Vore Updates and merges

This commit is contained in:
Hawk_v3
2018-10-03 18:25:39 +01:00
1386 changed files with 634283 additions and 89661 deletions

View File

@@ -21,19 +21,34 @@
var/list/turf/simulated/floor/planet_floors = list()
var/list/turf/unsimulated/wall/planetary/planet_walls = list()
var/needs_work = 0 // Bitflags to signal to the planet controller these need (properly deferrable) work. Flags defined in controller.
var/sun_name = "the sun" // For flavor.
var/moon_name = null // Purely for flavor. Null means no moon exists.
var/moon_phase = null // Set if above is defined.
/datum/planet/New()
..()
weather_holder = new(src)
current_time = current_time.make_random_time()
if(moon_name)
moon_phase = pick(list(
MOON_PHASE_NEW_MOON,
MOON_PHASE_WAXING_CRESCENT,
MOON_PHASE_FIRST_QUARTER,
MOON_PHASE_WAXING_GIBBOUS,
MOON_PHASE_FULL_MOON,
MOON_PHASE_WANING_GIBBOUS,
MOON_PHASE_LAST_QUARTER,
MOON_PHASE_WANING_CRESCENT
))
update_sun()
/datum/planet/proc/process(last_fire)
if(current_time)
var/difference = world.time - last_fire
current_time = current_time.add_seconds(difference SECONDS)
current_time = current_time.add_seconds((difference / 10) * PLANET_TIME_MODIFIER)
update_weather() // We update this first, because some weather types decease the brightness of the sun.
if(sun_last_process <= world.time - sun_process_interval)
update_sun()

View File

@@ -12,6 +12,9 @@ var/datum/planet/sif/planet_sif = null
// expected_z_levels = list(1) // To be changed when real map is finished.
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
sun_name = "Vir"
moon_name = "Thor"
/datum/planet/sif/New()
..()
planet_sif = src
@@ -131,7 +134,7 @@ var/datum/planet/sif/planet_sif = null
WEATHER_HAIL = 2.5
)
datum/weather/sif
/datum/weather/sif
name = "sif base"
temp_high = 283.15 // 10c
temp_low = 263.15 // -10c
@@ -142,6 +145,13 @@ datum/weather/sif
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
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/sif/overcast
name = "overcast"
@@ -154,6 +164,12 @@ datum/weather/sif
WEATHER_RAIN = 5,
WEATHER_HAIL = 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/sif/light_snow
name = "light snow"
@@ -167,6 +183,11 @@ datum/weather/sif
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
observed_message = "It is snowing lightly."
transition_messages = list(
"Small snowflakes begin to fall from above.",
"It begins to snow lightly.",
)
/datum/weather/sif/snow
name = "moderate snow"
@@ -182,6 +203,11 @@ datum/weather/sif
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
observed_message = "It is snowing."
transition_messages = list(
"It's starting to snow.",
"The air feels much colder as snowflakes fall from above."
)
/datum/weather/sif/snow/process_effects()
..()
@@ -206,6 +232,11 @@ datum/weather/sif
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
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."
)
/datum/weather/sif/blizzard/process_effects()
..()
@@ -230,6 +261,10 @@ datum/weather/sif
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
observed_message = "It is raining."
transition_messages = list(
"The sky is dark, and rain falls down upon you."
)
/datum/weather/sif/rain/process_effects()
..()
@@ -244,13 +279,13 @@ datum/weather/sif
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
if(U.open)
if(show_message)
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella</span>")
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
continue
L.water_act(1)
@@ -264,6 +299,17 @@ datum/weather/sif
temp_low = 233.15 // -40c
light_modifier = 0.3
flight_failure_modifier = 10
effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
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(
@@ -281,22 +327,52 @@ datum/weather/sif
if(!T.outdoors)
continue // They're indoors, so no need to rain on them.
// If they have an open umbrella, it'll get stolen by the wind
// Lazy wind code
if(prob(10))
if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
if(U.open)
to_chat(L, "<span class='danger'>You struggle to keep hold of your umbrella!</span>")
L.Stun(20) // This is not nearly as long as it seems
playsound(L, 'sound/effects/rustle1.ogg', 100, 1) // Closest sound I've got to "Umbrella in the wind"
else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
if(U.open)
to_chat(L, "<span class='danger'>A gust of wind yanks the umbrella from your hand!</span>")
playsound(L, 'sound/effects/rustle1.ogg', 100, 1)
L.drop_from_inventory(U)
U.toggle_umbrella()
U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
// If they have an open umbrella, it'll guard from rain
if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
if(U.open)
to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
L.drop_from_inventory(U)
U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
continue
else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
if(U.open)
to_chat(L, "<span class='warning'>A gust of wind yanks the umbrella from your hand!</span>")
L.drop_from_inventory(U)
U.throw_at(get_edge_target_turf(U, pick(alldirs)), 8, 1, L)
if(show_message)
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
continue
L.water_act(2)
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
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/sif/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/sif/hail
name = "hail"
@@ -315,6 +391,12 @@ datum/weather/sif
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
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/sif/hail/process_effects()
..()
@@ -361,3 +443,7 @@ datum/weather/sif
transition_chances = list(
WEATHER_BLOODMOON = 100
)
observed_message = "Everything is red. Something really wrong is going on."
transition_messages = list(
"The sky turns blood red!"
)

