mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
Port SSnightshift from Paradise
Makes the station have a night mode.
This commit is contained in:
@@ -82,6 +82,7 @@
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#define LIGHT_COLOR_INCANDESCENT_TUBE "#FFFEB8"
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#define LIGHT_COLOR_INCANDESCENT_BULB "#FFDDBB"
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#define LIGHT_COLOR_INCANDESCENT_FLASHLIGHT "#FFCC66"
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#define LIGHT_COLOR_NIGHTSHIFT "#EFCC86"
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//Fake ambient occlusion filter
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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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@@ -68,8 +68,9 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
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#define INIT_ORDER_ASSETS -3
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#define INIT_ORDER_PLANETS -4
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#define INIT_ORDER_HOLOMAPS -5
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#define INIT_ORDER_OVERLAY -6
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#define INIT_ORDER_ALARM -7
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#define INIT_ORDER_NIGHTSHIFT -6
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#define INIT_ORDER_OVERLAY -7
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#define INIT_ORDER_ALARM -8
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#define INIT_ORDER_OPENSPACE -10
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#define INIT_ORDER_XENOARCH -20
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#define INIT_ORDER_CIRCUIT -21
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@@ -84,6 +85,7 @@ var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_G
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_SHUTTLES 5
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#define FIRE_PRIORITY_SUPPLY 5
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#define FIRE_PRIORITY_NIGHTSHIFT 5
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_VOTE 9
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#define FIRE_PRIORITY_AI 10
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@@ -270,6 +270,9 @@ var/list/gamemode_cache = list()
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// disables the annoying "You have already logged in this round, disconnect or be banned" popup for multikeying, because it annoys the shit out of me when testing.
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var/static/disable_cid_warn_popup = FALSE
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// whether or not to use the nightshift subsystem to perform lighting changes
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var/static/enable_night_shifts = FALSE
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/datum/configuration/New()
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var/list/L = typesof(/datum/game_mode) - /datum/game_mode
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for (var/T in L)
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@@ -888,6 +891,9 @@ var/list/gamemode_cache = list()
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if("disable_cid_warn_popup")
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config.disable_cid_warn_popup = TRUE
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if("enable_night_shifts")
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config.enable_night_shifts = TRUE
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else
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log_misc("Unknown setting in configuration: '[name]'")
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62
code/controllers/subsystems/nightshift.dm
Normal file
62
code/controllers/subsystems/nightshift.dm
Normal file
@@ -0,0 +1,62 @@
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SUBSYSTEM_DEF(nightshift)
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name = "Night Shift"
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init_order = INIT_ORDER_NIGHTSHIFT
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priority = FIRE_PRIORITY_NIGHTSHIFT
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wait = 60 SECONDS
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flags = SS_NO_TICK_CHECK
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var/nightshift_active = FALSE
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var/nightshift_first_check = 30 SECONDS
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var/high_security_mode = FALSE
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/datum/controller/subsystem/nightshift/Initialize()
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if(!config.enable_night_shifts)
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can_fire = FALSE
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/*
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if(config.randomize_shift_time)
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GLOB.gametime_offset = rand(0, 23) HOURS
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*/
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return ..()
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/datum/controller/subsystem/nightshift/fire(resumed = FALSE)
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if(round_duration_in_ticks < nightshift_first_check)
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return
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check_nightshift()
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/datum/controller/subsystem/nightshift/proc/announce(message)
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var/announce_z
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if(using_map.station_levels.len)
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announce_z = pick(using_map.station_levels)
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priority_announcement.Announce(message, new_title = "Automated Lighting System Announcement", new_sound = 'sound/misc/notice2.ogg', zlevel = announce_z)
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/datum/controller/subsystem/nightshift/proc/check_nightshift(check_canfire=FALSE) //This is called from elsewhere, like setting the alert levels
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if(check_canfire && !can_fire)
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return
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var/emergency = security_level > SEC_LEVEL_GREEN
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var/announcing = TRUE
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var/night_time = using_map.get_nightshift()
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if(high_security_mode != emergency)
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high_security_mode = emergency
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if(night_time)
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announcing = FALSE
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if(!emergency)
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announce("Restoring night lighting configuration to normal operation.")
