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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Adds Various Sounds, Looping Sound System
This commit is contained in:
@@ -14,7 +14,7 @@
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var/sun_position = 0 // 0 means midnight, 1 means noon.
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var/list/sun = list("range","brightness","color","lum_r","lum_g","lum_b")
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var/list/datum/lighting_corner/sunlit_corners = list()
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var/expected_z_levels = list()
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var/list/expected_z_levels = list()
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var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary
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@@ -121,7 +121,10 @@ var/datum/planet/sif/planet_sif = null
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WEATHER_RAIN = new /datum/weather/sif/rain(),
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WEATHER_STORM = new /datum/weather/sif/storm(),
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WEATHER_HAIL = new /datum/weather/sif/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
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WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/sif/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/sif/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/sif/fallout()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 30,
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@@ -208,6 +211,8 @@ var/datum/planet/sif/planet_sif = null
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"It's starting to snow.",
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"The air feels much colder as snowflakes fall from above."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
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indoor_sounds_type = /datum/looping_sound/weather/inside_snow
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/datum/weather/sif/snow/process_effects()
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..()
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@@ -237,6 +242,8 @@ var/datum/planet/sif/planet_sif = null
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"Strong winds howl around you as a blizzard appears.",
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"It starts snowing heavily, and it feels extremly cold now."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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/datum/weather/sif/blizzard/process_effects()
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..()
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@@ -265,6 +272,8 @@ var/datum/planet/sif/planet_sif = null
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transition_messages = list(
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"The sky is dark, and rain falls down upon you."
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)
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// outdoor_sounds_type = /datum/looping_sound/weather/rain
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// indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
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/datum/weather/sif/rain/process_effects()
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..()
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@@ -310,6 +319,8 @@ var/datum/planet/sif/planet_sif = null
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"Loud thunder is heard in the distance.",
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"A bright flash heralds the approach of a storm."
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)
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// outdoor_sounds_type = /datum/looping_sound/weather/rain
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// indoor_sounds_type = /datum/looping_sound/weather/rain/indoors
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transition_chances = list(
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@@ -417,7 +428,7 @@ var/datum/planet/sif/planet_sif = null
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if(show_message)
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to_chat(H, "<span class='notice'>Hail patters onto your umbrella.</span>")
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continue
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var/target_zone = pick(BP_ALL)
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var/amount_blocked = H.run_armor_check(target_zone, "melee")
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var/amount_soaked = H.get_armor_soak(target_zone, "melee")
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@@ -435,6 +446,10 @@ var/datum/planet/sif/planet_sif = null
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if(show_message)
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to_chat(H, effect_message)
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// These never happen naturally, and are for adminbuse.
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// A culty weather.
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/datum/weather/sif/blood_moon
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name = "blood moon"
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light_modifier = 0.5
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@@ -446,4 +461,114 @@ var/datum/planet/sif/planet_sif = null
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observed_message = "Everything is red. Something really wrong is going on."
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transition_messages = list(
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"The sky turns blood red!"
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<<<<<<< refs/remotes/VOREStation/master
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)
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=======
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<<<<<<< HEAD
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)
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=======
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Ash and embers fall forever, such as from a volcano or something.
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/datum/weather/sif/emberfall
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name = "emberfall"
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icon_state = "ashfall_light"
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light_modifier = 0.7
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light_color = "#880000"
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temp_high = 293.15 // 20c
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temp_low = 283.15 // 10c
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flight_failure_modifier = 20
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transition_chances = list(
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WEATHER_EMBERFALL = 100
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)
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observed_message = "Soot, ash, and embers float down from above."
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transition_messages = list(
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"Gentle embers waft down around you like grotesque snow."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Like the above but a lot more harmful.
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/datum/weather/sif/ash_storm
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name = "ash storm"
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icon_state = "ashfall_heavy"
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light_modifier = 0.1
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light_color = "#FF0000"
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temp_high = 323.15 // 50c
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temp_low = 313.15 // 40c
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flight_failure_modifier = 50
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transition_chances = list(
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WEATHER_ASH_STORM = 100
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)
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observed_message = "All that can be seen is black smoldering ash."
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transition_messages = list(
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"Smoldering clouds of scorching ash billow down around you!"
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)
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// Lets recycle.
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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/datum/weather/sif/ash_storm/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to burn them with ash.
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L.inflict_heat_damage(rand(1, 3))
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// Totally radical.
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/datum/weather/sif/fallout
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name = "fallout"
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icon_state = "fallout"
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light_modifier = 0.7
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light_color = "#CCFFCC"
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flight_failure_modifier = 30
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transition_chances = list(
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WEATHER_FALLOUT = 100
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)
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observed_message = "Radioactive soot and ash rains down from the heavens."
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transition_messages = list(
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"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// How much radiation a mob gets while on an outside tile.
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var/direct_rad_low = RAD_LEVEL_LOW
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var/direct_rad_high = RAD_LEVEL_MODERATE
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// How much radiation is bursted onto a random tile near a mob.
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var/fallout_rad_low = RAD_LEVEL_HIGH
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var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
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/datum/weather/sif/fallout/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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irradiate_nearby_turf(L)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to irradiate them with fallout.
