More stuff, finalizes it I hope.

This commit is contained in:
Neerti
2017-02-20 17:09:52 -05:00
parent 1d9e7c8c08
commit 836d8dfa3f
27 changed files with 633 additions and 397 deletions

View File

@@ -72,6 +72,9 @@ var/list/flooring_cache = list()
if(!isnull(burnt) && (flooring.flags & TURF_CAN_BURN)) if(!isnull(burnt) && (flooring.flags & TURF_CAN_BURN))
overlays |= get_flooring_overlay("[flooring.icon_base]-burned-[burnt]","[flooring.icon_base]_burned[burnt]") overlays |= get_flooring_overlay("[flooring.icon_base]-burned-[burnt]","[flooring.icon_base]_burned[burnt]")
if(weather_overlay)
overlays += weather_overlay
if(update_neighbors) if(update_neighbors)
for(var/turf/simulated/floor/F in range(src, 1)) for(var/turf/simulated/floor/F in range(src, 1))
if(F == src) if(F == src)

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@@ -1,239 +0,0 @@
/client/verb/test_outdoors_lights()
var/amount_range = input("Range", "Light Test", 2) as num
var/amount_brightness = input("Brightness", "Light Test", 1) as num
var/new_color = input("Color", "Light Test", "#FFFFFF") as color
for(var/turf/simulated/floor/outdoors/T in outdoor_turfs)
T.set_light(amount_range, amount_brightness, new_color)
world << "Finished."
/*
/client/verb/test_outdoor_time()
var/new_time = input("New time, in hours", "Day/Night cycle", 1) as num
var/datum/time/sif/time = new()
time = time.add_hours(new_time)
world << time.show_time("hh:mm:ss")
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)
var/lerp_weight = distance_from_noon / noon
var/noon_range = 5
var/midnight_range = 3
var/noon_brightness = 1
var/midnight_brightness = 0.06
// var/amount_range = Interpolate(noon_range, midnight_range, weight = lerp_weight)
var/amount_range = 2
var/amount_brightness = Interpolate(noon_brightness, midnight_brightness, weight = lerp_weight) ** 3
world << "Changing time. [outdoor_turfs.len] turfs need to be updated. Expected ETA: [outdoor_turfs.len * 0.0033] seconds."
world << "Setting outdoor tiles to set_light([amount_range], [amount_brightness])."
var/i = 0
for(var/turf/simulated/floor/outdoors/T in outdoor_turfs)
T.set_light(amount_range, amount_brightness, "#FFFFFF")
i++
if(i % 30 == 0)
sleep(1)
world << "Finished."
*/
/client/verb/test_outdoor_timelapse()
var/i = 32
var/j = 0
while(i)
test_outdoor_time(j)
j++
i--
sleep(5 SECONDS)
/client/verb/test_outdoor_snow()
for(var/turf/simulated/floor/T in outdoor_turfs)
T.overlays |= image(icon = 'icons/turf/outdoors.dmi', icon_state = "snowfall_med", layer = LIGHTING_LAYER - 1)
/client/verb/test_outdoor_time(new_time as num)
//var/new_time = input("New time, in hours", "Day/Night cycle", 1) as num
var/datum/time/sif/time = new()
time = time.add_hours(new_time)
world << time.show_time("hh:mm:ss")
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)
var/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"
world << "Night."
min = 0
if(0.40 to 0.50) // Twilight
low_brightness = 0.6
low_color = "#66004D"
high_brightness = 0.8
high_color = "#CC3300"
world << "Twilight."
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"
world << "Sunrise/set."
min = 0.50
if(0.70 to 1.00) // Noon
low_brightness = 0.9
low_color = "#DDDDDD"
high_brightness = 1.0
high_color = "#FFFFFF"
world << "Noon."
min = 0.70
//var/lerp_weight = (sun_position * 4 % 1) / (0.25 / 4) // This weirdness is needed because otherwise the compiler divides by zero.
var/lerp_weight = (abs(min - sun_position)) * 4
world << "lerp_weight is [lerp_weight], sun_position is [sun_position]."
var/new_brightness = Interpolate(low_brightness, high_brightness, weight = lerp_weight)
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)
var/new_color = rgb(new_r, new_g, new_b)
world << "Changing time. [outdoor_turfs.len] turfs need to be updated. Expected ETA: [outdoor_turfs.len * 0.0033] seconds."
world << "Setting outdoor tiles to set_light(2, [new_brightness], [new_color])."
var/i = 0
for(var/turf/simulated/floor/T in outdoor_turfs)
T.set_light(2, new_brightness, new_color)
i++
if(i % 30 == 0)
sleep(1)
world << "Finished."
/turf/simulated/floor/proc/update_icon_edge()
if(edge_blending_priority)
// world << "edge_blending_priority detected"
for(var/checkdir in cardinal)
// world << "Checking [checkdir] dir."
var/turf/simulated/T = get_step(src, checkdir)
// world << "Found [T] ([T.x], [T.y], [T.z])."
if(istype(T) && T.edge_blending_priority && edge_blending_priority < T.edge_blending_priority && icon_state != T.icon_state)
// world << "edge_blending_priority of [T] was higher than [src]."
var/cache_key = "[T.get_edge_icon_state()]-[checkdir]"
// world << "cache_key is [cache_key]"
if(!turf_edge_cache[cache_key])
turf_edge_cache[cache_key] = image(icon = 'icons/turf/outdoors_edge.dmi', icon_state = "[T.get_edge_icon_state()]-edge", dir = checkdir)
// world << "Made new entry to cache."
overlays += turf_edge_cache[cache_key]
// world << "Applied overlay."
/turf/simulated/proc/get_edge_icon_state()
return icon_state
/turf/simulated/floor/outdoors/update_icon()
overlays.Cut()
update_icon_edge()
..()
/turf/simulated/floor/outdoors/mud
name = "grass"
icon_state = "mud_dark"
edge_blending_priority = 2
/turf/simulated/floor/outdoors/rocks
name = "rocks"
desc = "Hard as a rock."
icon_state = "rockwall"
edge_blending_priority = 1
var/list/grass_types = list(
/obj/structure/flora/ausbushes/sparsegrass,
/obj/structure/flora/ausbushes/fullgrass
)
/turf/simulated/floor/outdoors/grass
name = "grass"
icon_state = "grass"
edge_blending_priority = 3
demote_turf = /turf/simulated/floor/outdoors
var/grass_chance = 20
/turf/simulated/floor/outdoors/grass/sif
name = "growth"
icon_state = "grass_sif"
edge_blending_priority = 3
grass_chance = 0
/turf/simulated/floor/outdoors/grass/sif/forest
name = "thick growth"
icon_state = "grass_sif_dark"
edge_blending_priority = 4
/turf/simulated/floor/outdoors/grass/New()
if(prob(50))
icon_state += "2"
//edge_blending_priority++
if(grass_chance && prob(grass_chance))
var/grass_type = pick(grass_types)
new grass_type(src)
..()
/turf/simulated/floor/outdoors/grass/forest
name = "thick grass"
icon_state = "grass-dark"
grass_chance = 80
//tree_prob = 20
edge_blending_priority = 4
/turf/simulated/floor/outdoors/snow
name = "snow"
icon_state = "snow"
edge_blending_priority = 5
movement_cost = 2
var/list/crossed_dirs = list()
/turf/simulated/floor/outdoors/snow/Entered(atom/A)
if(isliving(A))
var/mdir = "[A.dir]"
crossed_dirs[mdir] = 1
update_icon()
. = ..()
/turf/simulated/floor/outdoors/snow/update_icon()
overlays.Cut()
for(var/d in crossed_dirs)
overlays += image(icon = 'icons/turf/outdoors.dmi', icon_state = "snow_footprints", dir = text2num(d))

