Merge pull request #3332 from VOREStation/aro-pol-planets

Controllerized Planets
This commit is contained in:
Anewbe
2017-04-22 09:36:04 -05:00
committed by GitHub
9 changed files with 310 additions and 237 deletions

15
code/__defines/planets.dm Normal file
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@@ -0,0 +1,15 @@
#define WEATHER_CLEAR "clear"
#define WEATHER_OVERCAST "overcast"
#define WEATHER_LIGHT_SNOW "light snow"
#define WEATHER_SNOW "snow"
#define WEATHER_BLIZZARD "blizzard"
#define WEATHER_RAIN "rain"
#define WEATHER_STORM "storm"
#define WEATHER_HAIL "hail"
#define WEATHER_WINDY "windy"
#define WEATHER_HOT "hot"
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
#define PLANET_PROCESS_WEATHER 0x1
#define PLANET_PROCESS_SUN 0x2
#define PLANET_PROCESS_TEMP 0x4

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@@ -2,16 +2,77 @@ var/datum/controller/process/planet/planet_controller = null
/datum/controller/process/planet
var/list/planets = list()
var/list/z_to_planet = list()
/datum/controller/process/planet/setup()
name = "planet"
name = "planet controller"
planet_controller = src
schedule_interval = 600 // every minute
schedule_interval = 1 MINUTE
var/list/planet_datums = typesof(/datum/planet) - /datum/planet
for(var/P in planet_datums)
var/datum/planet/NP = new P()
planets.Add(NP)
allocateTurfs()
/datum/controller/process/planet/proc/allocateTurfs()
for(var/turf/simulated/OT in outdoor_turfs)
for(var/datum/planet/P in planets)
if(OT.z in P.expected_z_levels)
P.planet_floors += OT
break
outdoor_turfs.Cut() //Why were you in there INCORRECTLY?
for(var/turf/unsimulated/wall/planetary/PW in planetary_walls)
for(var/datum/planet/P in planets)
if(PW.type == P.planetary_wall_type)
P.planet_walls += PW
break
planetary_walls.Cut()
/datum/controller/process/planet/proc/unallocateTurf(var/turf/T)
for(var/planet in planets)
var/datum/planet/P = planet
if(T.z in P.expected_z_levels)
P.planet_floors -= T
/datum/controller/process/planet/doWork()
if(outdoor_turfs.len || planetary_walls.len)
allocateTurfs()
for(var/datum/planet/P in planets)
P.process(schedule_interval / 10)
P.process(schedule_interval / 10)
SCHECK //Your process() really shouldn't take this long...
//Weather style needs redrawing
if(P.needs_work & PLANET_PROCESS_WEATHER)
P.needs_work &= ~PLANET_PROCESS_WEATHER
var/image/new_overlay = image(icon = P.weather_holder.current_weather.icon, icon_state = P.weather_holder.current_weather.icon_state, layer = LIGHTING_LAYER - 1)
//Redraw weather icons
for(var/T in P.planet_floors)
var/turf/simulated/turf = T
turf.overlays -= turf.weather_overlay
turf.weather_overlay = new_overlay
turf.overlays += turf.weather_overlay
SCHECK
//Sun light needs changing
if(P.needs_work & PLANET_PROCESS_SUN)
P.needs_work &= ~PLANET_PROCESS_SUN
//Redraw sun overlay
var/new_range = P.sun["range"]
var/new_brightness = P.sun["brightness"]
var/new_color = P.sun["color"]
for(var/T in P.planet_floors)
var/turf/simulated/turf = T
turf.set_light(new_range, new_brightness, new_color)
SCHECK
//Temperature needs updating
if(P.needs_work & PLANET_PROCESS_TEMP)
P.needs_work &= ~PLANET_PROCESS_TEMP
//Set new temperatures
for(var/W in P.planet_walls)
var/turf/unsimulated/wall/planetary/wall = W
wall.set_temperature(P.weather_holder.temperature)
SCHECK

