Files
GS13NG/code/datums/weather/weather.dm
Poojawa 7e9b96a00f April sync (#360)
* Maps and things no code/icons

* helpers defines globalvars

* Onclick world.dm orphaned_procs

* subsystems

Round vote and shuttle autocall done here too

* datums

* Game folder

* Admin - chatter modules

* clothing - mining

* modular computers - zambies

* client

* mob level 1

* mob stage 2 + simple_animal

* silicons n brains

* mob stage 3 + Alien/Monkey

* human mobs

* icons updated

* some sounds

* emitter y u no commit

* update tgstation.dme

* compile fixes

* travis fixes

Also removes Fast digest mode, because reasons.

* tweaks for travis Mentors are broke again

Also fixes Sizeray guns

* oxygen loss fix for vore code.

* removes unused code

* some code updates

* bulk fixes

* further fixes

* outside things

* whoops.

* Maint bar ported

* GLOBs.
2017-04-13 23:37:00 -05:00

143 lines
4.8 KiB
Plaintext

//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 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)