//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 = "The wind begins to pick up." //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 = "The wind begins to blow ferociously!" //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 = "The wind relents its assault." //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 GLOB.player_list) var/mob/M = V if(M.z == target_z) if(telegraph_message) to_chat(M, telegraph_message) if(telegraph_sound) M << sound(telegraph_sound) addtimer(CALLBACK(src, .proc/start), telegraph_duration) /datum/weather/proc/start() if(stage >= MAIN_STAGE) return stage = MAIN_STAGE update_areas() for(var/V in GLOB.player_list) var/mob/M = V if(M.z == target_z) if(weather_message) to_chat(M, weather_message) if(weather_sound) M << sound(weather_sound) START_PROCESSING(SSweather, src) addtimer(CALLBACK(src, .proc/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 GLOB.player_list) var/mob/M = V if(M.z == target_z) if(end_message) to_chat(M, end_message) if(end_sound) M << sound(end_sound) STOP_PROCESSING(SSweather, src) addtimer(CALLBACK(src, .proc/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? var/turf/mob_turf = get_turf(L) if(mob_turf && (mob_turf.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.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 = "" 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.set_opacity(FALSE)