Files
Yogstation/code/__DEFINES/subsystems.dm
Molti df51b30a0c Deletes all gamemodes in favor of storytellers (#22661)
* storytellers

* Update _base_event.dm

* Update _base_event.dm

* storytellers and midround events

* work

* antags

* last

* Update vote.dm

* fixes

* Update backrooms.dm

* so long gay dynamic

* Update vote.dm

* dynamic unit test

* cleanup

* delete minimum pop

* fix

* storyteller tweaks

* traitor awakening

* Update traitor.dm

* Update _basemap.dm

* Update ghost.dm

* oh god so much stuff

* Update _logging.dm

* buh bye events

* Update nuclearbomb.dm

* Update collections.ts

* Revert "Update collections.ts"

This reverts commit ff93cf170a.

* maybe

* fix

* fix

* Update game_mode.dm

* fixes

* fixes and more logging

* oh good gravy

* Update portal_storm.dm

* bring them back

* Update gamemode_subsystem.dm

* Update admin_verbs.dm

* Update force_event.dm

* damnit

* Update _base_event.dm

* fixes

* more

* it compiles :)

* more

* passes linter

* Update radiation_leak.dm

* Update dolphin_migration.dm

* Update brother.dm

* Update gamemode_subsystem.dm

* Update _base_event.dm

* Update _base_event.dm

* updates

* fixup

* add vampire remove prompt

* Update vampire.dm

* Update vampire.dm

* Update vampire.dm

* Update _base_event.dm

* Update gamemode_subsystem.dm

* Update gamemode_subsystem.dm

* Update dolphin_migration.dm

* fix migration

* title icon

* fixes

* formatting

* Update gamemode_subsystem.dm

* Update tzimisce.dm

* Update tzimisce.dm

* Update gamemode_subsystem.dm

* Update storytellers.dm

* tweak for our pop

* Update darkspawn.dm

* Update gamemode_subsystem.dm

* tweaks and fixes

* more and less roundstart

* Update ghost.dm

* lol lets just port the voting system

* Update scrubber_overflow.dm

* fix scrubber

* bye gamemode

* cleanup

* Update clown_operative.dm

* Update clown_operative.dm

* Update _base_event.dm

* probably fixed

* Update supermatter_surge.dm

* buh bye

* Update brain_trauma.dm

* more

* new pseudogamemode vote

* tweaks

* Update gamemode_subsystem.dm

* Update high_priority_bounty.dm

* Update gamemode_subsystem.dm

* Update storytellers.dm

* Update high_priority_bounty.dm

* tweaks

* Update high_priority_bounty.dm

* Update high_priority_bounty.dm

* fixes

* fixes

* tweak

* Update obsessed.dm

* so long pal

* Update battleroyale.dm

* deletions

* Update implant_dusting.dm

* bye

* uplinks fix

* Update uplink_items.dm

* Update uplink_items.dm

* delete more gamemodes

* more

* lol one ctrl f change

* hm what

* Update antagonists.dm

* Revert "Update antagonists.dm"

This reverts commit c3c2ee192e.

* Revert "hm what"

This reverts commit 43dbbcebcf.

* Revert "lol one ctrl f change"

This reverts commit 95e28f5221.

