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Bubberstation/code/__DEFINES/subsystems.dm
Ghom e6253c7812 Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.

EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.

Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):

![immagine](https://github.com/user-attachments/assets/a1dcfeb6-6d26-461e-aaa1-97c619f5cbfa)

![immagine](https://github.com/user-attachments/assets/768f6621-c992-4932-9bca-979dd1e43d6f)


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.

## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
2024-11-04 13:48:25 -08:00

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//! Defines for subsystems and overlays
//!
//! Lots of important stuff in here, make sure you have your brain switched on
//! when editing this file
//! ## DB defines
/**
* DB major schema version
*
* Update this whenever the db schema changes
*
* make sure you add an update to the schema_version stable in the db changelog
*/
#define DB_MAJOR_VERSION 5
/**
* DB minor schema version
*
* Update this whenever the db schema changes
*
* make sure you add an update to the schema_version stable in the db changelog
*/
#define DB_MINOR_VERSION 28
//! ## Timing subsystem
/**
* Don't run if there is an identical unique timer active
*
* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
* and returns the id of the existing timer
*/
#define TIMER_UNIQUE (1<<0)
///For unique timers: Replace the old timer rather then not start this one
#define TIMER_OVERRIDE (1<<1)
/**
* Timing should be based on how timing progresses on clients, not the server.
*
* Tracking this is more expensive,
* should only be used in conjunction with things that have to progress client side, such as
* animate() or sound()
*/
#define TIMER_CLIENT_TIME (1<<2)
///Timer can be stopped using deltimer()
#define TIMER_STOPPABLE (1<<3)
///prevents distinguishing identical timers with the wait variable
///
///To be used with TIMER_UNIQUE
#define TIMER_NO_HASH_WAIT (1<<4)
///Loops the timer repeatedly until qdeleted
///
///In most cases you want a subsystem instead, so don't use this unless you have a good reason
#define TIMER_LOOP (1<<5)
///Delete the timer on parent datum Destroy() and when deltimer'd
#define TIMER_DELETE_ME (1<<6)
///Empty ID define
#define TIMER_ID_NULL -1
/// Used to trigger object removal from a processing list
#define PROCESS_KILL 26
//! ## Initialization subsystem
///New should not call Initialize
#define INITIALIZATION_INSSATOMS 0
///New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_MAPLOAD 2
///New should call Initialize(FALSE)
#define INITIALIZATION_INNEW_REGULAR 1
//! ### Initialization hints
///Nothing happens
#define INITIALIZE_HINT_NORMAL 0
/**
* call LateInitialize at the end of all atom Initialization
*
* The item will be added to the late_loaders list, this is iterated over after
* initialization of subsystems is complete and calls LateInitalize on the atom
* see [this file for the LateIntialize proc](atom.html#proc/LateInitialize)
*/
#define INITIALIZE_HINT_LATELOAD 1
///Call qdel on the atom after initialization
#define INITIALIZE_HINT_QDEL 2
///type and all subtypes should always immediately call Initialize in New()
#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
..();\
if(!(flags_1 & INITIALIZED_1)) {\
var/previous_initialized_value = SSatoms.initialized;\
SSatoms.initialized = INITIALIZATION_INNEW_MAPLOAD;\
args[1] = TRUE;\
SSatoms.InitAtom(src, FALSE, args);\
SSatoms.initialized = previous_initialized_value;\
}\
}
//! ### SS initialization hints
/**
* Negative values indicate a failure or warning of some kind, positive are good.
* 0 and 1 are unused so that TRUE and FALSE are guaranteed to be invalid values.
*/
/// Subsystem failed to initialize entirely. Print a warning, log, and disable firing.
#define SS_INIT_FAILURE -2
/// The default return value which must be overridden. Will succeed with a warning.
#define SS_INIT_NONE -1
