Merge branch 'master' into revenant_TK

This commit is contained in:
Artur
2021-01-20 18:27:11 +02:00
414 changed files with 6097 additions and 2811 deletions
+31 -35
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@@ -22,49 +22,45 @@
#define START_PROCESSING(Processor, Datum) if (!(Datum.datum_flags & DF_ISPROCESSING)) {Datum.datum_flags |= DF_ISPROCESSING;Processor.processing += Datum}
#define STOP_PROCESSING(Processor, Datum) Datum.datum_flags &= ~DF_ISPROCESSING;Processor.processing -= Datum;Processor.currentrun -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//! SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//subsystem does not initialize.
#define SS_NO_INIT (1<<0)
/// subsystem does not initialize.
#define SS_NO_INIT 1
//subsystem does not fire.
// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
// (Requires a MC restart to change)
#define SS_NO_FIRE (1<<1)
/** subsystem does not fire. */
/// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
/// (Requires a MC restart to change)
#define SS_NO_FIRE 2
//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
// SS_BACKGROUND has its own priority bracket
#define SS_BACKGROUND (1<<2)
/** Subsystem only runs on spare cpu (after all non-background subsystems have ran that tick) */
/// SS_BACKGROUND has its own priority bracket, this overrides SS_TICKER's priority bump
#define SS_BACKGROUND 4
//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
#define SS_NO_TICK_CHECK (1<<3)
/// subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
#define SS_NO_TICK_CHECK 8
//Treat wait as a tick count, not DS, run every wait ticks.
// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
// (implies all runlevels because of how it works)
// (overrides SS_BACKGROUND)
// This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER (1<<4)
/** Treat wait as a tick count, not DS, run every wait ticks. */
/// (also forces it to run first in the tick (unless SS_BACKGROUND))
/// (implies all runlevels because of how it works)
/// This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER 16
//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
#define SS_KEEP_TIMING (1<<5)
/** keep the subsystem's timing on point by firing early if it fired late last fire because of lag */
/// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
#define SS_KEEP_TIMING 32
//Calculate its next fire after its fired.
// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
// This flag overrides SS_KEEP_TIMING
#define SS_POST_FIRE_TIMING (1<<6)
/** Calculate its next fire after its fired. */
/// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
/// This flag overrides SS_KEEP_TIMING
#define SS_POST_FIRE_TIMING 64
/// Show in stat() by default even if SS_NO_FIRE
#define SS_ALWAYS_SHOW_STAT (1<<7)
//SUBSYSTEM STATES
#define SS_IDLE 0 //aint doing shit.
#define SS_QUEUED 1 //queued to run
#define SS_RUNNING 2 //actively running
#define SS_PAUSED 3 //paused by mc_tick_check
#define SS_SLEEPING 4 //fire() slept.
#define SS_PAUSING 5 //in the middle of pausing
//! SUBSYSTEM STATES
#define SS_IDLE 0 /// ain't doing shit.
#define SS_QUEUED 1 /// queued to run
#define SS_RUNNING 2 /// actively running
#define SS_PAUSED 3 /// paused by mc_tick_check
#define SS_SLEEPING 4 /// fire() slept.
#define SS_PAUSING 5 /// in the middle of pausing
#define SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/##X);\
/datum/controller/subsystem/##X/New(){\
+38 -1
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@@ -1 +1,38 @@
#define EXTOOLS (world.system_type == MS_WINDOWS ? "byond-extools.dll" : "libbyond-extools.so")
// _extools_api.dm - DM API for extools extension library
// (blatently stolen from rust_g)
//
// To configure, create a `extools.config.dm` and set what you care about from
// the following options:
//
// #define EXTOOLS "path/to/extools"
// Override the .dll/.so detection logic with a fixed path or with detection
// logic of your own.
#ifndef EXTOOLS
// Default automatic EXTOOLS detection.
// On Windows, looks in the standard places for `byond-extools.dll`.
// On Linux, looks in the standard places for`libbyond-extools.so`.
