mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-21 12:02:31 +01:00
Weather Warnings (#19934)
* Atmospheric probes will now relay changes in weather when deployed. Analog radios can be tuned into the weather broadcast and receive it, provided they're in the same sector / connected z-levels. * Fixed weather transitions to rainy / icy weather not working. * Changed rainy / icy weather to have a blue color, reducing eye strain.   
This commit is contained in:
@@ -1,10 +1,17 @@
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/obj/abstract/weather_marker
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name = "Weather Marker"
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icon = 'icons/effects/map_effects.dmi'
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icon_state = "weather_marker"
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/// The weather type we want. This needs to be a weather singleton type, such as /singleton/state/weather/rain/storm.
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/// These should be used for forcing weather in an away site or an event map.
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var/weather_type
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icon = 'icons/effects/map_effects.dmi'
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icon_state = "weather_marker"
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/// Whether this weather system supports having watery weather
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var/has_water_weather = FALSE
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/// Whether this weather system supports having icy weather
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var/has_icy_weather = FALSE
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/obj/abstract/weather_marker/Initialize()
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..()
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@@ -15,4 +22,6 @@
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if(!ispath(weather_type))
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log_debug("Invalid weather type mapped in at [x] [y] [z]!")
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return INITIALIZE_HINT_QDEL
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SSweather.setup_weather_system(z, weather_type)
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var/obj/abstract/weather_system/new_weather_system = SSweather.setup_weather_system(z, weather_type)
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new_weather_system.has_water_weather = has_water_weather
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new_weather_system.has_icy_weather = has_icy_weather
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@@ -42,6 +42,7 @@
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surface_color = COLOR_BLUE_GRAY
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scanimage = "asteroid.png"
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possible_themes = list(/datum/exoplanet_theme/barren/asteroid/ice)
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has_icy_weather = TRUE
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rock_colors = list(COLOR_ASH)
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planetary_area = /area/exoplanet/barren/asteroid
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ruin_planet_type = PLANET_ASTEROID
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@@ -12,6 +12,7 @@
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rock_colors = list(COLOR_ASTEROID_ROCK, COLOR_GRAY80, COLOR_BROWN)
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plant_colors = list("#3c772e","#27614b","#3f8d35","#185f18","#799628", "RANDOM")
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possible_themes = list(/datum/exoplanet_theme/grass)
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has_water_weather = TRUE
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ruin_planet_type = PLANET_GRASS
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ruin_allowed_tags = RUIN_LOWPOP|RUIN_SCIENCE|RUIN_HOSTILE|RUIN_WRECK|RUIN_NATURAL
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soil_data = list("Low density organic matter layer", "Rich microbiome layer", "Moderate water layer", "Large rock particle layer", "Iron oxide layer")
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@@ -11,6 +11,7 @@
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has_trees = TRUE
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possible_themes = list(/datum/exoplanet_theme/jungle)
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initial_weather_state = /singleton/state/weather/rain/storm/jungle_planet
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has_water_weather = TRUE
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ruin_planet_type = PLANET_GROVE
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ruin_allowed_tags = RUIN_LOWPOP|RUIN_SCIENCE|RUIN_HOSTILE|RUIN_WRECK|RUIN_NATURAL
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@@ -8,6 +8,7 @@
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color = "#68e968"
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planetary_area = /area/exoplanet/grass/konyang
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initial_weather_state = /singleton/state/weather/rain/storm/jungle_planet
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has_water_weather = TRUE
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scanimage = "konyang.png"
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massvolume = "0.89/0.99"
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surfacegravity = "0.93"
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@@ -135,6 +135,7 @@
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color = "#b5dfeb"
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planetary_area = /area/exoplanet/adhomai
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initial_weather_state = /singleton/state/weather/calm/snow_planet
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has_icy_weather = TRUE
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scanimage = "adhomai.png"
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massvolume = "0.86/0.98"
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surfacegravity = "0.80"
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@@ -136,6 +136,7 @@
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flora_diversity = 0
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has_trees = FALSE
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initial_weather_state = /singleton/state/weather/calm/jungle_planet
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has_water_weather = TRUE
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small_flora_types = list(/datum/seed/xuizi, /datum/seed/gukhe, /datum/seed/sarezhi, /datum/seed/flower/serkiflower, /datum/seed/sthberry)
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surface_color = "#e8faff"
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generated_name = FALSE
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@@ -280,6 +281,7 @@
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generated_name = FALSE
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ruin_planet_type = PLANET_LORE
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initial_weather_state = /singleton/state/weather/calm/jungle_planet
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has_water_weather = TRUE
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ruin_type_whitelist = list(
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/datum/map_template/ruin/exoplanet/ouerea_heph_mining,
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/datum/map_template/ruin/exoplanet/ouerea_village,
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@@ -7,6 +7,7 @@
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weather = "Global full-atmosphere hydrological weather system. Barely-habitable ambient low temperatures. Frequently dangerous, unpredictable meteorological upsets"
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surfacewater = "Majority frozen, 70% surface water"
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initial_weather_state = /singleton/state/weather/calm/snow_planet
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has_icy_weather = TRUE
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planetary_area = /area/exoplanet/snow
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flora_diversity = 4
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has_trees = TRUE
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@@ -61,9 +61,15 @@
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var/list/possible_themes = list(/datum/exoplanet_theme)
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var/datum/exoplanet_theme/theme
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///What weather state to use for this planet initially. If null, will not initialize any weather system. Must be a typepath rather than an instance.
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/// What weather state to use for this planet initially. If null, will not initialize any weather system. Must be a typepath rather than an instance.