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else
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announce("Disabling night lighting: Station is in a state of emergency.")
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if(emergency)
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night_time = FALSE
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if(nightshift_active != night_time)
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update_nightshift(night_time, announcing)
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/datum/controller/subsystem/nightshift/proc/update_nightshift(active, announce = TRUE)
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nightshift_active = active
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if(announce)
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if(active)
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announce("Good evening, crew. To reduce power consumption and stimulate the circadian rhythms of some species, all of the lights aboard the station have been dimmed for the night.")
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else
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announce("Good morning, crew. As it is now day time, all of the lights aboard the station have been restored to their former brightness.")
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for(var/obj/machinery/power/apc/apc in machines)
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if(apc.z in using_map.station_levels)
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apc.set_nightshift(active, TRUE)
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CHECK_TICK
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@@ -119,6 +119,9 @@
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var/global/list/status_overlays_lighting
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var/global/list/status_overlays_environ
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var/alarms_hidden = FALSE //If power alarms from this APC are visible on consoles
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var/nightshift_lights = FALSE
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var/last_nightshift_switch = 0
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/obj/machinery/power/apc/updateDialog()
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if (stat & (BROKEN|MAINT))
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@@ -798,6 +801,7 @@
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"coverLocked" = coverlocked,
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"siliconUser" = issilicon(user) || isobserver(user), //I add observer here so admins can have more control, even if it makes 'siliconUser' seem inaccurate.
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"emergencyLights" = !emergency_lights,
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"nightshiftLights" = nightshift_lights,
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"powerChannels" = list(
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list(
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@@ -970,6 +974,13 @@
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update_icon()
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update()
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else if(href_list["nightshift"])
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if(last_nightshift_switch > world.time + 10 SECONDS) // don't spam...
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to_chat(usr, "<span class='warning'>[src]'s night lighting circuit breaker is still cycling!</span>")
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return 0
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last_nightshift_switch = world.time
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set_nightshift(!nightshift_lights)
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else if (href_list["overload"])
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if(istype(usr, /mob/living/silicon))
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src.overload_lighting()
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@@ -1366,4 +1377,13 @@ obj/machinery/power/apc/proc/autoset(var/cur_state, var/on)
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if(src && grid_check == TRUE)
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grid_check = FALSE
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/obj/machinery/power/apc/proc/set_nightshift(on, var/automated)
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set waitfor = FALSE
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if(automated && istype(area, /area/shuttle))
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return
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nightshift_lights = on
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for(var/obj/machinery/light/L in area)
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L.nightshift_mode(on)
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CHECK_TICK
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#undef APC_UPDATE_ICON_COOLDOWN
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@@ -245,9 +245,18 @@ var/global/list/light_type_cache = list()
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var/bulb_emergency_pow_mul = 0.75 // the multiplier for determining the light's power in emergency mode
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var/bulb_emergency_pow_min = 0.5 // the minimum value for the light's power in emergency mode
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var/nightshift_enabled = FALSE
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var/nightshift_allowed = TRUE
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var/brightness_range_ns
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var/brightness_power_ns
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var/brightness_color_ns
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/obj/machinery/light/flicker
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auto_flicker = TRUE
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/obj/machinery/light/no_nightshift
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nightshift_allowed = FALSE
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// the smaller bulb light fixture
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/obj/machinery/light/small
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@@ -417,7 +426,10 @@ var/global/list/light_type_cache = list()
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//VOREStation Edit End
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if(on)
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if(light_range != brightness_range || light_power != brightness_power || light_color != brightness_color)
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var/correct_range = nightshift_enabled ? brightness_range_ns : brightness_range
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var/correct_power = nightshift_enabled ? brightness_power_ns : brightness_power
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var/correct_color = nightshift_enabled ? brightness_color_ns : brightness_color
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if(light_range != correct_range || light_power != correct_power || light_color != correct_color)
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if(!auto_flicker)
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switchcount++
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if(rigged)
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@@ -435,7 +447,7 @@ var/global/list/light_type_cache = list()
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set_light(0)
