mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-19 19:15:11 +01:00
Merge pull request #3332 from VOREStation/aro-pol-planets
Controllerized Planets
This commit is contained in:
@@ -12,8 +12,17 @@
|
||||
var/datum/weather_holder/weather_holder
|
||||
|
||||
var/sun_position = 0 // 0 means midnight, 1 means noon.
|
||||
var/list/sun = list("range","brightness","color")
|
||||
var/expected_z_levels = list()
|
||||
|
||||
var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary
|
||||
|
||||
var/turf/simulated/floor/planet_floors = list()
|
||||
var/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.
|
||||
|
||||
/datum/planet/New()
|
||||
..()
|
||||
weather_holder = new(src)
|
||||
@@ -31,17 +40,13 @@
|
||||
/datum/planet/proc/update_sun()
|
||||
sun_last_process = world.time
|
||||
|
||||
|
||||
/datum/planet/proc/update_weather()
|
||||
if(weather_holder)
|
||||
weather_holder.process()
|
||||
|
||||
/datum/planet/proc/update_sun_deferred(var/new_range, var/new_brightness, var/new_color)
|
||||
set background = 1
|
||||
set waitfor = 0
|
||||
var/i = 0
|
||||
for(var/turf/simulated/floor/T in outdoor_turfs)
|
||||
T.set_light(new_range, new_brightness, new_color)
|
||||
i++
|
||||
if(i % 30 == 0)
|
||||
sleep(1)
|
||||
sun["range"] = new_range
|
||||
sun["brightness"] = new_brightness
|
||||
sun["color"] = new_color
|
||||
needs_work |= PLANET_PROCESS_SUN
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ var/datum/planet/sif/planet_sif = null
|
||||
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()
|
||||
..()
|
||||
@@ -104,3 +105,197 @@ var/datum/planet/sif/planet_sif = null
|
||||
/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
|
||||
)
|
||||
|
||||
|
||||
@@ -1,15 +1,3 @@
|
||||
#define WEATHER_CLEAR "clear"
|
||||
#define WEATHER_OVERCAST "overcast"
|
||||
#define WEATHER_LIGHT_SNOW "light snow"
|
||||
#define WEATHER_SNOW "snow"
|
||||
#define WEATHER_BLIZZARD "blizzard"
|
||||
#define WEATHER_RAIN "rain"
|
||||
#define WEATHER_STORM "storm"
|
||||
#define WEATHER_HAIL "hail"
|
||||
#define WEATHER_WINDY "windy"
|
||||
#define WEATHER_HOT "hot"
|
||||
#define WEATHER_BLOOD_MOON "blood moon" // For admin fun or cult later on.
|
||||
|
||||
/datum/weather_holder
|
||||
var/datum/planet/our_planet = null
|
||||
var/datum/weather/current_weather = null
|
||||
@@ -19,7 +7,6 @@
|
||||
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.
|
||||
|
||||
/datum/weather_holder/New(var/source)
|
||||
..()
|
||||
@@ -54,55 +41,15 @@
|
||||
current_weather.process_effects()
|
||||
|
||||
/datum/weather_holder/proc/update_icon_effects()
|
||||
set background = 1
|
||||
set waitfor = 0
|
||||
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
|
||||
our_planet.needs_work |= PLANET_PROCESS_WEATHER
|
||||
|
||||
/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)
|
||||
if(ispath(wall.type, planetary_wall_type))
|
||||
wall.temperature = temperature
|
||||
for(var/dir in cardinal)
|
||||
var/turf/simulated/T = get_step(wall, dir)
|
||||
if(istype(T))
|
||||
if(T.zone)
|
||||
T.zone.rebuild()
|
||||
|
||||
our_planet.needs_work |= PLANET_PROCESS_TEMP
|
||||
|
||||
/datum/weather_holder/proc/get_weather_datum(desired_type)
|
||||
return allowed_weather_types[desired_type]
|
||||
|
||||
/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()
|
||||
)
|
||||
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"
|
||||
@@ -117,169 +64,3 @@
|
||||
|
||||
/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")
|
||||
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
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user