mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
[MIRROR] Up ports the dynamic light system (#10149)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -6,4 +6,4 @@
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#define DEFAULT_ICON_SCALE_Y 1
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#define DEFAULT_ICON_SCALE_Y 1
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#define DEFAULT_ICON_ROTATION 0
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#define DEFAULT_ICON_ROTATION 0
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#define MOVE_GLIDE_CALC(glide_size, moving_diagonally) ( (TICKS2DS(WORLD_ICON_SIZE/glide_size)) * (moving_diagonally ? (ONE_OVER_SQRT_2) : 1) ) //ChompEDIT - move calc
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#define MOVE_GLIDE_CALC(glide_size, moving_diagonally) ( (TICKS2DS(WORLD_ICON_SIZE/glide_size)) * (moving_diagonally ? (ONE_OVER_SQRT_2) : 1) ) // - move calc
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@@ -202,10 +202,10 @@
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//Lighting values used by the station lights
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//Lighting values used by the station lights
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#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
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#define LIGHT_COLOR_FLUORESCENT_TUBE "#E0EFFF"
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#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
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#define LIGHT_COLOR_FLUORESCENT_FLASHLIGHT "#CDDDFF"
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#fffed9"
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#E0EFF0"
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#define LIGHT_COLOR_INCANDESCENT_BULB "#ffe7ce"
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#define LIGHT_COLOR_INCANDESCENT_BULB "#FFFEB8"
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#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
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#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
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#define LIGHT_COLOR_NIGHTSHIFT "#EFCC86"
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#define LIGHT_COLOR_NIGHTSHIFT "#EFCC86"
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//Fake ambient occlusion filter
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//Fake ambient occlusion filter
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#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-2, size=4, offset=3, color="#04080F80")
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#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-1, size=2, offset=2, color="#04080F55")
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@@ -117,3 +117,34 @@ do { \
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source.lum_b = 1; \
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source.lum_b = 1; \
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}; \
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}; \
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} while (FALSE)
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} while (FALSE)
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//Fake ambient occlusion filter
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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#define SUNLIGHT_RADIUS 9 //Tiles that sunlight penetrates into shade
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#define SUNLIGHT_NONE 0
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#define SUNLIGHT_POSSIBLE 1
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#define SUNLIGHT_CURRENT 2
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#define SUNLIGHT_OVERHEAD 3
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#define SUNLIGHT_ONLY 4
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#define SUNLIGHT_ONLY_SHADE 5
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// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
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// Handles dynamic light
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#define GENERATE_MISSING_CORNERS(gen_for) \
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if (!gen_for.lighting_corner_NE) { \
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gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_SE) { \
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gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_SW) { \
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gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_NW) { \
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gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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gen_for.lighting_corners_initialised = TRUE;
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@@ -1,7 +0,0 @@
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#define SUNLIGHT_RADIUS 9 //Tiles that sunlight penetrates into shade
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#define SUNLIGHT_NONE 0
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#define SUNLIGHT_POSSIBLE 1
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#define SUNLIGHT_CURRENT 2
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#define SUNLIGHT_OVERHEAD 3
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#define SUNLIGHT_ONLY 4
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#define SUNLIGHT_ONLY_SHADE 5
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@@ -1,16 +0,0 @@
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// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
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// Handles dynamic light
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#define GENERATE_MISSING_CORNERS(gen_for) \
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if (!gen_for.lighting_corner_NE) { \
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gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_SE) { \
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gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_SW) { \
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gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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if (!gen_for.lighting_corner_NW) { \
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gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z, gen_for.has_dynamic_lighting()); \
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} \
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gen_for.lighting_corners_initialised = TRUE;
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@@ -1,13 +0,0 @@
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#undef LIGHT_COLOR_INCANDESCENT_TUBE
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#E0EFF0"
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#undef LIGHT_COLOR_INCANDESCENT_BULB
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#define LIGHT_COLOR_INCANDESCENT_BULB "#FFFEB8"
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//Fake ambient occlusion filter
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#undef AMBIENT_OCCLUSION
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#define AMBIENT_OCCLUSION filter(type="drop_shadow", x=0, y=-1, size=2, offset=2, color="#04080F55") //VOREStation Edit for prettier visuals.
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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@@ -4,8 +4,8 @@
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#define NUM_E 2.71828183
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#define NUM_E 2.71828183
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#define SQRT_2 (1.41421356237) //CHOMPEDIT
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#define SQRT_2 (1.41421356237)
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#define ONE_OVER_SQRT_2 (0.707106781188095) //CHOMPEDIT ADDITION - not 1/sqrt(2), instead it is 1/SQRT_2 (1/1.41421356237)
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#define ONE_OVER_SQRT_2 (0.707106781188095) // not 1/sqrt(2), instead it is 1/SQRT_2 (1/1.41421356237)
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#define M_PI (3.14159265)
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#define M_PI (3.14159265)
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#define INFINITY (1.#INF) //closer then enough
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#define INFINITY (1.#INF) //closer then enough
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@@ -1,17 +1,17 @@
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SUBSYSTEM_DEF(lighting)
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SUBSYSTEM_DEF(lighting)
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name = "Lighting"
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name = "Lighting"
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wait = 1 // CHOMPEdit
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wait = 1
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init_order = INIT_ORDER_LIGHTING
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init_order = INIT_ORDER_LIGHTING
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flags = SS_TICKER
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flags = SS_TICKER
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY //CHOMPEdit Do some work during lobby waiting period. May as well.
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runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY // Do some work during lobby waiting period. May as well.
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var/sun_mult = 1.0
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var/sun_mult = 1.0
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/sources_queue = list() // List of lighting sources queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/corners_queue = list() // List of lighting corners queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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var/static/list/objects_queue = list() // List of lighting objects queued for update.
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var/static/list/sunlight_queue = list() //CHOMPEdit // List of turfs that are affected by sunlight
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var/static/list/sunlight_queue = list() // List of turfs that are affected by sunlight
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var/static/list/sunlight_queue_active = list() //CHOMPEdit // List of turfs that need to have their sunlight updated
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var/static/list/sunlight_queue_active = list() // List of turfs that need to have their sunlight updated
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var/list/planet_shandlers = list() //CHOMPEdit //Precomputed lighting values for tiles only affected by the sun
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var/list/planet_shandlers = list() // Precomputed lighting values for tiles only affected by the sun
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var/list/z_to_pshandler = list() //CHOMPEdit
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var/list/z_to_pshandler = list()
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/datum/controller/subsystem/lighting/stat_entry(msg)
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/datum/controller/subsystem/lighting/stat_entry(msg)
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msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
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msg = "L:[length(sources_queue)]|C:[length(corners_queue)]|O:[length(objects_queue)]"
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@@ -28,14 +28,12 @@ SUBSYSTEM_DEF(lighting)
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subsystem_initialized = TRUE
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subsystem_initialized = TRUE
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create_all_lighting_objects()
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create_all_lighting_objects()
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//CHOMPEdit Begin
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for(var/datum/planet/planet in SSplanets.planets)
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for(var/datum/planet/planet in SSplanets.planets)
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if(!planet_shandlers[planet])
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if(!planet_shandlers[planet])
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planet_shandlers[planet] = new /datum/planet_sunlight_handler(planet)
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planet_shandlers[planet] = new /datum/planet_sunlight_handler(planet)
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//CHOMPEdit End
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fire(FALSE, TRUE)
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fire(FALSE, TRUE)
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sunlight_queue_active += sunlight_queue + sunlight_queue //CHOMPEdit Run through shandler's twice during lobby wait to get some initial computation out of the way. After these two, the sunlight system will run MUCH faster.
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sunlight_queue_active += sunlight_queue + sunlight_queue // Run through shandler's twice during lobby wait to get some initial computation out of the way. After these two, the sunlight system will run MUCH faster.
