironments)
if(!istype(d) || qdeleted(d))
hostileEnvironments -= d
emergencyNoEscape = hostileEnvironments.len
if(emergencyNoEscape && (emergency.mode == SHUTTLE_IGNITING))
emergency.mode = SHUTTLE_STRANDED
emergency.timer = null
emergency.sound_played = FALSE
priority_announce("Hostile environment detected. \
Departure has been postponed indefinitely pending \
conflict resolution.", null, 'sound/misc/notice1.ogg', "Priority")
if(!emergencyNoEscape && (emergency.mode == SHUTTLE_STRANDED))
emergency.mode = SHUTTLE_DOCKED
emergency.setTimer(emergencyDockTime)
priority_announce("Hostile environment resolved. \
You have 3 minutes to board the Emergency Shuttle.",
null, 'sound/AI/shuttledock.ogg', "Priority")
//try to move/request to dockHome if possible, otherwise dockAway. Mainly used for admin buttons
/datum/subsystem/shuttle/proc/toggleShuttle(shuttleId, dockHome, dockAway, timed)
var/obj/docking_port/mobile/M = getShuttle(shuttleId)
@@ -213,11 +334,149 @@ var/datum/subsystem/shuttle/SSshuttle
return 2
return 0 //dock successful
/datum/subsystem/shuttle/proc/request_transit_dock(obj/docking_port/mobile/M)
if(!istype(M))
throw EXCEPTION("[M] is not a mobile docking port")
if(M.assigned_transit)
return
else
if(!(M in transit_requesters))
transit_requesters += M
/datum/subsystem/shuttle/proc/generate_transit_dock(obj/docking_port/mobile/M)
// First, determine the size of the needed zone
// Because of shuttle rotation, the "width" of the shuttle is not
// always x.
var/travel_dir = M.preferred_direction
// Remember, the direction is the direction we appear to be
// coming from
var/dock_angle = dir2angle(M.preferred_direction) + M.port_angle + 180
var/dock_dir = angle2dir(dock_angle)
var/transit_width = SHUTTLE_TRANSIT_BORDER * 2
var/transit_height = SHUTTLE_TRANSIT_BORDER * 2
// Shuttles travelling on their side have their dimensions swapped
// from our perspective
switch(dock_dir)
if(NORTH, SOUTH)
transit_width += M.width
transit_height += M.height
if(EAST, WEST)
transit_width += M.height
transit_height += M.width
/*
world << "The attempted transit dock will be [transit_width] width, and \
[transit_height] in height. The travel dir is [travel_dir]."
*/
// Then find a place to put the zone
var/list/proposed_zone
base:
for(var/i in transit_turfs)
CHECK_TICK
var/turf/topleft = i
if(!(topleft.flags & UNUSED_TRANSIT_TURF))
continue
var/turf/bottomright = locate(topleft.x + transit_width,
topleft.y + transit_height, topleft.z)
if(!bottomright)
continue
if(!(bottomright.flags & UNUSED_TRANSIT_TURF))
continue
proposed_zone = block(topleft, bottomright)
if(!proposed_zone)
continue
for(var/j in proposed_zone)
var/turf/T = j
if(!T)
continue base
if(!(T.flags & UNUSED_TRANSIT_TURF))
continue base
//world << "[COORD(topleft)] and [COORD(bottomright)]"
break base
if((!proposed_zone) || (!proposed_zone.len))
return FALSE
var/turf/topleft = proposed_zone[1]
//world << "[COORD(topleft)] is TOPLEFT"
// Then create a transit docking port in the middle
var/coords = M.return_coords(0, 0, dock_dir)
//world << json_encode(coords)
/* 0------2
| |
| |
| x |
3------1
*/
var/x0 = coords[1]
var/y0 = coords[2]
var/x1 = coords[3]
var/y1 = coords[4]
// Then we want the point closest to -infinity,-infinity
var/x2 = min(x0, x1)
var/y2 = min(y0, y1)
/*
var/lowx = topleft.x + SHUTTLE_TRANSIT_BORDER
var/lowy = topleft.y + SHUTTLE_TRANSIT_BORDER
var/turf/low_point = locate(lowx, lowy, topleft.z)
new /obj/effect/landmark/stationary(low_point)
world << "Starting at the low point, we go [x2],[y2]"
*/
// Then invert the numbers
var/transit_x = topleft.x + SHUTTLE_TRANSIT_BORDER + abs(x2)
var/transit_y = topleft.y + SHUTTLE_TRANSIT_BORDER + abs(y2)
var/transit_path = /turf/open/space/transit
switch(travel_dir)
if(NORTH)
transit_path = /turf/open/space/transit/north
if(SOUTH)
transit_path = /turf/open/space/transit/south
if(EAST)
transit_path = /turf/open/space/transit/east
if(WEST)
transit_path = /turf/open/space/transit/west
//world << "Docking port at [transit_x], [transit_y], [topleft.z]"
var/turf/midpoint = locate(transit_x, transit_y, topleft.z)
if(!midpoint)
return FALSE
//world << "Making transit dock at [COORD(midpoint)]"
var/area/shuttle/transit/A = new()
A.parallax_movedir = travel_dir
var/obj/docking_port/stationary/transit/new_transit_dock = new(midpoint)
new_transit_dock.assigned_turfs = proposed_zone
new_transit_dock.name = "Transit for [M.id]/[M.name]"
new_transit_dock.turf_type = transit_path
new_transit_dock.owner = M
new_transit_dock.assigned_area = A
// Add 180, because ports point inwards, rather than outwards
new_transit_dock.setDir(angle2dir(dock_angle))
for(var/i in new_transit_dock.assigned_turfs)
var/turf/T = i
T.ChangeTurf(transit_path)
T.flags &= ~(UNUSED_TRANSIT_TURF)
A.contents += T
M.assigned_transit = new_transit_dock
return TRUE
/datum/subsystem/shuttle/proc/initial_move()
for(var/obj/docking_port/mobile/M in mobile)
if(!M.roundstart_move)
continue
moveShuttle(M.id, "[M.roundstart_move]", 0)
M.dockRoundstart()
CHECK_TICK
/datum/subsystem/shuttle/Recover()
@@ -239,6 +498,8 @@ var/datum/subsystem/shuttle/SSshuttle
backup_shuttle = SSshuttle.backup_shuttle
if (istype(SSshuttle.supply))
supply = SSshuttle.supply
if (istype(SSshuttle.transit_turfs))
transit_turfs = SSshuttle.transit_turfs
centcom_message = SSshuttle.centcom_message
ordernum = SSshuttle.ordernum
+3 -2
View File
@@ -2,9 +2,9 @@ var/datum/subsystem/spacedrift/SSspacedrift
