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## About The Pull Request ##### Disclaimer - Some of the code/icons/sounds were ported from TMGC. Introducing more weather types! And yes, you can now have rain be reagent based! <details> <summary>Regular Rain</summary>  </details> <details> <summary>Blood Rain</summary>  </details> <details> <summary>Acid Rain</summary>  </details> You can even make it rain ants, plasma, or drugs. All of their effects get applied to turfs, objects, and mobs depending on the weather options you select. Did I mention... there is thunder? <details> <summary>Thunder Strikes</summary>  </details> <details> <summary>Sand Storms</summary>  </details> Despite all this new stuff, none of it has been directly added to the game but the code can be used in the future for: - Wizard event - Similar to lava on floor, but this time make the reagent random or picked from a list and give wizard immunity - Chaplain ability - Maybe make this a benefit or ability once enough favor has been obtained - Admin events - I have added a BUNCH of admin tooling to run customized weather events that let you control a lot of options - New station maps/biomes for downstreams (Jungle Station, etc.) - Change Ion storms to use the new weather system that triggers EMP/thunder effects across the station - IceBox could get plasma rain - Lavaland could get thunder effects applied to ash storms Relevant PRs that removed/added some of the weather stuff I used: - #60303 - #25222 --- #### Attribution - Rain sprites were added via [novaepee](https://github.com/novaepee) in https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675 - Sand sprites were added via [TiviPlus](https://github.com/TiviPlus) (who commissioned them from bimmer) in https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645 - Rain sounds [already existed on tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579) and were provided by provided by Cuboos, using Royalty Free sounds, presumed under default tg sound license - Creative Commons 3.0 BY-SA - Siren sound is from siren.wav by IFartInUrGeneralDirection -- [Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0 The original `siren.ogg` sound used on a lot of SS13 servers doesn't seem to have any attribution that I could locate. The sound was added about 15 years ago. So I just looked for a somewhat similar sounding siren noise on Freesound. ## Why It's Good For The Game More weather customization! ## Changelog 🆑 add: Added new weather types for rain and sandstorms. Rain now uses a reagent that gets exposed to the turfs, mobs, and objects. There is also a thunder strike setting you can apply to any weather. add: Hydro trays and soil will now add reagents to their trays when exposed to a chemical reaction. (weather, shower, chem spills, foam grenades, etc.) add: Weather temperature now affects weather reagents and mobs body temperature. bal: Snowstorm temperature calculations were tweaked to allow universal weather temperature effects. sound: Added weather sounds from TGMC for rain and sirens (attributed to Cuboos and IFartInUrGeneralDirection ) image: Added weather images from TGMC for rain and sand storms (attributed to Novaepee and Bimmer) refactor: Refactored a lot of the weather code to be more robust admin: Admins can now control more weather related options when running weather events. The weather admin verbs have been moved to their own "Weather" category under the Admin tab. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
130 lines
5.1 KiB
Plaintext
130 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.currentpart == 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.currentpart = weather_event.subsystem_tasks[WRAP_UP(weather_event.currentpart, weather_event.subsystem_tasks.len)]
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if(weather_event.currentpart == 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.currentpart = weather_event.subsystem_tasks[WRAP_UP(weather_event.currentpart, weather_event.subsystem_tasks.len)]
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if(weather_event.currentpart == 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.currentpart = weather_event.subsystem_tasks[WRAP_UP(weather_event.currentpart, 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()
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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) && W.area_type == active_area.type)
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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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