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@@ -25,7 +25,7 @@
usr.client.debug_variables(antag)
message_admins("Admin [key_name_admin(usr)] is debugging the [antag.role_text] template.")
/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano","Chemistry","Vote","Xenobio"))
/client/proc/debug_controller(controller in list("Master","Ticker","Ticker Process","Air","Jobs","Sun","Radio","Supply","Shuttles","Emergency Shuttle","Configuration","pAI", "Cameras", "Transfer Controller", "Gas Data","Event","Plants","Alarm","Nano","Chemistry","Vote","Xenobio","Planets"))
set category = "Debug"
set name = "Debug Controller"
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
@@ -98,5 +98,8 @@
if("Xenobio")
debug_variables(xenobio_controller)
feedback_add_details("admin_verb", "DXenobio")
if("Planets")
debug_variables(planet_controller)
feedback_add_details("admin_verb", "DPlanets")
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.")
return

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@@ -31,17 +31,19 @@ var/list/outdoor_turfs = list()
/turf/simulated/floor/Destroy()
if(outdoors)
outdoor_turfs.Remove(src)
planet_controller.unallocateTurf(src)
..()
/turf/simulated/floor/proc/update_icon_edge()
/turf/simulated/proc/update_icon_edge()
if(edge_blending_priority)
for(var/checkdir in cardinal)
var/turf/simulated/T = get_step(src, checkdir)
if(istype(T) && T.edge_blending_priority && edge_blending_priority < T.edge_blending_priority && icon_state != T.icon_state)
var/cache_key = "[T.get_edge_icon_state()]-[checkdir]"
if(!turf_edge_cache[cache_key])
turf_edge_cache[cache_key] = image(icon = 'icons/turf/outdoors_edge.dmi', icon_state = "[T.get_edge_icon_state()]-edge", dir = checkdir)
var/image/I = image(icon = 'icons/turf/outdoors_edge.dmi', icon_state = "[T.get_edge_icon_state()]-edge", dir = checkdir)
I.plane = 0
turf_edge_cache[cache_key] = I
overlays += turf_edge_cache[cache_key]
/turf/simulated/proc/get_edge_icon_state()

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@@ -27,6 +27,15 @@ var/list/planetary_walls = list()
planetary_walls.Remove(src)
..()
/turf/unsimulated/wall/planetary/proc/set_temperature(var/new_temperature)
if(new_temperature == temperature)
return
temperature = new_temperature
// Force ZAS to reconsider our connections because our temperature has changed
if(connections)
connections.erase_all()
air_master.mark_for_update(src)
// Normal station/earth air.
/turf/unsimulated/wall/planetary/normal
oxygen = MOLES_O2STANDARD
@@ -55,3 +64,4 @@ var/list/planetary_walls = list()
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
temperature = 310.92 // About 37.7C / 100F

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@@ -12,8 +12,17 @@
var/datum/weather_holder/weather_holder
var/sun_position = 0 // 0 means midnight, 1 means noon.
var/list/sun = list("range","brightness","color")
var/expected_z_levels = list()
var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary
var/turf/simulated/floor/planet_floors = list()
var/turf/unsimulated/wall/planetary/planet_walls = list()
var/needs_work = 0 // Bitflags to signal to the planet controller these need (properly deferrable) work. Flags defined in controller.
/datum/planet/New()
..()
weather_holder = new(src)
@@ -31,17 +40,13 @@
/datum/planet/proc/update_sun()
sun_last_process = world.time
/datum/planet/proc/update_weather()
if(weather_holder)
weather_holder.process()
/datum/planet/proc/update_sun_deferred(var/new_range, var/new_brightness, var/new_color)
set background = 1
set waitfor = 0
var/i = 0
for(var/turf/simulated/floor/T in outdoor_turfs)
T.set_light(new_range, new_brightness, new_color)
i++
if(i % 30 == 0)
sleep(1)
sun["range"] = new_range
sun["brightness"] = new_brightness
sun["color"] = new_color
needs_work |= PLANET_PROCESS_SUN