/datum/subsystem/spacedrift
name = "Space Drift"
priority = 40
priority = 30
wait = 5
flags = SS_NO_INIT|SS_BACKGROUND
flags = SS_NO_INIT|SS_KEEP_TIMING
var/list/currentrun = list()
var/list/processing = list()
@@ -61,3 +61,4 @@ var/datum/subsystem/spacedrift/SSspacedrift
AM.inertia_last_loc = AM.loc
if (MC_TICK_CHECK)
return
+44
View File
@@ -0,0 +1,44 @@
var/datum/subsystem/squeak/SSsqueak
// The Squeak
// because this is about placement of mice mobs, and nothing to do with
// mice - the computer peripheral
/datum/subsystem/squeak
name = "Squeak"
priority = 40
flags = SS_NO_FIRE
var/list/exposed_wires = list()
/datum/subsystem/squeak/New()
NEW_SS_GLOBAL(SSsqueak)
/datum/subsystem/squeak/Initialize(timeofday)
trigger_migration()
/datum/subsystem/squeak/proc/trigger_migration(num_mice=10)
find_exposed_wires()
var/mob/living/simple_animal/mouse/M
var/turf/proposed_turf
while((num_mice > 0) && exposed_wires.len)
proposed_turf = pick_n_take(exposed_wires)
if(!M)
M = new(proposed_turf)
else
M.forceMove(proposed_turf)
if(M.environment_is_safe())
num_mice -= 1
M = null
/datum/subsystem/squeak/proc/find_exposed_wires()
exposed_wires.Cut()
var/list/all_turfs = block(locate(1,1,1), locate(world.maxx,world.maxy,1))
for(var/turf/open/floor/plating/T in all_turfs)
if(is_blocked_turf(T))
continue
if(locate(/obj/structure/cable) in T)
exposed_wires += T
+37
View File
@@ -0,0 +1,37 @@
var/datum/subsystem/stickyban/SSstickyban
/datum/subsystem/stickyban
name = "Sticky Ban"
init_order = -10
flags = SS_NO_FIRE
var/list/cache = list()
/datum/subsystem/stickyban/New()
NEW_SS_GLOBAL(SSstickyban)
/datum/subsystem/stickyban/Initialize(timeofday)
var/list/bannedkeys = world.GetConfig("ban")
//sanitize the sticky ban list
for (var/bannedkey in bannedkeys)
var/ckey = ckey(bannedkey)
var/list/ban = stickyban2list(world.GetConfig("ban", bannedkey))
//byond stores sticky bans by key, that can end up confusing things
//i also remove it here so that if any stickybans cause a runtime, they just stop existing
world.SetConfig("ban", bannedkey, null)
if (!ban["ckey"])
ban["ckey"] = ckey
//storing these can break things and isn't needed for sticky ban tracking
ban -= "IP"
ban -= "computer_id"
ban["matches_this_round"] = list()
ban["existing_user_matches_this_round"] = list()
ban["admin_matches_this_round"] = list()
cache[ckey] = ban
for (var/bannedckey in cache)
world.SetConfig("ban", bannedckey, list2stickyban(cache[bannedckey]))
+3
View File
@@ -18,6 +18,9 @@ var/datum/subsystem/tgui/SStgui
NEW_SS_GLOBAL(SStgui)
/datum/subsystem/tgui/Shutdown()
close_all_uis()
/datum/subsystem/tgui/stat_entry()
..("P:[processing_uis.len]")
+139
View File
@@ -0,0 +1,139 @@
#define MAX_THROWING_DIST 512 // 2 z-levels on default width
#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
var/datum/subsystem/throwing/SSthrowing
/datum/subsystem/throwing
name = "Throwing"
priority = 25
wait = 1
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
var/list/currentrun
var/list/processing
/datum/subsystem/throwing/New()
NEW_SS_GLOBAL(SSthrowing)
processing = list()
/datum/subsystem/throwing/stat_entry()
..("P:[processing.len]")
/datum/subsystem/throwing/fire(resumed = 0)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while(length(currentrun))
var/atom/movable/AM = currentrun[currentrun.len]
var/datum/thrownthing/TT = currentrun[AM]
currentrun.len--
if (!AM || !TT)
processing -= AM
if (MC_TICK_CHECK)
return
continue
TT.tick()
if (MC_TICK_CHECK)
return
currentrun = null
/datum/thrownthing
var/atom/movable/thrownthing
var/atom/target
var/turf/target_turf
var/init_dir
var/maxrange
var/speed
var/mob/thrower
var/diagonals_first
var/dist_travelled = 0
var/start_time
var/dist_x
var/dist_y
var/dx
var/dy
var/pure_diagonal
var/diagonal_error
var/datum/callback/callback
/datum/thrownthing/proc/tick()
var/atom/movable/AM = thrownthing
if (!isturf(AM.loc) || !AM.throwing)
finialize()
return
if (dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
finialize()
return
var/atom/step
//calculate how many tiles to move, making up for any missed ticks.
var/tilestomove = round(min(((((world.time+world.tick_lag) - start_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait))
while (tilestomove-- > 0)
if ((dist_travelled >= maxrange || AM.loc == target_turf) && AM.has_gravity(AM.loc))
finialize()
return
if (dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
step = get_step(AM, get_dir(AM, target_turf))
else
step = get_step(AM, init_dir)
if (!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
if (diagonal_error >= 0 && max(dist_x,dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
step = get_step(AM, dx)
diagonal_error += (diagonal_error < 0) ? dist_x/2 : -dist_y
if (!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
finialize()
return
AM.Move(step, get_dir(AM, step))
if (!AM.throwing) // we hit something during our move
finialize(hit = TRUE)
return
dist_travelled++
if (dist_travelled > MAX_THROWING_DIST)
finialize()
return
/datum/thrownthing/proc/finialize(hit = FALSE)
set waitfor = 0
SSthrowing.processing -= thrownthing
//done throwing, either because it hit something or it finished moving
thrownthing.throwing = 0
if (!hit)
for (var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
var/atom/A = thing
if (A == target)
hit = 1
thrownthing.throw_impact(A)
break
if (!hit)
thrownthing.throw_impact(get_turf(thrownthing)) // we haven't hit something yet and we still must, let's hit the ground.
