HOOKS ARE DEAD

This commit is contained in:
AffectedArc07
2020-05-27 12:00:16 +01:00
parent d746971cc7
commit 1676db7924
32 changed files with 146 additions and 498 deletions
-11
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@@ -1,11 +0,0 @@
/**
* Startup hook.
* Called in world.dm when the server starts.
*/
/hook/startup
/**
* Roundstart hook.
* Called in gameticker.dm when a round starts.
*/
/hook/roundstart
-39
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@@ -1,39 +0,0 @@
/**
* @file hooks.dm
* Implements hooks, a simple way to run code on pre-defined events.
*/
/** @page hooks Code hooks
* @section hooks Hooks
* A hook is defined under /hook in the type tree.
*
* To add some code to be called by the hook, define a proc under the type, as so:
* @code
/hook/foo/proc/bar()
if(1)
return 1 //Sucessful
else
return 0 //Error, or runtime.
* @endcode
* All hooks must return nonzero on success, as runtimes will force return null.
*/
/**
* Calls a hook, executing every piece of code that's attached to it.
* @param hook Identifier of the hook to call.
* @returns 1 if all hooked code runs successfully, 0 otherwise.
*/
/proc/callHook(hook, list/args=null)
var/hook_path = text2path("/hook/[hook]")
if(!hook_path)
error("Invalid hook '/hook/[hook]' called.")
return 0
var/caller = new hook_path
var/status = 1
for(var/P in typesof("[hook_path]/proc"))
if(!call(caller, P)(arglist(args)))
error("Hook '[P]' failed or runtimed.")
status = 0
return status
+12 -2
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@@ -19,8 +19,18 @@ SUBSYSTEM_DEF(icon_smooth)
can_fire = 0
/datum/controller/subsystem/icon_smooth/Initialize()
smooth_zlevel(1,TRUE)
smooth_zlevel(2,TRUE)
log_startup_progress("Smoothing atoms...")
// Smooth EVERYTHING in the world
for(var/turf/T in world)
if(T.smooth)
smooth_icon(T)
for(var/A in T)
var/atom/AA = A
if(AA.smooth)
smooth_icon(AA)
CHECK_TICK
// Incase any new atoms were added to the smoothing queue for whatever reason
var/queue = smooth_queue
smooth_queue = list()
for(var/V in queue)
+21
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@@ -30,6 +30,27 @@ SUBSYSTEM_DEF(mapping)
seedRuins(list(level_name_to_num(MINING)), config.lavaland_budget, /area/lavaland/surface/outdoors/unexplored, GLOB.lava_ruins_templates)
spawn_rivers(list(level_name_to_num(MINING)))
// Now we make a list of areas for teleport locs
// TOOD: Make these locs into lists on the SS itself, not globs
for(var/area/AR in world)
if(AR.no_teleportlocs) continue
if(GLOB.teleportlocs.Find(AR.name)) continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if(picked && is_station_level(picked.z))
GLOB.teleportlocs += AR.name
GLOB.teleportlocs[AR.name] = AR
GLOB.teleportlocs = sortAssoc(GLOB.teleportlocs)
for(var/area/AR in world)
if(GLOB.ghostteleportlocs.Find(AR.name)) continue
var/list/turfs = get_area_turfs(AR.type)
if(turfs.len)
GLOB.ghostteleportlocs += AR.name
GLOB.ghostteleportlocs[AR.name] = AR
GLOB.ghostteleportlocs = sortAssoc(GLOB.ghostteleportlocs)
return ..()
+18 -2
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@@ -188,7 +188,14 @@ SUBSYSTEM_DEF(ticker)
current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
callHook("roundstart")
// Generate the list of playable AI cores in the world
for(var/obj/effect/landmark/start/S in GLOB.landmarks_list)
if(S.name != "AI")
continue
if(locate(/mob/living) in S.loc)
continue
GLOB.empty_playable_ai_cores += new /obj/structure/AIcore/deactivated(get_turf(S))
//here to initialize the random events nicely at round start
setup_economy()
@@ -291,7 +298,16 @@ SUBSYSTEM_DEF(ticker)
if(N.client)
N.new_player_panel_proc()
return 1
// Now that every other piece of the round has initialized, lets setup player job scaling
var/playercount = length(GLOB.clients)
var/highpop_trigger = 80
if(playercount >= highpop_trigger)
log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - loading highpop job config");
SSjobs.LoadJobs("config/jobs_highpop.txt")
else
log_debug("Playercount: [playercount] versus trigger: [highpop_trigger] - keeping standard job config");
return TRUE
/datum/controller/subsystem/ticker/proc/station_explosion_cinematic(station_missed = 0, override = null)
if(cinematic)
+38
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@@ -0,0 +1,38 @@
SUBSYSTEM_DEF(title)
name = "Title Screen"
flags = SS_NO_FIRE
init_order = INIT_ORDER_TITLE
/datum/controller/subsystem/title/Initialize()
var/list/provisional_title_screens = flist("config/title_screens/images/")
var/list/title_screens = list()
var/use_rare_screens = prob(1)
for(var/S in provisional_title_screens)
var/list/L = splittext(S,"+")
if(L.len == 1 && L[1] != "blank.png")
title_screens += S
else if(L.len > 1)
if(use_rare_screens && lowertext(L[1]) == "rare")
title_screens += S
else if(GLOB.using_map && (lowertext(L[1]) == lowertext(GLOB.using_map.name)))
title_screens += S
if(!isemptylist(title_screens))
if(length(title_screens) > 1)
for(var/S in title_screens)
var/list/L = splittext(S,".")
if(L.len != 2 || L[1] != "default")
continue
title_screens -= S
break
var/file_path = "config/title_screens/images/[pick(title_screens)]"
var/icon/icon = new(fcopy_rsc(file_path))
for(var/turf/unsimulated/wall/splashscreen/splash in world)
splash.icon = icon
return ..()