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@@ -0,0 +1,6 @@
/turf/simulated/floor/outdoors/dirt
name = "dirt"
desc = "Quite dirty!"
icon_state = "dirt-dark"
edge_blending_priority = 1
turf_layers = list(/turf/simulated/floor/outdoors/rocks)

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@@ -0,0 +1,42 @@
var/list/grass_types = list(
/obj/structure/flora/ausbushes/sparsegrass,
/obj/structure/flora/ausbushes/fullgrass
)
/turf/simulated/floor/outdoors/grass
name = "grass"
icon_state = "grass"
edge_blending_priority = 3
turf_layers = list(
/turf/simulated/floor/outdoors/rocks,
/turf/simulated/floor/outdoors/dirt
)
var/grass_chance = 20
/turf/simulated/floor/outdoors/grass/sif
name = "growth"
icon_state = "grass_sif"
edge_blending_priority = 3
grass_chance = 0
/turf/simulated/floor/outdoors/grass/New()
if(prob(50))
icon_state += "2"
//edge_blending_priority++
if(grass_chance && prob(grass_chance))
var/grass_type = pick(grass_types)
new grass_type(src)
..()
/turf/simulated/floor/outdoors/grass/forest
name = "thick grass"
icon_state = "grass-dark"
grass_chance = 80
//tree_prob = 20
edge_blending_priority = 4
/turf/simulated/floor/outdoors/grass/sif/forest
name = "thick growth"
icon_state = "grass_sif_dark"
edge_blending_priority = 4

