Files
Bubberstation/code/controllers/subsystem/traitor.dm
Watermelon914 6c017cf1e1 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
/🆑
2025-04-03 17:04:30 -04:00

58 lines
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SUBSYSTEM_DEF(traitor)
name = "Traitor"
dependencies = list(
/datum/controller/subsystem/mapping,
/datum/controller/subsystem/atoms
)
flags = SS_KEEP_TIMING
wait = 10 SECONDS
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
/// A list of all uplink items mapped by type
var/list/uplink_items_by_type = list()
/// A list of all uplink items
var/list/uplink_items = list()
/// The coefficient multiplied by the current_global_progression for new joining traitors to calculate their progression
var/newjoin_progression_coeff = 1
/// The current progression that all traitors should be at in the round, you can't have less than this
var/current_global_progression = 0
/// The current uplink handlers being managed
var/list/datum/uplink_handler/uplink_handlers = list()
/// The current scaling per minute of progression.
var/current_progression_scaling = 1 MINUTES
/datum/controller/subsystem/traitor/Initialize()
current_progression_scaling = 1 MINUTES * CONFIG_GET(number/traitor_scaling_multiplier)
for(var/theft_item in subtypesof(/datum/objective_item/steal))
new theft_item
return SS_INIT_SUCCESS
/datum/controller/subsystem/traitor/fire(resumed)
var/previous_progression = current_global_progression
current_global_progression = (STATION_TIME_PASSED()) * CONFIG_GET(number/traitor_scaling_multiplier)
var/progression_increment = current_global_progression - previous_progression
for(var/datum/uplink_handler/handler in uplink_handlers)
if(!handler.has_progression || QDELETED(handler))
uplink_handlers -= handler
if(handler.progression_points < current_global_progression)
// If we got unsynced somehow, just set them to the current global progression
// Prevents problems with precision errors.
handler.progression_points = current_global_progression
else
handler.progression_points += progression_increment // Should only really happen if an admin is messing with an individual's progression value
handler.on_update()
/datum/controller/subsystem/traitor/proc/register_uplink_handler(datum/uplink_handler/uplink_handler)
if(!uplink_handler.has_progression)
return
uplink_handlers |= uplink_handler
// An uplink handler can be registered multiple times if they get assigned to new uplinks, so
// override is set to TRUE here because it is intentional that they could get added multiple times.
RegisterSignal(uplink_handler, COMSIG_QDELETING, PROC_REF(uplink_handler_deleted), override = TRUE)
/datum/controller/subsystem/traitor/proc/uplink_handler_deleted(datum/uplink_handler/uplink_handler)
SIGNAL_HANDLER
uplink_handlers -= uplink_handler