thrownthing.newtonian_move(init_dir)
else
thrownthing.newtonian_move(init_dir)
if (callback)
callback.Invoke()
/datum/thrownthing/proc/hitcheck()
for (var/thing in get_turf(thrownthing))
var/atom/movable/AM = thing
if (AM == thrownthing)
continue
if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
thrownthing.throwing = 0
thrownthing.throw_impact(AM)
return 1
+214 -77
View File
@@ -11,6 +11,8 @@ var/datum/subsystem/ticker/ticker
var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
var/force_ending = 0 //Round was ended by admin intervention
// If true, there is no lobby phase, the game starts immediately.
var/start_immediately = FALSE
var/hide_mode = 0
var/datum/game_mode/mode = null
@@ -22,21 +24,19 @@ var/datum/subsystem/ticker/ticker
var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
//These bible variables should be a preference
var/Bible_icon_state //icon_state the chaplain has chosen for his bible
var/Bible_item_state //item_state the chaplain has chosen for his bible
var/Bible_name //name of the bible
var/Bible_deity_name //name of chaplin's deity
var/list/syndicate_coalition = list() //list of traitor-compatible factions
var/list/factions = list() //list of all factions
var/list/availablefactions = list() //list of factions with openings
var/list/scripture_states = list(SCRIPTURE_DRIVER = TRUE, \
SCRIPTURE_SCRIPT = FALSE, \
SCRIPTURE_APPLICATION = FALSE, \
SCRIPTURE_REVENANT = FALSE, \
SCRIPTURE_JUDGEMENT = FALSE) //list of clockcult scripture states for announcements
var/delay_end = 0 //if set true, the round will not restart on it's own
var/triai = 0 //Global holder for Triumvirate
var/tipped = 0 //Did we broadcast the tip of the day yet?
var/modevoted = 0 //Have we sent a vote for the gamemode?
var/selected_tip // What will be the tip of the day?
var/timeLeft = 1200 //pregame timer
@@ -51,11 +51,14 @@ var/datum/subsystem/ticker/ticker
var/maprotatechecked = 0
var/modevoted = 0 //Have we sent a vote for the gamemode?
var/news_report
/datum/subsystem/ticker/New()
NEW_SS_GLOBAL(ticker)
login_music = pickweight(list('sound/ambience/title1.ogg' = 30, 'sound/ambience/title2.ogg' = 30, 'sound/ambience/title3.ogg' = 30, 'sound/ambience/title4.ogg' = 30, 'sound/ambience/title5.ogg' = 30, 'sound/ambience/title6.ogg' = 30, 'sound/ambience/title7.ogg' = 30, 'sound/ambience/clown.ogg' = 3)) // choose title music!
login_music = pickweight(list('sound/ambience/title2.ogg' = 15, 'sound/ambience/title1.ogg' =15, 'sound/ambience/title3.ogg' =14, 'sound/ambience/title4.ogg' =14, 'sound/misc/i_did_not_grief_them.ogg' =14, 'sound/ambience/clown.ogg' = 9)) // choose title music!
if(SSevent.holidays && SSevent.holidays[APRIL_FOOLS])
login_music = 'sound/ambience/clown.ogg'
@@ -64,16 +67,17 @@ var/datum/subsystem/ticker/ticker
syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response)
syndicate_code_response = generate_code_phrase()
setupFactions()
..()
/datum/subsystem/ticker/fire()
switch(current_state)
if(GAME_STATE_STARTUP)
timeLeft = config.lobby_countdown * 10
world << "<b><font color='blue'>Welcome to the pre-game lobby!</font></b>"
world << "Please, setup your character and select ready. Game will start in [config.lobby_countdown] seconds"
world << "<span class='boldnotice'>Welcome to [station_name()]!</span>"
world << "Please set up your character and select \"Ready\". The game will start in [config.lobby_countdown] seconds."
current_state = GAME_STATE_PREGAME
for(var/client/C in clients)
window_flash(C) //let them know lobby has opened up.
if(GAME_STATE_PREGAME)
//lobby stats for statpanels
@@ -84,6 +88,9 @@ var/datum/subsystem/ticker/ticker
if(player.ready)
++totalPlayersReady
if(start_immediately)
timeLeft = 0
//countdown
if(timeLeft < 0)
return
@@ -109,16 +116,19 @@ var/datum/subsystem/ticker/ticker
mode.process(wait * 0.1)
check_queue()
check_maprotate()
scripture_states = scripture_unlock_alert(scripture_states)
if(!mode.explosion_in_progress && mode.check_finished() || force_ending)
current_state = GAME_STATE_FINISHED
toggle_ooc(1) // Turn it on
declare_completion(force_ending)
spawn(50)
if(mode.station_was_nuked)
world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
else
world.Reboot("Round ended.", "end_proper", "proper completion")
addtimer(CALLBACK(src, .proc/NukeCleanup), 50)
/datum/subsystem/ticker/proc/NukeCleanup()
if(mode.station_was_nuked)
world.Reboot("Station destroyed by Nuclear Device.", "end_proper", "nuke")
else
world.Reboot("Round ended.", "end_proper", "proper completion")
/datum/subsystem/ticker/proc/setup()
//Create and announce mode
@@ -159,19 +169,19 @@ var/datum/subsystem/ticker/ticker
if(!can_continue)
qdel(mode)
mode = null
world << "<B>Error setting up [master_mode]. It's likely that there are no available antagonists for the selected mode.</B> Reverting to pre-game lobby."
world << "<B>Error setting up [master_mode].</B> Reverting to pre-game lobby."