View File

@@ -1,15 +1,17 @@
/datum/weather_holder
var/datum/planet/our_planet = null
var/datum/weather/current_weather = null
var/temperature = T20C
var/wind_dir = 0
var/wind_speed = 0
var/list/allowed_weather_types = list()
var/list/roundstart_weather_chances = list()
var/next_weather_shift = null
var/datum/planet/our_planet = null // Reference to the planet datum that holds this datum.
var/datum/weather/current_weather = null // The current weather that is affecting the planet.
var/temperature = T20C // The temperature to set planetary walls to.
var/wind_dir = 0 // Not implemented.
var/wind_speed = 0 // Not implemented.
var/list/allowed_weather_types = list() // Assoc list of weather identifiers, containing the actual weather datum.
var/list/roundstart_weather_chances = list() // Assoc list of weather identifiers and their odds of being picked to happen at roundstart.
var/next_weather_shift = null // world.time when the weather subsystem will advance the forecast.
var/list/forecast = list() // A list of what the weather will be in the future. This allows it to be pre-determined and planned around.
// Holds the weather icon, using vis_contents. Documentation says an /atom/movable is required for placing inside another atom's vis_contents.
var/atom/movable/weather_visuals/visuals = null
var/atom/movable/weather_visuals/special/special_visuals = null
/datum/weather_holder/New(var/source)
..()
@@ -19,31 +21,79 @@
if(istype(W))
W.holder = src
visuals = new()
special_visuals = new()
/datum/weather_holder/proc/change_weather(var/new_weather)
var/old_light_modifier = null
var/old_weather = null
if(current_weather)
old_light_modifier = current_weather.light_modifier // We store the old one, so we can determine if recalculating the sun is needed.
old_weather = current_weather
current_weather = allowed_weather_types[new_weather]
next_weather_shift = world.time + rand(current_weather.timer_low_bound, current_weather.timer_high_bound) MINUTES
if(new_weather != old_weather)
show_transition_message()
update_icon_effects()
update_temperature()
if(old_light_modifier && current_weather.light_modifier != old_light_modifier) // Updating the sun should be done sparingly.
our_planet.update_sun()
//message_admins("[our_planet.name]'s weather is now [new_weather], with a temperature of [temperature]&deg;K ([temperature - T0C]&deg;C | [temperature * 1.8 - 459.67]&deg;F).") //VOREStation Removal - I like weather, I just don't like hearing about it.
log_debug("[our_planet.name]'s weather is now [new_weather], with a temperature of [temperature]&deg;K ([temperature - T0C]&deg;C | [temperature * 1.8 - 459.67]&deg;F).")
/datum/weather_holder/proc/process()
if(world.time >= next_weather_shift)
var/new_weather
if(!current_weather)
new_weather = pickweight(roundstart_weather_chances)
if(!current_weather) // Roundstart (hopefully).
initialize_weather()
else
new_weather = pickweight(current_weather.transition_chances)
change_weather(new_weather)
advance_forecast()
else
current_weather.process_effects()
// Should only have to be called once.
/datum/weather_holder/proc/initialize_weather()
if(!current_weather)
change_weather(get_next_weather())
build_forecast()
// Used to determine what the weather will be soon, in a semi-random fashion.
// The forecast is made by calling this repeatively, from the bottom (highest index) of the forecast list.
/datum/weather_holder/proc/get_next_weather(var/datum/weather/W)
if(!current_weather) // At roundstart, choose a suitable initial weather.
return pickweight(roundstart_weather_chances)
return pickweight(W.transition_chances)
/datum/weather_holder/proc/advance_forecast()
var/new_weather = forecast[1]
forecast.Cut(1, 2) // Remove what we just took out, shortening the list.
change_weather(new_weather)
build_forecast() // To fill the forecast to the desired length.
// Creates a list of future weather shifts, that the planet will undergo at some point in the future.
// Determining it ahead of time allows for attentive players to plan further ahead, if they can see the forecast.