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@@ -10,6 +10,7 @@ var/datum/planet/sif/planet_sif = null
Its center of government is the equatorial city and site of first settlement, New Reykjavik." // Ripped straight from the wiki.
current_time = new /datum/time/sif() // 32 hour clocks are nice.
expected_z_levels = list(1) // To be changed when real map is finished.
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
/datum/planet/sif/New()
..()
@@ -104,3 +105,197 @@ var/datum/planet/sif/planet_sif = null
/proc/get_sif_time()
if(planet_sif)
return planet_sif.current_time
//Weather definitions
/datum/weather_holder/sif
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/sif/clear(),
WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
WEATHER_SNOW = new /datum/weather/sif/snow(),
WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
WEATHER_RAIN = new /datum/weather/sif/rain(),
WEATHER_STORM = new /datum/weather/sif/storm(),
WEATHER_HAIL = new /datum/weather/sif/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
WEATHER_OVERCAST = 30,
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 5,
WEATHER_BLIZZARD = 5,
WEATHER_RAIN = 5,
WEATHER_STORM = 2.5,
WEATHER_HAIL = 2.5
)
datum/weather/sif
name = "sif base"
temp_high = 243.15 // -20c
temp_low = 233.15 // -30c
/datum/weather/sif/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
/datum/weather/sif/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 25,
WEATHER_OVERCAST = 50,
WEATHER_LIGHT_SNOW = 10,
WEATHER_SNOW = 5,
WEATHER_RAIN = 5,
WEATHER_HAIL = 5
)
/datum/weather/sif/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 238.15 // -25c
temp_low = 228.15 // -35c
light_modifier = 0.7
transition_chances = list(
WEATHER_OVERCAST = 20,
WEATHER_LIGHT_SNOW = 50,
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
/datum/weather/sif/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 233.15 // -30c
temp_low = 223.15 // -40c
light_modifier = 0.5
transition_chances = list(
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 50,
WEATHER_BLIZZARD = 20,
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/snow/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
T.chill()
/datum/weather/sif/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 223.15 // -40c
temp_low = 203.15 // -60c
light_modifier = 0.3
transition_chances = list(
WEATHER_SNOW = 45,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/blizzard/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
if(S.z in holder.our_planet.expected_z_levels)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
T.chill()
/datum/weather/sif/rain
name = "rain"
icon_state = "rain"
light_modifier = 0.5
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 50,
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-5)
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
/datum/weather/sif/storm
name = "storm"
icon_state = "storm"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-10)
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
/datum/weather/sif/hail
name = "hail"
icon_state = "hail"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 10,
WEATHER_HAIL = 40,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/hail/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to pelt them with ice.
var/target_zone = pick(BP_ALL)
var/amount_blocked = L.run_armor_check(target_zone, "melee")
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
if(amount_blocked >= 100)
return // No need to apply damage.
if(amount_soaked >= 10)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
/datum/weather/sif/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
transition_chances = list(
WEATHER_BLOODMOON = 100
)

