World
Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying. ~ Arthur C. Clarke
The byond world object stores some basic byond level config, and has a few hub specific procs for managing hub visiblity
The world /New() is the root of where a round itself begins
Procs | |
ImmediateInvokeAsync | Immediately Invoke proctocall on thingtocall, with waitfor set to false |
---|---|
New | World creation |
increase_max_x | Handles incresing the world's maxx var and intializing the new turfs and assigning them to the global area. If map_load_z_cutoff is passed in, it will only load turfs up to that z level, inclusive. This is because maploading will handle the turfs it loads itself. |
Proc Details
ImmediateInvokeAsync
Immediately Invoke proctocall on thingtocall, with waitfor set to false
Arguments:
- thingtocall Object to call on
- proctocall Proc to call on that object
- ... optional list of arguments to pass as arguments to the proc being called
New
World creation
Here is where a round itself is actually begun and setup, lots of important config changes happen here
- db connection setup
- config loaded from files
- loads admins
- Sets up the dynamic menu system
- and most importantly, calls initialize on the master subsystem, starting the game loop that causes the rest of the game to begin processing and setting up
Note this happens after the Master subsystem is created (as that is a global datum), this means all the subsystems exist, but they have not been Initialized at this point, only their New proc has run
Nothing happens until something moves. ~Albert Einstein
increase_max_x
Handles incresing the world's maxx var and intializing the new turfs and assigning them to the global area. If map_load_z_cutoff is passed in, it will only load turfs up to that z level, inclusive. This is because maploading will handle the turfs it loads itself.