SSjob.ResetOccupations()
return 0
else
world << "<span class='notice'>DEBUG: Bypassing prestart checks..."
message_admins("<span class='notice'>DEBUG: Bypassing prestart checks...</span>")
if(hide_mode)
var/list/modes = new
for (var/datum/game_mode/M in runnable_modes)
modes += M.name
modes = sortList(modes)
world << "<B>The current game mode is - Secret!</B>"
world << "<B>Possibilities:</B> [english_list(modes)]"
world << "<b>The gamemode is: secret!\n\
Possibilities:</B> [english_list(modes)]"
else
mode.announce()
@@ -197,50 +207,56 @@ var/datum/subsystem/ticker/ticker
var/datum/holiday/holiday = SSevent.holidays[holidayname]
world << "<h4>[holiday.greet()]</h4>"
spawn(0)//Forking here so we dont have to wait for this to finish
mode.post_setup()
//Cleanup some stuff
for(var/obj/effect/landmark/start/S in landmarks_list)
//Deleting Startpoints but we need the ai point to AI-ize people later
if(S.name != "AI")
qdel(S)
var/list/adm = get_admin_counts()
if(!adm["present"])
send2irc("Server", "Round just started with no active admins online!")
PostSetup()
return 1
/datum/subsystem/ticker/proc/PostSetup()
set waitfor = 0
mode.post_setup()
//Cleanup some stuff
for(var/obj/effect/landmark/start/S in landmarks_list)
//Deleting Startpoints but we need the ai point to AI-ize people later
if(S.name != "AI")
qdel(S)
/*
var/list/adm = get_admin_counts()
if(!adm["present"])
send2irc("Server", "Round just started with no active admins online!")
*/
/datum/subsystem/ticker/proc/station_explosion_detonation(atom/bomb)
if(bomb) //BOOM
var/turf/epi = bomb.loc
qdel(bomb)
if(epi)
explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
//Plus it provides an easy way to make cinematics for other events. Just use this as a template
/datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null)
/datum/subsystem/ticker/proc/station_explosion_cinematic(station_missed=0, override = null, atom/bomb = null)
if( cinematic )
return //already a cinematic in progress!
for (var/datum/html_interface/hi in html_interfaces)
hi.closeAll()
SStgui.close_all_uis()
//Turn off the shuttles, there's no escape now
if(!station_missed && bomb)
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
//initialise our cinematic screen object
cinematic = new /obj/screen{icon='icons/effects/station_explosion.dmi';icon_state="station_intact";layer=21;mouse_opacity=0;screen_loc="1,0";}(src)
var/obj/structure/bed/temp_buckle = new(src)
if(station_missed)
for(var/mob/M in mob_list)
M.buckled = temp_buckle //buckles the mob so it can't do anything
if(M.client)
M.client.screen += cinematic //show every client the cinematic
else //nuke kills everyone on z-level 1 to prevent "hurr-durr I survived"
for(var/mob/M in mob_list)
M.buckled = temp_buckle
if(M.client)
M.client.screen += cinematic
if(M.stat != DEAD)
var/turf/T = get_turf(M)
if(T && T.z==1)
M.death(0) //no mercy
for(var/mob/M in mob_list)
M.notransform = TRUE //stop everything moving
if(M.client)
M.client.screen += cinematic //show every client the cinematic
var/actually_blew_up = TRUE
//Now animate the cinematic
switch(station_missed)
if(1) //nuke was nearby but (mostly) missed
if(NUKE_NEAR_MISS) //nuke was nearby but (mostly) missed
if( mode && !override )
override = mode.name
switch( override )
@@ -248,27 +264,32 @@ var/datum/subsystem/ticker/ticker
flick("intro_nuke",cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb)
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
if("gang war") //Gang Domination (just show the override screen)
cinematic.icon_state = "intro_malf_still"
flick("intro_malf",cinematic)
actually_blew_up = FALSE
sleep(70)
if("fake") //The round isn't over, we're just freaking people out for fun
flick("intro_nuke",cinematic)
sleep(35)
world << sound('sound/items/bikehorn.ogg')
flick("summary_selfdes",cinematic)
actually_blew_up = FALSE
else
flick("intro_nuke",cinematic)
sleep(35)
world << sound('sound/effects/explosionfar.ogg')
//flick("end",cinematic)
station_explosion_detonation(bomb)
if(2) //nuke was nowhere nearby //TODO: a really distant explosion animation
if(NUKE_MISS_STATION || NUKE_SYNDICATE_BASE) //nuke was nowhere nearby //TODO: a really distant explosion animation
sleep(50)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb)
actually_blew_up = station_missed == NUKE_SYNDICATE_BASE //don't kill everyone on station if it detonated off station
else //station was destroyed
if( mode && !override )
override = mode.name
@@ -278,47 +299,61 @@ var/datum/subsystem/ticker/ticker
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb)
cinematic.icon_state = "summary_nukewin"
if("AI malfunction") //Malf (screen,explosion,summary)
flick("intro_malf",cinematic)
sleep(76)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb) //TODO: If we ever decide to actually detonate the vault bomb
cinematic.icon_state = "summary_malf"
if("blob") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb) //TODO: no idea what this case could be
cinematic.icon_state = "summary_selfdes"
if("no_core") //Nuke failed to detonate as it had no core
flick("intro_nuke",cinematic)
sleep(35)
flick("station_intact",cinematic)
world << sound('sound/ambience/signal.ogg')
sleep(100)
if(cinematic)
qdel(cinematic)
cinematic = null
if(temp_buckle)
qdel(temp_buckle)
addtimer(CALLBACK(src, .proc/finish_cinematic, null, FALSE), 100)
return //Faster exit, since nothing happened
else //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red", cinematic)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb)
cinematic.icon_state = "summary_selfdes"
//If its actually the end of the round, wait for it to end.
//Otherwise if its a verb it will continue on afterwards.
spawn(300)
if(cinematic)
qdel(cinematic) //end the cinematic
if(temp_buckle)
qdel(temp_buckle) //release everybody
return
var/bombloc = null
if(actually_blew_up)
if(bomb && bomb.loc)
bombloc = bomb.z
else if(!station_missed)
bombloc = ZLEVEL_STATION
if(mode)
mode.explosion_in_progress = 0
world << "<B>The station was destoyed by the nuclear blast!</B>"
mode.station_was_nuked = (station_missed<2) //station_missed==1 is a draw. the station becomes irradiated and needs to be evacuated.
addtimer(CALLBACK(src, .proc/finish_cinematic, bombloc, actually_blew_up), 300)
/datum/subsystem/ticker/proc/finish_cinematic(killz, actually_blew_up)
if(cinematic)
qdel(cinematic) //end the cinematic
cinematic = null
for(var/mob/M in mob_list)
M.notransform = FALSE
if(actually_blew_up && !isnull(killz) && M.stat != DEAD && M.z == killz)
M.gib()
/datum/subsystem/ticker/proc/create_characters()
for(var/mob/new_player/player in player_list)
@@ -350,7 +385,7 @@ var/datum/subsystem/ticker/ticker
SSjob.EquipRank(player, player.mind.assigned_role, 0)
if(captainless)
for(var/mob/M in player_list)
if(!istype(M,/mob/new_player))
if(!isnewplayer(M))
M << "Captainship not forced on anyone."
