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349 lines
12 KiB
Plaintext
349 lines
12 KiB
Plaintext
//! Defines for subsystems and overlays
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//!
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//! Lots of important stuff in here, make sure you have your brain switched on
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//! when editing this file
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//! ## DB defines
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/**
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* DB major schema version
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*
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* Update this whenever the db schema changes
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*
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* make sure you add an update to the schema_version stable in the db changelog
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*/
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#define DB_MAJOR_VERSION 5
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/**
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* DB minor schema version
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*
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* Update this whenever the db schema changes
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*
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* make sure you add an update to the schema_version stable in the db changelog
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*/
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#define DB_MINOR_VERSION 26
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//! ## Timing subsystem
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/**
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* Don't run if there is an identical unique timer active
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*
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* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
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* and returns the id of the existing timer
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*/
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#define TIMER_UNIQUE (1<<0)
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///For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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/**
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* Timing should be based on how timing progresses on clients, not the server.
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*
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* Tracking this is more expensive,
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* should only be used in conjuction with things that have to progress client side, such as
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* animate() or sound()
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*/
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#define TIMER_CLIENT_TIME (1<<2)
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///Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE (1<<3)
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///prevents distinguishing identical timers with the wait variable
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///
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///To be used with TIMER_UNIQUE
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#define TIMER_NO_HASH_WAIT (1<<4)
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///Loops the timer repeatedly until qdeleted
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///
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///In most cases you want a subsystem instead, so don't use this unless you have a good reason
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#define TIMER_LOOP (1<<5)
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///Delete the timer on parent datum Destroy() and when deltimer'd
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#define TIMER_DELETE_ME (1<<6)
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///Empty ID define
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#define TIMER_ID_NULL -1
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/// Used to trigger object removal from a processing list
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#define PROCESS_KILL 26
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//! ## Initialization subsystem
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///New should not call Initialize
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#define INITIALIZATION_INSSATOMS 0
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///New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_MAPLOAD 2
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///New should call Initialize(FALSE)
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#define INITIALIZATION_INNEW_REGULAR 1
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//! ### Initialization hints
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///Nothing happens
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#define INITIALIZE_HINT_NORMAL 0
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/**
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* call LateInitialize at the end of all atom Initalization
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*
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* The item will be added to the late_loaders list, this is iterated over after
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* initalization of subsystems is complete and calls LateInitalize on the atom
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* see [this file for the LateIntialize proc](atom.html#proc/LateInitialize)
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*/
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#define INITIALIZE_HINT_LATELOAD 1
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///Call qdel on the atom after intialization
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#define INITIALIZE_HINT_QDEL 2
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///type and all subtypes should always immediately call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!(flags_1 & INITIALIZED_1)) {\
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var/previous_initialized_value = SSatoms.initialized;\
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SSatoms.initialized = INITIALIZATION_INNEW_MAPLOAD;\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, FALSE, args);\
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SSatoms.initialized = previous_initialized_value;\
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}\
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}
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//! ### SS initialization hints
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/**
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* Negative values incidate a failure or warning of some kind, positive are good.
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* 0 and 1 are unused so that TRUE and FALSE are guarenteed to be invalid values.
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*/
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/// Subsystem failed to initialize entirely. Print a warning, log, and disable firing.
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#define SS_INIT_FAILURE -2
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/// The default return value which must be overriden. Will succeed with a warning.
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#define SS_INIT_NONE -1
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/// Subsystem initialized sucessfully.
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#define SS_INIT_SUCCESS 2
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/// If your system doesn't need to be initialized (by being disabled or something)
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#define SS_INIT_NO_NEED 3
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/// Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
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#define SS_INIT_NO_MESSAGE 4
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//! ### SS initialization load orders
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_PROFILER 101
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#define INIT_ORDER_TITLE 100
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#define INIT_ORDER_GARBAGE 99
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#define INIT_ORDER_DBCORE 95
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#define INIT_ORDER_BLACKBOX 94
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#define INIT_ORDER_SERVER_MAINT 93
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#define INIT_ORDER_INPUT 85
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#define INIT_ORDER_ADMIN_VERBS 84 // needs to be pretty high, admins cant do much without it
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#define INIT_ORDER_SOUNDS 83
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#define INIT_ORDER_INSTRUMENTS 82
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#define INIT_ORDER_GREYSCALE 81
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#define INIT_ORDER_VIS 80
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#define INIT_ORDER_SECURITY_LEVEL 79 // We need to load before events so that it has a security level to choose from.
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#define INIT_ORDER_DISCORD 78
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#define INIT_ORDER_ACHIEVEMENTS 77
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#define INIT_ORDER_STATION 74 //This is high priority because it manipulates a lot of the subsystems that will initialize after it.