/* This comment bypasses grep checks */ /var/__extools
/proc/__detect_extools()
if (world.system_type == UNIX)
if (fexists("./libbyond-extools.so"))
// No need for LD_LIBRARY_PATH badness.
return __extools = "./libbyond-extools.so"
else
// It's not in the current directory, so try others
return __extools = "libbyond-extools.so"
else
return __extools = "byond-extools.dll"
#define EXTOOLS (__extools || __detect_extools())
#endif
#ifndef UNIT_TESTS // use default logging as extools is broken on travis
#define EXTOOLS_LOGGING // rust_g is used as a fallback if this is undefined
#endif
/proc/extools_log_write()
/proc/extools_finalize_logging()
+14
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@@ -163,5 +163,19 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
x.appearance_flags &= ~KEEP_TOGETHER
//dir macros
///Returns true if the dir is diagonal, false otherwise
#define ISDIAGONALDIR(d) (d&(d-1))
///True if the dir is north or south, false therwise
#define NSCOMPONENT(d) (d&(NORTH|SOUTH))
///True if the dir is east/west, false otherwise
#define EWCOMPONENT(d) (d&(EAST|WEST))
///Flips the dir for north/south directions
#define NSDIRFLIP(d) (d^(NORTH|SOUTH))
///Flips the dir for east/west directions
#define EWDIRFLIP(d) (d^(EAST|WEST))
///Turns the dir by 180 degrees
#define DIRFLIP(d) turn(d, 180)
/// 33554431 (2^24 - 1) is the maximum value our bitflags can reach.
#define MAX_BITFLAG_DIGITS 8
+3
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@@ -91,3 +91,6 @@
#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
#define STICKYBAN_DB_CACHE_TIME 10 SECONDS
#define STICKYBAN_ROGUE_CHECK_TIME 5
+8 -1
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@@ -6,9 +6,16 @@
#define SEND_GLOBAL_SIGNAL(sigtype, arguments...) ( SEND_SIGNAL(SSdcs, sigtype, ##arguments) )
/// Signifies that this proc is used to handle signals.
/// Every proc you pass to RegisterSignal must have this.
#define SIGNAL_HANDLER SHOULD_NOT_SLEEP(TRUE)
/// Signifies that this proc is used to handle signals, but also sleeps.
/// Do not use this for new work.
#define SIGNAL_HANDLER_DOES_SLEEP
/// A wrapper for _AddElement that allows us to pretend we're using normal named arguments
#define AddElement(arguments...) _AddElement(list(##arguments))
/// A wrapper for _RemoveElement that allows us to pretend we're using normal named arguments
#define RemoveElement(arguments...) _RemoveElement(list(##arguments))
+1 -1
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@@ -61,7 +61,7 @@
#define BODYPART_NANITES 4
#define HYBRID_BODYPART_DAMAGE_THRESHHOLD 25 //How much damage has to be suffered until the damage threshhold counts as passed
#define HYBRID_BODYPART_THESHHOLD_MINDAMAGE 15 //Which damage value this limb cannot be healed out of via easy nonsurgical means if the threshhold has been passed, state resets if damage value goes below mindamage.
#define HYBRID_BODYPART_THESHHOLD_MINDAMAGE 10 //Which damage value this limb cannot be healed out of via easy nonsurgical means if the threshhold has been passed, state resets if damage value goes below mindamage.
#define BODYPART_NOT_DISABLED 0
#define BODYPART_DISABLED_DAMAGE 1
+26
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@@ -0,0 +1,26 @@
/// The minimum for glide_size to be clamped to.
#define MIN_GLIDE_SIZE 1
/// The maximum for glide_size to be clamped to.
/// This shouldn't be higher than the icon size, and generally you shouldn't be changing this, but it's here just in case.
#define MAX_GLIDE_SIZE 32
/// Compensating for time dialation
GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
///Broken down, here's what this does:
/// divides the world icon_size (32) by delay divided by ticklag to get the number of pixels something should be moving each tick.
