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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View File
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#define STARTUP_STAGE 1
#define MAIN_STAGE 2
#define WIND_DOWN_STAGE 3
#define END_STAGE 4
/datum/weather
var/name = "storm"
var/start_up_time = 300 //30 seconds
var/start_up_message = "The wind begins to pick up."
var/start_up_sound
var/duration = 120 //2 minutes
var/duration_lower = 120
var/duration_upper = 120
var/duration_sound
var/duration_message = "A storm has started!"
var/wind_down = 300 // 30 seconds
var/wind_down_message = "The storm is passing."
var/wind_down_sound
var/target_z = 1
var/exclude_walls = TRUE
var/area_type = /area/space
var/stage = STARTUP_STAGE
var/start_up_overlay = "lava"
var/duration_overlay = "lava"
var/overlay_layer = AREA_LAYER //This is the default area layer, and above everything else. TURF_LAYER is floors/below walls and mobs.
var/purely_aesthetic = FALSE //If we just want gentle rain that doesn't hurt people
var/list/impacted_areas = list()
var/immunity_type = "storm"
/datum/weather/proc/weather_start_up()
for(var/area/N in get_areas(area_type))
if(N.z == target_z)
impacted_areas += N
duration = rand(duration_lower,duration_upper)
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='warning'><B>[start_up_message]</B></span>"
if(start_up_sound)
M << start_up_sound
sleep(start_up_time)
if(src && stage != MAIN_STAGE)
stage = MAIN_STAGE
weather_main()
/datum/weather/proc/weather_main()
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='userdanger'><i>[duration_message]</i></span>"
if(duration_sound)
M << duration_sound
if(purely_aesthetic)
sleep(duration*10)
else //Storm effects
for(var/i in 1 to duration-1)
for(var/mob/living/L in living_mob_list)
var/area/storm_area = get_area(L)
if(storm_area in impacted_areas)
storm_act(L)
sleep(10)
if(src && stage != WIND_DOWN_STAGE)
stage = WIND_DOWN_STAGE
weather_wind_down()
/datum/weather/proc/weather_wind_down()
update_areas()
for(var/mob/M in player_list)
if(M.z == target_z)
M << "<span class='danger'><B>[wind_down_message]</B></span>"
if(wind_down_sound)
M << wind_down_sound
sleep(wind_down)
if(src && stage != END_STAGE)
stage = END_STAGE
update_areas()
/datum/weather/proc/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
/datum/weather/proc/update_areas()
for(var/area/N in impacted_areas)
N.layer = overlay_layer
N.icon = 'icons/effects/weather_effects.dmi'
N.invisibility = 0
switch(stage)
if(STARTUP_STAGE)
N.icon_state = start_up_overlay
if(MAIN_STAGE)
N.icon_state = duration_overlay
if(WIND_DOWN_STAGE)
N.icon_state = start_up_overlay
if(END_STAGE)
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
@@ -1,108 +0,0 @@
///The floor is lava
/datum/weather/floor_is_lava
name = "floor is lava"
start_up_time = 30 //3 seconds
start_up_message = "The ground begins to bubble."
duration_lower = 45
duration_upper = 60 //1 minute
duration_message = "The floor is lava!"
wind_down = 30// 3 seconds
wind_down_message = "The ground begins to cool."
target_z = 1
exclude_walls = TRUE
area_type = /area
start_up_overlay = "lava"
duration_overlay = "lava"
overlay_layer = ABOVE_OPEN_TURF_LAYER //Covers floors only
immunity_type = "lava"
/datum/weather/floor_is_lava/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
var/turf/F = get_turf(L)
for(var/obj/structure/O in F.contents)
if(O.level > F.level && !istype(O, /obj/structure/window)) // Something to stand on and it isn't under the floor!
return
L.adjustFireLoss(3)
/datum/weather/advanced_darkness
name = "advanced darkness"
start_up_time = 100 //10 seconds
start_up_message = "The lights begin to dim... is power going out?"
duration_lower = 45
duration_upper = 60 //1 minute
duration_message = "This isn't average everyday darkness... this is advanced darkness!"
wind_down = 100 // 10 seconds
wind_down_message = "The darkness recedes."
purely_aesthetic = TRUE
target_z = 1
exclude_walls = TRUE
area_type = /area
start_up_overlay = ""
duration_overlay = ""
overlay_layer = AREA_LAYER
/datum/weather/advanced_darkness/update_areas()
for(var/area/A in impacted_areas)
if(stage == MAIN_STAGE)
A.invisibility = 0
A.opacity = 1
A.layer = overlay_layer
A.icon = 'icons/effects/weather_effects.dmi'
A.icon_state = start_up_overlay
else
A.invisibility = INVISIBILITY_MAXIMUM
A.opacity = 0
//Ash storms
/datum/weather/ash_storm
name = "ash storm"
start_up_time = 300 //30 seconds
start_up_message = "An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter."
start_up_sound = 'sound/lavaland/ash_storm_windup.ogg'
duration_lower = 60 //1 minute
duration_upper = 150 //2.5 minutes
duration_message = "Smoldering clouds of scorching ash billow down around you! Get inside!"
duration_sound = 'sound/lavaland/ash_storm_start.ogg'
wind_down = 300 // 30 seconds
wind_down_message = "The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now."
wind_down_sound = 'sound/lavaland/ash_storm_end.ogg'
target_z = ZLEVEL_LAVALAND
area_type = /area/lavaland/surface/outdoors
start_up_overlay = "light_ash"
duration_overlay = "ash_storm"
overlay_layer = AREA_LAYER
immunity_type = "ash"
/datum/weather/ash_storm/false_alarm //No storm, just light ember fall
purely_aesthetic = TRUE
duration_overlay = "light_ash"
duration_message = "<span class='notice'>Gentle ashfall surrounds you like grotesque snow. The storm seems to have passed you by.</span>"
wind_down_message = "The ashfall quietly slows, then stops. Another layer of hardened soot to the volcanic rock beneath you."
/datum/weather/ash_storm/storm_act(mob/living/L)
if(immunity_type in L.weather_immunities)
return
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)