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Bubberstation/code/__DEFINES/subsystems.dm
2023-03-11 18:51:44 +01:00

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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 25
//! ## 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 conjuction 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 Initalization
*
* The item will be added to the late_loaders list, this is iterated over after
* initalization 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 intialization
#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 incidate a failure or warning of some kind, positive are good.
* 0 and 1 are unused so that TRUE and FALSE are guarenteed 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 overriden. Will succeed with a warning.
#define SS_INIT_NONE -1
/// Subsystem initialized sucessfully.
#define SS_INIT_SUCCESS 2
/// Successful, but don't print anything. Useful if subsystem was disabled.
#define SS_INIT_NO_NEED 3
//! ### 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_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_AUTOMAPPER 51 // SKYRAT EDIT ADDITION - We need to load just before mapping.
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_EARLY_ASSETS 48
#define INIT_ORDER_RESEARCH 47
#define INIT_ORDER_TIMETRACK 46
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_SPATIAL_GRID 43
#define INIT_ORDER_ECONOMY 40
#define INIT_ORDER_OUTPUTS 35
#define INIT_ORDER_RESTAURANT 34
#define INIT_ORDER_POLLUTION 32 //SKYRAT EDIT ADDITION - //Needs to be above atoms
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_ARMAMENTS 27 // SKYRAT EDIT ADDITION - Needs to be between atoms and default so it runs before gun companies
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_SKILLS 15
#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_DECAY -61 //SKYRAT EDIT ADDITION
#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_PING 10
#define FIRE_PRIORITY_IDLE_NPC 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_FLUIDS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 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_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_REAGENTS 26
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIOTITY_SMOOTHING 35
#define FIRE_PRIORITY_NETWORKS 40
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIOTITY_BURNING 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_INSTRUMENTS 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_ASSETS 105
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_STATPANEL 390
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
#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_INIT 0
#define RUNLEVEL_LOBBY 1
#define RUNLEVEL_SETUP 2
#define RUNLEVEL_GAME 4
#define RUNLEVEL_POSTGAME 8
#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
//! ## Overlays subsystem
#define POST_OVERLAY_CHANGE(changed_on) \
if(length(changed_on.overlays) >= MAX_ATOM_OVERLAYS) { \
var/text_lays = overlays2text(changed_on.overlays); \
stack_trace("Too many overlays on [changed_on.type] - [length(changed_on.overlays)], refusing to update and cutting.\
\n What follows is a printout of all existing overlays at the time of the overflow \n[text_lays]"); \
changed_on.overlays.Cut(); \
changed_on.add_overlay(mutable_appearance('icons/testing/greyscale_error.dmi')); \
} \
if(alternate_appearances) { \
for(var/I in changed_on.alternate_appearances){\
var/datum/atom_hud/alternate_appearance/AA = changed_on.alternate_appearances[I];\
if(AA.transfer_overlays){\
AA.copy_overlays(changed_on, TRUE);\
}\
} \
}
/**
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_MOVABLES 1
#define SSEXPLOSIONS_TURFS 2
#define SSEXPLOSIONS_THROWS 3
// 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 delta_time, otherwise use the delta_time 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 timer key used to know how long subsystem initialization takes
#define SS_INIT_TIMER_KEY "ss_init"