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return SS_INIT_SUCCESS
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return SS_INIT_SUCCESS
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@@ -123,7 +121,6 @@ SUBSYSTEM_DEF(lighting)
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break
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break
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if (i)
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if (i)
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queue.Cut(1, i + 1)
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queue.Cut(1, i + 1)
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//CHOMPEdit Begin
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i = 0
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i = 0
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@@ -183,7 +180,6 @@ SUBSYSTEM_DEF(lighting)
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return pshandler
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return pshandler
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/datum/controller/subsystem/lighting
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/datum/controller/subsystem/lighting
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//CHOMPEdit End
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/datum/controller/subsystem/lighting/Recover()
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/datum/controller/subsystem/lighting/Recover()
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subsystem_initialized = SSlighting.subsystem_initialized
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subsystem_initialized = SSlighting.subsystem_initialized
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@@ -45,7 +45,6 @@ SUBSYSTEM_DEF(planets)
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else if(istype(T, /turf/simulated) && T.is_outdoors())
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else if(istype(T, /turf/simulated) && T.is_outdoors())
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P.planet_floors += T
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P.planet_floors += T
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P.weather_holder.apply_to_turf(T)
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P.weather_holder.apply_to_turf(T)
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//P.sun_holder.apply_to_turf(T) CHOMPEdit replaced planetary lighting
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/datum/controller/subsystem/planets/proc/removeTurf(var/turf/T,var/is_edge)
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/datum/controller/subsystem/planets/proc/removeTurf(var/turf/T,var/is_edge)
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if(z_to_planet.len >= T.z)
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if(z_to_planet.len >= T.z)
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@@ -108,7 +107,7 @@ SUBSYSTEM_DEF(planets)
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var/new_color = P.sun["color"]
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var/new_color = P.sun["color"]
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P.sun_holder.update_color(new_color)
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P.sun_holder.update_color(new_color)
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SSlighting.update_sunlight(SSlighting.get_pshandler_planet(P)) //CHOMPEdit
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SSlighting.update_sunlight(SSlighting.get_pshandler_planet(P))
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/datum/controller/subsystem/planets/proc/updateTemp(var/datum/planet/P)
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/datum/controller/subsystem/planets/proc/updateTemp(var/datum/planet/P)
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//Set new temperatures
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//Set new temperatures
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@@ -44,7 +44,7 @@ GLOBAL_DATUM_INIT(moved_event, /decl/observ/moved, new)
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if(. && !loc)
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if(. && !loc)
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SEND_SIGNAL(src,COMSIG_OBSERVER_MOVED, old_loc, null)
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SEND_SIGNAL(src,COMSIG_OBSERVER_MOVED, old_loc, null)
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/atom/movable/forceMove(atom/destination, direction, movetime) //ChompEDIT - pass movetime through
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/atom/movable/forceMove(atom/destination, direction, movetime) // pass movetime through
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var/old_loc = loc
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var/old_loc = loc
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. = ..()
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. = ..()
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if(. && !loc)
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if(. && !loc)
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@@ -225,7 +225,7 @@
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// If we moved, call Moved() on ourselves
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// If we moved, call Moved() on ourselves
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if(.)
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if(.)
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Moved(oldloc, direct, FALSE, movetime ? movetime : MOVE_GLIDE_CALC(glide_size, moving_diagonally) ) //CHOMPEDIT - proper diagonal movement
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Moved(oldloc, direct, FALSE, movetime ? movetime : MOVE_GLIDE_CALC(glide_size, moving_diagonally) )
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// Update timers/cooldown stuff
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// Update timers/cooldown stuff
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move_speed = world.time - l_move_time
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move_speed = world.time - l_move_time
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@@ -49,15 +49,13 @@
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var/old_outdoors = outdoors
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var/old_outdoors = outdoors
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var/old_dangerous_objects = dangerous_objects
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var/old_dangerous_objects = dangerous_objects
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var/old_dynamic_lumcount = dynamic_lumcount
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var/old_dynamic_lumcount = dynamic_lumcount
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var/oldtype = src.type //CHOMPEdit
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var/oldtype = src.type
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var/old_density = src.density //CHOMPEdit
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var/old_density = src.density
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var/was_open = istype(src,/turf/simulated/open) //CHOMPEdit
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var/was_open = istype(src,/turf/simulated/open)
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//CHOMPEdit Begin
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var/datum/sunlight_handler/old_shandler
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var/datum/sunlight_handler/old_shandler
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var/turf/simulated/simself = src
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var/turf/simulated/simself = src
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if(istype(simself) && simself.shandler)
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if(istype(simself) && simself.shandler)
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old_shandler = simself.shandler
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old_shandler = simself.shandler
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//CHOMPEdit End
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var/turf/Ab = GetAbove(src)
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var/turf/Ab = GetAbove(src)
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if(Ab)
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if(Ab)
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@@ -85,7 +83,6 @@
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if(old_fire)
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if(old_fire)
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W.fire = old_fire
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W.fire = old_fire
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W.RemoveLattice()
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W.RemoveLattice()
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//CHOMPEdit Begin
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W.lighting_corners_initialised = old_lighting_corners_initialized
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W.lighting_corners_initialised = old_lighting_corners_initialized
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var/turf/simulated/W_sim = W
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var/turf/simulated/W_sim = W
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if(istype(W_sim) && old_shandler)
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if(istype(W_sim) && old_shandler)
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@@ -94,7 +91,6 @@
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else if(istype(W_sim) && (SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) && has_dynamic_lighting())
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else if(istype(W_sim) && (SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) && has_dynamic_lighting())
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W_sim.shandler = new(src)
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W_sim.shandler = new(src)
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W_sim.shandler.manualInit()
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W_sim.shandler.manualInit()
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//CHOMPEdit End
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if(old_fire)
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if(old_fire)
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old_fire.RemoveFire()
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old_fire.RemoveFire()
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@@ -137,7 +133,6 @@
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for(var/turf/space/space_tile in RANGE_TURFS(1, src))
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for(var/turf/space/space_tile in RANGE_TURFS(1, src))
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space_tile.update_starlight()
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space_tile.update_starlight()
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//CHOMPEdit begin
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var/turf/simulated/sim_self = src
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var/turf/simulated/sim_self = src
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if(lighting_object && istype(sim_self) && sim_self.shandler) //sanity check, but this should never be null for either of the switch cases (lighting_object will be null during initializations sometimes)
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if(lighting_object && istype(sim_self) && sim_self.shandler) //sanity check, but this should never be null for either of the switch cases (lighting_object will be null during initializations sometimes)
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switch(lighting_object.sunlight_only)
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switch(lighting_object.sunlight_only)
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@@ -161,13 +156,11 @@
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cur_turf.propogate_sunlight_changes(oldtype, old_density, W, above = TRUE)
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cur_turf.propogate_sunlight_changes(oldtype, old_density, W, above = TRUE)
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while(istype(cur_turf,/turf/simulated/open) && HasBelow(cur_turf.z))
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while(istype(cur_turf,/turf/simulated/open) && HasBelow(cur_turf.z))
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//CHOMPEdit End
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if(old_shandler) old_shandler.holder_change()
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if(old_shandler) old_shandler.holder_change() //CHOMPEdit
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if(preserve_outdoors)
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if(preserve_outdoors)
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outdoors = old_outdoors
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outdoors = old_outdoors
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//CHOMPEdit begin
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|
||||||
/turf/proc/propogate_sunlight_changes(oldtype, old_density, new_turf, var/above = FALSE)
|
/turf/proc/propogate_sunlight_changes(oldtype, old_density, new_turf, var/above = FALSE)
|
||||||
//SEND_SIGNAL(src, COMSIG_TURF_UPDATE, oldtype, old_density, W)
|
//SEND_SIGNAL(src, COMSIG_TURF_UPDATE, oldtype, old_density, W)
|
||||||
//Sends signals in a cross pattern to all tiles that may have their sunlight var affected including this tile.
|
//Sends signals in a cross pattern to all tiles that may have their sunlight var affected including this tile.
|
||||||
@@ -196,4 +189,3 @@
|
|||||||
T.shandler.turf_update(old_density, new_turf, above)
|
T.shandler.turf_update(old_density, new_turf, above)
|
||||||
steps += 1
|
steps += 1
|
||||||
cur_turf = get_step(cur_turf,dir)
|
cur_turf = get_step(cur_turf,dir)
|
||||||
//CHOMPEdit end
|
|
||||||
|
|||||||
@@ -5,7 +5,7 @@
|
|||||||
/datum/lighting_corner
|
/datum/lighting_corner
|
||||||
var/list/datum/light_source/affecting // Light sources affecting us.
|
var/list/datum/light_source/affecting // Light sources affecting us.