/// The division result is given a min value of 1 to prevent obscenely slow glide sizes from being set
/// Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave.
/// The whole result is then clamped to within the range above.
/// Not very readable but it works
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((32 / max((delay) / world.tick_lag, 1)) * GLOB.glide_size_multiplier), MIN_GLIDE_SIZE, MAX_GLIDE_SIZE))
/// Enables smooth movement
// #define SMOOTH_MOVEMENT
/// Set appearance flags in vars
#ifdef SMOOTH_MOVEMENT
#define SET_APPEARANCE_FLAGS(_flags) appearance_flags = (_flags | LONG_GLIDE)
#else
#define SET_APPEARANCE_FLAGS(_flags) appearance_flags = _flags
#endif
+83 -7
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@@ -1,19 +1,76 @@
// rust_g.dm - DM API for rust_g extension library
#define RUST_G "rust_g"
//
// To configure, create a `rust_g.config.dm` and set what you care about from
// the following options:
//
// #define RUST_G "path/to/rust_g"
// Override the .dll/.so detection logic with a fixed path or with detection
// logic of your own.
//
// #define RUSTG_OVERRIDE_BUILTINS
// Enable replacement rust-g functions for certain builtins. Off by default.
#define RUSTG_JOB_NO_RESULTS_YET "NO RESULTS YET"
#define RUSTG_JOB_NO_SUCH_JOB "NO SUCH JOB"
#define RUSTG_JOB_ERROR "JOB PANICKED"
#ifndef RUST_G
// Default automatic RUST_G detection.
// On Windows, looks in the standard places for `rust_g.dll`.
// On Linux, looks in `.`, `$LD_LIBRARY_PATH`, and `~/.byond/bin` for either of
// `librust_g.so` (preferred) or `rust_g` (old).
/* This comment bypasses grep checks */ /var/__rust_g
/proc/__detect_rust_g()
if (world.system_type == UNIX)
if (fexists("./librust_g.so"))
// No need for LD_LIBRARY_PATH badness.
return __rust_g = "./librust_g.so"
else if (fexists("./rust_g"))
// Old dumb filename.
return __rust_g = "./rust_g"
else if (fexists("[world.GetConfig("env", "HOME")]/.byond/bin/rust_g"))
// Old dumb filename in `~/.byond/bin`.
return __rust_g = "rust_g"
else
// It's not in the current directory, so try others
return __rust_g = "librust_g.so"
else
return __rust_g = "rust_g"
#define RUST_G (__rust_g || __detect_rust_g())
#endif
/**
* This proc generates a cellular automata noise grid which can be used in procedural generation methods.
*
* Returns a single string that goes row by row, with values of 1 representing an alive cell, and a value of 0 representing a dead cell.
*
* Arguments:
* * percentage: The chance of a turf starting closed
* * smoothing_iterations: The amount of iterations the cellular automata simulates before returning the results
* * birth_limit: If the number of neighboring cells is higher than this amount, a cell is born
* * death_limit: If the number of neighboring cells is lower than this amount, a cell dies
* * width: The width of the grid.
* * height: The height of the grid.