@@ -359,6 +394,7 @@ var/datum/subsystem/ticker/ticker
var/station_evacuated = EMERGENCY_ESCAPED_OR_ENDGAMED
var/num_survivors = 0
var/num_escapees = 0
var/num_shuttle_escapees = 0
world << "<BR><BR><BR><FONT size=3><B>The round has ended.</B></FONT>"
@@ -368,11 +404,16 @@ var/datum/subsystem/ticker/ticker
if(Player.stat != DEAD && !isbrain(Player))
num_survivors++
if(station_evacuated) //If the shuttle has already left the station
var/area/shuttle_area
if(SSshuttle && SSshuttle.emergency)
shuttle_area = SSshuttle.emergency.areaInstance
if(!Player.onCentcom() && !Player.onSyndieBase())
Player << "<font color='blue'><b>You managed to survive, but were marooned on [station_name()]...</b></FONT>"
else
num_escapees++
Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></FONT>"
if(get_area(Player) == shuttle_area)
num_shuttle_escapees++
else
Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></FONT>"
else
@@ -381,15 +422,22 @@ var/datum/subsystem/ticker/ticker
//Round statistics report
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
var/station_integrity = min(round( 100 * start_state.score(end_state), 0.1), 100)
var/station_integrity = min(PERCENT(start_state.score(end_state)), 100)
world << "<BR>[TAB]Shift Duration: <B>[round(world.time / 36000)]:[add_zero("[world.time / 600 % 60]", 2)]:[world.time / 100 % 6][world.time / 100 % 10]</B>"
world << "<BR>[TAB]Station Integrity: <B>[mode.station_was_nuked ? "<font color='red'>Destroyed</font>" : "[station_integrity]%"]</B>"
if(mode.station_was_nuked)
ticker.news_report = STATION_DESTROYED_NUKE
var/total_players = joined_player_list.len
if(joined_player_list.len)
world << "<BR>[TAB]Total Population: <B>[joined_player_list.len]</B>"
world << "<BR>[TAB]Total Population: <B>[total_players]</B>"
if(station_evacuated)
world << "<BR>[TAB]Evacuation Rate: <B>[num_escapees] ([round((num_escapees/joined_player_list.len)*100, 0.1)]%)</B>"
world << "<BR>[TAB]Survival Rate: <B>[num_survivors] ([round((num_survivors/joined_player_list.len)*100, 0.1)]%)</B>"
world << "<BR>[TAB]Evacuation Rate: <B>[num_escapees] ([PERCENT(num_escapees/total_players)]%)</B>"
world << "<BR>[TAB](on emergency shuttle): <B>[num_shuttle_escapees] ([PERCENT(num_shuttle_escapees/total_players)]%)</B>"
news_report = STATION_EVACUATED
if(SSshuttle.emergency.is_hijacked())
news_report = SHUTTLE_HIJACK
world << "<BR>[TAB]Survival Rate: <B>[num_survivors] ([PERCENT(num_survivors/total_players)]%)</B>"
world << "<BR>"
//Silicon laws report
@@ -426,6 +474,9 @@ var/datum/subsystem/ticker/ticker
if (findtext("[handler]","auto_declare_completion_"))
call(mode, handler)(force_ending)
if(cross_allowed)
send_news_report()
//Print a list of antagonists to the server log
var/list/total_antagonists = list()
//Look into all mobs in world, dead or alive
@@ -443,6 +494,43 @@ var/datum/subsystem/ticker/ticker
for(var/i in total_antagonists)
log_game("[i]s[total_antagonists[i]].")
//Borers
var/borerwin = FALSE
if(borers.len)
var/borertext = "<br><font size=3><b>The borers were:</b></font>"
for(var/mob/living/simple_animal/borer/B in borers)
if((B.key || B.controlling) && B.stat != DEAD)
borertext += "<br>[B.controlling ? B.victim.key : B.key] was [B.truename] ("
var/turf/location = get_turf(B)
if(location.z == ZLEVEL_CENTCOM && B.victim)
borertext += "escaped with host"
else
borertext += "failed"
borertext += ")"
world << borertext
var/total_borers = 0
for(var/mob/living/simple_animal/borer/B in borers)
if((B.key || B.victim) && B.stat != DEAD)
total_borers++
if(total_borers)
var/total_borer_hosts = 0
for(var/mob/living/carbon/C in mob_list)
var/mob/living/simple_animal/borer/D = C.has_brain_worms()
var/turf/location = get_turf(C)
if(location.z == ZLEVEL_CENTCOM && D && D.stat != DEAD)
total_borer_hosts++
if(total_borer_hosts_needed <= total_borer_hosts)
borerwin = TRUE
world << "<b>There were [total_borers] borers alive at round end!</b>"
world << "<b>A total of [total_borer_hosts] borers with hosts escaped on the shuttle alive. The borers needed [total_borer_hosts_needed] hosts to escape.</b>"
if(borerwin)
world << "<b><font color='green'>The borers were successful!</font></b>"
else
world << "<b><font color='red'>The borers have failed!</font></b>"
mode.declare_station_goal_completion()
//Adds the del() log to world.log in a format condensable by the runtime condenser found in tools
if(SSgarbage.didntgc.len)
var/dellog = ""
@@ -451,6 +539,8 @@ var/datum/subsystem/ticker/ticker
dellog += "Failures : [SSgarbage.didntgc[path]] \n"
world.log << dellog
//Collects persistence features
SSpersistence.CollectData()
return 1
/datum/subsystem/ticker/proc/send_tip_of_the_round()
@@ -504,9 +594,10 @@ var/datum/subsystem/ticker/ticker
//map rotate chance defaults to 75% of the length of the round (in minutes)
if (!prob((world.time/600)*config.maprotatechancedelta))
return
spawn(0) //compiling a map can lock up the mc for 30 to 60 seconds if we don't spawn
maprotate()
INVOKE_ASYNC(GLOBAL_PROC, /.proc/maprotate)
/datum/subsystem/ticker/proc/send_gamemode_vote(var/)
SSvote.initiate_vote("roundtype","server")
/world/proc/has_round_started()
if (ticker && ticker.current_state >= GAME_STATE_PLAYING)
@@ -526,11 +617,6 @@ var/datum/subsystem/ticker/ticker
minds = ticker.minds
Bible_icon_state = ticker.Bible_icon_state
Bible_item_state = ticker.Bible_item_state
Bible_name = ticker.Bible_name
Bible_deity_name = ticker.Bible_deity_name
syndicate_coalition = ticker.syndicate_coalition
factions = ticker.factions
availablefactions = ticker.availablefactions
@@ -551,5 +637,56 @@ var/datum/subsystem/ticker/ticker
cinematic = ticker.cinematic
maprotatechecked = ticker.maprotatechecked
/datum/subsystem/ticker/proc/send_gamemode_vote(var/)
SSvote.initiate_vote("roundtype","server")
modevoted = ticker.modevoted
/datum/subsystem/ticker/proc/send_news_report()
var/news_message
var/news_source = "Nanotrasen News Network"
switch(news_report)
if(NUKE_SYNDICATE_BASE)
news_message = "In a daring raid, the heroic crew of [station_name()] detonated a nuclear device in the heart of a terrorist base."