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#define INIT_ORDER_QUIRKS 73
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#define INIT_ORDER_REAGENTS 72 //HAS to be before mapping and assets - both create objects, which creates reagents, which relies on lists made in this subsystem
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#define INIT_ORDER_EVENTS 70
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#define INIT_ORDER_IDACCESS 66
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#define INIT_ORDER_JOBS 65 // Must init before atoms, to set up properly the dynamic job lists.
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#define INIT_ORDER_AI_MOVEMENT 56 //We need the movement setup
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#define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref
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#define INIT_ORDER_TICKER 55
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#define INIT_ORDER_TCG 55
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#define INIT_ORDER_MAPPING 50
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#define INIT_ORDER_EARLY_ASSETS 48
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#define INIT_ORDER_RESEARCH 47
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#define INIT_ORDER_TIMETRACK 46
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#define INIT_ORDER_SPATIAL_GRID 43
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#define INIT_ORDER_ECONOMY 40
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#define INIT_ORDER_OUTPUTS 35
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#define INIT_ORDER_RESTAURANT 34
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#define INIT_ORDER_TTS 33
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#define INIT_ORDER_ATOMS 30
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#define INIT_ORDER_LANGUAGE 25
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#define INIT_ORDER_MACHINES 20
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#define INIT_ORDER_SKILLS 15
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#define INIT_ORDER_QUEUELINKS 10
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_PERSISTENCE -2
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#define INIT_ORDER_PERSISTENT_PAINTINGS -3 // Assets relies on this
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#define INIT_ORDER_VOTE -4 // Needs to be after persistence so that recent maps are not loaded.
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#define INIT_ORDER_ASSETS -5
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#define INIT_ORDER_ICON_SMOOTHING -6
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#define INIT_ORDER_OVERLAY -7
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#define INIT_ORDER_XKEYSCORE -10
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#define INIT_ORDER_STICKY_BAN -10
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#define INIT_ORDER_LIGHTING -20
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#define INIT_ORDER_SHUTTLE -21
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#define INIT_ORDER_MINOR_MAPPING -40
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#define INIT_ORDER_PATH -50
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#define INIT_ORDER_EXPLOSIONS -69
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#define INIT_ORDER_STATPANELS -97
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#define INIT_ORDER_BAN_CACHE -98
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#define INIT_ORDER_INIT_PROFILER -99 //Near the end, logs the costs of initialize
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_PING 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_RESEARCH 10
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#define FIRE_PRIORITY_VIS 10
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#define FIRE_PRIORITY_AMBIENCE 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_DATABASE 16
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#define FIRE_PRIORITY_WET_FLOORS 20
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#define FIRE_PRIORITY_AIR 20
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#define FIRE_PRIORITY_NPC 20
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#define FIRE_PRIORITY_ASSETS 20
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#define FIRE_PRIORITY_HYPERSPACE_DRIFT 20
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#define FIRE_PRIORITY_NPC_MOVEMENT 21
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#define FIRE_PRIORITY_NPC_ACTIONS 22
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#define FIRE_PRIORITY_PATHFINDING 23
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#define FIRE_PRIORITY_CLIFF_FALLING 24
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#define FIRE_PRIORITY_PROCESS 25
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#define FIRE_PRIORITY_THROWING 25
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#define FIRE_PRIORITY_REAGENTS 26
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#define FIRE_PRIORITY_SPACEDRIFT 30
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#define FIRE_PRIORITY_SMOOTHING 35
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_ACID 40
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#define FIRE_PRIORITY_BURNING 40
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PARALLAX 65
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#define FIRE_PRIORITY_INSTRUMENTS 80
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#define FIRE_PRIORITY_FLUIDS 80
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#define FIRE_PRIORITY_MOBS 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_TICKER 200
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#define FIRE_PRIORITY_SINGULO 350
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#define FIRE_PRIORITY_STATPANEL 390
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_RUNECHAT 410
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#define FIRE_PRIORITY_TTS 425
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#define FIRE_PRIORITY_MOUSE_ENTERED 450
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_EXPLOSIONS 666
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#define FIRE_PRIORITY_TIMER 700
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#define FIRE_PRIORITY_SOUND_LOOPS 800
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#define FIRE_PRIORITY_SPEECH_CONTROLLER 900
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#define FIRE_PRIORITY_DELAYED_VERBS 950
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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#define RUNLEVEL_LOBBY (1<<0)
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#define RUNLEVEL_SETUP (1<<1)
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#define RUNLEVEL_GAME (1<<2)
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#define RUNLEVEL_POSTGAME (1<<3)
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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//SSticker.current_state values
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/// Game is loading
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#define GAME_STATE_STARTUP 0
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/// Game is loaded and in pregame lobby
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#define GAME_STATE_PREGAME 1
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/// Game is attempting to start the round
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#define GAME_STATE_SETTING_UP 2
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/// Game has round in progress
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#define GAME_STATE_PLAYING 3
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/// Game has round finished
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#define GAME_STATE_FINISHED 4
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// Used for SSticker.force_ending
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/// Default, round is not being forced to end.
