Gives subsystem controllers a bitfield def to make vv easier, renames their flags var (#95439)

This commit is contained in:
LemonInTheDark
2026-03-22 19:06:30 -04:00
committed by GitHub
parent d2b41c670f
commit f2360d64fd
116 changed files with 142 additions and 132 deletions
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(achievements)
name = "Achievements"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/achievements_enabled = FALSE
///List of achievements
+1 -1
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@@ -2,7 +2,7 @@ GENERAL_PROTECT_DATUM(/datum/controller/subsystem/admin_verbs)
SUBSYSTEM_DEF(admin_verbs)
name = "Admin Verbs"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
init_stage = INITSTAGE_EARLY
/// A list of all admin verbs indexed by their type.
var/list/datum/admin_verb/admin_verbs_by_type = list()
+1 -1
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@@ -1,7 +1,7 @@
/// The subsystem used to tick [/datum/ai_controllers] instances. Handling the re-checking of plans.
SUBSYSTEM_DEF(ai_controllers)
name = "AI Controller Ticker"
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC
dependencies = list(
/datum/controller/subsystem/movement/ai_movement,
@@ -1,6 +1,6 @@
AI_CONTROLLER_SUBSYSTEM_DEF(ai_idle_controllers)
name = "AI Idle Controllers"
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND
ss_flags = SS_POST_FIRE_TIMING | SS_BACKGROUND
priority = FIRE_PRIORITY_IDLE_NPC
dependencies = list(
/datum/controller/subsystem/ai_controllers,
+1 -1
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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(air)
)
priority = FIRE_PRIORITY_AIR
wait = 0.5 SECONDS
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cached_cost = 0
+1 -1
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@@ -1,7 +1,7 @@
/// The subsystem used to play ambience to users every now and then, makes them real excited.
SUBSYSTEM_DEF(ambience)
name = "Ambience"
flags = SS_BACKGROUND|SS_NO_INIT
ss_flags = SS_BACKGROUND|SS_NO_INIT
priority = FIRE_PRIORITY_AMBIENCE
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 1 SECONDS
+1 -1
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@@ -8,7 +8,7 @@
*/
SUBSYSTEM_DEF(area_contents)
name = "Area Contents"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
var/list/currentrun
var/list/area/marked_for_clearing = list()
+1 -1
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@@ -4,7 +4,7 @@
SUBSYSTEM_DEF(asset_loading)
name = "Asset Loading"
priority = FIRE_PRIORITY_ASSETS
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
var/list/datum/asset/generate_queue = list()
var/assets_generating = 0
+1 -1
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(assets)
/datum/controller/subsystem/persistent_paintings,
/datum/controller/subsystem/greyscale_previews,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/list/datum/asset_cache_item/cache = list()
var/list/preload = list()
var/datum/asset_transport/transport = new()
+1 -1
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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(atoms)
/datum/controller/subsystem/mapping,
/datum/controller/subsystem/job,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// A stack of list(source, desired initialized state)
/// We read the source of init changes from the last entry, and assert that all changes will come with a reset
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(augury)
name = "Augury"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/watchers = list()
+1 -1
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(ban_cache)
/datum/controller/subsystem/ban_cache
name = "Ban Cache"
init_stage = INITSTAGE_LAST
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/query_started = FALSE
/datum/controller/subsystem/ban_cache/Initialize()
+1 -1
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@@ -5,7 +5,7 @@
*/
PROCESSING_SUBSYSTEM_DEF(blood_drying)
name = "Blood Drying"
flags = SS_NO_INIT | SS_BACKGROUND
ss_flags = SS_NO_INIT | SS_BACKGROUND
priority = FIRE_PRIORITY_BLOOD_DRYING
runlevels = RUNLEVEL_GAME
wait = 4 SECONDS
+1 -1
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@@ -1,7 +1,7 @@
/// Manages the security cameras and camera chunks
SUBSYSTEM_DEF(cameras)
name = "Cameras"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
priority = FIRE_PRIORITY_CAMERAS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 2 MINUTES
+1 -1
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@@ -5,7 +5,7 @@
SUBSYSTEM_DEF(chat)
name = "Chat"
flags = SS_TICKER|SS_NO_INIT
ss_flags = SS_TICKER|SS_NO_INIT
wait = 1
priority = FIRE_PRIORITY_CHAT
init_stage = INITSTAGE_LAST
+1 -1
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@@ -1,7 +1,7 @@
#define SHUTDOWN_QUERY_TIMELIMIT (1 MINUTES)
SUBSYSTEM_DEF(dbcore)
name = "Database"
flags = SS_TICKER
ss_flags = SS_TICKER
init_stage = INITSTAGE_FIRST
wait = 10 // Not seconds because we're running on SS_TICKER
runlevels = RUNLEVEL_LOBBY|RUNLEVELS_DEFAULT
+1 -1
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@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(dcs)
name = "Datum Component System"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
wait = 1 SECONDS
var/list/elements_by_type = list()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(disease)
name = "Disease"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/list/active_diseases = list() //List of Active disease in all mobs; purely for quick referencing.
