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CHOMPStation2/code/__defines/subsystems.dm
2024-05-15 16:56:31 +02:00

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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
//! ## 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
#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
//CHOMPEdit Begin
//type and all subtypes should always call Initialize in New()
#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
..();\
if(!(flags & ATOM_INITIALIZED)) {\
args[1] = TRUE;\
SSatoms.InitAtom(src, args);\
}\
}
//CHOMPEdit End
// SS runlevels
#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
//! ### 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_TITLE 99 //CHOMPEdit
#define INIT_ORDER_SERVER_MAINT 93 //CHOMPEdit
#define INIT_ORDER_WEBHOOKS 50
#define INIT_ORDER_DBCORE 41 //CHOMPEdit
#define INIT_ORDER_SQLITE 40
#define INIT_ORDER_GARBAGE 39
#define INIT_ORDER_MEDIA_TRACKS 38 // Gotta get that lobby music up, yo
#define INIT_ORDER_INPUT 37
#define INIT_ORDER_CHEMISTRY 35
#define INIT_ORDER_ROBOT_SPRITES 34
#define INIT_ORDER_VIS 32
#define INIT_ORDER_MAPPING 25
#define INIT_ORDER_SOUNDS 23
#define INIT_ORDER_INSTRUMENTS 22
#define INIT_ORDER_DECALS 20
#define INIT_ORDER_PLANTS 19 // Must initialize before atoms.
#define INIT_ORDER_PLANETS 18
#define INIT_ORDER_JOB 17
#define INIT_ORDER_ALARM 16 // Must initialize before atoms.
#define INIT_ORDER_TRANSCORE 15
#define INIT_ORDER_ATOMS 14
#define INIT_ORDER_MACHINES 10
#define INIT_ORDER_SHUTTLES 3
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_LIGHTING 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_ASSETS -3
#define INIT_ORDER_HOLOMAPS -5
#define INIT_ORDER_NIGHTSHIFT -6
#define INIT_ORDER_OVERLAY -7
#define INIT_ORDER_XENOARCH -20
#define INIT_ORDER_CIRCUIT -21
#define INIT_ORDER_AI -22
#define INIT_ORDER_AI_FAST -23
#define INIT_ORDER_GAME_MASTER -24
#define INIT_ORDER_PERSISTENCE -25
#define INIT_ORDER_SKYBOX -30 //Visual only, irrelevant to gameplay, but needs to be late enough to have overmap populated fully
#define INIT_ORDER_TICKER -50
#define INIT_ORDER_MAPRENAME -60 //Initiating after Ticker to ensure everything is loaded and everything we rely on us working
#define INIT_ORDER_STATPANELS -98 //CHOMPEdit
#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_PLAYERTIPS 5
#define FIRE_PRIORITY_SHUTTLES 5
#define FIRE_PRIORITY_SUPPLY 5
#define FIRE_PRIORITY_NIGHTSHIFT 5
#define FIRE_PRIORITY_PLANTS 5
#define FIRE_PRIORITY_VIS 5
#define FIRE_PRIORITY_ORBIT 7
#define FIRE_PRIORITY_VOTE 8
#define FIRE_PRIORITY_INSTRUMENTS 9
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_SERVER_MAINT 10 //CHOMPEdit
#define FIRE_PRIORITY_AI 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_ASSETS 20
#define FIRE_PRIORITY_ALARM 20
#define FIRE_PRIORITY_CHARSETUP 25
#define FIRE_PRIORITY_AIRFLOW 30
#define FIRE_PRIORITY_AIR 35
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_PROCESS 45
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_TICKER 60
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_PROJECTILES 150
#define FIRE_PRIORITY_STATPANEL 390 //CHOMPEdit
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_SPEECH_CONTROLLER 900 // CHOMPEdit
#define FIRE_PRIORITY_DELAYED_VERBS 950 // CHOMPEdit
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
/**
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__)
/// The timer key used to know how long subsystem initialization takes // CHOMPEdit
#define SS_INIT_TIMER_KEY "ss_init" // CHOMPEdit