mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-06-03 21:28:32 +01:00
300f238111
Ports vorestation's implementation of /vg/'s holomaps. Holomaps are an in-game object that shows a map of (most) of the station with departments highlighted, to aid in navigation around the station. Maintenance, high-security, and asteroid areas are excluded from the maps. Adds approximately 1.5 seconds to server boot to generate maps. Holomaps were added at: Arrivals shuttle dock, north of checkpoint. Surface level lift. By entrance to security on main level. North of the kitchen. South of Engineering, near tech storage. Beside the IA office. Near the lift on each sub-level department.
66 lines
4.3 KiB
Plaintext
66 lines
4.3 KiB
Plaintext
#define SS_INIT_JOBS 21
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#define SS_INIT_MISC_FIRST 20
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#define SS_INIT_SEEDS 19 // Plant controller setup.
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#define SS_INIT_ASTEROID 18 // Asteroid generation.
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#define SS_INIT_SHUTTLE 17 // Shuttle setup.
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#define SS_INIT_PARALLAX 16 // Parallax image cache generation. Must run before ghosts are able to join.
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#define SS_INIT_HOLOMAP 15
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#define SS_INIT_ATOMS 14 // World initialization. Will trigger lighting updates. Observers can join after this loads.
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#define SS_INIT_POWER 13 // Initial powernet build.
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#define SS_INIT_CARGO 12 // Random warehouse generation. Runs after SSatoms because it assumes objects are initialized when it runs.
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#define SS_INIT_PIPENET 11 // Initial pipenet build.
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#define SS_INIT_MACHINERY 10 // Machinery prune and powernet build.
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#define SS_INIT_WIRELESS 9 // Wireless pair queue flush.
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#define SS_INIT_AIR 8 // Air setup and pre-bake.
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#define SS_INIT_NIGHT 7 // Nightmode controller. Will trigger lighting updates.
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#define SS_INIT_SMOOTHING 6 // Object icon smoothing. Creates overlays.
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#define SS_INIT_ICON_UPDATE 5 // Icon update queue flush. Should run before overlays.
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#define SS_INIT_OVERLAY 4 // Overlay flush.
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#define SS_INIT_MISC 3 // Subsystems without an explicitly set initialization order start here.
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#define SS_INIT_LIGHTING 2 // Generation of lighting overlays and pre-bake.
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#define SS_INIT_OPENTURF 1 // Openturf flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites. Causes lighting updates if starlight is enabled.
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#define SS_INIT_SUNLIGHT 0 // Sunlight setup. Creates lots of lighting & SSopenturf updates, but done after SSlighting inits so it doesn't delay boot.
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#define SS_INIT_LOBBY -1 // Lobby timer starts here.
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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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// SS_TICKER
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#define SS_PRIORITY_OVERLAY 500 // Applies overlays. May cause overlay pop-in if it gets behind.
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#define SS_PRIORITY_SMOOTHING 35 // Smooth turf generation.
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#define SS_PRIORITY_ORBIT 30 // Orbit datum updates.
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#define SS_PRIORITY_ICON_UPDATE 20 // Queued icon updates. Mostly used by APCs and tables.
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// Normal
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#define SS_PRIORITY_TICKER 200 // Gameticker.
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#define SS_PRIORITY_MOB 150 // Mob Life().
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#define SS_PRIORITY_NANOUI 120 // UI updates.
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#define SS_PRIORITY_VOTE 110
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#define SS_PRIORITY_MACHINERY 95 // Machinery + powernet ticks.
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#define SS_PRIORITY_CHEMISTRY 90 // Multi-tick chemical reactions.
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#define SS_PRIORITY_SHUTTLE 85 // Shuttle movement.
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#define SS_PRIORITY_AIR 80 // ZAS processing.
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#define SS_PRIORITY_CALAMITY 75 // Singularity, Tesla, Nar'sie, blob, etc.
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#define SS_PRIORITY_EVENT 70
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#define SS_PRIORITY_DISEASE 60 // Disease ticks.
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#define SS_PRIORITY_ALARMS 50
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#define SS_PRIORITY_PLANTS 40 // Spreading plant effects.
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#define SS_PRIORITY_EFFECTS 35 // Effect master (Sparks)
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#define SS_PRIORITY_LIGHTING 20 // Queued lighting engine updates.
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#define SS_PRIORITY_AIRFLOW 15 // Handles object movement due to ZAS airflow.
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// SS_BACKGROUND
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#define SS_PRIORITY_MODIFIER 18
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#define SS_PRIORITY_ARRIVALS 16 // Centcomm arrivals shuttle auto-launch. Usually asleep.
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#define SS_PRIORITY_PROCESSING 15 // Generic datum processor. Replaces objects processor.
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#define SS_PRIORITY_OBJECTS 15 // processing_objects processing.
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#define SS_PRIORITY_EXPLOSIVES 13 // Explosion processor. Doesn't have much effect on explosion tick-checking.
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#define SS_PRIORITY_DISPOSALS 12 // Disposal holder movement.
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#define SS_PRIORITY_WIRELESS 12 // Handles pairing of wireless devices. Usually will be asleep.
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#define SS_PRIORITY_OPENTURF 10 // Open turf icon generation/updates.
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#define SS_PRIORITY_NIGHT 5 // Nightmode.
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#define SS_PRIORITY_STATISTICS 4 // Player population polling & AFK kick.
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#define SS_PRIORITY_SUN 3 // Sun movement & Solar tracking.
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#define SS_PRIORITY_GARBAGE 2 // Garbage collection.
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