*/
#define rustg_cnoise_generate(percentage, smoothing_iterations, birth_limit, death_limit, width, height) \
call(RUST_G, "cnoise_generate")(percentage, smoothing_iterations, birth_limit, death_limit, width, height)
#define rustg_dmi_strip_metadata(fname) call(RUST_G, "dmi_strip_metadata")(fname)
#define rustg_dmi_create_png(path, width, height, data) call(RUST_G, "dmi_create_png")(path, width, height, data)
#define rustg_dmi_resize_png(path, width, height, resizetype) call(RUST_G, "dmi_resize_png")(path, width, height, resizetype)
#define rustg_file_read(fname) call(RUST_G, "file_read")(fname)
#define rustg_file_exists(fname) call(RUST_G, "file_exists")(fname)
#define rustg_file_write(text, fname) call(RUST_G, "file_write")(text, fname)
#define rustg_file_append(text, fname) call(RUST_G, "file_append")(text, fname)
#ifdef RUSTG_OVERRIDE_BUILTINS
#define file2text(fname) rustg_file_read("[fname]")
#define text2file(text, fname) rustg_file_append(text, "[fname]")
#endif
#define rustg_git_revparse(rev) call(RUST_G, "rg_git_revparse")(rev)
#define rustg_git_commit_date(rev) call(RUST_G, "rg_git_commit_date")(rev)
#define rustg_log_write(fname, text, format) call(RUST_G, "log_write")(fname, text, format)
/proc/rustg_log_close_all() return call(RUST_G, "log_close_all")()
#define RUSTG_HTTP_METHOD_GET "get"
#define RUSTG_HTTP_METHOD_PUT "put"
#define RUSTG_HTTP_METHOD_DELETE "delete"
@@ -23,3 +80,22 @@
#define rustg_http_request_blocking(method, url, body, headers) call(RUST_G, "http_request_blocking")(method, url, body, headers)
#define rustg_http_request_async(method, url, body, headers) call(RUST_G, "http_request_async")(method, url, body, headers)
#define rustg_http_check_request(req_id) call(RUST_G, "http_check_request")(req_id)
#define RUSTG_JOB_NO_RESULTS_YET "NO RESULTS YET"
#define RUSTG_JOB_NO_SUCH_JOB "NO SUCH JOB"
#define RUSTG_JOB_ERROR "JOB PANICKED"
#define rustg_json_is_valid(text) (call(RUST_G, "json_is_valid")(text) == "true")
#define rustg_log_write(fname, text, format) call(RUST_G, "log_write")(fname, text, format)
/proc/rustg_log_close_all() return call(RUST_G, "log_close_all")()
#define rustg_noise_get_at_coordinates(seed, x, y) call(RUST_G, "noise_get_at_coordinates")(seed, x, y)
#define rustg_sql_connect_pool(options) call(RUST_G, "sql_connect_pool")(options)
#define rustg_sql_query_async(handle, query, params) call(RUST_G, "sql_query_async")(handle, query, params)
#define rustg_sql_query_blocking(handle, query, params) call(RUST_G, "sql_query_blocking")(handle, query, params)
#define rustg_sql_connected(handle) call(RUST_G, "sql_connected")(handle)
#define rustg_sql_disconnect_pool(handle) call(RUST_G, "sql_disconnect_pool")(handle)
#define rustg_sql_check_query(job_id) call(RUST_G, "sql_check_query")("[job_id]")
+67 -1
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@@ -3,6 +3,7 @@
#define CHANNEL_ADMIN 1023
#define CHANNEL_VOX 1022
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUKEBOX_START 1016 //The gap between this and CHANNEL_JUKEBOX determines the amount of free jukebox channels. This currently allows 6 jukebox channels to exist.
#define CHANNEL_JUSTICAR_ARK 1015
#define CHANNEL_HEARTBEAT 1014 //sound channel for heartbeats
@@ -15,6 +16,17 @@
#define CHANNEL_DIGEST 1009
#define CHANNEL_PREYLOOP 1008
///Default range of a sound.