var/list/diseases
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(dynamic)
name = "Dynamic"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
wait = 5 MINUTES
// These vars just exist for admins interfacing with dynamic
+1 -1
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@@ -14,7 +14,7 @@ SUBSYSTEM_DEF(early_assets)
/datum/controller/subsystem/atoms,
)
init_stage = INITSTAGE_EARLY
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/datum/controller/subsystem/early_assets/Initialize()
var/init_source = "early assets"
+1 -1
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@@ -9,7 +9,7 @@ SUBSYSTEM_DEF(explosions)
name = "Explosions"
priority = FIRE_PRIORITY_EXPLOSIONS
wait = 1
flags = SS_TICKER|SS_NO_INIT
ss_flags = SS_TICKER|SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/cost_lowturf = 0
+1 -1
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@@ -20,7 +20,7 @@
SUBSYSTEM_DEF(fluids)
name = "Fluid"
wait = 0 // Will be autoset to whatever makes the most sense given the spread and effect waits.
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME|RUNLEVEL_POSTGAME
priority = FIRE_PRIORITY_FLUIDS
+1 -1
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@@ -25,7 +25,7 @@ SUBSYSTEM_DEF(garbage)
name = "Garbage"
priority = FIRE_PRIORITY_GARBAGE
wait = 2 SECONDS
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND|SS_NO_INIT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
init_stage = INITSTAGE_FIRST
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(greyscale_previews)
name = "Greyscale Previews"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
init_stage = INITSTAGE_EARLY
dependencies = list(
/datum/controller/subsystem/processing/greyscale,
+1 -1
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(icon_smooth)
)
wait = 1
priority = FIRE_PRIORITY_SMOOTHING
flags = SS_TICKER
ss_flags = SS_TICKER
///Blueprints assemble an image of what pipes/manifolds/wires look like on initialization, and thus should be taken after everything's been smoothed
var/list/blueprint_queue = list()
+1 -1
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@@ -5,7 +5,7 @@
SUBSYSTEM_DEF(init_profiler)
name = "Init Profiler"
init_stage = INITSTAGE_LAST
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/datum/controller/subsystem/init_profiler/Initialize()
if(CONFIG_GET(flag/auto_profile))
+1 -1
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@@ -1,7 +1,7 @@
VERB_MANAGER_SUBSYSTEM_DEF(input)
name = "Input"
init_stage = INITSTAGE_EARLY
flags = SS_TICKER
ss_flags = SS_TICKER
priority = FIRE_PRIORITY_INPUT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(ipintel)
name = "XKeyScore"
flags = SS_NO_INIT|SS_NO_FIRE
ss_flags = SS_NO_INIT|SS_NO_FIRE
/// The threshold for probability to be considered a VPN and/or bad IP
var/probability_threshold
+1 -1
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@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(job)
dependencies = list(
/datum/controller/subsystem/processing/station,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// List of all jobs.