|
||||||
|
|
||||||
var/sunlight = SUNLIGHT_NONE // CHOMPEdit
|
var/sunlight = SUNLIGHT_NONE
|
||||||
var/x = 0
|
var/x = 0
|
||||||
var/y = 0
|
var/y = 0
|
||||||
|
|
||||||
@@ -30,7 +30,7 @@
|
|||||||
///whether we are to be added to SSlighting's corners_queue list for an update
|
///whether we are to be added to SSlighting's corners_queue list for an update
|
||||||
var/needs_update = FALSE
|
var/needs_update = FALSE
|
||||||
|
|
||||||
/datum/lighting_corner/New(x, y, z, dynamic) // CHOMPEdit
|
/datum/lighting_corner/New(x, y, z, dynamic)
|
||||||
. = ..()
|
. = ..()
|
||||||
|
|
||||||
src.x = x + 0.5
|
src.x = x + 0.5
|
||||||
@@ -72,7 +72,7 @@
|
|||||||
master_SE = process_next
|
master_SE = process_next
|
||||||
process_next.lighting_corner_NW = src
|
process_next.lighting_corner_NW = src
|
||||||
|
|
||||||
if(((SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) || SSlighting.get_pshandler_z(z)) && dynamic) sunlight = SUNLIGHT_POSSIBLE //CHOMPEdit
|
if(((SSplanets && SSplanets.z_to_planet.len >= z && SSplanets.z_to_planet[z]) || SSlighting.get_pshandler_z(z)) && dynamic) sunlight = SUNLIGHT_POSSIBLE
|
||||||
|
|
||||||
/datum/lighting_corner/proc/save_master(turf/master, dir)
|
/datum/lighting_corner/proc/save_master(turf/master, dir)
|
||||||
switch (dir)
|
switch (dir)
|
||||||
@@ -90,7 +90,7 @@
|
|||||||
master.lighting_corner_SE = src
|
master.lighting_corner_SE = src
|
||||||
|
|
||||||
/datum/lighting_corner/proc/self_destruct_if_idle()
|
/datum/lighting_corner/proc/self_destruct_if_idle()
|
||||||
if (!LAZYLEN(affecting) && !sunlight) //CHOMPEdit
|
if (!LAZYLEN(affecting) && !sunlight)
|
||||||
qdel(src, force = TRUE)
|
qdel(src, force = TRUE)
|
||||||
|
|
||||||
/datum/lighting_corner/proc/vis_update()
|
/datum/lighting_corner/proc/vis_update()
|
||||||
@@ -102,27 +102,23 @@
|
|||||||
light_source.recalc_corner(src)
|
light_source.recalc_corner(src)
|
||||||
|
|
||||||
// God that was a mess, now to do the rest of the corner code! Hooray!
|
// God that was a mess, now to do the rest of the corner code! Hooray!
|
||||||
/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, var/from_sholder = FALSE) //CHOMPEdit
|
/datum/lighting_corner/proc/update_lumcount(delta_r, delta_g, delta_b, var/from_sholder = FALSE)
|
||||||
if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
|
if (!(delta_r || delta_g || delta_b)) // 0 is falsey ok
|
||||||
return
|
return
|
||||||
|
|
||||||
//CHOMPEdit Begin
|
|
||||||
if((sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE) && LAZYLEN(affecting))
|
if((sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE) && LAZYLEN(affecting))
|
||||||
change_sun()
|
change_sun()
|
||||||
if(sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE)
|
if(sunlight == SUNLIGHT_ONLY || sunlight == SUNLIGHT_ONLY_SHADE)
|
||||||
//Okay fuck. If we're here some doodoo kaka bullshit happened (probably thanks to in-round map loading) and now the sunlight handler that owned us previously is fucking gone (real cool dude) so like try to get a new one ig
|
//Okay fuck. If we're here some doodoo kaka bullshit happened (probably thanks to in-round map loading) and now the sunlight handler that owned us previously is fucking gone (real cool dude) so like try to get a new one ig
|
||||||
//Is this optimal? No. Is there a better way? Maybe. God knows I tried, but whatever fucking black magic is going on behind the scenes seems to defy all attempts at logic. So, if this works, it stays.
|
//Is this optimal? No. Is there a better way? Maybe. God knows I tried, but whatever fucking black magic is going on behind the scenes seems to defy all attempts at logic. So, if this works, it stays.
|
||||||
sunlight = SUNLIGHT_POSSIBLE
|
sunlight = SUNLIGHT_POSSIBLE
|
||||||
//CHOMPEdit End
|
|
||||||
lum_r += delta_r
|
lum_r += delta_r
|
||||||
lum_g += delta_g
|
lum_g += delta_g
|
||||||
lum_b += delta_b
|
lum_b += delta_b
|
||||||
|
|
||||||
//CHOMPEdit Begin
|
|
||||||
if(sunlight == SUNLIGHT_CURRENT && !LAZYLEN(affecting) && !from_sholder)
|
if(sunlight == SUNLIGHT_CURRENT && !LAZYLEN(affecting) && !from_sholder)
|
||||||
update_sunlight_handlers()
|
update_sunlight_handlers()
|
||||||
update_sunlight_handlers()
|
update_sunlight_handlers()
|
||||||
//CHOMPEdit End
|
|
||||||
|
|
||||||
if (!needs_update)
|
if (!needs_update)
|
||||||
needs_update = TRUE
|
needs_update = TRUE
|
||||||
@@ -204,7 +200,6 @@
|
|||||||
|
|
||||||
return ..()
|
return ..()
|
||||||
|
|
||||||
//CHOMPEdit Begin
|
|
||||||
/datum/lighting_corner/proc/update_sun(var/datum/planet_sunlight_handler/pshandler)
|
/datum/lighting_corner/proc/update_sun(var/datum/planet_sunlight_handler/pshandler)
|
||||||
if(!pshandler)
|
if(!pshandler)
|
||||||
return
|
return
|
||||||
@@ -311,5 +306,3 @@
|
|||||||
master_SW_sim.shandler.sunlight_update()
|
master_SW_sim.shandler.sunlight_update()
|
||||||
if(istype(master_NW_sim) && master_NW_sim.shandler && master_NW_sim.shandler.sleeping)
|
if(istype(master_NW_sim) && master_NW_sim.shandler && master_NW_sim.shandler.sleeping)
|
||||||
master_NW_sim.shandler.sunlight_update()
|
master_NW_sim.shandler.sunlight_update()
|
||||||
|
|
||||||
//CHOMPEdit End
|
|
||||||
|
|||||||
@@ -5,7 +5,7 @@
|
|||||||
///whether we are already in the SSlighting.objects_queue list
|
///whether we are already in the SSlighting.objects_queue list
|
||||||
var/needs_update = FALSE
|
var/needs_update = FALSE
|
||||||
|
|
||||||
var/sunlight_only = FALSE //CHOMPEdit
|
var/sunlight_only = FALSE
|
||||||
|
|
||||||
///the turf that our light is applied to
|
///the turf that our light is applied to
|
||||||
var/turf/affected_turf
|
var/turf/affected_turf
|
||||||
@@ -50,7 +50,7 @@
|
|||||||
|
|
||||||
/datum/lighting_object/proc/update()
|
/datum/lighting_object/proc/update()
|
||||||
|
|
||||||
if(sunlight_only) return //CHOMPEdit
|
if(sunlight_only) return
|
||||||
// To the future coder who sees this and thinks
|
// To the future coder who sees this and thinks
|
||||||
// "Why didn't he just use a loop?"
|
// "Why didn't he just use a loop?"
|
||||||
// Well my man, it's because the loop performed like shit.
|
// Well my man, it's because the loop performed like shit.