if(STATION_DESTROYED_NUKE)
news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [station_name()] are, in fact, a hoax. Have a secure day!"
if(STATION_EVACUATED)
news_message = "The crew of [station_name()] has been evacuated amid unconfirmed reports of enemy activity."
if(GANG_LOSS)
news_message = "Organized crime aboard [station_name()] has been stamped out by members of our ever vigilant security team. Remember to thank your assigned officers today!"
if(GANG_TAKEOVER)
news_message = "Contact with [station_name()] has been lost after a sophisticated hacking attack by organized criminal elements. Stay vigilant!"
if(BLOB_WIN)
news_message = "[station_name()] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station."
if(BLOB_NUKE)
news_message = "[station_name()] is currently undergoing decontanimation after a controlled burst of radiation was used to remove a biological ooze. All employees were safely evacuated prior, and are enjoying a relaxing vacation."
if(BLOB_DESTROYED)
news_message = "[station_name()] is currently undergoing decontamination procedures after the destruction of a biological hazard. As a reminder, any crew members experiencing cramps or bloating should report immediately to security for incineration."
if(CULT_ESCAPE)
news_message = "Security Alert: A group of religious fanatics have escaped from [station_name()]."
if(CULT_FAILURE)
news_message = "Following the dismantling of a restricted cult aboard [station_name()], we would like to remind all employees that worship outside of the Chapel is strictly prohibited, and cause for termination."
if(CULT_SUMMON)
news_message = "Company officials would like to clarify that [station_name()] was scheduled to be decommissioned following meteor damage earlier this year. Earlier reports of an unknowable eldritch horror were made in error."
if(NUKE_MISS)
news_message = "The Syndicate have bungled a terrorist attack [station_name()], detonating a nuclear weapon in empty space near by."
if(OPERATIVES_KILLED)
news_message = "Repairs to [station_name()] are underway after an elite Syndicate death squad was wiped out by the crew."
if(OPERATIVE_SKIRMISH)
news_message = "A skirmish between security forces and Syndicate agents aboard [station_name()] ended with both sides bloodied but intact."
if(REVS_WIN)
news_message = "Company officials have reassured investors that despite a union led revolt aboard [station_name()] that there will be no wage increases for workers."
if(REVS_LOSE)
news_message = "[station_name()] quickly put down a misguided attempt at mutiny. Remember, unionizing is illegal!"
if(WIZARD_KILLED)
news_message = "Tensions have flared with the Wizard's Federation following the death of one of their members aboard [station_name()]."
if(STATION_NUKED)
news_message = "[station_name()] activated its self destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are under way."
if(CLOCK_SUMMON)
news_message = "The garbled messages about hailing a mouse and strange energy readings from [station_name()] have been discovered to be an ill-advised, if thorough, prank by a clown."
if(CLOCK_SILICONS)
news_message = "The project started by [station_name()] to upgrade their silicon units with advanced equipment have been largely successful, though they have thus far refused to release schematics in a violation of company policy."
if(CLOCK_PROSELYTIZATION)
news_message = "The burst of energy released near [station_name()] has been confirmed as merely a test of a new weapon. However, due to an unexpected mechanical error, their communications system has been knocked offline."
if(SHUTTLE_HIJACK)
news_message = "During routine evacuation procedures, the emergency shuttle of [station_name()] had its navigation protocols corrupted and went off course, but was recovered shortly after."
if(news_message)
send2irc(news_source, news_message,"News_Report")
+297 -58
View File
@@ -1,102 +1,341 @@
#define BUCKET_LEN (world.fps*1*60) //how many ticks should we keep in the bucket. (1 minutes worth)
#define BUCKET_POS(timer) (round((timer.timeToRun - SStimer.head_offset) / world.tick_lag) + 1)
var/datum/subsystem/timer/SStimer
/datum/subsystem/timer
name = "Timer"
wait = 2 //SS_TICKER subsystem, so wait is in ticks
wait = 1 //SS_TICKER subsystem, so wait is in ticks
init_order = 1
display_order = 3
can_fire = 0 //start disabled
flags = SS_FIRE_IN_LOBBY|SS_TICKER|SS_POST_FIRE_TIMING|SS_NO_INIT
flags = SS_FIRE_IN_LOBBY|SS_TICKER|SS_NO_INIT
var/list/datum/timedevent/processing
var/list/hashes
var/head_offset = 0 //world.time of the first entry in the the bucket.
var/practical_offset = 0 //index of the first non-empty item in the bucket.
var/bucket_resolution = 0 //world.tick_lag the bucket was designed for
var/bucket_count = 0 //how many timers are in the buckets
var/list/bucket_list //list of buckets, each bucket holds every timer that has to run that byond tick.
var/list/timer_id_dict //list of all active timers assoicated to their timer id (for easy lookup)
var/list/clienttime_timers //special snowflake timers that run on fancy pansy "client time"
/datum/subsystem/timer/New()
processing = list()
hashes = list()
bucket_list = list()
timer_id_dict = list()
clienttime_timers = list()
NEW_SS_GLOBAL(SStimer)
/datum/subsystem/timer/stat_entry(msg)
..("P:[processing.len]")
..("B:[bucket_count] P:[length(processing)] H:[length(hashes)] C:[length(clienttime_timers)]")
/datum/subsystem/timer/fire()
if(!processing.len)
can_fire = 0 //nothing to do, lets stop firing.
