mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Weather refactor.
This commit is contained in:
@@ -10,5 +10,16 @@
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#define WEATHER_HOT "hot"
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#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
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#define MOON_PHASE_NEW_MOON "new moon"
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#define MOON_PHASE_WAXING_CRESCENT "waxing crescent"
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#define MOON_PHASE_FIRST_QUARTER "first quarter"
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#define MOON_PHASE_WAXING_GIBBOUS "waxing gibbous"
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#define MOON_PHASE_FULL_MOON "full moon" // ware-shantaks sold seperately.
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#define MOON_PHASE_WANING_GIBBOUS "waning gibbous"
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#define MOON_PHASE_LAST_QUARTER "last quarter"
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#define MOON_PHASE_WANING_CRESCENT "waning crescent"
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#define PLANET_PROCESS_SUN 0x1
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#define PLANET_PROCESS_TEMP 0x2
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#define PLANET_PROCESS_TEMP 0x2
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#define PLANET_TIME_MODIFIER 1 // If you want planet time to go faster than realtime, increase this number.
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@@ -77,7 +77,9 @@
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"Weather" = planet.weather_holder.current_weather.name,
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"Temperature" = planet.weather_holder.temperature - T0C,
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"High" = planet.weather_holder.current_weather.temp_high - T0C,
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"Low" = planet.weather_holder.current_weather.temp_low - T0C)
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"Low" = planet.weather_holder.current_weather.temp_low - T0C,
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"Forecast" = english_list(planet.weather_holder.forecast, and_text = "→", comma_text = "→", final_comma_text = "→") // Unicode RIGHTWARDS ARROW.
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)
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weather[++weather.len] = W
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injection = "<div>Test</div>"
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@@ -641,6 +641,7 @@
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var/datum/weather/new_weather = input(usr, "What weather do you want to change to?", "Change Weather") as null|anything in planet.weather_holder.allowed_weather_types
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if(new_weather)
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planet.weather_holder.change_weather(new_weather)
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planet.weather_holder.rebuild_forecast()
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var/log = "[key_name(src)] changed [planet.name]'s weather to [new_weather]."
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message_admins(log)
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log_admin(log)
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60
code/modules/flufftext/look_up.dm
Normal file
60
code/modules/flufftext/look_up.dm
Normal file
@@ -0,0 +1,60 @@
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// Implements a verb to make your character look upward, mostly intended for the surface.
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/mob/living/verb/look_up()
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set name = "Look Up"
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set category = "IC"
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set desc = "Look above you, and hope there's no ceiling spiders."
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to_chat(usr, "You look upwards...")
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var/turf/T = get_turf(usr)
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if(!T) // In null space.
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to_chat(usr, span("warning", "You appear to be in a place without any sort of concept of direction. You have bigger problems to worry about."))
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return
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if(!T.outdoors) // They're inside.
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to_chat(usr, "You see nothing interesting.")
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return
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else // They're outside and hopefully on a planet.
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var/datum/planet/P = SSplanets.z_to_planet[T.z]
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if(!P)
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to_chat(usr, span("warning", "You appear to be outside, but not on a planet... Something is wrong."))
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return
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var/datum/weather_holder/WH = P.weather_holder
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// Describe the current weather.
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if(WH.current_weather.observed_message)
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to_chat(usr, WH.current_weather.observed_message)
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// If we can see the sky, we'll see things like sun position, phase of the moon, etc.
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if(!WH.current_weather.sky_visible)
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to_chat(usr, "You can't see the sky clearly due to the [WH.current_weather.name].")
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else
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// Sun-related output.
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if(P.sun_name)
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var/afternoon = P.current_time.seconds_stored > (P.current_time.seconds_in_day / 2)
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var/sun_message = null
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switch(P.sun_position)
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if(0 to 0.4) // Night
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sun_message = "It is night time, [P.sun_name] is not visible."
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if(0.4 to 0.5) // Twilight
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sun_message = "The sky is in twilight, however [P.sun_name] is not visible."
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if(0.5 to 0.7) // Sunrise/set.
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sun_message = "[P.sun_name] is slowly [!afternoon ? "rising from" : "setting on"] the horizon."
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if(0.7 to 0.9) // Morning/evening
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sun_message = "[P.sun_name]'s position implies it is currently [!afternoon ? "early" : "late"] in the day."
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if(0.9 to 1.0) // Noon
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sun_message = "It's high noon. [P.sun_name] hangs directly above you."
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to_chat(usr, sun_message)
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// Now for the moon.