|
||||||
@@ -90,7 +90,7 @@
|
|||||||
current_underlay.color = null
|
current_underlay.color = null
|
||||||
else
|
else
|
||||||
current_underlay.icon_state = "gradient"
|
current_underlay.icon_state = "gradient"
|
||||||
current_underlay.color = null //CHOMPEdit
|
current_underlay.color = null
|
||||||
current_underlay.color = list(
|
current_underlay.color = list(
|
||||||
red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00,
|
red_corner.cache_r, red_corner.cache_g, red_corner.cache_b, 00,
|
||||||
green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00,
|
green_corner.cache_r, green_corner.cache_g, green_corner.cache_b, 00,
|
||||||
@@ -110,7 +110,6 @@
|
|||||||
/datum/lighting_object/proc/addtoturf()
|
/datum/lighting_object/proc/addtoturf()
|
||||||
affected_turf.underlays |= current_underlay
|
affected_turf.underlays |= current_underlay
|
||||||
|
|
||||||
//CHOMPEdit Begin
|
|
||||||
/datum/lighting_object/proc/update_sun()
|
/datum/lighting_object/proc/update_sun()
|
||||||
if(QDELETED(src))
|
if(QDELETED(src))
|
||||||
return
|
return
|
||||||
@@ -137,6 +136,3 @@
|
|||||||
affected_turf.vis_contents += pshandler.vis_shade
|
affected_turf.vis_contents += pshandler.vis_shade
|
||||||
if(FALSE)
|
if(FALSE)
|
||||||
affected_turf.underlays |= current_underlay
|
affected_turf.underlays |= current_underlay
|
||||||
|
|
||||||
|
|
||||||
//CHOMPEdit End
|
|
||||||
|
|||||||
@@ -145,7 +145,6 @@
|
|||||||
(. * _lum_b) - (OLD * _applied_lum_b) \
|
(. * _lum_b) - (OLD * _applied_lum_b) \
|
||||||
); \
|
); \
|
||||||
|
|
||||||
//CHOMPEdit Begin
|
|
||||||
#define APPLY_CORNER_NEW(C) \
|
#define APPLY_CORNER_NEW(C) \
|
||||||
. = LUM_FALLOFF(C); \
|
. = LUM_FALLOFF(C); \
|
||||||
. *= _light_power; \
|
. *= _light_power; \
|
||||||
@@ -160,7 +159,7 @@
|
|||||||
(. * _lum_g) - (OLD * _applied_lum_g), \
|
(. * _lum_g) - (OLD * _applied_lum_g), \
|
||||||
(. * _lum_b) - (OLD * _applied_lum_b) \
|
(. * _lum_b) - (OLD * _applied_lum_b) \
|
||||||
); \
|
); \
|
||||||
//CHOMPEdit End
|
|
||||||
#define REMOVE_CORNER(C) \
|
#define REMOVE_CORNER(C) \
|
||||||
. = -effect_str[C]; \
|
. = -effect_str[C]; \
|
||||||
C.update_lumcount \
|
C.update_lumcount \
|
||||||
@@ -174,8 +173,8 @@
|
|||||||
SETUP_CORNERS_REMOVAL_CACHE(src)
|
SETUP_CORNERS_REMOVAL_CACHE(src)
|
||||||
applied = FALSE
|
applied = FALSE
|
||||||
for (var/datum/lighting_corner/corner as anything in effect_str)
|
for (var/datum/lighting_corner/corner as anything in effect_str)
|
||||||
LAZYREMOVE(corner.affecting, src) //CHOMPEdit
|
LAZYREMOVE(corner.affecting, src)
|
||||||
REMOVE_CORNER(corner) //CHOMPEdit
|
REMOVE_CORNER(corner)
|
||||||
|
|
||||||
effect_str = null
|
effect_str = null
|
||||||
|
|
||||||
@@ -192,24 +191,6 @@
|
|||||||
/datum/light_source/proc/get_turfs_in_range()
|
/datum/light_source/proc/get_turfs_in_range()
|
||||||
return view(CEILING(light_range, 1), source_turf)
|
return view(CEILING(light_range, 1), source_turf)
|
||||||
|
|
||||||
// Keep in mind. Lighting corners accept the bottom left (northwest) set of cords to them as input
|
|
||||||
/* CHOMPRemove Start, we use our own in _defines
|
|
||||||
# define GENERATE_MISSING_CORNERS(gen_for) \
|
|
||||||
if (!gen_for.lighting_corner_NE) { \
|
|
||||||
gen_for.lighting_corner_NE = new /datum/lighting_corner(gen_for.x, gen_for.y, gen_for.z); \
|
|
||||||
} \
|
|
||||||
if (!gen_for.lighting_corner_SE) { \
|
|
||||||
gen_for.lighting_corner_SE = new /datum/lighting_corner(gen_for.x, gen_for.y - 1, gen_for.z); \
|
|
||||||
} \
|
|
||||||
if (!gen_for.lighting_corner_SW) { \
|
|
||||||
gen_for.lighting_corner_SW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y - 1, gen_for.z); \
|
|
||||||
} \
|
|
||||||
if (!gen_for.lighting_corner_NW) { \
|
|
||||||
gen_for.lighting_corner_NW = new /datum/lighting_corner(gen_for.x - 1, gen_for.y, gen_for.z); \
|
|
||||||
} \
|
|
||||||
gen_for.lighting_corners_initialised = TRUE;
|
|
||||||
*/// CHOMPRemove End
|
|
||||||
|
|
||||||
/datum/light_source/proc/update_corners()
|
/datum/light_source/proc/update_corners()
|
||||||
var/update = FALSE
|
var/update = FALSE
|
||||||
var/atom/source_atom = src.source_atom
|
var/atom/source_atom = src.source_atom
|
||||||
@@ -294,18 +275,13 @@
|
|||||||
LAZYINITLIST(src.effect_str)
|
LAZYINITLIST(src.effect_str)
|
||||||
var/list/effect_str = src.effect_str
|
var/list/effect_str = src.effect_str
|
||||||
if (needs_update == LIGHTING_VIS_UPDATE)
|
if (needs_update == LIGHTING_VIS_UPDATE)
|
||||||
for (var/datum/lighting_corner/corner in new_corners) //CHOMPEdit
|
for (var/datum/lighting_corner/corner in new_corners)
|
||||||
//CHOMPEdit Begin
|
|
||||||
APPLY_CORNER_NEW(corner)
|
APPLY_CORNER_NEW(corner)
|
||||||
//CHOMPEdit End
|
|
||||||
else
|
else
|
||||||
for (var/datum/lighting_corner/corner in new_corners) //CHOMPEdit
|
for (var/datum/lighting_corner/corner in new_corners)
|
||||||
//CHOMPEdit Begin
|
|
||||||
APPLY_CORNER_NEW(corner)
|
APPLY_CORNER_NEW(corner)
|
||||||
//CHOMPEdit End
|
|
||||||
|
|
||||||
for (var/datum/lighting_corner/corner in corners - new_corners) // Existing corners //CHOMPEdit
|
for (var/datum/lighting_corner/corner in corners - new_corners) // Existing corners
|
||||||
//CHOMPEdit Begin
|
|
||||||
. = LUM_FALLOFF(corner);
|
. = LUM_FALLOFF(corner);
|
||||||
. *= _light_power;
|
. *= _light_power;
|
||||||
var/OLD = effect_str[corner];
|
var/OLD = effect_str[corner];
|
||||||
@@ -321,12 +297,11 @@
|
|||||||
(. * _lum_b) - (OLD * _applied_lum_b) \
|
(. * _lum_b) - (OLD * _applied_lum_b) \
|
||||||
);
|
);
|
||||||
#undef APPLY_CORNER_NEW
|
#undef APPLY_CORNER_NEW
|
||||||
//CHOMPEdit End
|
|
||||||
|
|
||||||
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
var/list/datum/lighting_corner/gone_corners = effect_str - corners
|
||||||
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
for (var/datum/lighting_corner/corner as anything in gone_corners)
|
||||||
LAZYREMOVE(corner.affecting, src) //CHOMPEdit
|
LAZYREMOVE(corner.affecting, src)
|
||||||
REMOVE_CORNER(corner) //CHOMPEdit
|
REMOVE_CORNER(corner)
|
||||||
effect_str -= gone_corners
|
effect_str -= gone_corners
|
||||||
|
|
||||||
applied_lum_r = lum_r
|
applied_lum_r = lum_r
|
||||||
|
|||||||
@@ -96,11 +96,6 @@
|
|||||||
|
|
||||||
///Setter for the byond luminosity var
|
///Setter for the byond luminosity var
|
||||||
/turf/proc/set_luminosity(new_luminosity, force)
|
/turf/proc/set_luminosity(new_luminosity, force)
|
||||||
/*CHOMP Removal Begin
|
|
||||||
if((is_outdoors() && !force) || outdoors_adjacent)
|
|
||||||
if(check_for_sun()) //If another system handles our lighting, don't interfere
|
|
||||||
return
|
|
||||||
*/ //CHOMP Removal End
|
|
||||||
if(((is_outdoors() && !force) || outdoors_adjacent) && (z in fake_sunlight_zs)) //Special exception for fakesun lit tiles
|
if(((is_outdoors() && !force) || outdoors_adjacent) && (z in fake_sunlight_zs)) //Special exception for fakesun lit tiles
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|||||||
@@ -458,7 +458,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
|||||||
|
|
||||||
ManualFollow(M || jumpable_mobs()[mobname])
|
ManualFollow(M || jumpable_mobs()[mobname])
|
||||||
|
|
||||||
/mob/observer/dead/forceMove(atom/destination, direction, movetime, just_spawned = FALSE) //ChompEDIT - pass movetime through
|
/mob/observer/dead/forceMove(atom/destination, direction, movetime, just_spawned = FALSE) // pass movetime through
|
||||||
if(client?.holder)
|
if(client?.holder)
|
||||||
return ..()
|
return ..()
|
||||||
|
|
||||||
@@ -578,7 +578,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
|||||||
following_mobs -= M
|
following_mobs -= M
|
||||||
else
|
else
|
||||||
if(M.loc != .)
|
if(M.loc != .)