/// Subsystem initialized successfully.
#define SS_INIT_SUCCESS 2
/// If your system doesn't need to be initialized (by being disabled or something)
#define SS_INIT_NO_NEED 3
/// Successfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
#define SS_INIT_NO_MESSAGE 4
//! ### SS initialization load orders
// Subsystem init_order, from highest priority to lowest priority
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.
#define INIT_ORDER_PROFILER 101
#define INIT_ORDER_TITLE 100
#define INIT_ORDER_GARBAGE 99
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_ADMIN_VERBS 84 // needs to be pretty high, admins can't do much without it
#define INIT_ORDER_SOUNDS 83
#define INIT_ORDER_INSTRUMENTS 82
#define INIT_ORDER_GREYSCALE 81
#define INIT_ORDER_VIS 80
#define INIT_ORDER_SECURITY_LEVEL 79 // We need to load before events so that it has a security level to choose from.
#define INIT_ORDER_DISCORD 78
#define INIT_ORDER_ACHIEVEMENTS 77
#define INIT_ORDER_STATION 74 //This is high priority because it manipulates a lot of the subsystems that will initialize after it.
#define INIT_ORDER_QUIRKS 73
#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
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_IDACCESS 66
#define INIT_ORDER_JOBS 65 // Must init before atoms, to set up properly the dynamic job lists.
#define INIT_ORDER_AI_MOVEMENT 56 //We need the movement setup
#define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_TCG 55
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_AI_IDLE_CONTROLLERS 50
#define INIT_ORDER_EARLY_ASSETS 48
#define INIT_ORDER_RESEARCH 47
#define INIT_ORDER_TIMETRACK 46
#define INIT_ORDER_SPATIAL_GRID 43
#define INIT_ORDER_ECONOMY 40
#define INIT_ORDER_OUTPUTS 35
#define INIT_ORDER_RESTAURANT 34
#define INIT_ORDER_TTS 33
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_SKILLS 15
#define INIT_ORDER_QUEUELINKS 10
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_PERSISTENCE -2
#define INIT_ORDER_PERSISTENT_PAINTINGS -3 // Assets relies on this
#define INIT_ORDER_VOTE -4 // Needs to be after persistence so that recent maps are not loaded.
#define INIT_ORDER_ASSETS -5
#define INIT_ORDER_ICON_SMOOTHING -6
#define INIT_ORDER_OVERLAY -7
#define INIT_ORDER_XKEYSCORE -10
#define INIT_ORDER_STICKY_BAN -10
#define INIT_ORDER_LIGHTING -20
#define INIT_ORDER_SHUTTLE -21
#define INIT_ORDER_MINOR_MAPPING -40
#define INIT_ORDER_PATH -50
#define INIT_ORDER_EXPLOSIONS -69
#define INIT_ORDER_STATPANELS -97
#define INIT_ORDER_BAN_CACHE -98
#define INIT_ORDER_INIT_PROFILER -99 //Near the end, logs the costs of initialize
#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
// Subsystem fire priority, from lowest to highest priority
// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
#define FIRE_PRIORITY_UNPLANNED_NPC 3
#define FIRE_PRIORITY_IDLE_NPC 5
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_AMBIENCE 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_DATABASE 16
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_ASSETS 20
#define FIRE_PRIORITY_HYPERSPACE_DRIFT 20
#define FIRE_PRIORITY_NPC_MOVEMENT 21
#define FIRE_PRIORITY_NPC_ACTIONS 22
#define FIRE_PRIORITY_PATHFINDING 23
#define FIRE_PRIORITY_CLIFF_FALLING 24
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_REAGENTS 26
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_SMOOTHING 35
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIORITY_BURNING 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_INSTRUMENTS 80
#define FIRE_PRIORITY_FLUIDS 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_SINGULO 350
#define FIRE_PRIORITY_STATPANEL 390
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
#define FIRE_PRIORITY_TTS 425
#define FIRE_PRIORITY_MOUSE_ENTERED 450
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_EXPLOSIONS 666
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_SOUND_LOOPS 800
#define FIRE_PRIORITY_SPEECH_CONTROLLER 900
#define FIRE_PRIORITY_DELAYED_VERBS 950