var/list/datum/job/all_occupations = list()
+1 -1
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@@ -1,7 +1,7 @@
/// The subsystem for controlling drastic performance enhancements aimed at reducing server load for a smoother albeit slightly duller gaming experience
SUBSYSTEM_DEF(lag_switch)
name = "Lag Switch"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// If the lag switch measures should attempt to trigger automatically, TRUE if a config value exists
var/auto_switch = FALSE
+1 -1
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(library)
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/mapping,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// List of bookselves to prefill with books
var/list/shelves_to_load = list()
+1 -1
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@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(lighting)
/datum/controller/subsystem/mapping,
)
wait = 2
flags = SS_TICKER
ss_flags = SS_TICKER
var/static/list/sources_queue = list() // List of lighting sources queued for update.
var/static/list/corners_queue = list() // List of lighting corners queued for update.
var/static/list/objects_queue = list() // List of lighting objects queued for update.
+1 -1
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@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(machines)
dependencies = list(
/datum/controller/subsystem/atoms,
)
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
wait = 2 SECONDS
/// Assosciative list of all machines that exist.
+1 -1
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@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(map_vote)
name = "Map Vote"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// Has an admin specifically set a map.
var/admin_override = FALSE
+1 -1
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@@ -351,7 +351,7 @@ Used by the AI doomsday and the self-destruct nuke.
/datum/controller/subsystem/mapping/Recover()
flags |= SS_NO_INIT
ss_flags |= SS_NO_INIT
initialized = SSmapping.initialized
map_templates = SSmapping.map_templates
ruins_templates = SSmapping.ruins_templates
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(market)
name = "Market"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
dependencies = list(
/datum/controller/subsystem/atoms,
)
+1 -1
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@@ -6,7 +6,7 @@ These materials call on_applied() on whatever item they are applied to, common e
*/
SUBSYSTEM_DEF(materials)
name = "Materials"
flags = SS_NO_FIRE | SS_NO_INIT
ss_flags = SS_NO_FIRE | SS_NO_INIT
/// Dictionary of material.id || material ref
var/list/materials
/// Flat list of materials
+1 -1
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@@ -6,7 +6,7 @@ SUBSYSTEM_DEF(minor_mapping)
/datum/controller/subsystem/mapping,
/datum/controller/subsystem/atoms,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
///a list of vermin we pick from to spawn.
var/list/vermin_chances = list(
/mob/living/basic/mouse = 72,
+1 -1
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@@ -1,7 +1,7 @@
SUBSYSTEM_DEF(mobs)
name = "Mobs"
priority = FIRE_PRIORITY_MOBS
flags = SS_KEEP_TIMING | SS_NO_INIT
ss_flags = SS_KEEP_TIMING | SS_NO_INIT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
wait = 2 SECONDS
+1 -1
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@@ -1,5 +1,5 @@
PROCESSING_SUBSYSTEM_DEF(mood)
name = "Mood"
flags = SS_NO_INIT | SS_BACKGROUND
ss_flags = SS_NO_INIT | SS_BACKGROUND
priority = 20
wait = 1 SECONDS
+1 -1
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@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(mouse_entered)
name = "MouseEntered"
wait = 1
flags = SS_NO_INIT | SS_TICKER
ss_flags = SS_NO_INIT | SS_TICKER
priority = FIRE_PRIORITY_MOUSE_ENTERED
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
@@ -1,7 +1,7 @@
/// The subsystem used to tick [/datum/ai_movement] instances. Handling the movement of individual AI instances
MOVEMENT_SUBSYSTEM_DEF(ai_movement)
name = "AI movement"
flags = SS_BACKGROUND|SS_TICKER
ss_flags = SS_BACKGROUND|SS_TICKER
priority = FIRE_PRIORITY_NPC_MOVEMENT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -2,7 +2,7 @@
MOVEMENT_SUBSYSTEM_DEF(cliff_falling)
name = "Cliff Falling"
priority = FIRE_PRIORITY_CLIFF_FALLING
flags = SS_NO_INIT|SS_TICKER
ss_flags = SS_NO_INIT|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
/// Who are currently falling and with which movemanager?
