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Bubberstation/code/datums/weather/weather.dm
SkyratBot 1b0a57232e [MIRROR] Lemon does weather effects [MDB IGNORE] (#14231)
* Lemon does weather effects

* Update code/datums/components/food/decomposition.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-06-10 17:05:56 +01:00

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/**
* Causes weather to occur on a z level in certain area types
*
* The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
* Weather always occurs on different z levels at different times, regardless of weather type.
* Can have custom durations, targets, and can automatically protect indoor areas.
*
*/
/datum/weather
/// name of weather
var/name = "space wind"
/// description of weather
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 class='warning'>The wind begins to pick up.</span>"
/// In deciseconds, how long from the beginning of the telegraph until the weather begins
var/telegraph_duration = 300
/// The sound file played to everyone on an affected z-level
var/telegraph_sound
/// The overlay applied to all tiles on the z-level
var/telegraph_overlay
/// Displayed in chat once the weather begins in earnest
var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>"
/// In deciseconds, how long the weather lasts once it begins
var/weather_duration = 1200
/// See above - this is the lowest possible duration
var/weather_duration_lower = 1200
/// See above - this is the highest possible duration
var/weather_duration_upper = 1500
/// Looping sound while weather is occuring
var/weather_sound
/// Area overlay while the weather is occuring
var/weather_overlay
/// Color to apply to the area while weather is occuring
var/weather_color = null
/// Displayed once the weather is over
var/end_message = "<span class='danger'>The wind relents its assault.</span>"
/// In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
var/end_duration = 300
/// Sound that plays while weather is ending
var/end_sound
/// Area overlay while weather is ending
var/end_overlay
/// Types of area to affect
var/area_type = /area/space
/// TRUE value protects areas with outdoors marked as false, regardless of area type
var/protect_indoors = FALSE
/// Areas to be affected by the weather, calculated when the weather begins
var/list/impacted_areas = list()
/// Areas that are protected and excluded from the affected areas.
var/list/protected_areas = list()
/// The list of z-levels that this weather is actively affecting
var/impacted_z_levels
/// Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that.
var/overlay_layer = AREA_LAYER
/// Plane for the overlay
var/overlay_plane = AREA_PLANE
/// If the weather has no purpose other than looks
var/aesthetic = FALSE
/// Used by mobs (or movables containing mobs, such as enviro bags) to prevent them from being affected by the weather.
var/immunity_type
/// If this bit of weather should also draw an overlay that's uneffected by lighting onto the area
/// Taken from weather_glow.dmi
var/use_glow = TRUE
var/mutable_appearance/current_glow
/// The stage of the weather, from 1-4
var/stage = END_STAGE
/// Weight amongst other eligible weather. If zero, will never happen randomly.
var/probability = 0
/// The z-level trait to affect when run randomly or when not overridden.
var/target_trait = ZTRAIT_STATION
/// Whether a barometer can predict when the weather will happen
var/barometer_predictable = FALSE
/// For barometers to know when the next storm will hit
var/next_hit_time = 0
/// This causes the weather to only end if forced to
var/perpetual = FALSE
/datum/weather/New(z_levels)
..()
impacted_z_levels = z_levels
/**
* Telegraphs the beginning of the weather on the impacted z levels
*
* Sends sounds and details to mobs in the area
* Calculates duration and hit areas, and makes a callback for the actual weather to start
*
*/
/datum/weather/proc/telegraph()
if(stage == STARTUP_STAGE)
return
SEND_GLOBAL_SIGNAL(COMSIG_WEATHER_TELEGRAPH(type))
stage = STARTUP_STAGE
var/list/affectareas = list()
