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# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # 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icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py
131 lines
5.1 KiB
Plaintext
131 lines
5.1 KiB
Plaintext
/// Used for all kinds of weather, ex. lavaland ash storms.
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SUBSYSTEM_DEF(weather)
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name = "Weather"
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flags = SS_BACKGROUND
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dependencies = list(
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/datum/controller/subsystem/mapping,
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)
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wait = 10
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runlevels = RUNLEVEL_GAME
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var/list/processing = list()
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var/list/eligible_zlevels = list()
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var/list/next_hit_by_zlevel = list() //Used by barometers to know when the next storm is coming
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/datum/controller/subsystem/weather/fire(resumed = FALSE)
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// process active weather
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for(var/datum/weather/weather_event as anything in processing)
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if(!length(weather_event.subsystem_tasks) || weather_event.stage != MAIN_STAGE)
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continue
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if(weather_event.subsystem_tasks[weather_event.task_index] == SSWEATHER_MOBS)
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if(!resumed)
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weather_event.current_mobs = GLOB.mob_living_list.Copy()
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var/list/current_mobs_cache = weather_event.current_mobs // cache for performance
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while(current_mobs_cache.len)
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var/mob/living/target = current_mobs_cache[current_mobs_cache.len]
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current_mobs_cache.len--
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if(QDELETED(target))
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continue
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if(weather_event.can_weather_act_mob(target))
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weather_event.weather_act_mob(target)
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if(MC_TICK_CHECK)
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return
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resumed = FALSE
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weather_event.task_index = WRAP_UP(weather_event.task_index, weather_event.subsystem_tasks.len)
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if(weather_event.subsystem_tasks[weather_event.task_index] == SSWEATHER_TURFS)
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if(!resumed)
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weather_event.turf_iteration = ROUND_PROB(weather_event.weather_turfs_per_tick)
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while(weather_event.turf_iteration)
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weather_event.turf_iteration--
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var/turf/selected_turf = weather_event.pick_turf()
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if(selected_turf && weather_event.can_weather_act_turf(selected_turf))
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weather_event.weather_act_turf(selected_turf)
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if(MC_TICK_CHECK)
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return
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resumed = FALSE
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weather_event.task_index = WRAP_UP(weather_event.task_index, weather_event.subsystem_tasks.len)
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if(weather_event.subsystem_tasks[weather_event.task_index] == SSWEATHER_THUNDER)
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if(!resumed)
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weather_event.thunder_iteration = ROUND_PROB(weather_event.thunder_turfs_per_tick)
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while(weather_event.thunder_iteration)
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weather_event.thunder_iteration--
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var/turf/selected_turf = weather_event.pick_turf()
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if(selected_turf && weather_event.can_weather_act_turf(selected_turf))
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weather_event.thunder_act_turf(selected_turf)
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if(MC_TICK_CHECK)
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return
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resumed = FALSE
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weather_event.task_index = WRAP_UP(weather_event.task_index, weather_event.subsystem_tasks.len)
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// start random weather on relevant levels
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for(var/z in eligible_zlevels)
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var/possible_weather = eligible_zlevels[z]
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var/datum/weather/weather_event = pick_weight(possible_weather)
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run_weather(weather_event, list(text2num(z)))
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eligible_zlevels -= z
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var/randTime = rand(5 MINUTES, 10 MINUTES)
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next_hit_by_zlevel["[z]"] = addtimer(CALLBACK(src, PROC_REF(make_eligible), z, possible_weather), randTime + initial(weather_event.weather_duration_upper), TIMER_UNIQUE|TIMER_STOPPABLE)
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/datum/controller/subsystem/weather/Initialize()
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for(var/V in subtypesof(/datum/weather))
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var/datum/weather/W = V
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var/probability = initial(W.probability)
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var/target_trait = initial(W.target_trait)
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// any weather with a probability set may occur at random
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if (probability)
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for(var/z in SSmapping.levels_by_trait(target_trait))
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LAZYINITLIST(eligible_zlevels["[z]"])
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eligible_zlevels["[z]"][W] = probability
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/weather/proc/update_z_level(datum/space_level/level)
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var/z = level.z_value
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for(var/datum/weather/weather as anything in subtypesof(/datum/weather))
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var/probability = initial(weather.probability)
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var/target_trait = initial(weather.target_trait)
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if(probability && level.traits[target_trait])
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LAZYINITLIST(eligible_zlevels["[z]"])
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eligible_zlevels["[z]"][weather] = probability
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/datum/controller/subsystem/weather/proc/run_weather(datum/weather/weather_datum_type, z_levels, list/weather_data)
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if (istext(weather_datum_type))
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for (var/V in subtypesof(/datum/weather))
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var/datum/weather/W = V
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if (initial(W.name) == weather_datum_type)
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weather_datum_type = V
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break
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if (!ispath(weather_datum_type, /datum/weather))
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CRASH("run_weather called with invalid weather_datum_type: [weather_datum_type || "null"]")
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if (isnull(z_levels))
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z_levels = SSmapping.levels_by_trait(initial(weather_datum_type.target_trait))
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else if (isnum(z_levels))
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z_levels = list(z_levels)
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else if (!islist(z_levels))
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CRASH("run_weather called with invalid z_levels: [z_levels || "null"]")
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var/datum/weather/W = new weather_datum_type(z_levels, weather_data)
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W.telegraph(weather_data)
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return W
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/datum/controller/subsystem/weather/proc/make_eligible(z, possible_weather)
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eligible_zlevels[z] = possible_weather
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next_hit_by_zlevel["[z]"] = null
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/datum/controller/subsystem/weather/proc/get_weather(z, area/active_area)
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var/datum/weather/A
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for(var/V in processing)
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var/datum/weather/W = V
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if((z in W.impacted_z_levels) && istype(active_area, W.area_type)) // BUBBER EDIT: This proc was broken, fixed to now use istype.
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A = W
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break
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return A
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///Returns an active storm by its type
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/datum/controller/subsystem/weather/proc/get_weather_by_type(type)
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return locate(type) in processing
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