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if(P.moon_name)
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if(P.moon_phase == MOON_PHASE_NEW_MOON)
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to_chat(usr, "[P.moon_name] is not visible. It must be a new moon.")
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else
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to_chat(usr, "[P.moon_name] appears to currently be a [P.moon_phase].")
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@@ -21,19 +21,34 @@
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var/list/turf/simulated/floor/planet_floors = list()
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var/list/turf/unsimulated/wall/planetary/planet_walls = list()
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var/needs_work = 0 // Bitflags to signal to the planet controller these need (properly deferrable) work. Flags defined in controller.
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var/sun_name = "the sun" // For flavor.
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var/moon_name = null // Purely for flavor. Null means no moon exists.
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var/moon_phase = null // Set if above is defined.
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/datum/planet/New()
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..()
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weather_holder = new(src)
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current_time = current_time.make_random_time()
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if(moon_name)
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moon_phase = pick(list(
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MOON_PHASE_NEW_MOON,
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MOON_PHASE_WAXING_CRESCENT,
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MOON_PHASE_FIRST_QUARTER,
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MOON_PHASE_WAXING_GIBBOUS,
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MOON_PHASE_FULL_MOON,
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MOON_PHASE_WANING_GIBBOUS,
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MOON_PHASE_LAST_QUARTER,
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MOON_PHASE_WANING_CRESCENT
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))
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update_sun()
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/datum/planet/proc/process(last_fire)
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if(current_time)
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var/difference = world.time - last_fire
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current_time = current_time.add_seconds(difference SECONDS)
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current_time = current_time.add_seconds((difference / 10) * PLANET_TIME_MODIFIER)
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update_weather() // We update this first, because some weather types decease the brightness of the sun.
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if(sun_last_process <= world.time - sun_process_interval)
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update_sun()
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@@ -12,6 +12,9 @@ var/datum/planet/sif/planet_sif = null
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// expected_z_levels = list(1) // To be changed when real map is finished.
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planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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sun_name = "Vir"
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moon_name = "Thor"
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/datum/planet/sif/New()
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..()
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planet_sif = src
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@@ -131,7 +134,7 @@ var/datum/planet/sif/planet_sif = null
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WEATHER_HAIL = 2.5
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)
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datum/weather/sif
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/datum/weather/sif
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name = "sif base"
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temp_high = 283.15 // 10c
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temp_low = 263.15 // -10c
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@@ -142,6 +145,13 @@ datum/weather/sif
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WEATHER_CLEAR = 60,
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WEATHER_OVERCAST = 40
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)
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transition_messages = list(
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"The sky clears up.",
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"The sky is visible.",
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"The weather is calm."
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)
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sky_visible = TRUE
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observed_message = "The sky is clear."
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/datum/weather/sif/overcast
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name = "overcast"
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@@ -154,6 +164,12 @@ datum/weather/sif
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WEATHER_RAIN = 5,
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WEATHER_HAIL = 5
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)
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observed_message = "It is overcast, all you can see are clouds."
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transition_messages = list(
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"All you can see above are clouds.",
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"Clouds cut off your view of the sky.",
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"It's very cloudy."
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)
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/datum/weather/sif/light_snow
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name = "light snow"
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@@ -167,6 +183,11 @@ datum/weather/sif
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WEATHER_SNOW = 25,
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WEATHER_HAIL = 5
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)
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observed_message = "It is snowing lightly."
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transition_messages = list(
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"Small snowflakes begin to fall from above.",
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"It begins to snow lightly.",
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)
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/datum/weather/sif/snow
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name = "moderate snow"
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@@ -182,6 +203,11 @@ datum/weather/sif
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WEATHER_HAIL = 5,
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WEATHER_OVERCAST = 5
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)
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observed_message = "It is snowing."
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transition_messages = list(
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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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/datum/weather/sif/snow/process_effects()
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..()
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@@ -206,6 +232,11 @@ datum/weather/sif
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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observed_message = "A blizzard blows snow everywhere."
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transition_messages = list(
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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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/datum/weather/sif/blizzard/process_effects()
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..()
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@@ -230,6 +261,10 @@ datum/weather/sif
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WEATHER_STORM = 10,
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WEATHER_HAIL = 5
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)
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observed_message = "It is raining."
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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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/datum/weather/sif/rain/process_effects()
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..()
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@@ -267,6 +302,12 @@ datum/weather/sif
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var/next_lightning_strike = 0 // world.time when lightning will strike.
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var/min_lightning_cooldown = 5 SECONDS
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var/max_lightning_cooldown = 1 MINUTE
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observed_message = "An intense storm pours down over the region."
