New Content Update (#43)

* New Content Update

* readded shuttle autocall
This commit is contained in:
unusualcrow
2016-09-18 13:04:47 -04:00
committed by TalkingCactus
parent 8a9bbcf97d
commit 24c10b1b7f
52 changed files with 972 additions and 362 deletions
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//The effects of weather occur across an entire z-level. For instance, lavaland has periodic ash storms that scorch most unprotected creatures.
#define STARTUP_STAGE 1
#define MAIN_STAGE 2
#define WIND_DOWN_STAGE 3
#define END_STAGE 4
/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 = "<span class='warning'>The wind begins to pick up.</span>" //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 = "<span class='userdanger'>The wind begins to blow ferociously!</span>" //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 = "<span class='danger'>The wind relents its assault.</span>" //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/target_z = ZLEVEL_STATION //The z-level to affect
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/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
var/probability = FALSE //Percent chance to happen if there are other possible weathers on the z-level
/datum/weather/New()
..()
SSweather.existing_weather |= src
/datum/weather/Destroy()
SSweather.existing_weather -= src
..()
/datum/weather/proc/telegraph()
if(stage == STARTUP_STAGE)
return
stage = STARTUP_STAGE
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 == target_z)
impacted_areas |= A
weather_duration = rand(weather_duration_lower, weather_duration_upper)
update_areas()
for(var/V in player_list)
var/mob/M = V
if(M.z == target_z)
if(telegraph_message)
M << telegraph_message
if(telegraph_sound)
M << sound(telegraph_sound)
addtimer(src, "start", telegraph_duration)
/datum/weather/proc/start()
if(stage >= MAIN_STAGE)
return
stage = MAIN_STAGE
update_areas()
for(var/V in player_list)
var/mob/M = V
if(M.z == target_z)
if(weather_message)
M << weather_message
if(weather_sound)
M << sound(weather_sound)
START_PROCESSING(SSweather, src)
addtimer(src, "wind_down", weather_duration)
/datum/weather/proc/wind_down()
if(stage >= WIND_DOWN_STAGE)
return
stage = WIND_DOWN_STAGE
update_areas()
for(var/V in player_list)
var/mob/M = V
if(M.z == target_z)
if(end_message)
M << end_message
if(end_sound)
M << sound(end_sound)
STOP_PROCESSING(SSweather, src)
addtimer(src, "end", end_duration)
/datum/weather/proc/end()
if(stage == END_STAGE)
return 1
stage = END_STAGE
update_areas()
/datum/weather/proc/can_impact(mob/living/L) //Can this weather impact a mob?
if(L.z != target_z)
return
if(immunity_type in L.weather_immunities)
return
if(!(get_area(L) in impacted_areas))
return
return 1
/datum/weather/proc/impact(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.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 = initial(N.icon_state)
N.icon = 'icons/turf/areas.dmi'
N.layer = AREA_LAYER //Just default back to normal area stuff since I assume setting a var is faster than initial
N.invisibility = INVISIBILITY_MAXIMUM
N.opacity = 0
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//Different types of weather.
/datum/weather/floor_is_lava //The Floor is Lava: Makes all turfs damage anyone on them unless they're standing on a solid object.
name = "the floor is lava"
desc = "The ground turns into surprisingly cool lava, lightly damaging anything on the floor."
telegraph_message = "<span class='warning'>Waves of heat emanate from the ground...</span>"
telegraph_duration = 150
weather_message = "<span class='userdanger'>The floor is lava! Get on top of something!</span>"
weather_duration_lower = 300
weather_duration_upper = 600
weather_overlay = "lava"
end_message = "<span class='danger'>The ground cools and returns to its usual form.</span>"
end_duration = 0
area_type = /area
target_z = ZLEVEL_STATION
overlay_layer = ABOVE_OPEN_TURF_LAYER //Covers floors only
immunity_type = "lava"
/datum/weather/floor_is_lava/impact(mob/living/L)
for(var/obj/structure/O in L.loc)
if(O.density)
return
if(L.loc.density)
return
if(!L.client) //Only sentient people are going along with it!
return
L.adjustFireLoss(3)
/datum/weather/advanced_darkness //Advanced Darkness: Restricts the vision of all affected mobs to a single tile in the cardinal directions.
name = "advanced darkness"
desc = "Everything in the area is effectively blinded, unable to see more than a foot or so around itself."