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@@ -4,18 +4,21 @@ var/list/outdoor_turfs = list()
/turf/ /turf/
// If greater than 0, this turf will apply edge overlays on top of other turfs cardinally adjacent to it, if those adjacent turfs are of a different icon_state, // If greater than 0, this turf will apply edge overlays on top of other turfs cardinally adjacent to it, if those adjacent turfs are of a different icon_state,
// and if those adjacent turfs have a lower edge_blending_priority. // and if those adjacent turfs have a lower edge_blending_priority.
// TODO: Place on base /turf/ ?
var/edge_blending_priority = 0 var/edge_blending_priority = 0
// Outdoors var determines if the game should consider the turf to be 'outdoors', which controls certain things such as weather effects.
var/outdoors = FALSE var/outdoors = FALSE
// This holds the image for the current weather effect.
var/image/weather_overlay = null
/turf/simulated/floor/outdoors /turf/simulated/floor/outdoors
name = "dirt" name = "generic ground"
desc = "Quite dirty." desc = "Rather boring."
icon = 'icons/turf/outdoors.dmi' icon = 'icons/turf/outdoors.dmi'
icon_state = "dirt-dark" icon_state = null
edge_blending_priority = 1 edge_blending_priority = 1
outdoors = TRUE outdoors = TRUE // This variable is used for weather effects.
var/demote_turf = /turf/simulated/floor/outdoors // If something destructive happens, the turf gets replaced by this one. // When a turf gets demoted or promoted, this list gets adjusted. The top-most layer is the layer on the bottom of the list, due to how pop() works.
var/list/turf_layers = list(/turf/simulated/floor/outdoors/rocks)
/turf/simulated/floor/outdoors/initialize() /turf/simulated/floor/outdoors/initialize()
update_icon() update_icon()
@@ -24,7 +27,6 @@ var/list/outdoor_turfs = list()
/turf/simulated/floor/New() /turf/simulated/floor/New()
if(outdoors) if(outdoors)
outdoor_turfs.Add(src) outdoor_turfs.Add(src)
//set_light(2, 0.06, "#FFFFFF")
..() ..()
/turf/simulated/floor/Destroy() /turf/simulated/floor/Destroy()
@@ -32,6 +34,70 @@ var/list/outdoor_turfs = list()
outdoor_turfs.Remove(src) outdoor_turfs.Remove(src)
..() ..()
/turf/simulated/floor/proc/update_icon_edge()
if(edge_blending_priority)
for(var/checkdir in cardinal)
var/turf/simulated/T = get_step(src, checkdir)
if(istype(T) && T.edge_blending_priority && edge_blending_priority < T.edge_blending_priority && icon_state != T.icon_state)
var/cache_key = "[T.get_edge_icon_state()]-[checkdir]"
if(!turf_edge_cache[cache_key])
turf_edge_cache[cache_key] = image(icon = 'icons/turf/outdoors_edge.dmi', icon_state = "[T.get_edge_icon_state()]-edge", dir = checkdir)
overlays += turf_edge_cache[cache_key]
/turf/simulated/proc/get_edge_icon_state()
return icon_state
/turf/simulated/floor/outdoors/update_icon()
overlays.Cut()
update_icon_edge()
..()
/turf/simulated/floor/outdoors/mud
name = "grass"
icon_state = "mud_dark"
edge_blending_priority = 2
/turf/simulated/floor/outdoors/rocks
name = "rocks"
desc = "Hard as a rock."
icon_state = "rock"
edge_blending_priority = 1
// This proc adds a 'layer' on top of the turf.
/turf/simulated/floor/outdoors/proc/promote(var/new_turf_type)
var/list/new_turf_layer_list = turf_layers.Copy()
var/list/coords = list(x, y, z)
new_turf_layer_list.Add(src.type)
ChangeTurf(new_turf_type)
var/turf/simulated/floor/outdoors/T = locate(coords[1], coords[2], coords[3])
if(istype(T))
T.turf_layers = new_turf_layer_list.Copy()
// This proc removes the topmost layer.
/turf/simulated/floor/outdoors/proc/demote()
if(!turf_layers.len)
return // Cannot demote further.
var/list/new_turf_layer_list = turf_layers.Copy()
var/list/coords = list(x, y, z)
ChangeTurf(pop(new_turf_layer_list))
var/turf/simulated/floor/outdoors/T = locate(coords[1], coords[2], coords[3])
if(istype(T))
T.turf_layers = new_turf_layer_list.Copy()
// Called by weather processes, and maybe technomancers in the future.
/turf/simulated/floor/proc/chill()
return
/turf/simulated/floor/outdoors/chill()
promote(/turf/simulated/floor/outdoors/snow)
/turf/simulated/floor/outdoors/snow/chill()
return // Todo: Add heavy snow.
/turf/simulated/floor/outdoors/ex_act(severity) /turf/simulated/floor/outdoors/ex_act(severity)
switch(severity) switch(severity)
if(2) if(2)
@@ -40,7 +106,4 @@ var/list/outdoor_turfs = list()
if(3) if(3)
if(prob(66)) if(prob(66))
return return
if(demote_turf && src.type != demote_turf) demote()
ChangeTurf(demote_turf)
else
ChangeTurf(get_base_turf_by_area(src))