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#define END_ROUND_AS_NORMAL 0
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/// End the round now as normal
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#define FORCE_END_ROUND 1
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/// For admin forcing roundend, can be used to distinguish the two
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#define ADMIN_FORCE_END_ROUND 2
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/**
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Create a new timer and add it to the queue.
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* Arguments:
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* * callback the callback to call on timer finish
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* * wait deciseconds to run the timer for
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* * flags flags for this timer, see: code\__DEFINES\subsystems.dm
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* * timer_subsystem the subsystem to insert this timer into
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*/
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#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
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// Air subsystem subtasks
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#define SSAIR_PIPENETS 1
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#define SSAIR_ATMOSMACHINERY 2
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#define SSAIR_ACTIVETURFS 3
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#define SSAIR_HOTSPOTS 4
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#define SSAIR_EXCITEDGROUPS 5
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#define SSAIR_HIGHPRESSURE 6
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#define SSAIR_SUPERCONDUCTIVITY 7
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#define SSAIR_PROCESS_ATOMS 8
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// Pipeline rebuild helper defines, these suck but it'll do for now //Fools you actually merged it
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#define SSAIR_REBUILD_PIPELINE 1
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#define SSAIR_REBUILD_QUEUE 2
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// Explosion Subsystem subtasks
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#define SSEXPLOSIONS_TURFS 1
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#define SSEXPLOSIONS_MOVABLES 2
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#define SSEXPLOSIONS_THROWS 3
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// Machines subsystem subtasks.
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#define SSMACHINES_APCS_EARLY 1
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#define SSMACHINES_MACHINES 2
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#define SSMACHINES_APCS_LATE 3
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// Wardrobe subsystem tasks
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#define SSWARDROBE_STOCK 1
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#define SSWARDROBE_INSPECT 2
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// Wardrobe cache metadata indexes
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#define WARDROBE_CACHE_COUNT 1
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#define WARDROBE_CACHE_LAST_INSPECT 2
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#define WARDROBE_CACHE_CALL_INSERT 3
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#define WARDROBE_CACHE_CALL_REMOVAL 4
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// Wardrobe preloaded stock indexes
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#define WARDROBE_STOCK_CONTENTS 1
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#define WARDROBE_STOCK_CALL_INSERT 2
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#define WARDROBE_STOCK_CALL_REMOVAL 3
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// Wardrobe callback master list indexes
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#define WARDROBE_CALLBACK_INSERT 1
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#define WARDROBE_CALLBACK_REMOVE 2
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// Subsystem delta times or tickrates, in seconds. I.e, how many seconds in between each process() call for objects being processed by that subsystem.
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// Only use these defines if you want to access some other objects processing seconds_per_tick, otherwise use the seconds_per_tick that is sent as a parameter to process()
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#define SSFLUIDS_DT (SSplumbing.wait/10)
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#define SSMACHINES_DT (SSmachines.wait/10)
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#define SSMOBS_DT (SSmobs.wait/10)
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#define SSOBJ_DT (SSobj.wait/10)
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// The change in the world's time from the subsystem's last fire in seconds.
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#define DELTA_WORLD_TIME(ss) ((world.time - ss.last_fire) * 0.1)
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/// The timer key used to know how long subsystem initialization takes
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#define SS_INIT_TIMER_KEY "ss_init"
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// Vote subsystem counting methods
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/// First past the post. One selection per person, and the selection with the most votes wins.
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#define VOTE_COUNT_METHOD_SINGLE 1
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/// Approval voting. Any number of selections per person, and the selection with the most votes wins.
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#define VOTE_COUNT_METHOD_MULTI 2
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/// The choice with the most votes wins. Ties are broken by the first choice to reach that number of votes.
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#define VOTE_WINNER_METHOD_SIMPLE "Simple"
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/// The winning choice is selected randomly based on the number of votes each choice has.
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#define VOTE_WINNER_METHOD_WEIGHTED_RANDOM "Weighted Random"
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/// There is no winner for this vote.
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#define VOTE_WINNER_METHOD_NONE "None"
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