* cleanup

* more stuff

* more deletion

* this one gone too

* you and only you i shall save

* Update revolution.dm

* hold this please

* it's done

* bye admin stuff

* Update uplink.dm

* Update alert.dm

* should be fine

* fixes

* tweaks

* fixes

* fixes

* Update ticker.dm

* this is important

* Update heretic.dm

* Update clown_operative.dm

* rewrite

* fixes

* Update clockwork_cult.dm

* fixes

* Update uplink_items.dm

* reorganize

* Update objective.dm

* rewrite nightmare

* Update storytellers.dm

* tweak

* tweaks

* Update stray_cargo.dm

* Update stray_cargo.dm

* Update stray_cargo.dm

* delete unneeded tgui

* Update ticker.dm

* Update roundend.dm

* Update anomaly_grav.dm

* Update gamemode_subsystem.dm

* Update statpanel.dm

* Update statpanel.dm

* no additional delay

* clean up

* Update _base_event.dm

* Update _event.dm

* antag token and brothers

* no token picked

* Update _base_event.dm

---------

Co-authored-by: Byemoh <baiomurang@gmail.com>
2024-10-18 17:20:14 -05:00

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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 14
#define DB_BOUND_CREDENTIALS_FLAG_BYPASS_BANS "bypass_bans"
#define DB_BOUND_CREDENTIALS_FLAG_ALLOW_PROXIES "allow_proxies"
//! ## 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_1 & INITIALIZED_1)) {\
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 incidate a failure or warning of some kind, positive are good.
* 0 and 1 are unused so that TRUE and FALSE are guarenteed 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 overriden. Will succeed with a warning.
#define SS_INIT_NONE -1
/// Subsystem initialized sucessfully.
#define SS_INIT_SUCCESS 2
/// Successful, but don't print anything. Useful if subsystem was disabled.
#define SS_INIT_NO_NEED 3
/// Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
#define SS_INIT_NO_MESSAGE 4
//! ### SS initialization load orders
// 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_PROFILER 101
#define INIT_ORDER_TITLE 100
#define INIT_ORDER_GARBAGE 99
#define INIT_ORDER_DBCORE 95
#define INIT_ORDER_BLACKBOX 94
#define INIT_ORDER_SERVER_MAINT 93
#define INIT_ORDER_INPUT 85
#define INIT_ORDER_SOUNDS 83
#define INIT_ORDER_INSTRUMENTS 82
#define INIT_ORDER_GREYSCALE 81
#define INIT_ORDER_VIS 80
#define INIT_ORDER_SECURITY_LEVEL 79
#define INIT_ORDER_MATERIALS 76
#define INIT_ORDER_STATION 75
#define INIT_ORDER_RESEARCH 74
#define INIT_ORDER_QUIRKS 73
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_PATH 61
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_EARLY_ASSETS 48
#define INIT_ORDER_ECONOMY 40
#define INIT_ORDER_OUTPUTS 35
#define INIT_ORDER_ATOMS 30
#define INIT_ORDER_LANGUAGE 25
#define INIT_ORDER_MACHINES 20
#define INIT_ORDER_CIRCUIT 15
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR_MACHINERY -0.5
#define INIT_ORDER_AIR -1
#define INIT_ORDER_PERSISTENCE -2
#define INIT_ORDER_PERSISTENT_PAINTINGS -3 // Assets relies on this
#define INIT_ORDER_VOTE -4 // Needs to be after persistence so that recent maps are not loaded. (yogs: technically not, since we don't have map blocking like tg does)
#define INIT_ORDER_ASSETS -5
#define INIT_ORDER_ICON_SMOOTHING -6
#define INIT_ORDER_OVERLAY -7
#define INIT_ORDER_XKEYSCORE -10
#define INIT_ORDER_STICKY_BAN -10
#define INIT_ORDER_ECHELON -10
#define INIT_ORDER_LIGHTING -20
#define INIT_ORDER_SHUTTLE -21
#define INIT_ORDER_BACKROOMS -30 // relies on basically everything to be initialized first
#define INIT_ORDER_MINOR_MAPPING -40
#define INIT_ORDER_BLUESPACE_LOCKER -45
#define INIT_ORDER_DISCORD -60
#define INIT_ORDER_EXPLOSIONS -69
#define INIT_ORDER_STATPANELS -97
#define INIT_ORDER_INIT_PROFILER -98 //Near the end, logs the costs of initialize
#define INIT_ORDER_DEMO -99 // To avoid a bunch of changes related to initialization being written, do this last
#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_AMBIENCE 10
#define FIRE_PRIORITY_IDLE_NPC 10
#define FIRE_PRIORITY_SERVER_MAINT 10
#define FIRE_PRIORITY_RESEARCH 10
#define FIRE_PRIORITY_VIS 10