|
||||||
M.forceMove(., movetime = MOVE_GLIDE_CALC(glide_size, moving_diagonally)) //ChompEDIT - pass movespeed
|
M.forceMove(., movetime = MOVE_GLIDE_CALC(glide_size, moving_diagonally)) // pass movespeed
|
||||||
|
|
||||||
/mob
|
/mob
|
||||||
var/list/following_mobs = list()
|
var/list/following_mobs = list()
|
||||||
|
|||||||
@@ -63,7 +63,8 @@
|
|||||||
weather_holder.process()
|
weather_holder.process()
|
||||||
|
|
||||||
/datum/planet/proc/update_sun_deferred(var/new_brightness, var/new_color)
|
/datum/planet/proc/update_sun_deferred(var/new_brightness, var/new_color)
|
||||||
|
if(new_brightness < 0 || new_brightness > 1)
|
||||||
|
CRASH("Planetary sun brightness was outside of sane bounds. Expected 0.00 to 1.00, got [new_brightness].")
|
||||||
sun["brightness"] = new_brightness
|
sun["brightness"] = new_brightness
|
||||||
sun["color"] = new_color
|
sun["color"] = new_color
|
||||||
needs_work |= PLANET_PROCESS_SUN
|
needs_work |= PLANET_PROCESS_SUN
|
||||||
|
|
||||||
|
|||||||
@@ -36,8 +36,8 @@ var/datum/planet/sif/planet_sif = null
|
|||||||
|
|
||||||
switch(sun_position)
|
switch(sun_position)
|
||||||
if(0 to 0.40) // Night
|
if(0 to 0.40) // Night
|
||||||
low_brightness = 0.15 //CHOMPedit
|
low_brightness = 0.15
|
||||||
low_color = "#19195c" //CHOMPedit
|
low_color = "#19195c"
|
||||||
|
|
||||||
high_brightness = 0.3
|
high_brightness = 0.3
|
||||||
high_color = "#66004D"
|
high_color = "#66004D"
|
||||||
|
|||||||
@@ -43,7 +43,7 @@
|
|||||||
|
|
||||||
/datum/sun_holder/proc/remove_from_turf(turf/T)
|
/datum/sun_holder/proc/remove_from_turf(turf/T)
|
||||||
if(!(sun in T.vis_contents))
|
if(!(sun in T.vis_contents))
|
||||||
//warning("Was asked to remove fake sun from [T.x], [T.y], [T.z] despite it not having us in it's vis contents") SHUT YOUR FUCKING MOUTH I DON'T CARE (CHOMP removal)
|
// warning("Was asked to remove fake sun from [T.x], [T.y], [T.z] despite it not having us in it's vis contents") // Disable the warning
|
||||||
return
|
return
|
||||||
sun.remove_from_turf(T)
|
sun.remove_from_turf(T)
|
||||||
|
|
||||||
|
|||||||
@@ -26,7 +26,7 @@ var/datum/planet/virgo3c/planet_virgo3c = null
|
|||||||
seconds_in_day = 6 HOURS
|
seconds_in_day = 6 HOURS
|
||||||
|
|
||||||
/datum/planet/virgo3c
|
/datum/planet/virgo3c
|
||||||
name = "Virgo-3c"
|
name = "Virgo-3C"
|
||||||
desc = "A habitable moon of the gas giant Virgo 3. The volcanic activity of this moon keeps its atmosphere warm enough for life to flourish."
|
desc = "A habitable moon of the gas giant Virgo 3. The volcanic activity of this moon keeps its atmosphere warm enough for life to flourish."
|
||||||
current_time = new /datum/time/virgo3c()
|
current_time = new /datum/time/virgo3c()
|
||||||
planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3c
|
planetary_wall_type = /turf/unsimulated/wall/planetary/virgo3c
|
||||||
@@ -53,15 +53,15 @@ var/datum/planet/virgo3c/planet_virgo3c = null
|
|||||||
var/min = 0
|
var/min = 0
|
||||||
|
|
||||||
switch(sun_position)
|
switch(sun_position)
|
||||||
if(0 to 0.45) // Night
|
if(0 to 0.3) // Night
|
||||||
low_brightness = 0.1
|
low_brightness = 0.3
|
||||||
low_color = "#000066"
|
low_color = "#000066"
|
||||||
|
|
||||||
high_brightness = 0.2
|
high_brightness = 0.4
|
||||||
high_color = "#66004D"
|
high_color = "#66004D"
|
||||||
min = 0
|
min = 0
|
||||||
|
|
||||||
if(0.45 to 0.50) // Twilight
|
if(0.3 to 0.35) // Twilight
|
||||||
low_brightness = 0.5
|
low_brightness = 0.5
|
||||||
low_color = "#66004D"
|
low_color = "#66004D"
|
||||||
|
|
||||||
@@ -69,19 +69,19 @@ var/datum/planet/virgo3c/planet_virgo3c = null
|
|||||||
high_color = "#CC3300"
|
high_color = "#CC3300"
|
||||||
min = 0.40
|
min = 0.40
|
||||||
|
|
||||||
if(0.50 to 0.55) // Sunrise/set
|
if(0.35 to 0.45) // Sunrise/set
|
||||||
low_brightness = 0.9
|
low_brightness = 0.9
|
||||||
low_color = "#CC3300"
|
low_color = "#CC3300"
|
||||||
|
|
||||||
high_brightness = 3.0
|
high_brightness = 1.0
|
||||||
high_color = "#FF9933"
|
high_color = "#FF9933"
|
||||||
min = 0.50
|
min = 0.50
|
||||||
|
|
||||||
if(0.55 to 1.00) // Noon
|
if(0.45 to 1.00) // Noon
|
||||||
low_brightness = 3.0
|
low_brightness = 1.0
|
||||||
low_color = "#DDDDDD"
|
low_color = "#DDDDDD"
|
||||||
|
|
||||||
high_brightness = 10.0
|
high_brightness = 1.0
|
||||||
high_color = "#FFFFFF"
|
high_color = "#FFFFFF"
|
||||||
min = 0.70
|
min = 0.70
|
||||||
|
|
||||||
@@ -638,7 +638,6 @@ var/datum/planet/virgo3c/planet_virgo3c = null
|
|||||||
alpha = 0xFF
|
alpha = 0xFF
|
||||||
VIRGO3C_SET_ATMOS
|
VIRGO3C_SET_ATMOS
|
||||||
|
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/mineral/cave)
|
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt_nograss)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/newdirt_nograss)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/outdoors/sidewalk)
|
||||||
@@ -649,7 +648,6 @@ VIRGO3C_TURF_CREATE(/turf/simulated/floor/water/deep)
|
|||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/reinforced)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/reinforced)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/glass/reinforced)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/glass/reinforced)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/open)
|
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/dark)
|
VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/dark)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/mineral)
|
VIRGO3C_TURF_CREATE(/turf/simulated/mineral)
|
||||||
VIRGO3C_TURF_CREATE(/turf/simulated/mineral/ignore_cavegen)
|
VIRGO3C_TURF_CREATE(/turf/simulated/mineral/ignore_cavegen)
|
||||||
@@ -700,17 +698,16 @@ VIRGO3C_TURF_CREATE(/turf/simulated/floor/tiled/asteroid_steel/outdoors)
|
|||||||
|
|
||||||
var/animal_chance = 0.5
|
var/animal_chance = 0.5
|
||||||
var/animal_types = list(
|
var/animal_types = list(
|
||||||
/mob/living/simple_mob/vore/alienanimals/teppi = 5,
|
/mob/living/simple_mob/vore/redpanda = 40,
|
||||||
/mob/living/simple_mob/vore/redpanda = 20,
|
/mob/living/simple_mob/vore/redpanda/fae = 2,
|
||||||
/mob/living/simple_mob/vore/redpanda/fae = 1,
|
/mob/living/simple_mob/vore/sheep = 20,
|
||||||
/mob/living/simple_mob/vore/sheep = 10,
|
/mob/living/simple_mob/vore/rabbit/black = 20,
|
||||||
/mob/living/simple_mob/vore/rabbit/black = 10,
|
/mob/living/simple_mob/vore/rabbit/white = 20,
|
||||||
/mob/living/simple_mob/vore/rabbit/white = 10,
|
/mob/living/simple_mob/vore/rabbit/brown = 20,
|
||||||
/mob/living/simple_mob/vore/rabbit/brown = 10,
|
/mob/living/simple_mob/vore/leopardmander = 2,
|
||||||
/mob/living/simple_mob/vore/leopardmander = 1,
|
/mob/living/simple_mob/vore/horse/big = 10,
|
||||||
/mob/living/simple_mob/vore/horse/big = 5,
|
/mob/living/simple_mob/vore/bigdragon/friendly = 1,
|
||||||
/mob/living/simple_mob/vore/bigdragon/friendly = 0.5,
|
/mob/living/simple_mob/vore/alienanimals/dustjumper = 20
|
||||||
/mob/living/simple_mob/vore/alienanimals/dustjumper = 10
|
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,514 +0,0 @@
|
|||||||
var/datum/planet/virgo4/planet_virgo4 = null
|
|
||||||
|
|
||||||
/datum/time/virgo4
|
|
||||||
seconds_in_day = 24 HOURS
|
|
||||||
|
|
||||||
/datum/planet/virgo4
|
|
||||||
name = "Virgo-4"
|
|
||||||
desc = "Zorren homeworld. Mostly dry and desolate, but ocean and fresh water are present, with scattered vegitation." //rewrite me
|
|
||||||
current_time = new /datum/time/virgo4()
|
|
||||||
// expected_z_levels = list(1) // This is defined elsewhere.