#define SOUND_RANGE 17
///default extra range for sounds considered to be quieter
#define SHORT_RANGE_SOUND_EXTRARANGE -9
///The range deducted from sound range for things that are considered silent / sneaky
#define SILENCED_SOUND_EXTRARANGE -11
///Percentage of sound's range where no falloff is applied
#define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff
///The default exponent of sound falloff
#define SOUND_FALLOFF_EXPONENT 6
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
@@ -23,6 +35,7 @@
#define MAX_INSTRUMENT_CHANNELS (128 * 6)
#define SOUND_MINIMUM_PRESSURE 10
/// remove
#define FALLOFF_SOUNDS 1
@@ -53,7 +66,8 @@
#define MINING list('sound/ambience/ambimine.ogg', 'sound/ambience/ambicave.ogg', 'sound/ambience/ambiruin.ogg',\
'sound/ambience/ambiruin2.ogg', 'sound/ambience/ambiruin3.ogg', 'sound/ambience/ambiruin4.ogg',\
'sound/ambience/ambiruin5.ogg', 'sound/ambience/ambiruin6.ogg', 'sound/ambience/ambiruin7.ogg',\
'sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg', 'sound/ambience/ambimaint1.ogg', 'sound/ambience/ambilava.ogg')
'sound/ambience/ambidanger.ogg', 'sound/ambience/ambidanger2.ogg', 'sound/ambience/ambimaint1.ogg',\
'sound/ambience/ambilava.ogg')
#define MEDICAL list('sound/ambience/ambinice.ogg')
@@ -80,3 +94,55 @@
'sound/hallucinations/growl3.ogg', 'sound/hallucinations/im_here1.ogg', 'sound/hallucinations/im_here2.ogg', 'sound/hallucinations/i_see_you1.ogg', 'sound/hallucinations/i_see_you2.ogg',\
'sound/hallucinations/look_up1.ogg', 'sound/hallucinations/look_up2.ogg', 'sound/hallucinations/over_here1.ogg', 'sound/hallucinations/over_here2.ogg', 'sound/hallucinations/over_here3.ogg',\
'sound/hallucinations/turn_around1.ogg', 'sound/hallucinations/turn_around2.ogg', 'sound/hallucinations/veryfar_noise.ogg', 'sound/hallucinations/wail.ogg')
#define INTERACTION_SOUND_RANGE_MODIFIER -3
#define EQUIP_SOUND_VOLUME 30
#define PICKUP_SOUND_VOLUME 15
#define DROP_SOUND_VOLUME 20
#define YEET_SOUND_VOLUME 90
//default byond sound environments
#define SOUND_ENVIRONMENT_NONE -1
#define SOUND_ENVIRONMENT_GENERIC 0
#define SOUND_ENVIRONMENT_PADDED_CELL 1
#define SOUND_ENVIRONMENT_ROOM 2
#define SOUND_ENVIRONMENT_BATHROOM 3
#define SOUND_ENVIRONMENT_LIVINGROOM 4
#define SOUND_ENVIRONMENT_STONEROOM 5
#define SOUND_ENVIRONMENT_AUDITORIUM 6
#define SOUND_ENVIRONMENT_CONCERT_HALL 7
#define SOUND_ENVIRONMENT_CAVE 8
#define SOUND_ENVIRONMENT_ARENA 9
#define SOUND_ENVIRONMENT_HANGAR 10
#define SOUND_ENVIRONMENT_CARPETED_HALLWAY 11
#define SOUND_ENVIRONMENT_HALLWAY 12
#define SOUND_ENVIRONMENT_STONE_CORRIDOR 13
#define SOUND_ENVIRONMENT_ALLEY 14
#define SOUND_ENVIRONMENT_FOREST 15
#define SOUND_ENVIRONMENT_CITY 16
#define SOUND_ENVIRONMENT_MOUNTAINS 17
#define SOUND_ENVIRONMENT_QUARRY 18
#define SOUND_ENVIRONMENT_PLAIN 19
#define SOUND_ENVIRONMENT_PARKING_LOT 20
#define SOUND_ENVIRONMENT_SEWER_PIPE 21
#define SOUND_ENVIRONMENT_UNDERWATER 22
#define SOUND_ENVIRONMENT_DRUGGED 23
#define SOUND_ENVIRONMENT_DIZZY 24
#define SOUND_ENVIRONMENT_PSYCHOTIC 25
//If we ever make custom ones add them here
//"sound areas": easy way of keeping different types of areas consistent.