@@ -2,5 +2,5 @@
MOVEMENT_SUBSYSTEM_DEF(hyperspace_drift)
name = "Hyperspace Drift"
priority = FIRE_PRIORITY_HYPERSPACE_DRIFT
flags = SS_NO_INIT|SS_TICKER
ss_flags = SS_NO_INIT|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(movement)
name = "Movement Loops"
flags = SS_NO_INIT|SS_TICKER
ss_flags = SS_NO_INIT|SS_TICKER
wait = 1 //Fire each tick
/*
A breif aside about the bucketing system here
@@ -1,7 +1,7 @@
/// The subsystem is intended to tick things related to space/newtonian movement, such as constant sources of inertia
MOVEMENT_SUBSYSTEM_DEF(newtonian_movement)
name = "Newtonian Movement"
flags = SS_NO_INIT|SS_TICKER
ss_flags = SS_NO_INIT|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/stat_tag = "P" //Used for logging
@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(bitrunning)
name = "Bitrunning"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/list/all_domains = list()
@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(circuit_component)
name = "Circuit Components"
wait = 0.1 SECONDS
priority = FIRE_PRIORITY_DEFAULT
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
var/list/callbacks_to_invoke = list()
var/list/currentrun = list()
@@ -3,7 +3,7 @@
*/
SUBSYSTEM_DEF(id_access)
name = "IDs and Access"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// Dictionary of access flags. Keys are accesses. Values are their associated bitflags.
var/list/flags_by_access = list()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(radio)
name = "Radio"
flags = SS_NO_FIRE|SS_NO_INIT
ss_flags = SS_NO_FIRE|SS_NO_INIT
var/list/datum/radio_frequency/frequencies = list()
var/list/saymodes = list()
@@ -7,7 +7,7 @@
**/
SUBSYSTEM_DEF(wiremod_composite)
name = "Wiremod Composite Templates"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// The templates created and stored
var/list/templates = list()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(npcpool)
name = "NPC Pool"
flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
ss_flags = SS_POST_FIRE_TIMING|SS_NO_INIT|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(overlays)
name = "Overlay"
flags = SS_NO_FIRE|SS_NO_INIT
ss_flags = SS_NO_FIRE|SS_NO_INIT
var/list/stats
/datum/controller/subsystem/overlays/PreInit()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(pai)
name = "pAI"
flags = SS_NO_INIT|SS_NO_FIRE
ss_flags = SS_NO_INIT|SS_NO_FIRE
/// List of pAI candidates, including those not submitted.
var/list/candidates = list()
+1 -1
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@@ -4,7 +4,7 @@
SUBSYSTEM_DEF(parallax)
name = "Parallax"
wait = 2
flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
ss_flags = SS_POST_FIRE_TIMING | SS_BACKGROUND | SS_NO_INIT
priority = FIRE_PRIORITY_PARALLAX
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun
@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(persistence)
/datum/controller/subsystem/mapping,
/datum/controller/subsystem/atoms,
)
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
///instantiated wall engraving components
var/list/wall_engravings = list()
@@ -120,7 +120,7 @@
SUBSYSTEM_DEF(persistent_paintings)
name = "Persistent Paintings"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
dependencies = list(
/datum/controller/subsystem/persistence,
)
+1 -1
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@@ -8,7 +8,7 @@ SUBSYSTEM_DEF(ping)
priority = FIRE_PRIORITY_PING
init_stage = INITSTAGE_EARLY
wait = 4 SECONDS
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
var/list/currentrun = list()
@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(points_of_interest)
name = "Points of Interest"
flags = SS_NO_FIRE | SS_NO_INIT
ss_flags = SS_NO_FIRE | SS_NO_INIT
/// List of mob POIs. This list is automatically sorted.
