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