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@@ -0,0 +1,35 @@
/turf/simulated/floor/outdoors/snow
name = "snow"
icon_state = "snow"
edge_blending_priority = 5
movement_cost = 2
turf_layers = list(
/turf/simulated/floor/outdoors/rocks,
/turf/simulated/floor/outdoors/dirt
)
var/list/crossed_dirs = list()
/turf/simulated/floor/outdoors/snow/Entered(atom/A)
if(isliving(A))
var/mdir = "[A.dir]"
crossed_dirs[mdir] = 1
update_icon()
. = ..()
/turf/simulated/floor/outdoors/snow/update_icon()
overlays.Cut()
..()
for(var/d in crossed_dirs)
overlays += image(icon = 'icons/turf/outdoors.dmi', icon_state = "snow_footprints", dir = text2num(d))
/turf/simulated/floor/outdoors/snow/attackby(var/obj/item/W, var/mob/user)
if(istype(W, /obj/item/weapon/shovel))
to_chat(user, "<span class='notice'>You begin to remove \the [src] with your [W].</span>")
if(do_after(user, 4 SECONDS))
to_chat(user, "<span class='notice'>\The [src] has been dug up, and now lies in a pile nearby.</span>")
new /obj/item/stack/material/snow(src)
demote()
else
to_chat(user, "<span class='notice'>You decide to not finish removing \the [src].</span>")
else
..()

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@@ -4,7 +4,7 @@
desc = "A body of water. It seems shallow enough to walk through, if needed." desc = "A body of water. It seems shallow enough to walk through, if needed."
icon = 'icons/turf/outdoors.dmi' icon = 'icons/turf/outdoors.dmi'
icon_state = "water_shallow" icon_state = "water_shallow"
var/under_state = "rockwall" var/under_state = "rock"
edge_blending_priority = -1 edge_blending_priority = -1
movement_cost = 4 movement_cost = 4
outdoors = TRUE outdoors = TRUE
@@ -16,11 +16,8 @@
..() ..()
/turf/simulated/floor/water/update_icon() /turf/simulated/floor/water/update_icon()
// icon_state = "rockwall"
..() // To get the edges. This also gets rid of other overlays so it needs to go first. ..() // To get the edges. This also gets rid of other overlays so it needs to go first.
// var/image/water_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = "water_shallow", layer = FLOAT_LAYER - 0.1) // Layer is slightly lower so that the adjacent edges go over the water.
var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state) var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state)
//water_sprite.alpha = 150
underlays.Add(floorbed_sprite) underlays.Add(floorbed_sprite)
update_icon_edge() update_icon_edge()
@@ -29,10 +26,12 @@
/turf/simulated/floor/water/return_air_for_internal_lifeform(var/mob/living/L) /turf/simulated/floor/water/return_air_for_internal_lifeform(var/mob/living/L)
if(L && L.lying) if(L && L.lying)
if(L.can_breathe_water()) if(L.can_breathe_water()) // For squid.
var/datum/gas_mixture/water_breath = new() var/datum/gas_mixture/water_breath = new()
var/amount = (ONE_ATMOSPHERE * BREATH_VOLUME) / (R_IDEAL_GAS_EQUATION * T20C) var/datum/gas_mixture/above_air = return_air()
var/amount = 300
water_breath.adjust_gas("oxygen", amount) // Assuming water breathes just extract the oxygen directly from the water. water_breath.adjust_gas("oxygen", amount) // Assuming water breathes just extract the oxygen directly from the water.
water_breath.temperature = above_air.temperature
return water_breath return water_breath
else else
return null // Lying down means they're submerged, which means no air. return null // Lying down means they're submerged, which means no air.
@@ -41,12 +40,12 @@
/turf/simulated/floor/water/Entered(atom/movable/AM, atom/oldloc) /turf/simulated/floor/water/Entered(atom/movable/AM, atom/oldloc)
if(istype(AM, /mob/living)) if(istype(AM, /mob/living))
var/mob/living/L = AM var/mob/living/L = AM
L.adjust_fire_stacks(-50)
L.update_water() L.update_water()
if(!istype(oldloc, /turf/simulated/floor/water)) if(!istype(oldloc, /turf/simulated/floor/water))
to_chat(L, "<span class='warning'>You get drenched in water from entering \the [src]!</span>") to_chat(L, "<span class='warning'>You get drenched in water from entering \the [src]!</span>")
else else
to_chat(L, "<span class='warning'>[movement_message]</span>") to_chat(L, "<span class='warning'>[movement_message]</span>")
AM.water_act(5)
..() ..()
/turf/simulated/floor/water/Exited(atom/movable/AM, atom/newloc) /turf/simulated/floor/water/Exited(atom/movable/AM, atom/newloc)
@@ -66,21 +65,38 @@
movement_cost = 8 movement_cost = 8
movement_message = "You swim forwards." movement_message = "You swim forwards."
depth = 2 depth = 2
/* /*
/turf/simulated/floor/water/deep/update_icon() /turf/simulated/floor/water/deep/update_icon()
..() // To get the edges. This also gets rid of other overlays so it needs to go first. ..() // To get the edges. This also gets rid of other overlays so it needs to go first.
icon_state = "abyss" icon_state = "abyss"
*/ */
/turf/simulated/floor/water/pool
name = "pool"
desc = "Don't worry, it's not closed."
under_state = "pool"
outdoors = FALSE
/mob/living/proc/can_breathe_water() /mob/living/proc/can_breathe_water()
return FALSE return FALSE
/mob/living/carbon/human/can_breathe_water() /mob/living/carbon/human/can_breathe_water()
if(species && species.name == "Skrell") if(species)
return TRUE return species.can_breathe_water()
return ..() return ..()
/mob/living/proc/check_submerged() /mob/living/proc/check_submerged()
var/turf/simulated/floor/water/T = loc var/turf/simulated/floor/water/T = loc
if(istype(T)) if(istype(T))
return T.depth return T.depth
return 0 return 0
// Use this to have things react to having water applied to them.
/atom/movable/proc/water_act(amount)
return
/mob/living/water_act(amount)
adjust_fire_stacks(amount * 5)
for(var/atom/movable/AM in contents)
AM.water_act(amount)