|
|
||||||
planetary_wall_type = /turf/unsimulated/wall/planetary/normal/virgo4
|
|
||||||
|
|
||||||
/datum/planet/virgo4/New()
|
|
||||||
..()
|
|
||||||
planet_virgo4 = src
|
|
||||||
weather_holder = new /datum/weather_holder/virgo4(src)
|
|
||||||
|
|
||||||
/datum/planet/virgo4/update_sun()
|
|
||||||
..()
|
|
||||||
var/datum/time/time = current_time
|
|
||||||
var/length_of_day = time.seconds_in_day / 10 / 60 / 60
|
|
||||||
var/noon = length_of_day / 2
|
|
||||||
var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
|
|
||||||
sun_position = distance_from_noon / noon
|
|
||||||
sun_position = abs(sun_position - 1)
|
|
||||||
|
|
||||||
var/low_brightness = null
|
|
||||||
var/high_brightness = null
|
|
||||||
|
|
||||||
var/low_color = null
|
|
||||||
var/high_color = null
|
|
||||||
var/min = 0
|
|
||||||
|
|
||||||
switch(sun_position)
|
|
||||||
if(0 to 0.20) // Night
|
|
||||||
low_brightness = 0.3
|
|
||||||
low_color = "#000066"
|
|
||||||
|
|
||||||
high_brightness = 0.5
|
|
||||||
high_color = "#66004D"
|
|
||||||
min = 0
|
|
||||||
|
|
||||||
if(0.20 to 0.30) // Twilight
|
|
||||||
low_brightness = 0.5
|
|
||||||
low_color = "#66004D"
|
|
||||||
|
|
||||||
high_brightness = 0.9
|
|
||||||
high_color = "#CC3300"
|
|
||||||
min = 0.40
|
|
||||||
|
|
||||||
if(0.30 to 0.40) // Sunrise/set
|
|
||||||
low_brightness = 0.9
|
|
||||||
low_color = "#CC3300"
|
|
||||||
|
|
||||||
high_brightness = 3.0
|
|
||||||
high_color = "#FF9933"
|
|
||||||
min = 0.50
|
|
||||||
|
|
||||||
if(0.40 to 1.00) // Noon
|
|
||||||
low_brightness = 3.0
|
|
||||||
low_color = "#DDDDDD"
|
|
||||||
|
|
||||||
high_brightness = 10.0
|
|
||||||
high_color = "#FFFFFF"
|
|
||||||
min = 0.70
|
|
||||||
|
|
||||||
var/interpolate_weight = (abs(min - sun_position)) * 4
|
|
||||||
var/weather_light_modifier = 1
|
|
||||||
if(weather_holder && weather_holder.current_weather)
|
|
||||||
weather_light_modifier = weather_holder.current_weather.light_modifier
|
|
||||||
|
|
||||||
var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
|
|
||||||
|
|
||||||
var/new_color = null
|
|
||||||
if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
|
|
||||||
new_color = weather_holder.current_weather.light_color
|
|
||||||
else
|
|
||||||
var/list/low_color_list = hex2rgb(low_color)
|
|
||||||
var/low_r = low_color_list[1]
|
|
||||||
var/low_g = low_color_list[2]
|
|
||||||
var/low_b = low_color_list[3]
|
|
||||||
|
|
||||||
var/list/high_color_list = hex2rgb(high_color)
|
|
||||||
var/high_r = high_color_list[1]
|
|
||||||
var/high_g = high_color_list[2]
|
|
||||||
var/high_b = high_color_list[3]
|
|
||||||
|
|
||||||
var/new_r = LERP(low_r, high_r, interpolate_weight)
|
|
||||||
var/new_g = LERP(low_g, high_g, interpolate_weight)
|
|
||||||
var/new_b = LERP(low_b, high_b, interpolate_weight)
|
|
||||||
|
|
||||||
new_color = rgb(new_r, new_g, new_b)
|
|
||||||
|
|
||||||
spawn(1)
|
|
||||||
update_sun_deferred(new_brightness, new_color)
|
|
||||||
|
|
||||||
|
|
||||||
/datum/weather_holder/virgo4
|
|
||||||
temperature = T0C
|
|
||||||
allowed_weather_types = list(
|
|
||||||
WEATHER_CLEAR = new /datum/weather/virgo4/clear(),
|
|
||||||
WEATHER_OVERCAST = new /datum/weather/virgo4/overcast(),
|
|
||||||
WEATHER_LIGHT_SNOW = new /datum/weather/virgo4/light_snow(),
|
|
||||||
WEATHER_SNOW = new /datum/weather/virgo4/snow(),
|
|
||||||
WEATHER_BLIZZARD = new /datum/weather/virgo4/blizzard(),
|
|
||||||
WEATHER_RAIN = new /datum/weather/virgo4/rain(),
|
|
||||||
WEATHER_STORM = new /datum/weather/virgo4/storm(),
|
|
||||||
WEATHER_HAIL = new /datum/weather/virgo4/hail(),
|
|
||||||
WEATHER_BLOOD_MOON = new /datum/weather/virgo4/blood_moon(),
|
|
||||||
WEATHER_EMBERFALL = new /datum/weather/virgo4/emberfall(),
|
|
||||||
WEATHER_ASH_STORM = new /datum/weather/virgo4/ash_storm(),
|
|
||||||
WEATHER_FALLOUT = new /datum/weather/virgo4/fallout()
|
|
||||||
)
|
|
||||||
roundstart_weather_chances = list(
|
|
||||||
WEATHER_CLEAR = 50,
|
|
||||||
WEATHER_OVERCAST = 10,
|
|
||||||
WEATHER_RAIN = 1
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4
|
|
||||||
name = "virgo4"
|
|
||||||
temp_high = 303.15 // 30c
|
|
||||||
temp_low = 298.15 // 25c
|
|
||||||
|
|
||||||
/datum/weather/virgo4/clear
|
|
||||||
name = "clear"
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_CLEAR = 60,
|
|
||||||
WEATHER_OVERCAST = 20)
|
|
||||||
transition_messages = list(
|
|
||||||
"The sky clears up.",
|
|
||||||
"The sky is visible.",
|
|
||||||
"The weather is calm."
|
|
||||||
)
|
|
||||||
sky_visible = TRUE
|
|
||||||
observed_message = "The sky is clear."
|
|
||||||
|
|
||||||
/datum/weather/virgo4/overcast
|
|
||||||
name = "overcast"
|
|
||||||
temp_high = 293.15 // 20c
|
|
||||||
temp_low = 288.15 // 15c
|
|
||||||
light_modifier = 0.8
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_CLEAR = 25,
|
|
||||||
WEATHER_OVERCAST = 50,
|
|
||||||
WEATHER_RAIN = 5
|
|
||||||
)
|
|
||||||
observed_message = "It is overcast, all you can see are clouds."
|
|
||||||
transition_messages = list(
|
|
||||||
"All you can see above are clouds.",
|
|
||||||
"Clouds cut off your view of the sky.",
|
|
||||||
"It's very cloudy."
