//The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures. /datum/weather var/name = "space wind" var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open." var/telegraph_message = "The wind begins to pick up." //The message displayed in chat to foreshadow the weather's beginning var/telegraph_duration = 300 //In deciseconds, how long from the beginning of the telegraph until the weather begins var/telegraph_sound //The sound file played to everyone on an affected z-level var/telegraph_overlay //The overlay applied to all tiles on the z-level var/weather_message = "The wind begins to blow ferociously!" //Displayed in chat once the weather begins in earnest var/weather_duration = 1200 //In deciseconds, how long the weather lasts once it begins var/weather_duration_lower = 1200 //See above - this is the lowest possible duration var/weather_duration_upper = 1500 //See above - this is the highest possible duration var/weather_sound var/weather_overlay var/weather_color = null var/end_message = "The wind relents its assault." //Displayed once the wather is over var/end_duration = 300 //In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely var/end_sound var/end_overlay var/area_type = /area/space //Types of area to affect var/list/impacted_areas = list() //Areas to be affected by the weather, calculated when the weather begins var/list/protected_areas = list()//Areas that are protected and excluded from the affected areas. var/impacted_z_levels // The list of z-levels that this weather is actively affecting var/overlay_layer = AREA_LAYER //Since it's above everything else, this is the layer used by default. TURF_LAYER is below mobs and walls if you need to use that. var/overlay_plane = AREA_PLANE var/aesthetic = FALSE //If the weather has no purpose other than looks var/immunity_type = "storm" //Used by mobs to prevent them from being affected by the weather var/stage = END_STAGE //The stage of the weather, from 1-4 // These are read by the weather subsystem and used to determine when and where to run the weather. var/probability = 0 // Weight amongst other eligible weather. If zero, will never happen randomly. var/target_trait = STATION_LEVEL // The z-level trait to affect when run randomly or when not overridden. var/barometer_predictable = FALSE var/next_hit_time = 0 //For barometers to know when the next storm will hit /datum/weather/New(z_levels) ..() impacted_z_levels = z_levels /datum/weather/proc/generate_area_list() var/list/affectareas = list() for(var/V in get_areas(area_type)) affectareas += V for(var/V in protected_areas) affectareas -= get_areas(V) for(var/V in affectareas) var/area/A = V if(A.z in impacted_z_levels) impacted_areas |= A /datum/weather/proc/telegraph() if(stage == STARTUP_STAGE) return stage = STARTUP_STAGE generate_area_list() weather_duration = rand(weather_duration_lower, weather_duration_upper) START_PROCESSING(SSweather, src) update_areas() for(var/M in GLOB.player_list) var/turf/mob_turf = get_turf(M) if(mob_turf && (mob_turf.z in impacted_z_levels)) if(telegraph_message) to_chat(M, telegraph_message) if(telegraph_sound) SEND_SOUND(M, sound(telegraph_sound)) addtimer(CALLBACK(src, PROC_REF(start)), telegraph_duration) /datum/weather/proc/start() if(stage >= MAIN_STAGE) return stage = MAIN_STAGE update_areas() for(var/M in GLOB.player_list) var/turf/mob_turf = get_turf(M) if(mob_turf && (mob_turf.z in impacted_z_levels)) if(weather_message) to_chat(M, weather_message) if(weather_sound) SEND_SOUND(M, sound(weather_sound)) addtimer(CALLBACK(src, PROC_REF(wind_down)), weather_duration) /datum/weather/proc/wind_down() if(stage >= WIND_DOWN_STAGE) return stage = WIND_DOWN_STAGE update_areas() for(var/M in GLOB.player_list) var/turf/mob_turf = get_turf(M) if(mob_turf && (mob_turf.z in impacted_z_levels)) if(end_message) to_chat(M, end_message) if(end_sound) SEND_SOUND(M, sound(end_sound)) addtimer(CALLBACK(src, PROC_REF(end)), end_duration) /datum/weather/proc/end() if(stage == END_STAGE) return 1 stage = END_STAGE STOP_PROCESSING(SSweather, src) update_areas() /datum/weather/proc/can_weather_act(mob/living/L) //Can this weather impact a mob? var/turf/mob_turf = get_turf(L) if(!istype(L)) return FALSE if(mob_turf && !(mob_turf.z in impacted_z_levels)) return FALSE if(immunity_type in L.weather_immunities) return FALSE if(!(get_area(L) in impacted_areas)) return FALSE return TRUE /datum/weather/proc/weather_act(mob/living/L) //What effect does this weather have on the hapless mob? return /datum/weather/proc/update_areas() for(var/V in impacted_areas) var/area/N = V N.layer = overlay_layer N.plane = overlay_plane N.icon = 'icons/effects/weather_effects.dmi' N.invisibility = 0 N.color = weather_color switch(stage) if(STARTUP_STAGE) N.icon_state = telegraph_overlay if(MAIN_STAGE) N.icon_state = weather_overlay if(WIND_DOWN_STAGE) N.icon_state = end_overlay if(END_STAGE) N.color = null N.icon_state = "" N.icon = 'icons/turf/areas.dmi' N.layer = initial(N.layer) N.plane = initial(N.plane) N.set_opacity(FALSE)