Convert weather duration to use time defines (#89441)

## About The Pull Request
This converts many of the deciseconds numbers into using the proper time
defines `SECONDS` and `MINUTES`.

## Why It's Good For The Game
Cleaner code.

## Changelog
🆑
code: Convert weather duration to use time defines
/🆑
This commit is contained in:
Tim
2025-02-12 18:30:19 -06:00
committed by Roxy
parent 45161bc810
commit 1116dc8e7c
6 changed files with 26 additions and 26 deletions
+8 -8
View File
@@ -14,8 +14,8 @@
var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
/// The message displayed in chat to foreshadow the weather's beginning
var/telegraph_message = span_warning("The wind begins to pick up.")
/// In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_duration = 300
/// How long from the beginning of the telegraph until the weather begins
var/telegraph_duration = 30 SECONDS
/// The sound file played to everyone on an affected z-level
var/telegraph_sound
/// The overlay applied to all tiles on the z-level
@@ -23,12 +23,12 @@
/// Displayed in chat once the weather begins in earnest
var/weather_message = span_userdanger("The wind begins to blow ferociously!")
/// In deciseconds, how long the weather lasts once it begins
var/weather_duration = 1200
/// How long the weather lasts once it begins
var/weather_duration = 2 MINUTES
/// See above - this is the lowest possible duration
var/weather_duration_lower = 1200
var/weather_duration_lower = 2 MINUTES
/// See above - this is the highest possible duration
var/weather_duration_upper = 1500
var/weather_duration_upper = 2.5 MINUTES
/// Looping sound while weather is occuring
var/weather_sound
/// Area overlay while the weather is occuring
@@ -38,8 +38,8 @@
/// Displayed once the weather is over
var/end_message = span_danger("The wind relents its assault.")
/// In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
var/end_duration = 300
/// How long the "wind-down" graphic will appear before vanishing entirely
var/end_duration = 30 SECONDS
/// Sound that plays while weather is ending
var/end_sound
/// Area overlay while weather is ending
@@ -4,16 +4,16 @@
desc = "An intense atmospheric storm lifts ash off of the planet's surface and billows it down across the area, dealing intense fire damage to the unprotected."
telegraph_message = span_boldwarning("An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter.")
telegraph_duration = 300
telegraph_duration = 30 SECONDS
telegraph_overlay = "light_ash"
weather_message = span_userdanger("<i>Smoldering clouds of scorching ash billow down around you! Get inside!</i>")
weather_duration_lower = 600
weather_duration_upper = 1200
weather_duration_lower = 1 MINUTES
weather_duration_upper = 2 MINUTES
weather_overlay = "ash_storm"
end_message = span_bolddanger("The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now.")
end_duration = 300
end_duration = 30 SECONDS
end_overlay = "light_ash"
area_type = /area
@@ -4,15 +4,15 @@
desc = "The ground turns into surprisingly cool lava, lightly damaging anything on the floor."
telegraph_message = span_warning("You feel the ground beneath you getting hot. Waves of heat distort the air.")
telegraph_duration = 150
telegraph_duration = 15 SECONDS
weather_message = span_userdanger("The floor is lava! Get on top of something!")
weather_duration_lower = 300
weather_duration_upper = 600
weather_duration_lower = 30 SECONDS
weather_duration_upper = 1 MINUTES
weather_overlay = "lava"
end_message = span_danger("The ground cools and returns to its usual form.")
end_duration = 0
end_duration = 0 SECONDS
area_type = /area
protected_areas = list(/area/space)
@@ -3,17 +3,17 @@
name = "radiation storm"
desc = "A cloud of intense radiation passes through the area dealing rad damage to those who are unprotected."
telegraph_duration = 400
telegraph_duration = 40 SECONDS
telegraph_message = span_danger("The air begins to grow warm.")
weather_message = span_userdanger("<i>You feel waves of heat wash over you! Find shelter!</i>")
weather_overlay = "ash_storm"
weather_duration_lower = 600
weather_duration_upper = 1500
weather_duration_lower = 1 MINUTES
weather_duration_upper = 2.5 MINUTES
weather_color = "green"
weather_sound = 'sound/announcer/alarm/bloblarm.ogg'
end_duration = 100
end_duration = 10 SECONDS
end_message = span_notice("The air seems to be cooling off again.")
area_type = /area
@@ -4,16 +4,16 @@
probability = 90
telegraph_message = span_warning("Drifting particles of snow begin to dust the surrounding area..")
telegraph_duration = 300
telegraph_duration = 30 SECONDS
telegraph_overlay = "light_snow"
weather_message = span_userdanger("<i>Harsh winds pick up as dense snow begins to fall from the sky! Seek shelter!</i>")
weather_overlay = "snow_storm"
weather_duration_lower = 600
weather_duration_upper = 1500
weather_duration_lower = 1 MINUTES
weather_duration_upper = 2.5 MINUTES
use_glow = FALSE
end_duration = 100
end_duration = 10 SECONDS
end_message = span_bolddanger("The snowfall dies down, it should be safe to go outside again.")
area_type = /area
@@ -8,8 +8,8 @@
weather_message = span_hypnophrase("You feel the air around you getting colder... and void's sweet embrace...")
weather_overlay = "light_snow"
weather_color = COLOR_BLACK
weather_duration_lower = 60 SECONDS
weather_duration_upper = 120 SECONDS
weather_duration_lower = 1 MINUTES
weather_duration_upper = 2 MINUTES
use_glow = FALSE