View File

@@ -40,6 +40,9 @@
else else
luminosity = 1 luminosity = 1
if(movement_cost && pathweight == 1) // This updates pathweight automatically.
pathweight = movement_cost
/turf/Destroy() /turf/Destroy()
turfs -= src turfs -= src
..() ..()

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@@ -25,6 +25,7 @@
var/old_dynamic_lighting = dynamic_lighting var/old_dynamic_lighting = dynamic_lighting
var/list/old_affecting_lights = affecting_lights var/list/old_affecting_lights = affecting_lights
var/old_lighting_overlay = lighting_overlay var/old_lighting_overlay = lighting_overlay
var/old_weather_overlay = weather_overlay
//world << "Replacing [src.type] with [N]" //world << "Replacing [src.type] with [N]"
@@ -42,6 +43,9 @@
if(old_fire) if(old_fire)
fire = old_fire fire = old_fire
if(old_weather_overlay)
W.weather_overlay = old_weather_overlay
if (istype(W,/turf/simulated/floor)) if (istype(W,/turf/simulated/floor))
W.RemoveLattice() W.RemoveLattice()
@@ -65,6 +69,9 @@
if(old_fire) if(old_fire)
old_fire.RemoveFire() old_fire.RemoveFire()
if(old_weather_overlay)
W.weather_overlay = old_weather_overlay
if(tell_universe) if(tell_universe)
universe.OnTurfChange(W) universe.OnTurfChange(W)

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@@ -200,7 +200,9 @@ var/list/admin_verbs_debug = list(
/client/proc/toggle_debug_logs, /client/proc/toggle_debug_logs,
/client/proc/admin_ghost, //allows us to ghost/reenter body at will, /client/proc/admin_ghost, //allows us to ghost/reenter body at will,
/datum/admins/proc/view_runtimes, /datum/admins/proc/view_runtimes,
/client/proc/show_gm_status /client/proc/show_gm_status,
/datum/admins/proc/change_weather,
/datum/admins/proc/change_time
) )
var/list/admin_verbs_paranoid_debug = list( var/list/admin_verbs_paranoid_debug = list(

View File

@@ -968,3 +968,47 @@
return return
error_cache.showTo(usr) error_cache.showTo(usr)
/datum/admins/proc/change_weather()
set category = "Debug"
set name = "Change Weather"
set desc = "Changes the current weather."
if(!check_rights(R_DEBUG))
return
var/datum/planet/planet = input(usr, "Which planet do you want to modify the weather on?", "Change Weather") in list(planet_sif)
var/datum/weather/new_weather = input(usr, "What weather do you want to change to?", "Change Weather") as null|anything in planet.weather_holder.allowed_weather_types
if(new_weather)
planet.weather_holder.change_weather(new_weather)
var/log = "[key_name(src)] changed [planet.name]'s weather to [new_weather]."
message_admins(log)
log_admin(log)
/datum/admins/proc/change_time()
set category = "Debug"
set name = "Change Planet Time"
set desc = "Changes the time of a planet."
if(!check_rights(R_DEBUG))
return
var/datum/planet/planet = input(usr, "Which planet do you want to modify time on?", "Change Time") in list(planet_sif)
var/datum/time/current_time_datum = planet.current_time
var/new_hour = input(usr, "What hour do you want to change to?", "Change Time", text2num(current_time_datum.show_time("hh"))) as null|num
if(!isnull(new_hour))
var/new_minute = input(usr, "What minute do you want to change to?", "Change Time", text2num(current_time_datum.show_time("mm")) ) as null|num
if(!isnull(new_minute))
var/type_needed = current_time_datum.type
world << "Type is [type_needed]."
var/datum/time/new_time = new type_needed()
new_time = new_time.add_hours(new_hour)
new_time = new_time.add_minutes(new_minute)
planet.current_time = new_time
spawn(1)
planet.update_sun()
var/log = "[key_name(src)] changed [planet.name]'s time to [planet.current_time.show_time("hh:mm")]."
message_admins(log)
log_admin(log)

View File

@@ -146,3 +146,6 @@
new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white), \ new/datum/stack_recipe("white folder", /obj/item/weapon/folder/white), \
new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow), \ new/datum/stack_recipe("yellow folder", /obj/item/weapon/folder/yellow), \
)) ))
/material/snow/generate_recipes()
return // Snowmen and snowballs may come here later.