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else
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update_use_power(USE_POWER_ACTIVE)
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set_light(brightness_range, brightness_power, brightness_color)
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set_light(correct_range, correct_power, correct_color)
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else if(has_emergency_power(LIGHT_EMERGENCY_POWER_USE) && !turned_off())
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update_use_power(USE_POWER_IDLE)
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emergency_mode = TRUE
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@@ -446,6 +458,13 @@ var/global/list/light_type_cache = list()
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update_active_power_usage((light_range * light_power) * LIGHTING_POWER_FACTOR)
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/obj/machinery/light/proc/nightshift_mode(var/state)
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if(!nightshift_allowed)
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return
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if(state != nightshift_enabled)
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nightshift_enabled = state
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update(FALSE)
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/obj/machinery/light/attack_generic(var/mob/user, var/damage)
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if(!damage)
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@@ -506,10 +525,15 @@ var/global/list/light_type_cache = list()
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status = L.status
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switchcount = L.switchcount
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rigged = L.rigged
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brightness_range = L.brightness_range
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brightness_power = L.brightness_power
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brightness_color = L.brightness_color
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brightness_range_ns = L.nightshift_range
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brightness_power_ns = L.nightshift_power
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brightness_color_ns = L.nightshift_color
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/proc/insert_bulb(obj/item/weapon/light/L)
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@@ -872,6 +896,10 @@ var/global/list/light_type_cache = list()
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var/brightness_power = 1
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var/brightness_color = LIGHT_COLOR_INCANDESCENT_TUBE
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var/nightshift_range = 8
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var/nightshift_power = 0.7
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var/nightshift_color = LIGHT_COLOR_NIGHTSHIFT
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/obj/item/weapon/light/tube
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name = "light tube"
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desc = "A replacement light tube."
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@@ -888,6 +916,9 @@ var/global/list/light_type_cache = list()
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brightness_range = 15
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brightness_power = 9
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nightshift_range = 10
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nightshift_power = 0.9
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/obj/item/weapon/light/bulb
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name = "light bulb"
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desc = "A replacement light bulb."
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@@ -899,6 +930,9 @@ var/global/list/light_type_cache = list()
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brightness_power = 4
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brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
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nightshift_range = 3
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nightshift_power = 0.35
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/obj/item/weapon/light/throw_impact(atom/hit_atom)
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..()
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shatter()
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@@ -64,10 +64,6 @@
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else
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security_announcement_down.Announce("[config.alert_desc_red_downto]", "Attention! Code red!")
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security_level = SEC_LEVEL_RED
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/* - At the time of commit, setting status displays didn't work properly
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var/obj/machinery/computer/communications/CC = locate(/obj/machinery/computer/communications,world)
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if(CC)
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CC.post_status("alert", "redalert")*/
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if(SEC_LEVEL_DELTA)
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security_announcement_up.Announce("[config.alert_desc_delta]", "Attention! Delta alert level reached!", new_sound = 'sound/effects/siren.ogg')
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security_level = SEC_LEVEL_DELTA
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@@ -84,6 +80,10 @@
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atc.reroute_traffic(yes = 1) // Tell them fuck off we're busy.
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else
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atc.reroute_traffic(yes = 0)
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spawn()
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SSnightshift.check_nightshift()
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admin_chat_message(message = "Security level is now: [uppertext(get_security_level())]", color = "#CC2222") //VOREStation Add
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/proc/get_security_level()
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@@ -528,4 +528,7 @@ SQLITE_FEEDBACK_COOLDOWN 0
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SQLITE_FEEDBACK_MIN_AGE 7
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## Uncomment this if you want to disable the popup alert for people on the same CID (Don't do this on a live server if you ban multikeying)
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#DISABLE_CID_WARN_POPUP
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#DISABLE_CID_WARN_POPUP
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## Comment this out if you don't want to use the 'nightshift lighting' subsystem to adjust lights based on ingame time
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ENABLE_NIGHT_SHIFTS
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@@ -22,21 +22,26 @@ var/list/all_maps = list()
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var/full_name = "Unnamed Map"
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var/path
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var/list/zlevels = list()
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var/zlevel_datum_type // If populated, all subtypes of this type will be instantiated and used to populate the *_levels lists.
