mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-12 00:27:31 +01:00
Gives subsystem controllers a bitfield def to make vv easier, renames their flags var (#95439)
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@@ -2,5 +2,5 @@
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PROCESSING_SUBSYSTEM_DEF(acid)
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name = "Acid"
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priority = FIRE_PRIORITY_ACID
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flags = SS_NO_INIT|SS_BACKGROUND
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ss_flags = SS_NO_INIT|SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -1,4 +1,4 @@
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PROCESSING_SUBSYSTEM_DEF(basic_avoidance)
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name = "Basic Avoidance"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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wait = 2 SECONDS
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@@ -1,7 +1,7 @@
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/// The subsystem used to tick [/datum/ai_behavior] instances. Handling the individual actions an AI can take like punching someone in the fucking NUTS
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PROCESSING_SUBSYSTEM_DEF(ai_behaviors)
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name = "AI Behavior Ticker"
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flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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ss_flags = SS_POST_FIRE_TIMING|SS_BACKGROUND
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priority = FIRE_PRIORITY_NPC_ACTIONS
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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dependencies = list(
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(idle_ai_behaviors)
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name = "AI Idle Behaviors"
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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wait = 1.5 SECONDS
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priority = FIRE_PRIORITY_IDLE_NPC
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dependencies = list(
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@@ -1,4 +1,4 @@
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PROCESSING_SUBSYSTEM_DEF(antag_hud)
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name = "Antag HUDs"
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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wait = 2 SECONDS
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@@ -1,5 +1,5 @@
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/// The subsystem used to tick auras ([/datum/component/aura_healing] and [/datum/component/damage_aura]).
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PROCESSING_SUBSYSTEM_DEF(aura)
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name = "Aura"
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flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
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ss_flags = SS_NO_INIT | SS_BACKGROUND | SS_KEEP_TIMING
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wait = 0.3 SECONDS
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@@ -1,5 +1,5 @@
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/// The subsystem used to tick [/datum/component/acid] instances.
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PROCESSING_SUBSYSTEM_DEF(clock_component)
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name = "Clock Component"
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flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
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ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
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wait = COMP_CLOCK_DELAY
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@@ -1,5 +1,5 @@
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/// The subsystem used to tick digital clocks
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PROCESSING_SUBSYSTEM_DEF(digital_clock)
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name = "Digital Clocks"
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flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
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ss_flags = SS_NO_INIT|SS_BACKGROUND|SS_KEEP_TIMING
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wait = 1 SECONDS
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@@ -2,5 +2,5 @@
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PROCESSING_SUBSYSTEM_DEF(burning)
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name = "Burning"
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priority = FIRE_PRIORITY_BURNING
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flags = SS_NO_INIT|SS_BACKGROUND
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ss_flags = SS_NO_INIT|SS_BACKGROUND
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(fishing)
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dependencies = list(
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/datum/controller/subsystem/atoms,
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)
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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wait = 0.05 SECONDS // If you raise it to 0.1 SECONDS, you better also modify [datum/fish_movement/move_fish()]
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///A list of cached fish icons
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var/list/cached_fish_icons
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(greyscale)
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name = "Greyscale"
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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wait = 3 SECONDS
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init_stage = INITSTAGE_EARLY
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var/list/datum/greyscale_config/configurations = list()
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@@ -1,7 +1,7 @@
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PROCESSING_SUBSYSTEM_DEF(instruments)
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name = "Instruments"
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wait = 0.5
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flags = SS_KEEP_TIMING
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ss_flags = SS_KEEP_TIMING
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priority = FIRE_PRIORITY_INSTRUMENTS
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/// List of all instrument data, associative id = datum
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var/static/list/datum/instrument/instrument_data = list()
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@@ -1,5 +1,5 @@
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PROCESSING_SUBSYSTEM_DEF(newplayer_info)
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name = "New Player Info"
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flags = SS_NO_INIT | SS_BACKGROUND
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ss_flags = SS_NO_INIT | SS_BACKGROUND
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wait = 1 SECONDS
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runlevels = RUNLEVEL_LOBBY | RUNLEVELS_DEFAULT
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@@ -1,5 +1,5 @@
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PROCESSING_SUBSYSTEM_DEF(obj)
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name = "Objects"
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priority = FIRE_PRIORITY_OBJ
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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wait = 2 SECONDS
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@@ -1,7 +1,7 @@
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PROCESSING_SUBSYSTEM_DEF(personalities)
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name = "Personalities"
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runlevels = RUNLEVEL_GAME
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
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ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING
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wait = 3 SECONDS
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/// All personality singletons indexed by their type
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@@ -2,4 +2,4 @@ PROCESSING_SUBSYSTEM_DEF(plumbing)
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name = "Plumbing"
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wait = 10
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stat_tag = "FD" //its actually Fluid Ducts
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flags = SS_NO_INIT
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ss_flags = SS_NO_INIT
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(priority_effects)
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name = "Priority Status Effects"
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flags = SS_KEEP_TIMING | SS_NO_INIT
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ss_flags = SS_KEEP_TIMING | SS_NO_INIT
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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.
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priority = FIRE_PRIORITY_PRIORITY_EFFECTS
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stat_tag = "PEFF"
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@@ -3,7 +3,7 @@
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SUBSYSTEM_DEF(processing)
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name = "Processing"
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priority = FIRE_PRIORITY_PROCESS
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flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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ss_flags = SS_BACKGROUND|SS_POST_FIRE_TIMING|SS_NO_INIT
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wait = 1 SECONDS
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var/stat_tag = "P" //Used for logging
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@@ -2,7 +2,7 @@ PROCESSING_SUBSYSTEM_DEF(projectiles)
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name = "Projectiles"
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wait = 1
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stat_tag = "PP"
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flags = SS_NO_INIT|SS_TICKER
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ss_flags = SS_NO_INIT|SS_TICKER
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/*
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* Maximum amount of pixels a projectile can pass per tick *unless* its a hitscan projectile.
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* This prevents projectiles from turning into essentially hitscans if SSprojectiles starts chugging
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@@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(quirk_string_blacklist, generate_quirk_string_blacklist())
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// - Quirk datums are stored and hold different effects, as well as being a vector for applying trait string
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PROCESSING_SUBSYSTEM_DEF(quirks)
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name = "Quirks"
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 1 SECONDS
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@@ -4,7 +4,7 @@ PROCESSING_SUBSYSTEM_DEF(reagents)
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name = "Reagents"
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priority = FIRE_PRIORITY_REAGENTS
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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!
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flags = SS_KEEP_TIMING
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ss_flags = SS_KEEP_TIMING
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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init_stage = INITSTAGE_EARLY
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///What time was it when we last ticked
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@@ -1,6 +1,6 @@
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PROCESSING_SUBSYSTEM_DEF(station)
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name = "Station"
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flags = SS_BACKGROUND
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ss_flags = SS_BACKGROUND
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runlevels = RUNLEVEL_GAME
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wait = 5 SECONDS
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@@ -1,6 +1,6 @@
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/// 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.
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PROCESSING_SUBSYSTEM_DEF(turrets)
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name = "Turret Processing"
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flags = SS_NO_INIT | SS_KEEP_TIMING
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ss_flags = SS_NO_INIT | SS_KEEP_TIMING
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wait = 2 SECONDS
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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