telegraph_message = "<span class='warning'>The lights begin to dim... is the power going out?</span>"
telegraph_duration = 150
weather_message = "<span class='userdanger'>This isn't your average everday darkness... this is <i>advanced</i> darkness!</span>"
weather_duration_lower = 300
weather_duration_upper = 300
end_message = "<span class='danger'>At last, the darkness recedes.</span>"
end_duration = 0
area_type = /area
target_z = ZLEVEL_STATION
/datum/weather/advanced_darkness/update_areas()
for(var/V in impacted_areas)
var/area/A = V
if(stage == MAIN_STAGE)
A.invisibility = 0
A.opacity = 1
A.layer = overlay_layer
A.icon = 'icons/effects/weather_effects.dmi'
A.icon_state = "darkness"
else
A.invisibility = INVISIBILITY_MAXIMUM
A.opacity = 0
/datum/weather/ash_storm //Ash Storms: Common happenings on lavaland. Heavily obscures vision and deals heavy fire damage to anyone caught outside.
name = "ash storm"
desc = "An intense atmospheric storm lifts ash off of the planet's surface and billows it down across the area, dealing intense fire damage to the unprotected."
telegraph_message = "<span class='boldwarning'>An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter.</span>"
telegraph_duration = 300
telegraph_sound = 'sound/lavaland/ash_storm_windup.ogg'
telegraph_overlay = "light_ash"
weather_message = "<span class='userdanger'><i>Smoldering clouds of scorching ash billow down around you! Get inside!</i></span>"
weather_duration_lower = 600
weather_duration_upper = 1500
weather_sound = 'sound/lavaland/ash_storm_start.ogg'
weather_overlay = "ash_storm"
end_message = "<span class='boldannounce'>The shrieking wind whips away the last of the ash falls to its usual murmur. It should be safe to go outside now.</span>"
end_duration = 300
end_sound = 'sound/lavaland/ash_storm_end.ogg'
end_overlay = "light_ash"
area_type = /area/lavaland/surface/outdoors
target_z = ZLEVEL_LAVALAND
immunity_type = "ash"
probability = 90
/datum/weather/ash_storm/impact(mob/living/L)
if(istype(L.loc, /obj/mecha))
return
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/thermal_protection = H.get_thermal_protection()
if(thermal_protection >= FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT)
return
L.adjustFireLoss(4)
/datum/weather/ash_storm/emberfall //Emberfall: An ash storm passes by, resulting in harmless embers falling like snow. 10% to happen in place of an ash storm.
name = "emberfall"
desc = "A passing ash storm blankets the area in harmless embers."
weather_message = "<span class='notice'>Gentle embers waft down around you like grotesque snow. The storm seems to have passed you by...</span>"
weather_sound = 'sound/lavaland/ash_storm_windup.ogg'
weather_overlay = "light_ash"
end_message = "<span class='notice'>The emberfall slows, stops. Another layer of hardened soot to the basalt beneath your feet.</span>"
aesthetic = TRUE
probability = 10
/datum/weather/rad_storm
name = "radiation storm"
desc = "A cloud of intense radiation passes through the area dealing rad damage to those who are unprotected."
telegraph_duration = 600
telegraph_message = "<span class='danger'>The air begins to grow warm.</span>"
weather_message = "<span class='userdanger'><i>You feel waves of heat wash over you! Find shelter!</i></span>"
weather_overlay = "radiation"
weather_duration_lower = 600
weather_duration_upper = 1500
weather_color = "green"
weather_sound = 'sound/misc/bloblarm.ogg'
end_duration = 100
end_message = "<span class='notice'>The air seems to be cooling off again.</span>"
area_type = /area
protected_areas = list(/area/maintenance, /area/turret_protected/ai_upload, /area/turret_protected/ai_upload_foyer, /area/turret_protected/ai)
target_z = ZLEVEL_STATION
immunity_type = "rad"
/datum/weather/rad_storm/impact(mob/living/L)
if(prob(20))
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.dna && H.dna.species)
if(!(RADIMMUNE in H.dna.species.specflags))
if(prob(50))
randmuti(H)
if(prob(90))
randmutb(H)
else
randmutg(H)
H.domutcheck()
L.rad_act(20,1)
L.adjustToxLoss(4)
/datum/weather/rad_storm/end()
if(..())
return
priority_announce("The radiation threat has passed. Please return to your workplaces.", "Anomaly Alert")