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var/list/station_levels = list() // Z-levels the station exists on
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var/list/admin_levels = list() // Z-levels for admin functionality (Centcom, shuttle transit, etc)
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var/list/contact_levels = list() // Z-levels that can be contacted from the station, for eg announcements
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var/list/player_levels = list() // Z-levels a character can typically reach
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var/list/sealed_levels = list() // Z-levels that don't allow random transit at edge
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var/list/xenoarch_exempt_levels = list() //Z-levels exempt from xenoarch finds and digsites spawning.
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var/list/empty_levels = null // Empty Z-levels that may be used for various things (currently used by bluespace jump)
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var/list/map_levels // Z-levels available to various consoles, such as the crew monitor (when that gets coded in). Defaults to station_levels if unset.
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var/list/base_turf_by_z = list() // Custom base turf by Z-level. Defaults to world.turf for unlisted Z-levels
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// Automatically populated lists made static for faster lookups
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var/static/list/zlevels = list()
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var/static/list/station_levels = list() // Z-levels the station exists on
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var/static/list/admin_levels = list() // Z-levels for admin functionality (Centcom, shuttle transit, etc)
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var/static/list/contact_levels = list() // Z-levels that can be contacted from the station, for eg announcements
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var/static/list/player_levels = list() // Z-levels a character can typically reach
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var/static/list/sealed_levels = list() // Z-levels that don't allow random transit at edge
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var/static/list/xenoarch_exempt_levels = list() //Z-levels exempt from xenoarch finds and digsites spawning.
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var/static/list/empty_levels = null // Empty Z-levels that may be used for various things (currently used by bluespace jump)
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// End Static Lists
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// Z-levels available to various consoles, such as the crew monitor. Defaults to station_levels if unset.
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var/list/map_levels
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// E-mail TLDs to use for NTnet modular computer e-mail addresses
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var/list/usable_email_tlds = list("freemail.nt")
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//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
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var/list/accessible_z_levels = list()
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@@ -137,6 +142,40 @@ var/list/all_maps = list()
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else
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default_skybox = new()
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// Gets the current time on a current zlevel, and returns a time datum
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/datum/map/proc/get_zlevel_time(var/z)
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if(!z)
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z = 1
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var/datum/planet/P = SSplanets.z_to_planet[z]
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// We found a planet tied to that zlevel, give them the time
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if(istype(P))
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return P.current_time
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// We have to invent a time
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else
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var/seconds_stationtime = round(station_time_in_ticks*0.1) //Not actually ticks......
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var/datum/time/T = new(seconds_stationtime)
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return T
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// Returns a boolean for if it's night or not on a particular zlevel
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/datum/map/proc/get_night(var/z)
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if(!z)
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z = 1
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var/datum/time/now = get_zlevel_time(z)
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var/percent = now.seconds_stored / now.seconds_in_day
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testing("get_night is [percent] through the day on [z]")
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// First quarter, last quarter
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if(percent < 0.25 || percent > 0.75)
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return TRUE
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// Second quarter, third quarter
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else
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return FALSE
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// Boolean for if we should use SSnightshift night hours
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/datum/map/proc/get_nightshift()
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return get_night(1) //Defaults to z1, customize however you want on your own maps
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/datum/map/proc/setup_map()
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return
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@@ -201,6 +201,15 @@
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</div>
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</div>
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<div class="item">
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<div class="itemLabel">
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Night Lighting:
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</div>
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<div class="itemContent">
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{{:helper.link(data.nightshiftLights ? 'Enabled' : 'Disabled', data.nightshiftLights ? 'power' : 'close', {'nightshift' : 1}, null)}}
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</div>
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</div>
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{{if data.siliconUser}}
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<h3>System Overrides</h3>
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@@ -244,6 +244,7 @@
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#include "code\controllers\subsystems\mapping_vr.dm"
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#include "code\controllers\subsystems\mobs.dm"
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#include "code\controllers\subsystems\nanoui.dm"
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#include "code\controllers\subsystems\nightshift.dm"
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#include "code\controllers\subsystems\open_space.dm"
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#include "code\controllers\subsystems\orbits.dm"
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#include "code\controllers\subsystems\overlays.dm"
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Block a user