View File

@@ -189,6 +189,12 @@
icon_state = "sheet-card" icon_state = "sheet-card"
default_type = "cardboard" default_type = "cardboard"
/obj/item/stack/material/snow
name = "snow"
desc = "The temptation to build a snowfort rises."
icon_state = "sheet-snow"
default_type = "snow"
/obj/item/stack/material/leather /obj/item/stack/material/leather
name = "leather" name = "leather"
desc = "The by-product of mob grinding." desc = "The by-product of mob grinding."

View File

@@ -628,6 +628,22 @@ var/list/name_to_material
door_icon_base = "wood" door_icon_base = "wood"
destruction_desc = "crumples" destruction_desc = "crumples"
/material/snow
name = "snow"
stack_type = /obj/item/stack/material/snow
flags = MATERIAL_BRITTLE
icon_base = "solid"
icon_reinf = "reinf_over"
icon_colour = "#FFFFFF"
integrity = 1
hardness = 1
weight = 1
stack_origin_tech = list(TECH_MATERIAL = 1)
melting_point = T0C+1
destruction_desc = "crumples"
sheet_singular_name = "pile"
sheet_plural_name = "piles"
/material/cloth //todo /material/cloth //todo
name = "cloth" name = "cloth"
stack_origin_tech = list(TECH_MATERIAL = 2) stack_origin_tech = list(TECH_MATERIAL = 2)

View File

@@ -457,7 +457,7 @@
/mob/living/carbon/proc/should_have_organ(var/organ_check) /mob/living/carbon/proc/should_have_organ(var/organ_check)
return 0 return 0
/mob/living/carbon/proc/can_feel_pain(var/check_organ) /mob/living/carbon/can_feel_pain(var/check_organ)
if(isSynthetic()) if(isSynthetic())
return 0 return 0
return !(species.flags & NO_PAIN) return !(species.flags & NO_PAIN)

View File

@@ -305,3 +305,7 @@
// Called in life() when the mob has no client. // Called in life() when the mob has no client.
/datum/species/proc/handle_npc(var/mob/living/carbon/human/H) /datum/species/proc/handle_npc(var/mob/living/carbon/human/H)
return return
// Called when lying down on a water tile.
/datum/species/proc/can_breathe_water()
return FALSE

View File

@@ -193,6 +193,9 @@
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right) BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right)
) )
/datum/species/skrell/can_breathe_water()
return TRUE
/datum/species/diona /datum/species/diona
name = "Diona" name = "Diona"
name_plural = "Dionaea" name_plural = "Dionaea"

View File

@@ -796,3 +796,7 @@ default behaviour is:
/mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future? /mob/living/proc/update_water() // Involves overlays for humans. Maybe we'll get submerged sprites for borgs in the future?
return return
/mob/living/proc/can_feel_pain(var/check_organ)
if(isSynthetic())
return FALSE
return TRUE