return
for(var/datum/timedevent/event in processing)
if(!event.thingToCall || qdeleted(event.thingToCall))
qdel(event)
if(event.timeToRun <= world.time)
runevent(event)
qdel(event)
/datum/subsystem/timer/fire(resumed = FALSE)
if (length(clienttime_timers))
for (var/thing in clienttime_timers)
var/datum/timedevent/ctime_timer = thing
if (ctime_timer.spent)
qdel(ctime_timer)
continue
if (ctime_timer.timeToRun <= REALTIMEOFDAY)
var/datum/callback/callBack = ctime_timer.callBack
ctime_timer.spent = TRUE
callBack.InvokeAsync()
qdel(ctime_timer)
if (MC_TICK_CHECK)
return
var/static/list/spent = list()
var/static/datum/timedevent/timer
var/static/datum/timedevent/head
if (practical_offset > BUCKET_LEN || (!resumed && length(src.bucket_list) != BUCKET_LEN || world.tick_lag != bucket_resolution))
shift_buckets()
resumed = FALSE
if (!resumed)
timer = null
head = null
var/list/bucket_list = src.bucket_list
while (practical_offset <= BUCKET_LEN && head_offset + (practical_offset*world.tick_lag) <= world.time && !MC_TICK_CHECK)
if (!timer || !head || timer == head)
head = bucket_list[practical_offset]
if (!head)
practical_offset++
if (MC_TICK_CHECK)
break
continue
timer = head
do
var/datum/callback/callBack = timer.callBack
if (!callBack)
qdel(timer)
bucket_resolution = null //force bucket recreation
CRASH("Invalid timer: timer.timeToRun=[timer.timeToRun]||qdeleted(timer)=[qdeleted(timer)]||world.time=[world.time]||head_offset=[head_offset]||practical_offset=[practical_offset]||timer.spent=[timer.spent]")
if (!timer.spent)
spent += timer
timer.spent = TRUE
callBack.InvokeAsync()
timer = timer.next
if (MC_TICK_CHECK)
return
while (timer && timer != head)
timer = null
bucket_list[practical_offset++] = null
if (MC_TICK_CHECK)
return
/datum/subsystem/timer/proc/runevent(datum/timedevent/event)
set waitfor = 0
if(event.thingToCall == GLOBAL_PROC && istext(event.procToCall))
call("/proc/[event.procToCall]")(arglist(event.argList))
else
call(event.thingToCall, event.procToCall)(arglist(event.argList))
bucket_count -= length(spent)
for (var/spent_timer in spent)
qdel(spent_timer)
spent.len = 0
/datum/subsystem/timer/proc/shift_buckets()
var/list/bucket_list = src.bucket_list
var/list/alltimers = list()
//collect the timers currently in the bucket
for (var/bucket_head in bucket_list)
if (!bucket_head)
continue
var/datum/timedevent/bucket_node = bucket_head
do
alltimers += bucket_node
bucket_node = bucket_node.next
while(bucket_node && bucket_node != bucket_head)
bucket_list.len = 0
bucket_list.len = BUCKET_LEN
practical_offset = 1
bucket_count = 0
head_offset = world.time
bucket_resolution = world.tick_lag
alltimers += processing
if (!length(alltimers))
return
sortTim(alltimers, .proc/cmp_timer)
var/datum/timedevent/head = alltimers[1]
if (head.timeToRun < head_offset)
head_offset = head.timeToRun
var/list/timers_to_remove = list()
for (var/thing in alltimers)
var/datum/timedevent/timer = thing
if (!timer)
timers_to_remove += timer
continue
var/bucket_pos = BUCKET_POS(timer)
if (bucket_pos > BUCKET_LEN)
break
timers_to_remove += timer //remove it from the big list once we are done
if (!timer.callBack || timer.spent)
continue
bucket_count++
var/datum/timedevent/bucket_head = bucket_list[bucket_pos]
if (!bucket_head)
bucket_list[bucket_pos] = timer
timer.next = null
timer.prev = null
continue
if (!bucket_head.prev)
bucket_head.prev = bucket_head
timer.next = bucket_head
timer.prev = bucket_head.prev
timer.next.prev = timer
timer.prev.next = timer
processing = (alltimers - timers_to_remove)
/datum/subsystem/timer/Recover()
processing |= SStimer.processing
hashes |= SStimer.hashes
timer_id_dict |= SStimer.timer_id_dict
bucket_list |= SStimer.bucket_list
/datum/var/list/active_timers
/datum/timedevent
var/thingToCall
var/procToCall
var/timeToRun
var/argList
var/id
var/datum/callback/callBack
var/timeToRun
var/hash
var/list/flags
var/spent = FALSE //set to true right before running.
//cicular doublely linked list
var/datum/timedevent/next
var/datum/timedevent/prev
var/static/nextid = 1
/datum/timedevent/New()
/datum/timedevent/New(datum/callback/callBack, timeToRun, flags, hash)
id = nextid++
src.callBack = callBack
src.timeToRun = timeToRun
src.flags = flags
src.hash = hash
if (flags & TIMER_UNIQUE)
SStimer.hashes[hash] = src
if (flags & TIMER_STOPPABLE)
SStimer.timer_id_dict["timerid[id]"] = src
if (callBack.object != GLOBAL_PROC)
LAZYINITLIST(callBack.object.active_timers)
callBack.object.active_timers += src
if (flags & TIMER_CLIENT_TIME)
SStimer.clienttime_timers += src
return
//get the list of buckets
var/list/bucket_list = SStimer.bucket_list
//calculate our place in the bucket list
var/bucket_pos = BUCKET_POS(src)
//we are too far aways from needing to run to be in the bucket list, shift_buckets() will handle us.
if (bucket_pos > length(bucket_list))
SStimer.processing += src
return
//get the bucket for our tick
var/datum/timedevent/bucket_head = bucket_list[bucket_pos]
SStimer.bucket_count++
//empty bucket, we will just add ourselves
if (!bucket_head)
bucket_list[bucket_pos] = src
if (bucket_pos < SStimer.practical_offset)
SStimer.practical_offset = bucket_pos
return
//other wise, lets do a simplified linked list add.
