/* THIS IS A LEGACY FILE, DO NOT ADD ONTOP OF THIS USE code\__DEFINES\subsystems.dm AND THE APPROPRIATE DEF NAMES THAT ARE PRESENT THERE */ #define SS_INIT_CARGO 13 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs. #define SS_INIT_PIPENET 12 // Initial pipenet build. #define SS_INIT_NIGHT 9 // Nightmode controller. Will trigger lighting updates. #define SS_INIT_AO 6 // Wall AO neighbour build. #define SS_INIT_SUNLIGHT 1 // Sunlight setup. Creates lots of lighting & SSzcopy updates. #define SS_INIT_XENOARCH -2 // Xenoarch is this far below because it can infinite loop if placed in SS_INIT_MISC as it was before, due to some subsystems spawning stuff there. #define SS_INIT_HOLOMAP -4 // Minimap subsystem. Should be initialized after all maps, away sites, ships, planets, etc. // Something to remember when setting priorities: SS_TICKER runs before Normal, which runs before SS_BACKGROUND. // Each group has its own priority bracket. // SS_BACKGROUND handles high server load differently than Normal and SS_TICKER do. // Priorities are a weight that controls how much of the BYOND tick the subsystem will be allowed to use. 50 is the default, so a subsystem with a priority of 100 would // be allocated twice the amount of runtime as normal, and 25 would get half the amount. // SS_TICKER #define SS_PRIORITY_OVERLAY 100 // Applies overlays. May cause overlay pop-in if it gets behind. //#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else. #define SS_PRIORITY_TIMER 20 // Timed event scheduling. This is important. #define SS_PRIORITY_PROFILE 15 #define SS_PRIORITY_OVERMAP 12 // Handles overmap processing. Keeps things smooth during highpop, ideally. #define SS_PRIORITY_SMOOTHING 10 // Smooth turf generation. #define SS_PRIORITY_ORBIT 5 // Orbit datum updates. #define SS_PRIORITY_ICON_UPDATE 5 // Queued icon updates. Mostly used by APCs and tables. // Normal #define SS_PRIORITY_TICKER 100 // Gameticker. //#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else. #define SS_PRIORITY_AIR 40 // ZAS processing. #define SS_PRIORITY_STATPANELS 25 // Statpanels. #define SS_PRIORITY_LIGHTING 25 // Queued lighting engine updates. #define SS_PRIORITY_MACHINERY 25 // Machinery + powernet ticks. #define SS_PRIORITY_NANOUI 25 // UI updates. #define SS_PRIORITY_ELECTRONICS 20 // Integrated Electronics processing. #define SS_PRIORITY_CALAMITY 20 // Singularity, Tesla, Nar'sie, blob, etc. #define SS_PRIORITY_EVENT 20 #define SS_PRIORITY_DISEASE 20 // Disease ticks. #define SS_PRIORITY_RADIATION 20 // Radiation processing and cache updates. #define SS_PRIORITY_ALARMS 20 #define SS_PRIORITY_PLANTS 20 // Spreading plant effects. #define SS_PRIORITY_EFFECTS 20 // New-style effects manager. Timing of effects may be off if this gets too far behind. #define SS_PRIORITY_CHEMISTRY 10 // Multi-tick chemical reactions. #define SS_PRIORITY_SHUTTLE 10 // Shuttle movement. #define SS_PRIORITY_WEATHER 10 // Weather processing. #define SS_PRIORITY_AIRFLOW 10 // Handles object movement due to ZAS airflow. #define SS_PRIORITY_ZCOPY 10 // Z-mimic icon generation/updates. #define SS_PRIORITY_ARRIVALS 10 // Centcomm arrivals shuttle auto-launch. Usually asleep. // SS_BACKGROUND //#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else. #define SS_PRIORITY_PSYCHICS 30 #define SS_PRIORITY_EVAC 30 // Processes the evac controller. #define SS_PRIORITY_EXPLOSIVES 20 // TODO: MOVE TO SS_TICKER #define SS_PRIORITY_DISPOSALS 20 // Disposal holder movement. #define SS_PRIORITY_MODIFIER 10 #define SS_PRIORITY_NIGHT 10 // Nightmode. #define SS_PRIORITY_STATISTICS 10 // Player population polling & AFK kick. #define SS_PRIORITY_SUN 10 // Sun movement & Solar tracking. #define SS_PRIORITY_GARBAGE 5 // Garbage collection. // SS runlevels #define RUNLEVEL_INIT 0 #define RUNLEVEL_LOBBY 1 #define RUNLEVEL_SETUP 2 #define RUNLEVEL_GAME 4 #define RUNLEVEL_POSTGAME 8 #define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME) #define RUNLEVELS_PLAYING (RUNLEVEL_GAME | RUNLEVEL_POSTGAME)