for(var/V in get_areas(area_type))
affectareas += V
for(var/V in protected_areas)
affectareas -= get_areas(V)
for(var/V in affectareas)
var/area/A = V
if(protect_indoors && !A.outdoors)
continue
if(A.z in impacted_z_levels)
impacted_areas |= A
weather_duration = rand(weather_duration_lower, weather_duration_upper)
SSweather.processing |= src
update_areas()
for(var/z_level in impacted_z_levels)
for(var/mob/player as anything in SSmobs.clients_by_zlevel[z_level])
var/turf/mob_turf = get_turf(player)
if(!mob_turf)
continue
if(telegraph_message)
to_chat(player, telegraph_message)
if(telegraph_sound)
SEND_SOUND(player, sound(telegraph_sound))
addtimer(CALLBACK(src, .proc/start), telegraph_duration)
/**
* Starts the actual weather and effects from it
*
* Updates area overlays and sends sounds and messages to mobs to notify them
* Begins dealing effects from weather to mobs in the area
*
*/
/datum/weather/proc/start()
if(stage >= MAIN_STAGE)
return
SEND_GLOBAL_SIGNAL(COMSIG_WEATHER_START(type))
stage = MAIN_STAGE
update_areas()
for(var/z_level in impacted_z_levels)
for(var/mob/player as anything in SSmobs.clients_by_zlevel[z_level])
var/turf/mob_turf = get_turf(player)
if(!mob_turf)
continue
if(weather_message)
to_chat(player, weather_message)
if(weather_sound)
SEND_SOUND(player, sound(weather_sound))
if(!perpetual)
addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
/**
* Weather enters the winding down phase, stops effects
*
* Updates areas to be in the winding down phase
* Sends sounds and messages to mobs to notify them
*
*/
/datum/weather/proc/wind_down()
if(stage >= WIND_DOWN_STAGE)
return
SEND_GLOBAL_SIGNAL(COMSIG_WEATHER_WINDDOWN(type))
stage = WIND_DOWN_STAGE
update_areas()
for(var/z_level in impacted_z_levels)
for(var/mob/player as anything in SSmobs.clients_by_zlevel[z_level])
var/turf/mob_turf = get_turf(player)
if(!mob_turf)
continue
if(end_message)
to_chat(player, end_message)
if(end_sound)
SEND_SOUND(player, sound(end_sound))
addtimer(CALLBACK(src, .proc/end), end_duration)
/**
* Fully ends the weather
*
* Effects no longer occur and area overlays are removed
* Removes weather from processing completely
*
*/
/datum/weather/proc/end()
if(stage == END_STAGE)
return
SEND_GLOBAL_SIGNAL(COMSIG_WEATHER_END(type))
stage = END_STAGE
SSweather.processing -= src
update_areas()
/**
* Returns TRUE if the living mob can be affected by the weather
*
*/
/datum/weather/proc/can_weather_act(mob/living/mob_to_check)
var/turf/mob_turf = get_turf(mob_to_check)
if(!mob_turf)
return
if(!(mob_turf.z in impacted_z_levels))
return
if((immunity_type && HAS_TRAIT(mob_to_check, immunity_type)) || HAS_TRAIT(mob_to_check, TRAIT_WEATHER_IMMUNE))
return
var/atom/loc_to_check = mob_to_check.loc
while(loc_to_check != mob_turf)
if((immunity_type && HAS_TRAIT(loc_to_check, immunity_type)) || HAS_TRAIT(loc_to_check, TRAIT_WEATHER_IMMUNE))
return
loc_to_check = loc_to_check.loc
if(!(get_area(mob_to_check) in impacted_areas))
return
return TRUE
/**
* Affects the mob with whatever the weather does
*
*/
/datum/weather/proc/weather_act(mob/living/L)
return
/**
* Updates the overlays on impacted areas
*
*/
/datum/weather/proc/update_areas()
var/using_icon_state = ""
switch(stage)
if(STARTUP_STAGE)
using_icon_state = telegraph_overlay
if(MAIN_STAGE)
using_icon_state = weather_overlay
if(WIND_DOWN_STAGE)
using_icon_state = end_overlay
if(END_STAGE)
using_icon_state = ""
var/mutable_appearance/glow_overlay = mutable_appearance('icons/effects/glow_weather.dmi', using_icon_state, overlay_layer, ABOVE_LIGHTING_PLANE, 100)
for(var/V in impacted_areas)
var/area/N = V
if(current_glow)
N.overlays -= current_glow
if(stage == END_STAGE)
N.color = null
N.icon_state = using_icon_state
N.icon = 'icons/area/areas_misc.dmi'
N.layer = initial(N.layer)
N.plane = initial(N.plane)
N.set_opacity(FALSE)
else
N.layer = overlay_layer
N.plane = overlay_plane
N.icon = 'icons/effects/weather_effects.dmi'
N.icon_state = using_icon_state
N.color = weather_color
if(use_glow)
N.overlays += glow_overlay
current_glow = glow_overlay