Files
Bubberstation/code/controllers/subsystem/vis_overlays.dm
Watermelon914 79b00baad2 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-29 17:11:39 -06:00

74 lines
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SUBSYSTEM_DEF(vis_overlays)
name = "Vis contents overlays"
wait = 1 MINUTES
flags = SS_NO_INIT
priority = FIRE_PRIORITY_VIS
var/list/vis_overlay_cache = list()
var/list/currentrun
/datum/controller/subsystem/vis_overlays/fire(resumed = FALSE)
if(!resumed)
currentrun = vis_overlay_cache.Copy()
var/list/current_run = currentrun
while(current_run.len)
var/key = current_run[current_run.len]
var/obj/effect/overlay/vis/overlay = current_run[key]
current_run.len--
if(!overlay.unused && !length(overlay.vis_locs))
overlay.unused = world.time
else if(overlay.unused && overlay.unused + overlay.cache_expiration < world.time)
vis_overlay_cache -= key
qdel(overlay)
if(MC_TICK_CHECK)
return
//the "thing" var can be anything with vis_contents which includes images - in the future someone should totally allow vis overlays to be passed in as an arg instead of all this bullshit
/datum/controller/subsystem/vis_overlays/proc/add_vis_overlay(atom/movable/thing, icon, iconstate, layer, plane, dir, alpha = 255, add_appearance_flags = NONE, unique = FALSE)
var/obj/effect/overlay/vis/overlay
if(!unique)
. = "[icon]|[iconstate]|[layer]|[plane]|[dir]|[alpha]|[add_appearance_flags]"
overlay = vis_overlay_cache[.]
if(!overlay)
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
vis_overlay_cache[.] = overlay
else
overlay.unused = 0
else
overlay = _create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
overlay.cache_expiration = -1
var/cache_id = "[text_ref(overlay)]@{[world.time]}"
vis_overlay_cache[cache_id] = overlay
. = overlay
thing.vis_contents += overlay
if(!isatom(thing)) // Automatic rotation is not supported on non atoms
return overlay
if(!thing.managed_vis_overlays)
thing.managed_vis_overlays = list(overlay)
else
thing.managed_vis_overlays += overlay
return overlay
/datum/controller/subsystem/vis_overlays/proc/_create_new_vis_overlay(icon, iconstate, layer, plane, dir, alpha, add_appearance_flags)
var/obj/effect/overlay/vis/overlay = new
overlay.icon = icon
overlay.icon_state = iconstate
overlay.layer = layer
overlay.plane = plane
overlay.dir = dir
overlay.alpha = alpha
overlay.appearance_flags |= add_appearance_flags
return overlay
/datum/controller/subsystem/vis_overlays/proc/remove_vis_overlay(atom/movable/thing, list/overlays)
thing.vis_contents -= overlays
if(!isatom(thing))
return
thing.managed_vis_overlays -= overlays
if(!length(thing.managed_vis_overlays))
thing.managed_vis_overlays = null