mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
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* Time to become our TGUI God. * Visually sprucing the copyrights. These shouldn't be ignored :) * babababa * https://github.com/tgstation/tgstation/pull/50422 * dooootdooot * Holy fuck Updates the tools folder Updates our build tooling Updates TGUI MASSIVELY I'm going to go scream in a hole now * ?? * Was it this dum thing? * orrrr * It's this isn't it * Did it manually * hubah * TGUI Changelog * oops * What if I use the original? * Lets try this again * Shit commenting out for now * asdasd * Fuck it use the old one and remember to replace later * Updates yarn.lock * Lets try something horrid * Nope it HATES THAT * fucc * The great eslinting * HOLY SHIT * Final? * ? * asd tgstation/tgstation/pull/59914 tgstation/tgstation/pull/66317 * Improved Asset handling. * Oops * Subsystem stuff * Recompiles the Changelong again. * Finally Fixed Communicators * Compiled Changelogs... AGAIN
224 lines
6.9 KiB
Plaintext
224 lines
6.9 KiB
Plaintext
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//! Defines for subsystems and overlays
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//!
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//! Lots of important stuff in here, make sure you have your brain switched on
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//! when editing this file
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//! ## DB defines
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/**
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* DB major schema version
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*
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* Update this whenever the db schema changes
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*
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* make sure you add an update to the schema_version stable in the db changelog
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*/
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//#define DB_MAJOR_VERSION 5
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/**
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* DB minor schema version
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*
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* Update this whenever the db schema changes
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*
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* make sure you add an update to the schema_version stable in the db changelog
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*/
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//#define DB_MINOR_VERSION 0
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//! ## Timing subsystem
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/**
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* Don't run if there is an identical unique timer active
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*
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* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
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* and returns the id of the existing timer
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*/
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#define TIMER_UNIQUE (1<<0)
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///For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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/**
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* Timing should be based on how timing progresses on clients, not the server.
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*
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* Tracking this is more expensive,
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* should only be used in conjuction with things that have to progress client side, such as
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* animate() or sound()
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*/
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#define TIMER_CLIENT_TIME (1<<2)
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///Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE (1<<3)
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///prevents distinguishing identical timers with the wait variable
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///
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///To be used with TIMER_UNIQUE
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#define TIMER_NO_HASH_WAIT (1<<4)
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///Loops the timer repeatedly until qdeleted
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///
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///In most cases you want a subsystem instead, so don't use this unless you have a good reason
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#define TIMER_LOOP (1<<5)
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///Delete the timer on parent datum Destroy() and when deltimer'd
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#define TIMER_DELETE_ME (1<<6)
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///Empty ID define
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#define TIMER_ID_NULL -1
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//! ## Initialization subsystem
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///New should not call Initialize
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#define INITIALIZATION_INSSATOMS 0
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///New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_MAPLOAD 2
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///New should call Initialize(FALSE)
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#define INITIALIZATION_INNEW_REGULAR 1
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//! ### Initialization hints
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///Nothing happens
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#define INITIALIZE_HINT_NORMAL 0
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/**
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* call LateInitialize at the end of all atom Initalization
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*
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* The item will be added to the late_loaders list, this is iterated over after
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* initalization of subsystems is complete and calls LateInitalize on the atom
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* see [this file for the LateIntialize proc](atom.html#proc/LateInitialize)
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*/
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#define INITIALIZE_HINT_LATELOAD 1
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///Call qdel on the atom after intialization
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#define INITIALIZE_HINT_QDEL 2
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///type and all subtypes should always immediately call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!(flags & INITIALIZED)) {\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, args);\
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}\
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}
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// SS runlevels
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/// "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
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#define RUNLEVEL_INIT 0
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/// Initial runlevel before setup. Returns to here if setup fails.
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#define RUNLEVEL_LOBBY 1
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/// While the gamemode setup is running. I.E gameticker.setup()
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#define RUNLEVEL_SETUP 2
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/// After successful game ticker setup, while the round is running.
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#define RUNLEVEL_GAME 4
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/// When round completes but before reboot
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#define RUNLEVEL_POSTGAME 8
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
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#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_FAIL2TOPIC 101
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#define INIT_ORDER_INPUT 100
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#define INIT_ORDER_SOUNDS 95
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#define INIT_ORDER_JOBS 85
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#define INIT_ORDER_VIS 80
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#define INIT_ORDER_GARBAGE 70
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#define INIT_ORDER_SERVER_MAINT 65
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#define INIT_ORDER_TIMER 60
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#define INIT_ORDER_INSTRUMENTS 50
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#define INIT_ORDER_SQLITE 40
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#define INIT_ORDER_CHEMISTRY 35
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#define INIT_ORDER_SKYBOX 30
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#define INIT_ORDER_MAPPING 25
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#define INIT_ORDER_DECALS 20
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#define INIT_ORDER_PLANTS 19
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#define INIT_ORDER_ALARMS 18
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#define INIT_ORDER_ATOMS 15
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#define INIT_ORDER_MACHINES 10
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#define INIT_ORDER_SHUTTLES 3
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_LIGHTING 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_PLANETS -2
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#define INIT_ORDER_ASSETS -4
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#define INIT_ORDER_HOLOMAPS -5
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#define INIT_ORDER_NIGHTSHIFT -6
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#define INIT_ORDER_OVERLAY -7
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#define INIT_ORDER_EVENTS -8
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#define INIT_ORDER_OVERMAPS -9
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#define INIT_ORDER_TICKER -10
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#define INIT_ORDER_XENOARCH -20
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#define INIT_ORDER_CIRCUIT -21
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#define INIT_ORDER_AI -22
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#define INIT_ORDER_OPENSPACE -50
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#define INIT_ORDER_PERSISTENCE -95
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#define INIT_ORDER_ICON_SMOOTHING -99
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_PING 5
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#define FIRE_PRIORITY_SHUTTLES 5
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#define FIRE_PRIORITY_NIGHTSHIFT 6
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#define FIRE_PRIORITY_PLANTS 5
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_VOTE 9
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#define FIRE_PRIORITY_AI 10
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#define FIRE_PRIORITY_VIS 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_ALARMS 20
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#define FIRE_PRIORITY_CHARSETUP 25
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#define FIRE_PRIORITY_SPACEDRIFT 25
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#define FIRE_PRIORITY_AIRFLOW 30
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#define FIRE_PRIORITY_PARALLAX 30
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#define FIRE_PRIORITY_AIR 35
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_PROCESS 45
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_INSTRUMENTS 90
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_PROJECTILES 150
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_SMOOTHING 500
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#define FIRE_PRIORITY_TIMER 700
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#define FIRE_PRIORITY_INPUT 1000 //never drop input
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///Compile all the overlays for an atom from the cache lists
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// |= on overlays is not actually guaranteed to not add same appearances but we're optimistically using it anyway.
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#define COMPILE_OVERLAYS(A)\
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do {\
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var/list/oo = A.our_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(po)){\
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if(LAZYLEN(oo)){\
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A.overlays = oo + po;\
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}\
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else{\
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A.overlays = po;\
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}\
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}\
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else if(LAZYLEN(oo)){\
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A.overlays = oo;\
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}\
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else{\
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A.overlays.Cut();\
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}\
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A.flags &= ~OVERLAY_QUEUED;\
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} while(FALSE)
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/**
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Create a new timer and add it to the queue.
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* Arguments:
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* * callback the callback to call on timer finish
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* * wait deciseconds to run the timer for
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* * flags flags for this timer, see: code\__DEFINES\subsystems.dm
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*/
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#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
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