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0d92359da7
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to skip merge conflict hell. Brings us modern TGUI. **ALTERNATE TITLE: TGUI HELLSCAPE PR ABANDON ALL HOPE YE WHO ENTER HERE** - [x] Migrate build tools (javascript -> typescript, bun for package management). - [x] Upgrade all TGUI dependencies and associated root files to TG-congruent versions (axios, babel, dompurify, eslint, highlight, marked, prettier, sass, source-map, stacktrace-parser, typescript). - [x] InfernoJS -> React migrations - [x] React cleanup and polish (migrate all remaining .js files to appropriate .ts or .tsx filetype, all remaining hooks, linting, error corrections, etc.) - [ ] Test all remaining TGUI interfaces
76 lines
4.2 KiB
Plaintext
76 lines
4.2 KiB
Plaintext
/*
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THIS IS A LEGACY FILE, DO NOT ADD ONTOP OF THIS
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USE code\__DEFINES\subsystems.dm AND THE APPROPRIATE DEF NAMES
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THAT ARE PRESENT THERE
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*/
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#define SS_INIT_CARGO 13 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
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#define SS_INIT_PIPENET 12 // Initial pipenet build.
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#define SS_INIT_NIGHT 9 // Nightmode controller. Will trigger lighting updates.
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#define SS_INIT_AO 6 // Wall AO neighbour build.
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#define SS_INIT_SUNLIGHT 1 // Sunlight setup. Creates lots of lighting & SSzcopy updates.
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#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.
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#define SS_INIT_HOLOMAP -4 // Minimap subsystem. Should be initialized after all maps, away sites, ships, planets, etc.
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// Something to remember when setting priorities: SS_TICKER runs before Normal, which runs before SS_BACKGROUND.
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// Each group has its own priority bracket.
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// SS_BACKGROUND handles high server load differently than Normal and SS_TICKER do.
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// 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
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// be allocated twice the amount of runtime as normal, and 25 would get half the amount.
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// SS_TICKER
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#define SS_PRIORITY_OVERLAY 100 // Applies overlays. May cause overlay pop-in if it gets behind.
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//#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_TIMER 20 // Timed event scheduling. This is important.
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#define SS_PRIORITY_PROFILE 15
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#define SS_PRIORITY_OVERMAP 12 // Handles overmap processing. Keeps things smooth during highpop, ideally.
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#define SS_PRIORITY_SMOOTHING 10 // Smooth turf generation.
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#define SS_PRIORITY_ORBIT 5 // Orbit datum updates.
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#define SS_PRIORITY_ICON_UPDATE 5 // Queued icon updates. Mostly used by APCs and tables.
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// Normal
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#define SS_PRIORITY_TICKER 100 // Gameticker.
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//#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_AIR 40 // ZAS processing.
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#define SS_PRIORITY_STATPANELS 25 // Statpanels.
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#define SS_PRIORITY_LIGHTING 25 // Queued lighting engine updates.
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#define SS_PRIORITY_MACHINERY 25 // Machinery + powernet ticks.
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#define SS_PRIORITY_ELECTRONICS 20 // Integrated Electronics processing.
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#define SS_PRIORITY_CALAMITY 20 // Singularity, Tesla, Nar'sie, blob, etc.
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#define SS_PRIORITY_EVENT 20
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#define SS_PRIORITY_DISEASE 20 // Disease ticks.
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#define SS_PRIORITY_RADIATION 20 // Radiation processing and cache updates.
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#define SS_PRIORITY_ALARMS 20
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#define SS_PRIORITY_PLANTS 20 // Spreading plant effects.
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#define SS_PRIORITY_EFFECTS 20 // New-style effects manager. Timing of effects may be off if this gets too far behind.
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#define SS_PRIORITY_CHEMISTRY 10 // Multi-tick chemical reactions.
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#define SS_PRIORITY_SHUTTLE 10 // Shuttle movement.
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#define SS_PRIORITY_WEATHER 10 // Weather processing.
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#define SS_PRIORITY_AIRFLOW 10 // Handles object movement due to ZAS airflow.
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#define SS_PRIORITY_ZCOPY 10 // Z-mimic icon generation/updates.
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#define SS_PRIORITY_ARRIVALS 10 // Centcomm arrivals shuttle auto-launch. Usually asleep.
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// SS_BACKGROUND
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//#define FIRE_PRIORITY_DEFAULT 50 // This is defined somewhere else.
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#define SS_PRIORITY_PSYCHICS 30
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#define SS_PRIORITY_EVAC 30 // Processes the evac controller.
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#define SS_PRIORITY_EXPLOSIVES 20 // TODO: MOVE TO SS_TICKER
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#define SS_PRIORITY_DISPOSALS 20 // Disposal holder movement.
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#define SS_PRIORITY_MODIFIER 10
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#define SS_PRIORITY_NIGHT 10 // Nightmode.
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#define SS_PRIORITY_STATISTICS 10 // Player population polling & AFK kick.
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#define SS_PRIORITY_SUN 10 // Sun movement & Solar tracking.
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#define SS_PRIORITY_GARBAGE 5 // Garbage collection.
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// SS runlevels
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#define RUNLEVEL_INIT 0
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#define RUNLEVEL_LOBBY 1
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#define RUNLEVEL_SETUP 2
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#define RUNLEVEL_GAME 4
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#define RUNLEVEL_POSTGAME 8
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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#define RUNLEVELS_PLAYING (RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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