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/light_snow
|
|
||||||
name = "light snow"
|
|
||||||
icon_state = "snowfall_light"
|
|
||||||
temp_high = 268.15 // -5c
|
|
||||||
temp_low = 263.15 // -10c
|
|
||||||
light_modifier = 0.7
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_LIGHT_SNOW = 100
|
|
||||||
)
|
|
||||||
observed_message = "It is snowing lightly."
|
|
||||||
transition_messages = list(
|
|
||||||
"Small snowflakes begin to fall from above.",
|
|
||||||
"It begins to snow lightly.",
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/snow
|
|
||||||
name = "moderate snow"
|
|
||||||
icon_state = "snowfall_med"
|
|
||||||
temp_high = 268.15 // -5c
|
|
||||||
temp_low = 263.15 // -10c
|
|
||||||
wind_high = 2
|
|
||||||
wind_low = 0
|
|
||||||
light_modifier = 0.5
|
|
||||||
flight_failure_modifier = 5
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_LIGHT_SNOW = 100
|
|
||||||
)
|
|
||||||
observed_message = "It is snowing."
|
|
||||||
transition_messages = list(
|
|
||||||
"It's starting to snow.",
|
|
||||||
"The air feels much colder as snowflakes fall from above."
|
|
||||||
)
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/inside_snow
|
|
||||||
|
|
||||||
/*
|
|
||||||
/datum/weather/virgo4/snow/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
|
|
||||||
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/virgo4/blizzard
|
|
||||||
name = "blizzard"
|
|
||||||
icon_state = "snowfall_heavy"
|
|
||||||
temp_high = 268.15 // -5c
|
|
||||||
temp_low = 263.15 // -10c
|
|
||||||
wind_high = 4
|
|
||||||
wind_low = 2
|
|
||||||
light_modifier = 0.3
|
|
||||||
flight_failure_modifier = 10
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_BLIZZARD = 100
|
|
||||||
)
|
|
||||||
observed_message = "A blizzard blows snow everywhere."
|
|
||||||
transition_messages = list(
|
|
||||||
"Strong winds howl around you as a blizzard appears.",
|
|
||||||
"It starts snowing heavily, and it feels extremly cold now."
|
|
||||||
)
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
|
|
||||||
|
|
||||||
/*
|
|
||||||
/datum/weather/virgo4/blizzard/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/turf/simulated/floor/outdoors/snow/S as anything in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
|
|
||||||
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/virgo4/rain
|
|
||||||
name = "rain"
|
|
||||||
icon_state = "rain"
|
|
||||||
temp_high = 288.15 // 15c
|
|
||||||
temp_low = 283.15 // 10c
|
|
||||||
wind_high = 2
|
|
||||||
wind_low = 1
|
|
||||||
light_modifier = 0.5
|
|
||||||
effect_message = span_warning("Rain falls on you.")
|
|
||||||
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_OVERCAST = 25,
|
|
||||||
WEATHER_RAIN = 50
|
|
||||||
)
|
|
||||||
observed_message = "It is raining."
|
|
||||||
transition_messages = list(
|
|
||||||
"The sky is dark, and rain falls down upon you."
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/rain/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/mob/living/L as anything in living_mob_list)
|
|
||||||
if(L.z in holder.our_planet.expected_z_levels)
|
|
||||||
var/turf/T = get_turf(L)
|
|
||||||
if(!T.is_outdoors())
|
|
||||||
continue // They're indoors, so no need to rain on them.
|
|
||||||
|
|
||||||
// If they have an open umbrella, it'll guard from rain
|
|
||||||
var/obj/item/melee/umbrella/U = L.get_active_hand()
|
|
||||||
if(!istype(U) || !U.open)
|
|
||||||
U = L.get_inactive_hand()
|
|
||||||
|
|
||||||
if(istype(U) && U.open)
|
|
||||||
if(show_message)
|
|
||||||
to_chat(L, span_notice("Rain patters softly onto your umbrella."))
|
|
||||||
continue
|
|
||||||
|
|
||||||
L.water_act(1)
|
|
||||||
if(show_message)
|
|
||||||
to_chat(L, effect_message)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/storm
|
|
||||||
name = "storm"
|
|
||||||
icon_state = "storm"
|
|
||||||
wind_high = 4
|
|
||||||
wind_low = 2
|
|
||||||
light_modifier = 0.3
|
|
||||||
flight_failure_modifier = 10
|
|
||||||
effect_message = span_warning("Rain falls on you, drenching you in water.")
|
|
||||||
|
|
||||||
var/next_lightning_strike = 0 // world.time when lightning will strike.
|
|
||||||
var/min_lightning_cooldown = 5 SECONDS
|
|
||||||
var/max_lightning_cooldown = 1 MINUTE
|
|
||||||
observed_message = "An intense storm pours down over the region."
|
|
||||||
transition_messages = list(
|
|
||||||
"You feel intense winds hit you as the weather takes a turn for the worst.",
|
|
||||||
"Loud thunder is heard in the distance.",
|
|
||||||
"A bright flash heralds the approach of a storm."
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_STORM = 100
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/storm/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/mob/living/L as anything in living_mob_list)
|
|
||||||
if(L.z in holder.our_planet.expected_z_levels)
|
|
||||||
var/turf/T = get_turf(L)
|
|
||||||
if(!T.is_outdoors())
|
|
||||||
continue // They're indoors, so no need to rain on them.
|
|
||||||
|
|
||||||
// If they have an open umbrella, it'll guard from rain
|
|
||||||
var/obj/item/melee/umbrella/U = L.get_active_hand()
|
|
||||||
if(!istype(U) || !U.open)
|
|
||||||
U = L.get_inactive_hand()
|
|
||||||
|
|
||||||
if(istype(U) && U.open)
|
|
||||||
if(show_message)
|
|
||||||
to_chat(L, span_notice("Rain showers loudly onto your umbrella!"))
|
|
||||||
continue
|
|
||||||
|
|
||||||
|
|
||||||
L.water_act(2)
|
|
||||||
if(show_message)
|
|
||||||
to_chat(L, effect_message)
|
|
||||||
|
|
||||||
handle_lightning()
|
|
||||||
|
|
||||||
// This gets called to do lightning periodically.
|
|
||||||
// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
|
|
||||||
/datum/weather/virgo4/storm/proc/handle_lightning()
|
|
||||||
if(world.time < next_lightning_strike)
|
|
||||||
return // It's too soon to strike again.
|
|
||||||
next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
|
|
||||||
var/turf/T = pick(holder.our_planet.planet_floors) // This has the chance to 'strike' the sky, but that might be a good thing, to scare reckless pilots.
|
|
||||||
lightning_strike(T)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/hail
|
|
||||||
name = "hail"
|
|
||||||
icon_state = "hail"
|
|
||||||
light_modifier = 0.3
|
|
||||||
flight_failure_modifier = 15
|
|
||||||
timer_low_bound = 2
|
|
||||||
timer_high_bound = 5
|
|
||||||
effect_message = span_warning("The hail smacks into you!")
|
|
||||||
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_HAIL = 100
|
|
||||||
)
|
|
||||||
observed_message = "Ice is falling from the sky."
|
|
||||||
transition_messages = list(
|
|
||||||
"Ice begins to fall from the sky.",
|
|
||||||
"It begins to hail.",
|
|
||||||
"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
|
|
||||||
)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/hail/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/mob/living/carbon/H as anything in human_mob_list)
|
|
||||||
if(H.z in holder.our_planet.expected_z_levels)
|
|
||||||
var/turf/T = get_turf(H)
|
|
||||||
if(!T.is_outdoors())
|
|
||||||
continue // They're indoors, so no need to pelt them with ice.
|
|
||||||
|
|
||||||
// If they have an open umbrella, it'll guard from hail
|
|
||||||
var/obj/item/melee/umbrella/U = H.get_active_hand()
|
|
||||||
if(!istype(U) || !U.open)
|
|
||||||
U = H.get_inactive_hand()
|
|
||||||
|
|
||||||
if(istype(U) && U.open)
|
|
||||||
if(show_message)
|
|
||||||
to_chat(H, span_notice("Hail patters onto your umbrella."))
|
|
||||||
continue
|
|
||||||
|
|
||||||
var/target_zone = pick(BP_ALL)
|
|
||||||
var/amount_blocked = H.run_armor_check(target_zone, "melee")
|
|
||||||
var/amount_soaked = H.get_armor_soak(target_zone, "melee")
|
|
||||||
|
|
||||||
var/damage = rand(1,3)
|
|
||||||
|
|
||||||
if(amount_blocked >= 30)
|
|
||||||
continue // No need to apply damage. Hardhats are 30. They should probably protect you from hail on your head.
|
|
||||||
//Voidsuits are likewise 40, and riot, 80. Clothes are all less than 30.
|
|
||||||
|
|
||||||
if(amount_soaked >= damage)
|
|
||||||
continue // No need to apply damage.
|
|
||||||
|
|
||||||
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
|
||||||
if(show_message)
|
|
||||||
to_chat(H, effect_message)
|
|
||||||
|
|
||||||
/datum/weather/virgo4/blood_moon
|
|
||||||
name = "blood moon"
|
|
||||||
light_modifier = 0.5
|
|
||||||
light_color = "#FF0000"
|
|
||||||
temp_high = 293.15 // 20c
|
|
||||||
temp_low = 283.15 // 10c
|
|
||||||
flight_failure_modifier = 25
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_BLOODMOON = 100
|
|
||||||
)
|
|
||||||
observed_message = "Everything is red. Something really ominous is going on."
