* 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.
143 lines
4.8 KiB
Plaintext
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.
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#define STARTUP_STAGE 1
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#define MAIN_STAGE 2
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#define WIND_DOWN_STAGE 3
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#define END_STAGE 4
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/datum/weather
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var/name = "space wind"
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var/desc = "Heavy gusts of wind blanket the area, periodically knocking down anyone caught in the open."
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var/telegraph_message = "<span class='warning'>The wind begins to pick up.</span>" //The message displayed in chat to foreshadow the weather's beginning
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var/telegraph_duration = 300 //In deciseconds, how long from the beginning of the telegraph until the weather begins
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var/telegraph_sound //The sound file played to everyone on an affected z-level
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var/telegraph_overlay //The overlay applied to all tiles on the z-level
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var/weather_message = "<span class='userdanger'>The wind begins to blow ferociously!</span>" //Displayed in chat once the weather begins in earnest
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var/weather_duration = 1200 //In deciseconds, how long the weather lasts once it begins
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var/weather_duration_lower = 1200 //See above - this is the lowest possible duration
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var/weather_duration_upper = 1500 //See above - this is the highest possible duration
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var/weather_sound
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var/weather_overlay
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var/weather_color = null
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var/end_message = "<span class='danger'>The wind relents its assault.</span>" //Displayed once the wather is over
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var/end_duration = 300 //In deciseconds, how long the "wind-down" graphic will appear before vanishing entirely
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var/end_sound
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var/end_overlay
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var/area_type = /area/space //Types of area to affect
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var/list/impacted_areas = list() //Areas to be affected by the weather, calculated when the weather begins
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var/list/protected_areas = list()//Areas that are protected and excluded from the affected areas.
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var/target_z = ZLEVEL_STATION //The z-level to affect
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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.
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var/aesthetic = FALSE //If the weather has no purpose other than looks
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var/immunity_type = "storm" //Used by mobs to prevent them from being affected by the weather
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var/stage = END_STAGE //The stage of the weather, from 1-4
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var/probability = FALSE //Percent chance to happen if there are other possible weathers on the z-level
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/datum/weather/New()
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..()
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SSweather.existing_weather |= src
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/datum/weather/Destroy()
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SSweather.existing_weather -= src
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..()
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/datum/weather/proc/telegraph()
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if(stage == STARTUP_STAGE)
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return
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stage = STARTUP_STAGE
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var/list/affectareas = list()
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for(var/V in get_areas(area_type))
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affectareas += V
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for(var/V in protected_areas)
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affectareas -= get_areas(V)
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for(var/V in affectareas)
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var/area/A = V
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if(A.z == target_z)
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impacted_areas |= A
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weather_duration = rand(weather_duration_lower, weather_duration_upper)
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update_areas()
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for(var/V in GLOB.player_list)
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var/mob/M = V
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if(M.z == target_z)
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if(telegraph_message)
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to_chat(M, telegraph_message)
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if(telegraph_sound)
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M << sound(telegraph_sound)
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addtimer(CALLBACK(src, .proc/start), telegraph_duration)
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/datum/weather/proc/start()
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if(stage >= MAIN_STAGE)
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return
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stage = MAIN_STAGE
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update_areas()
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for(var/V in GLOB.player_list)
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var/mob/M = V
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if(M.z == target_z)
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if(weather_message)
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to_chat(M, weather_message)
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if(weather_sound)
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M << sound(weather_sound)
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START_PROCESSING(SSweather, src)
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addtimer(CALLBACK(src, .proc/wind_down), weather_duration)
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/datum/weather/proc/wind_down()
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if(stage >= WIND_DOWN_STAGE)
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return
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stage = WIND_DOWN_STAGE
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update_areas()
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for(var/V in GLOB.player_list)
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var/mob/M = V
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if(M.z == target_z)
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if(end_message)
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to_chat(M, end_message)
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if(end_sound)
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M << sound(end_sound)
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STOP_PROCESSING(SSweather, src)
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addtimer(CALLBACK(src, .proc/end), end_duration)
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/datum/weather/proc/end()
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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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update_areas()
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/datum/weather/proc/can_impact(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 != target_z))
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return
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if(immunity_type in L.weather_immunities)
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return
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if(!(get_area(L) in impacted_areas))
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return
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return 1
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/datum/weather/proc/impact(mob/living/L) //What effect does this weather have on the hapless mob?
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return
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/datum/weather/proc/update_areas()
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for(var/V in impacted_areas)
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var/area/N = V
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N.layer = overlay_layer
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N.icon = 'icons/effects/weather_effects.dmi'
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N.color = weather_color
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switch(stage)
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if(STARTUP_STAGE)
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N.icon_state = telegraph_overlay
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if(MAIN_STAGE)
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N.icon_state = weather_overlay
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if(WIND_DOWN_STAGE)
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N.icon_state = end_overlay
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if(END_STAGE)
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N.color = null
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N.icon_state = ""
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N.icon = 'icons/turf/areas.dmi'
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N.layer = AREA_LAYER //Just default back to normal area stuff since I assume setting a var is faster than initial
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N.set_opacity(FALSE)
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