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## 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:

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
/🆑
22 lines
789 B
Plaintext
22 lines
789 B
Plaintext
/*!
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This subsystem mostly exists to populate and manage the skill singletons.
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*/
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SUBSYSTEM_DEF(skills)
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name = "Skills"
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flags = SS_NO_FIRE
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///Dictionary of skill.type || skill ref
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var/list/all_skills = list()
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///List of level names with index corresponding to skill level
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var/list/level_names = list("None", "Novice", "Apprentice", "Journeyman", "Expert", "Master", "Legendary") //List of skill level names. Note that indexes can be accessed like so: level_names[SKILL_LEVEL_NOVICE]
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/datum/controller/subsystem/skills/Initialize()
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InitializeSkills()
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return SS_INIT_SUCCESS
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///Ran on initialize, populates the skills dictionary
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/datum/controller/subsystem/skills/proc/InitializeSkills()
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for(var/type in GLOB.skill_types)
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var/datum/skill/ref = new type
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all_skills[type] = ref
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