var/list/datum/point_of_interest/mob_poi/mob_points_of_interest = list()
+1 -1
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@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(polling)
name = "Polling"
flags = SS_BACKGROUND | SS_NO_INIT
ss_flags = SS_BACKGROUND | SS_NO_INIT
wait = 1 SECONDS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
/// List of polls currently ongoing, to be checked on next fire()
@@ -2,5 +2,5 @@
PROCESSING_SUBSYSTEM_DEF(acid)
name = "Acid"
priority = FIRE_PRIORITY_ACID
flags = SS_NO_INIT|SS_BACKGROUND
ss_flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -1,4 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(basic_avoidance)
name = "Basic Avoidance"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
wait = 2 SECONDS
@@ -1,7 +1,7 @@
/// The subsystem used to tick [/datum/ai_behavior] instances. Handling the individual actions an AI can take like punching someone in the fucking NUTS
PROCESSING_SUBSYSTEM_DEF(ai_behaviors)
name = "AI Behavior Ticker"
flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
priority = FIRE_PRIORITY_NPC_ACTIONS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
dependencies = list(
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(idle_ai_behaviors)
name = "AI Idle Behaviors"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
wait = 1.5 SECONDS
priority = FIRE_PRIORITY_IDLE_NPC
dependencies = list(
@@ -1,4 +1,4 @@
PROCESSING_SUBSYSTEM_DEF(antag_hud)
name = "Antag HUDs"
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
wait = 2 SECONDS
@@ -1,5 +1,5 @@
/// The subsystem used to tick auras ([/datum/component/aura_healing] and [/datum/component/damage_aura]).
PROCESSING_SUBSYSTEM_DEF(aura)
name = "Aura"
flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
ss_flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
wait = 0.3 SECONDS
@@ -1,5 +1,5 @@
/// The subsystem used to tick [/datum/component/acid] instances.
PROCESSING_SUBSYSTEM_DEF(clock_component)
name = "Clock Component"
flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
wait = COMP_CLOCK_DELAY
@@ -1,5 +1,5 @@
/// The subsystem used to tick digital clocks
PROCESSING_SUBSYSTEM_DEF(digital_clock)
name = "Digital Clocks"
flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
wait = 1 SECONDS
@@ -2,5 +2,5 @@
PROCESSING_SUBSYSTEM_DEF(burning)
name = "Burning"
priority = FIRE_PRIORITY_BURNING
flags = SS_NO_INIT|SS_BACKGROUND
ss_flags = SS_NO_INIT|SS_BACKGROUND
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(fishing)
dependencies = list(
/datum/controller/subsystem/atoms,
)
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
wait = 0.05 SECONDS // If you raise it to 0.1 SECONDS, you better also modify [datum/fish_movement/move_fish()]
///A list of cached fish icons
var/list/cached_fish_icons
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(greyscale)
name = "Greyscale"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
wait = 3 SECONDS
init_stage = INITSTAGE_EARLY
var/list/datum/greyscale_config/configurations = list()
@@ -1,7 +1,7 @@
PROCESSING_SUBSYSTEM_DEF(instruments)
name = "Instruments"
wait = 0.5
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
priority = FIRE_PRIORITY_INSTRUMENTS
/// List of all instrument data, associative id = datum
var/static/list/datum/instrument/instrument_data = list()
@@ -1,5 +1,5 @@
PROCESSING_SUBSYSTEM_DEF(newplayer_info)
name = "New Player Info"
flags = SS_NO_INIT | SS_BACKGROUND
ss_flags = SS_NO_INIT | SS_BACKGROUND
wait = 1 SECONDS
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
+1 -1
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@@ -1,5 +1,5 @@
PROCESSING_SUBSYSTEM_DEF(obj)
name = "Objects"
priority = FIRE_PRIORITY_OBJ
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
wait = 2 SECONDS
@@ -1,7 +1,7 @@
PROCESSING_SUBSYSTEM_DEF(personalities)
name = "Personalities"
runlevels = RUNLEVEL_GAME
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
wait = 3 SECONDS
/// All personality singletons indexed by their type
@@ -2,4 +2,4 @@ PROCESSING_SUBSYSTEM_DEF(plumbing)
name = "Plumbing"
wait = 10
stat_tag = "FD" //its actually Fluid Ducts
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(priority_effects)
name = "Priority Status Effects"
flags = SS_KEEP_TIMING | SS_NO_INIT
ss_flags = SS_KEEP_TIMING | SS_NO_INIT
wait = 0.2 SECONDS // Same as SSfastprocess, but can be anything, assuming you refactor all high-priority status effect intervals and durations to be a multiple of it.
