lazy-be-gone
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@@ -4,25 +4,16 @@
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#define END_STAGE 4
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//Used for all kinds of weather, ex. lavaland ash storms.
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SUBSYSTEM_DEF(weather)
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PROCESSING_SUBSYSTEM_DEF(weather)
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name = "Weather"
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flags = SS_BACKGROUND
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wait = 10
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runlevels = RUNLEVEL_GAME
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var/list/processing = list()
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var/list/eligible_zlevels = list()
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var/list/next_hit_by_zlevel = list() //Used by barometers to know when the next storm is coming
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/datum/controller/subsystem/weather/fire()
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// process active weather
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for(var/V in processing)
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var/datum/weather/W = V
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if(W.aesthetic || W.stage != MAIN_STAGE)
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continue
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for(var/i in GLOB.mob_living_list)
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var/mob/living/L = i
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if(W.can_weather_act(L))
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W.weather_act(L)
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/datum/controller/subsystem/processing/weather/fire()
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. = ..() //Active weather is handled by . = ..() processing subsystem base fire().
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// start random weather on relevant levels
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for(var/z in eligible_zlevels)
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@@ -34,7 +25,7 @@ SUBSYSTEM_DEF(weather)
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addtimer(CALLBACK(src, .proc/make_eligible, z, possible_weather), randTime + initial(W.weather_duration_upper), TIMER_UNIQUE) //Around 5-10 minutes between weathers
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next_hit_by_zlevel["[z]"] = world.time + randTime + initial(W.telegraph_duration)
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/datum/controller/subsystem/weather/Initialize(start_timeofday)
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/datum/controller/subsystem/processing/weather/Initialize(start_timeofday)
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for(var/V in subtypesof(/datum/weather))
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var/datum/weather/W = V
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var/probability = initial(W.probability)
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@@ -47,7 +38,7 @@ SUBSYSTEM_DEF(weather)
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eligible_zlevels["[z]"][W] = probability
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return ..()
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/datum/controller/subsystem/weather/proc/run_weather(datum/weather/weather_datum_type, z_levels)
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/datum/controller/subsystem/processing/weather/proc/run_weather(datum/weather/weather_datum_type, z_levels)
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if (istext(weather_datum_type))
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for (var/V in subtypesof(/datum/weather))
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var/datum/weather/W = V
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@@ -69,11 +60,11 @@ SUBSYSTEM_DEF(weather)
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var/datum/weather/W = new weather_datum_type(z_levels)
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W.telegraph()
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/datum/controller/subsystem/weather/proc/make_eligible(z, possible_weather)
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/datum/controller/subsystem/processing/weather/proc/make_eligible(z, possible_weather)
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eligible_zlevels[z] = possible_weather
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next_hit_by_zlevel["[z]"] = null
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/datum/controller/subsystem/weather/proc/get_weather(z, area/active_area)
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/datum/controller/subsystem/processing/weather/proc/get_weather(z, area/active_area)
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var/datum/weather/A
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for(var/V in processing)
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var/datum/weather/W = V
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@@ -61,7 +61,7 @@
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if(A.z in impacted_z_levels)
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impacted_areas |= A
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weather_duration = rand(weather_duration_lower, weather_duration_upper)
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SSweather.processing += src //not processing subsystem
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START_PROCESSING(SSweather, src) //The reason this doesn't start and stop at main stage is because processing list is also used to see active running weathers (for example, you wouldn't want two ash storms starting at once.)
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update_areas()
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for(var/M in GLOB.player_list)
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var/turf/mob_turf = get_turf(M)
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@@ -104,9 +104,17 @@
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if(stage == END_STAGE)
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return 1
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stage = END_STAGE
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SSweather.processing -= src //not processing subsystem
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STOP_PROCESSING(SSweather, src)
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update_areas()
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/datum/weather/process()
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if(aesthetic || (stage != MAIN_STAGE))
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return
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for(var/i in GLOB.mob_living_list)
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var/mob/living/L = i
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if(can_weather_act(L))
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weather_act(L)
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/datum/weather/proc/can_weather_act(mob/living/L) //Can this weather impact a mob?
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var/turf/mob_turf = get_turf(L)
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if(mob_turf && !(mob_turf.z in impacted_z_levels))
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@@ -292,7 +292,6 @@
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#include "code\controllers\subsystem\vis_overlays.dm"
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#include "code\controllers\subsystem\vore.dm"
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#include "code\controllers\subsystem\vote.dm"
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#include "code\controllers\subsystem\weather.dm"
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#include "code\controllers\subsystem\processing\chemistry.dm"
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#include "code\controllers\subsystem\processing\circuit.dm"
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#include "code\controllers\subsystem\processing\fastprocess.dm"
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@@ -303,6 +302,7 @@
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#include "code\controllers\subsystem\processing\processing.dm"
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#include "code\controllers\subsystem\processing\projectiles.dm"
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#include "code\controllers\subsystem\processing\quirks.dm"
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#include "code\controllers\subsystem\processing\weather.dm"
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#include "code\controllers\subsystem\processing\wet_floors.dm"
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#include "code\datums\action.dm"
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#include "code\datums\ai_laws.dm"
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