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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
59 lines
2.9 KiB
Plaintext
59 lines
2.9 KiB
Plaintext
//A reference to this list is passed into area sound managers, and it's modified in a manner that preserves that reference in ash_storm.dm
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GLOBAL_LIST_EMPTY(ash_storm_sounds)
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GLOBAL_LIST_EMPTY(rain_storm_sounds)
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GLOBAL_LIST_EMPTY(sand_storm_sounds)
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/// Tracks where we should play snowstorm sounds for the area sound listener
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GLOBAL_LIST_EMPTY(snowstorm_sounds)
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/// The wizard rain event can run multiple times so we use a global reagent whitelist to reuse the same list to boost performance
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GLOBAL_LIST_EMPTY(wizard_rain_reagents)
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#define STARTUP_STAGE 1
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#define MAIN_STAGE 2
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#define WIND_DOWN_STAGE 3
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#define END_STAGE 4
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/// The amount of reagent units that is applied when an object comes into contact with rain
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#define WEATHER_REAGENT_VOLUME 5
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/// Weather reagent volume applied to randomly selected turfs/objects is scaled by this multiplier to compensate for reduced processing frequency
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#define TURF_REAGENT_VOLUME_MULTIPLIER 3
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/// 1 / 400 chance for a turf to get a thunder strike per tick (death and destruction to mobs/equipment in area)
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#define THUNDER_CHANCE_INSANE 0.0025
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/// 1 / 1,000 chance for a turf to get a thunder strike per tick (damage to mobs/equipment in area)
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#define THUNDER_CHANCE_HIGH 0.001
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/// 1 / 5,000 chance for a turf to get a thunder strike per tick (sporadic damage to mobs/equipment in area)
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#define THUNDER_CHANCE_AVERAGE 0.0002
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/// 1 / 20,000 chance for a turf to get a thunder strike per tick (rare damage to mobs/equipment in area)
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#define THUNDER_CHANCE_RARE 0.00005
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/// 1 / 50,000 chance for a turf to get a thunder strike per tick (almost no damage to mobs/equipment in area)
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#define THUNDER_CHANCE_VERY_RARE 0.00002
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/// admin verb to control thunder via the run_weather command
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GLOBAL_LIST_INIT(thunder_chance_options, list(
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"Relentless - The Sky is Angry, Very Angry" = THUNDER_CHANCE_INSANE,
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"Abundant - A shocking amount of thunder" = THUNDER_CHANCE_HIGH,
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"Regular - Standard Storm Activity" = THUNDER_CHANCE_AVERAGE,
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"Occasional - A polite amount of thunder" = THUNDER_CHANCE_RARE,
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"Rare - Like finding a four-leaf clover, but in the sky" = THUNDER_CHANCE_VERY_RARE,
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"None - Admin Safe Space (Thunder Disabled)" = NONE,
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))
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//WEATHER FLAGS
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/// If weather will affect turfs
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#define WEATHER_TURFS (1<<0)
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/// If weather will affect mobs
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#define WEATHER_MOBS (1<<1)
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/// If weather will apply thunder strikes to turfs
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#define WEATHER_THUNDER (1<<2)
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/// If weather will be allowed to affect indoor areas
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#define WEATHER_INDOORS (1<<3)
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/// If weather is endless and can only be stopped manually
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#define WEATHER_ENDLESS (1<<4)
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/// If weather will be detected by a barometer
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#define WEATHER_BAROMETER (1<<5)
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/// If weather temperature ignores clothing insulation when adjusting bodytemperature
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#define WEATHER_TEMPERATURE_BYPASS_CLOTHING (1<<6)
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/// Does weather have any type of processing related to mobs, turfs, or thunder?
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#define FUNCTIONAL_WEATHER (WEATHER_TURFS|WEATHER_MOBS|WEATHER_THUNDER)
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