Files
Aurora.3/code/__defines/subsystem-priority.dm
Lohikar fe8d586b31 Ambient Occlusion (#3419)
Adds an implementation of Europa's wall ambient occlusion, extended to operate on openturfs as well.
2017-09-15 09:49:53 -05:00

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#define SS_INIT_JOBS 21
#define SS_INIT_MISC_FIRST 20
#define SS_INIT_SEEDS 19 // Plant controller setup.
#define SS_INIT_ASTEROID 18 // Asteroid generation.
#define SS_INIT_SHUTTLE 17 // Shuttle setup.
#define SS_INIT_PARALLAX 16 // Parallax image cache generation. Must run before ghosts are able to join.
#define SS_INIT_HOLOMAP 15
#define SS_INIT_ATOMS 14 // World initialization. Will trigger lighting updates. Observers can join after this loads.
#define SS_INIT_POWER 13 // Initial powernet build.
#define SS_INIT_CARGO 12 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
#define SS_INIT_PIPENET 11 // Initial pipenet build.
#define SS_INIT_MACHINERY 10 // Machinery prune and powernet build.
#define SS_INIT_AIR 9 // Air setup and pre-bake.
#define SS_INIT_NIGHT 8 // Nightmode controller. Will trigger lighting updates.
#define SS_INIT_SMOOTHING 7 // Object icon smoothing. Creates overlays.
#define SS_INIT_ICON_UPDATE 6 // Icon update queue flush. Should run before overlays.
#define SS_INIT_AO 5 // Wall AO neighbour build.
#define SS_INIT_OVERLAY 4 // Overlay flush.
#define SS_INIT_MISC 3 // Subsystems without an explicitly set initialization order start here.
#define SS_INIT_SUNLIGHT 2 // Sunlight setup. Creates lots of lighting & SSopenturf updates.
#define SS_INIT_LIGHTING 1 // Generation of lighting overlays and pre-bake. May cause openturf updates, should initialize before SSopenturf.
#define SS_INIT_OPENTURF 0 // Openturf flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites.
#define SS_INIT_LOBBY -1 // Lobby timer starts here.
// 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.
// SS_TICKER
#define SS_PRIORITY_OVERLAY 500 // Applies overlays. May cause overlay pop-in if it gets behind.
#define SS_PRIORITY_SMOOTHING 35 // Smooth turf generation.
#define SS_PRIORITY_ORBIT 30 // Orbit datum updates.
#define SS_PRIORITY_ICON_UPDATE 20 // Queued icon updates. Mostly used by APCs and tables.
// Normal
#define SS_PRIORITY_TICKER 200 // Gameticker.
#define SS_PRIORITY_MOB 150 // Mob Life().
#define SS_PRIORITY_NANOUI 120 // UI updates.
#define SS_PRIORITY_VOTE 110
#define SS_PRIORITY_ELECTRONICS 100 // Integrated Electronics processing.
#define SS_PRIORITY_MACHINERY 95 // Machinery + powernet ticks.
#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
#define SS_PRIORITY_AIR 80 // ZAS processing.
#define SS_PRIORITY_CALAMITY 75 // Singularity, Tesla, Nar'sie, blob, etc.
#define SS_PRIORITY_EVENT 70
#define SS_PRIORITY_DISEASE 60 // Disease ticks.
#define SS_PRIORITY_ALARMS 50
#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
#define SS_PRIORITY_EFFECTS 35 // Effect master (Sparks)
#define SS_PRIORITY_LIGHTING 20 // Queued lighting engine updates.
#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
#define SS_PRIORITY_OPENTURF 10 // Open turf icon generation/updates.
// SS_BACKGROUND
#define SS_PRIORITY_MODIFIER 18
#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch. Usually asleep.
#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
#define SS_PRIORITY_NIGHT 5 // Nightmode.
#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
#define SS_PRIORITY_GARBAGE 2 // Garbage collection.