Files
CHOMPStation2/code/modules/planet/sif.dm
Arokha Sieyes d00c5941ca Controllerized Planets
Controller with deferrals and SCHECKs to be specific. Won't lag while updating the sun, weather, or temperature.

Also moved some vars around. Namely the planet walls are stored on the planet, not in the weather_holder.

Planets now have their own turfs, the controller 'gives' them to the planets each cycle if there are any unallocated turfs in the global lists, to avoid iterating over other planets' turfs if you have more than one, then cuts the lists if you were crazy and some turf added some invalid type. This saves us type-checking in the for() loops later to make them crunch faster. The former operation should only happen once at the start of the game (and maybe very rarely when turfs are added/removed from a map during the game).

With regards to the temperature updates, rebuilding the zone entirely is an intensive operation. Instead we can use this new cheaty proc to do it from over here. ZAS code outside ZAS oh noooo. Well, the option is to snowflake this case into ZAS which is maybe worse?

Only downside to all this is that if you manually set weather and time it might take between 1-60 seconds for the controller to get around to checking if you wanted to update it. That's not that big a deal. If you really want you can now debug that controller and call doWork on it.
2017-04-18 20:08:22 -04:00

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var/datum/planet/sif/planet_sif = null
/datum/planet/sif
name = "Sif"
/datum/planet/sif
name = "Sif"
desc = "Sif is a terrestrial planet in the Vir system. It is somewhat earth-like, in that it has oceans, a \
breathable atmosphere, a magnetic field, weather, and similar gravity to Earth. It is currently the capital planet of Vir. \
Its center of government is the equatorial city and site of first settlement, New Reykjavik." // Ripped straight from the wiki.
current_time = new /datum/time/sif() // 32 hour clocks are nice.
expected_z_levels = list(1) // To be changed when real map is finished.
planetary_wall_type = /turf/unsimulated/wall/planetary/sif
/datum/planet/sif/New()
..()
planet_sif = src
weather_holder = new /datum/weather_holder/sif(src) // Cold weather is also nice.
// This code is horrible.
/datum/planet/sif/update_sun()
..()
var/datum/time/time = current_time
var/length_of_day = time.seconds_in_day / 10 / 60 / 60 // 32
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 0.40) // Night
low_brightness = 0.2
low_color = "#000066"
high_brightness = 0.5
high_color = "#66004D"
min = 0
if(0.40 to 0.50) // Twilight
low_brightness = 0.6
low_color = "#66004D"
high_brightness = 0.8
high_color = "#CC3300"
min = 0.40
if(0.50 to 0.70) // Sunrise/set
low_brightness = 0.8
low_color = "#CC3300"
high_brightness = 0.9
high_color = "#FF9933"
min = 0.50
if(0.70 to 1.00) // Noon
low_brightness = 0.9
low_color = "#DDDDDD"
high_brightness = 1.0
high_color = "#FFFFFF"
min = 0.70
var/lerp_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 = (Interpolate(low_brightness, high_brightness, weight = lerp_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 = Interpolate(low_r, high_r, weight = lerp_weight)
var/new_g = Interpolate(low_g, high_g, weight = lerp_weight)
var/new_b = Interpolate(low_b, high_b, weight = lerp_weight)
new_color = rgb(new_r, new_g, new_b)
spawn(1)
update_sun_deferred(2, new_brightness, new_color)
// We're gonna pretend there are 32 hours in a Sif day instead of 32.64 for the purposes of not losing sanity. We lose 38m 24s but the alternative is a path to madness.
/datum/time/sif
seconds_in_day = 60 * 60 * 32 * 10 // 115,200 seconds. If we did 32.64 hours/day it would be around 117,504 seconds instead.
// Returns the time datum of Sif.
/proc/get_sif_time()
if(planet_sif)