priority = FIRE_PRIORITY_PRIORITY_EFFECTS
stat_tag = "PEFF"
@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(processing)
name = "Processing"
priority = FIRE_PRIORITY_PROCESS
flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
wait = 1 SECONDS
var/stat_tag = "P" //Used for logging
@@ -2,7 +2,7 @@ PROCESSING_SUBSYSTEM_DEF(projectiles)
name = "Projectiles"
wait = 1
stat_tag = "PP"
flags = SS_NO_INIT|SS_TICKER
ss_flags = SS_NO_INIT|SS_TICKER
/*
* Maximum amount of pixels a projectile can pass per tick *unless* its a hitscan projectile.
* This prevents projectiles from turning into essentially hitscans if SSprojectiles starts chugging
@@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
PROCESSING_SUBSYSTEM_DEF(quirks)
name = "Quirks"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 1 SECONDS
@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(reagents)
name = "Reagents"
priority = FIRE_PRIORITY_REAGENTS
wait = 0.25 SECONDS //You might think that rate_up_lim has to be set to half, but since everything is normalised around seconds_per_tick, it automatically adjusts it to be per second. Magic!
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
init_stage = INITSTAGE_EARLY
///What time was it when we last ticked
@@ -1,6 +1,6 @@
PROCESSING_SUBSYSTEM_DEF(station)
name = "Station"
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
runlevels = RUNLEVEL_GAME
wait = 5 SECONDS
@@ -1,6 +1,6 @@
/// The subsystem used for portable turrets, as they're relatively more intensive compared to most other machines, so we don't want them hogging tick usage from everything else.
PROCESSING_SUBSYSTEM_DEF(turrets)
name = "Turret Processing"
flags = SS_NO_INIT | SS_KEEP_TIMING
ss_flags = SS_NO_INIT | SS_KEEP_TIMING
wait = 2 SECONDS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
+1 -1
View File
@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(queuelinks)
name = "Queue Links"
flags = SS_NO_FIRE | SS_NO_INIT
ss_flags = SS_NO_FIRE | SS_NO_INIT
///assoc list of pending queues, id = /datum/queue_link
var/list/queues = list()
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(radiation)
name = "Radiation"
flags = SS_BACKGROUND | SS_NO_INIT
ss_flags = SS_BACKGROUND | SS_NO_INIT
wait = 0.5 SECONDS
@@ -7,7 +7,7 @@ SUBSYSTEM_DEF(radioactive_nebula)
dependencies = list(
/datum/controller/subsystem/processing/station,
)
flags = SS_BACKGROUND
ss_flags = SS_BACKGROUND
wait = 30 SECONDS
VAR_PRIVATE
+1 -1
View File
@@ -5,7 +5,7 @@ This subsystem exists to serve as a holder for important info for the restaurant
SUBSYSTEM_DEF(restaurant)
name = "Restaurant"
wait = 20 SECONDS //Roll for new guests but don't do it too fast.
