Files
Polaris/code/__defines/subsystems.dm
Neerti fdabe51ee8 Linter Introduction + Cleanup (#8085)
* Adds linter defines to repo.

* Uncomments linter defines already in the code.

* Resolves unreachable code linter errors.

* Nukes decade+ old syndie specops code except for computer since that's mapped in?????

* Resolves procs has no parent linter error.

* Proc signature fixes

* Bad comments

* "In" danger

* Type safety

* Implied nested list abuse

* Top level ..() usage

* Sleepy coder typos

* Invalid kwargs calls

* Pointless returns

* Linter hacks (see full message)

Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.

Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.

* WHATEVER THIS IS

* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars

* Fix list decoration syntax - Its a list, not list of lists

- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax.  Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`

* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.

* Fixes unwrapped negated object in list linter error.

* Resolves colon-like list accessing linter error.

* Turns linter on in linter config.

* Fixes closet indentation properly and cleans up suit storage unit switch.

Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
2021-05-25 18:17:26 -09:00

132 lines
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//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 sever.
// 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)
//To be used with TIMER_UNIQUE
//prevents distinguishing identical timers with the wait variable
#define TIMER_NO_HASH_WAIT (1<<4)
//Loops the timer repeatedly until qdeleted
//In most cases you want a subsystem instead
#define TIMER_LOOP (1<<5)
#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
//type and all subtypes should always call Initialize in New()
#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
..();\
if(!initialized) {\
args[1] = TRUE;\
SSatoms.InitAtom(src, args);\
}\
}
// 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
// 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_WEBHOOKS 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_PLANETS 18
#define INIT_ORDER_JOB 17
#define INIT_ORDER_ALARM 16 // Must initialize before atoms.
#define INIT_ORDER_ATOMS 15
#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_OPENSPACE -10
#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_TICKER -50
#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_SHUTTLES 5
#define FIRE_PRIORITY_SUPPLY 5
#define FIRE_PRIORITY_NIGHTSHIFT 5
#define FIRE_PRIORITY_ORBIT 8
#define FIRE_PRIORITY_VOTE 9
#define FIRE_PRIORITY_AI 10
#define FIRE_PRIORITY_GARBAGE 15
#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_CHAT 400
#define FIRE_PRIORITY_OVERLAYS 500
// Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed)
// TODO - I don't really like the location of this macro define. Consider it. ~Leshana
#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)