return planet_sif.current_time
//Weather definitions
/datum/weather_holder/sif
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/sif/clear(),
WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
WEATHER_SNOW = new /datum/weather/sif/snow(),
WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
WEATHER_RAIN = new /datum/weather/sif/rain(),
WEATHER_STORM = new /datum/weather/sif/storm(),
WEATHER_HAIL = new /datum/weather/sif/hail(),
WEATHER_BLOOD_MOON = new /datum/weather/sif/blood_moon()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 30,
WEATHER_OVERCAST = 30,
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 5,
WEATHER_BLIZZARD = 5,
WEATHER_RAIN = 5,
WEATHER_STORM = 2.5,
WEATHER_HAIL = 2.5
)
datum/weather/sif
name = "sif base"
temp_high = 243.15 // -20c
temp_low = 233.15 // -30c
/datum/weather/sif/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_OVERCAST = 40
)
/datum/weather/sif/overcast
name = "overcast"
light_modifier = 0.8
transition_chances = list(
WEATHER_CLEAR = 25,
WEATHER_OVERCAST = 50,
WEATHER_LIGHT_SNOW = 10,
WEATHER_SNOW = 5,
WEATHER_RAIN = 5,
WEATHER_HAIL = 5
)
/datum/weather/sif/light_snow
name = "light snow"
icon_state = "snowfall_light"
temp_high = 238.15 // -25c
temp_low = 228.15 // -35c
light_modifier = 0.7
transition_chances = list(
WEATHER_OVERCAST = 20,
WEATHER_LIGHT_SNOW = 50,
WEATHER_SNOW = 25,
WEATHER_HAIL = 5
)
/datum/weather/sif/snow
name = "moderate snow"
icon_state = "snowfall_med"
temp_high = 233.15 // -30c
temp_low = 223.15 // -40c
light_modifier = 0.5
transition_chances = list(
WEATHER_LIGHT_SNOW = 20,
WEATHER_SNOW = 50,
WEATHER_BLIZZARD = 20,
WEATHER_HAIL = 5,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/snow/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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/sif/blizzard
name = "blizzard"
icon_state = "snowfall_heavy"
temp_high = 223.15 // -40c
temp_low = 203.15 // -60c
light_modifier = 0.3
transition_chances = list(
WEATHER_SNOW = 45,
WEATHER_BLIZZARD = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/blizzard/process_effects()
for(var/turf/simulated/floor/outdoors/snow/S in outdoor_turfs)
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/sif/rain
name = "rain"
icon_state = "rain"
light_modifier = 0.5
transition_chances = list(
WEATHER_OVERCAST = 25,
WEATHER_LIGHT_SNOW = 10,
WEATHER_RAIN = 50,
WEATHER_STORM = 10,
WEATHER_HAIL = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-5)
to_chat(L, "<span class='warning'>Rain falls on you.</span>")
/datum/weather/sif/storm
name = "storm"
icon_state = "storm"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 40,
WEATHER_HAIL = 10,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/rain/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to rain on them.
L.adjust_fire_stacks(-10)
to_chat(L, "<span class='warning'>Rain falls on you, drenching you in water.</span>")
/datum/weather/sif/hail
name = "hail"
icon_state = "hail"
temp_high = 233.15 // -30c
temp_low = 213.15 // -50c
light_modifier = 0.3
transition_chances = list(
WEATHER_RAIN = 45,
WEATHER_STORM = 10,
WEATHER_HAIL = 40,
WEATHER_OVERCAST = 5
)
/datum/weather/sif/hail/process_effects()
for(var/mob/living/L in living_mob_list)
if(L.z in holder.our_planet.expected_z_levels)
var/turf/T = get_turf(L)
if(!T.outdoors)
return // They're indoors, so no need to pelt them with ice.
var/target_zone = pick(BP_ALL)
var/amount_blocked = L.run_armor_check(target_zone, "melee")
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
if(amount_blocked >= 100)
return // No need to apply damage.
if(amount_soaked >= 10)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
/datum/weather/sif/blood_moon
name = "blood moon"
light_modifier = 0.5
light_color = "#FF0000"
transition_chances = list(
WEATHER_BLOODMOON = 100
)