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L.rad_act(rand(direct_rad_low, direct_rad_high))
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// This makes random tiles near people radioactive for awhile.
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// Tiles far away from people are left alone, for performance.
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/datum/weather/sif/fallout/proc/irradiate_nearby_turf(mob/living/L)
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if(!istype(L))
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return
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var/list/turfs = RANGE_TURFS(world.view, L)
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var/turf/T = pick(turfs) // We get one try per tick.
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if(!istype(T))
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return
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if(T.outdoors)
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radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))
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>>>>>>> 5fb77b3... Merge pull request #5791 from Neerti/looping_sounds
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>>>>>>> Adds Various Sounds, Looping Sound System
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@@ -25,13 +25,19 @@
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/datum/weather_holder/proc/change_weather(var/new_weather)
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var/old_light_modifier = null
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var/old_weather = null
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var/datum/weather/old_weather = null
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if(current_weather)
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old_light_modifier = current_weather.light_modifier // We store the old one, so we can determine if recalculating the sun is needed.
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old_weather = current_weather
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current_weather = allowed_weather_types[new_weather]
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next_weather_shift = world.time + rand(current_weather.timer_low_bound, current_weather.timer_high_bound) MINUTES
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if(new_weather != old_weather)
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if(istype(old_weather)) // At roundstart this is null.
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old_weather.process_sounds() // Ensure that people who should hear the ending sound will hear it.
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old_weather.stop_sounds()
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current_weather.process_sounds() // Same story, make sure the starting sound is heard.
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current_weather.start_sounds()
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show_transition_message()
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update_icon_effects()
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@@ -48,7 +54,7 @@
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advance_forecast()
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else
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current_weather.process_effects()
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current_weather.process_sounds()
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// Should only have to be called once.
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@@ -140,6 +146,18 @@
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var/list/transition_messages = list()// List of messages shown to all outdoor mobs when this weather is transitioned to, for flavor. Not shown if already this weather.
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var/observed_message = null // What is shown to a player 'examining' the weather.
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// Looping sound datums for weather sounds, both inside and outside.
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var/datum/looping_sound/outdoor_sounds = null
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var/datum/looping_sound/indoor_sounds = null
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var/outdoor_sounds_type = null
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var/indoor_sounds_type = null
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/datum/weather/New()
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if(outdoor_sounds_type)
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outdoor_sounds = new outdoor_sounds_type(list(), FALSE, TRUE)
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if(indoor_sounds_type)
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indoor_sounds = new indoor_sounds_type(list(), FALSE, TRUE)
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/datum/weather/proc/process_effects()
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show_message = FALSE // Need to reset the show_message var, just in case
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if(effect_message) // Only bother with the code below if we actually need to display something
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@@ -148,6 +166,71 @@
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show_message = TRUE // Tell the rest of the process that we need to make a message
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return
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/datum/weather/proc/process_sounds()
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if(!outdoor_sounds && !indoor_sounds) // No point bothering if we have no sounds.
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return
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for(var/z_level in 1 to world.maxz)
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for(var/a in GLOB.players_by_zlevel[z_level])
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var/mob/M = a
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// Check if the mob left the z-levels we control. If so, make the sounds stop for them.
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if(!(z_level in holder.our_planet.expected_z_levels))
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hear_indoor_sounds(M, FALSE)
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hear_outdoor_sounds(M, FALSE)
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continue
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// Otherwise they should hear some sounds, depending on if they're inside or not.
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var/turf/T = get_turf(M)
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if(istype(T))
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if(T.outdoors) // Mob is currently outdoors.
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hear_outdoor_sounds(M, TRUE)
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hear_indoor_sounds(M, FALSE)
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else // Mob is currently indoors.
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hear_outdoor_sounds(M, FALSE)
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hear_indoor_sounds(M, TRUE)
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else
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hear_indoor_sounds(M, FALSE)
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hear_outdoor_sounds(M, FALSE)
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/datum/weather/proc/start_sounds()
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if(outdoor_sounds)
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outdoor_sounds.start()
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if(indoor_sounds)
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indoor_sounds.start()
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/datum/weather/proc/stop_sounds()
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if(outdoor_sounds)
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outdoor_sounds.stop()
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if(indoor_sounds)
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indoor_sounds.stop()
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// Stop everything just in case.
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for(var/z_level in 1 to world.maxz)
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for(var/a in GLOB.players_by_zlevel[z_level])
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hear_indoor_sounds(a, FALSE)
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hear_outdoor_sounds(a, FALSE)
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// Adds or removes someone from the outdoor list.
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/datum/weather/proc/hear_outdoor_sounds(mob/M, adding)
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if(!outdoor_sounds)
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return
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if(adding)
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outdoor_sounds.output_atoms |= M
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return
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outdoor_sounds.output_atoms -= M
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// Ditto, for indoors.
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/datum/weather/proc/hear_indoor_sounds(mob/M, adding)
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if(!indoor_sounds)
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return
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if(adding)
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indoor_sounds.output_atoms |= M
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return
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indoor_sounds.output_atoms -= M
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// All this does is hold the weather icon.
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/atom/movable/weather_visuals
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icon = 'icons/effects/weather.dmi'
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