if (!bucket_head.prev)
bucket_head.prev = bucket_head
next = bucket_head
prev = bucket_head.prev
next.prev = src
prev.next = src
/datum/timedevent/Destroy()
SStimer.processing -= src
SStimer.hashes -= hash
..()
if (flags & TIMER_UNIQUE)
SStimer.hashes -= hash
if (callBack && callBack.object && callBack.object != GLOBAL_PROC && callBack.object.active_timers)
callBack.object.active_timers -= src
UNSETEMPTY(callBack.object.active_timers)
callBack = null
if (flags & TIMER_STOPPABLE)
SStimer.timer_id_dict -= "timerid[id]"
if (flags & TIMER_CLIENT_TIME)
SStimer.clienttime_timers -= src
return QDEL_HINT_IWILLGC
if (!spent)
if (prev == next && next)
next.prev = null
prev.next = null
else
if (prev)
prev.next = next
if (next)
next.prev = prev
var/bucketpos = BUCKET_POS(src)
var/datum/timedevent/buckethead
var/list/bucket_list = SStimer.bucket_list
if (bucketpos > 0 && bucketpos <= length(bucket_list))
buckethead = bucket_list[bucketpos]
SStimer.bucket_count--
else
SStimer.processing -= src
if (buckethead == src)
bucket_list[bucketpos] = next
else
if (prev && prev.next == src)
prev.next = next
if (next && next.prev == src)
next.prev = prev
next = null
prev = null
return QDEL_HINT_IWILLGC
/proc/addtimer(thingToCall, procToCall, wait, unique = FALSE, ...)
if (!thingToCall || !procToCall)
proc/addtimer(datum/callback/callback, wait, flags)
if (!callback)
return
if (!SStimer.can_fire)
SStimer.can_fire = 1
var/datum/timedevent/event = new()
event.thingToCall = thingToCall
event.procToCall = procToCall
event.timeToRun = world.time + wait
var/hashlist = args.Copy()
hashlist[1] = "[thingToCall](\ref[thingToCall])"
event.hash = jointext(args, null)
if(args.len > 4)
event.argList = args.Copy(5)
// Check for dupes if unique = 1.
if(unique)
var/datum/timedevent/hash_event = SStimer.hashes[event.hash]
if(hash_event)
return hash_event.id
SStimer.hashes[event.hash] = event
if (wait <= 0)
SStimer.runevent(event)
SStimer.hashes -= event.hash
callback.InvokeAsync()
return
// If we are unique (or we're not checking that), add the timer and return the id.
SStimer.processing += event
return event.id
var/hash
if (flags & TIMER_UNIQUE)
var/list/hashlist = list(callback.object, "(\ref[callback.object])", callback.delegate, wait, flags & TIMER_CLIENT_TIME)
hashlist += callback.arguments
hash = hashlist.Join("|||||||")
var/datum/timedevent/hash_timer = SStimer.hashes[hash]
if(hash_timer)
if (flags & TIMER_OVERRIDE)
qdel(hash_timer)
else
if (hash_timer.flags & TIMER_STOPPABLE)
. = hash_timer.id
return
var/timeToRun = world.time + wait
if (flags & TIMER_CLIENT_TIME)
timeToRun = REALTIMEOFDAY + wait
var/datum/timedevent/timer = new(callback, timeToRun, flags, hash)
if (flags & TIMER_STOPPABLE)
return timer.id
/proc/deltimer(id)
for(var/datum/timedevent/event in SStimer.processing)
if(event.id == id)
qdel(event)
return 1
return 0
if (!id)
return FALSE
if (!istext(id))
if (istype(id, /datum/timedevent))
qdel(id)
return TRUE
var/datum/timedevent/timer = SStimer.timer_id_dict["timerid[id]"]
if (timer && !timer.spent)
qdel(timer)
return TRUE
return FALSE
#undef BUCKET_LEN
#undef BUCKET_POS
+11 -4
View File
@@ -58,15 +58,20 @@ var/datum/subsystem/vote/SSvote
greatest_votes = votes
//default-vote for everyone who didn't vote
if(!config.vote_no_default && choices.len)
var/non_voters = (clients.len - total_votes)
if(non_voters > 0)
var/list/non_voters = directory.Copy()
non_voters -= voted
for (var/non_voter_ckey in non_voters)
var/client/C = non_voters[non_voter_ckey]
if (!C || C.is_afk())
non_voters -= non_voter_ckey
if(non_voters.len > 0)
if(mode == "restart")
choices["Continue Playing"] += non_voters
choices["Continue Playing"] += non_voters.len
if(choices["Continue Playing"] >= greatest_votes)
greatest_votes = choices["Continue Playing"]
else if(mode == "gamemode")
if(master_mode in choices)
choices[master_mode] += non_voters
choices[master_mode] += non_voters.len
if(choices[master_mode] >= greatest_votes)
greatest_votes = choices[master_mode]
//get all options with that many votes and return them in a list
@@ -121,6 +126,7 @@ var/datum/subsystem/vote/SSvote
restart = 1
else
master_mode = .
if("roundtype")
if(ticker && ticker.mode)
message_admins("A vote has tried to change the gamemode, but the game has already started. Aborting.")
@@ -128,6 +134,7 @@ var/datum/subsystem/vote/SSvote
world.save_mode(.)
master_mode = .
world << "<span class='adminnotice'><b>The mode is now: [master_mode]</b></span>"
if(restart)
var/active_admins = 0
for(var/client/C in admins)
+2 -2
View File
@@ -29,13 +29,13 @@ var/datum/subsystem/weather/SSweather
var/datum/weather/W = pickweight(possible_weather_for_this_z)
run_weather(W.name, Z)
eligible_zlevels -= Z
addtimer(src, "make_z_eligible", rand(3000, 6000) + W.weather_duration_upper, TRUE, Z) //Around 5-10 minutes between weathers
addtimer(CALLBACK(src, .proc/make_z_eligible, Z), rand(3000, 6000) + W.weather_duration_upper, TIMER_UNIQUE) //Around 5-10 minutes between weathers
/datum/subsystem/weather/Initialize(start_timeofday)
..()
for(var/V in subtypesof(/datum/weather))
var/datum/weather/W = V
existing_weather |= new W
new W //weather->New will handle adding itself to the list
/datum/subsystem/weather/proc/run_weather(weather_name, Z)
if(!weather_name)