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_ECHOLOCATION 15
#define FIRE_PRIORITY_WET_FLOORS 20
#define FIRE_PRIORITY_FLUIDS 20
#define FIRE_PRIORITY_AIR 20
#define FIRE_PRIORITY_NPC 20
#define FIRE_PRIORITY_PROCESS 25
#define FIRE_PRIORITY_THROWING 25
#define FIRE_PRIORITY_SPACEDRIFT 30
#define FIRE_PRIORITY_FIELDS 30
#define FIRE_PRIORITY_SMOOTHING 35
#define FIRE_PRIORITY_OBJ 40
#define FIRE_PRIORITY_MECHA 40
#define FIRE_PRIORITY_ACID 40
#define FIRE_PRIORITY_BURNING 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_INSTRUMENTS 80
#define FIRE_PRIORITY_CALLBACKS 90
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_ASSETS 105
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_TICKER 200
#define FIRE_PRIORITY_ATMOS_ADJACENCY 300
#define FIRE_PRIORITY_CHAT 400
#define FIRE_PRIORITY_RUNECHAT 410
#define FIRE_PRIORITY_OVERLAYS 500
#define FIRE_PRIORITY_EXPLOSIONS 666
#define FIRE_PRIORITY_TIMER 700
#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
// SSair run section
#define SSAIR_PIPENETS 1
#define SSAIR_ATMOSMACHINERY 2
#define SSAIR_EXCITEDGROUPS 3
#define SSAIR_HIGHPRESSURE 4
#define SSAIR_HOTSPOTS 5
#define SSAIR_TURF_CONDUCTION 6
#define SSAIR_REBUILD_PIPENETS 7
#define SSAIR_EQUALIZE 8
#define SSAIR_ACTIVETURFS 9
#define SSAIR_TURF_POST_PROCESS 10
#define SSAIR_FINALIZE_TURFS 11
#define SSAIR_ATMOSMACHINERY_AIR 12
#define SSAIR_DEFERRED_AIRS 13
//Pipeline rebuild helper defines, these suck but it'll do for now //Fools you actually merged it
#define SSAIR_REBUILD_PIPELINE 1
#define SSAIR_REBUILD_QUEUE 2
// Truly disgusting, TG. Truly disgusting.
//! ## Overlays subsystem
#define POST_OVERLAY_CHANGE(changed_on) \
if(length(changed_on.overlays) >= MAX_ATOM_OVERLAYS) { \
var/text_lays = overlays2text(changed_on.overlays); \
stack_trace("Too many overlays on [changed_on.type] - [length(changed_on.overlays)], refusing to update and cutting.\
\n What follows is a printout of all existing overlays at the time of the overflow \n[text_lays]"); \
changed_on.overlays.Cut(); \
changed_on.add_overlay(mutable_appearance('icons/Testing/greyscale_error.dmi')); \
} \
if(alternate_appearances) { \
for(var/I in changed_on.alternate_appearances){\
var/datum/atom_hud/alternate_appearance/AA = changed_on.alternate_appearances[I];\
if(AA.transfer_overlays){\
AA.copy_overlays(changed_on, TRUE);\
}\
} \
}\
if(isturf(changed_on)){SSdemo.mark_turf(changed_on);}\
if(isobj(changed_on) || ismob(changed_on)){SSdemo.mark_dirty(changed_on);}\
/**
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__)
// Explosion Subsystem subtasks
#define SSEXPLOSIONS_MOVABLES 1
#define SSEXPLOSIONS_TURFS 2
#define SSEXPLOSIONS_THROWS 3
// 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 delta_time, otherwise use the delta_time 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)
/// The timer key used to know how long subsystem initialization takes
#define SS_INIT_TIMER_KEY "ss_init"
// Wardrobe subsystem tasks
#define SSWARDROBE_STOCK 1
#define SSWARDROBE_INSPECT 2
//Wardrobe cache metadata indexes
#define WARDROBE_CACHE_COUNT 1
#define WARDROBE_CACHE_LAST_INSPECT 2
#define WARDROBE_CACHE_CALL_INSERT 3
#define WARDROBE_CACHE_CALL_REMOVAL 4
//Wardrobe preloaded stock indexes
#define WARDROBE_STOCK_CONTENTS 1
#define WARDROBE_STOCK_CALL_INSERT 2
#define WARDROBE_STOCK_CALL_REMOVAL 3
//Wardrobe callback master list indexes
#define WARDROBE_CALLBACK_INSERT 1
#define WARDROBE_CALLBACK_REMOVE 2
// Vote subsystem counting methods
/// First past the post. One selection per person, and the selection with the most votes wins.
#define VOTE_COUNT_METHOD_SINGLE 1
/// Approval voting. Any number of selections per person, and the selection with the most votes wins.
#define VOTE_COUNT_METHOD_MULTI 2
///liquid defines
#define SSLIQUIDS_RUN_TYPE_TURFS 1
#define SSLIQUIDS_RUN_TYPE_GROUPS 2
#define SSLIQUIDS_RUN_TYPE_IMMUTABLES 3
#define SSLIQUIDS_RUN_TYPE_EVAPORATION 4
#define SSLIQUIDS_RUN_TYPE_FIRE 5
#define SSLIQUIDS_RUN_TYPE_OCEAN 6
#define SSLIQUIDS_RUN_TYPE_TEMPERATURE 7
#define SSLIQUIDS_RUN_TYPE_CACHED_EDGES 8