#define SOUND_AREA_STANDARD_STATION SOUND_ENVIRONMENT_PARKING_LOT
#define SOUND_AREA_LARGE_ENCLOSED SOUND_ENVIRONMENT_QUARRY
#define SOUND_AREA_SMALL_ENCLOSED SOUND_ENVIRONMENT_BATHROOM
#define SOUND_AREA_TUNNEL_ENCLOSED SOUND_ENVIRONMENT_STONEROOM
#define SOUND_AREA_LARGE_SOFTFLOOR SOUND_ENVIRONMENT_CARPETED_HALLWAY
#define SOUND_AREA_MEDIUM_SOFTFLOOR SOUND_ENVIRONMENT_LIVINGROOM
#define SOUND_AREA_SMALL_SOFTFLOOR SOUND_ENVIRONMENT_ROOM
#define SOUND_AREA_ASTEROID SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_SPACE SOUND_ENVIRONMENT_UNDERWATER
#define SOUND_AREA_LAVALAND SOUND_ENVIRONMENT_MOUNTAINS
#define SOUND_AREA_ICEMOON SOUND_ENVIRONMENT_CAVE
#define SOUND_AREA_WOODFLOOR SOUND_ENVIRONMENT_CITY
+2 -2
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@@ -29,5 +29,5 @@
#endif
/world/proc/enable_debugger()
if (fexists(EXTOOLS))
call(EXTOOLS, "debug_initialize")()
if (fexists(EXTOOLS))
call(EXTOOLS, "debug_initialize")()
+3
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@@ -40,6 +40,9 @@
#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
#define STATUS_EFFECT_MANTRA /datum/status_effect/mantra // a toggled self buff that makes you stronger and more resilient, but drains stamina over time
#define STATUS_EFFECT_ASURA /datum/status_effect/asura // like a weaker version of mantra, drains HP instead of stamina and has no armor
/////////////
// DEBUFFS //
/////////////
+128 -54
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@@ -1,40 +1,90 @@
//Update this whenever the db schema changes
//make sure you add an update to the schema_version stable in the db changelog
//! 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 4
/**
* 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 7
//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
//! ## 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
///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()
/**
* 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()
///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
///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
///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)
#define TIMER_NO_INVOKE_WARNING 600 //number of byond ticks that are allowed to pass before the timer subsystem thinks it hung on something
///Empty ID define
#define TIMER_ID_NULL -1
#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
#define INITIALIZATION_INNEW_MAPLOAD 2 //New should call Initialize(TRUE)
#define INITIALIZATION_INNEW_REGULAR 1 //New should call Initialize(FALSE)
//! ## Initialization subsystem
#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
///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
//type and all subtypes should always call Initialize in New()
//! ### 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)) {\
@@ -47,35 +97,40 @@
// 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 100
#define INIT_ORDER_FAIL2TOPIC 99
#define INIT_ORDER_TITLE 98
#define INIT_ORDER_GARBAGE 95
#define INIT_ORDER_DBCORE 94
#define INIT_ORDER_STATPANELS 93
#define INIT_ORDER_BLACKBOX 92
#define INIT_ORDER_SERVER_MAINT 91
#define INIT_ORDER_INPUT 90
#define INIT_ORDER_SOUNDS 85
#define INIT_ORDER_PROFILER 102
#define INIT_ORDER_FAIL2TOPIC 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_VIS 80
// #define INIT_ORDER_ACHIEVEMENTS 77
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
#define INIT_ORDER_QUIRKS 60
#define INIT_ORDER_TICKER 55
#define INIT_ORDER_INSTRUMENTS 53
// #define INIT_ORDER_TCG 55
#define INIT_ORDER_MAPPING 50
#define INIT_ORDER_ECONOMY 45
#define INIT_ORDER_NETWORKS 40
#define INIT_ORDER_TIMETRACK 47
#define INIT_ORDER_NETWORKS 45
#define INIT_ORDER_ECONOMY 40
#define INIT_ORDER_HOLODECK 35
// #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_SKILLS 15
#define INIT_ORDER_TIMER 1
#define INIT_ORDER_DEFAULT 0
#define INIT_ORDER_AIR -1
#define INIT_ORDER_AIR_TURFS -2
#define INIT_ORDER_PERSISTENCE -2 //before assets because some assets take data from SSPersistence
#define INIT_ORDER_MINIMAP -3
#define INIT_ORDER_ASSETS -4
#define INIT_ORDER_ICON_SMOOTHING -5
@@ -86,7 +141,9 @@
#define INIT_ORDER_SHUTTLE -21
#define INIT_ORDER_MINOR_MAPPING -40
#define INIT_ORDER_PATH -50
#define INIT_ORDER_PERSISTENCE -95
// #define INIT_ORDER_DISCORD -60
// #define INIT_ORDER_EXPLOSIONS -69
#define INIT_ORDER_STATPANELS -98
#define INIT_ORDER_DEMO -99 // o 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.