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
// SS runlevels
#define RUNLEVEL_LOBBY (1<<0)
#define RUNLEVEL_SETUP (1<<1)
#define RUNLEVEL_GAME (1<<2)
#define RUNLEVEL_POSTGAME (1<<3)
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
//SSticker.current_state values
/// Game is loading
#define GAME_STATE_STARTUP 0
/// Game is loaded and in pregame lobby
#define GAME_STATE_PREGAME 1
/// Game is attempting to start the round
#define GAME_STATE_SETTING_UP 2
/// Game has round in progress
#define GAME_STATE_PLAYING 3
/// Game has round finished
#define GAME_STATE_FINISHED 4
// Used for SSticker.force_ending
/// Default, round is not being forced to end.
#define END_ROUND_AS_NORMAL 0
/// End the round now as normal
#define FORCE_END_ROUND 1
/// For admin forcing roundend, can be used to distinguish the two
#define ADMIN_FORCE_END_ROUND 2
/**
Create a new timer and add it to the queue.
* Arguments:
* * callback the callback to call on timer finish
* * wait deciseconds to run the timer for
* * flags flags for this timer, see: code\__DEFINES\subsystems.dm
* * timer_subsystem the subsystem to insert this timer into
*/
#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
// Air subsystem subtasks
#define SSAIR_PIPENETS 1
#define SSAIR_ATMOSMACHINERY 2
#define SSAIR_ACTIVETURFS 3
#define SSAIR_HOTSPOTS 4
#define SSAIR_EXCITEDGROUPS 5
#define SSAIR_HIGHPRESSURE 6
#define SSAIR_SUPERCONDUCTIVITY 7
#define SSAIR_PROCESS_ATOMS 8
// Pipeline rebuild helper defines, these suck but it'll do for now //Fools you actually merged it
#define SSAIR_REBUILD_PIPELINE 1
#define SSAIR_REBUILD_QUEUE 2
// Explosion Subsystem subtasks
#define SSEXPLOSIONS_TURFS 1
#define SSEXPLOSIONS_MOVABLES 2
#define SSEXPLOSIONS_THROWS 3
// Machines subsystem subtasks.
#define SSMACHINES_MACHINES_EARLY 1
#define SSMACHINES_APCS_EARLY 2
#define SSMACHINES_APCS_ENVIRONMENT 3
#define SSMACHINES_APCS_LIGHTS 4
#define SSMACHINES_APCS_EQUIPMENT 5
#define SSMACHINES_APCS_LATE 6
#define SSMACHINES_MACHINES 7
#define SSMACHINES_MACHINES_LATE 8
// Wardrobe subsystem tasks
#define SSWARDROBE_STOCK 1
#define SSWARDROBE_INSPECT 2
// Wardrobe cache metadata indexes
#define WARDROBE_CACHE_COUNT 1
#define WARDROBE_CACHE_LAST_INSPECT 2
#define WARDROBE_CACHE_CALL_INSERT 3
#define WARDROBE_CACHE_CALL_REMOVAL 4
// Wardrobe preloaded stock indexes
#define WARDROBE_STOCK_CONTENTS 1
#define WARDROBE_STOCK_CALL_INSERT 2
#define WARDROBE_STOCK_CALL_REMOVAL 3
// Wardrobe callback master list indexes
#define WARDROBE_CALLBACK_INSERT 1
#define WARDROBE_CALLBACK_REMOVE 2
// Subsystem delta times or tickrates, in seconds. I.e, how many seconds in between each process() call for objects being processed by that subsystem.
// 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()
#define SSFLUIDS_DT (SSplumbing.wait/10)
#define SSMACHINES_DT (SSmachines.wait/10)
#define SSMOBS_DT (SSmobs.wait/10)
#define SSOBJ_DT (SSobj.wait/10)
// The change in the world's time from the subsystem's last fire in seconds.
#define DELTA_WORLD_TIME(ss) ((world.time - ss.last_fire) * 0.1)
/// The timer key used to know how long subsystem initialization takes
#define SS_INIT_TIMER_KEY "ss_init"
// Vote subsystem counting methods
/// First past the post. One selection per person, and the selection with the most votes wins.
#define VOTE_COUNT_METHOD_SINGLE 1
/// Approval voting. Any number of selections per person, and the selection with the most votes wins.
#define VOTE_COUNT_METHOD_MULTI 2
/// The choice with the most votes wins. Ties are broken by the first choice to reach that number of votes.
#define VOTE_WINNER_METHOD_SIMPLE "Simple"
/// The winning choice is selected randomly based on the number of votes each choice has.
#define VOTE_WINNER_METHOD_WEIGHTED_RANDOM "Weighted Random"
/// There is no winner for this vote.
#define VOTE_WINNER_METHOD_NONE "None"
/// Returned by [/datum/vote/proc/can_be_initiated] to denote the vote is valid and can be initiated.
#define VOTE_AVAILABLE "Vote Available"