/datum/weather_holder/proc/build_forecast()
var/desired_length = 3
if(forecast.len >= desired_length)
return
while(forecast.len < desired_length)
if(!forecast.len) // If the forecast is empty, the current_weather is used as a base instead.
forecast += get_next_weather(current_weather)
else
var/position = forecast[forecast.len] // Go to the bottom of the list.
var/datum/weather/W = allowed_weather_types[position] // Get the actual datum and not a string.
var/new_weather = get_next_weather(W) // Get a suitable weather pattern to shift to from this one.
forecast += new_weather
log_debug("[our_planet.name]'s weather forecast is now '[english_list(forecast, and_text = " then ", final_comma_text = ", ")]'.")
// Wipes the forecast and regenerates it. Used for when the weather is forcefully changed, such as with admin verbs.
/datum/weather_holder/proc/rebuild_forecast()
forecast.Cut()
build_forecast()
/datum/weather_holder/proc/update_icon_effects()
visuals.icon_state = current_weather.icon_state
@@ -55,25 +105,41 @@
return allowed_weather_types[desired_type]
/datum/weather_holder/proc/show_transition_message()
if(!current_weather.transition_messages.len)
return
var/message = pick(current_weather.transition_messages) // So everyone gets the same message.
for(var/mob/M in player_list) // Don't need to care about clientless mobs.
if(M.z in our_planet.expected_z_levels)
var/turf/T = get_turf(M)
if(!T.outdoors)
continue
to_chat(M, message)
/datum/weather
var/name = "weather base"
var/icon = 'icons/effects/weather.dmi'
var/icon_state = null // Icon to apply to turf undergoing weather.
var/temp_high = T20C
var/temp_low = T0C
var/temp_high = T20C // Temperature to apply when at noon.
var/temp_low = T0C // Temperature to apply when at midnight.
var/light_modifier = 1.0 // Lower numbers means more darkness.
var/light_color = null // If set, changes how the day/night light looks.
var/flight_failure_modifier = 0 // Some types of weather make flying harder, and therefore make crashes more likely.
var/transition_chances = list() // Assoc list
var/datum/weather_holder/holder = null
var/flight_failure_modifier = 0 // Some types of weather make flying harder, and therefore make crashes more likely. (This is not implemented)
var/transition_chances = list() // Assoc list of weather identifiers and the odds to shift to a specific type of weather. Can contain its own identifier to prolong it.
var/datum/weather_holder/holder = null // Reference to the datum that manages the planet's weather.
var/timer_low_bound = 5 // How long this weather must run before it tries to change, in minutes
var/timer_high_bound = 10 // How long this weather can run before it tries to change, in minutes
var/sky_visible = FALSE // If the sky can be clearly seen while this is occuring, used for flavor text when looking up.
var/effect_message = null // Should be a string, this is what is shown to a mob caught in the weather
var/last_message = 0 // Keeps track of when the weather last tells EVERY player it's hitting them
var/message_delay = 10 SECONDS // Delay in between weather hit messages
var/show_message = FALSE // Is set to TRUE and plays the messsage every [message_delay]
var/list/transition_messages = list()// List of messages shown to all outdoor mobs when this weather is transitioned to, for flavor. Not shown if already this weather.
var/observed_message = null // What is shown to a player 'examining' the weather.
/datum/weather/proc/process_effects()
show_message = FALSE // Need to reset the show_message var, just in case
if(effect_message) // Only bother with the code below if we actually need to display something
@@ -87,3 +153,8 @@
icon = 'icons/effects/weather.dmi'
mouse_opacity = 0
plane = PLANE_PLANETLIGHTING
// This is for special effects for specific types of weather, such as lightning flashes in a storm.
// It's a seperate object to allow the use of flick().
/atom/movable/weather_visuals/special
plane = PLANE_LIGHTING_ABOVE