@@ -102,6 +159,7 @@
#define FIRE_PRIORITY_GARBAGE 15
#define FIRE_PRIORITY_WET_FLOORS 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
@@ -116,7 +174,6 @@
#define FIRE_PRIORITY_AIR_TURFS 40
#define FIRE_PRIORITY_DEFAULT 50
#define FIRE_PRIORITY_PARALLAX 65
#define FIRE_PRIORITY_NPC 80
#define FIRE_PRIORITY_MOBS 100
#define FIRE_PRIORITY_TGUI 110
#define FIRE_PRIORITY_PROJECTILES 200
@@ -126,6 +183,8 @@
#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
@@ -138,6 +197,37 @@
#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
//! ## Overlays subsystem
///Compile all the overlays for an atom from the cache lists
// |= on overlays is not actually guaranteed to not add same appearances but we're optimistically using it anyway.
#define COMPILE_OVERLAYS(A)\
if (TRUE) {\
var/list/ad = A.add_overlays;\
var/list/rm = A.remove_overlays;\
if(LAZYLEN(rm)){\
A.overlays -= rm;\
rm.Cut();\
}\
if(LAZYLEN(ad)){\
A.overlays |= ad;\
ad.Cut();\
}\
A.flags_1 &= ~OVERLAY_QUEUED_1;\
}
/**
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
*/
#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
// SSair run section
#define SSAIR_PIPENETS 1
#define SSAIR_ATMOSMACHINERY 2
@@ -148,19 +238,3 @@
#define SSAIR_REBUILD_PIPENETS 7
#define SSAIR_EQUALIZE 8
#define SSAIR_ACTIVETURFS 9
// |= on overlays is not actually guaranteed to not add same appearances but we're optimistically using it anyway.
#define COMPILE_OVERLAYS(A)\
if (TRUE) {\
var/list/ad = A.add_overlays;\
var/list/rm = A.remove_overlays;\
if(LAZYLEN(rm)){\
A.overlays -= rm;\
A.remove_overlays = null;\
}\
if(LAZYLEN(ad)){\
A.overlays |= ad;\
A.add_overlays = null;\
}\
A.flags_1 &= ~OVERLAY_QUEUED_1;\
}
+2 -2
View File
@@ -2,7 +2,7 @@
#define APPROVAL_VOTING "APPROVAL"
#define SCHULZE_VOTING "SCHULZE"
#define SCORE_VOTING "SCORE"
#define MAJORITY_JUDGEMENT_VOTING "MAJORITY_JUDGEMENT"
#define HIGHEST_MEDIAN_VOTING "HIGHEST_MEDIAN"
#define INSTANT_RUNOFF_VOTING "IRV"
#define SHOW_RESULTS (1<<0)
@@ -18,7 +18,7 @@ GLOBAL_LIST_INIT(vote_type_names,list(\
"IRV (single winner ranked choice)" = INSTANT_RUNOFF_VOTING,\
"Schulze (ranked choice, higher result=better)" = SCHULZE_VOTING,\
"Raw Score (returns results from 0 to 1, winner is 1)" = SCORE_VOTING,\
"Majority Judgement (single-winner score voting)" = MAJORITY_JUDGEMENT_VOTING,\
"Highest Median (single-winner score voting)" = HIGHEST_MEDIAN_VOTING,\
))
GLOBAL_LIST_INIT(display_vote_settings, list(\