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VOREStation/code/__defines/subsystems.dm
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Cameron Lennox cbc4151bfb Radiation Refactor (#19270)
* Part 1

* WIP

* The rest of these

* More stuff

* Whoops, did that wrong

* typo

* gweeen

* This all works

* SHOWER

* Rads

* awa

* rad

* Update life.dm

* edits

* Makes lvl 3 rads give you a warning.

You should already know by this point, but this makes it EXTRA clear you're getting fucked

* Update vorestation.dme

* aaa

* propagate

* gwah

* more fixes

* AAA

* Update radiation.dm

* Update radiation.dm

* mobs rads

* rads

* fix this

* Update _reagents.dm

* these

* Get rid of these

* rad

* Update config.txt

* fixed

* Update radiation_effects.dm
2026-03-22 12:29:09 -04:00

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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
//! ## 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 conjunction 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
/// Used to trigger object removal from a processing list
#define PROCESS_KILL 26
//! ## Initialization subsystem
///New should not call Initialize
#define INITIALIZATION_INSSATOMS 0
///New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_MAPLOAD 1
///New should call Initialize(FALSE)
#define INITIALIZATION_INNEW_REGULAR 2
//! ### Initialization hints
///Nothing happens
#define INITIALIZE_HINT_NORMAL 0
/**
* call LateInitialize at the end of all atom Initialization
*
* The item will be added to the late_loaders list, this is iterated over after
* initialization 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 initialization
#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 & ATOM_INITIALIZED)) {\
var/previous_initialized_value = SSatoms.initialized;\
SSatoms.initialized = INITIALIZATION_INNEW_MAPLOAD;\
args[1] = TRUE;\
SSatoms.InitAtom(src, FALSE, args);\
SSatoms.initialized = previous_initialized_value;\
}\
}
//! ### SS initialization hints
/**
* Negative values indicate a failure or warning of some kind, positive are good.
* 0 and 1 are unused so that TRUE and FALSE are guaranteed to be invalid values.
*/
/// Subsystem failed to initialize entirely. Print a warning, log, and disable firing.
#define SS_INIT_FAILURE -2
/// The default return value which must be overridden. Will succeed with a warning.
#define SS_INIT_NONE -1
/// Subsystem initialized successfully.
#define SS_INIT_SUCCESS 2
/// If your system doesn't need to be initialized (by being disabled or something)
#define SS_INIT_NO_NEED 3
/// Successfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
#define SS_INIT_NO_MESSAGE 4
// 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_ATC 1
#define FIRE_PRIORITY_APPRECIATE 2
#define FIRE_PRIORITY_PLAYERTIPS 5
#define FIRE_PRIORITY_SHUTTLES 5
#define FIRE_PRIORITY_SUPPLY 5
#define FIRE_PRIORITY_NIGHTSHIFT 5
#define FIRE_PRIORITY_PLANTS 5
#define FIRE_PRIORITY_VIS 5
#define FIRE_PRIORITY_MOTIONTRACKER 6
#define FIRE_PRIORITY_ORBIT 7
#define FIRE_PRIORITY_VOTE 8
#define FIRE_PRIORITY_INSTRUMENTS 9
#define FIRE_PRIORITY_PING 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_AI 10
#define FIRE_PRIORITY_STARMOVER 11
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_DATABASE 16
#define FIRE_PRIORITY_ASSETS 20
#define FIRE_PRIORITY_POIS 20
#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_THROWING 45
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_TICKER 60
#define FIRE_PRIORITY_PLANETS 75
#define FIRE_PRIORITY_SOLARS 76
#define FIRE_PRIORITY_PRIORITY_EFFECTS 90
#define FIRE_PRIORITY_EXPLOSIONS 90
#define FIRE_PRIORITY_MACHINES 100
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_PROJECTILES 150
#define FIRE_PRIORITY_STATPANEL 390
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_SPEECH_CONTROLLER 900
#define FIRE_PRIORITY_DELAYED_VERBS 950
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
// SS runlevels
#define RUNLEVEL_LOBBY (1<<0)
#define RUNLEVEL_SETUP (1<<1)
#define RUNLEVEL_GAME (1<<2)
#define RUNLEVEL_POSTGAME (1<<3)
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
//SSticker.current_state values
/// Game is loading
#define GAME_STATE_STARTUP 0
/// Game is loaded and in pregame lobby
#define GAME_STATE_PREGAME 1
/// Game is attempting to start the round
#define GAME_STATE_SETTING_UP 2
/// Game has round in progress
#define GAME_STATE_PLAYING 3
/// Game has round finished
#define GAME_STATE_FINISHED 4
// Used for SSticker.force_ending
/// Default, round is not being forced to end.
#define END_ROUND_AS_NORMAL 0
/// End the round now as normal
#define FORCE_END_ROUND 1
/// For admin forcing roundend, can be used to distinguish the two
#define ADMIN_FORCE_END_ROUND 2
/**
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
* * timer_subsystem the subsystem to insert this timer into
*/
#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
// The change in the world's time from the subsystem's last fire in seconds.
#define DELTA_WORLD_TIME(ss) ((world.time - ss.last_fire) * 0.1)
/// The timer key used to know how long subsystem initialization takes
#define SS_INIT_TIMER_KEY "ss_init"
// Subsystem delta times or tickrates, in seconds. I.e, how many seconds in between each process() call for objects being processed by that subsystem.
// Only use these defines if you want to access some other objects processing seconds_per_tick, otherwise use the seconds_per_tick that is sent as a parameter to process()
// #define SSFLUIDS_DT (SSplumbing.wait/10)
#define SSMACHINES_DT (SSmachines.wait/10)
#define SSMOBS_DT (SSmobs.wait/10)
#define SSOBJ_DT (SSobj.wait/10)