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* Added "Display Initialize() Log" admin debug command so you can see it mid-round. * Ported the core of the overlays management subsystem from /tg - Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem. - Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem. - Added OVERLAY_QUEUED flag to var/atom/flags bitfield. - Added small framework for subsystem performance tracking. So far used only by SSoverlays - Added admin debug command "Display overlay Log" to see performance stats mid-round. * Fix runtime on universal pipe adaptor update_icons * Workaround for appearance_bro not initialized Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global. * Convert fire alarms to use add_overlay() A good first test. * Convert turfs to use add_overlays(), eliminating the turf_overlay_holder! - Converted as much as I could find about turf overlays to use add_overlay(). - This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack. - This also lets us remove the anti-corruption hacks from walls and open space. - ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue. - Stuff like that * Convert turf overlay interactions to use add_overlay. Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself. I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
63 lines
2.4 KiB
Plaintext
63 lines
2.4 KiB
Plaintext
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
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#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
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#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
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#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
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// SS runlevels
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#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
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#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
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#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
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#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
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#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
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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_DECALS 16
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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_LIGHTING 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_XENOARCH -20
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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_OVERLAYS 500
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// Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed)
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// TODO - I don't really like the location of this macro define. Consider it. ~Leshana
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#define COMPILE_OVERLAYS(A)\
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if (TRUE) {\
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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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}
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