|
|
||||||
transition_messages = list(
|
|
||||||
"The sky turns blood red!"
|
|
||||||
)
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
|
||||||
|
|
||||||
// Ash and embers fall forever, such as from a volcano or something.
|
|
||||||
/datum/weather/virgo4/emberfall
|
|
||||||
name = "emberfall"
|
|
||||||
icon_state = "ashfall_light"
|
|
||||||
light_modifier = 0.7
|
|
||||||
light_color = "#880000"
|
|
||||||
temp_high = 293.15 // 20c
|
|
||||||
temp_low = 283.15 // 10c
|
|
||||||
flight_failure_modifier = 20
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_EMBERFALL = 100
|
|
||||||
)
|
|
||||||
observed_message = "Soot, ash, and embers float down from above."
|
|
||||||
transition_messages = list(
|
|
||||||
"Gentle embers waft down around you like grotesque snow."
|
|
||||||
)
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
|
||||||
|
|
||||||
// Like the above but a lot more harmful.
|
|
||||||
/datum/weather/virgo4/ash_storm
|
|
||||||
name = "ash storm"
|
|
||||||
icon_state = "ashfall_heavy"
|
|
||||||
light_modifier = 0.1
|
|
||||||
light_color = "#FF0000"
|
|
||||||
temp_high = 323.15 // 50c
|
|
||||||
temp_low = 313.15 // 40c
|
|
||||||
wind_high = 6
|
|
||||||
wind_low = 3
|
|
||||||
flight_failure_modifier = 50
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_ASH_STORM = 100
|
|
||||||
)
|
|
||||||
observed_message = "All that can be seen is black smoldering ash."
|
|
||||||
transition_messages = list(
|
|
||||||
"Smoldering clouds of scorching ash billow down around you!"
|
|
||||||
)
|
|
||||||
// Lets recycle.
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
|
|
||||||
|
|
||||||
/datum/weather/virgo4/ash_storm/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/mob/living/L as anything in living_mob_list)
|
|
||||||
if(L.z in holder.our_planet.expected_z_levels)
|
|
||||||
var/turf/T = get_turf(L)
|
|
||||||
if(!T.is_outdoors())
|
|
||||||
continue // They're indoors, so no need to burn them with ash.
|
|
||||||
|
|
||||||
L.inflict_heat_damage(rand(1, 3))
|
|
||||||
|
|
||||||
|
|
||||||
// Totally radical.
|
|
||||||
/datum/weather/virgo4/fallout
|
|
||||||
name = "fallout"
|
|
||||||
icon_state = "fallout"
|
|
||||||
light_modifier = 0.7
|
|
||||||
light_color = "#CCFFCC"
|
|
||||||
flight_failure_modifier = 30
|
|
||||||
transition_chances = list(
|
|
||||||
WEATHER_FALLOUT = 100
|
|
||||||
)
|
|
||||||
observed_message = "Radioactive soot and ash rains down from the heavens."
|
|
||||||
transition_messages = list(
|
|
||||||
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
|
|
||||||
)
|
|
||||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
|
||||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
|
||||||
|
|
||||||
// How much radiation a mob gets while on an outside tile.
|
|
||||||
var/direct_rad_low = RAD_LEVEL_LOW
|
|
||||||
var/direct_rad_high = RAD_LEVEL_MODERATE
|
|
||||||
|
|
||||||
// How much radiation is bursted onto a random tile near a mob.
|
|
||||||
var/fallout_rad_low = RAD_LEVEL_HIGH
|
|
||||||
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
|
|
||||||
|
|
||||||
/datum/weather/virgo4/fallout/process_effects()
|
|
||||||
..()
|
|
||||||
for(var/mob/living/L as anything in living_mob_list)
|
|
||||||
if(L.z in holder.our_planet.expected_z_levels)
|
|
||||||
irradiate_nearby_turf(L)
|
|
||||||
var/turf/T = get_turf(L)
|
|
||||||
if(!T.is_outdoors())
|
|
||||||
continue // They're indoors, so no need to irradiate them with fallout.
|
|
||||||
|
|
||||||
L.rad_act(rand(direct_rad_low, direct_rad_high))
|
|
||||||
|
|
||||||
// This makes random tiles near people radioactive for awhile.
|
|
||||||
// Tiles far away from people are left alone, for performance.
|
|
||||||
/datum/weather/virgo4/fallout/proc/irradiate_nearby_turf(mob/living/L)
|
|
||||||
if(!istype(L))
|
|
||||||
return
|
|
||||||
var/list/turfs = RANGE_TURFS(world.view, L)
|
|
||||||
var/turf/T = pick(turfs) // We get one try per tick.
|
|
||||||
if(!istype(T))
|
|
||||||
return
|
|
||||||
if(T.is_outdoors())
|
|
||||||
SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
|
|
||||||
|
|
||||||
/turf/unsimulated/wall/planetary/normal/virgo4
|
|
||||||
name = "deep ocean"
|
|
||||||
alpha = 0
|
|
||||||
|
|
||||||
/obj/machinery/power/smes/buildable/offmap_spawn/empty/New()
|
|
||||||
..(1)
|
|
||||||
charge = 0
|
|
||||||
RCon = TRUE
|
|
||||||
input_level = input_level_max
|
|
||||||
output_level = output_level_max
|
|
||||||
input_attempt = TRUE
|
|
||||||
@@ -52,15 +52,15 @@ var/datum/planet/virgo4/planet_virgo4 = null
|
|||||||
low_brightness = 0.9
|
low_brightness = 0.9
|
||||||
low_color = "#CC3300"
|
low_color = "#CC3300"
|
||||||
|
|
||||||
high_brightness = 3.0
|
high_brightness = 1.0
|
||||||
high_color = "#FF9933"
|
high_color = "#FF9933"
|
||||||
min = 0.50
|
min = 0.50
|
||||||
|
|
||||||
if(0.40 to 1.00) // Noon
|
if(0.40 to 1.00) // Noon
|
||||||
low_brightness = 3.0
|
low_brightness = 1.0
|
||||||
low_color = "#DDDDDD"
|
low_color = "#DDDDDD"
|
||||||
|
|
||||||
high_brightness = 10.0
|
high_brightness = 1.0
|
||||||
high_color = "#FFFFFF"
|
high_color = "#FFFFFF"
|
||||||
min = 0.70
|
min = 0.70
|
||||||
|
|
||||||
|
|||||||
@@ -89,9 +89,6 @@
|
|||||||
#include "code\__defines\jukebox.dm"
|
#include "code\__defines\jukebox.dm"
|
||||||
#include "code\__defines\life.dm"
|
#include "code\__defines\life.dm"
|
||||||
#include "code\__defines\lighting.dm"
|
#include "code\__defines\lighting.dm"
|
||||||
#include "code\__defines\lighting_ch.dm"
|
|
||||||
#include "code\__defines\lighting_source_ch.dm"
|
|
||||||
#include "code\__defines\lighting_vr.dm"
|
|
||||||
#include "code\__defines\logging.dm"
|
#include "code\__defines\logging.dm"
|
||||||
#include "code\__defines\lum.dm"
|
#include "code\__defines\lum.dm"
|
||||||
#include "code\__defines\machinery.dm"
|
#include "code\__defines\machinery.dm"
|
||||||
@@ -2959,8 +2956,8 @@
|
|||||||
#include "code\modules\lighting\lighting_setup.dm"
|
#include "code\modules\lighting\lighting_setup.dm"
|
||||||
#include "code\modules\lighting\lighting_source.dm"
|
#include "code\modules\lighting\lighting_source.dm"
|
||||||
#include "code\modules\lighting\lighting_turf.dm"
|
#include "code\modules\lighting\lighting_turf.dm"
|
||||||
#include "code\modules\lighting\planet_sunlight_ch.dm"
|
#include "code\modules\lighting\planet_sunlight.dm"
|
||||||
#include "code\modules\lighting\sunlight_handler_ch.dm"
|
#include "code\modules\lighting\sunlight_handler.dm"
|
||||||
#include "code\modules\looking_glass\lg_area.dm"
|
#include "code\modules\looking_glass\lg_area.dm"
|
||||||
#include "code\modules\looking_glass\lg_console.dm"
|
#include "code\modules\looking_glass\lg_console.dm"
|
||||||
#include "code\modules\looking_glass\lg_imageholder.dm"
|
#include "code\modules\looking_glass\lg_imageholder.dm"
|
||||||
|
|||||||
Reference in New Issue
Block a user