Yogstation 13 - Modules - TypesDefine Details

code/__DEFINES/subsystems.dm

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_VERSIONDB major schema version
DB_MINOR_VERSIONDB minor schema version
Timing subsystem
TIMER_UNIQUEDon't run if there is an identical unique timer active
TIMER_OVERRIDEFor unique timers: Replace the old timer rather then not start this one
TIMER_CLIENT_TIMETiming should be based on how timing progresses on clients, not the server.
TIMER_STOPPABLETimer can be stopped using deltimer()
TIMER_NO_HASH_WAITprevents distinguishing identical timers with the wait variable
TIMER_LOOPLoops the timer repeatedly until qdeleted
TIMER_DELETE_MEDelete the timer on parent datum Destroy() and when deltimer'd
TIMER_ID_NULLEmpty ID define
Initialization subsystem
INITIALIZATION_INSSATOMSNew should not call Initialize
INITIALIZATION_INNEW_MAPLOADNew should call Initialize(TRUE)
INITIALIZATION_INNEW_REGULARNew should call Initialize(FALSE)
Initialization hints
INITIALIZE_HINT_NORMALNothing happens
INITIALIZE_HINT_LATELOADcall LateInitialize at the end of all atom Initalization
INITIALIZE_HINT_QDELCall qdel on the atom after intialization
INITIALIZE_IMMEDIATEtype and all subtypes should always immediately call Initialize in New()
SS initialization hints
SS_INIT_FAILURENegative 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.
SS_INIT_NONEThe default return value which must be overriden. Will succeed with a warning.
SS_INIT_SUCCESSSubsystem initialized sucessfully.
SS_INIT_NO_NEEDSuccessful, but don't print anything. Useful if subsystem was disabled.
SS_INIT_NO_MESSAGESuccesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
SS initialization load orders
GAME_STATE_STARTUPGame is loading
GAME_STATE_PREGAMEGame is loaded and in pregame lobby
GAME_STATE_SETTING_UPGame is attempting to start the round
GAME_STATE_PLAYINGGame has round in progress
GAME_STATE_FINISHEDGame has round finished
END_ROUND_AS_NORMALDefault, round is not being forced to end.
FORCE_END_ROUNDEnd the round now as normal
ADMIN_FORCE_END_ROUNDFor admin forcing roundend, can be used to distinguish the two
Overlays subsystem
addtimerCreate a new timer and add it to the queue.
SS_INIT_TIMER_KEYThe timer key used to know how long subsystem initialization takes

Define Details

ADMIN_FORCE_END_ROUND

For admin forcing roundend, can be used to distinguish the two

DB_MAJOR_VERSION

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

DB_MINOR_VERSION

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

END_ROUND_AS_NORMAL

Default, round is not being forced to end.

FORCE_END_ROUND

End the round now as normal

GAME_STATE_FINISHED

Game has round finished

GAME_STATE_PLAYING

Game has round in progress

GAME_STATE_PREGAME

Game is loaded and in pregame lobby

GAME_STATE_SETTING_UP

Game is attempting to start the round

GAME_STATE_STARTUP

Game is loading

INITIALIZATION_INNEW_MAPLOAD

New should call Initialize(TRUE)

INITIALIZATION_INNEW_REGULAR

New should call Initialize(FALSE)

INITIALIZATION_INSSATOMS

New should not call Initialize

INITIALIZE_HINT_LATELOAD

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

INITIALIZE_HINT_NORMAL

Nothing happens

INITIALIZE_HINT_QDEL

Call qdel on the atom after intialization

INITIALIZE_IMMEDIATE

type and all subtypes should always immediately call Initialize in New()

SS_INIT_FAILURE

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.

SS_INIT_NONE

The default return value which must be overriden. Will succeed with a warning.

SS_INIT_NO_MESSAGE

Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)

SS_INIT_NO_NEED

Successful, but don't print anything. Useful if subsystem was disabled.

SS_INIT_SUCCESS

Subsystem initialized sucessfully.

SS_INIT_TIMER_KEY

The timer key used to know how long subsystem initialization takes

TIMER_CLIENT_TIME

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()

TIMER_DELETE_ME

Delete the timer on parent datum Destroy() and when deltimer'd

TIMER_ID_NULL

Empty ID define

TIMER_LOOP

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

TIMER_NO_HASH_WAIT

prevents distinguishing identical timers with the wait variable

To be used with TIMER_UNIQUE

TIMER_OVERRIDE

For unique timers: Replace the old timer rather then not start this one

TIMER_STOPPABLE

Timer can be stopped using deltimer()

TIMER_UNIQUE

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

addtimer

Create a new timer and add it to the queue.