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@@ -1,15 +1,3 @@
#define WEATHER_CLEAR "clear"
#define WEATHER_OVERCAST "overcast"
#define WEATHER_LIGHT_SNOW "light snow"
#define WEATHER_SNOW "snow"
#define WEATHER_BLIZZARD "blizzard"
#define WEATHER_RAIN "rain"
#define WEATHER_STORM "storm"
#define WEATHER_HAIL "hail"
#define WEATHER_WINDY "windy"
#define WEATHER_HOT "hot"
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
/datum/weather_holder
var/datum/planet/our_planet = null
var/datum/weather/current_weather = null
@@ -19,7 +7,6 @@
var/list/allowed_weather_types = list()
var/list/roundstart_weather_chances = list()
var/next_weather_shift = null
var/planetary_wall_type = null // Which walls to look for when updating temperature.
/datum/weather_holder/New(var/source)
..()
@@ -54,55 +41,15 @@
current_weather.process_effects()
/datum/weather_holder/proc/update_icon_effects()
set background = 1
set waitfor = 0
if(current_weather)
for(var/turf/simulated/floor/T in outdoor_turfs)
if(T.z in our_planet.expected_z_levels)
T.overlays -= T.weather_overlay
T.weather_overlay = image(icon = current_weather.icon, icon_state = current_weather.icon_state, layer = LIGHTING_LAYER - 1)
T.overlays += T.weather_overlay
our_planet.needs_work |= PLANET_PROCESS_WEATHER
/datum/weather_holder/proc/update_temperature()
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
for(var/turf/unsimulated/wall/planetary/wall in planetary_walls)
if(ispath(wall.type, planetary_wall_type))
wall.temperature = temperature
for(var/dir in cardinal)
var/turf/simulated/T = get_step(wall, dir)
if(istype(T))
if(T.zone)
T.zone.rebuild()
our_planet.needs_work |= PLANET_PROCESS_TEMP
/datum/weather_holder/proc/get_weather_datum(desired_type)
return allowed_weather_types[desired_type]
/datum/weather_holder/sif
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/sif/clear(),
WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
WEATHER_SNOW = new /datum/weather/sif/snow(),
WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
WEATHER_RAIN = new /datum/weather/sif/rain(),
WEATHER_STORM = new /datum/weather/sif/storm(),
WEATHER_HAIL = new /datum/weather/sif/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
)
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
WEATHER_OVERCAST = 30,
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 5,
WEATHER_BLIZZARD = 5,
WEATHER_RAIN = 5,
WEATHER_STORM = 2.5,
WEATHER_HAIL = 2.5
)
/datum/weather
var/name = "weather base"
@@ -117,169 +64,3 @@
/datum/weather/proc/process_effects()
return
/datum/weather/sif
name = "sif base"
temp_high = 243.15 // -20c
temp_low = 233.15 // -30c
/datum/weather/sif/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
/datum/weather/sif/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 25,
WEATHER_OVERCAST = 50,
WEATHER_LIGHT_SNOW = 10,
WEATHER_SNOW = 5,
WEATHER_RAIN = 5,
WEATHER_HAIL = 5
)
/datum/weather/sif/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 238.15 // -25c
temp_low = 228.15 // -35c
light_modifier = 0.7
transition_chances = list(
WEATHER_OVERCAST = 20,
WEATHER_LIGHT_SNOW = 50,
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
/datum/weather/sif/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 233.15 // -30c
temp_low = 223.15 // -40c
light_modifier = 0.5
transition_chances = list(
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 50,
WEATHER_BLIZZARD = 20,
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/snow/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
T.chill()
/datum/weather/sif/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 223.15 // -40c
temp_low = 203.15 // -60c
light_modifier = 0.3
transition_chances = list(
WEATHER_SNOW = 45,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/blizzard/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
for(var/dir_checked in cardinal)
var/turf/simulated/floor/T = get_step(S, dir_checked)
if(istype(T))
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
T.chill()
/datum/weather/sif/rain
name = "rain"
icon_state = "rain"
light_modifier = 0.5
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 50,
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-5)
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
/datum/weather/sif/storm
name = "storm"
icon_state = "storm"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-10)
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
/datum/weather/sif/hail
name = "hail"
icon_state = "hail"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 10,
WEATHER_HAIL = 40,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/hail/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to pelt them with ice.
var/target_zone = pick(BP_ALL)
var/amount_blocked = L.run_armor_check(target_zone, "melee")
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
if(amount_blocked >= 100)
return // No need to apply damage.
if(amount_soaked >= 10)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
/datum/weather/sif/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
transition_chances = list(
WEATHER_BLOODMOON = 100
)