View File

@@ -1,8 +1,6 @@
// This holds information about a specific 'planetside' area, such as its time, weather, etc. This will most likely be used to model Sif, // This holds information about a specific 'planetside' area, such as its time, weather, etc. This will most likely be used to model Sif,
// but away missions may also have use for this. // but away missions may also have use for this.
var/datum/planet/sif/planet_sif = null
/datum/planet /datum/planet
var/name = "a rock" var/name = "a rock"
var/desc = "Someone neglected to write a nice description for this poor rock." var/desc = "Someone neglected to write a nice description for this poor rock."
@@ -11,127 +9,34 @@ var/datum/planet/sif/planet_sif = null
var/sun_process_interval = 1 HOUR var/sun_process_interval = 1 HOUR
var/sun_last_process = null // world.time var/sun_last_process = null // world.time
var/datum/weather_holder/current_weather = new() var/datum/weather_holder/weather_holder
var/weather_process_interval = 20 MINUTES
var/weather_last_process = null // world.time as well.
/datum/planet/sif var/sun_position = 0 // 0 means midnight, 1 means noon.
name = "Sif" var/expected_z_levels = list()
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.
current_weather = new /datum/weather_holder/sif() // Cold weather is also nice.
/datum/planet/New() /datum/planet/New()
..() ..()
weather_holder = new(src)
current_time = current_time.make_random_time() current_time = current_time.make_random_time()
update_sun() update_sun()
update_weather()
/datum/planet/proc/process(amount) /datum/planet/proc/process(amount)
if(current_time) if(current_time)
current_time = current_time.add_seconds(amount) current_time = current_time.add_seconds(amount)
world << "It's currently [current_time.show_time("hh:mm")] on [name]." 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) if(sun_last_process <= world.time - sun_process_interval)
update_sun() update_sun()
if(weather_last_process <= world.time - weather_process_interval)
update_weather()
world << "Processed [name]."
// This changes the position of the sun on the planet.
/datum/planet/proc/update_sun() /datum/planet/proc/update_sun()
sun_last_process = world.time sun_last_process = world.time
world << "Praise the sun!"
/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)
var/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"
world << "Night."
min = 0
if(0.40 to 0.50) // Twilight
low_brightness = 0.6
low_color = "#66004D"
high_brightness = 0.8
high_color = "#CC3300"
world << "Twilight."
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"
world << "Sunrise/set."
min = 0.50
if(0.70 to 1.00) // Noon
low_brightness = 0.9
low_color = "#DDDDDD"
high_brightness = 1.0
high_color = "#FFFFFF"
world << "Noon."
min = 0.70
//var/lerp_weight = (sun_position * 4 % 1) / (0.25 / 4) // This weirdness is needed because otherwise the compiler divides by zero.
var/lerp_weight = (abs(min - sun_position)) * 4
world << "lerp_weight is [lerp_weight], sun_position is [sun_position]."
var/new_brightness = Interpolate(low_brightness, high_brightness, weight = lerp_weight)
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)
var/new_color = rgb(new_r, new_g, new_b)
world << "Changing time. [outdoor_turfs.len] turfs need to be updated. Expected ETA: [outdoor_turfs.len * 0.0033] seconds."
world << "Setting outdoor tiles to set_light(2, [new_brightness], [new_color])."
var/i = 0
for(var/turf/simulated/floor/T in outdoor_turfs)
T.set_light(2, new_brightness, new_color)
i++
if(i % 30 == 0)
sleep(1)
world << "Finished."
/datum/planet/proc/update_weather() /datum/planet/proc/update_weather()
weather_last_process = world.time if(weather_holder)
if(current_weather) weather_holder.process()
current_weather.update()
// Returns the time datum of Sif.
/proc/get_sif_time()
if(planet_sif)
return planet_sif.current_time

View File

@@ -1,2 +1,96 @@
var/datum/planet/sif/planet_sif = null
/datum/planet/sif /datum/planet/sif
name = "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.
/datum/planet/sif/New()
..()
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/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)
var/new_color = rgb(new_r, new_g, new_b)
var/i = 0
for(var/turf/simulated/floor/T in outdoor_turfs)
T.set_light(2, new_brightness, new_color)
i++
if(i % 30 == 0)
sleep(1)

View File

@@ -70,17 +70,7 @@
answer = replacetext(answer, "mm", minute_text) answer = replacetext(answer, "mm", minute_text)
answer = replacetext(answer, "ss", second_text) answer = replacetext(answer, "ss", second_text)
return answer return answer
/*
/client/verb/test_time_systems()
var/input_seconds = input("Put in a number of seconds.", "Time Test") as num
//input_seconds = min(input_seconds, 864000)
world << "time2text() result: [time2text(input_seconds, "hh mm ss")]"
var/datum/time/time = new (input_seconds)
world << "show_time() result: [time.show_time("hh mm ss")]"
var/datum/time/sif/sif = new (input_seconds)
world << "sif show_time() result: [sif.show_time("hh mm ss")]"
*/
// 115,200
// 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. // 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 /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. 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.