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transition_messages = list(
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"You feel intense winds hit you as the weather takes a turn for the worst.",
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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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transition_chances = list(
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@@ -329,6 +370,12 @@ datum/weather/sif
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WEATHER_HAIL = 10,
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WEATHER_OVERCAST = 5
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)
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observed_message = "Ice is falling from the sky."
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transition_messages = list(
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"Ice begins to fall from the sky.",
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"It begins to hail.",
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"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
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)
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/datum/weather/sif/hail/process_effects()
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..()
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@@ -375,3 +422,7 @@ datum/weather/sif
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transition_chances = list(
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WEATHER_BLOODMOON = 100
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)
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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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)
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@@ -1,12 +1,13 @@
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/datum/weather_holder
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var/datum/planet/our_planet = null
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var/datum/weather/current_weather = null
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var/temperature = T20C
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var/wind_dir = 0
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var/wind_speed = 0
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var/list/allowed_weather_types = list()
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var/list/roundstart_weather_chances = list()
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var/next_weather_shift = null
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var/datum/planet/our_planet = null // Reference to the planet datum that holds this datum.
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var/datum/weather/current_weather = null // The current weather that is affecting the planet.
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var/temperature = T20C // The temperature to set planetary walls to.
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var/wind_dir = 0 // Not implemented.
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var/wind_speed = 0 // Not implemented.
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var/list/allowed_weather_types = list() // Assoc list of weather identifiers, containing the actual weather datum.
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var/list/roundstart_weather_chances = list() // Assoc list of weather identifiers and their odds of being picked to happen at roundstart.
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var/next_weather_shift = null // world.time when the weather subsystem will advance the forecast.
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var/list/forecast = list() // A list of what the weather will be in the future. This allows it to be pre-determined and planned around.
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// Holds the weather icon, using vis_contents. Documentation says an /atom/movable is required for placing inside another atom's vis_contents.
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var/atom/movable/weather_visuals/visuals = null
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@@ -24,28 +25,75 @@
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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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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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show_transition_message()
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update_icon_effects()
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update_temperature()
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if(old_light_modifier && current_weather.light_modifier != old_light_modifier) // Updating the sun should be done sparingly.
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our_planet.update_sun()
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message_admins("[our_planet.name]'s weather is now [new_weather], with a temperature of [temperature]°K ([temperature - T0C]°C | [temperature * 1.8 - 459.67]°F).")
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log_debug("[our_planet.name]'s weather is now [new_weather], with a temperature of [temperature]°K ([temperature - T0C]°C | [temperature * 1.8 - 459.67]°F).")
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/datum/weather_holder/proc/process()
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if(world.time >= next_weather_shift)
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var/new_weather
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if(!current_weather)
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new_weather = pickweight(roundstart_weather_chances)
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if(!current_weather) // Roundstart (hopefully).
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initialize_weather()
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else
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new_weather = pickweight(current_weather.transition_chances)
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change_weather(new_weather)
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advance_forecast()
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else
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current_weather.process_effects()
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// Should only have to be called once.
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/datum/weather_holder/proc/initialize_weather()
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if(!current_weather)
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change_weather(get_next_weather())
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build_forecast()
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// Used to determine what the weather will be soon, in a semi-random fashion.
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// The forecast is made by calling this repeatively, from the bottom (highest index) of the forecast list.
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/datum/weather_holder/proc/get_next_weather(var/datum/weather/W)
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if(!current_weather) // At roundstart, choose a suitable initial weather.
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return pickweight(roundstart_weather_chances)
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return pickweight(W.transition_chances)
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/datum/weather_holder/proc/advance_forecast()
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var/new_weather = forecast[1]
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forecast.Cut(1, 2) // Remove what we just took out, shortening the list.
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change_weather(new_weather)
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build_forecast() // To fill the forecast to the desired length.
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// Creates a list of future weather shifts, that the planet will undergo at some point in the future.
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// Determining it ahead of time allows for attentive players to plan further ahead, if they can see the forecast.
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/datum/weather_holder/proc/build_forecast()
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var/desired_length = 3
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if(forecast.len >= desired_length)
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return
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while(forecast.len < desired_length)
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if(!forecast.len) // If the forecast is empty, the current_weather is used as a base instead.
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forecast += get_next_weather(current_weather)
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else
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var/position = forecast[forecast.len] // Go to the bottom of the list.
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var/datum/weather/W = allowed_weather_types[position] // Get the actual datum and not a string.
