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Citadel-Station-13-RP/code/__DEFINES/controllers/_subsystems.dm
Zandario ed27a01b58 Massive backend updoot: Juke Build, TGUI upgrades, Soft Ping, and too much to list! (#3990)
* 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
2022-05-09 18:02:09 -07:00

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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 0
//! ## 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
//! ## 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 & INITIALIZED)) {\
args[1] = TRUE;\
SSatoms.InitAtom(src, args);\
}\
}
// SS runlevels
/// "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
#define RUNLEVEL_INIT 0
/// Initial runlevel before setup. Returns to here if setup fails.
#define RUNLEVEL_LOBBY 1
/// While the gamemode setup is running. I.E gameticker.setup()
#define RUNLEVEL_SETUP 2
/// After successful game ticker setup, while the round is running.
#define RUNLEVEL_GAME 4
/// When round completes but before reboot
#define RUNLEVEL_POSTGAME 8
#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
// 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_FAIL2TOPIC 101
#define INIT_ORDER_INPUT 100
#define INIT_ORDER_SOUNDS 95
#define INIT_ORDER_JOBS 85
#define INIT_ORDER_VIS 80
#define INIT_ORDER_GARBAGE 70
#define INIT_ORDER_SERVER_MAINT 65
#define INIT_ORDER_TIMER 60
#define INIT_ORDER_INSTRUMENTS 50
#define INIT_ORDER_SQLITE 40
#define INIT_ORDER_CHEMISTRY 35
#define INIT_ORDER_SKYBOX 30
#define INIT_ORDER_MAPPING 25
#define INIT_ORDER_DECALS 20
#define INIT_ORDER_PLANTS 19
#define INIT_ORDER_ALARMS 18
#define INIT_ORDER_ATOMS 15
#define INIT_ORDER_MACHINES 10
#define INIT_ORDER_SHUTTLES 3
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_LIGHTING 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_PLANETS -2
#define INIT_ORDER_ASSETS -4
#define INIT_ORDER_HOLOMAPS -5
#define INIT_ORDER_NIGHTSHIFT -6
#define INIT_ORDER_OVERLAY -7
#define INIT_ORDER_EVENTS -8
#define INIT_ORDER_OVERMAPS -9
#define INIT_ORDER_TICKER -10
#define INIT_ORDER_XENOARCH -20
#define INIT_ORDER_CIRCUIT -21
#define INIT_ORDER_AI -22
#define INIT_ORDER_OPENSPACE -50
#define INIT_ORDER_PERSISTENCE -95
#define INIT_ORDER_ICON_SMOOTHING -99
#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 5
#define FIRE_PRIORITY_SHUTTLES 5
#define FIRE_PRIORITY_NIGHTSHIFT 6
#define FIRE_PRIORITY_PLANTS 5
#define FIRE_PRIORITY_ORBIT 8
#define FIRE_PRIORITY_VOTE 9
#define FIRE_PRIORITY_AI 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_ALARMS 20
#define FIRE_PRIORITY_CHARSETUP 25
#define FIRE_PRIORITY_SPACEDRIFT 25
#define FIRE_PRIORITY_AIRFLOW 30
#define FIRE_PRIORITY_PARALLAX 30
#define FIRE_PRIORITY_AIR 35
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_PROCESS 45
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_INSTRUMENTS 90
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_PROJECTILES 150
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_SMOOTHING 500
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_INPUT 1000 //never drop input
///Compile all the overlays for an atom from the cache lists
// |= on overlays is not actually guaranteed to not add same appearances but we're optimistically using it anyway.
#define COMPILE_OVERLAYS(A)\
do {\
var/list/oo = A.our_overlays;\
var/list/po = A.priority_overlays;\
if(LAZYLEN(po)){\
if(LAZYLEN(oo)){\
A.overlays = oo + po;\
}\
else{\
A.overlays = po;\
}\
}\
else if(LAZYLEN(oo)){\
A.overlays = oo;\
}\
else{\
A.overlays.Cut();\
}\
A.flags &= ~OVERLAY_QUEUED;\
} while(FALSE)
/**
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
*/
#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)