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
///All venues that exist, assoc list of type - reference
var/list/all_venues = list()
///All customer data datums that exist, assoc list of type - reference
+1 -1
View File
@@ -3,7 +3,7 @@
SUBSYSTEM_DEF(server_maint)
name = "Server Tasks"
wait = 6
flags = SS_POST_FIRE_TIMING
ss_flags = SS_POST_FIRE_TIMING
priority = FIRE_PRIORITY_SERVER_MAINT
init_stage = INITSTAGE_EARLY
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
+1 -1
View File
@@ -14,7 +14,7 @@ SUBSYSTEM_DEF(shuttle)
/datum/controller/subsystem/atoms,
/datum/controller/subsystem/air,
)
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_SETUP | RUNLEVEL_GAME
/// A list of all the mobile docking ports.
+1 -1
View File
@@ -4,7 +4,7 @@ This subsystem mostly exists to populate and manage the skill singletons.
SUBSYSTEM_DEF(skills)
name = "Skills"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
///Dictionary of skill.type || skill ref
var/list/all_skills = list()
///List of level names with index corresponding to skill level
+1 -1
View File
@@ -2,7 +2,7 @@
SUBSYSTEM_DEF(sounds)
name = "Sounds"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
init_stage = INITSTAGE_EARLY
var/static/using_channels_max = CHANNEL_HIGHEST_AVAILABLE //BYOND max channels
/// Amount of channels to reserve for random usage rather than reservations being allowed to reserve all channels. Also a nice safeguard for when someone screws up.
@@ -14,7 +14,7 @@
/// A sprite accessory is something that we add to a human sprite to make them look different. This is hair, facial hair, underwear, mutant bits, etc.
SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
name = "Sprite Accessories"
flags = SS_NO_FIRE | SS_NO_INIT
ss_flags = SS_NO_FIRE | SS_NO_INIT
// HOLY SHIT COMPACT THIS INTO ASSOCIATED LISTS SO WE STOP ADDING VARIABLES
//Hairstyles
+1 -1
View File
@@ -3,7 +3,7 @@ SUBSYSTEM_DEF(statpanels)
wait = 4
priority = FIRE_PRIORITY_STATPANEL
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
var/list/currentrun = list()
var/list/global_data
var/list/mc_data
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(stickyban)
name = "PRISM"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
var/list/cache = list()
var/list/dbcache = list()
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(trading_card_game)
name = "Trading Card Game"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
/// Base directory for all related string files
var/card_directory = "strings/tcg"
/// List of card files to load
+1 -1
View File
@@ -13,7 +13,7 @@
SUBSYSTEM_DEF(tgui)
name = "tgui"
wait = 9
flags = SS_NO_INIT
ss_flags = SS_NO_INIT
priority = FIRE_PRIORITY_TGUI
runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
+1 -1
View File
@@ -5,7 +5,7 @@ SUBSYSTEM_DEF(throwing)
name = "Throwing"
priority = FIRE_PRIORITY_THROWING
wait = 1
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
ss_flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun
+1 -1
View File
@@ -4,7 +4,7 @@
SUBSYSTEM_DEF(ticker)
name = "Ticker"
priority = FIRE_PRIORITY_TICKER
flags = SS_KEEP_TIMING
ss_flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME
/// state of current round (used by process()) Use the defines GAME_STATE_* !
+1 -1
View File
@@ -18,7 +18,7 @@ SUBSYSTEM_DEF(timer)
name = "Timer"
wait = 1 // SS_TICKER subsystem, so wait is in ticks
priority = FIRE_PRIORITY_TIMER
flags = SS_TICKER|SS_NO_INIT
ss_flags = SS_TICKER|SS_NO_INIT
/// Queue used for storing timers that do not fit into the current buckets
var/list/datum/timedevent/second_queue = list()
+1 -1
View File
@@ -1,6 +1,6 @@
SUBSYSTEM_DEF(title)
name = "Title Screen"
flags = SS_NO_FIRE
ss_flags = SS_NO_FIRE
init_stage = INITSTAGE_EARLY
var/file_path
var/icon/icon

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