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var/singleton/state/weather/initial_weather_state = /singleton/state/weather/calm
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/// Whether the weather system supports having watery weather
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var/has_water_weather = FALSE
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/// Whether the weather system supports having icy weather
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var/has_icy_weather = FALSE
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var/features_budget = 4
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var/list/possible_features = list()
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var/list/spawned_features
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@@ -553,7 +559,9 @@
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/obj/effect/overmap/visitable/sector/exoplanet/proc/set_weather(var/singleton/state/weather/W)
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initial_weather_state = W
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//Tells all our levels exposed to the sky to force change the weather.
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SSweather.setup_weather_system(map_z[length(map_z)], initial_weather_state)
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var/obj/abstract/weather_system/new_weather_system = SSweather.setup_weather_system(map_z[length(map_z)], initial_weather_state)
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new_weather_system.has_water_weather = has_water_weather
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new_weather_system.has_icy_weather = has_icy_weather
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///Setup the initial weather state for the planet. Doesn't apply it to our z levels however.
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/obj/effect/overmap/visitable/sector/exoplanet/proc/generate_weather()
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@@ -30,21 +30,44 @@
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invisibility = 0
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appearance_flags = (RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM)
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var/water_material = null // Material to use for the properties of rain.
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var/ice_material = null // Material to use for the properties of snow and hail.
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var/list/affecting_zs // What z-levels are we affecting?
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var/datum/state_machine/weather/weather_system // What is our internal state and how do we decide what state to use?
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var/next_weather_transition = 0 // What world.time will we next evaluate our state?
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// Temporarily removing these, we do not have the same material system as Nebula
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var/obj/abstract/lightning_overlay/lightning_overlay // A visible atom used for animated lighting effects.
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var/tmp/list/vis_contents_additions // Holder for a list used to add required atoms to turf vis_contents.
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// /// Material to use for the properties of rain.
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// var/water_material = null
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// /// Material to use for the properties of snow and hail.
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// var/ice_material = null
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/// Whether this weather system supports having watery weather
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var/has_water_weather = FALSE
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/// Whether this weather system supports having icy weather
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var/has_icy_weather = FALSE
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/// What z-levels are we affecting?
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var/list/affecting_zs
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/// What is our internal state and how do we decide what state to use?
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var/datum/state_machine/weather/weather_system
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/// What world.time will we next evaluate our state?
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var/next_weather_transition = 0
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/// We've evaluated a new weather pattern and we're in the process of transitioning to it
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var/transitioning_weather = FALSE
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/// A visible atom used for animated lighting effects.
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var/obj/abstract/lightning_overlay/lightning_overlay
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/// Holder for a list used to add required atoms to turf vis_contents.
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var/tmp/list/vis_contents_additions
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// Main heartbeat proc, called by SSweather.
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/obj/abstract/weather_system/proc/tick()
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// Check if we should move to a new state.
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if(world.time >= next_weather_transition)
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if(world.time >= next_weather_transition && !transitioning_weather)
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weather_system.evaluate()
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// Change wind direction and speed.
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@@ -82,10 +105,15 @@
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// - TODO: track and check exoplanet temperature.
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// - TODO: compare to a list of 'acceptable' states
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if(istype(next_state))
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// Temporarily removing these, we do not have the same material system as Nebula
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// if(next_state.is_liquid)
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// return !!water_material
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// if(next_state.is_ice)
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// return !!ice_material
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if(next_state.is_liquid)
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return !!water_material
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return has_water_weather
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if(next_state.is_ice)
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return !!ice_material
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return has_icy_weather
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return TRUE
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return FALSE
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@@ -8,3 +8,16 @@
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if(length(transitions))
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return pick(transitions) //pickweight(transitions)
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return ..()
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/datum/state_machine/weather/handle_next_transition(var/obj/abstract/weather_system/holder_instance, var/singleton/state_transition/chosen_transition)
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holder_instance.transitioning_weather = TRUE
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var/time_to_transition = (rand(1, 3) MINUTES) + (rand(-30, 30) SECONDS)
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_Z_WEATHER_CHANGE, holder_instance.z, chosen_transition, time_to_transition)
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addtimer(CALLBACK(src, PROC_REF(finalize_weather_transition), holder_instance, chosen_transition), time_to_transition)
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/// Exits the old weather state, enters the new one, and finishes transitioning
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/datum/state_machine/weather/proc/finalize_weather_transition(var/obj/abstract/weather_system/holder_instance, var/singleton/state_transition/chosen_transition)
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current_state.exited_state(holder_instance)
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current_state = chosen_transition.target
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current_state.entered_state(holder_instance)
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holder_instance.transitioning_weather = FALSE
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@@ -29,12 +29,18 @@ ABSTRACT_TYPE(/singleton/state/weather)
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weather.icon_state = icon_state
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weather.alpha = alpha
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if(is_liquid && weather.water_material)
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var/material/mat = SSmaterials.get_material_by_name(weather.water_material)
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weather.color = mat.icon_colour
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else if(is_ice && weather.ice_material)
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var/material/mat = SSmaterials.get_material_by_name(weather.ice_material)
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weather.color = mat.icon_colour
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// Temporarily removing the material checks, we do not have the same material system as Nebula
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// if(is_liquid && weather.water_material)
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// var/material/mat = SSmaterials.get_material_by_name(weather.water_material)
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// weather.color = mat.icon_colour
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// else if(is_ice && weather.ice_material)
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// var/material/mat = SSmaterials.get_material_by_name(weather.ice_material)
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// weather.color = mat.icon_colour
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if(is_liquid)
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weather.color = "#689dd4"
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else if(is_ice)
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weather.color = "#a9c8e8"
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else
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weather.color = COLOR_WHITE
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