View File

@@ -10,36 +10,259 @@
#define WEATHER_HOT "hot" #define WEATHER_HOT "hot"
/datum/weather_holder /datum/weather_holder
var/current_weather = WEATHER_CLEAR var/datum/planet/our_planet = null
var/datum/weather/current_weather = null
var/temperature = T20C var/temperature = T20C
var/wind_dir = 0 var/wind_dir = 0
var/wind_speed = 0 var/wind_speed = 0
var/list/allowed_weather_types = list() var/list/allowed_weather_types = list()
var/list/roundstart_weather_chances = list()
var/next_weather_shift = null
var/planetary_wall_type = null // Which walls to look for when updating temperature. var/planetary_wall_type = null // Which walls to look for when updating temperature.
/datum/weather_holder/proc/update() /datum/weather_holder/New(var/source)
//TODO: Do actual weather. ..()
our_planet = source
for(var/A in allowed_weather_types)
var/datum/weather/W = allowed_weather_types[A]
if(istype(W))
W.holder = src
/datum/weather_holder/proc/change_weather(var/new_weather)
var/old_light_modifier = 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.
current_weather = allowed_weather_types[new_weather]
next_weather_shift = world.time + rand(20, 30) MINUTES
update_icon_effects()
update_temperature() update_temperature()
world << "Temperature is now [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).")
/datum/weather_holder/proc/process()
if(world.time >= next_weather_shift)
var/new_weather
if(!current_weather)
new_weather = pickweight(roundstart_weather_chances)
else
new_weather = pickweight(current_weather.transition_chances)
change_weather(new_weather)
else
current_weather.process_effects()
/datum/weather_holder/proc/update_icon_effects()
if(current_weather)
for(var/turf/simulated/floor/T in outdoor_turfs)
if(T.z in our_planet.expected_z_levels)
T.overlays -= T.weather_overlay
T.weather_overlay = image(icon = current_weather.icon, icon_state = current_weather.icon_state, layer = LIGHTING_LAYER - 1)
T.overlays += T.weather_overlay
/datum/weather_holder/proc/update_temperature() /datum/weather_holder/proc/update_temperature()
temperature = Interpolate(current_weather.temp_low, current_weather.temp_high, weight = our_planet.sun_position)
for(var/turf/unsimulated/wall/planetary/wall in planetary_walls) for(var/turf/unsimulated/wall/planetary/wall in planetary_walls)
if(ispath(wall.type, planetary_wall_type)) if(ispath(wall.type, planetary_wall_type))
wall.temperature = temperature wall.temperature = temperature
wall.make_air() for(var/dir in cardinal)
var/turf/simulated/T = get_step(wall, dir)
if(istype(T))
if(T.zone)
T.zone.rebuild()
/datum/weather_holder/proc/get_weather_datum(desired_type)
return allowed_weather_types[desired_type]
/datum/weather_holder/sif /datum/weather_holder/sif
temperature = T0C temperature = T0C
allowed_weather_types = list( allowed_weather_types = list(
WEATHER_CLEAR, WEATHER_CLEAR = new /datum/weather/sif/clear(),
WEATHER_OVERCAST, WEATHER_OVERCAST = new /datum/weather/sif/overcast(),
WEATHER_LIGHT_SNOW, WEATHER_LIGHT_SNOW = new /datum/weather/sif/light_snow(),
WEATHER_SNOW, WEATHER_SNOW = new /datum/weather/sif/snow(),
WEATHER_BLIZZARD, WEATHER_BLIZZARD = new /datum/weather/sif/blizzard(),
WEATHER_RAIN, WEATHER_RAIN = new /datum/weather/sif/rain(),
WEATHER_STORM, WEATHER_STORM = new /datum/weather/sif/storm(),
WEATHER_HAIL, WEATHER_HAIL = new /datum/weather/sif/hail()
WEATHER_WINDY
) )
planetary_wall_type = /turf/unsimulated/wall/planetary/sif planetary_wall_type = /turf/unsimulated/wall/planetary/sif
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
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/light_modifier = 1.0 // Lower numbers means more darkness.
var/transition_chances = list() // Assoc list
var/datum/weather_holder/holder = null
/datum/weather/proc/process_effects()
return
/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)
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)
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")
if(amount_blocked >= 100)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")

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@@ -998,7 +998,6 @@
#include "code\game\turfs\simulated\floor_attackby.dm" #include "code\game\turfs\simulated\floor_attackby.dm"
#include "code\game\turfs\simulated\floor_damage.dm" #include "code\game\turfs\simulated\floor_damage.dm"
#include "code\game\turfs\simulated\floor_icon.dm" #include "code\game\turfs\simulated\floor_icon.dm"
#include "code\game\turfs\simulated\floor_outdoors.dm"
#include "code\game\turfs\simulated\floor_static.dm" #include "code\game\turfs\simulated\floor_static.dm"
#include "code\game\turfs\simulated\floor_types.dm" #include "code\game\turfs\simulated\floor_types.dm"
#include "code\game\turfs\simulated\wall_attacks.dm" #include "code\game\turfs\simulated\wall_attacks.dm"
@@ -1006,7 +1005,10 @@
#include "code\game\turfs\simulated\wall_types.dm" #include "code\game\turfs\simulated\wall_types.dm"
#include "code\game\turfs\simulated\walls.dm" #include "code\game\turfs\simulated\walls.dm"
#include "code\game\turfs\simulated\water.dm" #include "code\game\turfs\simulated\water.dm"
#include "code\game\turfs\simulated\outdoors\dirt.dm"
#include "code\game\turfs\simulated\outdoors\grass.dm"
#include "code\game\turfs\simulated\outdoors\outdoors.dm" #include "code\game\turfs\simulated\outdoors\outdoors.dm"
#include "code\game\turfs\simulated\outdoors\snow.dm"
#include "code\game\turfs\snow\snow.dm" #include "code\game\turfs\snow\snow.dm"
#include "code\game\turfs\space\cracked_asteroid.dm" #include "code\game\turfs\space\cracked_asteroid.dm"
#include "code\game\turfs\space\space.dm" #include "code\game\turfs\space\space.dm"
@@ -2163,5 +2165,9 @@
#include "code\ZAS\Zone.dm" #include "code\ZAS\Zone.dm"
#include "interface\interface.dm" #include "interface\interface.dm"
#include "interface\skin.dmf" #include "interface\skin.dmf"
#include "maps\plane-1.dmm" #include "maps\polaris-1.dmm"
#include "maps\polaris-2.dmm"
#include "maps\polaris-3.dmm"
#include "maps\polaris-4.dmm"
#include "maps\polaris-5.dmm"
// END_INCLUDE // END_INCLUDE