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var/new_weather = get_next_weather(W) // Get a suitable weather pattern to shift to from this one.
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forecast += new_weather
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log_debug("[our_planet.name]'s weather forecast is now '[english_list(forecast, and_text = " then ", final_comma_text = ", ")]'.")
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// Wipes the forecast and regenerates it. Used for when the weather is forcefully changed, such as with admin verbs.
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/datum/weather_holder/proc/rebuild_forecast()
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forecast.Cut()
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build_forecast()
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/datum/weather_holder/proc/update_icon_effects()
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visuals.icon_state = current_weather.icon_state
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@@ -57,25 +105,41 @@
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return allowed_weather_types[desired_type]
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/datum/weather_holder/proc/show_transition_message()
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if(!current_weather.transition_messages.len)
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return
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var/message = pick(current_weather.transition_messages) // So everyone gets the same message.
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for(var/mob/M in player_list) // Don't need to care about clientless mobs.
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if(M.z in our_planet.expected_z_levels)
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var/turf/T = get_turf(M)
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if(!T.outdoors)
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continue
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to_chat(M, message)
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/datum/weather
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var/name = "weather base"
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var/icon = 'icons/effects/weather.dmi'
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var/icon_state = null // Icon to apply to turf undergoing weather.
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var/temp_high = T20C
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var/temp_low = T0C
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var/temp_high = T20C // Temperature to apply when at noon.
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var/temp_low = T0C // Temperature to apply when at midnight.
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var/light_modifier = 1.0 // Lower numbers means more darkness.
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var/light_color = null // If set, changes how the day/night light looks.
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var/flight_failure_modifier = 0 // Some types of weather make flying harder, and therefore make crashes more likely.
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var/transition_chances = list() // Assoc list
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var/datum/weather_holder/holder = null
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||||
var/flight_failure_modifier = 0 // Some types of weather make flying harder, and therefore make crashes more likely. (This is not implemented)
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||||
var/transition_chances = list() // Assoc list of weather identifiers and the odds to shift to a specific type of weather. Can contain its own identifier to prolong it.
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||||
var/datum/weather_holder/holder = null // Reference to the datum that manages the planet's weather.
|
||||
var/timer_low_bound = 5 // How long this weather must run before it tries to change, in minutes
|
||||
var/timer_high_bound = 10 // How long this weather can run before it tries to change, in minutes
|
||||
var/sky_visible = FALSE // If the sky can be clearly seen while this is occuring, used for flavor text when looking up.
|
||||
|
||||
var/effect_message = null // Should be a string, this is what is shown to a mob caught in the weather
|
||||
var/last_message = 0 // Keeps track of when the weather last tells EVERY player it's hitting them
|
||||
var/message_delay = 10 SECONDS // Delay in between weather hit messages
|
||||
var/show_message = FALSE // Is set to TRUE and plays the messsage every [message_delay]
|
||||
|
||||
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.
|
||||
var/observed_message = null // What is shown to a player 'examining' the weather.
|
||||
|
||||
/datum/weather/proc/process_effects()
|
||||
show_message = FALSE // Need to reset the show_message var, just in case
|
||||
if(effect_message) // Only bother with the code below if we actually need to display something
|
||||
|
||||
@@ -254,7 +254,8 @@ Used In File(s): code\game\objects\items\devices\communicator\communicator.dm
|
||||
<div class="itemContent">
|
||||
Time: {{:value.Time}}<BR>
|
||||
Weather: {{:value.Weather}}, {{:helper.fixed(value.Temperature)}}°C<BR>
|
||||
High: {{:helper.fixed(value.High)}}°C | Low: {{:helper.fixed(value.Low)}}°C
|
||||
High: {{:helper.fixed(value.High)}}°C | Low: {{:helper.fixed(value.Low)}}°C<BR>
|
||||
Forecast: {{:helper.Forecast}}
|
||||
</div>
|
||||
</div>
|
||||
{{empty}}
|
||||
|
||||
@@ -1540,6 +1540,7 @@
|
||||
#include "code\modules\ext_scripts\python.dm"
|
||||
#include "code\modules\flufftext\Dreaming.dm"
|
||||
#include "code\modules\flufftext\Hallucination.dm"
|
||||
#include "code\modules\flufftext\look_up.dm"
|
||||
#include "code\modules\flufftext\TextFilters.dm"
|
||||
#include "code\modules\food\recipe_dump.dm"
|
||||
#include "code\modules\food\recipes_microwave.dm"
|
||||
|
||||
Reference in New Issue
Block a user